[arg_discuss] is ARG just a marketing technique to the press?
Dan Hon
dan at sixtostart.com
Thu Dec 20 19:17:13 EST 2007
This is a fascinating thread - I just wish I had the time to dive into
it. Fortunately, it's holidays soon, which means that when I'm
avoiding family obligations I'll be able to get stuck in :)
For now, I'll throw this in:
http://www.wired.com/entertainment/music/magazine/16-01/ff_args
--
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Dan Hon, CEO, Six to Start
{dan at sixtostart.com and +44 7870 600 828}
On 19 Dec 2007, at 12:16, Brian Clark wrote:
> One part of me thinks it would be ridiculously fun to play the
> "angry indie"
> to Monello's "corporate suit". Mike normally hogs the "angry indie"
> role (he
> wears his "I made the Blair Witch Project and all I got was this lousy
> t-shirt!" t-shirt to ad agency meetings) and leaves me playing the
> suit! Did
> you know that Google has over 360,000 matches on the phrase "theory
> slut"? I
> just know Monello and I are in there somewhere.
>
> Getting into why the statistics of ARGs are fuzzy beasts is almost a
> derail.
> Let's just say with a phrase like "story participants" you are at a
> number
> somewhere between "how many people clicked a banner bar and came to
> one of
> the sites" and "active players". If you wanted to be particularly
> cruel
> instead of particularly kind, I think we had fewer than 2000 people
> posting
> in the in-game forums. If you wanted to be even crueler, you could
> say that
> 7 whole people looked at the rich media production for the "last
> layer of
> Virgil King of Code" -- I shudder to think of the production cost
> per viewer
> of that page, even though it was the grand reward of a long and
> frustrating
> puzzle. That's only 2 more people than came to West Virginia for a
> day-long
> event in the wilderness on Eldritch Errors: I'm not sure which was
> actually
> more expensive on paper (but I suspect the Heist example.)
>
> The big numbers, though, that's just advertising, has nothing to do
> with a
> small game or a large game. Has nothing to do with the press
> tendency to use
> a phrase like "movies and cars" in a slightly-negative fashion, when
> the
> body of work would just as easily allow you to make "marketing
> television
> shows and video games" as the label of the cliché. That might have
> something
> to do with level of overall marketing, not the success of the ARG at
> all.
> Maybe it is a collective memory of past marketing abuses by those
> particular
> categories?
>
> I guess I'm just willing to accept that when a potential client or
> collaborator says "we want an ARG" it is kinda like them saying "and
> we want
> it be VIRAL" or "and we want a WEBSITE TOO!" It is more important to
> know
> what THEY mean when they are saying that, rather than what you as a
> practitioner know it means. Frequently, those same ad agencies hire
> filmmakers to shoot television commercials, sometimes television
> commercial
> directors harbor secret dreams of making feature films! You'd be
> surprised
> at the challenge of language in reaching shared goals. The ad agency
> on
> Heist used to say, "So this is what it is like to make a film." Mike
> and I
> thought, "No, this is what it is like to make an ARG for an ad
> agency."
>
> So who's the one that really controls the definition? If you buy
> reader
> response theory, it is the player community who controls that. If
> you buy
> the auteur proposition, it is the artist's intent that controls
> that. If you
> buy marketplace economics, it is the demands of the marketplace that
> define
> that. If you buy into peer review, it is academic papers that define
> that.
> If you buy into dialectics, it is the discussions happening like this.
>
> Right now, it looks to me like the press and bloggers with mixed
> feelings
> about the genre might be the ones defining it. That means it is just a
> matter of time until someone realizes that if they can just get the
> press to
> interview them enough, they could reshape the definition to whatever
> they
> want. Call it the Seth Godin Scenario (bless his bald brilliant book-
> writing
> heart.) Or maybe it will be someone who isn't as smart as Seth.
>
> Tragedy of the Commons incoming?
>
>
> -----Original Message-----
> From: arg_discuss-bounces at igda.org [mailto:arg_discuss-bounces at igda.org
> ] On
> Behalf Of Michael Monello
> Sent: Tuesday, December 18, 2007 11:56 PM
> To: Discussion list of the IGDA ARG SIG
> Subject: Re: [arg_discuss] is ARG just a marketing technique to the
> press?
>
> Very true, Mark, but you don't even need to make the point from a
> reach argument. If you look at the history of 'ARGs' as they are
> commonly defined, you could argue that the genre started as a
> marketing tool, and it's the filthy artists and indies who have tried
> to strip away its capitalist origins!
>
> ;)
>
> Best,
>
> Michael Monello
> Partner, Campfire
> 62 White Street, 3W
> New York, NY 10013
> 212-612-9600
> http://www.campfirenyc.com
>
>
>
> On Dec 18, 2007, at 4:19 PM, Mark Heggen wrote:
>
>> (a great discussion all around, nice kick-off Brian)
>>
>>
>> It seems a little strange to me that we would be upset that someone
>> is
>> spreading the notion that ARGs primarily advertise cars and movies,
>> when in
>> fact ARGs are (by a staggering margin) being used to advertise cars
>> and
>> movies. If one takes a step back and really looks at the numbers of
>> how many
>> people are actually playing these things, the games that aren't
>> promoting
>> products become a tiny little slice of the pie.
>>
>> Looking at Christy Dena's numbers (
>> http://www.christydena.com/online-essays/arg-stats/) (thanks yet
>> again for
>> compiling those!) it become apparent that the big games are big
>> while the
>> small games are very very small:
>>
>>
>> Art of the Heist had 2 million visitors and 500,000 story
>> participants
>> The Beast had 2.5 million players
>>
>> vs.
>>
>> MeiGeist had something like 16,000 total visitors to the main site
>> World Without Oil had 1,850 players
>>
>>
>> And it should be noted that MeiGeist and WWO were pretty big for
>> small
>> games. The total number of people who actually played other games
>> like The
>> Human Pet or Deus City (just for example) are very very very small.
>> The "car
>> and movie" games are measuring in the millions while most grassroots
>> games
>> are measuring in the hundreds. This is no trivial difference. In the
>> end,
>> when looking at the total amount of people who have played an ARG,
>> most of
>> the smaller games become almost statistically insignificant.
>>
>> Now of course this is not meant to be a knock on small grassroots
>> games! I
>> repeat; I'm not saying that small games are without merit or somehow
>> not
>> worth discussion. I am absolutely interested in looking at all kinds
>> of
>> games at all different sizes
> (http://markheggen.com/heggen_noncasual_ARG.pdf
>> )
>> and for me there is something particularly interesting and exciting
>> (noble
>> even) about people investing great deals of time and energy in the
>> crafting
>> of experiences for a very small audience. However, I am saying that
>> we
>> should not be upset or surprised when mainstream writers talking to
>> mainstream audiences focus on those aspects of ARGs that are
>> statistically
>> dominant. A large majority of all the experience with ARGs on the
>> planet
>> have had something to do with selling a car or promoting a product,
>> and that
>> is a fact.
>>
>> _mark heggen
>> _______________________________________________
>> ARG_Discuss mailing list
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