Let's go back to 2003, this is what the user went through to play Masq.

1. - The user sees a text ad as a listing when he performs a search in one of the main search engines or portals.

2. - He clicks and gets to AlterAction's site where he can try the first two episodes of Masq online from his browser.

3. - At any point while playing, most likely when he finish episode two, he is given the opportunity to download all 5 episodes (and save his choices so he can continue playing from the downloaded version where he left off  from the browser-based episodes).

4. - Once he downloads, he's required to register to play the third episode for free. He has to provide his correct email address so he can receive an activation e-mail.

5. - Once the user activates, he can play the third episode for free.

6. - Then, in order to continue playing episodes 4 and 5, he's asked to purchase 6 lives for $3.95 so he can reach an episode 5 ending 6 times, or $5.95 for 15 times (lives)


At different points in time we tried different price points, and also offered Masq for free, in exchange of users receiving advertisement between episodes.
User experience from seeing the ads to purchase
Back to user's experience
Design model
Summary
Technology & Prototypes
Prototype-Product Masq
Market test results
Industry & users' opinions
Objections and Myths:
Why did others fail?
"Interactive story" an oxymoron?
Will women play it?
A new genre may be expensive
Can this model make money in a hit-driven business?
Contact us
Team / rare mix of skills
Intention & History of the project
MASQ
Presents
Cost-Platform Design Model
Title Design
Why aren't we mainstream?
Branching is expensive
Non-gamers won't play
Model as platform and scalability
User's experience
Summary
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