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 Forum index » Meta » General META Discussion
ARGs and Marketing -- A Discussion with the AotH PMs
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Phaedra
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Joined: 21 Sep 2004
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Re: How Entertainers Convince Advertisers to be Entertaining

FLmutant wrote:
I tried to make the case of this value and give a glimpse "beneath the hood" to other marketers towards the end of the campaign in some blog posts at a site called ReveNews (and a few hotlinks follow), initially to just frame the concept but also to look at some what goes on (like how storytelling uses magic words...<snip>


I hopped over to your blog, and was struck by the opening to one of your entries:

Brian Clark wrote:
I have a magic power. I can reach into people's brains in ways that they don't notice. I can plant ideas there in ways they can't resist, the same way magicians have for centuries. This involves magic words, incantations like, "Once upon a time," and "Did you here the one about," and,"Wait until you hear what happened to me last night." Conversation and storytelling are the magic key that unlocks the mind protected from overt messaging.


As an ARG player, I'd have to agree that the experience of "overhearing" a good story, or even just an interesting lead-in, is probably the most powerful factor in convincing me to seek out more information. (And I say "overhear," because I think that's how many people who play at the Unfiction-style level of involvement get sucked in: we lurk for a bit and watch others play, and eventually begin participating visibly -- a lot of the first posts by players seem to begin with "Hi, I've been lurking a while...")

It reminds me of some novel I read when I was a kid (and I can't for the life of me remember what it was called), in which one of the characters was (stereotypically, yes Rolling Eyes) a young street urchin/burglar/pickpocket. The people who'd taken him in, noting how susceptible he was to a good story, observed that he could most likely be stopped in "mid-burgle" by someone saying "once upon a time..."

I remember sitting back and being shocked at how well that applied to me (although I am not, for the record, a thief. Wink)

The lurkers lead me to something else -- and if you want to hold off on answering this until you're done discussing what's already been brought up, since it's a related by tangential question, that's all good. Smile

HaxanMike wrote:

Sometimes, the ARG community mistakes it's numbers for the total number of players, but this is not the case, nor has it ever been the case on any of the campaigns I've worked on. While ARG'ers are the MOST FUN and involved portion of the audience, there are many others who follow the game without participating in ARG specific discussion -- they might regularly check up on story progress at Stolen A3, surf the boards as guests, view key pieces of media, etc. There were 500,000 story participants in AotH, clearly many more than played here at Unfiction. The difference is that Unfiction players engaged deeper and on a regular (often daily) schedule, verses the vast majority of people who checked back every so often and followed up.


The ratio of lurkers to visible players (and by lurkers I'm speaking here of people who can be said to be actually playing the game -- people who follow the storyline, at least, not just people who read about it somewhere and visit the site once) has come up quite a bit as a topic of discussion around here, and it seems to be becoming a bit of an adage that the "visible" players are only the tip of the iceberg. I think the current, generally accepted estimate (although I recognize and acknowledge that there's disagreement within the UF community as to this estimate) is that 90% of the players are lurkers; that is, only 10% do anything that makes them "visible" to other players, such as posting on a forum, chatting in IRC, posting to an in-game site, going to a live event, etc.

Would you say this is an accurate estimate, or do your own numbers suggest that we're way off?

From the numbers you've already cited, it sounds as if putting the percentage of visible players at 10% may be significantly too high.
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PostPosted: Mon Dec 05, 2005 3:14 pm
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FLmutant
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Re: How Entertainers Convince Advertisers to be Entertaining

Phaedra wrote:

The ratio of lurkers to visible players (and by lurkers I'm speaking here of people who can be said to be actually playing the game -- people who follow the storyline, at least, not just people who read about it somewhere and visit the site once) has come up quite a bit as a topic of discussion around here, and it seems to be becoming a bit of an adage that the "visible" players are only the tip of the iceberg. I think the current, generally accepted estimate (although I recognize and acknowledge that there's disagreement within the UF community as to this estimate) is that 90% of the players are lurkers; that is, only 10% do anything that makes them "visible" to other players, such as posting on a forum, chatting in IRC, posting to an in-game site, going to a live event, etc.

Would you say this is an accurate estimate, or do your own numbers suggest that we're way off?

From the numbers you've already cited, it sounds as if putting the percentage of visible players at 10% may be significantly too high.


Significantly too high in my experience. That number is more like the percentage of people who visit any particular site in a campaign more than once (which would be around 11% to 13% in most of the campaigns when there's active media driving fresh uninitiated folk into the mix.)

By comparison, the percentage of people visiting the discussion boards are typically single digits -- and that's people viewing the boards, let alone leaving a footprint where another player might see it.

More importantly: you can do amazing things from that. If, for example, Audi had spent less money on marketing the percentage of repeat visitors would have gone up (along with the "time per visit") it would mean less total audience. So the fact that 1 in 10 people got hooked enough to come back for a second dose isn't a detriment: I'd expect grassroots efforts to have a bigger repeat pile than an active marketer.

Or "Your Mileage May Vary" I guess.

PostPosted: Mon Dec 05, 2005 4:44 pm
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FLmutant
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Ten Reasons ARGs Can be Good Marketing

Phaedra asked if I could post a message about some of the same topics that came out in my replies on this older thread. She also had this great idea about FAQs, so I tried to write this more as a "top ten" list -- different individual pieces of the equation that might make ARGs interesting as marketing. Some of these are essentially the same arguments HaxanMike and I use when trying to explain the concepts to people.

What this post misses, though, is some of the thinking about how you measure and prove that (which is something we've been getting better and better at over time as we understand more of the wrinkles) ... that's likely a separate discussion.

Offered just as fodder for the discussion rather being comprehensive:



    * People expect more in return for their valuable attention. That's part of why "traditional" advertising is struggling: interruption and intrusion alone isn't enough buy to people's attention (they'd rather buy TiVos and pop-up blockers, proving their internal value of their attention.) ARGs, and branded entertainment in general, provide that value: a deep, rich entertaining experience that can be valued as something more than a crass commercial.

    *Nothing is more powerful than a community. We're wired as social creatures and use special parts of our brains when dealing other people. Because ARGs create collaborative (not just arguing or drive-by posting) communities, they produce a powerful value: "peer entertainment". This becomes a conversation an advertiser or marketer can participate in (if they understand the idea of "conversation" as, say, The Cluetrain Manifesto lays it out.

    *Nothing energizes a community like giving them something to do. That's natural goal-like behavior, which often brings out the best in communities. ARGs, because they incorporate some level of gameplay (from the subtle social gameplay to the overt puzzle solving) and provide goals with high "rewards".

    *"Role playing" and audience/character interactions -- the "alternate reality" party -- unlock the natural storytellers in everyone. As collaborative exercises, there's nothing more powerful than becoming a part of someone's personal narrative. Not only does produce "buzz" or "word of mouth" or (as prefer to call it) "fandom," it produces a magical variety of it that involves community storytelling (see points 1 and 2).

    *Fandom is small, fragile and contagious. While ARGs certainly cater their most involved fans, as marketing vehicles they are more focused on how that fandom fuels growth of an audience that primarily "lurks" (or even "sips" once or twice from the experience.) Fans are worth pouring tons of creative energy into, though: ask any artist or entertainer if they'd rather have a fan or a ticket sale, and why.

    *Interactive media can make "dumb" media work smarter. Advertising can be an extention of that (branded) reality rather than an advertiser's only chance to create a lead. Even the mean of average time spent by someone interacting with ARG (let alone "playing" it) far exceeds the attention paid to "dumb" media. ARGs provide the kind of rich many-to-many experience that interactive excels at: it utilizes some of the key strengths of the interactive medium.

    *Branding is binary. Someone either knew Audi was involved in the Heist, or they didn't. The depth (and richness, and emotional attachment) of the experience, though, has no upward bound in its "positivity". In traditional advertising, people had to focus on brand and product heavily during one opportunity to break through the clutter: in branded entertainment, you can brand lightly, with just as much success.

    *ARGs are fluid products. This is both a blessing and a curse. It's a blessing because you have a hundred chances to get it right (by letting what the audience responds to guide what you do next), and it's a curse because you have a hundred chances to get it wrong (especially if you're trying to keep an overall narrative thrust while thinking you're just "herding cats" to that solution.) Advertising agencies barely even think about optimizing media buys anymore, and certainly not on the continuous basis that a good ARG requres, so the benefits of that optimization build over time.

    *Eventually, they become artifacts. Think about that. At some point, more people will have interacted with the artifact of Heist than interacted with it when it was alive. And yet, at some point, the only expense you have is the hosting bills. That means the "cheapest marketing results" actually come from the "ARG as artifact" (or "ARG as press article" or "ARG as oral tradition") than came from the active game.

    *They aren't that expensive to consider as experiments. Let's face it, no one is going to say "stop all your other marketing activities and just to ARGs." A good marketer, though, is always willing to put some percentage of their marketing budget into new ideas that can also produce measurable results. They say that online banner sales this year are coming to come in about $12B: if as an industry there were a 0.5% spend in interactive fiction/ARGs that would be $60M a year. That would produce a constant stream of interesting, well-funded ARGishness. If a marketer takes 10% of a $10M advertising campaign, you've got a "big ARG" as a "small part" of one particular marketing campaign.
[/list]

PostPosted: Tue Dec 06, 2005 12:58 pm
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Marrec
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Love that list of why ARGs can be good marketing. I'd like to rewind a post though and ask a question about 'Lurkers' and 'Players'. It seems to me, from the ARGs that I've played, that the storyline/puzzles/interactive aspects of any given ARG is really geared towards the core community. The 'players' if you will. (As you illustrated in point 5 of your list) This is the nature of the game I suppose. Really, the only reason the lurkers are able to follow the storyline of an ARG is because the core community usually creates great resources for newbies. If it wasn't for the Wiki's, I probably would have been too intimidated to get into the ARGs. Press coverage and word of mouth make people interested, but few interested people make that jump into lurkers without some kind of easily traversable conduit, made by the core community. Which brings me to my first question...

If it weren't for the rabid dedication to resources that sites like UnFiction engender, do you think ARGs would still be as successful? (This question is based purely on speculation of course, so shoot it down if it's wrong.)

One more question, we've discussed the 'tip of the iceburg' theory in the past. There are perhaps (and I'm just throwing out a number that sounds reasonable here) 30-40 dedicated players here on Unf. Probably more than that, but I like to underestimate. These 30-40 people get that whole 'brand recognition' thing in spades. Hell, with my new job, in a couple months I'll be able to buy a new car. And of course, I've been thinking about buying a new Audi. Simply because of my experience with AotH. Okay, that's a lie, I've always wanted an Audi, but you get the idea.

Are the lurkers that important to the advertisers or are they mainly concered with the core players.

Also, how do the companies feel about building games that are mainly going to be played by the same 30-40 people, with a few added on or subtraced here and there? (When I say played, I'm of course talking about us hardcore folks there at the blistering peeks of the iceburg.)

In closing, I realize that every ARG grows the community a bit more. The Beast and ILB are the two most dramatic examples of this. You can't swing a dead cat around this place without hitting someone who joined the community during ILB and now plays other ARGs actively. I even know a few who joined in for AotH. Do you think the growth in the community is ever going to match the demand for growth from advertisers? Is there even a demand for growth from advertisers?

Okay, that's all my questions sorry.

Edit: Of course, many of these questions come from reading the list and trying to expand a bit on the ideas presented there.
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PostPosted: Tue Dec 06, 2005 11:09 pm
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Nightmare Tony
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Quick and curious question. I would definitely call alternate reality gaming as a creative art form. A guerilla artistic effort that keeps fresh at this point by constantly adding new tricks to the genre.

Back when you had the sucessful Blair Witch campaign going, there were many trying to join in on the subject matter bandwagon. Were there also amny who attempted to jump in on the marketing campaign trail blazed by you guys?

And back to the artistic effort, if more and more companies jump on the badnwagon, would there come a day where ARGs for marketing become so common to be predictable to players and non players alike? Might be a sort of oxymoron, but by taking the special and saturating the market, it becomes common place.
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PostPosted: Wed Dec 07, 2005 3:26 am
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FLmutant
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Marrec wrote:
It seems to me, from the ARGs that I've played, that the storyline/puzzles/interactive aspects of any given ARG is really geared towards the core community. The 'players' if you will. (As you illustrated in point 5 of your list) This is the nature of the game I suppose. Really, the only reason the lurkers are able to follow the storyline of an ARG is because the core community usually creates great resources for newbies. If it wasn't for the Wiki's, I probably would have been too intimidated to get into the ARGs.


I think that's a really important point to highlight for PMs, and I think it is part of the story here. I think we always hope that "lurkers" can get into the story before they necessarily discover the existing ARG communities: you guys are the deep end of the pool of content. The storyline should definitely be richer and more immersive for that core community, but that doesn't mean the experience should inpenetrable for someone coming new into the story (which is a great reason why we end up using a few layers of "meta" sites in works ... think of it as the ARG equivalent of the "Previously On" piece at the beginning of an episodic television show: bring a fresh audience member a little further up to date with context, but never as much context as a "core participant" already has going into it.)

Marrec wrote:
If it weren't for the rabid dedication to resources that sites like UnFiction engender, do you think ARGs would still be as successful? (This question is based purely on speculation of course, so shoot it down if it's wrong.)


That's a great question that deserves a direct answer. HaxanMike and I didn't really know about you guys until part way into Sacred Urns. We saw your footprints in the community and thought, "Wow, these guys are self-organizing and self-regulating in a way we've never seen a green community be ... what gives?" Then we went through the whole discussion of, "Huh ... is Sacred Urns an ARG? Hadn't even thought about that, but look how similar their expectations of an experience are to what we always try to practice in interactive narrative!"

That said, though: what makes a genre a genre is that fan already exist for that genre. Sounds circular, but people make country music because there are country music fans (if you fall outside of a genre, you are doing "experimental" work.) Most of the PMs out there are probably still in the "I do experimental work" category, but in places like Unfiction and ARGfest and ARGN you find growing evidence of genre fans.

That certainly lets you throw out challenges for an "advanced audience" and build upon (or against) the preconceived notions established by prior work. So the existence of communities like this both make for better ARG experiences and make ARGs better, but experimental work still always a chance to "stick" outside of that. Half of the projects I'd cite as influential or as prior work you folks never experienced (because they are at best "ARGish".)

Marrec wrote:
Are the lurkers that important to the advertisers or are they mainly concered with the core players.


The lurkers are very important to the advertiser. They want to know that a campaign has "reach" across alot of people. The core players are very important to the PMs. A natural push/pull develops between those two forces that, if successful, makes both groups important without sacrificing one or the other.

Marrec wrote:
Also, how do the companies feel about building games that are mainly going to be played by the same 30-40 people, with a few added on or subtraced here and there? (When I say played, I'm of course talking about us hardcore folks there at the blistering peeks of the iceburg.)


I think we basically try to keep them terrified of you guys! Well tell them things like, "Once you've put something up, you can't take it back!" and "Don't for one second think that the people on this call are smarter than the collective playing the game, they'll rip through that in minutes!"

But at the same time, we reinforce to them that you'll never just eat them alive (unless they've done something to deserve it.)

Marrec wrote:
Do you think the growth in the community is ever going to match the demand for growth from advertisers? Is there even a demand for growth from advertisers?


There's a growth in demand from advertisers for new approaches, and ARGs are one part of a "gaming" color in that palatte of new options. I personally don't think an ARG is a particularly good marketing tool for most advertisers, because they aren't ready for just how radically different that kind of campaign is from what they are used to. So I hope the community grows faster than the advertising demand Smile

Marrec wrote:
Edit: Of course, many of these questions come from reading the list and trying to expand a bit on the ideas presented there.


Totally, that's what I hoped the list would be useful for.

Nightmare Tony wrote:
And back to the artistic effort, if more and more companies jump on the badnwagon, would there come a day where ARGs for marketing become so common to be predictable to players and non players alike? Might be a sort of oxymoron, but by taking the special and saturating the market, it becomes common place.


Yes. Not because it has to be that way, mind you, but because advertisers (and traditional entertainment industry folks) frequently have a lemming like approach: if one branded home improvement show is good, ten branded home improvements shows are even better, right?

At the same time, just because thousands of films get made each year and only get seen by people who attend one film festival or another doesn't noticeably cheapen the value of those few films that arise from that fertile ground (like, say, "Napolean Dynamite".) Grassroots art & commercial innovation & blind reproduction are three different forces that find some balance in any art.

The next step for ARGs, though, (IMHO) is branding after launch. It's the natural way that so many arts work -- your grassroots ARG starts to build up a little steam, and then people come and ask if they can get in on the action. There are always people in the marketplace who need to trade "cash" for "cool" ... there are always people in the grassroots who have "cool" but only dream of "cash".

That's going to happen at some point, and that will take the "big ARG" back a bit from the realm of "work for hire" to "sustainable entertainment property." I predict that happens at least once in 2006 to a grassroots ARG. Right now, advertisers are paying to have radio stations built (when the build ARGs) instead of going to the popular radio stations to by spots (a future when they advertise? product place? sponsor? an existing ARG.)

Great conversation going! HaxanMike, jump in and tell stories about people jumping on the BW bandwagon! Yer slackin'!

PostPosted: Wed Dec 07, 2005 9:40 am
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HaxanMike
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What do ya know -- I crawl out of bead having finally kicked this nasty little cold and Brian has gone and answered everything, (and done a damn fine job of it, too)! Cool

For me, one of the most difficult challenges as a PM is keeping things interesting for the regular players and friendly to newbies at the same time. The community formed by the hardcore players often seems impenetrable to newbies, who not only have to get caught up on story but often with the concepts behind an ARG as well. Of course that is something Unfiction deals with on a regular basis -- how do you grow as a community yet still encourage interested newbies to join in?
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PostPosted: Sun Dec 11, 2005 2:40 am
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Ehsan
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HaxanMike wrote:
Of course that is something Unfiction deals with on a regular basis -- how do you grow as a community yet still encourage interested newbies to join in?


By creating a game which ignores the community--at least at a meta level.

Choose a target audience which is primarily non-ARG players. Present your game assuming players know nothing about ARGs. Start slow and only advance the game when they get the hang of each stage. E.g. start off with with a couple of ROT puzzles and some simple substitution... the "older" group will solve these in 5 seconds, but the new group will at the very least see how the solution was reached. Apply same concept to other elements such as interaction and plot.

Will the veterans get bored? Sure... at first... but they will hang around until things get interesting to them (because that's what we do here... hang around waiting for something interesting!). But the new group isn't so forgiving and they won't stick around if you don't cater for their needs from day one.

Eventually both groups will merge and we will become an even bigger happy community Very Happy.

IMHO, of course.

PostPosted: Sun Dec 11, 2005 3:53 am
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HaxanMike
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Speaking of ARG's and marketing/advertising...

Art of the Heist just won Creativity Magazine's Campaign of the Year. Creativity is an advertising industry publication, from the publishers of Ad Age.

As marketing ARG's garner more acclaim and attention, we can expect to see more of them (and better funded as well)!

I've attached a jpg of the article here -- note the credits in these things are always screwed up and while this one does a better job than most it still doesn't reflect the entire collaborative team.
creativity-12_12_05WEB.jpg
 Description   Art of the Heist Campaign of the Year
 Filesize   344.81KB
 Viewed   104 Time(s)

creativity-12_12_05WEB.jpg

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PostPosted: Tue Dec 13, 2005 12:34 am
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rowan
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HaxanMike wrote:
Art of the Heist just won Creativity Magazine's Campaign of the Year. Creativity is an advertising industry publication, from the publishers of Ad Age.

Congratulations!

It gives me warm fuzzies to see that a game that I enjoyed immensely get the kudos that it deserved. Very Happy
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PostPosted: Tue Dec 13, 2005 12:46 am
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MageSteff
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FLmutant wrote:
The next step for ARGs, though, (IMHO) is branding after launch. It's the natural way that so many arts work -- your grassroots ARG starts to build up a little steam, and then people come and ask if they can get in on the action. There are always people in the marketplace who need to trade "cash" for "cool" ... there are always people in the grassroots who have "cool" but only dream of "cash".


The issue I would have with this, is that many PM's plan the number of websites and extras based on what they can reasonably (and sometimes plastically) afford to set up. We have lots of resources that Grass roots are loaned (websites/hosting etc.) that if they were to get corporate backing after getting those resources would not be viewed in a positive light. Would it be wrong for the community to ask the buy-in corporate backers to fund resources that could be used by other struggling Game Designers/Puppet Masters -

Example: Unfiction/ARGN/Deaddrop carries a lot of talk about various corporate sponsored games (AotH, GUN, ILB) yet he pays for most of the framework (servers/ hosting/ repair bills) out of the owners' personal finances.

ARGN will publicize launches of games, Deaddrop has offered a place to host websites for grass roots, Unfiction is a place to talk about the game (and any corporate sponsorship).

Are these resourses (free advertizing) valuable enough that the Marketing department could send a small fraction of the small fraction of the XX Million dollar budget to help these resources remain open and available? A thousand dollars might be laughable to a marketing department, but to a person who is paying for stuff out of his own pocket, that thousand dollars just bought a new server to help handle demand, paid for electricity, paid for Domain registration, etc.

Do you see Marketers willing to speculate on the media in the hopes of keeping it available and growing? Even if there is no product placement, it will garner a lot of good will in the community if on the meta site there is a small "Our thanks to XYZ corporation for sponsoring our game." Even if there is no direct or implied tie in, it would still generate chatter about the company.
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PostPosted: Tue Dec 13, 2005 2:47 am
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Varin
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HaxanMike wrote:
Art of the Heist just won Creativity Magazine's Campaign of the Year. Creativity is an advertising industry publication, from the publishers of Ad Age.


Congrats!
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PostPosted: Tue Dec 13, 2005 2:50 am
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Phaedra
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Seeing as the discussion on the questions already asked has died down a bit, I'll throw out another one, related to the discussion of player numbers above.

Is there a certain "critical mass" that you plan on as far as the size of the player base when you design a game? Is there a minimum necessary number of players required for the game to work that you factor in?

And another, sort of unrelated question -- how much did learning that what you were doing with Sacred Urns was "ARGish" and that there was a preexisting ARG community affect how you designed AotH? Did the fact that there was already an organized core community out there become a selling point at all?
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PostPosted: Thu Dec 15, 2005 3:10 pm
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FLmutant
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MageSteff wrote:

The issue I would have with this, is that many PM's plan the number of websites and extras based on what they can reasonably (and sometimes plastically) afford to set up. We have lots of resources that Grass roots are loaned (websites/hosting etc.) that if they were to get corporate backing after getting those resources would not be viewed in a positive light. Would it be wrong for the community to ask the buy-in corporate backers to fund resources that could be used by other struggling Game Designers/Puppet Masters -


I think that's a great idea, but the point I was trying to make was more about growing from the grassroots into self-sufficiency. Many of the probelms you outline above face all entrepenuers (and media entrepenuers).

MageSteff wrote:

Are these resourses (free advertizing) valuable enough that the Marketing department could send a small fraction of the small fraction of the XX Million dollar budget to help these resources remain open and available? A thousand dollars might be laughable to a marketing department, but to a person who is paying for stuff out of his own pocket, that thousand dollars just bought a new server to help handle demand, paid for electricity, paid for Domain registration, etc.

Do you see Marketers willing to speculate on the media in the hopes of keeping it available and growing? Even if there is no product placement, it will garner a lot of good will in the community if on the meta site there is a small "Our thanks to XYZ corporation for sponsoring our game." Even if there is no direct or implied tie in, it would still generate chatter about the company.


I'd think so, although I think as a community we have to nurture that expectation in marketers and ARG makers and the community in general: a vibrant art-form is a good thing, irregardless of the other "benefits" one party or another might see.

PostPosted: Mon Dec 19, 2005 10:54 am
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FLmutant
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Phaedra wrote:

Is there a certain "critical mass" that you plan on as far as the size of the player base when you design a game? Is there a minimum necessary number of players required for the game to work that you factor in?


To some extent, yeah, especially when real life interactions or mass puzzling coming into play. I wonder, though, if that necessarily has to be the case: sometimes lacking something on the player team gives them a reason to recruit someone they know.

From a community end, I think you need to break about 100 people interacting -- at that point, you start to see them interacting more and more with each other, instead of just with the PMs or with the content provided to them. That's about the point that in jokes starts to appear and other evidence of real community.

Phaedra wrote:

And another, sort of unrelated question -- how much did learning that what you were doing with Sacred Urns was "ARGish" and that there was a preexisting ARG community affect how you designed AotH? Did the fact that there was already an organized core community out there become a selling point at all?


Theoretically, it impacted us quite a bit: it was like looking into a familiar but different arena. It raised alot of discussions about "social gameplay" versus "overt gameplay" and "puzzling." It created a recognition that there were some new textures to be explored and some roadbumps to anticipate (especially from when the Steinitz Puzzler community and the Unfiction community momentarily butted heads with each other.)

That broader theoretical discussion definitely showed up again as Heist was being planned, but in ways that are less than obvious than "there is an existing community to tap." There were as many things about ARG conventions that we wanted to lean away from as there were conventions we wanted to lean into.

Example of the former: that everyone in the audience is "playing for the same team." It was interesting watching the community struggle with if they should make collective or individual decisions (like with the package pickup from Wil Star) and great to see every character develop at least one advocate (and in poor Virgil's case, just one advocate!)

An example of the later: the SD cards. Very conventional ARGish puzzle piles for collaborative solving, but with some kind of reason to exist inside the narrative. Or the launch text for Virgil's site, which in part was meant to tip our hats that "we understand how to play with ARGers".

I don't mean to speak for HaxanMike here (please pop in), but I think both of us are more fascinated with ARG as a "big category" than as a hard-and-fast feature set or checklist of attributes, especially in situations where "gaming" might be more social in nature (and less obviously "a game" from the audience's perspective), which puts us in a zone where not all of our work is going to be seen as "ARGs" -- but that come grow from the same root as ARGs (I don't know ... call it networked storytelling or interactive fiction or something.)

The question is an old one: where do gaming and narrative "crossover"? ARGs are definitely one place where they do, in an environment where it is both clearly "a game" and "a narrative".

As to it being a selling point from a marketing perspective? Not particularly important, except as a way to illustrate concepts based upon "prior art" in the same general niche. Which doesn't mean the ARG community isn't part of the "conversation" as these things get developed, but short of that bringing tens of thousands of people, media buys are still a "safer bet" in terms of figuring out how budgets translate into reach.

That doesn't mean it will always be that way, though, but that's as much about ARGs as a grassroots art movement as it is about marketer's desire to engage and audience (IMHO).

PostPosted: Mon Dec 19, 2005 11:22 am
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