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June 02, 2005
The "ransom" model of publishing











Last year, board-game designers Greg Stolze and Daniel Solis decided to create a title called Meatbot Massacre -- a tongue-in-cheek, dice-rolling bit of tactical play. Since the board-game industry has notoriously tiny profit margins, they realized that they could make a lot more money -- and produce a much less expensive game -- by distributing it online as a downloadable PDF instead of trying to go the traditional route, publishing it in a box to sell at stores.

The problem was piracy. If you publish your game as a PDF, it's really easy for people to simply pass it around without paying you a dime. What to do?

Re-engineer the entire concept of publication, that's what! Last December, Stolze and Holis invented what they call "the ransom model". It works like this: They described the basic gist of the game on their web site, and set a ransom of $600 for it. If they received $600 in donations by September 2005, they would finish creating the game -- and then release it on their site, for anyone to download for free. (If they didn't get the full $600 in time, they would donate whatever money they'd received to a homeless shelter.) As they explained, the ransom model is a win-win for lots of reasons:

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.

And it worked. In only four months, Stoltze and Solid got the full $600 they asked for, and now anyone can freely download the game from their site.

It's a fascinating concept, and reminds me of how publishing used to work back in the 19th and early 20th century. Many small presses used a subscription model: They'd announce a new book and ask for pre-paid orders. That way, they knew precisely how big (or small) their print run would be; presumably, they could also simply cancel the whole affair if they didn't get enough interest.

It's interesting to speculate on whether other forms of piracy-prone entertainment -- such as music or small, indie video-games -- could also use the ransom model. Obviously, it would only work if the artist already had a decent following, because you need people who are sufficiently devoted to you to put money up front. One example might be my friend Chris Allbritton, who spent a year blogging at Back To Iraq.com, and then announced that he wanted to finance an independent reporting trip the country: His fan base donated him $13,000 for the trip.

Stolze and Solis posted a timeline of how their donations came in, and noted that their biggest surge occurred right after they posted some samples of the colored artwork from the game in progress. Their advice to anyone using the ransom model is to "update your preview materials on a regular basis", since it helps show people just how cool the final work will be. One could imagine that technique working neatly with an album: The artist could post some snippets, rough cuts, or individual tracks as they work towards the final song.

Regardless of whether the ransom concept would work for other media, the really cool thing here is that when these guys were faced with the prospect of piracy, they didn't respond by suing their fans or imposing unworkable digital-rights solutions. They simply set about creating a new business model. That's worth remembering the next time that music, movie and TV executives tell us that downloading is going to kill them. If their business models are failing, why aren't they innovating new ones too?


(Thanks to Erik at Roll the Bones for this one!)

Posted by Clive Thompson at June 02, 2005 12:03 AM

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Listed below are links to weblogs that reference The "ransom" model of publishing:

» The Ransom Model from DRT
The game is here, you freeloaders. [Read More]

Tracked on June 10, 2005 3:02 AM

» Erfolge des Lösegeld-Modells from Persistent Illusions
Ihr erinnert Euch vielleicht, daß ich Euch vor einiger Zeit von Greg Stolzes neuer Vertriebsart erzählt habe: Dem Lösegeldmodell. Wie man auf der Meatbot-News-Seite nachlesen kann, war das Experiment erfolgreich. Und mit einiger Verzögerung schlägt es ... [Read More]

Tracked on June 10, 2005 8:09 AM

Comments

That's really cool, and such a board game designer solution to the problem.

Posted by: tomp [TypeKey Profile Page] at June 2, 2005 4:47 AM

FYI: http://www.fundable.org/

Regards,
Sandro

Posted by: Sandro Pons [TypeKey Profile Page] at June 2, 2005 7:39 AM

Tomp, yes, it's totally the way a game designer would think, eh? Almost a game-like paradigm for publishing: Roll the dice, see if you get enough to proceed.

Sandro, thanks for that link -- Fundable is fascinating! It's currently got a singer/songwriter who's raising $100 for a performance.

Posted by: Clive [TypeKey Profile Page] at June 2, 2005 9:11 AM

The "ransom" structure is what economists call a threshhold public goods game.

The PDF is a clear example of a public good-- something that can be used again and again without being used up (nondiminishable) and that, once it is out there, can't be restricted to people who pay for it (nonexcludable).

Ideally, if the value to those who would benefit from a public good exceeds the cost of furnishing it, it should be provided, but, as the game creators realized, funding public goods is very tricky. People are very tempted to "free ride," that is, use the good without contributing to it. One means of getting public goods is to have to government tax us and then provide them, because they can (largely) eliminate free riding. Funding by contribution is another method, familiar to us from public radio and TV. The providers of a public good will usually set a goal (equal to the cost of provision) and if they don't get to the goal, then

(a) a lesser amount of the good can be provided. For example, in public radio, if your station doesn't collect as much as they want then presumably they will limit their time on air, not purchase premium programming for broadcast, etc.

or

(b) the good will not be provided at all. Sometimes the donations will be refunded. This is a threshhold public good.

There is a lot of interesting work surrounding public goods games regarding the personal characteristics or the conditions that cause people to give or not to give.

Posted by: Arrowyn [TypeKey Profile Page] at June 2, 2005 11:38 AM

This model is also know as the Street Performer Protocol: http://www.firstmonday.org/issues/issue4_6/kelsey/ and Steven King used a modified version of it in his failed digital publishing venture. If I remember correctly King required that a certain percentage of people reading the public parts of the work contribute towards unlocking the later. The issue wasn't about not getting enough money, it was the distribution of the money that he took issue with.

Posted by: Abe [TypeKey Profile Page] at June 2, 2005 12:15 PM

Excellent points -- I'd figured this sort of stuff would have been touched upon in public-goods theory, but those are great references all around. Arrowyn, yes, I'd thought about public broadcasting as a model for this, and it's definitely a close cousin.

Abe, the example of King's book -- The Plant -- is really interesting. I actually paid him a fee and downloaded the first three or four chapters to read on my Palm Pilot, and I totally loved them. I was crushed when he didn't get enough buyers to continue it on! I still wanna know HOW IT ALL ENDS.

Posted by: Clive [TypeKey Profile Page] at June 2, 2005 12:28 PM

There is free distribution and free distribution.


I love the game for its ironic take on the whole online-gaming Gladiator culture, its grotesqe take on biotechnology, and its general grotesque.

But I posted this (and other obscure game stuff) in the hopes that some computer gaming publisher will turn around and make the creators lucrative offers.

Posted by: Erik Weissengruber [TypeKey Profile Page] at June 2, 2005 12:52 PM

Lawrence Watt-Evans is doing something similar:

http://www.ethshar.com/thesprigganexperiment0.html

Posted by: clew [TypeKey Profile Page] at June 2, 2005 11:23 PM

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