I'm totally using this in the next greenlight meeting I'm in.
"Yes, it's a gazillion dollar budget, but let's be honest here. This is too complicated. Fun is a pretty good sales argument. And this game... this game is fun."
Probably worked for Molyneux at one point.
If Molineux would have concentrated on that when making his games...
I just do not get you tough guys. Don't you think that being a fun game is an argument to sell it?
Every trailer is selling this. People base their recommendations on this. Let'splayers judge on this. PR is turning around this (or should, when they are not too much in love with PR-speak no one cares about).
Of course we have to analyse sales data, metacritics and performances blahblah. But this is analysing, not selling it. This comes afterwards. First, we have to find arguments why the hell someone should buy this thing.
When I see phrases like "Sales analysis is factual. Based on data. There's no emotion in it." I think we have a problem. Maybe in the controlling department this might work, but not in analysis why a certain game flops or works surprisingly good.
Sure, marketing dollars are a heavy argument, target groups, promos whatever. But we are in the entertainment industry. and we should also remember this. otherwise we lose our customer.
When I used the word "fun" it was because I love simplyfying from time to time. Call it "experience" if you want a hipper vocabulary. Or "excitement" or "divertissement".
I think that sometimes, even a game with mediocre critics can be successful because it is just what the customer wants, a good experience. Nice sound/graphics/simple but efficient gameplay or waggle controls. Maybe analogue to some pop music that critics hate but that you just can't get out of your head (no pun intended).
And I think the order could be something like this.
Maybe I just have a lack of cynism when I am not at work.
Bye for now, have to leave. will collect my beatings tomorrow.