What kind of promotion best suits a ga like this?
Takayuki had planned it all from the very beginning.
Those early, heavy advertising investnts were actually nothing more than smoke bombs—ant to facilitate the acquisition of Mikuford.
Their strategic value far outweighed their promotional value.
The real marketing mont would co only after the ga went live.
One month before developnt was completed, almost every strear who broadcast video gas on Facebook received an advertising offer.
The requirent was simple: stream Fortnite continuously for one week.
It didn’t matter how influential the strear was—everyone received an invitation.Of course, the paynt varied depending on the strear’s reach.
Takayuki rembered this vividly: in his previous life, at least half of PUBG’s explosive success had been driven by livestreaming.
Since there was already a proven formula for success, why not use it?
In fact, it wasn’t just gaming strears.
Strears from lifestyle, entertainnt, and even music-and-dance categories all received similar offers.
The influence of livestreaming had not yet been fully realized.
Takayuki had previously experinted with using strears to promote certain gas.
Later on, many people mistakenly believed that it was simply Gastar Electronic Entertainnt’s overwhelming influence, and that strears played only a secondary role.
It just so happened that strears themselves had not yet fully realized their own value—making it possible to save quite a bit on marketing costs.
Dorothy, a small, almost invisible strear in the music-and-dance category, finished a long and exhausting day of streaming.
She was a bottom-tier strear, completely unremarkable.
In today’s flashy, crowded society, her figure and looks weren’t particularly striking—especially in a music-and-dance section full of eye-catching perforrs. Dorothy was practically transparent.
Fortunately, she still had a few dozen loyal viewers. Their support barely allowed her to keep streaming.
Truth be told, she didn’t really know what else she could do.
Streaming was probably the only thing her social anxiety allowed her to attempt.
And because of that sa anxiety, she deliberately covered her face even while doing music-and-dance streams—making her even harder to notice.
Exhausted after finishing her work, she didn’t want to touch the computer again.
But just then, a notification window popped up.
It was a business inquiry ssage from Facebook’s backend.
Thanks to Facebook Live’s mature ecosystem, advertising offers and placents had beco extrely streamlined.
Even an unknown small strear had a chance to receive promotional tasks.
Facebook called this a "benefit-the-bottom-strears" strategy, designed to greatly boost motivation among small creators.
In practice, it worked extrely well. Facebook had already discovered many excellent strears through this system.
Strears could make money, topics gained traction, and the platform maintained its number-one position in the industry. In other sectors as well, Facebook consistently ranked first or second, becoming a top-tier Arican corporation second only to the Morgan Group.
The mont Dorothy saw the business inquiry, she jumped out of bed.
An advertising invitation ant money.
This was a bonus beyond regular streaming inco. She’d been lucky enough to get selected a few tis before, each ti earning so extra cash.
So she didn’t hesitate at all.
"Nintendo livestream invitation? Requirent: continuously stream Fortnite for one month after the ga’s release. Advertising compensation: $10,000."
Ten thousand dollars.
Dorothy’s eyes lit up instantly.
Her usual monthly streaming inco was around $3,000.
Her best month had been about $5,000.
This single ad deal alone paid $10,000. Combined with her normal inco, making $13,000–14,000 that month wouldn’t be a problem at all.
She imdiately accepted the invitation with a bright, cheerful smile.
At the company level, this advertising fee was basically pocket change.
But for a bottom-tier strear like her, it was lifesaving.
At the sa ti, thousands of other small strears received similar invitations. Their tasks were identical: continuously play Fortnite during the first month after release.
This was ridiculously easy.
They had to stream anyway—what they stread wasn’t that important. Most of their inco ca from Facebook’s base strear subsidies and a small amount of viewer donations.
All of them accepted without hesitation.
So even wished they could start streaming the ga imdiately, just to get that $10,000 into their pockets faster.
Unfortunately, the ga was still one month away from release.
As for the larger, more influential strears, they also received generous advertising fees—amounts they were more than satisfied with. They too were required to play Fortnite for a full month.
Even if they got sick of it, they had to keep playing.
If they stopped, the advertising fee would be completely withheld.
One month passed quickly.
On the surface, everything seed calm.
Suri Electronics reacted more strongly than others.
They had been closely monitoring Nintendo’s movents from the very beginning.
What surprised them was that Fortnite launched after just three months of developnt.
And it was completed by only a little over a hundred people.
A ga like that... could it really be any good?
Many inside Suri Electronics were skeptical.
So even began to suspect that the indie developer was trying to scam money from old man Lorenzo.
By age, Lorenzo had to be close to eighty, right?
Maybe he’d had a mont of confusion?
Otherwise, how could a rational person do sothing this outrageous—throwing money in so decisively, barely asking for returns?
That thirty percent equity stake was probably going to be completely worthless.
As a result, Suri Electronics relaxed slightly.
After all, this really did seem absurd.
The early marketing was so aggressive, as if this were going to be a once-in-a-generation masterpiece.
Yet the total developnt cycle was only three months.
That was ridiculous. There was absolutely no sign of a top-tier blockbuster.
In truth, Takayuki never expected Fortnite to be a "masterpiece."
The ga’s strength lay in its ability to spread.
In terms of reputation, it was always sowhat controversial—but it constantly attracted waves of new players.
Later on, through seasonal story modes and collaborations with various brand IPs, its popularity stayed consistently high.
From the very beginning, Takayuki positioned this ga to have influence first, and profitability second.
It needed enough influence to convince everyone.
To make people believe that this company acquiring Mikuford’s ga division was reasonable—and that it shouldn’t be acquired at too high a price.
Everything.
All of it.
Was just groundwork.
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