I think there is opportunity to produce uncomfortable games. I’m imagining the famous pandemic flash game could be spun to be more EA related.
There could be some inspiration from Cold War era nuclear war movies where the message is clear just but showing the danger and result.
Personally I think there could be room in incremental games (e.g. A dark room) or social deception (with LLMs) displaying how powerful AI’s current capabilities are even today.
Yes, it seems likely that an “interactive message” would have better value for the development cost. It might be worth trying in some cases. However, there’s two main problems with this approach:
The smaller scope and visual impact needed for virality means that the message needs to be greatly simplified. This can more easily lead to misinterpretations, which I’ve understood is highly undesirable for EA related messaging.
There’s still marketing effort involved and most attempts will fail, although it might be easier than with games.
The upside is that any good ideas are cheap to put out there and simply try out. The downside is that the message seems to need particularly careful consideration.
In my experience, most of the virality potential comes from timing and novelty of presentation, and is not so reliant on the message itself. It seems worth a try if any particularly good ideas come up.
As for small games like One Chance—I’m even more pessimistic about their cost-effectiveness. There’s literally hundreds of such games posted on sites like itch.io every day, many of which try their best to deliver a particular message or capture some part of the author’s experience.
Since only about 1/1000 of the games stand out, one shouldn’t rely on luck. Thus marketing effort is needed, but trying to build a following around a tiny game seems like a disproportionately difficult ask. I’m not saying that tiny games are worse as games (I particularly enjoy them), but rather their market is much more competitive (= expensive) to promote in.
Steam games on the other hand enjoy a multitude of benefits—there’s less competition, Steam provides discoverability, it’s easier to build a presence around the game, reviewers are easier to reach and get interested. Yet, even that market seems too expensive for promotion to be worth it.
As far as marketing is concerned, in my opinion it would make more sense to promote existing comprehensive material (like 80,000 Hours, EA introductions, etc). They are already interesting and have potential for virality as it is.
Have you considered games of smaller scope which have more virality chance?
Not quite a game but an example ish: https://www.humanornot.ai/
One Chance https://www.newgrounds.com/portal/view/555181
I think there is opportunity to produce uncomfortable games. I’m imagining the famous pandemic flash game could be spun to be more EA related.
There could be some inspiration from Cold War era nuclear war movies where the message is clear just but showing the danger and result.
Personally I think there could be room in incremental games (e.g. A dark room) or social deception (with LLMs) displaying how powerful AI’s current capabilities are even today.
Yes, it seems likely that an “interactive message” would have better value for the development cost. It might be worth trying in some cases. However, there’s two main problems with this approach:
The smaller scope and visual impact needed for virality means that the message needs to be greatly simplified. This can more easily lead to misinterpretations, which I’ve understood is highly undesirable for EA related messaging.
There’s still marketing effort involved and most attempts will fail, although it might be easier than with games.
The upside is that any good ideas are cheap to put out there and simply try out. The downside is that the message seems to need particularly careful consideration.
In my experience, most of the virality potential comes from timing and novelty of presentation, and is not so reliant on the message itself. It seems worth a try if any particularly good ideas come up.
As for small games like One Chance—I’m even more pessimistic about their cost-effectiveness. There’s literally hundreds of such games posted on sites like itch.io every day, many of which try their best to deliver a particular message or capture some part of the author’s experience.
Since only about 1/1000 of the games stand out, one shouldn’t rely on luck. Thus marketing effort is needed, but trying to build a following around a tiny game seems like a disproportionately difficult ask. I’m not saying that tiny games are worse as games (I particularly enjoy them), but rather their market is much more competitive (= expensive) to promote in.
Steam games on the other hand enjoy a multitude of benefits—there’s less competition, Steam provides discoverability, it’s easier to build a presence around the game, reviewers are easier to reach and get interested. Yet, even that market seems too expensive for promotion to be worth it.
As far as marketing is concerned, in my opinion it would make more sense to promote existing comprehensive material (like 80,000 Hours, EA introductions, etc). They are already interesting and have potential for virality as it is.