
Pixelmage wrote:The issue there is the cost of implementation, I suppose.
You can't sell an ARG like you sell a game. "Here's an ARG, but first, wire us $20 over PayPal to become an eligible player!"
Then they need to find the money somewhere, and more often than not, that somewhere is corporations, thus, advertising.
If you apply that in a different perspective... Why would I, movie publisher with a ton of cash, spend the money in doing an ARG that has nothing to do with my franchises when I could instead use the same money and still do an ARG that also raises awareness to my franchises?
Sadly, independent ARGs don't seem find a lot of support.

Pixelmage wrote:Which is actually a good thing.![]()
Just means we can look forward to having more and better independent efforts coming up in the future and as the area grows, more support will be found for the original content. We're not quite there yet, but hey, we're on our way. ^_^
Eric Kays wrote:Flynn Lives was my rabbit hole into ARGs. I heard about it just in time to miss out on the awesome bits that people were sent. But I got in soon enough to see how the advertising campaign was more than just an ad. It was a story involving the audience in discovering what the universe held. No longer did I rely on the film Tron Legacy to tell me about Kevin Flynn's disappearance or about his son Sam, I now had a slightly more personal connection to Sam and a deeper connection to where Kevin Flynn went. In honesty, if I had not participated in the game, I think I would have been more disappointed with the film because the game gave me the exposure to the characters and their struggles that I felt were missing in the film.
narrativedilettante wrote:Also, my introduction to the concept of ARGs was The Jejune Institute, which was kind of like a giant interactive art installation. I only got to experience a small part of it, but it was AMAZING and I fell in love with the whole idea. Then I looked for others, and the only examples I found were all selling something. It might be a bit like if your first TV show was, say, Arrested Development, and you were like "What is this extraordinary, experimental form of storytelling?" and afterward you looked for more and the only other TV shows you could find were things like My Little Pony. It's a good show, but... it doesn't feel like it has the same claim of being True Art.
So, I don't mean to be dismissive, but I can't help but feel a little disappointed.
narrativedilettante wrote:Now you've made me sad. I was very disappointed in that film and now I feel like I've missed out on something that, due to the nature of ARGs, I can never really go back and experience.
...
And now I'm thinking about the difference between "engaging" and "consuming," and I'm realizing that I'm much more of a consumer than an engager.
Scarab wrote:That is a single problem with ARGS: involvement is so intrinsic that perhaps it's difficult to get into after a certain point, and that seems a shame.
Scarab wrote:I could never help comparing ARGS to "play pretend" games. Sure each ARG needs to explain itself and it's rules to the player as Rick's talk suggested, but ARGS also involve something people actually learn to do very early on: to make up stories as they go. Using that for ARGS is not so much learning as relearning habits we already knew, and some of us need to do this more than others. Yet these days many children's involvement with their media is primarily as a consumer. Even of you're playing a videogame, where you're progressing the narrative and it literally can't go on without you, you're still consuming a pathway that's been planned out ahead for you, rather than personally 'making it up as you go'. Not that I'm saying people are less imaginative than they used to be, but I wonder if the changing face of entertainment isn't having SOME affect on our future generations of storytellers...
Rick Healey wrote:I've always been frustrated by this overall; it's a pretty accepted truism that 90% of your audience for an ARG comes from the first two weeks. Another 9% from the second two weeks. It's something that I've been pondering heavily since ARGfest, and I still don't have a good answer.
Rick Healey wrote:That said, I think you're trailing off the point. For one thing, the idea of "these days" being the issue is *completely wrong*. The creator has always been more limited than the consumer. There is always more audience than bards to entertain the audience. Always more people at the theater than actors performing for them. Always more readers than writers. Always more people counted by Nielsen than SAG members. Always more controller jockeys than programmers. Such as it always was; such as it always shall be.
Rick Healey wrote:Yes, we've all played at pretending we're something else (please, someone, I'm dying to tell you how awesome my half-black dragon level 6 fighter Szilard is in my D&D game), but for the vast majority of people, it's something we mostly leave behind and only keep doing half-heartedly. This has been true for ages; in fact, due to the fact that the resources for various things have become much more readily available, it was more true even 25 years ago than it is today (and even more true than that 50 years ago, and so on). For all the death knell of "imagination-based play" that I've heard over the years, I actually find that it's less and less true. In fact, I'm already downright envious of the kinds of things that Zoe will get to do and play with when she gets older.
Scarab wrote:
Are there any ARGS which have managed to avoid that problem, though? Long running things, which continue to call in new players? Isn't there some slenderman game or another that's been running or years at this point, and is bringing in new players all the time? I do not have this knowledge.

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