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The Art of Game Design: A Book of Lenses · 2 of 14
The Art of Game Design: A Book of Lenses
ARG Design MEDIUM

Clients, Pitching, and Profit

clients pitching monetization barriers-to-entry business

Key Principle

Client relationships, pitches, and profit models are all design problems -- they respond to the same psychological tools the designer already uses for players. Three interlocking ideas anchor this:

The Three Layers of Desire. Everyone operates on three layers: words (what they say), mind (what they secretly think), and heart (what they truly want deep down). A client who says "make an algebra game" may secretly want to ship her own space geometry concept, and in her heart wants to be seen as creative rather than just a funder. Addressing all three layers produces loyalty and advocacy (Ch.30).

The Pitch as Designed Experience. A pitch should be designed with the same tools as the game -- interest curves, hooks, surprises, aesthetic design. "If you don't believe in your game enough to get up in front of people and sing its praises, then why should anyone else believe in it?" (Ch.31).

Barriers to Entry Determine Profitability. Markets with high barriers see roughly 90% of games profitable; markets with low barriers see roughly 90% losing money. Profitability is almost entirely a function of competitive density, not game quality (Ch.32).

Monetization Is Psychology. Identical economic transactions feel radically different depending on framing. Dungeons & Dragons Online sold adventures ($5 yields a magic weapon through play) instead of selling weapons directly -- same cost, same outcome, opposite emotional response (Ch.32).

Why This Matters

Designers who treat clients, pitches, and revenue as someone else's problem lose creative control. "The one with the gold makes the rules" (Ch.32). A designer who cannot frame features in financial terms cedes all decision-making power to people who understand money but not design. The solution is bilingualism -- speaking both design and business -- not resistance.

The same emotional intelligence that makes a game good makes a pitch persuasive and a monetization model palatable. Designers already possess these skills; this section argues they must apply them beyond the game itself or accept that others will make the critical decisions for them.

Good Examples

The Chrome Problem. A racing game client demanded "more chrome" on the cars. The real problem: the cars felt too slow. Asking "What problem are you trying to solve?" revealed the actual need. Solution: increase speed and lower the camera angle. Client was thrilled (Ch.30).

The Mummy Pitch. Schell pitched a mummy game in the Egyptian wing of the Metropolitan Museum of Art, within sight of actual mummies. The publisher funded the project -- the venue itself became part of the designed pitch experience (Ch.31).

Richard Garfield's Pivot. Garfield pitched RoboRally, was rejected, and pivoted to Magic: The Gathering on the spot -- one of the most successful games ever created. Flexibility in the room converts rejection into opportunity (Ch.31).

Counterpoints

Dismissing Bad Suggestions. When a client makes a bad suggestion, dismissing it alienates them while accepting it harms the game. Both extremes fail. The third path -- "What problem are you trying to solve?" -- resolves most conflicts without either capitulation or confrontation (Ch.30).

Building Suspense About What the Game Is. "Novice designers often want to keep people in suspense, unveiling what the game is halfway through the presentation. This is always a terrible idea." State platform, audience, and genre immediately so listeners can evaluate everything that follows (Ch.31).

Chasing Low-Barrier Markets. The iOS race-to-free (from $6.99 to $0) demonstrates how low barriers compress prices to zero. Teams pour years into games targeting markets where economic physics guarantee failure regardless of quality (Ch.32).

Key Quotes

"Most bad suggestions can be resolved by the magic words 'What problem are you trying to solve?'" — Jesse Schell, Chapter 30

"Form follows function." / "Form follows fun." / "Form follows funding." — Sullivan / Rosenthal / Ferren, Chapter 30

"If you don't care enough about these ideas to try them out, why should we?" — Disney Imagineering panel member, Chapter 31

"Making money is art and working is art and good business is the best art." — Andy Warhol, Chapter 32

Rules of Thumb

  • When a client gives a bad suggestion, ask "What problem are you trying to solve?" before reacting
  • Address all three layers of desire (words, mind, heart) -- surface compliance breeds hidden friction
  • State what the game IS within the first minute of any pitch -- never build suspense about the frame
  • Show working prototypes; concepts without commitment signal that you don't believe in the idea
  • Evaluate markets by barrier height, not by market size or trend validation
  • Frame monetization as an experience the player has, not a transaction imposed on them
  • 0.15% of F2P players generate 50% of revenue -- understand who is actually paying and why
  • Get clients to feel creative ownership; they become your game's defenders

Related References