Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Fri Nov 15, 2024 6:06 pm
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Meta » Puppetmaster Help
How to make ARGs profitable
Moderators: imbri
View previous topicView next topic
Page 1 of 3 [44 Posts]   Goto page: 1, 2, 3 Next
Author Message
EntropyRising
Boot

Joined: 16 Dec 2003
Posts: 13

How to make ARGs profitable

Greetings all. I'm a long time lurker, first time poster.
I like ARGS a lot, but I think they are in danger of dying out. There has been some, but I don't think enough talk about how to make running a game profitable. I would like to start a serious dialog on this. Maybe on several threads.

If I was going to run a game, I think one of the first questions I'd ask is how am I going to pay for all this? So far the answers have been sparse. If we don't come up with ideas on how to fund games and let future PMs know what we like, what we hate, what we are willing to pay for and what we are not then we are probably letting some really great games slide by us.


I think a good place to start may be the article from deaddrop.us which gives seven possible ways to make money running a game. I'll give my thoughts on each, but I'd really like to hear yours.
http://deaddrop.us/modules.php?name=News&file=article&sid=228


1. In-game Advertising.
This is cool as long as it makes sense in a game context. But how much can you really earn with this? I've never really run an ad campaign, so how much traffic would you need to earn x-dollars?

2. Affiliate Links.
Same as number 1 really.

3. Swag.
Yeah, but what would gamers want to buy. "I played this wicked cool game and all I got was this stupid t-shirt" for $15? What do you think you'd buy, and how much would you be willing to spend on swag for the game you played for 6 months?

4. Subscriptions.
You know, Majestic lost me not because of the subscription, but their game structure. ARGs are meant to be shared, people getting on forums talking about stuff. I don't think they handled that well. You're thoughts?


5. Sponsorships.
Cool, but you'd have to be a great salesmen here (I'm not). If I have a million to spend to get the work out about my organization, how will an ARG be better than more orthodox promotions?
How do I link the ARG to any sucessess my organziation may have?

6. Product Promotions.
Same as 5.

7. Create something to sell.
This is a good idea, but what products to sell? Perplex city has an interesting model, but does the ARG pay for itself?
Do you put puzzles and clues into the products that would be useful for game play, or is the product really just stand alone?


Thanks everybody!

PostPosted: Mon May 21, 2007 3:50 pm
 View user's profile
 Back to top 
konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Always an interesting topic to discuss. There have been many threads already started in this forum (I found a couple on advertising just skimming through the subject titles, for example).

Quote:
I would like to start a serious dialog on this. Maybe on several threads.


Probably be able to continue a dialog on this thread.

Quote:
I think they are in danger of dying out.


I'd be curious about WHY you think this? If anything, there are more ARGs and more commercial ventures stretching the definition of an ARG. NBC is embracing the concept with their Heroes 360. PXC is running their second season. GMD is running their horror story in Eldritch Errors. Dave Szulborski successfully concluded Monster Hunter Club and is working on other projects with his team. Just to name a few. And independent/grassroots are all over the place (with varying degrees of success).

So, here starts your dialogue. Not all ARGs are around to make a profit. Infact, I think you will see that most are done by folks for the love of the game, for the challenge, for the thrill of seeing your audience find the clue, solve the puzzle, fall in love with the characters, and not for money.

[and thus I have contributed 3900 posts to unforum with this entry - kona]
_________________
'squeek'
r u a Sammeeeee? I am Forever!


PostPosted: Mon May 21, 2007 4:01 pm
 View user's profile
 Back to top 
Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

ARGs are in danger of dying out? Shocked

[OMG Kona, you passed me!]
_________________
Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Mon May 21, 2007 4:15 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
EntropyRising
Boot

Joined: 16 Dec 2003
Posts: 13

Yeah, I know, laying it on thick with the dying out part Smile

Kona, you're point on ARGs that are a labor of love are well taken. I've seen a lot of that, and it's cool.

By the same token, if a game is a part time gig to someone, there is a lessened bit of commitment. We've seen our share of things that start up and dry out within a couple weeks or months. If the people running a game were doing it as their sole livelihood, I think we'd see better games lasting longer, without the fear of them expiring early.

As to why I think they are in danger. That's pretty easy. This is still new ground. As an advertising model, ARGs have so far not produced any good way of translating players to sales. Paid subscription games have failed so far.

NBC is run by guys in ties. If they don't think 360 is helping the ratings, they will kill it quick. Same for Perplex City. These are businesses, and they are in it to make money. If they don't see how ARGs can help that end, why will they fork over funding for it?

What I'm trying to do here, more than anything else, is give potential PMs a bit more incentive to start up that dream.

I hope that I'm not way off here. Just trying to think of ways to make this even better.

PostPosted: Mon May 21, 2007 4:56 pm
 View user's profile
 Back to top 
Rekidk
Entrenched


Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

Phaedra wrote:
ARGs are in danger of dying out? Shocked

[OMG Kona, you passed me!]


If ARGs die out, then Phaedra won't be able to pass Kona in posts again! Very Happy

---

Regarding a grassroots team making a profit (or at least recouping their losses), the only reasonable one on that list (to me, at least) seems to be number three: sell swag. However, to sell swag, you have to present an interesting and entertaining game--especially when you consider that some games (I'm thinking of one grassroots game in-particular) give away such items (t-shirts, etc.) for free.
_________________
iTube - iTweet - iNetwork

PostPosted: Mon May 21, 2007 4:59 pm
 View user's profile Visit poster's website
 Back to top 
Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

EntropyRising wrote:
If the people running a game were doing it as their sole livelihood, I think we'd see better games lasting longer, without the fear of them expiring early.


Well, it is a full-time gig for some PMs.

EntropyRising wrote:
As to why I think they are in danger. That's pretty easy. This is still new ground. As an advertising model, ARGs have so far not produced any good way of translating players to sales. Paid subscription games have failed so far.


Hmm, I think you may find this discussion to be of interest. The companies that have used high-profile ARGs for marketing have, by all accounts, been very satisfied with the results. What they're going for isn't as simple as just trying to get the people who play the game to buy the product. Often it's things like brand perception or brand recognition or just getting the product's name and recognition into venues it wouldn't otherwise reach.

EntropyRising wrote:
NBC is run by guys in ties. If they don't think 360 is helping the ratings, they will kill it quick. Same for Perplex City. These are businesses, and they are in it to make money. If they don't see how ARGs can help that end, why will they fork over funding for it?


Actually, at least some of the heads of Perplex City are the moderators for the Beast, so I'm not sure that they'd appreciate being called "guys in ties" or grouped with NBC executives.

This is a young genre, and as such, there is always the possibility that it will fizzle. But with more TV shows than ever trying to make ARG-like extended experiences, with Year Zero getting widespread attention in the music industry, ILB and AotH winning awards for marketing, games like PXC getting reviewed alongside video games, WWO oil getting attention for dealing with serious issues, Jane doing a GDC keynote, and so on, if anything, I'd say this is the strongest the genre has ever been as far as mainstream recognition goes.

Plus, I think every major commercial design team out there is looking at ways to support games on their own, without using them as marketing, whether it's PXC selling puzzle cards, 42 doing Cathy's Book, or Studio Cypher doing a subscription model that doesn't seem to be a total failure.

That's not to say that ways to monetize ARGs isn't a great discussion to join in. I just don't think you need to kick it off with scare tactics. Smile

And, as Kona said, there are ways to run good ARGs without having profit be a goal, as well.
_________________
Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Mon May 21, 2007 5:40 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Caz
Veteran


Joined: 18 Aug 2006
Posts: 127

your asking the wrong question

There no golden bullet to making money of the back ARG.

as add there cheep they fall into that said buzzword "virus ads" (as the cost of setting up web sits and hearing PM will be less then 3 or 4 prime time TV slots).

As for Cathy's Book and PXC there you can make some thing that poepe can by but it has to be summing that they would like to own.

so it not going to be cash cow for you so what to ask your self do you what to tell a story using ARG format or just get rich making the next big card game that is Pokemo to PXC magic Neutral
_________________
Who will decide the Fate of the kingdom

PostPosted: Mon May 21, 2007 7:54 pm
 View user's profile
 Back to top 
AtionSong
Unfettered


Joined: 29 Aug 2006
Posts: 352

I'm currently working on a new for-profit ARG that involves selling a product, like PXC and Cathy's book.

The most important thing you need to consider when you're having people pay to play the ARG, in the purchase of products or a subscription, is to convince them to pay up. In PXC, this is done by letting anybody play the ARG or look at cards, but needing to purchase the cards to get the codes to earn points.

This is a little harder for a subscription service to do, but it is still possible to give players a taste of what is to come, but they need to pay to actually "eat" it.

The way that I'm attempting to get people to buy the product is to actually start the game before the product can actually be purchased. It's kind of a sleazy thing to do but it goes kind of like this: Get players into the game, characters, story etc., then say "Oh, by the way, the plot from now on starts relating to this thing here that you need to buy!". Like PXC, the story can still be followed if you don't buy it, but it's just a lot more fun if you do.

By the way, sorry that I'm so cryptic about what the product is, but I'm just trying to protect my ideas for now. Smile

Hope this helps at all.

PostPosted: Mon May 21, 2007 8:43 pm
 View user's profile
 Back to top 
EntropyRising
Boot

Joined: 16 Dec 2003
Posts: 13

AtionSong wrote:

The way that I'm attempting to get people to buy the product is to actually start the game before the product can actually be purchased. It's kind of a sleazy thing to do but it goes kind of like this: Get players into the game, characters, story etc., then say "Oh, by the way, the plot from now on starts relating to this thing here that you need to buy!". Like PXC, the story can still be followed if you don't buy it, but it's just a lot more fun if you do.


Cool, the drug dealer approach! Very Happy

But seriously, I was thinking on this and had a question. One interesting thing about ARGs is that they are not played in a vaccum. The best games usually have several hundred people working together. Some are there for the puzzles, but I think a lot are just there for the story.

So with that, say you sell a game required product. Some people will buy it just cuz it's cool and game related. The puzzle people definitely, because they'll need it. They will share this with info with everyone and you don't have amazing amounts of sales. Why should you buy product x if your buddy in Atlanta already did? Maybe you could still get huge sales, but your product would have to be pretty wicked cool.

Now, here is a question. What if you had a similar product, but each unit to be sold had a small piece of info that when collected together would give new hints, clues or storyline. That would probably be pretty fun when the hive puts it all together. Plus the non puzzle people could have a little more role in the game.

It would have to be something cool and somewhat cheap, under $10. and you couldn't do it constantly, maybe every 4-6 weeks or so.

Do you guys thing that would be cool, or do you think you'd feel nickel and dimed?

PostPosted: Tue May 22, 2007 12:59 pm
 View user's profile
 Back to top 
konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Depends on the pleasure derived from being part of the hive, owning a piece of the puzzle, solving said puzzle, level of frustration if some purchasers never share their part of said puzzle (if all parts are definitely needed to reach a solve and progress the storyline).....

Like a drug. Shocked

Then some people have to drop out due to RL obligations; or some people drop out from dislike of the story; or some people drop out due to lack of funds.

It's another interesting concept. But at the core, it will only succeed if the game/story keeps people involved and wanting more. It's all about the story in this case (otherwise, you are just selling puzzle pieces and that loses it's appeal pretty quickly).
_________________
'squeek'
r u a Sammeeeee? I am Forever!


PostPosted: Tue May 22, 2007 2:52 pm
 View user's profile
 Back to top 
Caz
Veteran


Joined: 18 Aug 2006
Posts: 127

Quote:
Cool, the drug dealer approach! Drool


do you smoke or mainline ARG's. Twisted Evil

put you head into the mind of your player.

I sink my cash into a game. i better get some thing for all my cash, time and effete. if all i get is a subscription that lets me look at a web page i my as well go and play a free game. or I'll go and try and get all 256 PXC cards that will be some thing good to show off to my friends, or I'll buy a Isis puzzle that will look good on my shelf.

QED.> Offer the player soming they can't get from a free game or some thing they can show off.
_________________
Who will decide the Fate of the kingdom

PostPosted: Tue May 22, 2007 4:17 pm
 View user's profile
 Back to top 
EntropyRising
Boot

Joined: 16 Dec 2003
Posts: 13

Of course the story is important, the story is everything.

When talking about revenue, I was just taking that as a given. If your story is bunk, no one is going to show up in the first place, so talking about this would be moot.

I'm taking a stab at what you are thinking, if too much thought into emphisis is made on revenue, games will suffer. I know what you mean. I've seen that happen in other artistic ventures. George Lucas comes to mind.

There are a lot of threads out there that deal with making games cool. I read them, I like them, and they give a lot a great ideas. I wanted to start this thread to explore business angles. I think other threads cover the creative side well enough.

So, with that. Lets assume you have a small team out there with a great story arc. How do they feed themselves while they do it?

PostPosted: Tue May 22, 2007 4:57 pm
 View user's profile
 Back to top 
notgordian
Unfictologist


Joined: 23 Nov 2006
Posts: 1383
Location: Philly

This is probably something that's a given to some extent, but I think ARG teams especially would be well-served offering a free-model proof of concept game before testing their mettle with paid ventures.

Here's my logic--especially with ARGs, it's hard to tell whether you (as a player) are dealing with a reliable group of PMs. One that is capable of bringing quality stories and an enjoyable experience, as well as one that suits the individual's play style. It's extremely difficult to get reviews on current, running games because they change. A lot. So while the team is working out its kinks, put together a short, quality game or puzzle trail that demonstrates you've got what it takes. Something that really knocks everybody's socks off. All of a sudden, you have name recognition helping overcome the barrier to entry.

That's another point--when there are cash transactions going on, staying completely behind the curtain becomes a BIG disadvantage because there's no direct avenue to approach should problems arise. ARGs are based on trust--but that doesn't mean we're willing to send money to anonymous web entities--otherwise those 419 scams would work on our community.

And like any start-up (unless you can score some VC from a great business plan) you're going to be living on your savings for a while as you establish yourself. And yes, it is a big risk--especially since you'll want to appear as polished and professional in your creative output as possible.

These are just my opinions, but they're things to consider.

PostPosted: Tue May 22, 2007 9:51 pm
 View user's profile Visit poster's website
 Back to top 
konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

So probably the only really good way to fund an ARG is like TV shows & movies: Advertising on the webpages or product placement.

Labfly chould have gotten some payback from Corona (Higgs' beverage of choice) or diet Coke, or Cheerios (all were mentioned in videos during Sammeeeees). Heck, Otis Elevators was the employer of Spoocheeeees around the world.

Laughing
_________________
'squeek'
r u a Sammeeeee? I am Forever!


PostPosted: Tue May 22, 2007 10:33 pm
 View user's profile
 Back to top 
EntropyRising
Boot

Joined: 16 Dec 2003
Posts: 13

konamouse wrote:
So probably the only really good way to fund an ARG is like TV shows & movies: Advertising on the webpages or product placement.
Laughing


Well, you can still could probably sell SWAG at the end of game. But that's a one shot thing, not a continuning funding source.

PostPosted: Wed May 23, 2007 12:50 pm
 View user's profile
 Back to top 
Display posts from previous:   Sort by:   
Page 1 of 3 [44 Posts]   Goto page: 1, 2, 3 Next
View previous topicView next topic
 Forum index » Meta » Puppetmaster Help
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group