Video Game Tycoon in Tokyo-Chapter 913: Reactionary Force

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Chapter 913 - Reactionary Force

Bart realized he'd developed a new obsession lately: endlessly watching videos on Facebook of people getting utterly wrecked by Sekiro's bosses.

After stumbling into a pro player's stream—watching that "pros" could fare even worse than he did—he'd discovered a fresh kind of thrill. "See? The monsters that kept murdering me absolutely decimate everyone else too. But now I can easily turn the tables and crush the bosses—and watching others get slaughtered gives me an immense sense of achievement."

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He even replayed his own victory over the Red Oni, recorded it, and uploaded the clip to Facebook. Almost instantly, it racked up over a hundred thousand views—numbers usually reserved for big influencers, yet he'd done it with a single video. The glowing comments calling him a "Sekiro master" only fueled his drive to conquer the next bosses. From now on, every failure was no longer a moment of frustration but a badge of resilience—proof that each time he fell, he rose again.

...

And he wasn't alone in feeling this way. Many players who'd watched the official Sekiro livestream rediscovered why the game was compelling. After marveling at Takayuki's skill, they repurchased Sekiro, reinstalled it, and dove back in. In just one more week, global sales shot up by another two million copies—a clear return on investment, with word of mouth accelerating even faster.

Those who stuck with it finally grasped the game's true high: the incomparable rush of standing victorious over a boss that once seemed invincible. It was a thrill born of tangible growth—and that euphoria was all the more powerful for the preceding tension. Whereas most games chase quick dopamine hits, Sekiro inverted the formula: it crank-up early pressure to near-unbearable levels, then rewarded each hard-won victory with a euphoric release.

In the twenty-plus years since video games emerged as a mass medium, researchers have attributed their success largely to these short-term dopamine bursts. Developers tried to maximize that instant payoff—first by cloning Mario-style platformers, then by following the template set by Takayuki's breakout hits. Eventually, microtransactions and loot-boxes became the industry's go-to for instant thrills.

Yet Sekiro defied that logic. By Week 3, sales of Ghosts of Tsushima had slowed to twenty- or thirty-thousand per week—but Sekiro continued selling two million copies every seven days. Just when publishers were convinced Sekiro was a one-off test or a marketing foil for more "accessible" titles, its momentum exploded in silence.

"Have you figured out why this game's appeal runs counter to every marketing playbook?" asked Hayakawa Uejin, frowning at the latest sales figures. He was at a loss. Sekiro's delayed gratification model—crushingly hard at first, rewarding later—should have tanked it, not turned it into a phenomenon. "It's almost as if Takayuki built it to fail... then sold it anyway, just to make his next game look even better."

His marketing team had hailed that as a brilliant ploy. Now, watching Sekiro rebound of its own accord, rival publishers scrambled to copy it.

"It really does have a unique kind of payoff," one developer chimed in. "The pure release when you finally topple a boss—you don't get that anywhere else."

"Delayed gratification?" Uejin repeated, intrigued.

"Exactly," the developer nodded. "You bury the player in tension early on. But when they overcome it, the release is incomparable."

"Can we build a game like that?" Uejin asked the heads of development.

The leads exchanged uneasy glances. "It's not just about cranking up difficulty," one ventured. "Sekiro's design details are incredibly nuanced—though that's not even the main point."

"What is, then?" Uejin pressed.

"We don't have the capital or the brand cachet to pull it off," they admitted. "If we tried to replicate it and failed, it might backfire spectacularly."

Uejin said nothing, staring at them until they met his gaze. The lesson was clear: Sekiro wasn't just another game—it was a bold inversion of everything a "successful" game was supposed to be. And it had rewritten the rules entirely.

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