A Quote by Forrest Mars, Jr.

If you make a really good product that people want and are willing to pay for, money will come. — © Forrest Mars, Jr.
If you make a really good product that people want and are willing to pay for, money will come.
I always tell people there's only one trick to writing: You have to write something that people are willing to pay money to read. It doesn't have to be very good, necessarily, but somebody, somewhere, has got to be willing to pay money for it.
Quality in a product or service is not what the supplier puts in. It is what the customer gets out and is willing to pay for. A product is not quality because it is hard to make and costs a lot of money, as manufacturers typically believe. This is incompetence. Customers pay only for what is of use to them and gives them value. Nothing else constitutes quality.
The value of money comes from the private sector in the form of price for product, services rendered, what people are willing to pay for something they want or need. That's where value happens. Government has nothing to do with that.
I do think there is a lot of potential if you have a compelling product and people are willing to pay a premium for that. I think that is what Apple has shown. You can buy a much cheaper cell phone or laptop, but Apple's product is so much better than the alternative, and people are willing to pay that premium.
People will download the music for free and they'll pay for it if they want to give you a compliment. They don't have to pay for it. And the only way the artist can make money was by touring 'cause the record label didn't take that money. Unfortunately now, cause the record company's not making money from the downloads, now they want to take money away from everything.
The product has to work. It has to be a good product. An enormous number of them are all hype with no value at all. People get into them because they want to make a lot of quick, easy money.
The goal of a private company is, first, zero to one. Get past the product market fit, figure out whether people actually care about what you're trying to build and someone will pay you money for that. That's the zero to one problem. So scaling, one through N, is figuring out can you do that at scale and how big is the scale. And when people pay you more than what it costs for you to make it, does that equation end up leaving you with money left over, i.e. profits.
Is there a market for somebody selling a credit card that helps people pay down their balances? I think the question is yes. But it would have to be sold by a bank that's really willing to invest in being a trusted partner with its consumers, because they will make less money on each consumer.
Actually, in my advanced, high-falutin' frontier economics, I often work with what I define as 'money metric utility,' and I ask people, 'Do you really want that? What are you willing to pay for that?'
I don't need every customer. I'm primarily in the business of selling a product for money. How much effort do I really want to devote to satisfying people who are unable or extremely unlikely to pay for anything?
To me, if you're lucky enough to make stuff that people will pay money for, do a good job. Really do a good job. Especially if you're talking about real stuff, like terror atrocities and human rights abuses and pencil-sharpening techniques.
You can't survive if you don't make money. But as far as I'm concerned, we never, ever make a product with the idea that we'd make a lot of money. We make products because we're inspired by the idea that people will love it.
The state of New York's got this group of people called smokers, and they know they're addicted, and despite all the efforts to make 'em quit, they know they can't. So they just see a pile of money when they see these people. And they think because they're addicted, they can't not buy the product, so they just keep raising taxes and raising taxes, and they expect people just to come up with the money from somewhere and pay it.
So my resolution this year is: I'm not a money guy, but I want to make our next product a commercial success, so that people will say, 'Hey, there's a huge market out there. If you make a high-quality games that can touch people, it's going to do great business.
our product will speak for itself if it's that good and your fan base will come and people will want it. Having the right people in your circle is very important to help support that.
It's our job to put a good product out there, and fans will come. If they see a good product, a good style, fans will come.
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