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.
>>263180>500 stocksYeah, something like that. Typically, you have to have a % share in the company before they'll let you have
one vote. So yeah.
>>263177Its adorable, they're on to the negotiating phase of the grief cycle.
>>263177Mathematically, how much cash would you need to buy enough stocks before you can make decisions/have your input considered in the board room?
>>263197The 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 $100Good 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-71162f75a199When 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.
>>263197More 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.
>>263232This anon posted before I could and he explains it better anyway, so pretty much what he said.
>>263177Screenshot resumes everything.
>>263177Bronies of the world, unite!
>>263255My 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.
>>263299>planning sequels before the first has even been startedPut the cart before the hors much?
>>263315But this is the first game. What I'm working on is the prequel's prequel.
>>263316Maybe 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).
>>263299>>263316Hold 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.
>>263319But 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.
>>263340>complete enough to stand on its ownKind 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?!
>>263340I 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 btwAgain 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.
>>263362I 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.
>>263341>>263362Thank you, both of you. You're right, I need to focus on my game as it is now.