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Digital Spy Apprentice: Task Two Boardroom. |
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#51 |
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Join Date: Oct 2012
Posts: 7,587
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HARMONIA. Well done, you may leave the boardroom.
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#52 |
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Join Date: Nov 2007
Location: Magherafelt, Co. Derry
Posts: 20,508
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Thank you so much Lady Sugar, Gav and Zak.
Commiserations and good luck to Helios!
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#53 |
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Join Date: Jun 2011
Posts: 14,104
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I'm happy to have won. But good luck to Helios, I did think it would be a close-run result after seeing your pitch
Thanks Lady Sugar.
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#54 |
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Join Date: Oct 2009
Location: The United Kingdom
Posts: 8,407
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Congrats team Harmonia!
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#55 |
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Join Date: Mar 2012
Posts: 65,728
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Well done team and good luck team Helios!!
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#56 |
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Join Date: Dec 2009
Posts: 4,221
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If the boardroom is truly about honesty, it is with honesty in which I will respond. Katie was, unfortunately, not the strongest PM. Katie came across frequently as flustered, disorganized, and unsure of what the product was. This was particularly problematic as, seeing that I came up with the concept of the game, I should have felt confident in what it's premise was. It, however, often times turned into the opposite - I felt the least sure about what was really going on. We shifted to and from topics a lot of times, leaving a lot of looser ends open and not tied up, leading to the illusion of progress without actual results. Similarly, Katie made a lot of sudden shifts in her opinion that confused me as to what the truth was regarding both her beliefs and the product itself. This approach sounds as though I hated working with Katie, which isn't the case. Katie has great ideas and is a strong candidate. Her passion, as mentioned, is unparalleled, and her drive and determination to make our product succeed was very commendable and necessary. Overall, Katie is a good candidate, however, I would be inclined to say that her project management skills were not the strongest in the world.
Also, since I am posting this after Katie posted her comments regarding me, I would love to inquire when I ever suggested we ignore market research? ![]() ETA: Forgive the length of my post, I actually have to leave right now to go to work. Here - http://s1287.photobucket.com/user/ka...tml?sort=3&o=1 & http://s1287.photobucket.com/user/ka...tml?sort=3&o=2 I suggest if you're going to lie AGAIN in the boardroom about what you didn't do / what I did then maybe now would be the chance to admit you've lied AGAIN like you did on the last task. |
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#57 |
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Join Date: Dec 2009
Posts: 4,221
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You're right, on the first night I didn't have much belief in you as a PM because I think you allowed yourself to get too flustered and caught up in everything. You also sent around a PM to us all explaining our idea which was quite different to Justin's concept which we all agreed on. And then I was baffled at your insistence at putting in princesses, tiaras and gold to make it more appealing to females when that was a) very extreme and b) unnecessary.
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#58 |
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Join Date: Nov 2008
Posts: 18,505
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Okay then, Helios. Firstly I would like to clarify that there were aspects of your game that were extremely impressive and well thought out.
There were suggestions that your game was similar to other popular games such as Talisman and after some research, I would tend to agree. There are many similar aspects. Who came up with the original idea? |
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#59 |
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Join Date: Oct 2009
Location: The United Kingdom
Posts: 8,407
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Unlike Justin I felt we should listen to the market research. I felt it was important we listened to the market research and appealed our product to both the male and female audience. I still don't understand why several members of the team were so against listening to the market research. I thought it helped our product and it did give us new ideas.
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#60 |
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Join Date: Apr 2013
Posts: 1,045
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Unlike Justin I felt we should listen to the market research. I felt it was important we listened to the market research and appealed our product to both the male and female audience. I still don't understand why several members of the team were so against listening to the market research. I thought it helped our product and it did give us new ideas.
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#61 |
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Join Date: Oct 2009
Location: The United Kingdom
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Okay then, Helios. Firstly I would like to clarify that there were aspects of your game that were extremely impressive and well thought out. There were suggestions that your game was similar to other popular games such as Talisman and after some research, I would tend to agree. There are many similar aspects. Who came up with the original idea? |
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#62 |
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Join Date: Dec 2009
Posts: 4,221
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Okay then, Helios. Firstly I would like to clarify that there were aspects of your game that were extremely impressive and well thought out. There were suggestions that your game was similar to other popular games such as Talisman and after some research, I would tend to agree. There are many similar aspects. Who came up with the original idea? |
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#63 |
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Join Date: Dec 2010
Posts: 13,451
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Okay then, Helios. Firstly I would like to clarify that there were aspects of your game that were extremely impressive and well thought out. There were suggestions that your game was similar to other popular games such as Talisman and after some research, I would tend to agree. There are many similar aspects. Who came up with the original idea? |
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#64 |
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Join Date: Jan 2012
Posts: 21
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Justin came up with the original idea quite early on, we initially dismissed it as it seemed like it was suited more to teens and we were initially aiming to make our board game for kids, however he pushed it quite hard and we decided that it would be better for this particular task to target it at teens as that would really rejuvenate the board game market, so we decided that the idea was better than anything else we had and decided to go for it. Well all then helped in developing the concept, although I will say that the majority of the concept was Justin's doing.
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#65 |
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Join Date: Dec 2009
Posts: 4,221
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Do you not feel there were perhaps, more original or inventive ways of making the game appeal to females than princesses and tiaras? As you demonstrated last task, you're one of the most creative people in the process. Also, I did suggest more female characters to appeal to girls but too was shot down by Justin & David. |
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#66 |
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Join Date: Oct 2009
Location: The United Kingdom
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I did suggest the females look for gold rather than just princesses and tiaras and pushed for it but David & Justin shot that idea down and I didn't want to upset my team as it was obvious David and in particular had no belief me in me as I stated in my task evaluation. In hindsight this was a mistake but I didn't want to upset my team as it was clear some of them didn't believe in me which I do regret and feel I should have been a little more authoritative with my decisions as I stated in my task evaluation.
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#67 |
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Join Date: Nov 2008
Posts: 18,505
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I understand that there were some differences between your game and Talisman but not enough to make it original. This game caters to people with more specific interests and these interests are already satisfied with games that are already established.
So Justin was responsible for the idea. Who came up with the pricing? For the amount of detail a game like this requires, it seems a little unrealistic that it would retail for so cheap, no? |
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#68 |
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Join Date: Apr 2013
Posts: 1,045
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Niall's assessment is correct as far as I'm aware.
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#69 |
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Join Date: Dec 2010
Posts: 13,451
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I can't explicitly remember who decided on the price, I think it was either Justin or Katie? It was derived from the fact that that was the price our market research suggested though
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#70 |
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Join Date: Dec 2009
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See, this is what confuses me. The morning after, I spoke to you and said you liked Justin's concept, but were trying not to overcomplicate it. Don't you think that adding a completely different type of item (gold) & character (princesses) & have them independent of the rest of the characters & the armour would have been overcomplicating it? And seriously, relegating the women to gold instead of armour is border on sexist, hence why I was so against it.
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I understand that there were some differences between your game and Talisman but not enough to make it original. This game caters to people with more specific interests and these interests are already satisfied with games that are already established. So Justin was responsible for the idea. Who came up with the pricing? For the amount of detail a game like this requires, it seems a little unrealistic that it would retail for so cheap, no? The pricing was my decision, the whole team agreed with it and some of the market research even said sell it cheaper than what we did. |
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#71 |
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Join Date: Oct 2009
Location: The United Kingdom
Posts: 8,407
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I liked Justin's concept because I felt it fitted with Lady Sugar's brief. Obviously we found out it wasn't as original as it could be since we found out about Talisman, but I think I was the main driving force behind making it more niche and pushed for rejuvenating the board games industry through a product appealling to teens/students so that we could move video gaming fans into board games fan. I'm a girl I didn't find it too sexist and I didn't hear anyone else apart from myself give any suggestions on how to make the product more feminine which I'm sure Zak can agree with.
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#72 |
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Join Date: Dec 2009
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Well, we managed to do it in the end, didn't we? That's why we added the princess and the witch afterall.
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#73 |
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Join Date: Nov 2008
Posts: 18,505
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Alright. Katie, which two candidates will you be bringing back to the boardroom with you?
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#74 |
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Join Date: Jan 2012
Posts: 21
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Jason, you were quite quiet last week, do you think you made your voice heard a little more this time? Despite not inputting as much in terms of idea generation, I did complete my part of the work to a good standard and had my work schedule not clashed with the task, I would've been able to contribute more. |
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#75 |
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Join Date: Oct 2009
Location: The United Kingdom
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I think it'd be fair to say I was the only person in favour of aiming the product at both boys and girls. As a female, I wouldn't have bought our initial product where as I think with the changes after the market research, it was better.
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