/mlpol/ - My Little Politics


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Anonymous
x9e/+
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No.263177
263187 263197 263220 263235 263254
Hasbros stocks are low and some autists are considering buying Hasbro stocks to gain control of the company and allow MLP to operate something akin to the SCP wiki. Thought it was worth spreading here.

http://boards.4channel.org/mlp/thread/35104898
Anonymous
W5yNt
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No.263180
263187
Wouldn't you need to buy like 500 stocks to have any say on anything? Buying 1 stock doesn't mean they're going to let you vote on whether they make G5 Rainbow Dash a tranny or G5 Rarity racemix with ziggers.
Anonymous
yP/dZ
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No.263187
>>263180
>500 stocks
Yeah, something like that. Typically, you have to have a % share in the company before they'll let you have one vote. So yeah.
>>263177
Its adorable, they're on to the negotiating phase of the grief cycle.
Anonymous
d9Nyi
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No.263197
263232 263233
>>263177
Mathematically, how much cash would you need to buy enough stocks before you can make decisions/have your input considered in the board room?
Anonymous
nIjWW
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No.263220
>>263177
They won't do anything.
Anonymous
KqAy2
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No.263232
263233
>>263197
The last post says
>Their stock is $46 and their market cap is $7.5B. This means they have over 163 million stocks issued, so you would need 81 million autists (with $50 to spare) to get a controlling interest. Or 40 million if they’ve each got $100
Good luck taking over a mid-cap company with a band of autists. Even a million dollars pooled together wouldn't make a dent, let alone get a director (who is supposed to represent shareholders' interests, and often sits on multiple boards at once) who directly represents you. The best you could hope for is the annual shareholder meeting and even then the only topics discussed will be very sterile issues like dividends, compensation for managers, etc. The agenda for last year's meeting is actually published: https://hasbro.gcs-web.com/static-files/7b5e2f3a-005c-4d15-ad7b-71162f75a199
When it comes to what the company actually does, the management (CEO and all the guys under him) has charge with the directors making sure they don't sink the company. Nor does the CEO really consider what happens to an individual franchise; he makes general decisions pertaining to the company like an admiral. The COO (chief operating officer) hires executive managers to manage key parts of Hasbro, those guys hire people to run entire franchises, etc.
Wokeness in corporations usually comes down to an ideologue reaching mid-level management and enforcing O'Sullivan's Law in hiring a creative team for a new project. Very likely the problem originated from someone in HR, especially considering how HR guys are often indoctrinated about diversity.
Becoming a shareholder to correct this is like running for congress, or organizing a constitutional convention, to get back at an appellate judge in Southern Iowa. The problem is a subversion of the internal bureaucracy that cannot be fixed externally. Either you have to invest your life into the system so you can right that particular wrong or you have to take apart the whole thing.
You want to fix MLP or at least punish Hasjew? Don't give them any money and actively sabotage new efforts wherever you can so the franchise either gets shut down or the current team is fired. I doubt that will fix the poz problem in Hasbro but at least the actors and writers will have a mark on their record and it will be a blow to wokeness.
Anonymous
X61Aq
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No.263233
>>263197
More than any of us probably have. Even a normie making a respectable middle-class income can't afford to buy enough shares to pull a hostile takeover on a major corporation. Even a team of respectable normies pooling their resources couldn't do it. At the time of this post the stock price is $46.82 per share, I'm guessing most of /mlp/ could afford maybe 5-10 shares a person, tops. You'd have to buy millions of shares to make a difference, so basically you're looking at an investment in the literal millions of dollars range. Generally the only investors that can afford to buy controlling shares in corporations are other corporations.

>>263232
This anon posted before I could and he explains it better anyway, so pretty much what he said.
Anonymous
g0ZsG
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No.263235
14800.png
>>263177
Screenshot resumes everything.
Anonymous
/XAYh
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No.263254
263255
>>263177
Bronies of the world, unite!

Anonymous
u4yf6
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No.263255
263299
WTF.jpg
>>263254
>bronies
Anonymous
WO2WU
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No.263299
263315 263319
>>263255
My plan is so much smarter than their plan.
First I make a totally original game IP
and a few sequels later the hero goes to Planet Horsetopia and saves it, befriending six heroic horses and joining their team and doing optional romance stuff with them along the way.
Not quite the Animal Crossing clone that would suit Ponyworld best, but I can make that a spinoff. It's all original, so I get to make money and hire real professionals instead of "professional bronies" and their bullshit fandom drama.
Anonymous
gL+6p
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No.263315
263316
>>263299
>planning sequels before the first has even been started
Put the cart before the hors much?
Anonymous
WO2WU
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No.263316
263318 263319
>>263315
But this is the first game. What I'm working on is the prequel's prequel.
Anonymous
gL+6p
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No.263318
>>263316
Maybe you should focus more on making a successful game before worrying about how many installments you might get to, assuming you have an audience (which, if you're worrying about multiple installments now, you can pretty much write off any chance of an audience).
Anonymous
KqAy2
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No.263319
263340
>>263299
>>263316
Hold up there, Tolkien. When you're not just writing something in your spare time but have to produce a work that involves costs, you're opening yourself up not just to disappointment but to potential ruination. Make sure you have a good "pitch" first, perfect it, and then come up with a production schedule. Also the first game should be self-enclosed with the assumption that most people who play it won't buy your sequels.
Anonymous
WO2WU
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No.263340
263341 263362
>>263319
But that's the genius part. By the time I start hiring people to help make my sequels, I will have already made massive cash off the first games.
But good idea about the self-enclosed thing. I won't MGS Ground Zeroes anyone. My first game will still be complete enough to stand on its own.
Anonymous
g9NN3
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No.263341
263362 263369
>>263340
>complete enough to stand on its own
Kind of like your fanfics right?
Seriously, just stop. Don't concern yourself with "later", work on now. You have 0 experience making a successful game so far, don't assume that you're gonna hit a home run on your first at bat and then sign a million dollar contract.
You'll be lucky to make a profit on your first game. Wanna know how I know that? Because the overwhelming majority of indie games don't make money, let alone on their creator's first attempt. And in the astronomically improbable event that you do make a profit, you're sure as hell not gonna see anything nearing 4 figures.
Get your head out of the clouds fgt, this is reality.

And when did this become another Nigel thread ffs?!
Anonymous
X61Aq
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No.263362
263368 263369
>>263340
I don't mean to discourage you, but >>263341 is right. I've been making my own games for some time now and I can tell you that it's a fun hobby but there's virtually no money in it. If you can manage to sell about 10-20,000 units and get a smattering of press around time of release you can consider yourself a successful indie developer. Usually that means a gross profit of around $150k-$300k depending on price point. Most people who tout themselves as indie devs don't come anywhere near this mark.

The games that manage this are usually developed by a small, focused team of professionals who have a good idea of what they're doing, usually industry veterans who quit to form their own studio. This includes people who know how to market a game and get it into the press, and these people rarely work for free. For the kind of thing you're talking about, which I'm assuming is closer to the level of one guy working alone using a game creation engine, who has zero prior experience and zero name recognition, if you can give your first title away for free and manage to get a few followers and positive comments on itch.io you can consider your project a success. that's about the level of success I've achieved so far btw

Again I'm not trying to discourage you, but you really need to adjust your expectations. The dream of writing a game in your basement that goes on to become a massively successful franchise is about as realistic as the dream of having your off-key singing on YouTube "discovered" by a label exec. Also, you don't seem to really have anything right now except an idea, and ideas are worthless until they're executed. My advice would be to focus on actually creating a game first and foremost, and see what you're able to come up with. Do it for the love of doing it, not because you're hoping to score a hit on your first try and retire. There's nothing wrong with dreaming big, but keep your expectations grounded in reality.
Anonymous
OOb5n
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No.263368
>>263362
I don't feel I was that dour/discouraging, but allow me to level.
Look at any successful game or franchise over the years. None that have had any modicum of success did so while expecting and planning to create future installments. Successful video games come about because the developers aren't focused on 'potential' gains later on, they're fixated on creating a superior product.

Do that. Make a superior product. If you are successful, that will naturally trend toward sequels and supplemental installments. Don't worry about that. You can only make a superior product now, so do that now. When/if the time comes, you'll have the opportunity to go past that.
Anonymous
WO2WU
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No.263369
>>263341
>>263362
Thank you, both of you. You're right, I need to focus on my game as it is now.
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