If Myron Case knew that in a parallel version of Earth, there existed an Apple whose developnt path mirrored his almost exactly—and that Apple, after 2020, had a user base of over one billion, more than double the size of that world's Steam—he'd likely feel an overwhelming mix of emotions.
He'd probably believe Apple's trajectory was the path he had always envisioned for himself.
But in this world, not everything goes as planned.
Especially with soone like Takayuki around—an unpredictable maverick whose endless stream of ideas always seed to catch everyone off guard.
Originally, MicFo was on the verge of dominating the mobile gaming market.
Even a slew of great gas couldn't reverse the decline in mobile gaming's montum.
But Gastar Electronic Entertainnt found a completely different way to solve the problem.
They brought classic gas directly to a designated smartphone platform, offering hundreds—if not thousands—of old gas for a low monthly subscription.
These legacy titles represented twenty years of Gastar's best work, far beyond anything a latecor like MicFo could hope to match.
...
...
Now, watching Battle flourish, Myron Case could only feel powerless.
He had already pushed his developnt teams to create better gas. Lately, he had even ventured into AI developnt, hoping to find the next breakthrough there.
As for defeating Gastar? He'd given up on that dream. It was simply impossible now.
But the Battle model—that was sothing he could learn from.
He had his own operating system and could attract developers by offering a lower revenue share, or even buyout-style licenses to bring quality titles into his ecosystem.
If developers still weren't convinced, he could offer free assistance from his team to help with porting their gas, asking only for a distribution license in return. The developers would get free promotion, and maybe even a tidy profit—why wouldn't they agree to that?
Back on stage, Belrade's presentation of Battle's impressive trics had stirred up major hype among players.
He then moved on to announce Battle's next major roadmap for the coming years.
The first major initiative: a remastering project for older gas.
These remasters would be powered by the latest Unreal Engine technology and incorporate AI-assisted upscaling and enhancent.
On one hand, it was a test of how effective AI could be in remastering gas. On the other, it was about making older gas more appealing to newer players.
At the very least, it would help younger gars realize that "old" doesn't an "outdated."
And that led directly into the next major project reveal.
After announcing Battle's roadmap, Belrade stepped off the stage amid a wave of cheers.
Just from his announcents alone, players felt hopeful for the future.
It felt like they were shareholders, listening to Gastar Electronic Entertainnt reveal its strategic direction.
And it all sounded incredibly promising.
Next on stage were several core developers from the Unreal Engine team.
By now, Unreal Engine had reached version 4.0, and after a few years of iteration, it had matured greatly.
No matter what kind of ga a developer wanted to make, Unreal Engine could handle it.
All it took was so basic programming knowledge.
As a result, countless developers and modders had adopted Unreal Engine.
The Unreal Engine team proudly announced that they now had tens of millions of developers, all of whom had saved significant ti using their tools.
Without Unreal Engine, ga developnt and CG production would be at least 30% less efficient—a figure based on real research, not just guesswork.
So studios still used traditional developnt approaches, such as C or other low-level languages.
While this gave more control over bugs and conflicts, it lacked modular convenience.
So companies, like a team from Surrey Electronics, had begun developing their own engines.
While these custom engines could be tailored to match the team's style, the mont the ga design expanded in scope, they'd have to rework massive portions of the codebase—a difficult road.
By comparison, Unreal Engine stood out as uniquely powerful, maintaining its monopoly-like dominance for the foreseeable future.
Of course, the Unreal team wasn't just here to flaunt stats.
They ca to reveal a bold new initiative.
Since Gastar was already deeply collaborating with an AI research lab, Unreal Engine had joined in as well, hoping to simplify ga and CG developnt using new AI tools.
They had already identified clear goals, and even produced early results.
All developers—whether in the audience or watching online—were invited to apply on a designated site.
If approved, they would gain access to a free trial of Unreal Engine 5.0.
During this trial, developers could publish gas or CG content for free. Unreal would take zero revenue share—developers would keep 100% of the profits.
As soon as this was announced, developers' eyes lit up like lasers.
For players, this might not have sounded earth-shattering. They just wanted to know if better gas would result.
But for developers? It was like a jolt of adrenaline.
"Free to use, and licensing fees waived? I have to apply!"
Many were already planning to rush out a demo built on Unreal Engine 5 in ti to capitalize on this opportunity.
Even developers under major companies like Surrey Electronics felt stirred by the announcent.
Free use? This was a once-in-a-lifeti chance.
Ueto Hayakawa, sitting in the audience, heard the announcent and felt a headache coming on.
"Gastar just keeps pulling these unexpected moves..."
A brand-new engine, free to use for a while, regardless of company size? How could any other engine compete with that?
He knew of several major companies besides his own that were also developing their own engines—nobody wanted to be dependent on Unreal forever.
But now, Hayakawa could already see what was coming.
The other companies would likely be sighing in defeat while muttering:
"Okay, fine... this is actually amazing."
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