[arg_discuss] is ARG just a marketing technique to the press?
Dan Hon
dan at sixtostart.com
Thu Jan 3 10:28:15 EST 2008
Just before I left Mind Candy, I spoke at PSFK London on what we were
planning for season 2 and was able to speak publicly about Mind
Candy's plans for monetisation and funding of PXC Season 2.
There's a video of the talk here:
http://tinyurl.com/2rc5ck
Dan
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Dan Hon, CEO, Six to Start
{dan at sixtostart.com and +44 7870 600 828}
On 3 Jan 2008, at 15:01, Patrick O'Luanaigh wrote:
> Thanks Mike - very useful.
>
> -----Original Message-----
> From: arg_discuss-bounces at igda.org [mailto:arg_discuss-bounces at igda.org
> ] On
> Behalf Of Mike Cox
> Sent: 03 January 2008 11:42
> To: arg_discuss at igda.org
> Subject: Re: [arg_discuss] is ARG just a marketing technique to the
> press?
>
> Hiya Patrick,
>
> A number of other players and I interviewed Michael Smith after Mind
> Cany
> abandoned plans for season 2 of Perplex City (though looking for it
> now that
> podcast has gone AWOL along with Perplexorum closing its doors
> http://tinyurl.com/2pk6v9 I'll see if I can track it down again, I
> think
> there was some interesting information in that) and the model for
> season 2
> was something that was discussed. They were to change the model so
> that the
> cards stood slightly more apart from the ARG, the backs of cards had
> backstory for the ARG, but weren't directly embedded into the game
> as was
> the case with a number of the season 1 cards. The revenues for
> funding the
> ARG would instead come from advertising within the game world,
> companies
> could advertise their products and services in Perplex City. The
> problem
> seemed to be that whilst Mind Candy was regularly approached to make
> bespoke
> ARGs for companies, convincing them to pay to advertise their brand
> within
> another brand was tricky. I remember seeing ads for the BBC on the
> in game
> newspaper's site, though as they were also involved in Frozen Indigo
> Angel
> that's not quite the same.
>
> Also of relevance to recent discussions, season 2 was designed to
> consist of
> short, replayable episodes which would have been a nice test of that
> structure.
>
> Mike
>
> 1. Re: is ARG just a marketing technique to the press?
>> (Patrick O'Luanaigh)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Mon, 31 Dec 2007 08:39:21 -0000
>> From: "Patrick O'Luanaigh" <patrick at ndreams.com>
>> Subject: Re: [arg_discuss] is ARG just a marketing technique to the
>> press?
>> To: "'Discussion list of the IGDA ARG SIG'" <arg_discuss at igda.org>
>> Message-ID: <000901c84b88$a6680710$51fd28d9 at nDreamsRock>
>> Content-Type: text/plain; charset="us-ascii"
>>
>> RE: Ian's comments about monetization
>>
>> Does anyone know whether Perplex City broke even and ended up making
>> profit?
>> For me, this was one of the bravest and most creative ARGs I've
>> seen so
>> far,
>> but I've assumed that because the team didn't go straight into a
>> sequel,
>> it
>> wasn't the successful monetization that Michael Smith had hoped
>> for. For
>> me,
>> selling puzzle cards at retail doesn't sound like a monetization
>> solution
>> that could support more than a few ARGs. My view is that whilst the
>> majority
>> of ARGs remain short, free advertiser-funded promotional vehicles
>> (despite
>> the best efforts of the creative people behind them) it's going to
>> be hard
>> to either:
>>
>> a) get more mainstream awareness and recognition for this exciting
>> area
>> or
>> b) find a monetization model that gets players paying to play in
>> some form
>>
>> The route that interests my company most is taken from the games
>> industry,
>> as demonstrated by the superb "KartRider" game from Asia, which is
>> worth
>> looking into if you haven't heard about it. It's a superb game that
>> was
>> given away for free, but makes lots of money from micro-transactions;
>> selling small objects, better clothing, modifications for your kart
>> and so
>> on. The key to this was getting lots of people to play the game
>> over and
>> over again - once you have a large community playing repeatedly,
>> then it
>> seems possible to start charging them small amounts to make their
>> experience
>> even better. In this model, the biggest challenges seems to be
>> creating an
>> ARG that doesn't end after a month or two (not an insurmountable
>> obstacle),
>> and getting the funding to create the game in the first place. Anyone
>> agree/disagree? Has anyone tried the micro-transaction model?
>>
>> Patrick, nDreams
>>
>
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