They should have bought Star Wars and Marvel for the built in male fanbase. That's what they are weak in especially to this day, most of thier stuff is aimed at girls and woman back before they bought the Marvel and Star Wars IPs.
So, they bought Marvel and Star Wars -- basically boy brands -- and turned those properties on their ear, and now they're asking, "How do we get a boy brand??" The shareholders are legit retarded for putting up with the board and Iger.
I mean, this is the great scandalous truth they can't handle:
men create worlds; women only play (often, destructively)
within the worlds men have created
It's not that women cannot write stories or have their own creativity, but they fundamentally are never responsible for actual cohesive worlds or systems. Men care about this kind of thing:
- men write technical manuals and schematics for every Starfleet ship;
- men invent vast systems of races and factions, each with their statistically defined ranges of ability, for spontaneous games like Dungeons and Dragons (such a thing would never have come into the world via women; they joined it later, they contributed along the way--but we all know that there is no possible timeline in which women could have created it);
- men construct elaborate systems of rules and games at every level, and care about (and endlessly debate) the coherence of those worlds and rules
- men also spontaneously invest vast hours of their free-time to passion projects that end up inventing genres and engines, eg. Wolfenstein/Doom is something that came distinctly from the male brain and its fixated + technical motivations; there are simply no analogous creations for women out there, they'll make vast stories but never spontaneous systems... and we all know this
What always happens is always the same trajectory:
- men create something in spontaneous groups of like minds
- it necessarily has a low status and "nerd" connotation, so women mock it (visions of sweaty D&D players, fat gamers, etc)
- later, it becomes an entire industry via its organic success, and gains status via pure force of sales and cultural presence
- now women insist on being included in it, and execs or others who are not actually part of the hobby/world push for inclusion as a way to expand sales
- since they are playing inside someone else's world, most women inhabit it inauthentically, or wanting to "fix" what is problematic
- this ends up destroying the spontaneous hobby or world; men move on, women are the only ones left, and it collapses for lack of any direction, cohesion, or new ideas (D&D 5e...)
It's a truth you're simply not allowed to speak, but we all see it. Yes, there are individual exceptions, but the pattern is true and defines the way the sexes relate to these things.
Star Wars comes from the male brain; women supported it at various points and contributed, absolutely, but when the corporate "diversity" (read: expanded the market in hopes of higher $) drive tries to make it female -- or even more than 1/3 female, etc -- it collapses into drivel. There is no way around it.
The moral is to let things stay with the groups that spontaneously created it. Eg. if men create some competitive gaming genre, there is zero human "right" for anyone out of that group to be given representation or space within that hobby. There
is a human right to create your own hobbies and not be bothered, so if anyone prevents women from creating their own worlds, that is bad. But there was nothing wrong with gaming or Star Wars or anything deliberately catering to its own bases in every design and decision... there is
zero moral imperative to represent others.
That is just a corporate bottom-line imperative mixed with a quasi-religious new belief system.