In Early December 2000.
Right now, the Internet era has officially begun—and not just basic internet, but high-speed internet as well. Fiber-to-the-home (FTTH) infrastructure has already expanded significantly, and now almost all major states in the USA have access to this technology. This marks a huge shift compared to just a few years ago, where connection speeds and accessibility were still limited.
At the same time, many regions across Europe are actively developing and expanding similar infrastructure, pushing toward faster and more stable connectivity. China, too, is rapidly investing in this area, recognizing the importance of digital growth and large-scale network adoption. The global momentum is clear—this is no longer a localized advancement, but a worldwide transition.
What was once considered a luxury is now becoming a standard. High-speed internet is starting to reshape how people communicate, consume media, and interact with technology, laying the foundation for an entirely new digital ecosystem.
The results were immediate, as ZAGE's digital platforms—such as YouTube, Z-Store, ZAGE Forum, and Steam—began rising rapidly in both traffic and influence. More and more players were getting connected, exploring these platforms daily, and forming communities around them. Among all of them, YouTube showed the most explosive growth, quickly evolving from a simple video-sharing site into a central hub for entertainment, discussion, and content creation.
People weren't just watching videos anymore—they were engaging, commenting, sharing, and even beginning to build their own audiences. It created a new kind of ecosystem, one where creators and viewers interacted directly, something that hadn't truly existed at this scale before.
Alongside this growth, rumors started to spread. It was said that within a few months, there might be a system that allows people to earn real money through YouTube itself. No one knew exactly how it would work—whether through ads, donations, or some kind of partnership system—but the idea alone was enough to spark massive curiosity.
For many users, this possibility changed everything. What was once just a place for fun suddenly felt like an opportunity—a platform where anyone could potentially turn their creativity into something more.
Still, uncertainty remained. People discussed theories, speculated endlessly, and tried to predict what ZAGE was planning. But despite not having clear answers, they didn't lose interest.
Instead, they waited.
Patiently.
Because if there was one thing everyone had learned by now, it was this—when ZAGE was involved, something big was always coming.
Digital games are also doing exceptionally well right now. Even though digital distribution is currently implemented mainly on PC through Steam, and ZAGE's ZEPS 3 still does not have its own online store, the impact is already significant. Despite this limitation, the system works surprisingly well, and players are starting to adapt quickly to the idea of buying and playing games digitally instead of relying entirely on physical copies.
Right now, ZAGE has even begun releasing some of its ZEPS 3 titles on Steam to expand their player base. Not all games are being ported, of course—only selected titles that can benefit from wider accessibility—but even that is enough to create noticeable growth in engagement. More players are discovering ZAGE games through PC, and some who never owned a console are now entering the ecosystem for the first time.
At the same time, the gaming community itself is growing rapidly. Steam, in particular, is becoming a hub not just for players, but for creators as well. Its publishing model is considered very generous, requiring only a one-time payment to attempt to release a game. This lowers the barrier of entry significantly, allowing independent developers to step into the industry without needing massive funding or publisher backing.
Because of this, what people are witnessing right now is essentially the early rise of indie games in this world. Small teams, or even individuals, are beginning to experiment, create, and share their own projects. While many of these games are still rough, the creativity behind them is undeniable.
And slowly but surely… this new wave of creators is starting to reshape the gaming landscape.
Aside from this, these developments have become a clear example—and even a warning—for ZAGE's rivals. Inside Microsoft's offices, the situation has grown far more serious as Bill Gates and his head engineers closely observe the rise of ZAGE's digital ecosystem. Rather than ignoring it, they treat it as a blueprint that must be studied and adapted. Right now, discussions and prototypes are already underway as they prepare a new console planned for release in 2001. This is not just another hardware project—it is their response to a shifting industry, where connectivity, digital platforms, and ecosystem control may soon matter more than raw hardware power alone.
Bill Gates walked through the demo of the console, observing every detail with a focused expression before speaking. "We should utilize the Live feature more aggressively… not just as an add-on, but as a core identity," he said, his tone measured but firm. "We should make this console feel closer to a PC—still a console at its core, but capable of doing certain things a PC does well."
He paused briefly, pointing toward the interface on screen. "At the very least, it should be able to open and browse websites properly. Not a limited version—a real experience. Information, communication, services… all of that should be accessible."
Bill folded his arms slightly as he continued thinking out loud. "If people are already spending more time online, then our console shouldn't isolate them from that. It should connect them. Gaming is just one part of it—we need to think bigger than that."
One of his head engineers spoke up, clearly skeptical. "But boss… that might be really unnecessary. Who would actually want to use websites on a console? And even if they do… how are we supposed to solve the typing problem?" He frowned slightly, thinking it through. "I mean, I don't think people out there would be interested in typing long website names using a controller. That sounds frustrating more than anything."
He paused briefly, then added with a more analytical tone, "Even from a user experience perspective, it feels inefficient. Consoles are meant to be simple and direct—turn on, play, done. If we add too many PC-like features without proper usability, we might just complicate things instead of improving them."
Bill Gates smiled, clearly already thinking several steps ahead. "Well, we can create a custom keyboard for our console, right? That shouldn't be a problem," he said calmly. "If typing is the barrier, then we remove the barrier. Hardware can solve that."
He stepped closer to the screen, pointing slightly as he continued. "But more importantly, look at the bigger picture. ZAGE is already showing us a powerful online business model—and it's called Steam. Right now, it's only on PC, because they haven't fully implemented it on their latest console, ZEPS 3. But I can almost guarantee… they're preparing to integrate it into ZEPS 4."
Bill's expression sharpened slightly. "And that's exactly why we need to move fast. We can't wait for them to define the standard—we need to enter the space before it becomes locked down."
He folded his arms, speaking more deliberately now. "We don't just copy what Steam does. We study it, understand why it works, and then build our own version—with our own identity. Something that feels familiar… but offers a different value."
He gave a faint smile. "Because if we do it right, people won't just buy our console for games… they'll buy it for the ecosystem. And once they're inside that ecosystem…" he paused briefly, "…they won't want to leave."
The head engineer nodded slowly, taking in the explanation with a more thoughtful expression than before. "I see… that actually makes sense. Alright, then let's see what I can do," he said, already beginning to mentally map out the changes needed.
Bill Gates let out a light chuckle, clearly satisfied. "Good. And make sure the launch titles are strong—really strong. First impressions matter more than anything," he added, his tone becoming slightly more serious. "I've been hearing that we might end up releasing around the same window as Apple's upcoming console, possibly even that ZUSUGA collaboration… and there's also Sonaya preparing something on their end."
He paused briefly, then smirked. "But not ZAGE—at least, not yet. That gives us a window."
Bill crossed his arms again, his voice firm now. "If we lose against ZAGE, that's acceptable. They're setting the pace right now. But losing against the others?" He shook his head slightly. "No. That's not acceptable at all."
He looked directly at the engineer. "We need to prepare properly. Not just compete—but make sure we stand out the moment we enter the market."
The head engineer nodded, a more determined expression forming as he turned back to his station and began working immediately, already considering how to implement the ideas discussed.
Meanwhile at Apple, Steve Jobs smiled faintly as he looked over the early concepts on the table. "Heh… so Microsoft wants to be our competitor, huh," he said with a quiet chuckle. "So be it. We'll just have to show them what a real product looks like. Right, Zanki?"
Zanki smiled back, clearly confident. "Yeah. Honestly, if it's not ZAGE, we shouldn't worry too much. ZAGE is on a different level right now—they're not just making hardware, they're building an ecosystem. But Microsoft?" He shook his head slightly. "They're still figuring things out."
He paused for a moment, then added more thoughtfully, "If anything, Sonaya might be worth keeping an eye on. They've been in the gaming space long enough to understand what players actually want. But Microsoft entering with a console? I think we still have the advantage—especially in design and user experience."
Steve Jobs nodded slowly, his expression calm but focused. "Exactly. Hardware alone isn't enough. It has to feel right—intuitive, elegant, something people actually want to use," he said, tapping lightly on the table. "If we get that part right… the rest will follow."
He leaned back slightly, a confident smile forming again. "Let them come. Competition just means we're doing something worth challenging."
Meanwhile, at Sonaya's offices, Hikaru Kurata stood quietly in front of the "next-gen" Sonaya console prototype, observing it with a sharp, analytical gaze. His hands were behind his back as he studied every detail—not just the hardware, but what it represented. After a moment, he spoke. "Junpei, we need to polish this as much as possible. There's no need to rush. Even if we release after ZAGE… that's fine."
Junpei crossed his arms, thinking carefully before responding. "Release after ZAGE? We don't even know when ZEPS 4 is coming out," he said. He paused briefly, then continued more confidently. "In my opinion, it's better if we release after both Apple and Microsoft. That way, we can clearly demonstrate our experience in the gaming industry. Let them show their hand first… and we respond better."
He gave a small grin, clearly believing in that strategy.
Hikaru Kurata smiled slightly, clearly approving of the reasoning. "I see… that's not a bad approach," he said. He looked back at the console again, his tone becoming more grounded. "We might never truly surpass ZAGE… at least not right now. They're too far ahead in terms of ecosystem and vision."
He then turned toward Junpei, his eyes sharper. "But against other video game companies?" He let out a small chuckle. "We can't lose, can we?"
Junpei smirked in response, sharing the same confidence.
Hikaru Kurata gave a final quiet laugh. "After all… we are the best number two."
The console wars are heating up rapidly as 2001 approaches, with multiple companies preparing bold strategies, new hardware, and competing ecosystems—all aiming to secure dominance in what is shaping up to be one of the most decisive and intense battles in the gaming industry. Yet, deep down, they all realize they may still be moving too early. If ZAGE decides to release its ZEPS 4, none of them are truly confident they can stand against it.
To be continue
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