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by Leigh Alexander

Here with the “games for social change” crowd at G4C, a big question on everyone’s mind is funding. Not surprising then that the first question in the Q & A was about the cost of making an ARG. The basic answer is that a traditional ARG can be fairly expensive ($250K-$500K), mainly because you need to develop the transmedia story that you will then hide all over the Internet and real world.

WWO, however, was “only” $88K – not pocket change, but not out of the realm of possibility for social change organizations, or for corporations that want to help social change organizations get their message out (and get a little exposure in the process). The price break, of course, comes because almost all the (massive amount of) content was developed by the players themselves. So it’s not only inherently more interesting, it’s inherently cheaper. Yeah! Here’s a gamer news report about the 88K number from Leigh Alexander on Kotaku (thanks, Sarah!)

Meanwhile, out in the real world, GM declares the SUV to be dead, killed by $4 a gallon gas. Too bad they didn’t play WWO, I guess; they might have seen this coming a year ago.

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I’m at the Games 4 Change conference in New York. It actually begins Tuesday, June 3, but today there was a preconference event, “Game Design 101,” an intensive program to give possible Serious Game funders and collaborators a head start on the behavior of game designers and the elements of game projects. I went because, well, I can always use a good review of the basics of my profession.

One of the interactive exercises was “designing a game in 1 hour.” In the picture above, our first-round facilitator, Mary Flanagan (director of tiltfactor lab), waves goodbye flanked by my teammates Anne and Tam. Our team eventually came up with a food politics game called “One Potato Two Potato,” a card game that explored the many complex factors behind where your food comes from. You play from the POV of a potato farmer.

Tomorrow I’m on a panel entitled “Alternate Reality Games for Change,” sitting with some pretty heavy hitters (Jordan Weisman, Frank Lantz) and moderated by Peggy Weil. Go WWO!

It was the world's first serious alternate reality game, a cooperative pre-imagining of a global oil crisis. Over 1900 players collaborated in May 2007 to chronicle the oil crisis with their own personal blog posts, videos, images and voicemails. The game ended after simulating the first 32 weeks of the oil shock, but its effects continue, as game designers analyze its unique gameplay and we all watch the continuing drama with global oil prices and supply.
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