Of course it’s true that marketing decisions are made independently, and that the decisions made will be the same no matter which channel is employed. That said, to ensure we’re making the best decisions we can, we should try to understand what makes the decision different.
I can’t think of a marketing channel that isn’t subject to the same sorts of human judgement as any other marketing channel. For example, the most common mistake I see marketers make is that they believe they don’t need to do a lot of research about the target audience. And they are absolutely right. As a result of this, they run into a lot of trouble with their marketing material.
This is the second most common mistake I see marketers make. I dont know if you have ever seen a promotional video or two that shows a video game that was made for a very specific audience. For example, imagine a game that is targeted at a younger audience that has high levels of ADD, ADHD, or attention-deficit disorder.
I believe that this is one of the reasons why the new video games are so popular with younger gamers. I remember spending years of my childhood being frustrated by the game I was playing not being an appropriate target audience. In the past, all marketing material was made specifically for the audience that purchased it, so it would have been incredibly difficult to market that game to a new audience.
The problem with marketing to younger gamers is that it’s very difficult to control how they will react. I remember years ago at a youth convention in North Carolina, a young man from New York was telling the crowd that he had ADHD and couldn’t play games because it made him angry.
The problem is that, unlike a child, an 18-year-old with ADHD is not a target audience for a game. So, if your game is marketed to an 18-year-old, you have a much harder time controlling their reactions.
This is the reason for the new, more aggressive tactics we’re using. We’re trying to control what people think of our game. To do this, we want to offer more than just a simple copy of the game, we want to push it beyond its usual boundaries. We want to make it the game people have been asking for, that they want to play. We want to make it a game they can play for years, not just a few weeks.
Another good reason to push beyond your usual boundaries…our game is a bit of a stealth game, so we don’t want to scare off anyone who might not be into our game.
You can’t control what people think. That’s why you’ve got to keep pushing the boundaries and make it more than just a game you download. We need to keep our marketing as flexible as possible. Because people don’t always pick the best games first. If your game feels too weird, people might be afraid to play it. If people don’t like what you’re doing, you might be able to find a way to make it a bit more appealing.
We have to be very careful about what marketing we’re doing. We don’t want anyone to think we’re a bunch of weirdos who haven’t heard of the game the way they thought we did. We are the ones making games, so we have to be very careful about what we’re marketing.