 |
 |
|
Good.
Fast. Cheap.
|
Good. Fast. Cheap. Pick two. No doubt youve
heard someone invoke that advertising bromide at one time
or another. Ive been known to invoke it myself on
ocassion. But no more. Because its wrong. And now
were going to see if I can fill a whole column explaining
why I think so.
Theres no question that theres an inherent tension
between these three dimensions of advertising -- time, money
and quality. And Ill concede right upfront that the
thrust of the bromide is almost always true. Namely, that
you cant get good advertising when, as many clients
are wont to do, you provide no time or money. But picking
two of them doesnt necessarily relieve that tension.
If I remember my math correctly, there are three meaningful
combinations of these dimensions that you can theoretically
pick (after eliminating fast/fast, good/good and cheap/cheap.)
Lets consider each of them, shall we?
Fast and cheap. These two, you can definitely choose. They
are brethren. Sympatico. And, unfortunately, they are parents
to most of the advertising to which we subject the world.
Fast can be cheap all by itself, simply because fast means
fewer billable hours and day-rated days are eaten up. Of
course, fast can be expensive all by itself, if you factor
in rush charges and mistakes caused by rushing.
Cheap, on the other hand, seldom engenders speed. Cheap
often means going with a grade B agency/writer/art director/commercial
director/editor/music house/photographer/illustrator/whatever.
Part of what makes grade B grade B is the fact that, often,
it/he/she/they arent quite as fast/efficient/together
(how annoying are all those slashes) as Grade A.
Point? Well, you can go the fast and cheap route, but it
may not be as fast as fast-and-expensive, nor as cheap as
cheap-and-slow.
Okay, how about good and cheap. Does that work? Well, it
can ( as countless Creative Directors have pointed out to
countless minions at countless agencies. A big idea
doesnt depend on a big budget, I believe is
how it goes.) BUT, depending on the category, the medium,
the target audience, if cheap comes out cheap-looking, regardless
of how big the idea is, that can undermine the impression
youre trying to leave your target with. Many big ideas
do depend on a big budget. Apples 1984
spot just wouldnt have worked on the cheap. Since
Ive begun writing this particular column, Ive
kept an eye out for a current example of a good idea, diminished
by too small a budget. Unfortunately, there are, as always,
precious few good ideas out there, and most of them are
nicely-executed, well-financed spots from one dotcom or
another, Fox Sports, Sony Playstation and the like. Most
everything else you see on TV are well-financed non-ideas.
That leaves us with good and fast. This is where the bromide
blows up. It blows up good. Because good is inextricably
intertwined with time.
It takes a certain amount of time to load up on information
about the product, the problem, the competition and the
target. Then it takes a certain amount of time (days, not
hours or minutes) for all that brain fertilizer to sink
in and start nourishing the idea farm. You need to sleep
on it, more than once, if possible. Then it takes a certain
amount of time to harvest all those ideas (this farm metaphor
is getting old.) Then it takes time to weed out the mediocre
ideas, and push and polish the promising ones.
When you get the assignment on Tuesday and the client presentation
is Friday, the best youre going to get is competent,
relatively expected solutions. Sure, there is the rare exception
-- a really good, maybe even great idea that hits within
the early hours of the process. But the chances of this
are sufficiently slim that basing your timetables on it
would be the dumbest kind of stupid. Foolish with a capital
DUH.
The same is true during production. When you rush the process,
you lose out on think time, eliminate options that more
time wouldve given you, increase the risk of error.
Sure, you can produce a TV spot in four weeks. But if you
have eight weeks, you have a better chance of getting the
director and editor you want. You have more time to let
the idea evolve in the minds of the latter. You have time
to consider your options, to cast properly, to go over the
production more carefully, to be sure you arent missing
an opportunity, short-changing the idea, or neglecting some
aspect of the production. If someone screws up, you have
time to fix it rather than living with the results of the
screw-up. You can give the music guy more than the customary
12 hours to come up with a scratch track. He might even
have time to consider a two or three possible directions.
Time isnt money. Time is far more valuable. In fact,
as Chairman Jimmy so sagely puts it, Time is the currency
of quality. You get what you pay for. And when you
dont spend the time, you wind up paying in many other
ways.
Good. Fast. Cheap. Pick Two. Its just
a bad way to frame your thinking. How about approaching
it this way instead: How good can I get in this amount of
time for this amount of money? And if thats not good
enough, find more time or more money. Easy for me to say.
On the other hand, you got a better idea?