Chapter 189 Channel Construction
In January 1983, during the Atari crisis, the new entrepreneurial electronics firmly took root from the North American market.
In fact, I don’t want to occupy the US market, the largest gaming market in the world as quickly as possible. But, the production capacity cannot be fully produced overnight.
In December, the new startup electronics company had sold 10,000 Pangu consoles in North America, while in January, it planned to sell 30,000 units.
Every other month in the future, the shipments in the North American market will need to be improved based on the previous month.
Monthly increase! Monthly shipments have been growing continuously, and must be maintained for at least 18 months. The reason why we set a goal of 18 months of continuous growth is nothing, it is just that we think that Moore's Law is 18 months, and the number is more good. Therefore, Lin Qi personally formulated that starting from January 1983, sales volume will increase monthly, and only sales targets are allowed to increase but not decrease.
Of course, there are annual targets throughout the year in 1983. This year, the sales target of the North American market is at a minimum of 500,000 units. The sales target of gaming software is to reach more than 10 million units.
In addition, it is the task of establishing your own self-operated experience stores and distribution channels in 100 cities.
You should know that independent game distribution channels are absolutely very important. Later, some game giants, such as ea and Ubisoft, attached importance to the deployment of channels during the rise of the market. It is precisely because of their rapid expansion of independent channels that no longer rely solely on traditional publishers, but they gradually developed from ordinary game product companies to top giants in the industry.
Later, companies such as Xueleshan and Blizzard, although their product R&D capabilities were good, were successively swallowed up by giants that had capital advantages and channel advantages because of their poor channel construction.
As for the Atari Empire, it seems that it has more than 20 million gamers, supporting a huge platform ecosystem. Atari company employed tens of thousands of people at its peak, which was almost no less than the total of other employees of its parent company Warner. It established a huge R&D department, production workshop and sales department, but... it mainly relies on those salesmen to sell products to those retail channels. It did not take the lifeblood of the sales channel into its own hands, but instead relies heavily on those retailers.
When Atari's products are sold well, of course they are regarded as treasures by their partners. Once Atari's console and game cartridges placed on the counter are not easy to sell, the dealer will ruthlessly remove them.
Atari's later efforts were completely ineffective, because after Christmas in 1982, after the continuous hype by the media, and the products of Atari Company were indeed difficult to sell, so most of the dealers no longer purchased goods. The change in attitude of these dealers was the main factor that caused Atari Company to intensify losses and demise.
After all, the losses caused by "ET Alien" to Atari are less than US$100 million. If the performance forecast is based on the performance forecast, it will cause losses in the first quarter of 1983 at most. The losses in each subsequent quarter are no less than in the first quarter, and there is no hope at all. This is because the dealer system collapsed and the sales channels are poor, resulting in the losses becoming increasingly serious.
After the collapse of the gaming industry, industry insiders realized how important it is to control sales channels.
In addition, self-operated stores can also enhance customer stickiness. Because for self-operated stores, clerks can give customers more professional advice and help. Before purchasing, users can experience the new hosting platform with the help of staff in the store and try some experience games. If there is a problem with the console or game, they can find these self-operated stores to provide repair and after-sales services.
As for ordinary distribution channels, because they not only sell a product, they will not cherish the evaluation and reputation of users of a certain brand, their service is naturally far inferior to self-operated stores.
...
Los Angeles. New Entrepreneurial Electronic Experience Store.
Mark Celny wandered around boredly, yes, this teenage genius was fired!
Mark Cerney, who graduated from Kafolia University at the age of 17, joined Atari, the industry's largest gaming giant, in 1981.
After joining the company, he developed a "Great Calamity" game for Atari. Shortly after the game was launched, he was fired by the company as the first batch of employees before he could make his sales.
Yes!
In order to cope with this crisis, Atari had to reduce costs, and the conclusion it reflected was that these junk game developers were all caused by! Therefore, the company fired some programmers with average performance, most of whom were newcomers who had joined the company for less than two years!
Of course, it doesn't matter to Mark Celny. He is only 19 years old anyway, and being young is the capital, and he can spend time and find a new job.
"Welcome!" A beautiful clerk greeted Mark Cerney, "This is a new entrepreneurial electronic experience store. Is there anything that can help you?"
"Of course...game!" Mark Cerney looked at the store with about a dozen clerks, but there were many customers, at least hundreds of people, surrounded by more than 20 Pangu hosts for experience.
"Fool……"
"This level is not like this, it needs to be like this..."
"Shut up! Even if you have played it, please don't spoil it!"
The clerk said helplessly: "You can only wait in line. There are many people now. So, at most, you need to get off the machine and replace people with people. If you are patient, you can get the queue number and change the players waiting on the site according to the order of the players who experience the game. Of course, you can try the arcade, handheld machine, handheld machine for free. If the arcade has a membership card, you can get 1 free game coins every day."
"That's it!" Mark Celny nodded and asked, "What are the requirements for membership cards!"
"You need to provide your real name and contact information. We will not disclose these privacy information to others. You will not charge any fees for making cards on the spot. In the future, you can earn points by spending in our store, reporting on your membership card account, or swiping the card. Points can be redeemed for prizes, or you will give priority to the opportunity to purchase restricted products." The clerk explained.
"Okay, make one for it." Mark Celny nodded and reported his own message.
Next, while playing the first generation of "Tank War" in the palm entertainment industry, compared with the "Tank War" version on the arcade platform and computer, "Tank War" on the handheld is of course much simpler, but as a game expert, he still plays it with relish.
"Sir, your card is ready. You can get 1 gameplay for free. If you want to buy a new game currency, you can buy 5 game coins for 1 US dollar, or you can use points to redeem. You can get 1 point for spending 1 US dollar, and 1 point can also be exchanged for one game currency." The clerk explained patiently, "In addition, we have the latest point redemption price list, and the goods and services provided in the store have the price of points redemption."
Mark Celney heard the introduction and looked at the redemption price list of the handheld console. The first generation of the handheld entertainment with a market price of $35 requires 350 points to be redeemed. A set of handheld game cards with $10 is 100 points. In other words, in terms of redemption, points are equivalent to 0.1 USD. This is a means to give concessions to customers and develop long-term customers. Walmart uses this method to develop a large number of long-term member customers.
The customers in this store are full of desire and expectation for games, but because the game console is currently out of stock, they cannot be supplied openly.
Atari's products have a huge reputation. Players will not expect any games worth playing on the Atari 2600 platform, nor are there new players who purchase Atari 2600 consoles.
However, Pangu host customers are full of desire to buy, and there are countless people who show disappointment because they cannot buy the host.
Seeing this alone, Mark Celny realized that the new startup electronics company really won the hearts of players!
Chapter completed!