Page 4 (1/2)

Chapter 3 : A Class You Can Play Alone (1)

&xA0;&xAD;&xA0;A Class You Can Play Alone (1)

2010 was the era of sed the lives of , and in year 2030, the smartphone era came to an end It was now the new era of virtual reality Peach Corporation&x2019;s virtual reality connection device, V-Gear, gave way to the beginning of this era For just 20,000 dollars, any household could dive into the world of virtual reality

The s in comparison to the VR era Virtual reality did not just absorb the technologies of the real world, as new content developed just for the virtual world

Aames were the most popular

Game companies didn&x2019;t hesitate to investthis new technology As a result, they could release higher quality content than any other business in the world

At the same time, it was the start of a war

Due to their investames had similar quality, and none stood out as the best

It was the beginning of a warring era

Ga their market shares, and many went bankrupt as a result The one that put an end to this warring era was not a ga coram that Warlord was created

Warlord

With a typical fantasy setting, the gaaames where the players battled in space or flew in the air ings

It was the scale of its world and its stability that made it unsurpassable by others

Tobot Soft&x2019;s secret lied behind a raame wasn&x2019;t controlled by the coraely sra to the sky, the method proved to be especially efficient AIs didn&x2019;t need a salary

Plus, it was easy to copy and ra a thousand copy of an AI took only about a e the server, and as a result, Warlord becaaame made its debut, the player base ell over one million By its 4th anniversary, the nuaame to ever exist

Ten ame, one needed a VR device Peach Corporation controlled 70 percent of the VR device market and its cheapest VR device, the Level 1 V-Gear, cost 20 thousand dollars

In addition, one needed 2,599 dollars just to create a Warlord character Upon creation, one could play the game free for 3 months, but afterwards, there was a monthly fee of 799 dollars

In Korean standards, it cost 20device, another 3 million to make a character, and 800 thousand more every month

There were ten million people who could meet such requirements

An econoe income of a Warlord player, it would be about 80 thousand dollars A gae inco power to match a country&x2019;s&x201D;

Businesses smelled the money just as easily

Numerous companies and corporations became sponsors of Warlord players that had fame and influence Famous rankers, especially the official top 100 rankers, alking advertisements, and their bodies orth at least a billion won

Most importantly, Warlord was fun

Players with superhuic wasthan any movie, and the fact that a player could die at any ti than any sports in the world

Someone once said,

&x201C;The proliferation of virtual reality gaest i a sports is, no sportahts with their life on the line No matter hoell-made a movie is, at the end of the day, a aame character is one&x2019;s second life, and in this world, a movie can never beat a real life&x201D;

In this era, one could gain the wealth and prestige of a professional soccer player or aAs a result, countless people sought to becoonist

However

&x201C;Becoaht now in Warlord, there&x2019;s only about 3,000 people whoWarlord&x2019;s player base, that&x2019;s less than the top 001 percent Plus, iine the a that high Take any one of these 3,000 people, they probably spent just as much on Warlord as they earned&x201D;