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How to Build a Bigger ARG

Presentation to ARGFest in Portland, August 2014

How to Build a Bigger ARG

  1. 1. • Accessibility • Badges & rewards • Game of Thrones & The Chatsfield • Concluding thoughts
  2. 2. • More players • More new(bie) players • Playing for longer
  3. 3. • More players – Multi-levels of difficulty & play style • Puzzles vs UGC vs PvP vs location – Main challenge vs side-quests – Points, Badges, Rewards • New(bie) players – Looks more familiar – Lower barrier to entry – Tutorial – Points, Badges, Rewards
  4. 4. http://amyjokim.com/2012/09/19/social-engagement-whos-playing-how-do-they-like-to-engage/ Achievers SocializersExplorers Killers Bartle types
  5. 5. http://amyjokim.com/2012/09/19/social-engagement-whos-playing-how-do-they-like-to-engage/
  6. 6. • Experience will be unfamiliar to some audiences – can use badges to • signal things to try, steps to take • Incentivize experimentation • reward effort • Social • Participatory Want to encourage good community behaviours (which can be at odds with personal achievement rewards)
  7. 7. Canal+, Spain Game of Thrones, Season 4 Harlequin Mills & Book The Chatsfield (original IP)
  8. 8. AUDIENCE DATABASE CONTENT DATABASE GAME LOGIC SOCIAL MEDIA, EMAIL TELEPHONE NETWORKS DATA LOG PLAYER INCLUDES: • POINTS • BADGES • INVENTORY AS WELL AS • MESSAGES • POSTS • STATUS UPDATES
  9. 9. Community Live events Blog Webseries Brand integration Social game & website
  10. 10. 19Reinos.com es la *FORTALEZA* Facebook de 19Reinos es la* PLAZA* Twitter 19Reinos es el *CAMPO DE BATALLA* Gigamesh sería el *CAMPAMENTO MILITAR* Club Cultura de FNAC y tiendas FNAC es el *BOSQUE* reclutador@19Reinos.com #laposadera Meristation es el *BURDEL*
  11. 11. Potions Special Items
  12. 12. • +5600 players • 126,500 messages on Twitter • 3200 tweets per battle • Final battle: 123 tweets per minute • 36,000 attacks • 1300 seductions • 5400 betrayals • 6000 coin exchanges • 155 kingslayers • 82 kings during the game • More than 1000 people in Callao at the coronation
  13. 13. • Active creation of belief – Invite players to use imagination (not the same as pretending it’s real) – “feels like real” could be better than “real” • Real-time vs story time – movies learned to edit out the boring bits • Life doesn’t have a tutorial or navigation – but your game could • Rewards don’t break immersion

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