Chapter 42 of 100
Chapter 42
5 min read1,255 words
"Are you planning to start a company? Kate... I didn't hear wrong, did I?" Bruce looked at his daughter in disbelief.
Kathryn nodded seriously.
"But aren't you working at that... uh, Angel Costume Design Company? Miss Chairman?"
"That's a clothing company I started with Lily and the others, but this is a toy company. And I'm not the chairman, Dad."
"Right, that war game thing?" Bruce had flipped through his daughter's books, but he had to admit that there were indeed people in this world who were hard to understand.
"That's right."
"But do you really need to start a company?" Bruce was still skeptical.
"I have money! I can spend it!" Kathryn was indignant.
Kathryn didn't want to go into so many details; she just wanted to show the most "practical" thing.
Bruce shrugged.
Indeed, the money Kathryn had earned could match what he had made in ten years. She did have the capital to spend—Bruce didn't know that the dollar would depreciate.
"If you really want to... dear, I'll remind you that doing things isn't that simple. It's not like writing a novel. And from hiring workers to production, to retail... do you understand?"
Kathryn looked at him with hopeful eyes.
"Alright... I get it, but if you lose money, don't cry."
In Western families, the way children are disciplined is, in some respects, more relaxed, or rather, they support their children in developing their own paths. Bill Gates' mother was still a senior executive at IBM, but Bill Gates still dropped out of Harvard to start a company.
No matter what, under Kathryn's persistent efforts, Bruce finally agreed with her idea.
The company was registered, and it was time to get to work.
Kathryn had already identified a "feng shui treasure land," which was the city of Elberton in Georgia.
The laws in different parts of the United States vary, after all, it is a federal country. And the tax rates are different as well. Georgia is one of the states with the lowest taxes in the United States.
Moreover, this state offers generous tax exemptions. As long as you hire local workers, you can avoid a large amount of taxes. Apart from tax evasion and setting up factories abroad, building a factory in Georgia seemed to be the best choice for Kathryn.
After much effort, Hogwarts Magic Factory was finally set up.
As for hiring workers, Bruce took charge of the specifics. He was still a bit worried about his daughter. As an engineer who had been promoted to deputy manager, he had a good understanding of management, and things were quickly settled.
This was the first time Kathryn realized how capable her father was. She even thought about poaching him.
With the company established, the next step was to promote the products.
But before Kathryn even stepped out, the merchants came to her—The name "Harry Potter" was already a guarantee of profit.
After all, the fame of this novel was already on par with "The Lord of the Rings."
Of course, this was mainly after the release of Kathryn's "The Witch Blair."
Originally, some people who didn't read books or had ignored this book suddenly became interested in Kathryn and her "Harry Potter" after watching the movie. As a result, the already high sales suddenly doubled.
Even the Paperback Company regretted revising the original buyout contract with Kathryn. If they hadn't revised it, Kathryn might have chosen another book, and they wouldn't have made any money. After all, there were more than just this one famous book in the future. Kathryn could just write "Vampires," which was also a well-known novel.
New things are always approached cautiously by merchants. However, the demo version that Kathryn ingeniously launched allowed everyone to experience the charm of the game in advance, which was one of the reasons they came to her.
With her own factory, the newly produced products were already very exquisite, thanks to Kathryn's pursuit of perfection.
Quality and price are the keys to success, no matter the era.
As for selling the game, Kathryn had a plan.
Specifically, Kathryn would first sell the rulebook and the tools needed for the game. The modular sets would be new models and terrain puzzles to expand the game content, along with some background stories and monster data. To ensure that she could appeal to all age groups, Kathryn put a lot of thought into it. Of course, she focused most on the children and teenage market, and to a lesser extent, the middle-class market with more leisure time. These were the main players for such a war game.
Kathryn didn't just want to create a game that people could play casually.
What Kathryn wanted was to create a "cultural" atmosphere, like Barbie dolls and superheroes.
From this cultural center, a huge profit chain would develop.
For example, Kathryn could create a computer game based on this game model, which was the trend of the future. Kathryn had always wanted to create an etv, and one of the main reasons it was so important to her was that it was a pioneer in her exploration.
To achieve this, Kathryn needed to expand her magical world into a system.
Since Hogwarts had become an American magic school, her "scope" couldn't be limited to Europe like Aunt Rowling's.
So, although "Harry Potter" has three magic schools—Durmstrang Institute and Beauxbatons Academy—Kathryn didn't plan to call them that. Instead, to expand the world, she elevated these "national-level" schools. One was placed in London, England, where the original Hogwarts was located. Perhaps out of a sense of humor, she named this school "Clock Tower."
The other school was placed in the Middle East—after all, many legends say that the Middle East is the birthplace of magic.
Kathryn was still working on these two "maps," which would be sold in modular form later.
Americans are most enthusiastic about using science to explain everything.
Anything, as long as it is labeled as "science," is considered reasonable. Just like American comics. Even though they are all superpowers, the comic companies still give them a scientifically plausible background. If you look closely, you'll find that the number of magic heroes in American heroes is far less than those who gained their powers through science.
Kathryn didn't want to interpret this story as a science fiction story, but she always felt that it needed a reasonable system.
Kathryn thought for a long time and didn't know what to do, so she just copied the "magic circuit" she had seen somewhere. This magic circuit is only possessed by magicians, and each circuit is a "magic" attribute point. Although it didn't feel great, it was a decent explanation.
So, it was decided.
In addition to the official modular sets, Kathryn also provided separate materials, such as terrain puzzles, allowing players to design their own stories, or even modify the rules and game background.
Kathryn also designed a special award, with an annual Best Creative Award and Best Game Award.
The prize was a golden dragon designed by Kathryn herself—well, it was inspired by WoW.
This kind of game might not bring Kathryn huge profits, but it was significant to her.
With a cultural chain, the industry would expand, and the profits would multiply by hundreds or thousands!
Barbie dolls and Transformers are examples of this.
And imagine, twenty years later, Americans would grow up playing her game. How much of an achievement that would be!
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