Within just one month, Fortnite swept across the entire gaming industry.
Almost overnight, battle royale gas beca the hottest topic in gaming.
All other genres had to step aside.
No one could really explain why so many people loved battle royale gas so much.
Maybe it was an instinctive drive for competition. Or maybe the gaplay itself was genuinely fun.
The first thing Brown Entertainnt did was dig deep from the ground up to analyze why Fortnite exploded in popularity.
First of all, it was a shooter, and Brown Entertainnt already had similar ga types they could directly reference.
They could even add battle royale chanics to their existing online shooter titles.
But that required ti for analysis—understanding why Fortnite succeeded, and why other battle royale gas failed to catch on.
After a month of research, Brown Entertainnt arrived at a rough conclusion: Fortnite aggressively stripped away the complicated chanics found in other battle royale gas.
Systems like hunger, weapon durability, physical condition, and similar stats were all discarded.
What remained were only:
Player health
Armor
Weapon combat strength
Other battle royale gas tried to showcase "professionalism" by obsessing over gun details—claiming ultra-realistic recoil, authentic handling, and faithful weapon assembly.
But that was likely missing the point.
Most players didn’t want to study tiny differences between firearms.
And no one was interested in worrying about eating or drinking while fighting to survive.
Just fight.
Simple.
Pure.
At the sa ti, many other battle royale gas featured matches that lasted several hours.
For players with lots of free ti, that level of imrsion was appealing.
But most players didn’t have that kind of ti.
Even carving out half an hour to play was rare.
And even when ti allowed, matches lasting several hours quickly beca exhausting.
These insights were what Brown Entertainnt gradually pieced together over the course of a month.
Their next step was obvious: stop analyzing and start developing—imdiately.
Brown Entertainnt moved extrely fast.
Just two months after Fortnite launched, its peak concurrent player count reached two million.
On top of that, Nintendo voluntarily released its revenue data, practically showing off that their very first ga had already beco a blockbuster—an unmistakable nouveau-riche attitude that left many competitors envious, jealous, and bitter.
So companies had spent years carefully building their brands, yet couldn’t match the appeal of a ga Nintendo made in just three months.
That stung.
But video gas often co down to creativity.
If you have a strong idea—and it hits players’ excitent threshold—a ga can explode overnight.
Gastar Electronic Entertainnt’s Candy Frenzy was a perfect example.
In just two months, it pulled in $200 million in revenue.
Of that, $130 million was pure operating profit, with the rest going to labor, marketing, and server costs.
It was practically money printing.
No wonder so many ga companies were green with envy.
More importantly, Fortnite was clearly a long-term online multiplayer ga.
At first glance, players didn’t need to spend a single cent.
But when you saw costic items priced at just one dollar—or even less—after getting bored of the default look, wouldn’t you want to spend a little to customize?
In reality, very few people could resist.
The ga also introduced a battle pass system.
This model was already common in other gas and was extrely effective at keeping players engaged while encouraging spending.
By combining free-to-play with low-cost costics and battle passes, Fortnite made a fortune.
And this was only the first two months.
After that, revenue began growing at a geotric rate.
Inside Nintendo, employees were so excited they could barely contain themselves.
It felt like winning the lottery.
Most of them had joined this startup with little expectation—attracted mainly by decent starting salaries and just wanting to try their luck.
None of them had planned to stay long-term.
Now, every employee received bonuses worth several tis their monthly pay as a reward for their hard work.
Yet instead of splurging, they held back—because Takayuki had already assigned them new tasks: preparing crossover collaborations for the ga.
Takayuki used his behind-the-scenes connections to negotiate with major animation and film IP holders.
The deal was simple: as long as they allowed their characters to appear in Fortnite, they would receive a percentage of revenue based on the sales of IP-thed skins.
With Takayuki’s hidden network and Lorenzo’s public influence, most companies didn’t think much of it at first—but still licensed their IPs to Nintendo.
Then, in the ga’s third month, a wave of IP crossover events launched.
After years in this world, Takayuki had developed a deep understanding of its IP landscape.
He knew many franchises rivaled top-tier works from his original world.
This world had superhero comics, classic Japanese hot-blooded manga—old and new alike.
Any IP that could be secured was brought in wholesale and released season by season.
Fans of those franchises were thrilled and more than willing to pay for skins tied to characters they loved.
As a result, Fortnite’s third-month revenue hit yet another record.
$200 million in a single month.
That sa month, Nintendo announced that Fortnite would be launching on mobile platforms.
PC.
Consoles.
Mobile devices.
Fortnite would be everywhere.
That included—even more provocatively—Mikufu’s smartphones.
Although Fortnite was confird for Mikufu phones, all other platforms had clear release tilines.
Only Mikufu’s smartphones did not.
That made Maylon Case restless.
A ga that generated $400 million in revenue in just three months would be a massive profit driver on Mikufu smartphones.
And with Mikufu having just announced plans to split off its ga division, they were desperately lacking a flagship title like Fortnite.
Before Takayuki even finished preparing to acquire Mikufu’s ga departnt, Maylon Case contacted him first.
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