Super Copy of Great Power Technology

Chapter 717 Overseas Sales Expansion

It would be better to open up virtual world development technology, inviting more technically skilled individuals and companies to develop virtual world software and games. Together, they could develop the newly born virtual world into a true second world for humanity. Therefore, a month after the official release of the brain-computer interface, Ruida Technology held a grand virtual world developer conference, inviting giants like Alibaba, Tencent, and NetEase, along with hundreds of individual software developers, to gather and learn about virtual world app development. At the conference, Ruida Technology announced its virtual world software development kit, including a powerful Ruida brand desktop computer, virtual world development software based on a Chinese character programming language, and an item scanning and input device. A programmer with proficient programming knowledge could use this device, with minimal training, to develop small programs and games that could run in the virtual world. Developing a large-scale virtual world program like Ruida Mall or "Galaxy Battle" would require hundreds or even thousands of programmers working together, taking much longer—at least one or two years. The virtual games and virtual versions of the Ruida Mall developed by Ruida Group were launched together with the virtual headset, giving them a first-mover advantage and ensuring they can capture the most lucrative piece of the virtual economy.

As time went on, dozens of fully automated production lines were installed and put into use, leading to a surge in brain-computer interface (BCI) production capacity. The number of devices entering the market each month increased several times over, temporarily meeting the urgent needs of consumers. Meanwhile, the number of users in the domestic virtual world had exceeded 400 million, with almost all young people having purchased their own BCI devices and become permanent residents of the virtual world.

After domestic sales peaked, the surplus brain-computer interface (BCI) devices naturally flowed overseas. The overseas sales channels previously established by Hong Kong Shengshi Foreign Trade Company were put into full operation, selling large quantities of virtual reality headsets worldwide. In fact, even at the beginning of the BCI device's release, a small number of devices had already entered the international market through cross-border e-commerce and overseas student purchasing agents, becoming collectibles for some wealthy gamers. However, due to their scarcity and high prices, ordinary people simply couldn't afford them. Nevertheless, several very famous game streamers shared their experiences using BCI devices in the virtual world—playing games, watching virtual movies, shopping, working, and studying—through live streams and videos, creating a significant buzz online. This spread the fame of BCIs to every corner of the world, making BCI devices the most desired electronic device among young people abroad, bar none.

In the preceding months, several international e-commerce and retail giants had approached Ruida Group's business department to discuss becoming distributors of brain-computer interfaces (BCIs). However, at that time, BCI production capacity was still ramping up, insufficient to meet domestic consumer demand, and there were simply no surplus products to sell to them. Now, BCI devices are finally entering the international market in large quantities, appearing in shop windows and on e-commerce platforms around the world. Countless eager young people have sprung into action, waving their wallets and crowding every store selling BCIs, clearing out the entire inventory of every online retailer.

As brain-computer interfaces have expanded overseas, countless foreigners have flooded into the virtual world, playing games, watching movies, and shopping, indulging in extravagant spending. While generating substantial revenue for the Rida Group, this has also created considerable trouble. These foreign users come from all continents, with diverse races, nationalities, religious beliefs, and lifestyles, and even significant differences in national laws and moral standards. Placing such a diverse group of people on the same server to play games, shop together in the same virtual community, and watch movies together almost inevitably leads to conflicts and disputes. With the surge in foreign users, chaos has inevitably ensued in the virtual world, with increasing verbal disputes and fights. Some even returned to their old ways, engaging in guild activities and free purchases in the virtual world, naturally incurring heavy penalties from the authorities, with many being kicked offline and permanently banned.

To address the increasingly acute conflicts within the virtual world, the virtual world operations team held meetings for several days to discuss solutions. Two weeks later, the virtual world underwent a 24-hour shutdown for its largest update since its launch. Upon logging back in, players found the entire virtual world map had expanded more than tenfold, its total area now comparable to Earth. The new map included numerous new cities and communities. Users from different countries were assigned to different cities and communities based on their nationality, lifestyle, and religious beliefs. In addition to these dedicated cities and communities, public areas and shopping malls were also established to facilitate interaction between people of different nationalities and continents. Within the game *Galaxy Wars*, different starting areas and factions were assigned to players from different countries, and new gameplay elements such as inter-human nation wars and faction wars were added. Collecting data, creating user profiles, and categorizing users from nearly one billion users worldwide was an incredibly challenging task, virtually impossible to complete manually. Fortunately, Rida Group possesses the world's most advanced quantum server cluster and the advanced artificial intelligence Jarvis, which enabled them to complete the user assignment task in just 24 hours.

Users logging back into the virtual world found it much quieter after the update. Fewer people were strolling the streets, movie theaters were no longer packed, and there were no more queues for in-game quests. Initially, players accustomed to the bustling virtual world felt a little disoriented, but after a few strolls, they quickly grew to like the new environment and settings. They discovered that while there were fewer people around after the update, there were more from the same country or region. A brief conversation revealed that these strangers spoke the same dialect, shared the same religious beliefs, and had similar lifestyles and interests. With so much in common, conversations became much more enjoyable, and countless friends were formed. (End of Chapter)

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