![]() ![]() We do it from the backdrop of delighting consumers. When we sell a consumer an add-on content pack, we want them to feel like they got more than they paid for, not less and the message boards reflect that that’s true. ![]() Zelnick emphasized that Take-Two’s strategy essentially boils down to offering good value, something he feels the company’s games have largely been able to accomplish. It’s almost comical when Zelnick phrases it the way he has: “we don’t aim to make consumers sad.” Still, that’s exactly what happens when I buy a season pass and only get one update out of it. If Take-Two can make efforts toward minimizing the amount of tears I shed each year, then they have my full support. That is a different point of view than most of our peers in the business. And when we design our virtual currency packs, we do it in a way that will make consumers happier, not sadder that they are engaged with our games. We’re in the business of delighting consumers. And when I say done right, we are not in the business of erecting toll booths along the way of gameplay. Virtual currency done right just further enhances gameplay and engages consumers with our brands.
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