mechabrae said:
What confuses me is that anyone can look at this and think that it's a genuine effort on Sega's part to make gaming more inclusive.
I never said that.
Wandrecanada said:
Putting bilingual box art and localized language options on your products should not be something to hype, especially when you are citing your ONE AND ONLY GAME that does so. Even more so since the game happens to have a Hispanic on the cover. Pilates is not a Hispanic only activity so what really makes this "game" Hispanic at all? The nationality of the spokesmodel and the localization language?
Companies have to take risks, but they also want to play it safe. As I said earlier, the marketing is done in English and Spanish so it's not saying that pilates is a particularly Hispanic activity. I don't know where you got that idea from, because it certainly wasn't from me.
I am talking about in the US here where we don't have laws governing this sort of thing, and as such, this is a very significant step. It was also pretty significant when packaged foods began carrying instructions and ingredient lists in both English and Spanish. It isn't like eating is limited to Latinos either, but someone had to start marketing to us. And when some food labels did it, others followed. When companies take steps like this, others take notice.
Back to the idea of playing it safe. A game company has to test the waters. But Daisy Fuentes is a recognizable face among both the English speaking and Spanish speaking US audience, and she has done popular ads for pilates programs for years, so this agreement makes sense. And if spending these marketing dollars proves effective, then other companies may follow (which is my hope). It isn't really about this particular game, but the significance of the full-fledged bilingual approach and its potential as a template for the future (including in other genres).