Game Development Giant
Chapter 408: A glimpse of Malchin’s future
Hearing his teacher suddenly say these words, Jamie Dimon even though he didn't think it could come true at all, he still took a big breath because what his teacher said was so outrageous. I'm afraid it's too much.
Not to mention 100 points, even 90 points. If the Dow Jones Industrial Index fell by more than 90 points in one day, it would be an irreversible disaster for the entire United States and the entire financial world. Even when thinking about this matter, Jamie Dimon felt suffocated.
He could even foresee that if this happened, it would be like raining down on Wall Street. Just thinking about it made him shudder.
His voice was dry and his words stuttered as he asked: "Jester... did he say that the Dow Jones Industrial Index would fall like this?"
"No."
Sandy Weir smiled and said, "He didn't say that. I just made a guess, but - who knows?"
When Jester returned to Los Angeles, he felt really exhausted. Not only had he been on a plane for nearly twenty hours in the past few days, but he had not even slept for more than four hours in total. However, Although he was tired, he finally convinced Sandy Weir, which was a very good result.
After sleeping for a full day and twenty-four hours, he felt a little relieved from his fatigue.
I learned from my subordinates that the little boy named Marcin Ivinsky had left, and according to Jester's instructions, he gave the little boy a copy of the "Quake" game software when he left. , Jester smiled. In fact, he didn't take this matter to heart.
It was just a whim at the time.
The reason why he had such a deep impression on the other person and agreed to let him visit Mars Entertainment was just because of what he did after he became famous in the future, which appealed to Jester, who was just a player at the time. It can be said that, At that time, Marcin Ivinsky and his game company. It is the best gaming company for players, bar none. There is no need to go into specific details about the history of \u003c's fortune. All you need to know is that this game company, like all Internet software companies in Poland in the future, started from piracy. \u003cAfter becoming famous. Before the release of their "The Witcher 3", the entire industry was pushing for the DRM anti-piracy mechanism. Although this mechanism can effectively curb piracy, it will sacrifice the convenience of genuine users, but at this time, they It was announced that the DRM anti-piracy mechanism would never be used, and at a time when other game companies were frantically defrauding players of money through DLC. They announced that all their DLC content will be given to players for free.
This is a real gaming company that respects its customers, not like other companies. Trust players who like them as cash cows that they can swindle out of at any time.
When someone asked Marcin Ivinsky why he couldn't live with money, Marcin Ivinsky's answer was very touching.
And Jester can still clearly recall the interview he read about Marcin Ivinsky at that time.
because. That interview and Marcin Ivinsky’s answers were so profound and unforgettable.
"Do you know how we started?"
Facing reporters’ questions. Marcin Ivinsky did not answer immediately, but asked the reporter a question first. After seeing the reporter shake his head with a blank look on his face, saying that he did not know, Marcin Ivinsky laughed.
Yes, who would know the past of a game company like theirs, which is a small Polish workshop?
"You have to know that in Poland, all the opportunities at that time were pirated game dealers." Marcin Iwinski finally talked about his past in front of the reporter who asked the question, "If you think about the disintegration of the Soviet Union, If you are familiar with this period of history, you will know that at that time, the National Stadium in Warsaw was the location of the largest flea market in Eastern Europe, and it was also the largest exporter of Polish fake and shoddy products, games, music, and video products."
With that said, Marcin Ivinsky smiled again, this time his smile became a little humorous.
"If you want it, you can easily buy a grenade launcher somewhere, and in this flea market, you can buy a pirated game with the original price of £3 for about three pounds, and the genuine version will be released after it is released. You can buy it in two days! The competition there is really fierce.”
As he spoke, Marcin Ivinsky shrugged his shoulders at the reporter, expressing his helplessness.
"In such an environment, how should we persuade people to buy genuine software? I had an idea at that time." Marcin Ivinsky's smile showed a hint of pride, "We made the biggest bet at the time ——Signed the publishing rights of "Baldur's Gate"! You have to know what a great game this is!"
"Furthermore, I am extremely convinced that the Polish people will love "Baldur's Gate". The quality of this game is very high, and there will also be a localized version of this quality. In a market where piracy is rampant, no one has ever done something like this. Large-scale localized versions of masterpieces. At that time, Poles were learning Russian instead of English. However, there had never been a Russian version of a text-heavy masterpiece like "Baldur's Gate" on the market. This was unprecedented. One thing, for players throughout Poland, they will definitely be shocked by it!"
Speaking of this, Marcin Ivinsky's face once again showed pride. He smiled and said: "Do you know what the best thing is? It's not these, but a total of five battles in "Baldur's Gate". Even if it is a pirated CD for three pounds a piece, it will still cost fifteen pounds to buy. Instead of doing this, for players, it is better to buy the genuine version!"
"Moreover, the license for "Baldur's Gate" we obtained from Interplay is very cheap. Three thousand copies of the genuine game only cost 30,000 pounds! Of course, our localization work also cost almost 30,000 pounds. In addition , we also have publicity costs, production costs, and even hired a few well-known actors to dub the main characters of the game, which can also greatly increase the expectations of the game among Polish players..."
When accepting this interview, Marcin Ivinsky was even a little scared when talking about this matter. He didn’t even know why he took such a big risk at the time: “Anyway, at the time, We spent lots and lots of money and we put the whole company on him."
"And you became a big success?" the reporter asked involuntarily.
Marcin Ivinsky did not answer immediately. He still had the same smile on his face. He said: "You have to know, if we still sell it at the previous price of fifteen pounds, we will lose money." It was a shame, so we set the price of the game at thirty pounds - which was a very incredible price in Poland at the time, but this time-honored work is definitely worth its price, and we still pack it in the box It contains a lot of special content that players are interested in. For example, a wax-sealed parchment map, a Dungeons and Dragons rule book, and a music CD, all of which are available to those who pirated copies. The reason for players to buy the genuine version is that even if it is a pirated version, it will still cost fifteen pounds, and it does not include the content we give away!”
"Yes, we are a great success!" Marcin Ivinsky's expression instantly became excited.
"Our marketing strategy was precise and successful. Three months later, the first batch of orders for the game greatly exceeded our expectations. We received a total of 5,000 orders for the game, and the number is still rising. The six-piece set , seven thousand sets, eight thousand sets!" Marcin Iwinski had a bright smile on his face. "At that time, there was not even a chain store selling games in Poland, so the orders came from wholesalers and small stores everywhere. It came from the Computer Mart, and we had to rent a warehouse to process orders because our own warehouse, which is our office, can only hold up to 5,000 games.”
"You can't imagine how successful we were at the time. The Polish version of "Baldur's Gate" shipped 18,000 units on the first day, becoming the best-selling game in Polish history. This is how we took off. The starting point of "!" was very interested in the story of his rise, but he was even more interested in why Marcin Ivinsky publicly rejected DRM's anti-piracy system.
This doesn't seem to be a decision that an excellent game development company should make.
"It's very simple."
This time, Marcin Ivinsky's tone became a little more serious, "I have only one purpose in talking about our successful experience, and that is to make it clear that we hope to use our extraordinary content to Let players pay the bill instead of using other things. If players really like our games, then they will buy our games. Our anti-piracy theory is so simple - let players pay willingly!"
Hearing what Marcin Ivinsky said, the reporter who was interviewing him was instantly moved. (To be continued...)
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