
Originally Posted by
Elesirdur
Yeah, I never really got the objection towards pre-ordering games either. Despite our best efforts to tell people very bluntly "that the $5 deposit will go towards the purchase of your pre-ordered game, and can be refunded or transferred at any time you wish" they still think it's some non-refundable or transferable deposit. I think it's one of the better things that EB/GS does to help their customers get what they want, when they want it. It's too bad that there seems to be this stigma against pre-ordering products with a deposit that gets in the way of people using this service. Getting pre-orders was always a lot easier with trade-ins than just tacking five bucks on to someone's existing purchase.
For big releases it was always great to have lots of full-pay pre-orders to help speed up the line. Although I was always of two minds about a policy where fully paid pre-orders taking precedence over people who only had a partial amount down. That is the kind of system that requires some discretion, especially if there is only a limited number of copies.
Frankly, I think a lot of service businesses could do better by putting their employees somewhere above the very bottom of their list of priorities. Of course that doesn't make a lot of business sense when, at least in my day, the average term of employment for a Sales Associate (rank-and-file sales staff designation) was about 3 to 4 months. If they really wanted to develop a better business, they could keep the policies essentially the same but put more effort into recruiting and retention.
One of the reasons my store performed so well was because there was always three to four dedicated staff members, both management and sales, who had been there for an extended period of time. Sure we were all gamers, but at work we were salesmen/women and customer service specialists first. I can't tell you how many applications I threw right into the trash while doing hiring and interviewing from gawky, uncharismatic dweebs. Some of our best sellers were people who only knew a bit about games, but had the knack for selling, could communicate well, and had a drive to succeed. Product knowledge can be learned, but that innate ability to talk and sell is much, much harder to teach. Sure, some uber-geek might stump them about some exceedingly obscure game, but if they were resourceful they could use the tools at their disposal to get the info they needed, and if that super-hardcore customer couldn't get the answer they wanted, it was likely they would be coming back anyway because they didn't want to shop at WalMart.
The other issue being that managers are given so little ability to run the local business, as well as are restricted from getting the information required to really make the place succeed. I've heard from my old manager that he can no longer access the real-time financial reports through his computer (of which I and the other manager/sr. associates had limited access to) but now has to wait almost a month to get them from his DM - if she decides to share them with him. And these are pretty essential stats to running a business; P&L reports, shrink, financial statements, overhead expenses, etc. The lack of access to information, as well as the inability to get a better understanding at the process and rationale behind corporate policy, really hurts the morale of managers who want to make the store perform better. The obvious option is a franchise position, but that has a whole set or risks that some are not willing or able to take, and good managers won't stay around working for a company where they have little to no freedom to manage as they see fit.