[14:04] 	<imbri>	so, it's 4:00, i s'pose we should start, but I don't know where to begin
[14:04] 	<rose>	my clock is always wrong
[14:04] 	<mysteryjones>	by my clock - got some questions prepared - any ideas how to begin
[14:04] 	<SunnyOne>	Hey DIANDRA
[14:04] 	<ScrappyDoo>	is there a question out to start with?
[14:04] 	<imbri>	well, let's start with one of your questions :)
[14:04] 	<ScrappyDoo>	from the forums mebbe
[14:04] 	<mysteryjones>	Alright, here goes: "
[14:04] 	<mysteryjones>	I'm trying to test the definition of an ARG a little.  Do you usually 
[14:04] 	<mysteryjones>	have an innocuous main storyline (eg. NRU university) with a hidden back 
[14:04] 	<mysteryjones>	story?
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[14:05] 	<imbri>	well, every time we've planned one, we've had a main theme or story to tell
[14:05] 	<imbri>	and then we develop a couple possible side plots
[14:06] 	<mysteryjones>	But is there always a 'cover story'?
[14:06] 	<imbri>	and then see which ones the players latch onto
[14:07] 	<mysteryjones>	interesting.  So you actually don't plan the story arc - you've got multiple options?
[14:07] 	<ScrappyDoo>	"cover story" may be pushing it.  Multiple interlocking story lines, yes. 
[14:07] 	<imbri>	no, we plan a main story arc
[14:07] 	<imbri>	and we have definite points that we have to hit (a has to happen and then b has to happen)
[14:07] 	<imbri>	and that develops and sets the tone for the main story
[14:07] 	<mysteryjones>	You'll have to pardon my wording - My appreciation should mask my vocabulary.
[14:08] 	<imbri>	and for the "main storyline" (or 2 of them, we've used 2 or 3 'main story lines')
[14:08] 	<imbri>	the general path is known and worked out
[14:09] 	<imbri>	but we make them as inviting as possible for subplots
[14:09] 	<mysteryjones>	If the players latch on to a particular 'side story' - does that drive the main story?
[14:09] 	<mysteryjones>	I think I'll be quiet for a minute.
[14:09] 	<imbri>	it hasn't changed the main story, but it has changed aspects of what's happened
[14:09] 	<imbri>	for lockjaw, our two main stories intersected with a character (Bruce/Vad)
[14:10] 	*	SunnyOne was created for comic relief
[14:10] 	<imbri>	he was supposed to recieve more influence from another character that the players hated
[14:10] 	<imbri>	so we shifted that influence
[14:10] 	<imbri>	but he still recieved that influen
[14:10] 	<imbri>	ce
[14:11] 	<imbri>	just the way that he got it was changed
[14:11] 	<imbri>	does that make sense?
[14:11] 	<rose>	yes
[14:11] 	<mysteryjones>	Yeah.
[14:12] 	<rose>	so the players reactions to the characters influence what happens?
[14:12] 	<imbri>	yes, but it doesn't change the main story line
[14:13] 	<imbri>	for MU, i started working out the story in a software program, but didn't finish with it for various reason
[14:14] 	<imbri>	for my next project, if i ever do another one, i'll utilize it more because it really helps to keep key points straight
[14:14] 	<danman_d>	imbri: what kind of software?
[14:14] 	<imbri>	serves as a reminder of what you need your characters to achieve
[14:14] 	<danman_d>	specific story software, or excel or something?
[14:14] 	<imbri>	a storyline builder, there are a coupld different ones out there
[14:14] 	<danman_d>	gotcha, thanks
[14:15] 	<imbri>	and andy has also built a program just for ARG development that we're beginning to mess with
[14:15] 	<imbri>	that also does that
[14:15] 	<SunnyOne>	ohhh kewl
[14:16] 	<imbri>	but the narrative is important and in order for the story to be complete and make sense (which is hard when it's nonlinear and we're all so used to linear storytelling)
[14:16] 	<imbri>	so you should really work out the key events and stick to them
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[14:17] 	<imbri>	otherwise, in our experience, you tend to tell incomplete stories or lose track of characters
[14:17] 	<SunnyOne>	hey cabal
[14:17] 	<danman_d>	hey dave
[14:17] 	<imbri>	we lost a few in LJ that way, we didn't have it mapped out and once we were live we lost it
[14:17] 	<imbri>	hey cabal!
[14:17] 	<cabal>	hi everyone
[14:18] 	<jamesi>	hey dave
[14:18] 	<dmax>	i'm always impressed by the amount of depth of knowledge in things like mythology, which seems to be a recurrent theme - and i wonder if that's an innate interest of the person(s) making the game, or is it "pick a topic and research it to the finest detail and apply that to the game"? As Martin Mull once asked: which is first, words, or lyrics?
[14:19] 	<imbri>	and after LJ I was going over things that Sean Stewart said in order to avoid that in the future and the "key points" thing really lept out at me
[14:19] 	<imbri>	dmax, i think it's both.  i also think mythology is pretty 'easy' to adapt to and work with
[14:20] 	<imbri>	but i know that I've always been interested in greek & roman mythology
[14:20] 	<imbri>	clay is an endless well of little bits of things
[14:20] 	<imbri>	but we've all researched possible symbols to use and then researched them and researched them some more
[14:21] 	<cabal>	i would agree with imbri - i always use topics I am familiar but if I need to include other topics I do research them intensely
[14:21] 	<colin>	How long does development take, from the time you decide to go with an idea to running the game?
[14:22] 	<imbri>	well, LJ dev was 9 months from the time we came together until we went live
[14:22] 	<imbri>	for MU, we started in mid August and were live Oct 1
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[14:23] 	<mysteryjones>	Hey aiesha
[14:23] 	<aiesha>	hi everyone
[14:23] 	<imbri>	i know the beast started dev in late december/early Jan and were live in march
[14:23] 	<imbri>	if you are really dedicated, you can pull it off in a couple months.  but it takes a TON of dedication
[14:24] 	<imbri>	you have a lot to do... work out the story, develop characters, figure out domain names, secure hosting
[14:24] 	<imbri>	come up with puzzles, figure out your budget and where you want the money to go
[14:24] 	<imbri>	build the sites
[14:25] 	<mysteryjones>	What's an estimate for budgeting?
[14:25] 	<imbri>	that depends on a lot of factors... hosting costs (going with free servers, shared or dedicated hosting)
[14:26] 	<imbri>	but you can get domain names for $15
[14:26] 	<imbri>	so if you figure you need 10 sites, that's $150
[14:26] 	<mysteryjones>	I suppose it fluctuates - volunteer efforts or not, etc. - but have there been any costs that you didn't foresee?
[14:27] 	<imbri>	going over bandwidth was a big concern, both times around
[14:27] 	<cabal>	Mystery another fact is also whether or not you will use real phone numbers, how many, 800 #s
[14:27] 	<imbri>	but other than that, not really
[14:27] 	<danman_d>	1and1 does domains for like 7 bucks
[14:28] 	<ScrappyDoo>	timeline oopses that prolong the game leading to longer hosting needs and more charges - that's not fun
[14:28] 	<danman_d>	and k7.net gives out free voicemail boxes in the 206 area ccode
[14:28] 	<imbri>	you can get domains as low as $4.95 some places (i think that's the cheapest i've seen)
[14:28] 	<imbri>	you can also get them for free if you sign up for shared hosting accounts
[14:28] 	<the42guy>	yah, I've found some pretty cheap hosting sites
[14:29] 	<danman_d>	ja
[14:29] 	<imbri>	so if you're going to go with shared hosting, you can figure out the best plans and often throw a domain on them to save you a few dollars
[14:29] 	<mysteryjones>	A bit off-topic, but obviously ARGs take advantage of the great effect paranoia can have for dramatic tension.  Has anyone tried a story that didn't seem to be threatening someone?  Did this work out? (I'm imagining the romantic-comedies of ARGs right now)
[14:30] 	<imbri>	i don't know of one that's gone live, i know of one in development that isn't using paranoia
[14:30] 	<aiesha>	mystery - might make it more difficult to justify the puzzle element with such a plot?
[14:30] 	<imbri>	but paranoia provides a great reason for people to hide or conceal information
[14:31] 	<imbri>	which provides for puzzles :)
[14:31] 	<imbri>	oh, what about the greatamericanstory
[14:31] 	<imbri>	or novel?
[14:31] 	<imbri>	i forget what the domain is, i didn't subscribe to it, so i'm not sure of the storyline
[14:32] 	<colin>	Puzzles: How do work them all in? How do you find spots to put them? and if I can make this question longer, what do you do if people can't solve them, do you have extra clues ready?
[14:32] 	<imbri>	http://www.greatamericannovel.com/
[14:32] 	<imbri>	brutal assault, mis-sent email
[14:34] 	<imbri>	well, puzzles have always been a sort of after thought.  we've always had a puzzle dump and work on puzzle ideas, but we try to keep them general and know what sort of information that they could contain
[14:35] 	<imbri>	then when we know we have a possibile use for a puzzle, we create it (some have been created 2 minutes before they've gone live...not recommended!)
[14:35] 	<imbri>	but we always try to work reasons for puzzles into the story
[14:35] 	<imbri>	a paranoid character is a great way
[14:36] 	<imbri>	but it's easy and, perhaps, why it's so used
[14:36] 	<cabal>	Puzzles are an interesting dilemma - too many and they seem artificial or forced and too few and players complain they need more; they are also hard to judge in terms of how fast they will be solved
[14:37] 	<cabal>	sometimes a puzzle you think will stump people is solved in minutes and other times one you think is easy one will drag on for days
[14:37] 	<mysteryjones>	What about the paranoia that sometimes translates to the player?  I'm thinking recently of having CDs mailed to your home addresses.  Is that an inherent quality of ARGs (not that I disagree)?
[14:37] 	<imbri>	that is so true!
[14:37] 	<cabal>	its always good to have alternative hints and avenues lined up
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[14:38] 	<imbri>	i don't think that's an inherent quality.  i don't think that we've ever done anything to specifically create it
[14:38] 	<imbri>	though, they've created it on their own a bit
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[14:39] 	<imbri>	which, brings up something that I think is important and is sometimes hard to remember when you're live... let the players work through the story, don't spell it all out
[14:40] 	<imbri>	i read a good article on the 10 mistakes that writers often make and that was on there, so it's not something just with ARGs
[14:40] 	<mysteryjones>	Do you recruit other writers to play specific characters or does the PM voice them all?  Is it pre-scripted for them (within narrative limits) or is it more improvisational style (define character motives and let the characters drive the story)?
[14:40] 	<imbri>	as PMs we're always looking for the players to spec
[14:41] 	<imbri>	it's been done different ways.  we've never recruited other writers and we've always matched PMs with characters
[14:42] 	<imbri>	but CTW was very successful with recruiting players to do voicing BTS
[14:42] 	<cabal>	its been a mixture for me mystery - my first two games I did all the characters myself, in CTW I recruited people to play certain roles but allowed them to script responses based on guidelines and plot I provided
[14:42] 	<SunnyOne>	i enjoyed that game very much
[14:42] 	<cabal>	my thought in doing this was to allow the these people playing single characters to still enjoy as much of the game as possible
[14:44] 	*	mysteryjones has more questions, but will back off for a while...
[14:44] 	<rose>	but interacting with the characters is always in the control of the PMs
[14:44] 	<SunnyOne>	good questions mj
[14:44] 	<imbri>	very good
[14:44] 	<rose>	whether to answer an email or not,etc
[14:45] 	<colin>	How many people 'finish' an ARG, I know Mu logged 120,000 IPs, but how many players do you think were still around at the end? 10% 50% 90%??
[14:46] 	<imbri>	oh, we were still gettin a ton of players at the end, i don't have the figures
[14:46] 	<colin>	do you know for any other ARGs?
[14:46] 	<rose>	so Acheron is the first ARG i
[14:46] 	<imbri>	with lockjaw, we lost about 1/4-1/3, but we also gained
[14:46] 	<rose>	sorry
[14:47] 	<imbri>	there are different types of players
[14:47] 	<imbri>	there are those that lurk and those that are vocal
[14:47] 	<mysteryjones>	I'm very impressed with the gender balance among the dedicated Unfiction crew - do you find this to be representative of the larger ARG community?  Or is it skewed towards a gender?
[14:47] 	<imbri>	those that check in once a week, those that check 10 times a day
[14:48] 	<imbri>	i think that it's representative
[14:48] 	<imbri>	and I don't have any figures, but if we'd call "onlinecaroline" an arg, I'd say that she had an audience that was almost all female
[14:49] 	<rose>	I have heard of other games that collapsed or failed (i think pale figure was alluding to this in the post) why does this happen?
[14:50] 	<imbri>	oh, a number of them have failed or are progressing so slowly that I don't hold out much hope
[14:50] 	<imbri>	i was working on a commercial project that failed because the funding was dropped
[14:50] 	<colin>	talk more commercial
[14:51] 	<colin>	...not that i'm looking at a comercial project or anything
[14:51] 	<cabal>	i have been working ona  couple of potential commercial projects that have also folded for financial reasons
[14:51] 	*	colin covers tracks
[14:51] 	<imbri>	in PF's case, it was about inactivity on the boards, people didn't know how they fit in and just stopped offering their thoughts on things that needed to be decided
[14:51] 	<imbri>	posting dropped dramatically and then slowed to nothing
[14:51] 	<imbri>	and when someone would post and noone would reply, they'd be discouraged from posting more in the future
[14:52] 	<imbri>	well, the project that I was working on was actually a "traditional" game, to be marketed on cd
[14:52] 	<aiesha>	imbri - has there been a 'leader' in the team args you've developed or was a cooperative possible?
[14:53] 	<imbri>	but it had a large online aspect, a sort of ongoing ARG that would both have it's own story and provided clues and help to the game on cd
[14:53] 	<imbri>	it was incredible and we still have some hope that our work was not all in for naught
[14:54] 	<imbri>	we've been as cooperative as possible, but those that are most active wind up in 'leadership' positions just because they know the project inside and out and what's happening when and how
[14:55] 	<rose>	what do you do when player interest starts to lag?  is that something you can anticipate?
[14:56] 	<imbri>	you try to figure out why it was lagging (story? pacing? puzzles?) and attempt to repair the problem and recover any damage and losses by working with what they like
[14:56] 	<imbri>	if that's shifting the story focus for a few updates or changing the puzzles around
[14:57] 	<cabal>	yes i find it really important to monitor the forums and players emails etc to see what they like, dislike, want more of etc
[14:57] 	<cabal>	i dont believe in using the boards in-game, but they are crucial for getting player feedback
[14:57] 	<imbri>	i'm of the same thought
[14:58] 	<Diandra>	what about monitoring player chat rooms?
[14:58] 	<colin>	you both say getting feedback during the game is important, have you ever been in a position where you couldn't get feedback?
[14:58] 	<cabal>	you have to be prepared to read negative or critical ideas though
[14:58] 	<cabal>	and use them constructively and not take it personally
[14:58] 	<imbri>	well, i've been the "pm spy" twice now, and so I'm a bit biased in that i'm for it
[14:59] 	<rose>	so it is valuable to post spec?
[14:59] 	<imbri>	i find that you get a different feel in the chat than you do on the board
[14:59] 	<imbri>	oh, spec posts are very important
[15:00] 	<rose>	i didn't realize that, I mostly spec in chat
[15:00] 	<mysteryjones>	What's worked best for you for putting clues/story into real life?  I'm thinking specifically here of putting messages in geographic locations.
[15:00] 	<danman_d>	as a player, i will say that the one thing players really like are updates. so, imho, keeping things updated is first priority, and listening to opinion about actual plotline is second.
[15:01] 	<imbri>	well, yes, the game play comes first
[15:01] 	<imbri>	but you can use what you know from the boards in enhancing the game play
[15:02] 	<imbri>	but updates are essential, not something that you can avoid for long with much success
[15:02] 	<imbri>	pacing is also very important
[15:02] 	<rose>	the thing that has surprised me the most is the emotional reaction/attachment I have to the characters.  HOw do you work with the emotional responses in the story?
[15:02] 	<imbri>	and that goes along with the updates
[15:02] 	<imbri>	and you can get a good feel for you pacing by monitoring the boards
[15:03] 	<imbri>	we kill characters the players like :)
[15:03] 	*	SunnyOne sings I was in the right place but itwas at the wrong time
[15:03] 	<imbri>	we killed Moot and we 'killed' dina
[15:03] 	<imbri>	in Lockjaw, we knew that we had to have a couple of the hackers killed
[15:04] 	<imbri>	and we had no idea who, until the players LOVED moot
[15:04] 	<imbri>	that sealed his fate
[15:04] 	<imbri>	and we made it more heartwrenching by killing him with a hacker character that was his opposite
[15:04] 	<imbri>	so his last moments were not well spent
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[15:04] 	<colin>	that's so cruel :( , but works so well :)
[15:04] 	<rose>	you are wicked imbri heh
[15:05] 	<cabal>	I always try and anticipate the players reaction to characters but like Imbri said that is sometimes that is hard to do too
[15:05] 	<cabal>	I actually rewrote parts of CTW based on player reaction
[15:05] 	<cabal>	to some extent that is
[15:06] 	<SunnyOne>	like not killing phyllis:)
[15:06] 	<cabal>	no :)
[15:06] 	<SunnyOne>	oh sorry
[15:06] 	<SunnyOne>	misunderstanding
[15:07] 	<colin>	How do you keep confidentiality? Have non-disclosure agreements, or just work with people you trust?
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[15:08] 	<imbri>	just work with people you trust, but we had 'issues' in Lockjaw where one of the guys on the PM team not only tried to recruit PMs off of our team for his game but once he quit he attempted to ruin the story for the players when the game went live
[15:08] 	<imbri>	fortunately we were able to stop that before it got really out of hand
[15:08] 	<mysteryjones>	How have you dealt with interference from out-of-game characters posing as in-game?
[15:08] 	<imbri>	you just never know
[15:09] 	<imbri>	pulled out our hair
[15:09] 	<mysteryjones>	heh
[15:10] 	<imbri>	it really depends on the situation
[15:10] 	<imbri>	in LJ we had a player create a character and we wound up writing him into the story
[15:11] 	<imbri>	in MU, we had a person create a site and make it seem in game and we didn't like that, so we proved that it wasn't in game by giving all true in game sites a distinct marker
[15:11] 	<imbri>	(they all linked to an image hosted on a specific and known in game domain)
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[15:13] 	<imbri>	heya bagsbee
[15:13] 	<colin>	have in real life clues had the same problem? people messing with them or taking them?
[15:13] 	<bagsbee>	hey there
[15:13] 	<bagsbee>	did i miss everything?
[15:13] 	<cabal>	btw this could become even more of an issue - there has been discussion on certain forums on the fringes of the arg world about "hijacking" someone else's arg in an attempt to change it completely or even ruin it
[15:14] 	<colin>	i was think it, but i didn't want to say it, it seems almost easy to do
[15:15] 	<imbri>	gotta love em :)  the somethingawful crowd was doing that with mu. jerks :/
[15:16] 	<colin>	I'm really interested in the crowd Mu attracted, because it was fan fiction from a big movie alot of new people came on board, it would be great to know more about the people that played.
[15:16] 	<mysteryjones>	How do you feel about tying your project to another larger one?  Did you get any response from the Wachowski bros.?
[15:17] 	<imbri>	we didn't get any response from them
[15:17] 	<colin>	Did a wide cross-section of people in Mu make it hard to manage?
[15:17] 	<imbri>	i don't know if I'd do it again
[15:18] 	<imbri>	in some respects, yes
[15:18] 	<imbri>	because there were so many different player venues and they were often at different places
[15:18] 	<imbri>	and to hint to someone ages behind on something that UF had found would have sent UF into a frenzy wondering why something changed
[15:18] 	<mysteryjones>	This is one of the biggest questions I've got
[15:18] 	<mysteryjones>	have you ever considered a possible ARG that would progress in stages according to the individual user? - I ask because there is the issue of late-joiners who see websites that are well underway with the story.
[15:19] 	<imbri>	i've thought about it
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[15:19] 	<mysteryjones>	I suppose it would ruin the collaboration?
[15:19] 	<imbri>	but my attempt to work with that is to not change the "integrity" of the sites
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[15:20] 	<imbri>	so that new users can come in and catch themselves up without having to use player resources to find out the updates
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[15:20] 	<imbri>	cabal!  come back :)
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[15:22] 	<imbri>	if a site completely changes or just goes away, it's harder for the new players to understand the history of the site
[15:23] 	<mysteryjones>	Exactly - I tried to get involved with CTW but found it a difficult path of dead ends at the beginning...
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[15:23] 	<cabal>	i missed part of this due to getting booted out but it also destroys any illusion that a game is really happening if different players are at different points experiencing different things
[15:24] 	<mysteryjones>	good point - do you think anyone participates in these games without consulting others on forums?
[15:24] 	<imbri>	yes
[15:24] 	<colin>	do they keep up?
[15:25] 	<imbri>	i know that DO attempted to go through the beast on his own
[15:25] 	<cabal>	yes definitely CTW had many many players who never ever posted on or checked the boards
[15:25] 	<imbri>	and he did a pretty decent job of it
[15:25] 	<colin>	how do you track the players so well?
[15:26] 	<imbri>	and we had a lot of people in MU that were finding things later on or, even right away, and weren't associated with any of the "big boards" so they didn't know what all was happening
[15:26] 	<mysteryjones>	Acheron is a good example of this - everthing reset over the holidays.  It'd be impossible to find the 'back story' now...
[15:26] 	<colin>	nod
[15:26] 	<imbri>	well, the site logs will tell you where people are coming in
[15:27] 	<imbri>	that's how we found a lot of boards
[15:27] 	<imbri>	google also works pretty well
[15:27] 	<imbri>	and you just add them to your bookmarks and skim through them on occasion to find out where they are
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[15:28] 	<imbri>	individual players are a different story, but you could track with cookies and such
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[15:28] 	<mysteryjones>	Do you find that it's possible, given the unpredictability of cookies?
[15:30] 	<Magesteff>	MJ, I had my original cookies for Acheron for at least 5 months
[15:30] 	<imbri>	i don't know, but if you were interested in monitoring them, you could find a way
[15:31] 	<colin>	how many hours a day does it take to run, once your live?
[15:31] 	<imbri>	too many :)
[15:31] 	<colin>	excluding monitoring chat
[15:32] 	<cabal>	i had an idea to have a character in the game act as a "chronicler" of the game, playing the part of an investigator or something - archive all the sites puzzles etc a day or two after they really happened so that everything from the beginning would be constantly available throughout the game, but it turned out to be an overwhelming amount of add'l work
[15:32] 	<cabal>	and i generally finds it takes about 26 hours a day once a game is live :)
[15:32] 	<imbri>	that seems about right :)
[15:33] 	<the42guy>	ok, so I've failed once at starting an ARG. How do you manage to make sure your game runs the full time? (keeping in mind - games that finish halfway through....)
[15:33] 	<aiesha>	most time comsuming thing?
[15:33] 	<imbri>	and it varies, update days are much more hectic (at least if you operate on a last minute schedule like we do)
[15:33] 	<Magesteff>	per individual BTS or each person?
[15:33] 	<Magesteff>	or collectively
[15:33] 	<imbri>	Well, you do it.  If you commit to something, you follow through with it.
[15:33] 	<imbri>	I was talking to krystyn about this the other day
[15:34] 	<imbri>	we think that we're wired in such a way that not doing it or not finishing it was never an option
[15:34] 	<the42guy>	yah?
[15:35] 	<imbri>	it takes over your life and you have to be prepared for that
[15:35] 	<imbri>	but we were each putting in 40-60 hour weeks during LJ
[15:35] 	<cabal>	honestly, once a game launches i literally spend almost every waking moment working on or thinking about the game and like imbri said, quitting for me was never really an option
[15:35] 	<colin>	why do you need to spend that much time on it when its live?
[15:35] 	<imbri>	we smartened up in ways during MU and that number dropped, but it's always there and always over your head
[15:36] 	<cabal>	one of my main time consumers in CTW was trying to personalize e-mail responses
[15:36] 	<cabal>	instead of relying on autoresponders etc
[15:36] 	<cabal>	i wanted it to feel like the charcaters were actually getting to know you
[15:36] 	<imbri>	well, there's writing the content, developing the puzzles, researching situations and possibilities
[15:36] 	<Magesteff>	Cabal it was really appreciated too
[15:36] 	<Magesteff>	at leat by me :)
[15:36] 	<imbri>	adding pages to the sites, working on the graphics, etc
[15:37] 	<SunnyOne>	and me
[15:37] 	<colin>	ok, so mainly that the content was still being created
[15:37] 	<imbri>	yes, we were still creating the content
[15:38] 	<cabal>	thanks,  mage and sunny :) don't forget time monitoring the boards, coming up with hints for unsolved puzzles and so on
[15:38] 	<Magesteff>	Do you think it is possible to creat the pages ahead of time, at least a majority of the content for the web sites, and tweaking them once the game goes live?
[15:38] 	<mysteryjones>	is it foolish to create the content beforehand?
[15:38] 	<imbri>	because no matter how much you want to be able to have it all done in development, you really can't if you want the experience to be fluid and responsive to the players
[15:38] 	<imbri>	we created some content beforehand
[15:39] 	<cabal>	for me thats always the goal but i never quite get there, the urge to launch overpowers the desire to wait until everything is done
[15:39] 	<imbri>	and a lot of the base stuff never changed
[15:39] 	<cabal>	and i also agree its important to be flexible and responsive to players and events
[15:39] 	<dmax>	cabal: for me thats always the goal but i never quite get there, the urge to launch overpowers the desire to wait until everything is done - Like the greywethers login?
[15:39] 	<imbri>	but when you suddenly realize that subplotX is hugely popular, you start redesigning things to enhance that
[15:39] 	<dmax>	:-)
[15:39] 	<colin>	do you set a launch date first, or start development at set a date down the track?
[15:40] 	<imbri>	we knew for mu that we were going to launch october 1st, i think we figured that out the day after we decided to go for it
[15:40] 	<imbri>	for LJ, we were going to launch in october, then it was november, then it was december, then it was feb 1
[15:41] 	<bagsbee>	I joined the chat late so trout freely if I ask anything that's been answered... I'd like to get involved in the creation of an ARG, but my schedule most likely wouldn't allow me to be a PM. How does one become a BTS person? For that matter, what are typical things that BTS people do?
[15:42] 	<--	ScrappyDoo has quit (Quit: rebooty)
[15:42] 	<mysteryjones>	Sorry - BTS?
[15:42] 	<imbri>	we've never utilized BTS people, so I can't answer.  Cabal?
[15:43] 	<bagsbee>	are BTS just PMs who realize they don't have the time?
[15:43] 	<cabal>	in CTW i let BTS people do a variety of things from creating items, to answering e-mails, to creating entire sites based on content/guidelines I provided
[15:43] 	<bagsbee>	who were these people? players? friends?
[15:43] 	<cabal>	part of my thinking was to allow people who couldnt commit tons of time to participate
[15:44] 	<rose>	mj: BTS= behind the scene(s) 
[15:44] 	<cabal>	people i recruited during CTW registration and people i knew from earlier args
[15:44] 	<cabal>	but i also wanted to have a team of BTS/PM people who didn't know each other and who could still play and enjoy the game as players
[15:45] 	<cabal>	each one controlled their character but didnt know the overall BTS picture or other characters BTS stuff
[15:45] 	<mysteryjones>	Did you find that worked well?
[15:45] 	<cabal>	in real life they wouldnt know this stuff either, so in some cases it allowed for more realistic responses
[15:46] 	<colin>	did *you* find it a lot of work?
[15:46] 	<cabal>	i thought it worked fairly well but it was a major commitment of time and effort from me as the central PM
[15:46] 	<cabal>	to keep everything coordinated yet isolated
[15:46] 	<cabal>	i probably wouldnt do it quite the same way again
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[15:47] 	<imbri>	steve!
[15:47] 	<bagsbee>	whoa
[15:47] 	<imbri>	he lives!
[15:47] 	*	vpisteve waves
[15:47] 	<cabal>	hi steve
[15:47] 	<vpisteve>	heya imbri. heya dave
[15:47] 	<mysteryjones>	Hey great - a fresh face to grill with questions!
[15:47] 	<vpisteve>	uh oh
[15:47] 	<colin>	as a PM do you create systems to handle what's happening, or your just so involved that you know what needs to be done and remember everything?
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[15:48] 	<colin>	have you ever forgotten anything and had to cover your tracks?
[15:48] 	<imbri>	we just tried to be as organized as possible
[15:49] 	<imbri>	i can't think of any major incident, a few things have had to be postponed to the next update
[15:49] 	<imbri>	or go up late
[15:49] 	<Diandra>	cabal, what would you change about using BTS people?
[15:49] 	<cabal>	actually sometimes the players create these great little guides which can save your ass when you forget certain details along the way; even though i script everything out its easy to get confused because you are dealing with so many different timelines and plots
[15:50] 	<vpisteve>	heh
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[15:50] 	<imbri>	oh, heck, i can't count how often i refered to steve & space's guide & trail during lockjaw
[15:50] 	<imbri>	and brienigma's site during mu was instrumental on several occasions
[15:51] 	<imbri>	esp when it came to voicing some of the 'urchins'
[15:51] 	<cabal>	as far as the BTS people, I think I would provide them with more detailed and long term guides and scripts, eliminatin g the need for constant contact
[15:51] 	<cabal>	but i would still allow people who cant devote tons of time to participate as they can
[15:52] 	<cabal>	there's so much talent out there in such diverse areas, why not let the video producers help as they can and the perl scripters etc?
[15:52] 	<colin>	ignore this *** ****
[15:52] 	<bagsbee>	along the lines of what someone said before about the PMs creating a "guide" for new players, why not just have one of the players do it? 
[15:53] 	<colin>	I've got to go, thank you all for your time. :)
[15:53] 	<cabal>	bye colin
[15:53] 	<imbri>	oh, we've tried that on a couple occasions
[15:53] 	<aiesha>	cu colin
[15:53] 	<mysteryjones>	Thanks for your help colin
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[15:53] 	<bagsbee>	for example, suppose imbri that you had asked BrianEnigma to help writing a guide for MU
[15:53] 	<imbri>	one of the difficulties in that is that what player knows everything as intimately the players
[15:53] 	<vpisteve>	in our case, that would've torn the curtain
[15:53] 	<bagsbee>	so he could be a BTS and not have to know anything esle about the story
[15:54] 	<imbri>	oh, you mean having the player write one for you... what steve said :)
[15:54] 	<vpisteve>	having a player write it is best, imo (speaking from both sides of the curtain)......
[15:54] 	<bagsbee>	well I figured since people are writing guides anyway, recruit one of them to help you guys
[15:55] 	<vpisteve>	depends on how strong of a curtain you want, meta-wise, i suppose
[15:55] 	<bagsbee>	just an idea
[15:55] 	<bagsbee>	yeah but the curtain would only be torn for that one person
[15:55] 	<vpisteve>	yeah, true
[15:55] 	<mysteryjones>	I had a question posted earlier about placing story elements in real life (geographically) - how do you feel about that?
[15:55] 	<imbri>	one of the difficulties in that is a) the curtain issue and b) what if the person you recruit looks at the game in day 1 and says "this sucks!"
[15:55] 	<bagsbee>	and to tell you the truth if I was writing a guide and the PMs asked for my help, I'd be thrilled :)
[15:55] 	<cabal>	if the game is interesting and involving enough, normally players are excited about creating trails and guides
[15:56] 	<vpisteve>	then there's the question of how players would react at endgame when they found out one of their fellow players was 'in on it' to a certain extent. 
[15:56] 	<Magesteff>	although some of us don't update as often as others
[15:56] 	<vpisteve>	they probably wouldn't care, but you never know. people can get funny about that kind of thing
[15:56] 	<bagsbee>	was there any of that after CTW, since you had BTS people who were also playing?
[15:56] 	<vpisteve>	:)
[15:57] 	<cabal>	i honestly dont believe thats a problem if a couple of things are considered - 
[15:57] 	<cabal>	first, if there's no prize or winner, it doesnt really matter if BTS people also play as long as they dont shill the game or solve their own puzzles etc
[15:58] 	<cabal>	in CTW, the BTS didnt know anything about the puzzles etc and so couldnt change anything or look like heroes by solving things
[15:58] 	<Diandra>	i hated being suspected of knowing the answer to a puzzle i solved for CTW. i had nothing to do with the puzzle creation. But everyone knew i was Tracie
[15:58] 	<Magesteff>	In fact one of them made the game a lot more fun when she took over one of the characters
[15:59] 	<cabal>	yes I agree
[15:59] 	<mysteryjones>	Since everyone knew you were Tracie - did you consider steps to change this story element?
[15:59] 	<imbri>	I just can't forget all the hell that the CM mods caught when it was discovered that they had been contacted by the PMs
[15:59] 	<vpisteve>	hey, i want to mention something personally. having bts players or not are just two different approaches/philosophies. I don't think one is necessarily better than the other, but they definitely present their own unique set of challenges and meta issues. :)
[16:00] 	<Diandra>	Tracie appeared on video...and people playing knew that it was me. there wasn't a way around it
[16:00] 	<bagsbee>	but were BTS-as-players in contact with other players during CTW, and if so, was there any weirdness after?
[16:00] 	<imbri>	so, i think that if there are BTS people, that should be known, i think
[16:01] 	<Magesteff>	Bagsbee, Sunny was a bts for CTW, I had no problem with it
[16:01] 	<cabal>	secondly, there will always be people who complain about the way any game is run - ive seen it in every game from Majestic to Metacortechs, you cant please everybody
[16:01] 	<Magesteff>	or with Sally who took over Phyllis
[16:01] 	<vpisteve>	cabal, exactly :)
[16:01] 	<imbri>	I dunno, I just always felt really bad for the way the CM mods were treated and have held that with me
[16:01] 	<SunnyOne>	sally and I became good friends
[16:01] 	<SunnyOne>	and maggiemae as well
[16:01] 	<SunnyOne>	after the game
[16:01] 	<vpisteve>	i was bts as well
[16:01] 	<vpisteve>	for ctw
[16:01] 	<Diandra>	having all the BTS people in CTW made it really fun when the credits were revealed...finding out who was playing who
[16:02] 	<vpisteve>	<----tries to play all the angles :P
[16:02] 	<SunnyOne>	it was kinda emotional
[16:02] 	<imbri>	oh, i have no issues with BTS and utilizing player characters
[16:02] 	*	mysteryjones is so pissed he wasn't part of CTW
[16:02] 	<imbri>	i just think that it would help at the endgame if that was known in advance (that it was a possibility)
[16:02] 	<SunnyOne>	you should be mj
[16:02] 	<SunnyOne>	lelele
[16:02] 	*	Magesteff pats MJ on the shoulder
[16:03] 	<vpisteve>	i think the way ctw handled bts folks was great
[16:03] 	<cabal>	a BTS person is just a PM who didnt put as much time into the game as others, im sure in LJ and metacortechs there were PMs who didnt do as much as others, the only difference is that in CTW these PMs didnt know the overall story of the game so they could still play and enjoy it; i dont see why that should bother anyone
[16:03] 	<imbri>	I don't think that it should
[16:03] 	*	bagsbee consoles mysterjones by saying that there will be something bigger and better coming along
[16:03] 	<SunnyOne>	I thot it was an excellent way to do it
[16:03] 	*	SunnyOne thinks that ctw will be a very tough act to follow
[16:04] 	<imbri>	I was thinking more along the lines of the Mods being contacted by the PM (behind a closed curtain and not "bts)
[16:04] 	<imbri>	it bothered a lot of people and hate mail was sent on and, i assume, off the list
[16:04] 	<imbri>	when it came out that they got a trip to seattle, it got really bad
[16:04] 	<vpisteve>	i think it's all about expectations, imbri
[16:05] 	<imbri>	they did a ton of work and didn't deserve to have their experience soured in that way
[16:05] 	<cabal>	there were never any BTS or PM people from CTW assigned to the chatrooms so we didnt really have that issue; i never once went in a ctw chatroom during ctw and never asked anyone to spy or monitor them for me
[16:05] 	<imbri>	exactly steve, that's why i said that if there are bts people, it should be known (just my opinion, not right or wrong, of course)
[16:05] 	*	mysteryjones consoles himself with the gorgeous sunset and -20 degree weather here in EST
[16:05] 	<cabal>	so any ctw mods were entirely outside the curtain
[16:05] 	<imbri>	but there were mods on unfiction
[16:06] 	<Magesteff>	I have a question that may have already been answered...
[16:06] 	<imbri>	i don't know how players would have reacted if it came out that Anthrax, Scappy, Gup, BriEnigma, etc were in communication with the PMs during the game (they weren't)
[16:07] 	<Magesteff>	One of the problems I have seen in both CTW and Acheron (those being my only experiences) we had a lot of people joining in the middle of the game (me included on CTW)
[16:07] 	<imbri>	but there was a ton of brouhaha on cd about how because I was an admin at UF, i was censoring stuff and was crossing a line (which i wasn't)
[16:07] 	<bagsbee>	imbri: for awhile, I assumed they were :)
[16:07] 	<cabal>	actually i think you are right that the perception that the MU mods were PMs did cause problems, i know several people complained to me they didnt feel comfortable talking in the chatrooms where PM were listening and hanging out
[16:08] 	<ScrappyDoo>	it wasn't pretty
[16:08] 	<vpisteve>	:(
[16:08] 	<ScrappyDoo>	it was probably one of the least enjoyable months for me
[16:08] 	<cabal>	many people assumed there was always a PM in the chat, whether it was true or not
[16:08] 	<ScrappyDoo>	but i was stressed out anyways :)  
[16:09] 	<Magesteff>	Is there any way to make sure these people  can still register after the registration site closes, or goes down due to server failure, without giving away a PM identity
[16:09] 	<imbri>	see, that's a funny line
[16:09] 	<ScrappyDoo>	that brings something up Mage:  registration
[16:09] 	<ScrappyDoo>	necessary or no?  its a big problem when deciding how to do this
[16:09] 	<imbri>	it's ok to play a game with people that are BTS (in the know to a degree)
[16:09] 	<imbri>	but not ok to play a game where the PMs are watching for activity
[16:10] 	<imbri>	but not interacting or talking
[16:10] 	<vpisteve>	yep agreed. different philosophies on this (registration)
[16:10] 	<cabal>	im not saying either is a problem per se, just that people react differently to different aspects obviously
[16:10] 	<Magesteff>	I know Cabal mentioned how many people pre-registered, and it was a lot more than he was initially expecting
[16:11] 	<imbri>	right, "problem" was too strong of a word
[16:11] 	<imbri>	but "issue" seemed stronger
[16:11] 	<imbri>	didn't know how to word it
[16:11] 	<cabal>	i think players should assume there every move and breath is being watched, analyzed, and talked about from the moment they start playing :)
[16:11] 	<bagsbee>	I remember someone trying to "out" the PMs on the UF forums and it being censored, so I just assumed that the UF mods were, at the very least, in collusion with the PMs
[16:11] 	<ScrappyDoo>	heh.  bags, that was the supersucky moment
[16:11] 	<SunnyOne>	I didnt see why they needed to know
[16:12] 	<Magesteff>	Bagsbee, I wouldn't call it collusion, I'd call it protecting those of us that do not want that info 
[16:12] 	<ScrappyDoo>	When the name of the PMs came out, it was hard to decide what should be left and what should be x'ed out
[16:12] 	*	SunnyOne enjoys suspending her belief
[16:12] 	<SunnyOne>	eerrr disbelief
[16:12] 	<ScrappyDoo>	but once one Mod x'ed something out, we all decided to go along with it
[16:12] 	<bagsbee>	oh no I agree compltely, I didn't want to know, suspsension of disbelief and all that
[16:13] 	<Magesteff>	To me if the game is enjoyable and everyone is having fun, why is knowing the PM's name before the end of the game important?
[16:13] 	<imbri>	I think, scrappy, that it was handled ok.  This is sort of board issue, but ozy's post made me think of this. Had "Karetao" or our names been posted in the meta section i think that would have been different than had it been posted in the general forums
[16:13] 	<ScrappyDoo>	right, agreed
[16:13] 	<imbri>	I dunno what I would have done had I been in your shoes
[16:13] 	*	bagsbee admits, however, that he did make a half-hearted effort to try to deduce who the PMs were ;)
[16:14] 	<imbri>	yeah, there are players that enjoy the PM hunt
[16:14] 	*	imbri points to steve
[16:14] 	<Diandra>	the problem is that once you cross something out, it becomes a bigger issue, with more attention drawn to it and why it was deleted.
[16:14] 	<vpisteve>	?
[16:14] 	<Magesteff>	Bagsbee, there is a diffference from trying to decide for yourself, and posting it up for everyone else I think
[16:14] 	<vpisteve>	why me??
[16:14] 	<imbri>	you're always hunting down PMs :)
[16:14] 	<bagsbee>	Dia: yes there was that too
[16:15] 	<vpisteve>	um, i don't recall
[16:15] 	<vpisteve>	that whole issue, we basically tried to stay hands off, from a PM standpoint
[16:15] 	<bagsbee>	steff: nod
[16:15] 	<vpisteve>	remembering unf was but one board.
[16:16] 	<cabal>	i agree steve, i think to maintain the separation of the boards from the game and preserve their integrity, the mods need to be separate from the PM team; if thats a known fact it would hopefully eliminate any of the misperception
[16:16] 	<Diandra>	so when i put Tracie out there, I didn't try to hide. I was impressed that not one player tried to talk to "Diandra" to get info about Tracie or the game.
[16:16] 	<mysteryjones>	Another off-topic moment, but still around ARGs: Do you ever fall prey to the 'bystander syndrome'?  Where people think someone else will do it, so they all stand around doing nothing?
[16:16] 	<ScrappyDoo>	YES!
[16:16] 	<vpisteve>	cabal, agreed. but interestingly, we never directed gameplay to unforums
[16:17] 	<Magesteff>	zBut we did kid Dia about it a lot in the chat room
[16:17] 	<Diandra>	hell, steff...i expected that  LOL
[16:17] 	<vpisteve>	party for that very reason. we just let things gravitate where they would on their own
[16:17] 	<mysteryjones>	I'm thinking specifically about a deadlock in story progression,
[16:17] 	<vpisteve>	oh, when the game is live, mysteryjones?
[16:18] 	<mysteryjones>	Yeah - I just wonder (grumpyboy excluded) if there's ever a feeling that 'someone else will solve it'.
[16:18] 	<imbri>	mj: that happens quite a bit in development
[16:18] 	<cabal>	yes i realize that steve; i was very impressed that you guys let other people (non-argers) first find and start playing up the game; that spoke volumes of the PM teams integrity to me
[16:18] 	<imbri>	and it does happen during game play, i know i'm guilty of waiting for someone else to solve a puzzle
[16:18] 	<vpisteve>	thanks, man :)
[16:19] 	<vpisteve>	oh, from a player perspective then
[16:19] 	<imbri>	aww thanks cabal :)
[16:19] 	<vpisteve>	although i think ARG-ers would've been nicer to our servers ;)
[16:20] 	<ScrappyDoo>	heh. weeners
[16:20] 	<vpisteve>	lol
[16:20] 	<rose>	i think most people try to solve the puzzles
[16:20] 	<vpisteve>	Oct 7th was my worst day. evar.
[16:20] 	<vpisteve>	moving on.... :)
[16:20] 	<imbri>	that was really hard to do.  because Steve would have been all over the metacortechs site in the news & rumors.  and trying to figure out when he'd post about (if at all) to ARGN
[16:20] 	<imbri>	ok, that's another issue in PMing
[16:20] 	<vpisteve>	well, i think there are always tons of lurkers, comparitively
[16:20] 	<imbri>	things are going to happen that you don't expect
[16:21] 	-->	MosServ (~aolisevil@6a63aef.307615a5.southshore.com) has joined #tba
[16:21] 	<imbri>	Mos!
[16:21] 	<MosServ>	What is this TBA stuff?
[16:21] 	<vpisteve>	being pulled along on other folks' solves. then there are those who want no spoilers and want to solve everything on their own
[16:21] 	<imbri>	and you really have to roll with it
[16:21] 	<imbri>	accept it and move on
[16:21] 	<imbri>	it's really hard at times
[16:21] 	<MosServ>	I'm confused.
[16:21] 	<vpisteve>	heya mos
[16:21] 	<rose>	heh I would be lost if I had to solve it myself!  but I do try
[16:22] 	<MosServ>	What is TBA?
[16:22] 	<vpisteve>	no clue. to be announced?
[16:22] 	<imbri>	mos, it's just about what happens behind the scenes of game development
[16:22] 	<ScrappyDoo>	"to be announced"... we didnt' have a better name
[16:22] 	<imbri>	yes
[16:22] 	<Magesteff>	I fall into the catagory of being real bad on the crypto, but I try to make up for it in research and keeping track of the bits of info we get from characters
[16:22] 	<SunnyOne>	lelele
[16:22] 	<imbri>	i put that in the topic in #uf and it stuck :)
[16:22] 	*	Magesteff hearts character interaction
[16:22] 	*	vpisteve suggested #vpistevesplayhouse
[16:22] 	<cabal>	i thought it was Talkin' 'Bout Args - TBA
[16:23] 	<SunnyOne>	lelle
[16:23] 	<MosServ>	Behind the scenes of what game development!? I'm still confused!
[16:23] 	<imbri>	in LJ we had an even larger breach than just the server issue
[16:23] 	<vpisteve>	see, that's the BEST thing about args, imo. everyone can contribute in various areas of expertise
[16:23] 	*	mysteryjones is actually out of specific questions and didn't think it was possible...
[16:23] 	<SunnyOne>	any game mos
[16:23] 	<imbri>	which, perhaps, made it not seem as drastic to me
[16:23] 	<imbri>	but we had two different players get into various dev areas
[16:23] 	<imbri>	one of them knew EVERYTHING!
[16:23] 	<bagsbee>	steff: I am a puzzler, so we compliment each other :)
[16:24] 	<vpisteve>	it wasn't me
[16:24] 	<imbri>	saved every message that we had ever written and downloaded all of our files
[16:24] 	<imbri>	he knew the entire game and could have blown us out of the water
[16:24] 	<bagsbee>	oh man
[16:24] 	<imbri>	we kicked him out of the group, patched the hole, and moved on... all within a few hours
[16:24] 	<vpisteve>	but $20 took care of him
[16:24] 	<vpisteve>	:P
[16:24] 	<imbri>	by the next day it was done
[16:24] 	<Diandra>	hahaha
[16:25] 	<imbri>	the server, the same thing.  but it definitely hurt the 'new guys' more than it hurt the LJ part of the team
[16:25] 	<Addlepated>	did we talk about cost and resources already?
[16:25] 	<imbri>	probably because we knew to expect that things like that might happen and that you can't focus on it
[16:26] 	<mysteryjones>	Addle: not many concrete answers - depended on the scope of the project, layout etc.
[16:26] 	<aiesha>	are there any essential skill sets that you feel need to be covered in the PM or PM + BTS team?
[16:26] 	<Addlepated>	bandwidth, disk space, remailers, voicemail, etc.
[16:27] 	<vpisteve>	SECURITY
[16:27] 	<vpisteve>	:)
[16:27] 	<imbri>	well, skill sets: perserverence
[16:27] 	<imbri>	security.  ha!
[16:27] 	<imbri>	what's that?
[16:27] 	<vpisteve>	that was in response to aiesha
[16:27] 	<vpisteve>	heh
[16:27] 	<imbri>	but you also need to be able to write and take criticism
[16:28] 	<imbri>	when we started LJ, we only had 2 people with any web skills
[16:28] 	<vpisteve>	there are technical skills, organizational skills, creative skills and people skills
[16:28] 	<imbri>	I don't know if I'd go that route again, but it worked for us
[16:28] 	<rose>	sorry,time for dinner, thanks guys this was really great! bye
[16:28] 	<imbri>	so I'd add some web skills to the list
[16:28] 	<vpisteve>	see ya rose
[16:28] 	<--	rose (rose@3974cd3.20db5883.ipt.aol.com) has left #tba
[16:28] 	<MosServ>	You have to know about security, but at the same time be able to make an entire Universe where absolutely no one has any concept of the idea.
[16:28] 	*	vpisteve tries to remember all his irc commands
[16:29] 	<vpisteve>	heh, good point, mos
[16:29] 	<cabal>	proofreading is an essential skill; you need to have someone esle review your stuff; that's one of my biggest common failings
[16:29] 	<vpisteve>	um, me too?
[16:29] 	<vpisteve>	heh
[16:29] 	<cabal>	getting stuff done in advance certainly helps with this
[16:29] 	<MosServ>	"Why, of course I should put a few hints about my password in the e-mail signature. How can I lose?"
[16:29] 	<vpisteve>	ah, proofreading. THAT was where we did have bystander syndrome, lol
[16:29] 	<imbri>	definitely!
[16:29] 	<mysteryjones>	really? that's funny.
[16:30] 	<vpisteve>	yeah, we'd post dev versions of something, and we'd all assume someone had proofread it at some point
[16:30] 	<vpisteve>	then if it goes live, everyone thinks the typos are CLUES!
[16:30] 	<vpisteve>	urgh
[16:30] 	<imbri>	seriously, I'd suggest that people take the time to look over what people post and, if necessary, edit it
[16:30] 	<cabal>	yes lol
[16:30] 	<imbri>	and always post a little "hey" to it
[16:31] 	<mysteryjones>	how many times did you have 'clues' that were actually mistakes?
[16:31] 	<imbri>	there's nothing more discouraging in development to write out a bunch of ideas and get no response to it
[16:31] 	<imbri>	i think that's where a number of teams begin to fail
[16:31] 	<vpisteve>	heh, i don't think we actually did that, mysteryjones, although it was temting
[16:31] 	<vpisteve>	+P
[16:31] 	<vpisteve>	imbri, agreed
[16:32] 	<mysteryjones>	interesting - did you find it best to schedule regular meetings (even in chat) or did you always go the bulletin board route?
[16:32] 	<cabal>	i had a puzzle in CTW that had an error in it that a BTS person alerted me to after it went live and I had to quickly write a "second step" to the puzzle to cover it up and explain it
[16:32] 	<vpisteve>	hey guys, i finished the site. whaddya think?? ........crickets chirping.
[16:33] 	<vpisteve>	we had regular meetings, but it seemed the most progress was always made outside of them
[16:33] 	<vpisteve>	in our case, a lot of our team couldn't reliably get into irc
[16:34] 	<vpisteve>	then there were the weekend PM parties in Vegas...er, um.
[16:34] 	<ScrappyDoo>	:o
[16:34] 	*	ScrappyDoo signs up for PM
[16:34] 	<ScrappyDoo>	partee!
[16:34] 	<vpisteve>	heh
[16:34] 	<imbri>	steve, shhh
[16:34] 	<vpisteve>	cabal, which puzzle was that?
[16:34] 	<mysteryjones>	It seems that most help has been recruited through the ARG community - do you find it's the most dedicated, or have you considered recruiting people close by?
[16:35] 	<vpisteve>	i think the benefit of those in the ARG community is that they know the genre
[16:35] 	<imbri>	I've considered it, but most of my friends think I'm insane
[16:35] 	<vpisteve>	ditto to imbri, lol
[16:35] 	<cabal>	steve it was a 9 x 9 grid that was supposed to correspond to a poem, but the original poem was one digit (letter) too long
[16:35] 	<--	the42guy has quit (Read error: Connection reset by peer)
[16:35] 	<vpisteve>	ah
[16:36] 	<cabal>	talk about feeling stupid, so i wrote another poem for the next day that fit
[16:36] 	<mysteryjones>	Yeah - I hear that.  My 'pitch' begins with "Now some stranger calls your house and threatens you".  Doesn't sell very well.
[16:36] 	<vpisteve>	it's those late nights
[16:36] 	<imbri>	heh, it really doesn't
[16:36] 	<imbri>	they stare, blankly
[16:36] 	<vpisteve>	even the Beast pm's had trouble with their 'hired help'
[16:37] 	<vpisteve>	they didn't get the concept and kept putting their own personal inside joke 'clues' in their html
[16:37] 	<vpisteve>	heh
[16:37] 	<MosServ>	Haha, I remember that.
[16:37] 	<vpisteve>	like 'beef sandwich' or something
[16:37] 	<MosServ>	pepperoni
[16:37] 	<vpisteve>	yeah
[16:37] 	<vpisteve>	elan and team were like 'no, you gotta stop doing that'
[16:38] 	-->	the42guy (coolspoons@21531281.f8171.dhcp.oxy.edu) has joined #tba
[16:38] 	-->	dylan (dylan@1d2128.14fd58ce.as15444.net) has joined #tba
[16:38] 	<vpisteve>	OT: for any future games, hope that another virus like doom isn't released. as we're sitting here, metacortechs continues to get oh, about 20 infected emails per hour
[16:39] 	<MosServ>	Meanwhile, the players compile an extensive database of the foods, their origins, inventors, cultural ties, famous authors who enjoyed them...
[16:39] 	<vpisteve>	that would've sucked during live
[16:39] 	<ScrappyDoo>	anagrams of the word "pepperoni"
[16:39] 	<vpisteve>	yeah, lol
[16:39] 	<mysteryjones>	Really?!?  I'm still trying to find my friend who's infected!  I get about four a day!
[16:40] 	<vpisteve>	yeah, it's scary
[16:41] 	<vpisteve>	so i still say that's your #1 requirement. make sure all your server security is airtight
[16:41] 	<vpisteve>	or else something could easily bring the whole game down
[16:41] 	<SunnyOne>	so any new args on the horizon o illustrious PMs?
[16:41] 	<bagsbee>	regarding the amount of time required...I have a fair amount of time to commit, but I don't always have it whenever I want, meaning it would have to be scheduled somehow
[16:41] 	<vpisteve>	SunnyOne: like we could tell you if there were???
[16:42] 	<Magesteff>	Sunny part of the reason for this chat is so that the usuall suspects can maybe take a needed break and let some new blood in!
[16:42] 	<Diandra>	heh heh
[16:42] 	<--	dylan (dylan@1d2128.14fd58ce.as15444.net) has left #tba
[16:42] 	*	SunnyOne was hopin someone would slip
[16:42] 	<Addlepated>	As a PM, what do you get out of running a game; what makes you keep coming back to do it again>
[16:42] 	<SunnyOne>	well I know that maggie
[16:42] 	<SunnyOne>	lelele
[16:42] 	<mysteryjones>	Sunny: I won't be coy - I'm thinking about one, but I'm debating between creating one that's localized to a city or worldwide.  Any thoughts from the group?
[16:43] 	<Addlepated>	depends on the city ;)
[16:43] 	<vpisteve>	Addlepated: hmm, that's hard to describe
[16:43] 	<SunnyOne>	well i know that arging is worldwide
[16:44] 	<Addlepated>	One of those hobbies that seems insane but the participants enjoy, like jumping out of a perfectly good airplane?
[16:44] 	---	j[a]mesi is now known as jamesi
[16:44] 	<SunnyOne>	mite excite more peeps if it was worldwide
[16:44] 	<vpisteve>	well, i've heard pm-ing compared to crack
[16:44] 	<imbri>	AP:  it's a huge boost to your ego
[16:44] 	<vpisteve>	but i wouldn't know
[16:44] 	<mysteryjones>	It'd be interesting though to incorporate more real life encounters - just an experiment I'm considering.
[16:44] 	<Addlepated>	how so, imbri?
[16:44] 	<MosServ>	I kinda-sorta PM'ed a game, and yes, it is indeed like crack.
[16:44] 	<vpisteve>	i do know there's a huge letdown afterward though. am i right guys?
[16:44] 	<imbri>	you go to the boards and you see people enjoying something that you created
[16:44] 	<Addlepated>	watching people enjoy something you create?
[16:44] 	<MosServ>	Peer and I ran a game for a few hours.
[16:44] 	<Addlepated>	heh
[16:45] 	<Addlepated>	jinx!
[16:45] 	<imbri>	it's just an amazing feeling
[16:45] 	<imbri>	heh
[16:45] 	<vpisteve>	p33r!
[16:45] 	<MosServ>	No, the fun is watching people struggle with stuff you create.
[16:45] 	<imbri>	no, the struggle hurts a bit
[16:45] 	<MosServ>	Maybe for you.
[16:45] 	<imbri>	the enjoyment is what just rocks
[16:45] 	<MosServ>	Pain, pain..
[16:45] 	<MosServ>	yesss
[16:45] 	<vpisteve>	for me, the most fun was watching people stumble onto things and try to figure out what was going on
[16:45] 	<imbri>	when you see a thread titled "you know you're a metagamer if"
[16:45] 	<cabal>	that is really hard to put into words addie but for me it is several things and one of them is indeed an ego boost but like you said, watching people enjoy your creation 
[16:45] 	<vpisteve>	getting the first few phone calls. that was great
[16:45] 	<imbri>	and you just get a huge smile
[16:46] 	<imbri>	heh!  the one where the girl forget to hang up
[16:46] 	<vpisteve>	i think that's it imbri
[16:46] 	-->	Matches (Matches@25a4ad7.38be9aca.optusnet.com.au) has joined #tba
[16:46] 	<imbri>	"see, you go to this site
[16:46] 	<imbri>	and then, well there's these people"
[16:46] 	<vpisteve>	for me, it's a huge creative outlet, with a true worldwide audience. interactive theatre
[16:46] 	<imbri>	"no, click there"
[16:46] 	<imbri>	"isn't that cool"
[16:46] 	<cabal>	to me its an art form and its like im driven to tell this story using this new media we are all pioneering
[16:46] 	<vpisteve>	yeah, those calls were great
[16:46] 	<imbri>	hahaha i loved her :)
[16:47] 	<Addlepated>	and is the hope that if there are enough grassroots efforts to create memorable and complete games, eventually Corporate will pick up on it?  Or do y'all think this will be a perpetual grassroots thing?
[16:47] 	<imbri>	and cabal comes out with the good answer :)
[16:47] 	<vpisteve>	i just really, really enjoyed enabling folks to enjoy themselves so much
[16:47] 	<--	jamesi (jamesi@25b55acd.2b3a2604.wp.shawcable.net) has left #tba
[16:47] 	<imbri>	I do not think that it will be forever grassroots
[16:47] 	<mysteryjones>	Nothing is grassroots forever - coolhunters find it eventually...
[16:47] 	<MosServ>	I think the failed Majestic thing pretty much dooms it for the time being.
[16:47] 	<MosServ>	Maybe in a few more years.
[16:47] 	<SunnyOne>	I figure that it will be very big
[16:47] 	<imbri>	I do not know how it will be implimented in a 'corporate way'
[16:47] 	<Addlepated>	i.e. if Microsoft announced they'd start 4 new games a year, do you think you would still run your own games?
[16:47] 	<vpisteve>	right now, ARGs attract the 'early adapters' which isn't a real great market
[16:47] 	<imbri>	but I don't think that this is it
[16:48] 	<Magesteff>	Moss but maybe that doom is good for it, gives it time to develope with out the commercial pressure
[16:48] 	<imbri>	I think that there are a number of possibilities to use ARGs in "serious gaming"
[16:48] 	<mysteryjones>	Every speaker I've heard recently says the same thing: "Be the second person to pioneer something"
[16:48] 	<MosServ>	I think there are a few obstacles.
[16:48] 	<imbri>	(hope to go to the serious games summit at gdc, well that or narrative, i dunno)
[16:48] 	<MosServ>	One is that the game is an event, rather than something you "own."
[16:49] 	<vpisteve>	personally, i think the only 'viable' way to do these from a 'business' standpoint (besides grassroots labors of love) is using promotional dollars for films/tv, etc.
[16:49] 	<imbri>	and I have a couple plans drawn out for several commercial possibilities
[16:49] 	---	fireball has changed the topic to: META CHAT: "I wanna be a PM" by Velvet Jones
[16:49] 	<MosServ>	You can make it like something you can do over and over again.
[16:49] 	<imbri>	steve, I completely disagree
[16:49] 	<SunnyOne>	lelele
[16:49] 	<MosServ>	Maybe invite your friends to play.
[16:49] 	*	vpisteve kicks imbri
[16:49] 	<Addlepated>	heheh
[16:49] 	<Addlepated>	group hug!
[16:49] 	<imbri>	unless you mean in a form like the games we're playing
[16:49] 	<imbri>	but i think the true market is in serious games
[16:49] 	<mysteryjones>	It's like Cage's 'Happenings'  - never duplicated
[16:49] 	<imbri>	and that's where the money will come
[16:50] 	<MosServ>	But that eliminates the fun of playing together at the same time with others.
[16:50] 	<vpisteve>	i meant the classic arg like now
[16:50] 	<MosServ>	Simultaneously, playing with too many people sucks a lot of the fun out even when it's a fantastic ARG like The Beast. Someone always solves it first.
[16:51] 	<mysteryjones>	The biggest promotional outlet I've seen is that ARGers are the 'stickiest' viewers ever to a site - I've never seen anyone pour (pore?) over a site so thoroughly.
[16:51] 	<Addlepated>	then again it seems multiple games would step on someone's toes
[16:51] 	<MosServ>	Would anyone pay to play AI with as many people as there were? Part of the fun of the game is working together to solve, but if it's always solved before you even get to see it..
[16:52] 	*	SunnyOne doesnt want to pay to play
[16:52] 	<vpisteve>	i don't think pay to play if viable right now
[16:52] 	<vpisteve>	if=is
[16:53] 	<MosServ>	It could be, if the ARG community was several times larger.
[16:53] 	<vpisteve>	perhaps
[16:53] 	<SunnyOne>	i think the only way that is going to happen is for more households to aqcuire and use the internet
[16:53] 	<Magesteff>	I think there needs to be a balance somewhere between the pay to play and the grassroots free or make a donation efforts
[16:54] 	<Addlepated>	what about inspiration, do you have a particular place you go to draw it, or could it be anything that captures your fancy?
[16:54] 	<mysteryjones>	I think that's a great point of discussion - how do you deal with puzzles that are solved so damn quickly - make them harder or individualize them (I personally don't like either).  What a minute - did I answer my own question?
[16:54] 	<vpisteve>	see, if a game is promotional, then it's 'free' to play
[16:54] 	<MosServ>	A group of volunteers could probably run an ARG profitably right now, but when you go corporate you have to pay salaries and such.
[16:54] 	<MosServ>	But incredibly difficult puzzles just frustrate players. Indiviudalizing puzzles takes away the fun of working with a group.
[16:54] 	<imbri>	i also think that there's great potential with mobile, but that could be because i've been discussing mobile gaming for weeks now
[16:55] 	<Magesteff>	MJ, as a player, on CTW, Grumpy solved a lot of the St. Beregonne puzzles while I slept
[16:55] 	<MosServ>	Necessarily, an ARG can only be played with a somewhat small group or people get crowded out.
[16:55] 	<Addlepated>	MJ I imagine that there are several puzzles that surprise the PMs, either by being solved much faster or slower than expected
[16:55] 	<Magesteff>	I wish I had at least been around for some of the discussion while it was happening
[16:55] 	<mysteryjones>	imbri: the only problem with mobile is standardization - there's so many service providers out ther
[16:55] 	<MosServ>	I hate to contiously talk about LJ, because I do, but that had just the right number of people.
[16:55] 	<MosServ>	Everyone had a chance to solve a puzzle.
[16:56] 	<aiesha>	education market might offer commercial opportunities. lots of people comment on how much they've learnt as a result of an ARG
[16:56] 	<cabal>	imbri one of the commercial ventures i was involved with foir a while was a mobile gaming project; they even did a successful test mini-game but eventually scrapped the whole project as being financially not viable
[16:56] 	<Addlepated>	how many JBs were there?
[16:56] 	<vpisteve>	what we did in mu is we tried to keep the puzzles challenging but not too hard. we were surprised both by what was solved quickly and what was totally missed......
[16:56] 	*	mysteryjones shakes his brain (I mean fist) at grumpyboy!
[16:56] 	<vpisteve>	if a crucial puzzle wasn't solved by ANYONE ANYWHERE, then we'd consider nudging it somehow
[16:57] 	<vpisteve>	if it was crucial to progressing the story
[16:57] 	<Matches>	well theres the solution...just hold grumpyboy back for 24 hours or so while the rest of us get a chance
[16:57] 	<Addlepated>	aiesha, I think the learning aspect appeals to someone like me who likes to know a little bit about everything
[16:57] 	<MosServ>	http://www.project-mu.co.jp/e/e-index.html
[16:57] 	<aiesha>	addle - me too
[16:58] 	<imbri>	ack, brb, gotta reboot
[16:58] 	<--	imbri has quit (Quit: no horn... cold newtons... this place blows.)
[16:59] 	<Addlepated>	so it seems like PMing is a lot like producing a play - some would call it insanity, some would call it nirvana
[16:59] 	<MosServ>	A play months long with daily intervention required.
[16:59] 	<vpisteve>	it's more like interactive dinner theatre that follows the audience home
[16:59] 	<mysteryjones>	that's the best pitch I've heard yet.
[16:59] 	<vpisteve>	because quite literally, we were working 24/7 in the heat of it
[17:00] 	<vpisteve>	my other work really suffered, heh
[17:00] 	<MosServ>	It's more like a severe drug addiction.
[17:00] 	<Addlepated>	I can definitely wrap my mind around that... did a lot of theater back when and had a blast
[17:00] 	<vpisteve>	and the biggest challenge for me was just trying to stay ahead of the curve develpment-wise
[17:01] 	<vpisteve>	yeah, imagine yourself playing a part in the dinner theatre, and you get to follow somebody around for a few weeks in character
[17:01] 	<Addlepated>	what do you do about deadbeats on your team?
[17:01] 	<ScrappyDoo>	kick em in the ass
[17:01] 	<vpisteve>	we'd have update day, then maybe 8 hours before we needed to start working on the next update
[17:02] 	<vpisteve>	hmm, we were fortunate. no deadbeats. some miscommunicated assignments, but no slackers
[17:02] 	<MosServ>	How did you handle money?
[17:02] 	<MosServ>	Who paid for what?
[17:02] 	<vpisteve>	heh, good question
[17:03] 	<vpisteve>	we sort of paid for our own portions of things......
[17:03] 	<vpisteve>	whatever site we were dev'ing, etc.
[17:03] 	<vpisteve>	but when big things came up, we'd all contribute
[17:03] 	<vpisteve>	hosting, phone calls, etc.
[17:04] 	<Addlepated>	what's the biggest expense, and what took you by surprise either by costing more or less than you anticipaated?
[17:04] 	<vpisteve>	i was surprised by how cheaply a lot of things could be done
[17:04] 	<vpisteve>	if you looked hard enough....
[17:04] 	<vpisteve>	i'd say our biggest expense was hosting, tho
[17:04] 	<MosServ>	What was the total cost?
[17:04] 	<vpisteve>	but even then, it was a good deal
[17:05] 	<vpisteve>	total total?? i don't know.
[17:05] 	<vpisteve>	low to mid thousands? ballpark?
[17:05] 	<MosServ>	Ballpark, yeah.
[17:06] 	<vpisteve>	definitely better than the million dollar budgets of the published games. but we didn't pay ourselves salary
[17:06] 	<MosServ>	What do you mean, low to mid thousands?
[17:06] 	<Addlepated>	did everyone contribute, or is it ok with you to have PMs who can't contribute financially but are able to put in a lot of work
[17:06] 	<vpisteve>	mos, yeah, i think
[17:07] 	<MosServ>	Do you mean something like $5,000?
[17:07] 	<vpisteve>	Addlepated, in our case, folks contributed as they could. some less, some more.
[17:07] 	<MosServ>	Or "to thousands?"
[17:07] 	<vpisteve>	mid-thousands like $5000
[17:07] 	<Addlepated>	low-mid thousands probably = 1000-5000
[17:07] 	<vpisteve>	right
[17:07] 	<MosServ>	Okay, just checking.
[17:07] 	<vpisteve>	although don't quote me on that
[17:07] 	<vpisteve>	:)
[17:08] 	<vpisteve>	i have a feeling if we added it up, it'd be more than we thought, lol
[17:08] 	<MosServ>	How much did you pay for hosting?
[17:08] 	<vpisteve>	i'm trying to remember. server beach basic service or something....
[17:08] 	<Addlepated>	Steve, your PM team seems pretty concrete, would you consider working on side projects or are you happy with knowing how you will work as a team?
[17:08] 	<mysteryjones>	Have you folks looked for funding?
[17:09] 	<mysteryjones>	I'm thinking mostly of government grants or something.
[17:09] 	<vpisteve>	Addlepated: we are a good team, but we have done and continue to do stuff 'outside'
[17:09] 	<Addlepated>	y'all brought in a couple of new people for MU, didn't you?
[17:10] 	<vpisteve>	mysteryjones, we didn't look for funding for MU, but who knows what the future holds
[17:10] 	<vpisteve>	Addlepated: i was one of the 'new' people, heh
[17:10] 	<Addlepated>	oh, I thought you were a LJ guy too =)
[17:11] 	<vpisteve>	i was LJ as a player/moderator
[17:11] 	<cabal>	steve was part of CTW too addie
[17:11] 	<vpisteve>	they saw i was crazy
[17:11] 	<Addlepated>	heheheh
[17:11] 	<vpisteve>	yes, i had great fun doing bts for ctw
[17:11] 	<Addlepated>	so how do you find PMs, play duck duck goose? :D
[17:12] 	<Addlepated>	the tap on the shoulder in the middle of the night
[17:12] 	<Diandra>	we have parties in Vegas and whoever shows up gets to help
[17:12] 	<cabal>	look for unstable yet brilliantly creative people prone to OCD and you are in
[17:12] 	<vpisteve>	in my case, the Karetao guys asked me if I'd be interested in doing a game from the other side of the curtain
[17:12] 	<cabal>	insomnia helps too
[17:12] 	<Addlepated>	heheheh
[17:13] 	*	Addlepated came _this_ close to going to Vegas this weekend. ;)
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[17:13] 	<vpisteve>	wooo!
[17:13] 	<Magesteff>	Dia, then it looks like I will never be asked.
[17:13] 	<vpisteve>	the sun is out here, it's great
[17:13] 	<imbri>	it's cold and dark here :(
[17:13] 	<vpisteve>	i do know in the past, grassroots teams have developed
[17:14] 	<imbri>	just went out to pick oranges and tripped over a stupid stump
[17:14] 	<vpisteve>	from player boards. just a bunch of folks who wanted to do an ARG get together and do it
[17:14] 	<Addlepated>	I was reading about the Acheron PM application in the pre-game, with the 'serious inquiries only' puzzle to people who put bogus info in
[17:14] 	<vpisteve>	i love seeing that happen
[17:15] 	<vpisteve>	heh
[17:15] 	<cabal>	yes just post your intention or desire to get involved and others will get in touch with you as opportunity and need arises
[17:15] 	<imbri>	then there were posts like fimbulwinter's (on cm and jb?) and LC's (on argn and cm? eventually with the acheron application)
[17:16] 	<Addlepated>	seems like it would be hard to recruit without giving yourself a way a bit
[17:16] 	<imbri>	just saying "hey, i'm interested in working on a game, who's with me?"
[17:16] 	<imbri>	well, you could set up a fake yahoo account
[17:16] 	<cabal>	maybe we need a thread or area at UF where potential PMs can post their skills and contact info, kind of a recruitment area
[17:16] 	<Addlepated>	hmmm
[17:16] 	<cabal>	instead of all over the place
[17:16] 	<SunnyOne>	that is a really good idea
[17:17] 	<imbri>	could do, perhaps in the PM handbook thread that's never been used
[17:17] 	<cabal>	yes
[17:17] 	<imbri>	err, has, but never really really used
[17:17] 	<Addlepated>	it might also help to list what skills can be used
[17:17] 	<vpisteve>	yep
[17:17] 	<mysteryjones>	what do you folks think about NashCarey's response from 45 people?  Do you think that there's that many people comitted to being BTS?
[17:17] 	<dnbmathguy>	"The Official PM Recruit Thread"
[17:17] 	<bagsbee>	do you get a lot of emails once the game's over saying, "I want to be a PM with you guys on the next one!!!"
[17:17] 	<imbri>	heh, and PMs in chat
[17:17] 	<MosServ>	Kind of interesting idea, actually, would be sort of a more centralized development. Individuals contribute only fragments and never actually see the whole game, except for the few who run it.
[17:17] 	<MosServ>	The idea being that after you help, you'd still get to play the game.
[17:18] 	<imbri>	"hey!  next game!  whatabout me?"
[17:18] 	<Magesteff>	Imbri, I've been trying ot use the PM handbook area, but so far PM's haven't added anything too it!
[17:18] 	<mysteryjones>	cabal: great idea - I feel like I'm slinking around otherwise
[17:18] 	<imbri>	sorry, been PMing :)
[17:18] 	<imbri>	i'll work on that though
[17:19] 	<imbri>	mos, that's what cabal did with CTW, it worked pretty well from what i can see
[17:19] 	<Magesteff>	MJ, I answered Nash's shout out about his game
[17:19] 	<vpisteve>	nobody's been bugging me, but i haven't been around :)
[17:19] 	<Magesteff>	I can't make puzzles or do web content, but I can write ;) and can do proofreading
[17:19] 	<Addlepated>	can some of the PMs here help on a thread of skills that are useful in developing an arg?
[17:19] 	<imbri>	karetao also got a slew of email resumes when it was discovered that karetao might be behind mu
[17:20] 	<bagsbee>	I can do the opposite of Magesteff :)
[17:20] 	<MosServ>	Addlepated: I think to run an ARG you need every skill imaginable.
[17:20] 	<cabal>	while were at it i had another idea for UF that might be fun - how about an ARG contest where teams of a few people are given an idea or theme and a limited amount of time (a month perhaps) to come up with a mini self-contained ARG; it would be interesting to see variations on a theme and let new potential PMs get a feel for it without being overwhelmed with a real ARG
[17:20] 	<MosServ>	Including being able to touch your nose with your tongue.
[17:20] 	<--	fireball has quit (Ping timeout: 180 seconds)
[17:20] 	<MosServ>	ESPECIALLY that.
[17:20] 	<imbri>	you know, I honestly believe that the only skill you really have to have is perservence
[17:20] 	<Addlepated>	cabal, sounds like a good trial run
[17:20] 	<the42guy>	yah, for example, I love writing. but I cant shell out money for an ARG
[17:21] 	<bagsbee>	hey I like that idea!
[17:21] 	<MosServ>	cabal: I like that idea.
[17:21] 	<imbri>	that does sound like fun.  mention it to space, he'd probably go for it
[17:21] 	<Addlepated>	I know that when we hire new people on for our mud, we make them come up with an example of coding or writing before hiring them
[17:21] 	<the42guy>	(I am, however, in college - so I have to conserve moolah)
[17:21] 	<vpisteve>	cabal: i like that idea :)
[17:21] 	<MosServ>	Hmm, but I wonder if Space can host it?
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[17:21] 	<bagsbee>	an Amatuer ARG contest :)
[17:21] 	<aiesha>	cabal: sounds great!
[17:21] 	<the42guy>	ooh
[17:21] 	<mysteryjones>	Bags: that's just what I love about ARGs  - the versatility needed!
[17:21] 	<the42guy>	I'd do it
[17:22] 	<imbri>	AP: the main reason that I say what I do is that LJ started with 100 people
[17:22] 	<imbri>	all posting all these great skills they had (writing, coding, server admin, etc etc etc)
[17:22] 	<bagsbee>	"Who will be the next...American ARG Idol?"
[17:22] 	<Addlepated>	something like a mini-arg could be run on existing servers as well, like imbri's game that nobody's ever finished ;)
[17:22] 	<the42guy>	my failed "jason Sec Retman" arg was ggonna rule. :P but I then realized " I'm too busy and poor to do this - at least for now"
[17:22] 	<the42guy>	heheheeheh
[17:22] 	<imbri>	of those 100 people, 6 finished the game
[17:22] 	<the42guy>	with judes.
[17:22] 	<the42guy>	umm
[17:22] 	<the42guy>	er
[17:22] 	<the42guy>	judges
[17:22] 	<imbri>	and none of us had technical experience
[17:22] 	<Addlepated>	imbri nod, what do you do when you have dead weight, or someone who misrepresents their skills?
[17:23] 	<Addlepated>	you're kinda hosed
[17:23] 	*	vpisteve sings Hey Judes
[17:23] 	<MosServ>	Just goes to show: coders are lazy.
[17:23] 	<Addlepated>	that's a given, Mos ;_
[17:23] 	<Addlepated>	er ;)
[17:23] 	<imbri>	wolf is a technical writer, k had worked in a dotcom and knew html, monk was in a graphics arts program
[17:23] 	<imbri>	other than that, we had nothing (oh, and Andy was a programmer)
[17:23] 	<imbri>	what it took was us coming together as a team and sticking with it
[17:23] 	<MosServ>	Wait, that's four!
[17:24] 	<MosServ>	Of six!
[17:24] 	<Addlepated>	nod
[17:24] 	<MosServ>	All lies.
[17:24] 	<imbri>	if you really want to get it done, you'll get it done
[17:24] 	<imbri>	i learned html and a touch of asp
[17:24] 	<imbri>	found out how to order a domain name and get hosting
[17:24] 	<imbri>	mos (me- um, nada.  clay- nada)
[17:25] 	<Addlepated>	but imbri, would you be as quick now to bring in someone who doesn't have any experience in html/graphics/etc?
[17:25] 	<imbri>	yes
[17:25] 	<the42guy>	ot here - but last night, at the formal, there was a small side room with a 4 person ensamble - orchestra style - and they played beatles songs!
[17:25] 	<vpisteve>	nice
[17:25] 	<imbri>	if they had the willingness to stick with it and learn as they went.  if they had good ideas, I'd consider it
[17:26] 	<the42guy>	yah - it was odd hereing yesterday on violins and flutes - but even weirder with "back in the USSR"
[17:26] 	<Addlepated>	nod
[17:26] 	<the42guy>	</OT>
[17:26] 	<the42guy>	sorry. :P
[17:26] 	<Addlepated>	which brings up another question, how many PMs is too many and how many is not enough?
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[17:26] 	<the42guy>	ooh
[17:26] 	<imbri>	i really like the 7-9 number
[17:26] 	<the42guy>	good q.
[17:26] 	<imbri>	it's worked well for us
[17:27] 	<Addlepated>	how do you stay in contact?
[17:27] 	<vpisteve>	42
[17:27] 	<imbri>	we have 2-4 that are pretty active at all times
[17:27] 	<the42guy>	hehe
[17:27] 	<the42guy>	42!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
[17:27] 	<imbri>	and another few that are always willing to jump in as needed
[17:27] 	<imbri>	irc, email, im, and a dev. board
[17:27] 	<vpisteve>	we stayed in contact mainly in IRC and in a private bat cave
[17:27] 	<Addlepated>	the sooper-sekrit board
[17:27] 	<mysteryjones>	did it have a bat-computer?
[17:28] 	<imbri>	shhh!  first the weekend vegas trips and now the private bat cave
[17:28] 	<vpisteve>	better
[17:28] 	<vpisteve>	erm, sorry. shutting up now
[17:28] 	*	imbri tapes steve's fingers together
[17:28] 	*	Magesteff sighs, no room for bat cave in Florida
[17:29] 	<imbri>	one team that I was sitting in on, i thought they were gonna rock
[17:29] 	<imbri>	they had a some outstanding ideas
[17:30] 	<imbri>	they raised a bunch of cash
[17:30] 	<imbri>	they had a great group of people, with a wide variety of skills and interests
[17:30] 	<imbri>	it died
[17:30] 	<cabal>	 without giving away any details - i was on the original hidden alliance team, before i even started palnning ctw - oh what plans we had for that game
[17:30] 	<Addlepated>	imbri that sounds like the post that was the catalyst for this conversation
[17:31] 	<imbri>	i think it was partially the waiting for others to do stuff
[17:31] 	<vpisteve>	cabal, i didn't know that :(
[17:31] 	<imbri>	but they also suffered from people not finding their niche in the group
[17:31] 	<imbri>	and i think that's because they had 20-25 people
[17:31] 	<Addlepated>	too many cooks?
[17:32] 	<imbri>	it made it easy to sit back and wait for others to do stuff
[17:32] 	<cabal>	yes we had weekly meetings for months for HA
[17:32] 	<Magesteff>	So in other words someone needed to be the head cook.
[17:32] 	<Addlepated>	seems like you need to have one or two PMs who are also the taskmasters - "Ok, you do this, have it done by Friday; you develop this idea" etc
[17:32] 	<imbri>	in a group that size, yes
[17:32] 	<imbri>	but we've never had a head cook
[17:33] 	<imbri>	sometimes i think we need one
[17:33] 	<imbri>	but we're a cooperative bunch
[17:33] 	<imbri>	which also has it's problems
[17:34] 	<imbri>	there are times when I know that I've wanted to stand up and start directing and I'd imagine others have felt the same
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[17:34] 	<imbri>	sometimes it comes out and i attempt to overorganize instead :)
[17:34] 	<vpisteve>	ok i need to go folks. post the log :)
[17:34] 	<imbri>	great seeing you steve :)
[17:34] 	*	mysteryjones hears a little 'bystander syndrome' going on
[17:34] 	<vpisteve>	imbri's great at that stuff, btw :)
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[17:35] 	<imbri>	he says that just to make me smile.  i can hear him cursing about it behind my back :)
[17:35] 	<Addlepated>	snicker
[17:36] 	<imbri>	but, as an organization freak, you have to organize stuff
[17:36] 	<imbri>	otherwise you lose great brainstorms
[17:36] 	<imbri>	and track of the plot and characters
[17:38] 	<imbri>	and as far as groupware tools, we've tried out a few different things
[17:38] 	<imbri>	quickplace... sucks!
[17:38] 	<imbri>	very easy to lose stuff in there and it's slow
[17:39] 	<imbri>	as long as you have something that you can upload files and communicate with each other and share ideas, you're ok
[17:40] 	<imbri>	phpbb works ok, it's not ideal, but with a few mods added to it, you can manage
[17:41] 	<mysteryjones>	I've gotta sign off - thanks so much everyone!
[17:41] 	<imbri>	thank you :)
[17:42] 	<mysteryjones>	see you soon on the forums!
[17:42] 	<aiesha>	see you mj
[17:43] 	<Diandra>	i'm out, too
[17:43] 	<Diandra>	bye
[17:43] 	<--	Diandra has quit (Quit: )
[17:44] 	<--	mysteryjones has quit (Client closed connection)
[17:45] 	<imbri>	hmm, i should probably head off as well
[17:45] 	<cabal>	OK it looks like this is over; I guess I'm going to go eat, this was fun
[17:45] 	<imbri>	it was
[17:45] 	<aiesha>	thanks everybody
[17:45] 	<cabal>	talk to you soon, thanks brooke
[17:45] 	<imbri>	thank you!
[17:45] 	<cabal>	and everyone else
[17:45] 	<cabal>	goodnight
[17:45] 	<--	cabal has quit (Quit: Leaving)
