[casual_games] Art Game Capitalism

Jason Van Anden jason at smileproject.com
Fri Mar 24 05:56:11 EST 2006


Thanks for the thoughtful feedback. Considering the actual demographic seems
a tall task.  The somewhat popular game I released last year was not
reported on at all in the "Art" press even though I thought the Art world
paid for its creation, and I thought they would appreciate it the most.

I am not totally sold on the ad model because of the amount of work involved
to sell the ads becomes another job.  Other ideas appreciated.

Jason Van Anden
www.smileproject.com






On 3/23/06, Lennard Feddersen <Lennard at rustyaxe.com > wrote:
>
> Selling the ads is actually a bit of work.  If you are browser based and
> doing good #'s then you can use a service like FastClick.  One of your
> earlier comments suggested that you were expecting to make a living from
> this and I would suggest looking at IndieGamer and reading about the
> experiences of people who are doing product that isn't in the casual
> space match-3/Zuma product style sweet spot.  It can be tricky to match
> ideals with commercial realities.  There are quite a few companies
> around (and readers of this mailing list) who build sponsored product -
> ie. companies want a specific goal solved and you build out something to
> suit those needs.  Is that a business model that maybe makes sense for
> you?  I don't know much about the art world (but Ah knows what ah lahks)
> but I would assume there are opportunities in that space for deep
> pocketed businesses that require promotion to pay you to build out a game.
>
> Good luck!
>
> Lennard Feddersen
> CEO, Rusty Axe Games, Inc.
> www.RustyAxe.com
>
> Lennard at RustyAxe.com
> P. 250-635-7623 F. 1-309-422-2466
> 3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
>
>
> Jason Van Anden wrote:
>
> > Hi Lennard ,
> >
> > Hmm - this is an interesting idea if I can get ads that I don't think
> > are tacky!  The reason I avoid an ads model is because my experience
> > with them is the yearbook one, or the mortgage one... etc... I find
> > these annoying to the point where I will spend less time with site
> > that display them, so I would not want to annoy my audience with them
> > (is that weird?).  GoogleAdSense looks OK on my gmail, but doesn't
> > really blend as the frame for visual art.
> >
> > My art/games will be java/browser based - which is my preference.
> > Your suggestion makes me wonder how hard it would be to solicit ads
> > from companies that I would want to associate myself with, or at least
> > not deem too distracting from the game itself.  Anyone out there have
> > any ideas in this direction?  Seeking sponsorship maybe?  It seems
> > complicated on its face.
> >
> > Thank you for the feedback!
> > Jason Van Anden
> > www.smileproject.com <http://www.smileproject.com>
> >
> >
> >
> > On 3/23/06, *Lennard Feddersen* < Lennard at rustyaxe.com
> > <mailto:Lennard at rustyaxe.com>> wrote:
> >
> >     Hi Jason, do you think the people who looked at your piece would
> >     likely
> >     have purchased the piece in large #'s?  If you are getting wide
> >     exposure
> >     with something that might not convert well then you might consider
> >     using
> >     ads to at least partially subsidize what you do.  The demo's of my
> PC
> >     products carry ads, drop me a line if you want me to help you out
> >     with this.
> >
> >     Happy game makin',
> >
> >     Lennard Feddersen
> >     CEO, Rusty Axe Games, Inc.
> >     www.RustyAxe.com < http://www.rustyaxe.com/>
> >
> >     Lennard at RustyAxe.com <mailto: Lennard at RustyAxe.com>
> >     P. 250-635-7623 F. 1-309-422-2466
> >     3521 Dogwood, Terrace, BC, Canada, V8G-4Y7
> >
> >
> >
> >     Jason Van Anden wrote:
> >
> >     > I am seeking some advice that requires a little background
> >     before the
> >     > question, here it goes...
> >     >
> >     > I am a fine artist and software engineer who joined this list
> >     and IDGA
> >     > after I released a game last year as art that became a popular
> >     success
> >     > - Wired, Edge and USA Today liked it, among others.  It was
> offered
> >     > online for free because it was commissioned by an arts
> >     organization.
> >     > Art grants are very, very small compared to even the low side of a
>
> >     > casual games budget.  The reason you apply for these grants for
> >     this
> >     > type of activity is to have a reputable stage from which to launch
> >     > your online artwork, and so that you are not "giving it away" in
> art
> >     > world terms.
> >     >
> >     > For the last year, I have lurked on this list and eagerly
> >     devoured all
> >     > of IDGA's excellent white papers, trying to figure out a good
> model
> >     > for future art/game hybrids. One thing I have learned from this is
> >     > that free is not a good policy if one hopes to sustain their art
> or
> >     > biz from their art.  It is also frowned upon by others in either
> >     field
> >     > (art or games) because it screws up everything for everyone who
> >     wants
> >     > to make a living from doing this.
> >     >
> >     > I am in the process of putting together a grant proposal for new
> >     > game/art/toy hybrid I am very excited about - the grant is
> >     > prestigious, but not a lot of money.  I want this piece to be
> staged
> >     > as art, but as I am putting the proposal together it seems to me
> >     that
> >     > it could also be a popular success, in which case I would want to
> >     > capitalize on it this time.
> >     >
> >     > I am looking for advice, models, suggestions as to how I might
> both
> >     > offer the work as art and leave open the possibility that it can
> >     > generate revenue.
> >     >
> >     > Jason Van Anden
> >     > www.smileproject.com <http://www.smileproject.com/> <
> >     http://www.smileproject.com < http://www.smileproject.com/>>
> >     >
> >     >
> >     >
> >
> >------------------------------------------------------------------------
> >
> >     >
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> >
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> > Jason Van Anden
> > http://www.smileproject.com < http://www.smileproject.com/>
> >
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--
Jason Van Anden
http://www.smileproject.com
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