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EA Casual and the Problem with Reviews
 
“They’re not swayed by a low score on IGN or a low score out of one of these gaming sites,” she continues. “It’s a little bit amusing, in that it’s people reviewing games against measures that are important to core gamers yet are not important to casual gamers.”

There’s a long-running and rather pointless debate about the correlation between videogame reviews and sales. The fact is that they do and they don’t matter. It all depends.

Reviews are more likely to impact sales for a hardcore strategy title, for instance, as the genre’s audience is inherently more dedicated to gaming and is more susceptible to falling under the hypnotic spell of critics' comments, which help validate a purchase.

The average buyer of Take-Two’s dismally-reviewed $40 Carnival Games for Wii, however, isn’t going to be visiting Metacritic to find out if the Dunk Tank mini-game compares favorably against the aiming mechanics of Metroid Prime 3: Corruption.

Carnival Games, with its 56 percent review average, managed to be the fourth-best-selling title on Wii in the US during September behind games like Metroid Prime 3, selling over 200,000 units. So Vrabeck would appear to have a point about specialist game reviews. Casual gamers "don't read those things."

While Vrabeck calls the supposed mismatch of traditional consumer gaming sites and casual games “amusing,” in the same breath she admits that casual game reviews are “a huge issue in the press and in the industry.” So, to an extent anyhow, specialist reviews really do matter to EA Casual. And as the casual division inherently needs to be everything to everyone, whether they be middle-aged women, older men, kids, teens and ‘tweens, finding review venues “appropriate” for the target audience isn’t an easy task.

“The concept of a one-size-fits-all evaluation tool isn’t as relevant,” argues EA Casual marketing VP Russell Arons, who used to head up the $1.5 billion Barbie toy business. “…The measurement [of a game’s appeal] for women aged 25 to 34 would more likely be whether or not they’d hang up on their girlfriend to play this game. ‘Would you hang up a phone conversation for this game?’ That’d probably be a truer measure for that target audience.”

December 06, 2007
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