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 Forum index » Meta » General META Discussion
Making ARGs Business.
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SeanB
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Joined: 14 Sep 2004
Posts: 19
Location: London, UK

I think the best thing to do is look at how Hollywood has done their film marketing and mix it with direct marketing to get players in for your game. The pre-game would be the "trailer" and get people in. If it's purely an entertainment game and no sponsor, then charge at the end of the trailer, the trailer/pregame has to hook the propective player and pull them in. The same Hollywood does, except opening weekend is opening month or bi-month.

Hmm, ok, I think I should write an article on this... keep an eye out.

PostPosted: Mon Aug 29, 2005 9:25 pm
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Katsurame
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Joined: 02 Nov 2004
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After a lot of thought on the matter (not that it means much, coming from me), I've come to the conclusion that PM's would be hard-pressed to create an ARG which they could charge players to play. I think the directions ARGs will ultimately go in is Ad-Campaigns. Ad-Campaigns, and product placement. Another videogame ARG? Money for PM's. Have one of the characters drinking a Coke or eating at McDonalds? Money for PM's. Personally, I wouldn't pay to play an ARG, but if I see a character drinking Mountain Dew, I might go out and buy one, just because of it. If Dana said she liked Burger King, how many of you would go eat at Burger King, just because Dana does? I'm guessing a lot.

Advertising is a brilliant business. PM's should take advantage of that. Showcase your skills to executive boards. Say "I can do this for your company.". Tell Coca-Cola that you'll put their products in a few times for some money. I don't know how much you could get, but hey, it's still money, right?

So yeah, that's my opinion.
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PostPosted: Thu Oct 06, 2005 9:41 pm
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krystyn
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PostPosted: Thu Oct 06, 2005 10:35 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

cerulean wrote:

With reard to why players are less inclined to pay to play an ARG when they are happy to pay $100 for a console game, isn't it more that, at present console games provide a much more reliable level of entertainment? To look at it the other way, I think people would have been happy to pay $10 to play ILB if they'd known in advance how much they were going to enjoy playing it.


You also have a factor of reproducibility. A console game you can play multiple times, in the ARG - if you miss an event it is gone. Everyone hears about how go this game or that game was - but there is no way for new players to go back and experience these games - no way to generate a new audience for games that have finished.

As we have seen with Metacortechs and I love Bees, there is a great potential to general chatter and word of mouth hype for whatever product (or movie, or program) that is the backing support for the game. If you are lucky enough to work for that aspect of the industry, there is a niche employment market for those skills.

But in terms of "Will ARGs ever be self supporting in and of themselves through User fees?"
I think because they are limited in duration (or have been to this point) I don't think they will. Should the industry develop to where the game is "replayed" from time to time - it could generate enough hype over time to bring in new players who would pay to have the same experience just as people go see a movie and recomend it to friends who then go see the movie...

How many people who have joined the ARG collective would like to see the BEAST repeat, or Chasing the Wish, or Metacortechs, or ILB...

But to consider other aspects - some things just don't have the same impact when reproduced (would the AXON events from ILB have the same punch if the number of players were smaller and were missing areas of the country). I think part of the appeal is that these are one time events, and if you miss playing, they are gone....
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PostPosted: Thu Oct 13, 2005 3:54 pm
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ammonite
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Joined: 28 Apr 2005
Posts: 49

Fitting TV into the picture

As someone who works in the TV industry in the UK, I think that the ad-model for ARGs is absolutely the way this will go, and on a larger scale than you might think. I got very into the Channel 4 Lost website www.channel4.com/lost, which, without getting anywhere near the level of an ARG, started to tentatively explore the possibilities of real-time interactivity. You learnt about characters just before they featured in the series as broadcast on C4. www.hypegallery.com is fully funded by a PC manufacturer, although it looks at first glance like an open-source art project. The brand interaction is quite subtle but I've heard it's done really well. Certainly it keeps growing.

There is an endless desire for narrative engagement on the part of the audience and access to consumers on the part of the corporations, and ARGs will develop to satisfy both. And I think the money that's gone into Perplexcity will look like pretty small beans in a couple of years.

I can imagine an ARG that builds the developing narrative of a returning television series into its structure. Information about in-game characters could be revealed as the series developed, players who solved puzzles could get to attend live events that were filmed and incorporated into the series, maybe even players could end up as characters in the series themselves.

At the moment broadcasters all think that the TV programme drives the web content, not vice versa. The idea that you might reverse the creative flow so that web interaction drove the TV narrative is pretty alien. After all, what do you need a commissioning editor for then? Even Big Brother, which is ostensibly driven by audience participation, is completely editorially controlled in terms of who goes in, what they do, what we see. Our 'control' is limited to a tiny fraction of the whole content of the show. But 'new media' (it's just media now, stupid) departments are growing more and more powerful and eventually this balance of power wil change. Already it's impossible to pitch most ideas to TV without giving a sense of how it will work for web and mobile. Eventually you will pitch web ideas with a TV component attached...

The issue that magesteff raises of live events, timing, actually becomes a positive in terms of TV scheduling. At the moment the great fear in TV is that PVRs mean that there's no more prime-time; it's what you want to watch, when you want to watch it, with all the adverts chopped out. If you can get a big audience playing an ARG, and the next episode is going to reveal vital clues, and it's enjoyable enough to watch in its own right, then you potentially have a lot of power to ensure viewers at a particular time.

Clearly the issue is how really big (1 million plus) audiences could interact with an ARG. I don't think that's impossible... Do you?

I'm playing perplexcity partly because I'm enjoying it immensely (my 1st ARG) and partly because I'm very interested in the possibilities of the medium, creatively and commercially. Look forward to hearing what you think, I'd be really interested to debate this with people who have been ARGing for a while.

PostPosted: Wed Oct 26, 2005 2:23 pm
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
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Re: Fitting TV into the picture

ammonite wrote:
...The issue that magesteff raises of live events, timing, actually becomes a positive in terms of TV scheduling. At the moment the great fear in TV is that PVRs mean that there's no more prime-time; it's what you want to watch, when you want to watch it, with all the adverts chopped out. If you can get a big audience playing an ARG, and the next episode is going to reveal vital clues, and it's enjoyable enough to watch in its own right, then you potentially have a lot of power to ensure viewers at a particular time.

Clearly the issue is how really big (1 million plus) audiences could interact with an ARG. I don't think that's impossible... Do you?


Have you heard the story about "Push, NV"? While the game was more of a contest and less of an ARG, it released its final set of clues in the middle of a live football broadcast. The winner was the first person to solve the puzzle and deduce the phone number -- that certainly ensured people didn't watch later on tape delay.
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PostPosted: Thu Oct 27, 2005 12:20 am
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ammonite
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Joined: 28 Apr 2005
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ooh, that's interesting

Thanks for the heads-up Catherwood. more fuel for the fire...

PostPosted: Thu Oct 27, 2005 7:03 am
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misuba
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Joined: 03 Sep 2004
Posts: 29

I hate to see people come to the conclusion that ad-driven, product-driven ARGs are the only way to get PMs some rewards for their efforts. Here are a few (possibly controversial) assertions:

1) ARGs are basically role-playing games.

Specifically, ARGs are LARPs – leave aside any prejudices you might have about that term, I'm serious. Although the solve-a-puzzle-get-a-toy aspect of ARGs can almost be called a game system, and many other ARGs develop unique systems for subgames, ARGs are essentially freeform; but hey, if you have ever taken any kind of in-game action, you have played a role as part of a game and that meets my definition. (There are those in the RPG world, which I have to interact with as co-editor of a news site about tabletop gaming, who would argue with that definition and with most of the rest of this post, but, well, I'll get to that.)

2) Role-playing games are essentially theater.

This shouldn't be controversial – "playing" and "role" are right in the name – but tabletop RPGs have only just started to shake off the dead hand of wargaming and numbers. Computer and console RPGs likely never will, and really aren't part of this argument, but people like Brenda Laurel would likely have more to say about their theater connections. Anyway, print RPGs are starting to incorporate elements of everything from improv-theater games to Survivor (another LARP!) and in my opinion will eventually be making more money on the performing-arts business model than on the model of taking home a box from the store. If you count Survivor, they already are.

If you don't buy that games can be theater, you can go with the short-circuit argument that ARGs are theater because Jane McG and Sean Stewart seem to believe they are.

3) Most theater supports itself by begging.

Yes, this is rife with exceptions – there are commercial theater productions which support themselves on ticket sales (pay-for-play), to say nothing of the art forms (film and TV) that derive what they are from theater. I'm talking about your regional theater companies, your smaller productions. They charge for tickets too, but that is not fundamentally how they get by. Even a high-profile theater trying to do new plays or anything but the most commercial material is going to subsist largely by soliciting donations from people who like to see their names in the program under titles like "Platinum Patrons Circle" or something. (You could argue that this, on a large scale, is exactly how 42 is subsisting now.) It is going to survive by both building and taking advantage of social structures that make people with some money feel that they are getting something of value by giving it to the theater in question.

Pay-for-play doesn't enter into this. It doesn't need to. If there had been a PayPal donation button as part of the final curtain of Metacortechs (and the PMs had made a real point of it – forgive me if there was such a donation box, but I see no evidence), I can tell you that had I gotten in on that game (I only started following things in earnest with Bees) I would have put down $50 at least. That's what that entertainment experience was worth; it would not have taken any arm-twisting. I am 100% sure I am not alone in this feeling. By conservative estimates, I think the PMs of that game could have gotten enough donations to cover costs and more. (And maybe they could have kept a few more domain names, but the preservation of ARGs is another rant.)

If you'd rather not (or can't) wait until your game is over, or if you are attempting an indefinitely long game (which I wish someone would), it doesn't take lots of imagination to see how to work in your donation button. I see it as being similar to how Mind Candy is handling their PM-hood as a kind of open secret, with a wink and a bit of story. Sure, PayPal accounts likely can't be assigned to fake names or organizations… work around it. I think players want to help support this art form badly enough that they'll give PMs some leeway.

ARGs are the most decentralized, distributed art form there's ever been, but we're still thinking as though beneficence has to come from one big source. It doesn't. (Although the ARGs-as-theater thing begs the question of large and large-ish grant-giving institutions. Said orgs are probably afraid of genre fiction, but hit 'em with enough stuff about player interaction and audience as performers and they might overlook that. Has anyone hit up the Digital Storytelling Foundation?) Print RPGs are having great success with the Street Performer Protocol (fundable.org is an example) and a trusted team of PMs might be able to pull that off. Lots of possibilities.
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PostPosted: Tue Nov 01, 2005 5:56 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Re: Fitting TV into the picture

ammonite wrote:
Clearly the issue is how really big (1 million plus) audiences could interact with an ARG. I don't think that's impossible... Do you?


I don't think it is impossible, however... budget wise, it will cost the networks (broadcast or cable based) a lot more than it does to produce a static episode.

Static episodes are given x amount of time to drive the plot for point A to point B without any sudden changes to deal with (al la the era of LIVE TV shows), for them to be able to deal with not just a live broadcast (or a partially live one), and make adjustments on the fly based on audience input... Example POP Star (aka American Idol), the audience voted on their favorite person. Besides the issue of stuffing the ballot box, if this were a plot-line, how far away from the main plot will you allow the audience to take the story? Sure you can build in a natural limit so that any result can be explained away as the one you pre-scripted to some extent, but even that can get tiresome if done repeatedly and/or badly (note the recent spate of "reality shows" and how many fade after a couple of seasons).
Great to keep people sitting in front of the TV if your premise and execution is well done, better luck next time if it isn't, because you lose the novelty when the episode is repeated as it lacks the same ability to have input in the outcome.

I'm going to take an example from LCP (which was a very good game and well done on many levels): The poker game for human lives.

The players had a real chance to affect the outcome (and did) but then the lives saved were shuffled into the deck, never to be seen again - a let down because emotional energy had been invested in playing for the lives we never interact with again. No clues given for the life lost either. After a few weeks of this type of interaction, without any other "hook" to keep your audience interested, and you would start losing the audience unless you keep raising the bar on the stakes until there is no where else for the story to go (i.e. sometimes known as "jumping the shark").

I lost my track of thought... ah, yes...

Broadcast (static) episodes.

Let's go back to the numbers game. Think about how many actors, writers, customer service, etc. there are for each show when there is NO interaction with the audience directly. Consider the amount of mail that has been generated for good shows with SMALL audiences that love the show should there even be a hint of cancellation. Imagine that much mail every week. Imagine that you have to personally answer every letter that arrives. Form letters are ok sometimes, but adding enough to it to show that someone read their letter generates so much more good will and word of mouth ads. Now figure out the cost benefit ratio of hiring people to answer mountains of letters every week, correlating (or do I mean collating) all that input into the storyline for the Very Next Episode. How much time will it take to get a new episode out? How good are your writers and how much creativity gets expressed in ways that increase the burnout rate of your writers?

Conservatively, you just doubled your number of employees needed to produce your show. Depending on how much input the audience has and how popular the show becomes, add more staff. There is only a limited amount of ads that are shown in a "standard" time slot. Sure you can charge more, or use "product placement" in the show, but at what point do you end up with the monster that ate Hollywood?

Will your actors be willing to answer the phone at all hours of the day and talk directly to fans?

Of course what I just said might just be a lot of Hog Wash. I'm not in the Media industry, so I can't speak from experience. I'm not a business major, so I can't tell you what might affect the trend.

Why does "Survivor" continue to have the ratings, while "Trading Spouses" tanks? Or alternately, why "The Apprentice: Trump" still packs a punch while "The Apprentice:Stewart" never really catches on?Those are nothing more than extreme version of ARGs, where the audience is both the characters and lurkers. They have little set script, however, what is the overall story line?

"Watch who wins the game!" "Watch how a fish out of water struggles to fit in to a new environment!"

In my view, these (can) lack the depth that an ARG with a more robust storyline, unless something about the individual characters in it catches our attention.

But then many us are suckers for a "deer in the headlights" (aka "Train wreck waiting to happen").

Good, bad, neither. Just one view from the (boiled) peanut gallery.
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PostPosted: Wed Nov 30, 2005 2:31 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
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Just a note - LCP chat

The question has been asked in this thread about the conflict between players paying money for a game in advance (which requires people to believe they will get something worth that cost in return) and the breach of the "iron curtain" revealing the PMs behind the game that may be needed to reassure potential buyers of the game.

I note that in LCP, 4orty2wo made its presence as the creators of the game from the beginning. The front page had the poker hand of 4s and 2s. Jane and Maureen spoke about the game as it was progressing. Jane published in-game events on her blog. Other press releases were made.

The question was asked in the LCP post-game PM chat about them lifting the curtain a bit, the reply was basically, this genre is being created and we have to see what happens.

Note one of the next games they are making EDOC has already been clearly noted as made by 42, Elan even posted in the thread about it, clarifying the date of the game launch. So, for what it is worth, the most visible and experienced ARG company is gradually abadoning the "iron curtain" concept. I suspect they found that the need to generate publicity while the game was running outweighed the benefits of anonimity.

Players don't really seem to mind knowing who makes a game. The two most popular games here in the past few months - LCP and PPC - are made by known companies. Revealing the company behind the curtain enhanced rather than hindered their success.

As for the business model - I wouldn't pay upfront for a game that I wasn't sure was made by experienced PMs. I don't think many players would pay even a small amount toward a game made by an unknown entity. I don't think a strong pre-game is enough either, because players want to know the quality will remain throughout the game.

The other business model - selling stuff that is part of the story - like the PPC cards, the EDOC clothing which is to arrive this spring and other things - works well because people can choose to buy the cards (or other stuff ) or not. As long as the quality of the goods are high, I think people will buy products offered by games.

But the other brilliant part of the cards is that they entice whole other levels of players - card collectors and puzzle solvers not interested in the game story - to the game. Same thing with the clothing line, people can buy the clothes and wear them because they like the design or the exclusivity, they don't have to play the game.

It seems that a business model based on selling in-game products as revenue should appeal to a number of people beyond the serious ARG player base.
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PostPosted: Sat Dec 03, 2005 8:04 am
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FLmutant
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Confessions of a PM

So I love the thread and interplay of ideas in this thread. Since I'm working on a "why ARGs are good marketing" post in another thread, I'm thinking alot about the arguments against that. Or something. So I'm dumping them into the mix here.

Ad campaigns are likely always going to be a part of the mix, but I'm hoping the overall interactive/immersive storytelling thing of which I'd consider ARGs a part is going to have alot more potential than that.

Ad campaign ARGs have the advantage of being able to build deep, or intense, but just for short bursts (as deep and intense are heavy manpower drains, which translates to high costs.) That doesn't mean every kind of experience that is "ARGish" necessarily has to be confined to that kind of thinking.

ARGs as stories, though, have as many business models available to them as all the other independent artforms -- it's hardly some dichotomy between "ARG as advertising" and "ARG that charges fees." Every way that an independent band, or an independent writer or an independent game designer or an independent theater troop has to make money is also a candidate for ARGs -- because these are ways that storytelling (in one form or another) make it work financially.

I could totally envision an ARG that charges a cover charge at live events. Or one that spun off DVDs for sale. Or got sold as a story to a television producer.

The age of experimentation in this form is just beginning, it's hardly reducing to simple choices between two models.

PostPosted: Mon Dec 05, 2005 6:12 pm
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HaxanMike
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There are financial opportunities in ARG's that haven't even begin to be explored yet -- think of the way movies changed in the wake of Star Wars for some idea of the potential.

As Brian says, whenever you are dealing with stories and characters you are creating intellectual property, which has an almost unlimited potential.

I really think grassroots PM's could learn a lot from indie movie producers. As a producer, try to look at ARGs as entrepreneurial.
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PostPosted: Sun Dec 11, 2005 3:03 am
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ItWasntMeISwear
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I think that you have to look at this like you would a resume. The better the resume looks, the more likely it is that people are going to be willing to pay you for your services.

I'll give the company "42 Entertainment" as an example. We all know the quality that this company has been able to deliver. We all pretty much know who is going to be working on the product that we will receive. And I can pretty much say that their resume is something to be proud of.

If they were to develop a game that charged a low monthly fee, I am pretty sure that most of us, given what we already know about them, would be willing to fork over the money.

This is the same for any industry, gaming or otherwise. You first build the confidence of your potential audience/customers by providing a product or service and then, over time, you will hopfully gain enough confidence in these potentials to start charging them larger amounts of money for your product (in ARGs' that would be like producing no-pay grassroots and no-pay corporate sponsored games and then moving into "pay-to-play" games).

Look at the XBOX 360... despite all of the bugs that need to be fixed there are still millions of people who can't wait to get their hands on one. Now that's a comfortable base of supporters to ensure the survival of your company for atleast a little while... unless you keep screwing your product up.

Movies are a good example of this theory. From the trailers you see on television, you have a pretty good idea about what the story is about, who the actors are, who the director is and who is making the film. You can pretty much make up your mind at that point whether or not it's something that you are going to pay money to go see and experience.

I think what this whole question boils down to is two things:

1) Trust
2) Fanbase

If you have built up enough trust by creating great games and have built up enough of a fanbase to ensure a high quality end product, then I do not see how the "pay-to-play" area could not work.

Also, another added point: If you received an initial investment of $1,000,000, it would only take 10,000 people paying $10/month for a game that lasts for 10 months to make that kind of money up. Just think about what kind of game you could create with $1,000,000 and then you will see that 10,000 players is probably not an unrealistic number to throw at potential investors. Especially given that some of it will probably be spent on advertising.
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PostPosted: Tue Dec 13, 2005 7:33 pm
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taozero|Qatar
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Ok, so having been away from a computer that I can use to log in to UF for over three months, I just now realized that I can post without being logged in.....yes, I'm an idiot.

Anyways, I've been following this thread since it's inception, and seeing as it's moved down a bit in the Meta forum, thought I would give it a bump with this recap:

1) Ad campaign: A company hires the PM team to do an ARG as a marketing campaign for said company. The effort is 100% backed from the get-go.

2) Branding/Plugging: A PM team launches a game that draws much media attention. A company decides to contribute funds to said PM team, in return for in-game advertisements or plugs (ie the main character sipping on some Red Bull....oooooo a Red Bull ARG.....)

3) Donation model: A PM team launches a game that runs for a time, then launches a donation system (in-game or oog) to receive compensation.

4) ARG Gifts: A PM team launches a game, and provides a system within the game that allows players to buy parts of the game (ie puzzlecards) and send them along to said player's favorite auntie/uncle.

5) Purchasing Items: A PM team launches a game where players can buy products, such as puzzlecards, t-shirts, bumper stickers...you name it. This includes buying hints, be it via email, text message, etc.

6) Pay-to-play (all the way): A known PM team/entity puts together a new game and charges players from the get-go to play. This can be a one time fee for unlimited access, or a monthly fee.

7) Pay-to-play (movie-style): A PM team puts together a game and launches a pregame trailer of sorts, to build a fan-base and let players know what is in store for them....if they pay the fee for the game proper.

Cool Cover charges: While this seems similar in essence to buying items and pay-to-play, it doesn't neatly fit into either, and gets its own number Very Happy Cover charging would be charging players to get into a live event.

Now, I'm sure I missed some, because the potential for money making in this genre is stupendously outrageous. However, the main question is: are any of these viable?

My opinion is that some, but not all, are viable *money making* models for ARGs. Obviously all the models involving sponsorship can make a PM money. Some, like buying items, gifting items, cover charges, etc are simply not going to be enough to off-set the costs of an ARG. It would take a large fan-base to approach anything over 4 digit figures with these models. Seems the only way to get a large enough fan-base to hit those figures is to invest some serious cash up front.

Now, assuming you have that serious cash on hand to throw into an ARG that may well flop, and of course assuming you aren't microsoft, and care about your money, *and* that you get that large of a fan-base - their donations/purchases, IMO (without reviewing financial figures from PPC) will never be enough to make a profit and keep an ARG alive for any substantial amount of time.

And yes, imbri, I'm talking about large, public ARGs, not private ventures meant for corporate team-building exercises Wink

PostPosted: Thu Dec 22, 2005 2:29 pm
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imbriModerator
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taozero|Qatar wrote:
Ok, so having been away from a computer that I can use to log in to UF for over three months, I just now realized that I can post without being logged in.....yes, I'm an idiot.


yay! good to see you back and with the great recap!

taozero|Qatar wrote:

And yes, imbri, I'm talking about large, public ARGs, not private ventures meant for corporate team-building exercises Wink


Just don't count them completely out. They are different and a pita at times (though more for the hr types than me Wink), but they're very much a business. Sure, they don't pay a ton and the hours really suck, but I've got food on the table and a roof over my head. And, while I'll never recieve the fame of, say, 42, I get to make a ton of games and not have to pay to do it! Go me!

PostPosted: Thu Dec 22, 2005 4:06 pm
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