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Chapter 408: A glimpse of Marcin's future

When Jamie Dimon heard his teacher suddenly say this, although he didn't think it would come true, he still took a deep breath because what his teacher said was too scary.

Not to mention one hundred points, even if it is ninety points, within one day, the Dow Jones Industrial Average fell by more than ninety points, then it would be an irreversible disaster for the entire United States and the entire financial industry. Even when thinking about this, Jamie Dimon felt a suffocating feeling.

He could even foresee that if this really happened, then the scene of jumping off the building on Wall Street was like rain. Just thinking about it for a moment, he felt chilling.

His voice was dry and his words were stuttering, "Jester...will the Dow Jones Industrial Index fall like this?"

"No."

Sandy Will smiled, "He didn't say that, I just guessed it, but - who knows?"

When Jester returned to Los Angeles, he felt really exhausted. He not only did nearly twenty hours of flights in these days, but also did not even have more than four hours of sleep. However, although he was tired, he finally convinced Sandy Will, which was a very good result.

He slept for twenty-four hours a day before he felt relieved his fatigue.

From his subordinates, he learned that the little boy named Marchen Ivensky had left, and as Jester told him, he gave the little boy a copy of the game software for "Thor Hammer" when he left. Jester smiled, but in fact he didn't take this matter to heart.

It was just a whim at that time.

The reason why he was so impressed by the other party and agreed to let the other party visit Mars entertainment was just because what he did after becoming famous in the future was very much the appetite of Jester, who was just a player at that time. It can be said that Marchen Ivensky and his game company were the best game company for players, no doubt about it.

Why do you say so?

There is actually a reason. This is related to the history of cd-project's fortune. There is no need to mention the specific details. You only need to know one thing, that is, this game company, like all Internet software companies in Poland in the future, will be made from pirated versions.

It is precisely for this reason that after CD-project became famous. Before their "Witcher 3" was released, the entire industry was pushing the drm anti-pirated mechanism. Although this mechanism can effectively curb piracy, it will sacrifice the convenience of genuine users. However, at this time, they announced that they would never use the drm anti-pirated mechanism. Moreover, when other game companies were frantically cheating money from players through dlc, they announced that all their dlc content would be given to players for free.

This is a game company that truly respects customers, not like other companies. Will trust players who like them as cash cows that they can cheat money at any time.

When someone asked why Malchin Ivensky couldn't afford to pay for money, Malchin Ivensky's answer was very touching.

And Jester can still clearly recall the interview about Malchin Ivinsky that he had read at that time.

Because the answer to Marcin Ivinsky in that interview was too profound and unforgettable.

"Do you know how we started?"

Facing the reporter's question, Malchin Ivensky did not answer immediately, but asked the reporter in this way. After seeing the reporter shook his head blankly and said that he didn't know, Malchin Ivensky laughed.

Yes, who would know the past of a small Polish workshop-like game company?

"You have to know that in Poland, all the opportunities were pirated game dealers." Marcin Ivanski finally talked about his and CD-project's past in front of the reporter who asked the question. "If you are familiar with the history of the collapse of the Soviet Union, you will know that this is the Warsaw National Stadium at that time was the location of the largest flea market in Eastern Europe and the largest output of counterfeit and shoddy products, games, music, and image products in Poland."

As he said that, Malchin Ivensky smiled again, this time his smile became a little humorous.

"If you want, you can easily buy grenade launchers, and in this flea market, you can buy a pirated game with an original price of £3, and the genuine ones can be bought two days after the release! The competition there is really fierce."

While speaking, Malchin Ivensky shrugged at the reporter who was interviewing, indicating his helplessness.

"In such an environment, how should we convince people to buy genuine software? I was aware of it at that time." A look of pride appeared in Malchin Ivinsky's smile, "We made the biggest bet at that time - signed the distribution rights of "Bodd's Gate"! You have to know, what a great game this is!"

"And I'm extremely sure that Poles will like "Body's Gate". The quality of this game is very high, and there will be a localized version of this quality. In the market where piracy is rampant, no one has ever made such a large-scale localized version of masterpieces. At that time, Poles learned Russian rather than English. There was never a Russian version of masterpieces like "Body's Gate". This is an unprecedented thing. For players in Poland, they will definitely make a sensation for this!"

Speaking of this, Marcin Ivinsky showed pride again on his face, and he smiled and said, "Do you know what's the best? It's not these, but "Bad Gate" has a total of five CDs. Even if it's a pirated copy of three pounds per card, it will cost fifteen pounds to buy it. Instead of doing this, for players, it's better to buy the genuine ones!"

"Also, the authorization of "Boddes' Gate" we got from interplay is very cheap. Three thousand genuine games only cost 30,000 pounds! Of course, our localization work also cost about 30,000 pounds. In addition, we also have promotional costs and production costs. We even hired several well-known actors to dub the main characters of the game, which can greatly increase the expectation of the game among Polish players..."

In this interview, Malchin Ivensky was even a little scared when he talked about this. He didn't even know why he had taken such a big adventure at that time: "Anyway, at that time, we spent a lot of money, and we put the entire company on him."

"And then you were very successful?" The reporter who interviewed involuntarily asked.

Marcin Ivansky did not answer immediately, and his face was still the same smile. He said: "You must know that if we were to sell it at the previous price of fifteen pounds, we would lose our pants, so we set the price of the game at thirty pounds - this was a very incredible price in Poland at that time, but this cross-age work is definitely worth its price. We also put a lot of characteristic content in the packaging box, which are all of which are of interest to players, such as a wax-sealed parchment map, a rule book for dragons and dragons, and a music CD. This gave pirated players the reason to buy the genuine version. He Kuan even had to spend 15 pounds, and there was no such content we gave!"

"Yes, we have achieved great success!" Malchin Ivinsky's expression became excited in an instant.

"Our market strategy is accurate and successful. Three months later, the first batch of orders for the game went far beyond the tone. We got a total of 5,000 orders for games, and the quantity continued to rise, six pieces, seven thousand sets, and eight thousand sets!" Malchin Ivensky's smile on his face was very bright. "At that time, there was no game chain in Poland, so the orders were from wholesalers, small shops and computer markets everywhere. We had to rent a warehouse to process the orders, because our own warehouse, that is, our office, could only hold 5,000 games at most."

"You can't imagine how successful we were at that time. The Polish version of "Bad Gate" shipped 180,000 sets on the first day, becoming the best-selling game in Polish history. This is the starting point for our take-off!"

"But, does this have anything to do with why you reject the anti-pirated system of Drm?" Although the reporter was also interested in this story of the rise of CD-project, what he was more interested in was why Marcin Ivinsky publicly rejected the anti-pirated system of Drm.

This doesn't seem to be a great game development company that should make a decision.

“It’s very simple.”

This time, Malchin Ivensky's tone became a little serious. "I have only one purpose for this successful experience, that is, I want to explain that we hope to use our extraordinary content to make players pay, rather than anything else. If players really like our game, then they will buy our game. Our anti-pirated theory is so simple - let players pay willingly!"
Chapter completed!
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