Chapter 590: Aftermath
This time, known as the Hasbro Overlord Clause Incident, this huge and alarming event that lasted for about half a month, finally made the people of the United States eat a big mouthful of melons.
And wait until the mess is over, and then look at the ending of the many forces involved in this incident.
The worst is naturally Hasbro, which directly became the focus of all public opinion attacks, and finally suffered a painful loss, Vice President Media was fired, the president retired early, and there was a large-scale change in the company's top management.
But this is nothing, Hasbro's original stock price of $10 billion, after the incident, there was less than 4 billion, and the market value fell by more than 60%, which is simply miserable.
But this is still nothing, and then Hasbro had to sign a settlement with major shopping malls totaling up to $800 million.
These are visible losses, and there are many invisible losses.
One of the most important is the loss of Hasbro's reputation, after this incident, Hasbro in the eyes of all the United States, has become an extremely domineering enterprise, notorious, many parents in the purchase of toys for their children, naturally avoid Hasbro's toys.
Although with the help of many well-known IPs, Hasbro can still sell a lot of toys, but the sales are far less dominant than before.
In addition, Hasbro has a window period of about half a year in major shopping malls across the country, and all products cannot be put on the shelves, which is equivalent to half a year of being blocked by the printing brush.
This is also the reason why Hasbro finally had to agree to out-of-court mediation, after all, if its toys could not be put on the shelves for sale, the loss would not be as simple as 800 million US dollars.
Finally, and most importantly, Hasbro's absolute dominance in the toy industry has been shaken, taking advantage of the six months that Hasbro has been sealed, many game manufacturers have taken advantage of the situation, and the entire game industry seems to have returned to a state of competition overnight.
According to their calculations, the major shopping malls across the country lost at least $2 billion in revenue because of this dispute, and they only needed $800 million in compensation in the end, and they lost $1.2 billion in the end.
Of course, this is only a data calculation provided by the mall, and no one else will admit it.
And there are not many people who benefit.
Although Daqian took revenge and let the goods enter the shopping mall, there were already many conspiracy theories circulating in the United States at this time, and gradually some people began to analyze that Daqian was the mastermind behind the world this time, anyway, Daqian's own reputation was also lost.
If you have to find a person who is purely profitable, then this profiteer is probably Blizzard Entertainment, and the Warcraft under his command will compete for supremacy.
After all, the whole incident this time is because of Warcraft, although the final focus of attention is all focused on Hasbro, but the source of all this, Warcraft, has still received a lot of attention, at least many players in the United States have already heard of the game Warcraft, this is the beginning of a Tianhu.
However, if you can't make players want to buy, it's obviously not enough.
Fortunately, this time Medea helped Warcraft, and after Medea was expelled, a reporter finally found Medea for an exclusive interview. Of course, for many questions about Hasbro, because of the original president contract, Media's was not allowed to answer any questions about Hasbro after she left.
But Medea can answer about EA, and now that Medea hates EA to death, if it weren't for this damn guy provoking himself to engage in Warcraft, where would there be today's thing.
So Medea very simply said that she secretly received a commission from EA, because EA thought that this Warcraft game was too fun and posed a threat to their game, so she wanted to borrow her own hand to take out Warcraft.
Good guys, when the news aired, EA was naturally scolded for being bloody, and then players began to be really curious about Warcraft.
No matter how perfect Warcraft is advertised, most players don't believe it.
But if EA can feel threatened, and then take the initiative to jump out and block it, then Warcraft is a good game!!
So when Warcraft was re-launched, players began to go to the store to buy, and at this most important point in time, Blizzard Entertainment suddenly announced a new sales policy, that is, a 7-day refund policy.
According to Blizzard Entertainment, in order to thank all the American people and players for their support and solidarity with Blizzard Entertainment during this incident, Blizzard Entertainment decided to give back to all players for free.
The first is that the price is half off.
In the United States, the price of a computer game is generally around $49 a copy, which is similar to Pokemon, and then Blizzard Entertainment directly announced that its price was adjusted to $24 a copy.
This price then lasts for only 7 days, after which the price returns to its regular price of $49 per copy.
And that's not all, Blizzard Entertainment immediately announced that their work is welcome to be tested by all players. After purchasing Warcraft, players can immediately go to the merchant to return it as long as they feel that it is not fun within 7 days.
As long as you guarantee that the game's tape is not damaged, you can get a full refund without incurring any costs!
The two-pronged effect of these two policies was extremely terrifying, and on the first day of Warcraft's resale, 300,000 copies of the game were sold in one go.
This number sounds a lot less than Pokemon, but you must know that in this era in the United States, a home game console is only $199, but a home computer costs thousands of dollars.
So even in the United States, the home computer ownership rate is only about 110 home game consoles, in other words, if it is left in the console market, it is equivalent to 3 million copies sold on the first day.
In the next three days, the daily sales of Warcraft reached its peak on the third day, and 700,000 copies were sold in one day.
After that, sales began to decline, but even on the sixth day of the lowest sales, 250,000 copies were sold.
In the final 7 days, Warcraft sold a total of 3.12 million copies, directly topping the computer game sales list, surpassing the 1.2 million copies sold in a year after Warcraft.
Of course, from day 7 onwards, a large number of players began to return goods, but in the end, the statistics found that the total number was actually not high, only about 350,000 copies, equivalent to 12% of the total sales.
Later, someone did a survey and asked those players if they chose not to return the product because they were very satisfied with the game.
As a result, 65% of players answered yes on the spot, and another 35% said that they were too lazy to return the goods and had to go through various procedures, which was too troublesome!
All in all, in the first 7 days, Warcraft achieved a terrifying 2.77 million copies sold, which is only the sales of the first 7 days, and I believe that with the further fermentation of the quality of the game, there will be such a great prospect for future sales.