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 Wed Nov 13, 2024 12:12 am
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 » General META Discussion
Making a profitable ARG.
Moderators: imbri, ndemeter
View previous topicView next topic
Page 2 of 6 [77 Posts]   Goto page: Previous 1, 2, 3, 4, 5, 6 Next
Author Message
Rekidk
Entrenched


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

Gbutton wrote:
I do agree that subs wouldn't work at this point, but maybe a premium content plan, where you get more puzzles if you pay.


As a player, I personally don't like the idea of paying for a game. I'd love to buy swag related to the game, and I'd even be okay if that purchased swag was important to the game or contaned puzzles... But paying for the game itself? It just doesn't make sense to me. Why would I pay for an ARG when there are loads of good ARGs that I can play for free?

Besides that, paying for something intangible (eg. online puzzles, or even mp3 downloads) is something that I struggle with far more than buying something tangible (eg. a book of puzzles or a CD of music). It's easier to buy something that you can hold in your hand rather than something you can't.

(Just my $.02)
_________________
iTube - iTweet - iNetwork

PostPosted: Thu Apr 03, 2008 11:12 pm
 View user's profile Visit poster's website
 Back to top 
catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
Posts: 4109
Location: Silicon Valley, CA

All of the ARGs and near-ARGs I have played have been free. And yet... why should I be entitled to free entertainment? I pay to own console games, even when I can play Flash-based games for free on my computer. I pay to own a music CD, even when I can listen to a band's top hits for free on their myspace page. I pay to go to concerts and plays and stand-up comedy performances, even though I cannot hold them in my hand or put them on my shelf.

How can this style of entertainment ever become "legitimate" if no one is willing to put a price on their experience, how can it ever have value?

Maybe the first films were screened for free, I don't know. Imagine that first bloke who dared to charge admission, hearing the scoffs of patrons who say, "but I can see a film for free down the street." At some point, there has to be some added benefit or value given in exchange for charging money.

Is it because ARGs are played in the real world (not so much) or on the internet? Would it ruin the effect if we had to buy an access pass to a website? Or would people simply share their passcodes, like propping open the back door to the movie theater?

I'm a bit touchy on this subject now. This month has begun with endings. My long-time puzzle community at www.thestone.com has finally closed its doors and moved on, having to face the facts about supporting a website that generates zero income. My on-again-off-again pleasures in the MMO world of Myst Online: Uru Live have been reduced to single-player mode, because Gametap could no longer justify running the shard servers for a dwindling player base. And Eldritch Errors, a game which was more than a game to me, has been gathering dust in attic storage while real people earn real money at real jobs. Why shouldn't I be required to support these special interests? Is it even possible for a small audience to fund the (relatively) large infrastructure needed to run these games?

There are no answers. For now, I mourn.

PostPosted: Fri Apr 04, 2008 1:24 am
 View user's profile AIM Address Yahoo Messenger
 Back to top 
Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

Gbutton wrote:

Jas0n: Yeah, every time I've tried to come up with a more viable revenue stream it seems like it would alienate the player base. I do agree that subs wouldn't work at this point, but maybe a premium content plan, where you get more puzzles if you pay.


That's an idea I've been toying with, not necessarily getting more puzzles, but premium content. More from a swag purchase aspect though than a premium content subscription plan. The hitch (imo) is that in order for this to not alienate players the developer needs to ensure that the story track that's relying on puzzles being solve or player interaction needs to be freely available to all of the players. Extra content such as additional story stuff that's not necessarily relevant to the NOW of the game, extra meta content .. yeah TINAG is a big thing, but would players potentially shell out a few bucks a month for a BTS magazine related to the game? -- perhaps other physical items (swag) that help give further insight into the game.

The problem with this all is that you have to find a way to naturally deliver everything you do that's premium (other than the meta-magazine).

In response to Catherwood... yes, I agree that we shouldn't feel entitled to free entertainment. The problem here is two fold, it's difficult to get people to pay for something and maintain the sense that this could actually be happening... and with the quality of some of the grassroots game it would be difficult to justify paying to play a game from a well known developer if there's something fun and has a pretty decent quality out there. I'm not going to say all grassroots are great or comparible to high profile developments - look at Sammeeeees, Jan was just one of us (so to speak) before she put that out and look how awesome that was Smile
_________________
ARG Hobbyist
Most recent game developed: Ny Takma
We are that which the game makes of us


PostPosted: Fri Apr 04, 2008 6:08 am
 View user's profile Visit poster's website AIM Address
 Back to top 
Mikeyj
Unfictologist


Joined: 18 Oct 2004
Posts: 1847
Location: London

catherwood wrote:
All of the ARGs and near-ARGs I have played have been free. And yet... why should I be entitled to free entertainment? I pay to own console games, even when I can play Flash-based games for free on my computer...


I think the analogy of flash games is a great one, in order for you to pay to play a flash game (which people do in numbers, if you look at Pop Cap or something similar) then it has to be really good and highly addictive, and cheap. I think it's fair to say that most of them aren't these three things and you might play them once or twice, but then never again. With console or PC games, we know there's been a ton of development, we know that the graphics are flashier, and that the experience should have better qualities than our average flash game so we're prepared to pay. Perhaps more importantly, we've always had to pay for them.

Because of this difference the flash game designers who want to make money have to let people know that they're really addictive in advance and so either have to release free levels (all the time making sure people know that they will have to pay later) or be a name that people trust to give them a good experience for the price that they're paying.

ARGs are much more like the flash games in that we don't expect to pay money for them, the majority are homemade and of variable quality. ARGs have it worse too in that they're not replayable, replayability would maybe address some of your concerns about tangibility Redkidk? On the other hand people will pay to watch stuff, like cinema and the theatre and (OMG opera and interpretive dance), entirely intangible stuff.

Some things are good for ARGs in this respect too though. You have these tiers of player involvement from obsessed to casual lurkers, so there are definitely some people that you would probably be able to get some cash out of, but in order to get large numbers of people giving you money you need to have a reason for the majority in the more casual tiers of engagement to give you cash. And hopefully people who aren't playing at all too Smile

Also, novelty's a good thing, most people don't know about them, so if you can produce a game that is accessible to most people, rather than people who are used to playing things (at which point you have to be really careful not to alienate the player base, or if you're incredibly confident in what you've got, erm...alienate them anyway? Confused I think this is what Pop Cap have done, no hardcore FPS player is going to be terribly satisfied with Peggle [even with Half Life tie ins], but look! they've got mums and grannies playing), then's when you have an opportunity to get some money too.

Majestic always tickles the back of my mind when I think about this, and generally discussion revolves around what went wrong with it, but what do you reckon was right with Majestic?
_________________
Irrelevant musings.

PostPosted: Mon Apr 07, 2008 6:27 am
 View user's profile Visit poster's website
 Back to top 
Rekidk
Entrenched


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

catherwood wrote:
All of the ARGs and near-ARGs I have played have been free. And yet... why should I be entitled to free entertainment? I pay to own console games, even when I can play Flash-based games for free on my computer. I pay to own a music CD, even when I can listen to a band's top hits for free on their myspace page. I pay to go to concerts and plays and stand-up comedy performances, even though I cannot hold them in my hand or put them on my shelf.

How can this style of entertainment ever become "legitimate" if no one is willing to put a price on their experience, how can it ever have value?


That really is a good point. I do buy tickets to plays and movies and concerts, even though I can't hold the concert/play/movie in my hand. Even when given the option to watch a movie for free via torrent (illegally, albeit), I choose to buy the DVD or see the movie in the theater. Even though free options of legal entertainment--YouTube, for example--are available to me, I still buy movie tickets and pay for TV shows from iTunes. Why? Because there's a level of expectations to go along with an experience I pay for; the same isn't true of free entertainment.

ARGs are not like that, though. There have been failed corporate ARGs, and there have been very successful grassroots ARGs. The level of funding a game has behind it is not a very good indicator of the quality of an ARG.

But Grassroots vs. Corporate is not what this is about. The question is, "Would charging money to play an ARG be a good step forward for the genre?" My opinion? No, not at this point. In one sense, it limits your playerbase. 42's player pyramid makes that pretty clear. Only hardcore players--at this point, anyway--are willing to pay for a game.

The tricky thing with ARGs is that they only happen once. I can look online for reviews of movies, books, video games, plays, concerts, etc. Nowhere online can I find reviews of ARGs that have yet to launch. By asking for payment upfront, a PM is asking for my trust and my money based on what is essentially a pinky-promise. (Virtuquest, anyone?)

So, yes, MikeyJ, I think that some sense of replayability would make me more willing to pay for an ARG. However, most ARGs (almost all ARGs at this point, actually) are not replayable. (Note: I do hope to see this change, though I believe that it'll be a tough thing to do and that it requires much progress.) However, replayability is not the only way to allow a player to find out about the quality of an ARG. Any ARG that is currently running is available for players to jump in and begin playing. And once they begins playing a game, they can guage the level of quality and decide whether or not it is worth their money.

That's why purchasing IG-items--trading cards, t-shirts, books--works well (in theory, anyway) for ARGs. It allows a player who enjoys a game to get a 'bonus' for a game that they already enjoy; it also allows that player to contribute funds to the game. If a PM team were to pass around a collection basket at the end of a successful ARG, it's likely that their more dedicated players would be willing to chip in money--and that's fine with me. But you can't expect players to pay for something upfront when they have no idea what, exactly, they'll be getting.

Some experienced PM teams have earned the respect of the community to the extent that they probably could charge for a game at the beginning and have people participate. (Who here wouldn't pay $15 upfront to play the next great 42entertainment production?) But they have only earned that respect and trust by creating quality ARG after quality ARG.

So, basically... I would probably not pay for an ARG upfront unless I knew that the PM team was very experienced and trusted in the community. However, I probably would buy IG-merchandise if I was enjoying the game and wanted to support the team.

It's hard to put a value on a one-time experience; after all, like Mastercard says, "There are some things money can't buy." Wink
_________________
iTube - iTweet - iNetwork

PostPosted: Mon Apr 07, 2008 8:25 pm
 View user's profile Visit poster's website
 Back to top 
BubbleBoy
Decorated


Joined: 16 Jul 2007
Posts: 271
Location: United States

Personally, for me (which is what "personally" means), I like to make the games, plain and simple. I like the fact that creating a game allows you to go places creatively that you never thought you could go. It's amazing the ideas that one person, let alone a team of people, can come up with. And the players? The reactions at the end when the game is completed (successfully, I should add)? Priceless! You can not put a price on how it feels as a creator to know that people enjoyed what you put out there.

I think that's why, if I ever was going to "charge" for a game, I would do it at the end and make it completely voluntary. However, since I don't make games anymore, never will, you don't have to worry about that.

But I do wonder, what is the motivation to charge if it isn't for the money (which is what charging makes it look like)? To create "better" content? I'm sorry, but if the game sucks, it sucks! More expensive content isn't going to help you.

Charging appears to say "I'm not very creative so I'm hoping that giving you some fancy shiny looking things will distract you long enough not to notice that I really don't know what I'm doing and shouldn't have done this in the first place."

Corporate games? They should never charge simply because no one wants to pay for what is, in essence, an advertisement. Games with "sponsors" that are not trying to sell a product? Yeah, they don't get to charge either because they are trying to sell a product - themselves.

So we have grassroots games left, and I'm at a crossroads with this because even independent musicians will ask you to purchase a t-shirt to help pay for gas so they can take their art too the masses, which I have absolutely no problem with. I'm all for spreading the joy of art.

The other problem is that we DON'T know who is behind a game until either half way through or during the post-game PM chat. If we were to break the curtain before the PM says "Hey, how about a hand paying for this game?" and it's someone we feel comfortable with, I don't see where there's a problem.

As for games that have imploded and possibly having had paid for those in advance being a problem? Tell me you've never payed $7 or more for a movie that ended up stinking to high heaven (like all those chic flick movies you went too with your gf only because you wanted to look like you had an "emotional" side). And what do you mean Windows Vista has bugs? Microsoft? Bugs? NEVER!

All I am saying is that paying for something that ends up not working out for us is something that we are more than used too. Why should this be any different?

PostPosted: Wed Apr 09, 2008 8:16 pm
 View user's profile
 Back to top 
Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

Quote:
The other problem is that we DON'T know who is behind a game until either half way through or during the post-game PM chat. If we were to break the curtain before the PM says "Hey, how about a hand paying for this game?" and it's someone we feel comfortable with, I don't see where there's a problem.


That's not always the case, but the ones that you do know about probably don't need the help. The guys running The Sky Remains or Aporia Agathon, even though we do know who they are, don't need our help. They have financial backing, and are able to hire twenty people, from creative artists to software developers, to get their vision out there.

Even though my next game will probably cost me more than LGL, I can't bring myself to charge people for it. That's just the way I am. To anyone reading this: if you really, really, really want to donate... donate to UF, not me. They probably need it more than I do.

Quote:
Tell me you've never payed $7 or more for a movie that ended up stinking to high heaven (like all those chic flick movies you went too with your gf only because you wanted to look like you had an "emotional" side).


Yeah, but I've never played an ARG in the hopes that I might get laid... Wink


On a related note... How much does an ARG truly cost anyway? Some are arguably expensive, but they're made as such by the PMs themselves. We've seen many an ARG that have relied entirely on free public services like MySpace, Blogger, Facebook, Google Pages, etc...

If you really, really have to get a dedicated website... To host a website on GoDaddy, the minimal costs are as follows:

Domain: $10/year, less if you decide to use a ".info" domain (which GoDaddy sells for 0.99).

Website: $4/month, on average (this also includes 100 email addresses)

So, for a small campaign, you can do it for $20-30 without worry, especially considering you won't need it for more than two months (the minimum hosting time at GoDaddy). Also, with that hosting, believe me: you'll NEVER reach the bandwidth caps (30Gb storage, 100Gb transfer, or something like that).

Other than your personal time, there's not much to it.

What you're talking about seems more than just covering expenses; you sound like you want to make a business out of it.
_________________
"Omne ignotum pro magnifico"

PostPosted: Wed Apr 09, 2008 11:30 pm
 View user's profile Visit poster's website
 Back to top 
Gbutton
Boot

Joined: 01 Apr 2008
Posts: 26

It's not so much that I would like to make a business out of this, I'm just curious if it was possible.

At the start of the Vanishing Point ARG, 42 Entertainment projected a movie on the constantly running fountains of the Bellagio, which I'm pretty sure set them back a few bucks. Now, I know this isn't necessary for a good game, but this kind of grandiosity could really pull in a huge audience.

I guess it's similar to the movie industry, not every movie needs blockbuster effects or big name actors, but having those things, and the financial backing to do those things, can really help to bring that movie to the publics attention.

PostPosted: Thu Apr 10, 2008 12:41 pm
 View user's profile Visit poster's website
 Back to top 
Rekidk
Entrenched


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

Gbutton wrote:
It's not so much that I would like to make a business out of this, I'm just curious if it was possible.

At the start of the Vanishing Point ARG, 42 Entertainment projected a movie on the constantly running fountains of the Bellagio, which I'm pretty sure set them back a few bucks. Now, I know this isn't necessary for a good game, but this kind of grandiosity could really pull in a huge audience.

I guess it's similar to the movie industry, not every movie needs blockbuster effects or big name actors, but having those things, and the financial backing to do those things, can really help to bring that movie to the publics attention.


Exactly. For example, the team behind Find the Lost Ring has more advertising money than grassroots developer does, so their team can afford to put ads on the front pages of YouTube and Flickr and gain a wider audience. (Side note: I'm really glad that such a high-quality game is reaching out to non-ARGers. Smile)
_________________
iTube - iTweet - iNetwork

PostPosted: Thu Apr 10, 2008 5:53 pm
 View user's profile Visit poster's website
 Back to top 
Big_Larry
Veteran


Joined: 28 May 2007
Posts: 96
Location: Not there... maybe somewhere else.

It's nice when an ARG has someone backing it, but I honestly don't see anyway to make a profit on an ARG.

I think back to Urban Hunt, and I recall that they sold an in-game item, a book of poetry published through Lulu.com, which contained a number of clues. It might have offset a handful of costs, but I'm sure it didn't turn them any sort of profit.

Unless you're able to incorporate some sort of collectible card game (which, admittedly, is the crack cocaine of gaming) into your ARG, I think profit is simply not part of the plan.

PostPosted: Mon Apr 14, 2008 1:01 pm
 View user's profile
 Back to top 
Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

Argnetcast episode 52 has a great discussion regarding the costs of grassroots/indie games. They bring up a great point about the cost of labor being a huge percentage of the costs of a game. My opinion regarding profitability revolves a good bit around the labor costs. If you spend $200 building a game (not including labor), but spend 40+ hours per week (I spend between 4-12 hours per day 7 days a week) then have an income of $300 - it may feel like you've got $100, but really how many hours did you spend working on it and how much is your time worth?
_________________
ARG Hobbyist
Most recent game developed: Ny Takma
We are that which the game makes of us


PostPosted: Mon Apr 14, 2008 7:29 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Rolerbe
Unfettered


Joined: 01 Mar 2005
Posts: 330
Location: North America

Rekidk wrote:
So, basically... I would probably not pay for an ARG upfront unless I knew that the PM team was very experienced and trusted in the community.


Haven't been back here in some time, but that won't stop me from wading in...

This is really the crux of the matter. I personally liken ARG's most to books. Nobody thinks twice about paying $7 or $8 for a paperback, but many chafe at the idea of a P2P ARG. I think this is because of holdover association with TV which was all paid by ads (but of course now you pay for cable).

If 100% of a player base of 100,000 paid $7 each to play, then the medium would be viable. Even though it typically takes a larger team to produce an ARG than for a single author to write a book (even with editors, etc.).

I believe there is a time in the not too distant future where P2P will be a viable norm. And the creators will be known (e.g. if 42 or Adrian and company promoted an upcoming ARG in advance) and there will be critic reviews in advance as well.

If that were true, like books or movies, would you P2P? $7 for a 'hard-token' that lets you in? Too expensive or would this break TINAG too much?
_________________
Failure isn't the worst thing in the world. Repeatedly trying really, really hard, then failing, now that's something.

PostPosted: Tue Apr 15, 2008 2:58 pm
 View user's profile
 Back to top 
thegreatpablo
Boot

Joined: 11 Jul 2007
Posts: 62

I'm in the process of developing my first ARG. I've already realized a few costs that are coming my way. Some of it will end up being swag that some players can keep, some of it is intangible (websites, voicemail services, etc).

I think one of the biggest problems with a pay to play model is that if anyone ends up taking a break part of the way through a game, the game keeps going with or without them. SO they come back in a week or two to find that two weeks worth of content that they have paid for has come and gone.

This may not be a problem that's realized until after someone pays for one and then misses some of it, so you might get some initial revenue, but you'll lose a lot of repeat revenue due to that.

Merchandise is a cool concept. I've actually gone back and "played along" with previous ARGs that have already completed and read along the forums as I progressed in it (assuming everything was there). At the end, even though I learned of the ARG after the fact, if I thought the story was good, the concept was cool, and gameplay elements innovative, I'd probably pick up some merchandise afterward. While this isn't true replayability, it certainly helps.

PostPosted: Tue Apr 15, 2008 5:17 pm
 View user's profile
 Back to top 
Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

LGL cost me close to $300 to do, $280 of which was on the Rubik's Cube puzzle alone (I sent the cubes Express Overnight, at $17 a pop in stamps plus the $10 cube).

My next one, so far, has cost me around $200 so far, but some of those costs are blended in with my Brain Clouds concept ("deluxe" GoDaddy hosting, static IP, three domains, etc...).

In both cases, I think I'm going overboard. Actually, I know I'm going overboard, but I enjoy it. The way I see it, I'd spend as much having a few dinners out and watching a few movies, but at least the enjoyment of this will last longer.

I have to be honest: it's relatively easier for me because I make six figures as it is, but still. I could have done the same thing for pennies on the dollar; the minimum cost of doing something like LGL would have been $15 (one domain, two months of hosting; in the end I didn't need the "free Joshua" domain much). Think about it... for lunch money you too can be doing this!

I'm hoping that Brain Clouds can fund future endeavors and allow me to do this full time, or at least serve as a springboard to get some real customers (yeah Paramount and Sony, I'm talking to YOU!). I've already had three "real" PMs contact me for more information, some of them you have probably heard of.

Considering all that, I would still have a hard time charging people. I know people will pay if you give them what they want, but it still feels wrong in the end.

if you want to talk money in this genre, your best bet is to build enough fame on your own so that you get hired by a real company, either as an individual (I've got two standing offers... if I wouldn't mind moving to England) or as an organization (my next project is by "Darklight Interactive", not by me).
_________________
"Omne ignotum pro magnifico"

PostPosted: Tue Apr 15, 2008 6:12 pm
 View user's profile Visit poster's website
 Back to top 
Rekidk
Entrenched


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

Rolerbe wrote:
I believe there is a time in the not too distant future where P2P will be a viable norm. And the creators will be known (e.g. if 42 or Adrian and company promoted an upcoming ARG in advance) and there will be critic reviews in advance as well.

If that were true, like books or movies, would you P2P? $7 for a 'hard-token' that lets you in? Too expensive or would this break TINAG too much?


If I could see a review in advance, would I pay $10 or so for a game? Maybe, if the review was positive and I was interested in the game.
_________________
iTube - iTweet - iNetwork

PostPosted: Tue Apr 15, 2008 9:05 pm
 View user's profile Visit poster's website
 Back to top 
Display posts from previous:   Sort by:   
Page 2 of 6 [77 Posts]   Goto page: Previous 1, 2, 3, 4, 5, 6 Next
View previous topicView next topic
 Forum index » Meta » General META Discussion
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