[quote]MerinTB wrote...
One simple thing you are getting wrong that I'll atttempt briefly to clear up, as it may well be my fault for poorly wording something somewhere -
There's a difference between trying to make your product for a certain market...
and trying to make a market for your product. [/quote]
I am denying there is this substantive difference you are arguing for. Certainly I haven't seen you put foward anything more than personal conjecture that this is the case - vague hypotheticals about purchasing habits are not particular convicing.
[quote]Going for "mainstream" - which is very similar to the "independent" or "undecided" voter - is trying to target the largest group of people who are in the middle of extremes. It is trying to make something that appeals to the largest group of people while upsetting or turning off the fewest. [/quote]
Insofar as political campaigns are concerned, going for independent voters is a good strategy, since the party affiliated are hardliners who will either vote for the party or stay at home. Avoiding
annoying your base and giving your base a candidate that they want are two different things.
Take DA2. If Bioware annoys 30% of the DA:O users such that they won't buy DA2, from 3.2 million that reduces us to 2.24. If this attracts another 1.2 million
new users... that puts the overall count at 3.44 million, which just made Bioware/EA an extra 0.24 million sales, which at $40 an average copy would mean $9 600 000 in revenue.
[quote]You get "mainstream" by cutting off the harsh edges of genres, the more niche or defining aspects, anything that might turn off a large portion of the majority. You get "mainstream" by trying to blend aspects of popular genres to attract as many people as possible. [/quote]
Let's say this is true - what you are suggesting right now is that it
is possible to create a game that appeals to the broadest possible number of people. Initially you denied that this was the case, and argued that people are roughly speaking going to buy any genre. To quote you:
[quote]What I always think about is
how there
are gamers who will pick
up most any game - they are equally happy
playing a shooter or a sports
game, a racing game or a platformer,
an RTS or an RPG, etc. They may
have favorites, sure,
but I think
most gamers will pick up most anything
and at least try it.And I
think
it's probably a majority of gamers
who buy a game new as
opposed to renting or buying used. They buy it
pretty close to
release, not usually pre-ordering but
browsing shelves
and grabbing
something new that catches their eye. The majority of
gamers
probably pay little attention to sites like IGN or shows like
X-Play,
instead relying on friends and the description/images on the
box,
maybe a few tv or such ads that they stumbled across.[/quote]
[quote]But there's nothing that defines "middle" or "mainstream" that isn't relative... that is to say, there's no defining qualities or aspects of "mainstream" other than how much they are in-between focused groups of interest, how much they are not into niches. [/quote]
Which is entirely irrelevant. Insofar as we can say: the following set of features appeals to mainstream, then that's a good enough broad design principle. All that's left is the implementation - we already have the theoretical aim we want, which is to avoid falling too hard on any one genre.
[quote]To make a product for "mainstream", you are trying to create a market for your product as there isn't something you can point at and say "most people like this" unless you try something absolutely worthless like "most gamers like their games to be fun" or "most movie goers like being entertained." [/quote]
But you just said there is something concrete we can point to:
[quote]]You get "mainstream" by cutting off the harsh edges of genres, the more
niche or defining aspects,[/quote]
That's a reasonable design strategy: take a particular genre, identify what are the most "niche" aspects of the genre (which we can reasonably define as those features which do not appear in most other genres) and remove them.
[quote]You can't MARKET to that.
If you take a poll, and see what "the majority" like on a given subject, that isn't something you can effectively MARKET at. [/quote]
That's nonsense. If there is some clearly identifiable feature the majority like, you can design around that. If there
isn't a clearly identifiable feature that any large number of people like, then your polling data will always show low %s and wide spread for
any sample of large alternatives.
[quote]Wait, that sounds too simple, I can see how that'd be misunderstood...
You can't take a poll like "which genre of film do you like best" and get (37% comedy, 28% action, 12 % romance, etc.) and then make a movie that is 37% comedy, 28% action, 12 % romance, etc.
Nor can you say "ok, MOST people didn't choose horror (like 4%) so we shouldn't ever make horror or include scares." [/quote]
First of all, if you were going to be reasonable about any such preference survey, you wouldn't use an exclusive ranking (since we know people can like more than one kind of movie). But putting that aside what that would suggest is that there
isn't a majority preference. In this case, you would look at things like how likely fans of each genre are to view a movie, how much it costs to produce each, and then work the niche.
Whereas if you had the finding that: 89% of people like comedies, 81% like action, 56% like romance, and 13% like animal puppets, you would look to avoid animal puppets if costs are high (or potentially include them to sucker in the audience if costs are low) and then aim to make many comedies and action movies.
You're biasing your own data set to prove your own.
[quote]You CAN say "hmm, comedy seems to be the most popular genre, let's make a comedy movie" and viola, you are targeting a genre, a fandom, a niche... but more than 37% of those responding to the poll will probably go see the comedy. If it is well-received (critically, word of mouth, or both) and good. [/quote]
But your consequence is a direct result of your purely construct survey.
[quote]You can say "hmm, only 4% chose horror as their favorite... we should make less horror films or use a smaller budget expecting smaller returns." That's targeting a genre, a fandom, a niche, and acknowledging the smaller size of that genre's fanbase. And odds are if the movie gets good word of mouth (horror almost never gets good critical reviews so I'm not even pretending here) and is well made there will be much more than that 4% that see it, even if it'll be rare to see it equal the sales of the comedy movie. [/quote]
This, again, is a consequence of your poorly constructed survey. Not to mention it involves your central premise (which I am contesting, again): that many people will see whatever just because it has good press.
I don't actually agree with you that most people are up for anything.
[quote]If you still insist that you can make something for the mainstream market, what aspects of that market are you appealing to? [/quote]
We can use your definition. You outlined a potential design strategy in trying to prove there is no potential design strategy.
[quote]Other than just making a good movie, having a good ad campaign, and getting good reviews / word of mouth? <--- none of that is making a movie to a market. Most of those are just ways to sell a movie to people outside the movie's target demographic. [/quote]
But that doesn't matter. If there was some kind of add campaign that would be 100% succesful in getting anyone who saw it to get the product, our movies would be: "Blank Screen 19 - Blank as Always!"
If you are right and people will basically consume anything that's available on the market so long as it isn't horrid by its own standard and it has good press... then what you produce is irrelevant compared to how you get the word out. It's all implicit in your own premise.
[quote]You can have the last word on this if you like, In Exile, as I've spent too much time in this thread digressing from the topic.
[/quote]
Certainly, and much time presenting a rather unjustified opinion as marketing orthodoxy.
Modifié par In Exile, 26 janvier 2011 - 05:24 .