"Cash flow is extremely healthy." The senior partner tapped the paper. "This is more sustainable than the buyout model for standalone games."
"Silicon Valley Online has built a platform, and players have sunk their social relationships into that platform. The cost of leaving has gone up."
The technology-sector analyst sitting across from him opened another report.
"Not just online games." The analyst pointed at the sales data for Pentium Processors and 3df graphics accelerator cards. "The hardware side is also pushing in tandem. Less than two months after Quake's release, sales of high-end PC components through North American retail channels doubled. Consumers are willing to pay for smoother 3D visuals. Moore's Law has formed a complete commercial closed loop on the personal-computer entertainment end."
The discussion in the conference room turned to the year-end product lineup.
Capital's nose had caught the massive scale that was taking shape in the PC game market.
They no longer kept their eyes only on Sony and Nintendo's console sales, but shifted their gaze to the software developers capable of driving iterations in PC hardware.
Redwood City, Silicon Valley Online headquarters.
Frank Marshall hung up Michael Moritz's call.
Sequoia Capital was very satisfied with the current revenue figures, and had even proposed launching the next round of financing ahead of schedule to reserve funds for expanding network infrastructure later on.
Frank stood up and walked to the whiteboard in his office.
Listed on it were the development schedules of several major competitors.
At the very top was Westwood Studios' Command & Conquer: Red Alert, marked for late October.
Below it was Blizzard Entertainment's Diablo, marked for the end of the year.
Frank picked up a marker and drew a heavy circle beside Blizzard's name.
"." He read the word aloud.
Dungeons & Dragons Online had