008Zulu said:
Its not so much the marketing campaign or if it affects sales,
Really? The second line of the original article is:
"If you only have nine minutes this week to spend on videogames, then stop reading my article and check out Extra Credits as Daniel Floyd, James Portnow, and Allison Theus take EA Games to task for their abominable and offensive marketing campaigns."
Your post to which I was replying to was (emphasis mine)
008Zulu said:
You dont think that prolonged negative campaigning that EA is currently using wont have an adverse affect? You'd be surprised what can happen if enough people complain.
Be it the perceived morality or consequences, it is the ads we're talking about here. It can be argued that I'm mincing words, but my point is that this should be treated as a broad and sweeping mechanical process, rather than one specific liberty taken on the publisher's part.
008Zulu said:
its the direction and tactics used during the advertising itself. Fake religious protestors, the supposedly real and upset mothers viewing the game's content, these are the negative points that point to a fundamentally flawed marketing scheme. You dont move your product by harping on the bad so kids will buy it just so they (and their hundreds of friends) can say they were being rebelious or anti-authoritive.
I did originally state that I don't personally agree with their methods, but you seem to be under the false impression that marketing has anything to do with morality. Succinctly stated, marketing is the sum of actions taken in transferring goods or services from the seller to the buyer. When your game reaches 2 million units sold in less than two weeks, it's a pretty fair indicator of a positive reaction to your methods. (Of course at the same time in situations like this, differentiating between units sold as a result of commercials/ads and units sold based on product quality is sticky business at best)
008Zulu said:
To maximise sales you appeal to the largest and broadest range you can. This is what EA hasnt done.
Many of the responses I've seen in this thread so far erroneously equate their own personal opinion or "buy/no buy" action with the public at large. Appealing to a large audience is all well and good, but it's only useful to a company if
a) That audience has money
b) That audience has money and is willing/able to spend it
c) That audience has money and is willing/able to spend it on YOUR product
Furthermore, if you want to "maximize sales" then the best way to do that is to make bread. Seriously, switch from whatever you're doing and work in/open a bakery. Or make soap. If you want to maximize your consumer base, you need a product everyone needs. If on the other hand your product is a creative work, subject to opinion and individual critique on a mass scale and each successfully pitched customer will only buy one unit, you need to be a little more direct to achieve a measurable impact and then an assured return. The simplest obstacles as I see them are
- Not everyone wants to buy a videogame
- Of those who do, not everyone wants to buy YOUR videogame
So step in marketing to tell you, someone who does buy games and who might buy their game, why you should buy their game. They don't want to convert anyone, they don't want to expand to anyone. They know who is likely to buy their game and they market accordingly, based on what they think we want to see.
2 million units says they were right, it really is that simple.
[/professionalism]
The videogame/movie/music industries all ride on the funds of their patrons, you the customer. A happy customer buys product. You want to slap EA's wrists because you don't agree with their advertising? As a person, stop buying EA games. Don't rant, don't petition, nothing. Just don't buy their games.