Cherreads

Chapter 756 - Chapter 753: Adjustment

Manga Entertainment possessed an incredibly strong offline distribution network in North America.

Blockbuster and Hollywood Video, the giant rental chains, had stores spread across every neighborhood in the United States.

The business logic of videotape rental and sales was distinct from that of theatrical films.

Theatrical releases prioritized opening weekend box office, requiring concentrated promotional resources to generate high buzz in a short period.

The videotape market, however, relied on the long tail effect, prioritizing steady, long-term sales.

Those who walked into video rental stores were seeking a private, controllable entertainment experience.

In his mind, he envisioned a typical scene in a North American Blockbuster store.

On a weekend evening, a young office worker who had just gotten off work pushed open the glass door.

The shelves were lined with copies of the week's newly released films.

In the sci-fi section, the videotape of "Ghost in the Shell," distributed by Manga Entertainment, was placed in a prominent position.

Customers pick up the videotape to check the synopsis on the back, their eyes naturally scanning the Sega Jupiter game tie-in logo printed in the bottom right corner.

This kind of physically-anchored visual compulsion is far more effective than buying ten full-page ads for the GG in gaming magazines.

The person standing in front of the shelf already possesses a high threshold for sci-fi aesthetics, making them the perfect potential buyer for this game.

They take the videotape home and pop it into their VCR.

When they encounter Mamoru Oshii's long, information-dense shot of the water's surface, they pause it, rewind it, and watch it over and over again.

When they come across obscure dialogue, they discuss it with friends.

This viewing habit cultivates extremely high user stickiness and immersion.

There is a huge blind spot in the overlap between this audience of videotape viewers and traditional gamers.

Many sci-fi fans don't read gaming magazines, don't follow E3, and aren't even aware that Nintendo is releasing the N64 in June.

When they rent the videotape at a video store and see the words "Sega Jupiter game tie-in releasing simultaneously" printed on the back cover or on an in-store poster, it creates an incredibly precise form of cross-industry traffic generation.

The schedule conflicts in the gaming world had no effect on them.

They would only be drawn in by the content of the videotape, which in turn would generate a desire to purchase the game of the same name.

Manga Entertainment's distribution channels became the cheapest and most effective promotional ground for Sega.

Oguchi Hisao put down his fountain pen.

The misalignment of target audiences avoided a head-on collision, the uniqueness of the gameplay guaranteed a high conversion rate, and the cross-media traffic from the videotapes provided a foundational user base.

With this combination of strategies, the launch halo of the N64 would not become a boulder that crushed Ghost in the Shell.

In this big market, Ghost in the Shell only needed to capture its own share of high-value customers to deliver an impressive financial report.

This was not blind confidence, but a deduction based on rigorous business logic.

The Managing Director had set the release date here and put the topic on the table; the intention to test him was clear.

Oguchi Hisao picked up the phone receiver and dialed the internal extension for the marketing director of Sega of America.

The call connected.

"It's me, Oguchi." Oguchi Hisao's speaking pace was steady. "Regarding the promotional plan for the North American release of Ghost in the Shell, make a few adjustments."

The sound of a notebook flipping open came from the other end of the line.

"First, cut all TV ad budgets aimed at the mass market," Hisao Oguchi commanded. "Don't try to compete with Nintendo for prime-time exposure. That's just burning money."

"Understood. Where should the budget be reallocated?" the person asked.

"Two areas. In-depth reviews in core gaming media, and joint promotional activities with offline video rental channels," Hisao Oguchi said, looking at the sketch on his paper. "Contact Manga Entertainment. In the top 1,000 Blockbuster stores across the U.S., I want to see our game's physical standees next to the video rental shelves. The standees should feature tactical hacking scenes from the game to highlight its hard sci-fi nature."

"The licensing fees for the cross-promotion will require special financial approval."

"Process it as the highest priority; I'll sign off on it," Hisao Oguchi said without hesitation. "Second, the setup for the E3 exhibition. Keep the core booth, but don't make it too flashy. Style it like an alleyway in New Port City—dim the lighting and add a few more sets of neon tubes."

"Lock the high-difficulty levels for the demo version."

"High difficulty? That might discourage a lot of casual players," the other person objected.

"That's exactly the point—we need to filter out the casuals," Oguchi Hisao explained. "This game doesn't need spectators just looking for a thrill. We want the insiders, the experts, to play it and write ten-thousand-word in-depth analyses in professional magazines. Combining scarcity marketing with a hardcore barrier to entry—that's how you refine your target audience."

There was a two-second silence on the other end, followed by an affirmative response: "Understood. I'll get on it immediately."

"One more thing," Oguchi Hisao added. "Notify the distribution department: the initial pressing run doesn't need to be overly aggressive. Keep some flexibility in the production lines. This game's sales curve won't explode in the first week like Mario; it's a long-tail play. Adjust the inventory levels based on the rental data from video stores; keep it dynamic."

He hung up the phone.

Oguchi Hisao tore the draft paper from his desk and fed it into the shredder.

The machine hummed as it devoured the paper, turning it into shreds that fell into the collection bin.

Sunlight from outside the window slanted into the office, casting long shadows across the carpet.

All anxiety had long since vanished.

With the underlying business logic clarified, the rest was just a matter of step-by-step execution.

It was mid-April in Tokyo, and the cherry blossom season was nearing its end.

Inside the office area of the Sega headquarters building, a fax machine spat out several weekly reports from the North American branch.

Hisao Oguchi sat at his desk, flipping through the pages.

Listed on them were the box office statistics from North American cinemas.

The animated film Ghost in the Shell, distributed in North America by Manga Entertainment, had been playing in a handful of art-house theaters for two weeks, and the box office figures were so dismal they didn't even cover a fraction of the promotional costs.

Theater managers had absolutely no patience for this type of Japanese animation, filled as it was with philosophical speculation.

On the screening schedules, all the prime-time slots were given to Hollywood popcorn blockbusters.

Motoko Kusanagi's leap on a rainy night in New Port City could only be shown in the deserted midnight screenings to a handful of yawning audience members.

This report confirmed Takuya Nakayama's previous assessment.

Forcibly tying the game's promotional resources to theatrical box office performance was purely throwing money into the water.

Hisao Oguchi filed the report and pushed it aside.

Since the plan had been finalized, he would no longer dwell on those sunk costs.

Manga Entertainment had already begun preparations for VHS distribution, and Sega's game pressing schedule had been adjusted to June accordingly.

He took a sip of the black coffee at his side, pulling his attention back to the day-to-day coordination of game development.

Sega had over a dozen projects moving forward in parallel, and coordination and communication with third-party manufacturers also took up a great deal of his time.

Meanwhile, at the Capcom headquarters in Chuo-ku, Osaka, the atmosphere was completely different.

Please Support me by becoming my Patreon member and get 30+ chapters.

[email protected]/Ajal69

change @ with a

Thank You to Those who joined my Patreon

More Chapters