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 3 of 6 [77 Posts]   Goto page: Previous 1, 2, 3, 4, 5, 6 Next
Author Message
Gbutton
Boot

Joined: 01 Apr 2008
Posts: 26

But how will a reviewer be able to rate a game? Would they be given a beta build? or just the start of the game to go off of?

I guess this is getting off topic and I will start a new thread for this.

PostPosted: Thu Apr 17, 2008 1:22 pm
 View user's profile Visit poster's website
 Back to top 
Nighthawk
I Have 100 Cats and Smell of Wee


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

You can't review or rate a game before it's completed. You can review or rate the puppetmasters behind the game, but that's not always common knowledge.

On a side note... why isn't it? Why such the stigma with knowing who the puppetmasters in any given game are? I'm not hiding anything for my next one... although it's admittedly to late to do that at this point, is that a concern?
_________________
"Omne ignotum pro magnifico"

PostPosted: Thu Apr 17, 2008 3:11 pm
 View user's profile Visit poster's website
 Back to top 
Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

Nighthawk,

I'm in the same boat and it appears for the most part there's no real reason to hide who you are anymore (unless you don't have a good reputation). Look at what's been done recently by 42, six to start, GMD (EE), and Jane McGonigal... they've provided fun, entertaining, and successful games to the public all while most who were playing the game knew who was behind it. For some things it kills the viral essence (like if you were trying to promote a monster sighting of bigfoot), but for the most part it doesn't effect the game itself beyond maybe the desire to play it.
_________________
ARG Hobbyist
Most recent game developed: Ny Takma
We are that which the game makes of us


PostPosted: Thu Apr 17, 2008 4:35 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
LordIllidan
Unfettered


Joined: 16 Jun 2007
Posts: 737

Nighthawk wrote:
You can't review or rate a game before it's completed. You can review or rate the puppetmasters behind the game, but that's not always common knowledge.

On a side note... why isn't it? Why such the stigma with knowing who the puppetmasters in any given game are? I'm not hiding anything for my next one... although it's admittedly to late to do that at this point, is that a concern?


Like what Jas0n said above, it kills the TINAG aspect of the game. Theoretically.

I don't think it's too much of a problem. The identity of the puppetmaster is usually filed under "Meta info" anyway, which is a folder that usually doesn't come up at all during the more active parts of the game (Character Interactions, live events, and maybe even puzzles) anyway.

On the other hand, it's kinda fun to go and semi-hide your identity, and see if the players are able to track the game down to you before you step from behind the curtain yourself. Sort of a game within a game Wink

PostPosted: Thu Apr 17, 2008 4:42 pm
 View user's profile AIM Address
 Back to top 
Mikeyj
Unfictologist


Joined: 18 Oct 2004
Posts: 1847
Location: London

If you were going to get money out of your players, it would probably be a good thing if they knew who you were too Very Happy
_________________
Irrelevant musings.

PostPosted: Thu Apr 17, 2008 5:50 pm
 View user's profile Visit poster's website
 Back to top 
Nighthawk
I Have 100 Cats and Smell of Wee


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

Well, I don't intend to make my trailhead that obvious, but still...
_________________
"Omne ignotum pro magnifico"

PostPosted: Thu Apr 17, 2008 5:52 pm
 View user's profile Visit poster's website
 Back to top 
Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

Jas0n wrote:
Nighthawk,

I'm in the same boat and it appears for the most part there's no real reason to hide who you are anymore (unless you don't have a good reputation). Look at what's been done recently by 42, six to start, GMD (EE), and Jane McGonigal... they've provided fun, entertaining, and successful games to the public all while most who were playing the game knew who was behind it. For some things it kills the viral essence (like if you were trying to promote a monster sighting of bigfoot), but for the most part it doesn't effect the game itself beyond maybe the desire to play it.


After a certain critical mass has been reached, PMs with a "good" reputation can afford to let it slip who they are and they'll still have a decent turnout. In some cases, it could be found that the participation rates are increased based solely on who's "making" the game. Look at Cloverfield.
I do wonder though, if I'm in the minority when I say that, regardless of who's putting on the game, knowing who's behind it is a constant, nagging reminder that it is, in fact, a game. And once you've seen the style of that PM, you have too good of an idea where it's going and what to expect, making the experience less enjoyable and in my case, quite often, a game I don't end up "finishing".
_________________
I'm telling you now, so you can't say, "Oh, I didn't know...Nobody told me!"


PostPosted: Thu Apr 17, 2008 6:17 pm
 View user's profile AIM Address Yahoo Messenger MSN Messenger
 Back to top 
Rolerbe
Unfettered


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

So, a key question is how important to the player base at large, is the TINAG or overt attempt to hide in plain sight element to these games?

When you go to a movie, or read a book, or engage in virtually any 'mainstream' entertainment, there is a clear and overt boundary established between the entertainment and reality. A line beyond which starts the 'willing suspension of disbelief' required to enjoy the entertainment.

The earliest games generated a lot of their 'buzz' from TINAG, but was this where a lot of their intrinsic entertainment value came from? Is TINAG crucial, or just historical now?

I'd like to see some sort of poll...
_________________
Failure isn't the worst thing in the world. Repeatedly trying really, really hard, then failing, now that's something.

PostPosted: Mon Apr 21, 2008 6:00 pm
 View user's profile
 Back to top 
sunshineone
Boot

Joined: 14 Apr 2008
Posts: 18

Nighthawk wrote:
I don't think that one should charge to play an ARG, or at least be that up front about charging. Unless there is some sort of reward in the end, but then you are stepping in to the touchy atmosphere that differentiates an ARG from an actual contest (which requires insurance, bonding, etc...).

If there are expenses involved it's up to the players, and said expenses should never be required for progression of the ARG.

Now, if you need to make a profit, there is always the possibility of donations, something I myself have considered. Either before or after the game, but not during, give them an option to contribute whatever; if they feel it was worth the experience, mayhaps they will contribute so that you can do it again.

One thing I learned from the LGL Rubik's Cube fiasco is that people will pay a few bucks for something if it's worthwhile and "cool". I had five people shell out three or four bucks in order to get the cubes, even though I expressly told them that it wasn't necessary for them to do so. I considered that a compliment.

If my game sucked and I was sending a nondescript brick through the mail, I seriously doubt anyone would have paid $3 for it.

For my next project I am going to launch my company and a support site that's not directly related to my upcoming game. I will, most probably, give players the option to donate if they are so inclined; until Paramount hires me to do the Cloverfield II ARG, I gotta offset these costs with something... Wink


This makes sense to me

PostPosted: Thu Apr 24, 2008 6:42 am
 View user's profile
 Back to top 
buff
Veteran


Joined: 23 Sep 2003
Posts: 106

Ehhmm...Hello, everyone. Just want to point out that this is buffpojken posting under a new handle, since I've seem to have lost my old account. But anyway,

This discussion is is both interesting and relevant. I recall that it has been bounced around a couple of times before, and then it always reached the same conclusions:

- People don't want to pay if they don't know what they're gonna get.
- Costs do arise. They must be offset with something.

I don't know if anyone here is involved in some extent with the whole Web 2.0-thingee that's been going on (I assume there is!), but a variant of the same discussions has been heard in those circles. How do you get paid for something people are used to have for free? Good examples are of course services like Twitter, Jaiku or Bebo. The costs are huge (though it does not increase linear, I'll get back to that!) and there is no simple way of charging your users for using it. The usual model for these services have been to get VC funding and then hope for the best, or aiming to be bought by Google. One doesn't have to be a rocket scientist to understand that isn't a viable business model to base any kind of business on. The same thing goes for ARGs.

How do you get people to pay for something they're used to get for free? Especially since many of the experiences are ad-funded (not ad as in ad-sense, ad as in campaign!), the incentive to pay isn't really there. Parallels between ad-funds and VC funding are obvious. I think the parallel between 2.0-services and ARGS starts to get interesting when comparing the alternative models for revenue. A very good example from the 2.0 world is 37signals.com. Their concept is to make webapps for small businesses, helping them manage their information. Now, they face the same problem when trying to get their customers that a commercial ARG would do.

1. There is no tangible product of any kind.
2. There are cheaper (or free) alternatives available.
3. One has to battle the Culture of Free currently popular on the Net.

I believe people will always pay for value, no matter what the product is. The same opinion is listed in [1]. This means that there IS a way to compete with free ARGs, if one only makes sure that the value is competative (even if the game isn't!).
So, how do you get people to buy into something, given the three problems above? Well, one way is probably to do what 37signals is doing. You can listen to one their founders explaining it at [2]. I seriously think this could be a working way of doing it. Why compete with the ad-based campaigns when you can provide value for a smaller group of people, who in turn provides you with the revenue you need to produce your game?

However, this only works if you wan't to run your game as a professional business, something that I think a lot of people has a problem with - either on time-based grounds, or on ideological grounds. So, I present two alternative models for
making money from producing great games.

First out, the Long Tail-model. Those of you who have read The Long Tail can probably see where this is heading.

There has been a lot of discussion bouncing around on the subject of the 1000 True Fans-model [3]. A man called Kevin Kelly proposed this a revenue-model for content-producers releasing their content outside of the traditional publishing paths. Boiled down, it consists of the idea that "if you create a very personal relationship with the people who likes your work, they will pay to get their hands on your work!". Now, this doesn't come without problems. You have to build some kind of reputation, there has to be some way for the audience to get to know your work, and grow to like it. But guess what, people tend to pay for stuff they like? The major problem with this model working in the ARG-community is of course the TINAG-principle, and that this requires people to know who's behind it before the game starts. Well, perhaps this is a trade-off necessary right now? Perhaps we'll have to accept an OOG-website, explaining the game, providing teaser-material, a sign-up, what-ever necessary to make the audience anticipate your game and really get into it before you send out your kick-ass trailheads? I don't know, but perhaps this is what it takes?

However, personally, I believe more in the second model. Devised by John Kelsey and Bruce Schneier - I give you "The Street Performer Protocol"[4].
Basically, you tell your audience that "When I've received $1000, the game will start, and it will rock!". Of course, a PM need to make sure that her audience have confidence in her ability to deliver a kick-ass game, and the audience must trust the PM to actually deliver the game. This last problem could probably be handled by some kind of service, but hey - I'm just kicking out some ideas here. This makes sure that the game will have the budget it needs, and that game is available to an audience anticipating its arrival.

If these ideas work, and if it's even possible to implement them - I have no idea. But since they have worked for a lot of other art forms, businesses and the like - I think they should at least be considered?

Well, and this was just my 2 oeren - which equalls about $0.001.

[1] http://www.techdirt.com/articles/20070215/002923.shtml
[2] http://omnisio.com/startupschool08/david-heinemeier-hansson-at-startup-school-08
[3] http://www.kk.org/thetechnium/archives/2008/03/1000_true_fans.php
[4] http://www.firstmonday.org/issues/issue4_6/kelsey/

PostPosted: Thu May 08, 2008 9:33 am
 View user's profile
 Back to top 
vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Great post there, buffi. I think you hit the nail on the head when it comes to the notion of pay-to-play ARGs. Because of the realtime nature of the "classic" ARG model, people just simply aren't going to pay for something when they have no idea what it is, what it's about or even how long it's going to take.

Every new art form has historically had its "generous patrons" in order to exist and enable the artist to eke out a living while creating it. Right now, the major patron for ARGs seems to be the marketing departments of various properties, and honestly, I just don't see that changing any time soon. Promotional dollars are there, and are the arterial lifeblood of the genre right now, at least generally speaking (privately- or donor-funded games such as World Without Oil notwithstanding). Even Perplex City, as far as I understand , was not a self-funded game as much as the game itself was actually a promotion for the Perplex City brand of puzzle games etc.

ARGs, because of the real-time collaborative nature of them, are a unique beast in the world of entertainment, and it this form, an effective self-sustaining revenue model just plain doesn't exist. And I just can't see a way one can, at least for a long while. Something would have to change, whether it be the way ARGs work, or how the world consumes entertainment (both of which are indeed in process).

There are models that do work, such as that of the console/computer game, which is going strong. What's to stop someone from creating a single-player, non-time reliant game that retains all the fun and cross-media coolness of a classic ARG? Well, or most of it, anyway.

We shall see...
_________________
Making the world a better place, one less mime at a time.

PostPosted: Thu May 08, 2008 11:22 am
 View user's profile Visit poster's website Yahoo Messenger
 Back to top 
Silent|away
Guest


Let's do it.

The Ransom Model

Chat in the IRC channel was...less than supportive of the idea, however, there was a suggestion that those who donate should receive 'swag'. The Ransom Model has been done for many tabletop rpgs ever since it was invented, why not use it for ARGs?

PostPosted: Thu May 08, 2008 11:24 pm
 Back to top 
Nighthawk
I Have 100 Cats and Smell of Wee


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

How would it work? "Pay me 'X' or else... no game for you!"

That feels... wrong.
_________________
"Omne ignotum pro magnifico"

PostPosted: Fri May 09, 2008 8:43 am
 View user's profile Visit poster's website
 Back to top 
Rolerbe
Unfettered


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

Thoughtful addition to the discussion, Buffi. Thanks for the links. Some interesting reading.

I think there is some potential in the street performer mechanism, but also some issues not raised in the writeup (ref 4). One is stalling to see of others will donate first and obviate the need for you to donate. If you are first to donate, your money is out and it may be a long time (maybe never) to see product. So, I think that something additional would be needed -- some promotional buzz -- just like the street performer hawking the show before it starts.

Still something to consider.
_________________
Failure isn't the worst thing in the world. Repeatedly trying really, really hard, then failing, now that's something.

PostPosted: Mon May 12, 2008 8:51 am
 View user's profile
 Back to top 
buff
Veteran


Joined: 23 Sep 2003
Posts: 106

(Still Buffi, SpaceBass helped me consolidate my accounts!)

Yes, there are some problems inherent in the model. However, I recall reading somewhere about a service handling exactly that[1][1b][2]. You pledged to provide a certain amount, but unless that amount was reached by a certain date - you payed nothing, and the pledge was void. Something like that might handle that problem.

I do, however, believe that the essence of the problem - in all the above stated models - would be that they all require an intimate knowledge in the audience regarding the puppetmaster, his/her works and the expected quality. The same problem can be found in movies, indy-music and well, any of the arts really.

I think that what we need to resolve this problem is some real marketing. Marketing doesn't have to sell out all the cool features in the game, just look at Perplex City? I, personally, believe that this extreme adherence to TINAG doesn't really further either the games, the genre or the community.

Yes, TINAG is extremely cool. Yes, I love a well-done game which adheres to it.

But it IS a design principe, it is NOT a certain kind of game. In my opinion, the games themselves would also benefit from things like a signup-page, where the PM can "sell" the game to the audience beforehand, have a clear line of coms with the players and so forth.

As long as the game permits me to live in its reality, while I am IN the game, then it satisfies the TINAG-philosophy. At least, that's my take on it!


[1] http://micropledge.com/
[1b] http://www.chipin.com/overview (<-- Doesn't seem to hold the funds though!)
[2] After 30 minutes of Googling, I stand victorious. http://www.fundable.org/

P.S I seriously believe that Fundable could be the next-gen of ARG funding. D.S

( As usual, english isn't my primary language - so any spelling mistakes and grammar faults are to be excused! )

Edited: Added links to above-mentioned service! Also added P.S
_________________
"Do you want to spend the rest of your life selling sugared water or do you want a chance to change the world?"

"Do you really want to know what hides behind the kurtain?"


PostPosted: Mon May 12, 2008 4:53 pm
 View user's profile
 Back to top 
Display posts from previous:   Sort by:   
Page 3 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