Good morning, it’s Tuesday, September 10. Alternate Reality Games (ARGs) first captured public attention in 2001 with "The Beast," a pioneering marketing campaign that seamlessly blended fiction and reality. Despite its success, few ARGs have since managed to replicate its impact. In our latest feature, we explore the current viability of ARGs as a marketing tool, questioning whether these complex, immersive experiences can succeed in today's fast-evolving digital landscape. Additionally, we examine the newest entrants to Krafton’s India Gaming Incubator program and analyze Roblox's recent launch of its Premium Games feature, which offers developers up to a 70% revenue share, potentially reshaping monetization in the gaming industry.
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Unlocking the Mystery: The Rise and Risk of ARGs in Modern Marketing
In 2001, a seemingly ordinary trailer for A.I. Artificial Intelligence sparked a revolution in marketing. Amid the usual credits, a peculiar sparkle hid cryptic phrases like "Warn her" and "Evan died sinning." This subtle detail ignited a frenzy among viewers, leading to the creation of The Beast—a groundbreaking Alternate Reality Game (ARG) that transformed the way brands engaged with audiences.
For three months, players scoured websites, decoded messages, and even participated in real-world events, all while collaborating online to unravel a murder mystery. The Beast set the blueprint for future ARGs, blending fiction and reality in ways that pulled people deeper into the story.
In our feature story, we will explain the viability of ARGs as a marketing tool and explore how they remain a potent means of drawing players into immersive worlds where brands blur the line between entertainment and advertising. Yet, the challenges of crafting these intricate campaigns—from maintaining realism to ensuring scalability—make ARGs a risky investment. As brands grapple with the complexity and high costs, the question looms: Can they unlock the next big ARG, or will these experiences remain niche phenomena in the marketing world?
Krafton Expands India Gaming Incubator with New Studios and Game Projects
Krafton has announced new additions to its Krafton India Gaming Incubator (KIGI) program, aimed at fostering local talent in India's gaming industry. The latest entrants, Arjuna Studios and Dunali Games, join the growing roster of developers benefiting from Krafton’s support.
Arjuna Studios is developing Gangster Carnival, a battle royale game, while Dunali Games is working on Tale of Honour, an Android-based stealth puzzle game with a focus on strategy. These studios join previously announced participants, including Shura Games and ReDimension Games. Notably, ReDimension Games won the Upcoming Game of the Year Award at IGDC 2023 for its title Sojourn Past.
Launched in 2023, Krafton’s KIGI program aims to provide financial backing, mentorship, and resources to aspiring Indian game developers. The program offers funding ranging from $50,000 to $150,000, helping nurture creativity and innovation in the country’s rapidly growing gaming sector. Krafton’s goal is to empower the next generation of developers and help build a sustainable game development ecosystem in India.
Quick Bytes
Roblox Unveils Premium Games with Up to 70% Revenue Share for Developers
Roblox announced at its 10th annual Developers Conference in San Francisco that it will introduce premium games, allowing developers to earn between 50% and 70% of revenue from real-world currency payments, a significant increase from the current 30% earned from in-game purchases. Premium titles will initially launch on PC later this year, with plans to expand to other devices. CEO David Baszucki also revealed the company's ambitious goal of reaching one billion daily active users and capturing 10% of global gaming content revenue through the Roblox ecosystem.
NIP Group Expands into Game Publishing with New Division
NIP Group Inc. announced the establishment of a dedicated game publishing division, marking a major expansion of its digital entertainment portfolio. Leveraging its esports expertise, NIP Group plans to focus on esports-oriented titles and a variety of game categories, including mini-games for social media, mobile games, and PC titles. The new division will be led by Hang “Allen” Sui, former Tencent executive with 15 years of industry experience. Chairman and Co-CEO Mario Ho highlighted this as a strategic move to enhance the company's position in the growing youth-driven gaming market.
Skyesports Unveils City-Based 'The Finals League'
Skyesports has announced The Finals League, a city-based esports tournament featuring India's top gamers. Set to take place in September, the competition will see 10 Indian cities represented by professional players and creators vying for the title and a share of the INR 8.4 lakh ($10,000) prize pool. The league will kick off with a player auction, followed by a group stage and two-day playoffs. Participating cities include Mumbai, Delhi, Chennai, Kolkata and Bengaluru, with notable gamers such as Binks, Ghatak, and Scout leading teams in this unique competition.
Online Gaming Revenue Soars 412% Following New 28% GST Regime, Says Finance Minister
Finance Minister Nirmala Sitharaman announced on September 9, 2024, that revenue from online gaming (that includes skill-based games like Rummy and Poker), surged by 412%, reaching ₹6,909 crore in six months. This increase follows the GST Council's July 2023 decision to tax both skill-based and chance-based games at 28%, implemented on October 1, 2023. Previously, skill-based games were taxed at 18%. While the government has reaped significant returns, companies have raised concerns over the GST valuation method, advocating for a shift to a ‘net deposit’ model.
Did You Know
Did you know that Pokémon Red and Blue, released in 1998, was originally planned to have over 65,000 unique versions of the game? This ambitious idea was designed to make each player's experience truly one-of-a-kind, with the chances of encountering someone else with the exact same game being nearly impossible. Game Freak, the developers, intended for each copy to have subtle variations, creating a sense of individuality in the Pokémon world. This would have enhanced the game’s trading system by encouraging players to interact and trade with others who had different versions of the game to complete their Pokédex.
However, technical and practical limitations of the Game Boy, the console Pokémon Red and Blue were designed for, made this plan infeasible. Instead, Game Freak settled on two main versions—Red and Blue (or Green in Japan)—each with its own exclusive Pokémon. This dual-version strategy still encouraged trading between players but was much more manageable for the technology of the time.
Even though the idea of 65,000 different versions didn’t come to fruition, the concept of version-exclusive Pokémon has become a staple of the franchise, continuing to fuel its trading and social interaction elements for over two decades.
Quote of the Day
A laugh can be a very powerful thing. Why, sometimes in life, it’s the only weapon we have.”Roger Rabbit, Who Framed Roger Rabbit?