Rebirth in the Golden Age of Gaming: I Become the Crown Prince of Sega
Chapter 130

Channels

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The huge success of DDR serves as a mirror, clearly reflecting Sega's weaknesses in building distribution channels in the home console market.

"The Mega Drive is our next-generation console, on which we have high hopes, and it carries the future of Sega. We must not repeat the mistakes of the past in channel development."

All eyes turned to Nakayama Takuya without prior arrangement.

This young man created a business miracle with DDR.

Now, they expect him to once again point the way for MD's future.

Nakayama Takuya felt the gazes of everyone, a mixture of pressure and expectation.

He cleared his throat, his tone calm and confident.

"I have some preliminary suggestions regarding MD's sales channels."

He paused, organizing his thoughts.

"Besides traditional toy stores and game specialty stores, I believe MD should actively expand its partnerships to diversify and deepen its distribution channels."

"For example, we could consider collaborating with Sanrio."

Sanrio?

One of the directors looked puzzled.

"Yes, Sanrio."

Nakayama Takuya answered affirmatively.

"Thanks to its popular cartoon characters like Hello Kitty and its global retail network, our Pokémon are also selling well through Sanrio's channels, Sanrio have a large user base of young women and families. This is a market segment we've previously overlooked, so focusing our promotion on simple, fun, and cute games and family-friendly party games would be very appropriate."

This suggestion caught the attention of the executives present; it was indeed a novel idea.

"Secondly, there's the collaboration with international toy giant Mattel."

Nakayama Takuya continued.

Mattel possesses unparalleled channel advantages and brand influence in the mainstream European and American home markets, which will be a key factor in Mattel's entry into these markets. Initial promotional strategies could also draw inspiration from Sanrio.

"There's one more thing,"

Nakayama Takuya's gaze swept over the crowd, and he offered his most forward-thinking suggestion.

"Pokémon Center."

"Given the continuous release of various exquisite peripheral products by Pokémon over the past year, the foot traffic at Pokémon Center stores has remained very stable and considerable."

"Selling Mega Drive consoles, along with potential future Pokémon- themed games and Pokémon- limited consoles, in Pokémon Center would be a win-win situation. The Pokémon fanbase and the gaming community highly overlap, allowing for targeted marketing. Furthermore, users who buy the consoles are more likely to consider purchasing other games, thus expanding our customer base."

These suggestions opened new doors, allowing the Sega executives present to see a broader market prospect for MD.

Excitement gleamed in Yoshikawa's eyes.

"Takuya- kun's suggestions are very constructive."

Masao Suzuki nodded vigorously as well.

"Especially the partnership with the Pokémon Center, which involves direct connections with Sega through various channel partners, although some are fragmented."

However, its strength lies in its breadth and scope; once achieved, it will be a huge boost to the promotion of MD.

After a heated discussion, the board of directors quickly reached a consensus.

With the approval of Director Yoshikawa, the company's relevant departments were authorized to immediately begin contacting and negotiating with Sanrio, Mattel, and Sega -authorized Pokémon Center stores.

This paved an unprecedentedly broad road for the global release of the MD.

A week after its release, the market response to DDR has exceeded many people's expectations. Not only are the songs already released receiving high praise, but many players have also jointly requested Sega and Sony to include other songs that players like in DDR.

Seeing the soaring enthusiasm and surging orders from gamers, executives from Sony and Sega decisively decided to capitalize on this wave of popularity, following their pre-prepared plan, and jointly announced a piece of news that ignited the global gaming community.

The 2nd Esports Tournament – DDR Global City Championship – has officially begun!

The news spread rapidly to every corner of the world through television, newspapers, radio, and posters in arcades across the country, and detailed competition rules were subsequently announced.

The city-level preliminary rounds will comprehensively consider the contestants' "aesthetic appeal" (40%), "difficulty of completion" (40%), and "game score" (20%).

Each audition will use an eight-person competition format with the same song. Only the group with the highest score in each round will win the brutal elimination until the top 32 contestants or teams are determined.

In the city finals, if there are fewer than 32 contestants or teams, they will perform individually, and the top eight will be selected by professional judges.

The eight finalists will then compete in a double-elimination tournament to determine the ultimate city champion and runner-up.

The global finals were scheduled for January 9, 1988.

Champions from sixteen cities around the world will gather at the National Kasumigaoka Stadium in Tokyo, Japan, to compete for the highest honor in DDR.

In addition to the generous prize money, the top three dancers will have their performances recorded live by Sega and Sony, made into new song CDs, and released to arcades. They will also receive a share of the licensing fees for the dances!

The news caused an instant frenzy in arcades across the world.

Countless self-proclaimed DDR masters, or simply players who love dancing, have unleashed unprecedented enthusiasm.

Within just one week, the number of people who registered to participate worldwide easily exceeded 10,000.

Sega, leveraging its extensive experience from the inaugural eSports tournament, combined with Sony's strong resources and execution capabilities,

The organization of various events is proceeding smoothly and systematically across the globe.

Despite the huge investment, both sides have seen the even greater commercial value and cultural influence behind this grand event.

Los Angeles, CBS Television.

Veteran TV anchor Mark Thompson is currently staring at a program proposal on his desk, his brow furrowed.

His face, which usually appeared somewhat rigid from broadcasting serious news, was now filled with reluctance.

"Live coverage of the Los Angeles DDR City Championship qualifiers and finals?"

Mark read the title aloud, a hint of absurdity in his voice.

During a report on the Middle East situation last week, he accidentally mispronounced a syllable of a country's leader's name. This minor mistake made him the unspoken "unlucky guy" in the office.

Now, this "low-class" task in his eyes has naturally fallen on his shoulders.

"Mark, this is the decision from above."

The department head patted him on the shoulder, his tone leaving no room for argument, but his eyes held a hint of sympathy.

At the surrounding workstations, several young colleagues exchanged glances, forcing smiles.

Mark took a deep breath, suppressing his agitation.

He quickly flipped through a few pages of DDR information.

The colorful interface and the young people dancing on arrows made him even more disdainful of this "dance-and-step-arrow game".

This is a complete waste of the TV station's precious prime-time slot.

It is also an insult to his professional journalistic ethics.

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