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Making a profitable ARG.
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thegreatpablo
Boot

Joined: 11 Jul 2007
Posts: 62

Hrm, perhaps that's part of the problem. Rather than trying to find a solution for how to do it, perhaps we need to define what we're doing first?

PostPosted: Thu May 15, 2008 3:39 pm
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Agent Lex
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Joined: 11 May 2006
Posts: 1188
Location: No longer London, still in England

vpisteve wrote:
This exactly makes my point. FTLR, a huge well-funded game that was basically launched via the ARG community, seems pretty big. But when you actually look at the indicators of how many people are actually interacting with it (non-paid YouTube views, posts on in-game forums, live event attendance, etc.), it's pretty abysmally small, especially considering its scope. For example, attendance at the live events so far haven't even come close to, say, the Last Call Poker (which was much "smaller" than FTLR) graveyard games.

The question is, is that because the medium of ARGs is currently so small, or just that few people are participating in this game, well-funded as it may be? I expect it's a combination of the two. FTLR looks like a very difficult game to get into, because it has a complex story involving characters across the glob, speaking different languages! I couldn't (and wouldn't want to) get into it now for 2 main reasons:
  1. 75% of the game, or more, is in language I don't understand, and we're going through translators for everything. (this applies to everyone no matter what nationality, except for polyglots)
  2. I'm a cynic who's wary of perceived "large" games.

I expect these two reasons make up a sizeable portion of why people aren't play (along with a third "I'm playing enough already" reason). But then that's because I have a big ego Razz

But yes, getting a large enough audience (as well as cutting labour costs, perhaps) is going to be necessary before any money can be made, or even costs recuperated.

Was it Virtuquest that had the "premium subscriber" system, that let paying people get clues/deaddrops earlier? What happened to them? I'm wondering if a similar premium model (such as some webcomics use, Sluggy Freelance comes to mind) is viable at the moment.

PostPosted: Fri May 16, 2008 6:54 am
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catherwood
I Have 100 Cats and Smell of Wee

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

Agent Lex wrote:
Was it Virtuquest that had the "premium subscriber" system, that let paying people get clues/deaddrops earlier?

No, you're thinking of Studio Cypher. Virtuquest puts on closed games for corporations, with occasional free games open to the public.

PostPosted: Fri May 16, 2008 9:17 am
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Agent Lex
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I knew it was one of those companies that disappeared off the face of the earth. Very Happy

PostPosted: Fri May 16, 2008 9:55 am
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vpisteve
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Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Actually, it was TerraQuest I think you're thinking of. You could indeed pay to get clues processed quickly, thereby giving you an edge.

If I remember correctly, you could also get accused of cheating if you posted the answers you got. Ah, good times. Wink
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PostPosted: Fri May 16, 2008 12:47 pm
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vpisteve
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Joined: 30 Sep 2002
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Agent Lex wrote:

The question is, is that because the medium of ARGs is currently so small, or just that few people are participating in this game, well-funded as it may be? I expect it's a combination of the two. FTLR looks like a very difficult game to get into, because it has a complex story involving characters across the glob, speaking different languages! I couldn't (and wouldn't want to) get into it now for 2 main reasons:
  1. 75% of the game, or more, is in language I don't understand, and we're going through translators for everything. (this applies to everyone no matter what nationality, except for polyglots)
  2. I'm a cynic who's wary of perceived "large" games.

I expect these two reasons make up a sizeable portion of why people aren't play (along with a third "I'm playing enough already" reason). But then that's because I have a big ego Razz

But yes, getting a large enough audience (as well as cutting labour costs, perhaps) is going to be necessary before any money can be made, or even costs recuperated.


The way I see it, FTLR is suffering from a huge barrier to entry at this point, because it's just not very accessible to a mainstream audience for a number of reasons, including the ones which you touched upon above. The language thing is a turnoff for me as well, as it feels like I'm immediately shut out from 6/7th of the content because I only speak English.

It'll be interesting to see what happens with it, as they've apparently started even putting links to the website on the paper tray thingys you get at McDonald's.

Either way, it's definitely something for other PMs to watch as it relates to building a playerbase. There are definite lessons to be learned about this issue (getting player numbers) by watching other games.
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PostPosted: Fri May 16, 2008 12:59 pm
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LadyBirdK
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Joined: 19 May 2008
Posts: 10
Location: Long Island, New York

two ideas

Well, actually three things:

1 - New here! Hi!

2 - I was just discussing with a friend how these - ARG's - are perhaps the first truly new art form to emerge in years. As an art, then, it reminds me of other "new" arts - all of which either left their creators either initially penniless (sorry!) or had sponsorship via a patron. In fact, most great art (as some of the stuff in this community truly is) has always required a patron - someone to keep the faith, as it were. It was only later that the "masses" came to enjoy and appreciate it and spend the big bucks at auctions.Not sure if that is actually helpful or what...

3 - What if an organization like unF were to get into the act as an intermediary? For example, subscribers might pay a fee to the site, which would in turn advertise and solicit PM's, whether corporate or otherwise. Subscribers to the service would provide contact info, and be guaranteed to receive all Trailheads, leaving the subscriber free to choose which she or he wished to pursue. Larger PM's - corporations and the like could actually pay a small fee to have access to the captive audience - these are, after all, people who are far more likely to play your game and hence access your content/message/advertising. That way, the site makes a little bit of cash for the service it provides, too.

Waddya think?

PostPosted: Mon May 19, 2008 6:06 pm
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Karensa
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Joined: 18 Dec 2007
Posts: 152
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Round and Round She Goes

Haven't posted in awhile til earlier this morning, and made my way back to Meta to see what's up...still see the same old issues coming up again and again...a constant stalemate which breaks down to this, basically.

PMs would like a way to draw some sort of income for playable games, be it to cover expenses or make a profit selling games.

Players, however, don't want to pay for anything if they can possibly help it and will bitch and complain about having to buy stuff unless it's in a game and makes sense in a game, but then don't want to really do that and they don't want to share their information to PMs on account "any whackjob on the net" can get their information and do who knows what (um, stalk them? Rolling Eyes ) and they don't want to be inconvenienced, and the puzzles have to make sense...etc etc etc


Here it is summed up for the record:

PMs do all the work and shut the hell up
Players get all your BST FOR FREE and can slam you if your game doesn't suit their tastes.

Pretty ungrateful attitude to take, and yes, the players do take that position in the vast majority of cases.


You, as players, angst about being "left out" when you don't get calls or cool packages, but then you're not willing to submit your actual rl info to a base somewhere for PMs to use, nor are you willing to pay a few bucks for the administration and moderation of the list.

You, as players, demand that PMs never break the 4th Wall or rip away the Curtain, and you aren't willing to create the Argiverse, so to speak, lest it destroys the whole concept of args' alternate reality. Yet, you start imposing boundaries to keep it from feeling real at all...lest it be considered a hoax.

As was mentioned previously by a couple of others, you pay to see movies all the time and have often walked out of the theater going *damn, that movie sucked*...

Yet you went in there knowing that it was a Spielberg flick, or Dreamworks, or Paramount....you all kept playing Cloverfield the Non Game knowing early on it was Abrams behind it. And still sent people money for Japanese newspapers Razz And it didn't "ruin the realism of ARG world" one way or the other.

Either you're willing to trust the PMs with your address and your money or you are not. If you are not, then you really don't have much right to even play their games, or to complain about whether you were gratified by it.

If you are, then how about this option for a model you guys can chew on a bit....I call it the

TRUST MODEL


Create the Argiverse and know that it's all fiction, and then accept going in, like you already do, that it's a GAME....and as such there are PMs behind it...and be willing to create a database for player contact info, fund and support it, create the in world newspaper that all game PMs can use, create a model of trust first so the PMs aren't wasting time.

The main reason the ARG is not income sustainable is due entirely to sheer lack of trust and compromise by a playerbase who wants it all for free and to give nothing back.

Open up a little and stop shooting down every good idea that comes along because you're scared of change and scared of putting out and scared somebody might know your name or phone number. Oooh. Big deal. What are they gonna do, really...call you on the phone and ask for you? Here's a newsflash, nobody's gonna randomly stalk you for no apparent reason. And people with the mentality to ACTUALLY cause you grief 1. aren't gonna ever find your information to begin with because 2. they're on a whole other path in life and very likely have no clue in hell there's an ARG forum with your personal info on it and wouldn't give a shit anyway. If they're gonna go to the trouble to cause you grief, they're willing to get much closer to your actual reality than contact info on the internet....no pun intended, but get real.


The PMs aren't gonna screw you over, and the PM player list wouldnt be abused if it was administered correctly...and yes, there's a thread on here for contact info that's wide open - ANYONE on the net can see that stuff, so making an official playerbase list at a central ARG type source shouldn't really BE that much of a stretch...the PMs put a lot out for players and players take all and give back nothing but "play."

There are two groups here...those PMs who aren't worried about money either way and those who want to see a commercial path open up, why NOT make some money with it? What possible difference does it make? And there are players who will never pay for it no matter who does it, won't spend one dime on a game....and players who recognize the work involved and are willing to put up to support the whole industry.

Solution:

Commercial PMs and payable players in one group
FunOfIt PMs and tightass overly paranoid players in the other group

Paying for entertainment is not a bad thing. The real issue is players, you ones complaining and kneejerking off all the gloom and doom scenarios, just simply aren't willing to trust those same strangers you want to lure you into an alternate reality.

Sacrifice, compromise and trust...that's first. Sky's the limit from there.

By the way, in The Game, when it was done - at the birthday party even, somebody got a largeass bill for what 300 grand? Pay to play...and the players paid...because the PMs gave them the experience.
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It may be that your sole purpose in life is simply to serve as a warning to others.

It's two fat German guy's making shit up as they go along. I'm pissed I wasted my time with this! Mr. Green


PostPosted: Tue May 20, 2008 12:33 pm
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Agent Lex
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Joined: 11 May 2006
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Location: No longer London, still in England

Re: Round and Round She Goes

Karensa wrote:
Open up a little and stop shooting down every good idea that comes along because you're scared of change and scared of putting out and scared somebody might know your name or phone number. Oooh. Big deal. What are they gonna do, really...call you on the phone and ask for you?


Another side of this argument, without taking such a hostile tone, is that your phone number is likely to be in the phone book anyway, and your address is likely to be on marketing lists that you don't know about. For example, take a look at this. When you order your pizza, the pizza place is (unless you tell them not to, or it's illegal in the state) gonna pass your name, phone number and address to advertisers. It being in a trusted ARG database isn't gonna add much to the spam you get, IMO.

It's true that there's no 100% effective way to sort spammers from legitimate customers. But considering the places your info gets to anyway, I don't think it's too much of a worry. Almost makes me want to possibly look into secure hosting for something like this. I know it's not the first time that it's been suggested, but I don't think that comparison to the number of places your information gets to advertisers anyway has been brought up. And if someone else was running it, I wouldn't mind putting my info in.

PostPosted: Tue May 20, 2008 1:17 pm
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Karensa
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Joined: 18 Dec 2007
Posts: 152
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an option

I'm thread bouncing apparently and gettin confuzed Laughing

Here's a simple, already established option.

You know the player contact forum? Lock that up and make it password access only to registered members - perhaps those who have been here and participated to whatever degree in at least X number of games. Noobs and trolls don't get the password to access the playerbase but on the inside people have the sense of security to go ahead and put out their actual information, be more bare about it and can communicate more effectively to potential PMs.


As for the 'requirements' - it doesn't have to be completely anal; the idea is that people of the community can have some sense of familiarity with actual players. Trolls and goobers don't register, or they do and focus on some specific area to cause problems. People who are genuine about args and *want* to participate will take time to register their information, so a requirement for access could be something like, for example, being able to show via uf links or whatever that they've been here and participated in a game at all. They don't have to prove they solved a game, or even did that well - just that distringuishes them from trolls and dorks trying to get info on people.

Potential Whining Point: well a troll if they want in bad enough can fake it and get our information.

Rebuttal: Sure they can. And so can anyone else. But the odds they will do it are small, too much trouble and trolls by nature are in it for instant gratification. Anyone can still register for the whole forum, but for the behind the scenes stuff, people should be willing to prove themselves as actual players than potential trolls.

It's a community run operation, so no one single person is responsible for maintaining any list or upkeeping - use the forum set up as is to handle that, it's already doing a good job and a list has appeared. While it's wide open, the lack of security keeps more people from putting their info in there. Lock it up and set a few reasonable stipulations and it can grow.

Potential Whining Point: Yeah but someone will come in and abuse it before long.

Rebuttal: Of course...so be aware of it and let natural selection do what it's always done. Instead of saying "gloom and doom" therefore don't do this cause I'm scared, say sure, shit will happen and it will bring the community to act to correct it...and those who do abuse it won't get very far - they'll end up blackballed, shunned, disregarded, lose credibility, etc. and can be removed from the forum if it comes down to it.

People will, when people are dipshits, always find a way to exploit loopholes and weakness in every system...parasites...instead of looking at this and having a fatalistic reaction, look at it as a given and pay attention to areas where it looks to be getting exploited and patch it up when it comes up.

Relax boundaries a little and be willing to broaden the scope of this sort of game style. Enjoy the paranoia IN GAME, not surrounding it on the outside so nobody can relax and really enjoy the experience of paranoia.
_________________
It may be that your sole purpose in life is simply to serve as a warning to others.

It's two fat German guy's making shit up as they go along. I'm pissed I wasted my time with this! Mr. Green


PostPosted: Tue May 20, 2008 11:43 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Re: Round and Round She Goes

Karensa wrote:
...a constant stalemate


A Stalemate? I honestly don't see this as being the case in the current space. It's not like this forum is a ghost town.

LadyBirdK wrote:
As an art, then, it reminds me of other "new" arts - all of which either left their creators either initially penniless (sorry!) or had sponsorship via a patron. In fact, most great art (as some of the stuff in this community truly is) has always required a patron - someone to keep the faith, as it were. It was only later that the "masses" came to enjoy and appreciate it...


Again, this hits the nail on the head. ARGs *do* have patrons now, coming in the form of advertising dollars, donors, and people like those who support this forum financially.

Karensa wrote:
The main reason the ARG is not income sustainable is due entirely to sheer lack of trust and compromise by a playerbase who wants it all for free and to give nothing back.


That's a pretty broad brush you're painting with, there. Even if trust wasn't the issue you claim, the ARG playerbase simply isn't large enough to financially sustain these games solely by means of contributions.

Karensa wrote:
Solution:

Commercial PMs and payable players in one group
FunOfIt PMs and tightass overly paranoid players in the other group


Do you really want a solution, or do you just want to vent?? These groups are not by any means mutually exclusive. Have you even been reading this thread? There have been quite a few insightful and thoughtful ideas tossed around, and the challenges do indeed seem to have been quantified quite well: That of a lack of a means for establishing trust due to the real-time, non-replayable and generally subversive nature of ARGs really preclude the realistic possibility that you're going to get players anywhere near the numbers needed to support a team of individuals while developing and running a game, let alone being able to make any kind of profit from it.

A loose historical parallel would be like watching Beethoven try to make his living by doing arena tours. The technology, market, and social considerations weren't even close to being in place for him to have been successful in such a venture, let alone the lack of someone to make tour t-shirts. Wink

The currently workable revenue models exist now. Fund an ARG by: getting paid by a client, using donor funds, or being self-funded. A pay-to-play model simply hasn't shown itself to work yet, for the multitude of reasons talked about in this thread, and solving some trust issue or creating a master list for developers and players to opt in/out of won't solve that.
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PostPosted: Wed May 21, 2008 12:30 am
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Karensa
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Joined: 18 Dec 2007
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Yep I've read it...

I wasn't venting, don't personalize, it's just words Smile

My point though is about the ideas being posed getting valid, helpful feedback of possible snags...versus the kneejerk paranoid reaction of "don't bother, it won't work"...that's the part that troubles me.


Solutions are there, but it seems that there is mostly discussion over actually trying and doing and testing and experimenting, suggestions automatically get rebutted as some sort of impossible challenge that will likely never be overcome...and even your comment above that

Quote:
A pay-to-play model simply hasn't shown itself to work yet, for the multitude of reasons talked about in this thread, and solving some trust issue or creating a master list for developers and players to opt in/out of won't solve that.


skirts that line of just fatalistic assumption. Not that you personally are, but the overall theme of the response - it hasn't shown itself to work may be factual, but the reasons ARE about trust between players and PMs, people too caught up in privacy issues, having kneejerk reactions to things that, if thought through a little in a realistic sense, could be staved off well enough as any other threat online. This isn't to you specifically, it's about that sort of mentality that would assume that it doesn't work, isn't gonna work, and nobody's made it work *because* it can't work.

If PMs simply charged a fee up front, stating openly this is a game, while that would automatically disrupt the TINAG principle, what would players actually do? Those two groups would very much surface more obviously: those who want the experience *will* pay to play if they're financially able, and those who are skittish and paranoid won't - those ones shouldn't be the target market.

So what I was getting at is the solution shouldn't be to pacify the paranoid but to disregard those people and focus on those who show themselves as receptive to having no real hangup about paying to play an arg. It seems that it's not getting done *because* those who consider it are being swayed more by the ones who wouldn't support it anyway and that fails those who would.

Here's a small scale case in point, personal.

On that things PMs wish existed thread, I posted a couple ideas, namely something along the lines of the IG newspaper, where PMs and players recognized it as IG inside the ARG world, whichever world it might be, because it could include all worlds for all games. A couple grasped the concept...the rest immediately shot it down as it won't work, can't work, it'll ruin TINAG, can't this, won't that. Had I had the technical capabilities to put that together I'd have already done it and proved them wrong.

And here we are a few months later and Nighthawk puts up Brain Clouds blog getting that ready for IG/OOG use, same general principle as the newspaper but with cooler functions...and oh hey, the majority are all over it. NH had a technical ability I just do not have, and instead of asking for the community's permission, it got created and put out there and people who are aware of it have praised it and are willing to USE it.

Contstraints will and should be made on an individual basis...the community here should be more inclined to find a way to work around these legitimate obstacles and challenges and DO IT, rather than what is currently happening - people pose ideas, the vets come in and shoot it full of holes and nobody does squat to further the whole genre because they keep listening to people who resist good ideas. The ones resisting ideas *are* resisting due to a lack of trust in the PMs and the whole nature of TINAG. That's where the whole obstacle/challenge theme is coming from, people who are too skittish to jump out there, do something and find out the hard way either way, so they don't.

This is all about a game...seriously the obstacles to doing that would be, in reality, limited to the experience and ability of the creator. There's no real challenge to gaming, come on. People wig out over GTA video games but the ones tripping on sex and violence aren't the target market. The creators did it anyway, put it out there and raked in major bucks from the ones already willing to support it.

So, the solution is either to ignore those people who aren't gonna contribute *anyway* and move forward with ideas, and just *do it anyway* and put it out there, and those who alreayd would support it *will* appear and do just that, or those with trust issues need to settle down and loosen up boundaries and be willing to help fund games, pay to play, enjoy the whole thing. Right now, it's stuck in the stalemate (on this forum that is) of ongoing discussion about it, hitting the same walls and nobody *acts* - so the same issue comes up again and again and again.

There's a reason it does come up...good ideas looking for a way out...solution:

just do it! Laughing

That which works will thrive, and that which doesn't will fall by the wayside, but right now there are no models because everyone stops with the last negative naysaying post...except Nighhawk who rules with the BC blog. Wink


I wasn't venting. Nor was it personal.
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It may be that your sole purpose in life is simply to serve as a warning to others.

It's two fat German guy's making shit up as they go along. I'm pissed I wasted my time with this! Mr. Green


PostPosted: Wed May 21, 2008 2:12 am
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rowan
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I'm trying to figure out why there are only two groups of players: "those who want the experience *will* pay to play if they're financially able, and those who are skittish and paranoid won't." Personally, I think you're oversimplifying the matter and misinterpreting the notion of 'trust' between a player and a PM.

I've spoken a lot about trust issues in the past, so I wouldn't be surprised if you threw me into the 'skittish and paranoid' category. Yet, I've paid-to-play a couple of times now, which could put me in the '*will*' category.

Both of the games I paid for were run by well-known and (at the time) respected PMs. The first game was so bad I still feel utterly awful that I recommended that others shell out cash to play. The second I ended up not playing at all due to time constraints and the fact that the gaming style ended up not appealing to me as much as I thought it would. The first PM completely broke my trust by having such an appalling experience that I would never play one of their games again. The second PM I still respect, and I have played another one of their games since then.

In the end, both experiences ended with less than ideal results, leaving me with the feeling that I doubt if I ever would pay-to-play again. It's not because I'm paranoid or skittish that some evil PM is gonna get my information and try to ruin my life (although there are people that I don't just want to hand my contact information out to on a silver platter). It's mostly that I don't want to pay-to-play a crap game or a game that I'm not going to find entertaining.

It's part of the same reason I've never put my contact information in the interaction thread (and never will). I don't want crappy AIM/email trailheads for games that play out over AIM, email, ad-filled websites. I don't want to participate in a game for a PM that hacked it out out over the weekend because it 'seemed like a cool thing to do'. Plus, I have enough spam in my ARG-only email account that I don't need it coming as part of a 'new game'. The 'trust' issue isn't just about what these fly-by-night PMs do with my contact information. It's also about trusting them to giving me a game that's worthy of my time. I've seen way too many PMs decide that 'oops! this is too hard' and just kill a game off. That ruins a players trust in both the PM and the genre than anything else.

I believe vpisteve is completely right that "the ARG playerbase simply isn't large enough to financially sustain these games solely by means of contributions." Despite the fact that there are over 20,000 registered users, only a fraction are active on UF at any one time. If the sole source of payment came just from active UF members, only the smallest games would have a chance at being able to cover production costs. Larger games would have to have either a larger player base (which is limited to begin with) or charge more per person (which would then decrease the active player base). You end up with a self-defeating method. Large games can only truly thrive if they bring in outside blood and if it's hard to get players who know what ARGs are to pay, think of how much harder it will be to get John Doe from off the street to pay for something he's never heard of.

Despite all this though, I think that my greatest issue with the pay-to-play issue is the assumption that my main value as a player is how much I have in my wallet. There are a ton of players who have never shelled out one penny who have provided more game assistance than has ever been truly recognized. Do you really think that a large game can survive without the players who keep all the facts straight? The players who run the wikis and the guides, who moderate boards and the chats, who welcome newcomers into the fold and help them navigate a new world. You can't put a price on that type of help, and if you could you'd end up finding your game budget rocketing out of control.

I stated at the beginning of this that I only ever paid-to-play twice. Technically, that was a lie. I've actually paid for games several times: I Love Bees, Last Call Poker, Monster Hunter Club, Year Zero (off the top of my head). The only difference is that I paid for these games afterwards because I bought what I was being marketed. Maybe that makes me a marketing sap. Or maybe I just enjoyed the experience that I had during the game that I wanted it to continue. Either way, in the end, I did end up contributing monetarily. Not because I was forced to, but because I wanted to. You really want my money in order to finance your game? Give me an amazing experience that will make me want to continuing living in that universe even after it's done. And then give me a way to do that.
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PostPosted: Wed May 21, 2008 12:20 pm
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vpisteve
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Joined: 30 Sep 2002
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rowan wrote:
Give me an amazing experience that will make me want to continuing living in that universe even after it's done. And then give me a way to do that.


Rowan for quote of the day!

Karensa, words mean things, but true, you can say anything you want. The challenge is backing them up. Smile I'll try to keep this to the main point, despite there being many things I could specifically respond to in your recent. So many assumptions....so little time.

Quote:
the community here should be more inclined to find a way to work around these legitimate obstacles and challenges and DO IT, rather than what is currently happening - people pose ideas, the vets come in and shoot it full of holes and nobody does squat to further the whole genre because they keep listening to people who resist good ideas.


Two things, here. First, the onus is NOT on the community to do things, it is solely on those developing the games. The community is what it is, and the most common mistake I see new developers make is thinking that they can control how the players play and organize, etc., and when they find that they really can't control them, blaming the players for their imploding game because they were "playing it wrong." Again, it's the game designers, not the players, that need to "find a way to work around these legitimate obstacles."

Second, as far as the "vets" coming in a shooting stuff full of holes, I'll assume for a moment that you're talking about game developers, not players (who will do...what they do, see above). Speaking for myself, I would much rather see someone try something new and fail than I would see them just do something formulaic. That being said, there is value in learning from past mistakes, and if a current idea has been tried before and failed, it's very valuable to stop and take a look at why it failed before trying to do the same thing or something similar.

Quote:
A couple grasped the concept...the rest immediately shot it down as it won't work, can't work, it'll ruin TINAG, can't this, won't that. Had I had the technical capabilities to put that together I'd have already done it and proved them wrong.


I only bring this up to illustrate my point above. The lament of "Oh, these people just don't know innovation when they see it! They're stuck in their old ways!" is so common around here that it's almost become a cliché. In reality, if you've been in the ARG community for any length of time, you see the same things resurface time and again, in a pretty cyclic pattern. Granted, there are individuals who go over the line and cry "but this isn't the way things are done!" but they're the vocal minority.

Innovative ideas are great (my living depends on them). But if they fail, don't blame the players for not recognizing innovation, not doing it right. Blame your concept. Blame your design. And don't ignore history, it's there to learn from and take into account.

So, in a nutshell, I highly doubt the idea of an IG paper or contact database will work as you intend, based on the scalability/trust/community dynamics issues stated previously. Not saying it can't, it's just doubtful to me. And even if it is successful, I don't think it even begins to solve the profitability issue.

But....feel free to prove me wrong. Smile
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PostPosted: Wed May 21, 2008 1:24 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

Also, never underestimate the power of the lurker.

Talk is cheap, when all is said and done.

*insert metaphor about icebergs here*

As a developer, it's also valuable to consider what's NOT being said, or where other stats are helpful in ascertaining the true temperature/nature of your player base.

People like to complain, sometimes. Even I sometimes spend a significant amount of energy in verbalizing criticism of something -- but that doesn't mean I hate it and want it to die. It very often means that I am feeling passionately about it, and see the potential for something greater to be happening with it. It's a fine line, that difference, but it's there.
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PostPosted: Wed May 21, 2008 2:20 pm
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