The Ransom Model
A product of Greg Stolze's mad brain, the Ransom Model is a unique
new system of distributing PDF products while bypassing the traditional
publishing industry and avoiding the problem of PDF piracy.
When Meatbot Massacre and the ransom model were first announced,
a ransom of $600 had been set with
a deadline of September 2005. When
Paypal (or check or cash) donations total $600, the PDF file for
Meatbot Massacre would be made available for free download.
After that, people can post it wherever they like, print however
many they want and share it with anyone.
Under the Ransom Model, you can contribute any amount you want
however much you can afford, whatever you want to gamble,
whatever. Put in the price of a mocha latte, or the amount of change
in your couch, or half what you paid to see Attack of the Clones,
or a dollar amount reflecting the enjoyment you've gotten from Greg
Stolze's other games.
It is, of course, possible that people will donate
but not
enough to underwrite the game. In the unlikely event that we don't
gather the complete ransom by deadline, all funds gathered to that
point will be given to Hesed
House, a homeless shelter in Aurora, Illinois. In that event,
Meatbot Massacre would remain unreleased.
It's equally possible that people will exceed
the $600.00 in fact, that's a best case scenario. If that
happens, all excess funds will be divided equally between the author,
the illustrators, and the graphic designer.
Thankfully, despite some initial public skepticism, the ransom
model was a stunning success. With a strong $100+ debut, to the
end with a donation of over $130, the ransom was paid in full five
months before deadline. Some data has been compiled along the way,
which you can see to the right.
Why do it this way?
It has several advantages. First off, it makes piracy a non-issue:
As soon as the property is available to anyone, it's free for everyone.
Secondly, it keeps the prices reasonable for the buyer, by definition.
From where I sit, there is no conceivable way anyone can feel ripped
off with this setup, since no one is being asked to front more than
they're comfortable spending.
In theory, it's good for the creators as well. By cutting out the
distribution tier, we keep prices low and (frankly) avoid the possibility
that our publisher goes bankrupt before cutting our checks.
Is it a gamble? Sure, but people who don't like a little random
risk have no business playing games with dice. It's an experiment.
If it works, you can expect more, and longer Stolze designs released
in this fashion. If not, the creators are personally out a couple
weeks' work and a few hundred bucks. But
at least the homeless folks
get a boost, which is more good than comes out of the collapse of
a fledgling paper publisher.
Ransom Stats
Daniel here. I've been keeping track of some numbers during the
course of the ransom and have compiled a simple chart comparing
weekly visitors to weekly donations. I'm no statistician, so can't
really dive into these numbers and come out with any mind-blowing
conclusions. Hopefully anyone who uses the ransom model can find
this data useful somehow.
*The one odd thing that's obvious even to me
is the sudden spike of visitors on 1/23-1/29. The weeks after the
holidays were very slow, with only 50ish visitors every week. On
the week prior to the spike, I uploaded some new colored art by
Ryan Bourret and I'm convinced that had a lot to do with the spike.
Not only did we get more visitors, but we got our first donation
after a three-week drought. My advice to anyone else putting up
games for ransom: Update your preview materials on a regular basis,
especially if it's art. Art will sell your product as much as a
clever system or pretty prose.
**It should also be noted that on the week
of March 19th, we were alerted that the donation button on the front
page wasn't leading to a Paypal donation page, just Paypal. I've
no idea how long this was going on (I tested the button before adding
it to the site back in November). Fortunately, the donation button
on the "Buy" page was working correctly. That means for
an undetermined amount of time, all donations were submitted by
people who stuck around the site long enough to go to the buy page
and click the button there, perhaps after attempting to donate through
the malfunctioning button on the front page. There's no telling
how many donors we turned away during this time, thankfully, but
it didn't seem to hurt us that bad in the long run. The lesson here:
Regularly check the functionality of every part of your website.
My only other advice to future ransomers is to shamelessly self-promote
on blogs, message boards, chat rooms, and email. Don't forget to
loudly and obnoxiously mention your site at your local game store
as well. If you can corral your friends into joining this marketing
blitz, all the better.
Well, that's that. It's been a great ride with this new, exciting
distribution model. We always thought we could make the ransom by
deadline, but it's still great seeing it happen this early. Be sure
to check out future Stolze/Solis projects!
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