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Chapter 7: Game Launch (Part 2)

The next morning, William was still asleep when the persistent knocking on his dorm door woke him.

Reluctantly dragging himself out of bed, he groggily opened the door to find Hammer standing there.

"God, what time is it?" William complained.

"Sorry, William, I got too excited," Hammer replied, still buzzing with enthusiasm from yesterday's success. "I sold all 200 game CDs in one day! There are still so many people waiting to buy more. Time is money, William, money!"

William was initially stunned but quickly grew excited. "Are you serious? You sold all of them in one afternoon?"

Thrilled, William hugged Hammer's shoulders. "You marketing genius! We're going to be rich!"

Hammer couldn't contain his excitement. "Absolutely, William! We're on the road to fortune. Now give me more CDs. I need to try selling in other neighborhoods too. Plus, I submitted an idea to my professor last night. I plan to write a paper on our sales strategy. If this method works, we can provide valuable data on young people's preferences, which could be very profitable."

Hammer continued, "The professor approved my proposal, so I don't need to attend classes for now. I just have to document my daily activities and submit a final report. If the professor likes it, he might even recommend my paper for publication. This is perfect—it helps me make money and boosts my academic record. I think I can sell 500 game CDs a day, making £1,000 daily. I've never earned that much money in my life!"

Hammer pulled out the £1,200 he had earned. "Come on, buddy, I need 300 CDs."

Taking the money, William thought for a moment. "I'll give you 500 CDs. Pay me the rest once you sell them. Consider it a reward for your hard work."

"Really? You're the best, man! I'll sell them all by tonight. We're going to be rich!" Hammer packed the 500 CDs into his backpack and rushed out.

William thought, "This guy is really talented. A good salesperson needs a desire to earn and the drive to make it happen."

After finishing his morning classes, William received calls from other students who had taken game CDs from him, asking for more. Skipping lunch, he hurried back to his dorm to meet them.

By noon, many who hadn't been at the gaming club the previous day showed up with money. By evening, over 100 people had requested more CDs, with each taking anywhere from a few dozen to over 100 copies. In just two days, William had distributed over 3,000 game CDs. 

Realizing he needed more stock, William decided to contact the CD pressing company. With over £12,000 in hand, he could afford to order 20,000 more CDs at £0.60 each. However, he pondered ordering 50,000 CDs instead, which would reduce the cost to £0.50 per CD, totaling £25,000.

Deciding to go all in, William called the CD pressing company. They were surprised at the volume he requested so soon and offered a small discount, bringing the price to £0.46 per CD. They also proposed a production contract, hoping to secure his future business.

William declined, knowing the game's potential to expand beyond London, possibly to Europe and the USA. He didn't want to commit to any exclusive contracts until the game truly exploded in popularity.

That afternoon, he visited the CD pressing company, signed the contract, and paid a £10,000 deposit, agreeing to receive the CDs in two batches to manage his cash flow.

Rejecting the CD pressing company's dinner invitation, William bought a pizza and returned to his dorm. Just as he started eating, Hammer burst in, eager to report his day's success.

"Mate, you wouldn't believe how nervous I was carrying all this money around. I was scared someone would rob me," Hammer said, dumping a pile of coins and notes onto the table.

He counted out £800, repaying his debt to William, and then excitedly tallied the rest. After selling 500 CDs and repaying William, Hammer had made £2,200 for himself.

Grabbing a slice of William's pizza, Hammer helped himself to another 500 game CDs, leaving £2,000 on the table before dashing off again.

Over the next few days, William consistently distributed 3,000 game CDs daily. More than 150 students at the University of London were now selling the game, and William was no longer an unknown figure. Many students, even those who didn't know him personally, recognized him and greeted him on campus.

Some bolder girls began flirting with him openly. William reflected on how capitalist society could be so materialistic, unlike the simpler, genuine interactions in his previous life in China. However, he knew this was a global trend that wouldn't change soon.

Before long, several small London game companies approached William, seeking to buy the game rights. However, their highest offer was only £1 million.

Scoffing at the lowball offers, William thought, "I've already sold nearly 50,000 game CDs and earned close to £20,000. Do they think I'm stupid?"

After the 50,000 CDs were sold, he ordered another 100,000. The game was gaining momentum, and even marketing students from his university were selling it in nearby cities.

The marketing strategy attracted attention online, with many people asking where they could buy the game. The school administration began to take note of this innovative sales case, seeing potential for a new marketing approach.

Selling to students first, expanding to other universities, then to high schools, and finally gaining broad public attention—this method required minimal marketing expenditure and could generate significant buzz if the product was good.

Within a month, 150,000 game CDs were sold in and around London, finally attracting the interest of major game companies.

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