Another world Game Developers in Japan`s 1991 Chapter 622

Having just arrived in the USA, Zaboru visited the Emerald Wings offices, relaxing after a long flight. Ryan and James were with him in the office when Ryan Miller, the founder and chairman of Emerald Wings, approached with visible excitement.

"Boss, you have to look at this," Ryan said, motioning for Zaboru to come over to his computer. Curious, Zaboru stood and walked over.

"Yes? What is it, Ryan?" he asked.

Ryan turned his monitor to show a simple browser window, and Zaboru couldn't help but chuckle—it was none other than Netscape Navigator, the internet browser that had just begun making waves.

Ryan then explained, "This is called Netscape Navigator, boss. It was just released last month, and the company behind it went public too. They've become a billion-dollar company practically overnight, and tons of investors are pouring money into these .com ventures. Companies are rushing to create something called 'websites' using the .com domain. Have you heard of this, boss?"

Zaboru chuckled, genuinely amused. Of course he was familiar. In his previous life, he had witnessed the meteoric rise and catastrophic fall of the .com bubble. He already understood the strengths, pitfalls, and immense potential of websites. It was clear that the same digital gold rush was beginning to take shape in this world too—and he knew precisely how to navigate it with foresight and strategy.

He responded to Ryan with a knowing smile, "Let's just say I've know some stuff for websites. But I'm more interested in hearing your take—what do you think about all this, Ryan?"

Ryan thought for a moment. "I think we should create our own website, boss—like a ZAGE website. As for what goes on it? That's your call, but I know you've got something in mind." Ryan understood his own strengths and had full confidence in Zaboru's creativity. He knew better than to question it.

Zaboru chuckled and nodded. "Well, that's true—having a website will definitely boost our company's presence on the internet. But we can't rush into it. Let's go ahead and build a website for ZAGE, but we'll take our time with it." He knew that internet costs in this world were much lower than in 1995 from his previous life, making it more accessible to households everywhere.

Leaning back and sipping his coffee, Zaboru weighed the possibilities. Having experienced the full arc of the digital age through the 2020s, he possessed a crystal-clear vision of what made a website not just functional but truly engaging. He could picture interactive content, personalized user interfaces, and communities forming around shared interests. Of course, given the constraints of 1995—limited tools, slower connections, and basic coding languages—he'd have to scale down that vision significantly. But adapting wasn't a problem for him. He'd done it before. Still, he recognized that a website, while useful, was not an immediate priority. His mind was already moving toward something far more transformative.

Turning to Ryan, Zaboru added, "Rather than focusing on a website, I think we should enhance online gameplay, Ryan."

Ryan's eyes lit up with surprise. "Online? Not LAN? Whoa! Is that even possible, boss?" The idea sparked a memory—he imagined playing Diablo with James from across the country, not just the same office.

Zaboru chuckled, clearly enjoying Ryan's reaction. "It is, Ryan. Trust me. We're going to make it happen." He stood, finishing the last sip of his coffee. "Thanks for the hospitality. I've got to head over to ZAGE USA now."

Ryan laughed and nodded. "Take care, boss—and please let me know once that 'online' stuff is actually available. I can't wait to try it out!"

Now en route to his U.S. office, Zaboru was lost in thought—he had a groundbreaking idea brewing. The project? None other than Battle.net.

"Well, maybe this year it's time for Battle.net to debut," Zaboru muttered to himself, a small smirk tugging at the corners of his mouth. He vividly recalled how revolutionary Battle.net had been in his past life—it hadn't just changed the game; it had rewritten the rules entirely. Online multiplayer had been clunky and disconnected before, but Battle.net introduced a seamless ecosystem that brought players together from around the world. The potential it unlocked was immense: fluid matchmaking, persistent accounts, global leaderboards, and vibrant communities that flourished regardless of geography or background. It was more than infrastructure—it was the heartbeat of a new gaming era, and Zaboru was determined to beat everyone else to it.

This time, he wouldn't let it be a side project. Battle.net would be a central pillar of his strategy, developed in parallel with the Unreal Engine but standing at the forefront. While both were essential, Battle.net took precedence in his mind. Its release, tentatively planned for mid-1995, would mark a new era in competitive and cooperative gameplay—one that Zaboru was determined to usher in.

And Battle.net wouldn't be the only initiative. Zaboru envisioned launching ZAGE's first official gaming forum—a dynamic online space where gamers across the globe could gather, share strategies, discuss their favorite titles, and forge friendships. He understood that a thriving community wasn't just a byproduct of good games—it was a key pillar of long-term success. A strong community could breathe life into a game long after its release, inspire player-driven content, and foster loyalty that no marketing campaign could buy.

Smiling to himself, Zaboru said, "I already have the perfect game for this…"

The perfect launchpad for Battle.net would be the sequel to Warcraft—Warcraft II: Tides of Darkness. In his previous life, this title wasn't just a pivotal moment for real-time strategy games; it also heralded the debut of Battle.net and the silver age of video game modding. Zaboru saw massive opportunity here. He was eager to arm players with robust modding tools from day one because he firmly believed mods weren't just add-ons—they were the soul of gaming creativity. Mods gave players the freedom to bend the game to their will, tweak mechanics, reimagine lore, and even invent entirely new genres. By empowering modders, Zaboru knew he could cultivate a passionate, self-sustaining community that would elevate the game far beyond its original scope.

In his previous life, major game companies often regarded modding with suspicion, treating it more like a liability than a valuable asset. Bethesda stood out as a prime example—its games were frequently released with bugs and issues, yet they found enduring success largely because of the dedicated efforts of modding communities. Despite this, Bethesda chose to monetize the scene by launching the controversial "Creation Club," a system that placed paywalls around mods, often delivering subpar content in exchange. Rather than fostering creativity, it stifled it under the guise of official support.

Zaboru wanted no part of that. If a modder created something exceptional, he'd ensure they were properly recognized and rewarded. And if a mod was so innovative and well-crafted that it showed true game-development potential, ZAGE would step in—offering the modder a chance to develop a full-fledged game under their banner, supported with both technical expertise and financial backing. Tʜe source of this ᴄontent ɪs 𝕟𝕠𝕧𝕖𝕝✶𝕗𝕚𝕣𝕖✶𝕟𝕖𝕥

With that resolve, Zaboru got to work, drafting plans for both the Unreal Engine and Battle.net.

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