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How and why the ARG community works
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

How and why the ARG community works

Henry Jenkins discusses the ilovebees community as a model in this article (which was originally posted by vpisteve in the ilovebees forum.) While reading it, I realized that there has been almost nothing written by the people who actually play the games (us) describing how and why the community functions. For some reason we create endless materials about games, but nothing about the community.

I emailed Prof. Jenkins and he confirmed that he and others would be interested in what we have to say. To me, it seems easy for people to look in from outside and list the tasks we performed or puzzles we solved without understanding what happens here. So I think we should write something on the forums at least.

thoughts, comments, ideas anyone?

PostPosted: Mon Jan 10, 2005 11:52 am
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bill
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Joined: 25 Sep 2002
Posts: 614
Location: Tampa

For just about every game I can recall, there has been a core group of rabid players, a larger group of interested and active players, and then the silent majority.

The rabid players are a PuppetMaster's best friend. They maintain the guides, trails, and wikis about the game. They function as cheerleaders when the game gets stuck, and they become the braintrust for all things related to that specific game. They also tend to become the keepers of the forums and chats. They invariable end up moderating both and helping to ensure information is organized and accessible and keep the signal to noise ratio at acceptable levels.

The interested and active players login periodically, but they might lag a bit and miss live interactions, find out about the solutions to puzzles after the fact, and usually aren't the first person to notice updates. They do, however, actively participate in the forums, contribute valuable spec, and build a cameraderie with other players both socially and within the context of the game. They aren't necessarily lurking 24x7, but they enjoy the interaction and they like what ARGs have to offer. They value the experience as much as they enjoy the story.

Everyone knows the lurkers. Usually, you'll never find out who they are. They rarely post their thoughts, they almost never show up in chat, and they approach alternate reality games more as a passive experience rather than an active one. I have no idea why they play this way. It might be a simple lack of disposable time. They might be shy or introverted. Whatever their reasons, they obviously enjoy following along enough to visit the game sites and follow the pack. Often times, they'll register for the game through an ingame form or through a metasite (if one exists). Once they've done so, you won't know if they are still around. The only way most of them can be detected is by looking at traffic statistics both on the game sites and in the page views on the active player forums.

I remain convinced that ARGs wouldn't exist without all three groups of players. Even if the lurkers don't actively participate on a regular basis, they still provide an audience. This audience feeds the other subsets of players. A lurker on this game might be your star player on the next.

So how do we function as a community? A number of interesting rules of netiquette evolved very quickly around the granddaddy game, The Beast. Partially in response to the sizable player base, partially because of the unique nature of the game, the Cloudmakers put together a set of de facto rules and expected behaviors which have helped, and possibly, hindered the growth of the genre.

Regardless of your opinion on that subject (and I'm not going there), those guidelines and the core player group got us through the biggest influx of new players we've ever seen. The forums were unwieldy at times, and no one (except Jane) probably read every post, but the game remained playable and fun for most of us.

If nothing else, this proves the robustness of our community structure. I'm sure it will continue to evolve. It may even fracture further as people experiment with different strategies and structures. But overall, our community has overcome a significant plateau. We went from no active games to a record number in just a few, short months.

You can see the growth just in the number of grassroots games running right now. I count at present eight active games with three in the wings. Almost every active game is being produced by intensely committed fans of the genre and regardless of your opinion of the effort, the effort and interest is there. This isn't just a bubble, I believe it's a trend and as more people get experience under their belts, the quality and playability of the games will improve dramatically.
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PostPosted: Mon Jan 10, 2005 12:42 pm
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Phaedra
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Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

Re: How and why the ARG community works

rose wrote:
I emailed Prof. Jenkins and he confirmed that he and others would be interested in what we have to say. To me, it seems easy for people to look in from outside and list the tasks we performed or puzzles we solved without understanding what happens here. So I think we should write something on the forums at least.

thoughts, comments, ideas anyone?


Hmm.

I think it's sort of hard to say for sure, especially since I think different types of ARGs attract different types of people. There's probably substantially overlap, but I doubt all the people that were enthralled by the Beast or Urban Hunt would have found ILB compelling, and vice versa.

I've only played ILB, but I did have a bit of a discussion with Jane about it which got into Why We Play, so I'll summarize what I said to her initially. Basically, what I was saying -- not very concisely -- is that ARGs provide a chance for players to collaborate in creating and identifying with a meaningful participatory mythology:

Phaedra wrote:
I think that ARGs allow players to identify emotionally with modern myths by acting out and role-playing elements of those myths, providing an emotional experience that is real even though belief in the myth is only performed.

I've always been interested in belief and behaviors that demonstrate belief or allegiance from religious and political standpoints, but thinking about it in terms of performance it made me realize that perhaps one of the reasons ARGs are so addictive and so compelling for the people that get involved (and maybe one of the reasons that the past election was the way it was) is that modern life is missing an element of identification with/performance our shaping myths.

For most of the existence of human civilization, religion filled that role, but part of modernity has been a certain alienation from those type of rituals. I think a lot of us are looking for meaning, and not just personal, private meaning, but communal affirmation and participation in creating meaning.

Greek mystery cults (as I'm sure you know -- I'm not trying to be annoying here, just laying it out) involved rituals where the participants acted out some event in the deity's myth, allowing them to identify emotionally with the deity. There are still the remnants of that sort of experience in Christian services, with taking communion, and in some elements of Muslim practice, as well as Hinduism..I'm not sure about Buddhism or the Asian religions... I don't know if Passover counts -- probably not because there's an emphasis on the removal from the original experience -- learning and remembrance rather than actual experience. In Christian communion, it seems to me that there's supposed to be at least a moment of pure identification, when the line between the literal and the symbolic becomes completely irrelevant, and for the participant, the wafer and wine really are the flesh and blood of the deity.

However, I don't think it works so much, anymore. I think that aspect of belief has become almost totally performance.

It seems to me that people, both religious and nonreligious, are very hungry for the mythic aspect that's fading from religious practice.

Anyway, look at the list of the top-grossing movies for the last decade or so. They're all sci-fi or fantasy. Spider-Man. The LOTR trilogy. Star Wars. Jurassic Park. Bill Moyers, Joseph Campbell and George Lucas (as much as they have all made me wince at one point or another) weren't wrong, I think, in looking to science fiction and fantasy for modern myths. Even people who would never dream of straying into the science fiction section of Barnes and Noble saw some of these movies and probably read the Da Vinci code.

ARGs, it seems to me, provide something of a counterpart to participation in a retelling of a myth. It's not completely analogous, but ILB, at least, seemed to center around a lot of tried and true mythic elements. For example, there's Melissa, the Exile, trying to find her people, to go home again. We had to identify with her to a certain extent to pretend to be her crew. There was never a moment where story and reality blurred completely...except emotionally. I don't think anyone believed for a moment that the voice on the phone was actually an AI from the future, but emotionally, when Melissa acted as if we were her crew, people felt loyal and gratified. When the Sleeping Princess "died" there was actual grieving, blame and guilt going on in the forum, which seemed fundamentally different from reactions to, say, a character on a TV show dying.

The form may be a little different from reenacting the wandering of Demeter, or reexperiencing the Last Supper, but *emotionally* I think the experience was similar, because of the participatory element. So yes, ARG players are *performing* belief, but I think that there is an element of emotional reality that's not performance, and that makes all the difference. Sci-fi video games -- while I guess you could class them as "performing a myth" -- don't involve the same sort of interaction with other people...they're not a social experience...so they don't work the same way.


Or, more simply, it allows us to be in a story that's both about us, individually, and much more large-scale than just us.

If that's too Jungian for you (and rereading it, it's a bit too Jungian for me), I also think it has to do with a discontent with how compartmentalized modern life is. At the same we're separating things into ever more specialized categories (our jobs, our education, our schedules, even our food!), I think it's human nature to want to react to that, to break down or blur the boundaries.

So ARGs, blurring the boundaries between different types of play, and play and real life, appeal to us as a subtle form of rebellion against those boundaries. I think the same thing is going on in a lot of different forms -- the one that always strikes me the most is the concept of "traffic calming" being tried out in Europe, in which engineers are trying to reintegrate the street into civic life -- put people and vendors and children playing in the street, so that cars have to navigate more carefully. Plant a tree in the middle of the road instead of putting a stop sign on the side.

Or, have characters from a game call you on the phone. Remove the boundaries between designated "play spaces," whether physical or temporal, and "real life."

I also think it may be a reaction against the masculinization of public play. Our forms of public play (e.g. sports) are almost always in keeping with our cultural ideals of masculinity: they're competitive, they're individualistic (even the "team" games) and they're usually hierarchical. ARGs provide a type of play that isn't usually directly competitive. Players usually don't have a specific role assigned to them. They get recognition for helping the community solve problems/answer questions, not for beating the opposing player/team.

Hmm. You know what? I touched on this already. I'll just quote (although this comes from a somewhat polemical post, defending the community ethic):

Phaedra wrote:
With the Beast, the PMs expected their audience to fight back, to attempt to show the game "who was boss," to attempt to prove that despite the over-the-top "This Is Not a Game" rhetoric, it was in fact a game. Instead, the players actively participated in maintaining the illusion of reality, in some cases acting on their own to work around flaws before the PMs could react. Sometimes, when a player would find a "rupture" in the game's illusion, they wouldn't say anything to the other players, protecting the ability of others to "believe" (and I put this in quotes because it's not a question of real belief, but of acting as if one believes in order to sustain the world of the game) in the reality of the game.

The point is, this is completely contrary to our normal societal ethic of individual self-promotion. It demonstrates a remarkable lack of egotism. Even in a game where the prize isn't clear, one would expect most people to attempt to "win." You'd expect a lot less collectivism and a lot more competition.

But we all, very (and surprisingly) naturally, formed a community and worked collectively. This is contrary to the me-first attitude promoted by so many elements of our society.

So I think what Sean meant when he said that the Beast and ILB had "reaffirmed his faith in humanity" was that it had proven that people are willing, and even eager, to put aside egotism and even, to an extent, individualism, to engage in a collective search for (or creation of) greater meaning.

For me, at least, this was a relief, and yes, something of a reaffirmation. I work best in a collective, communal environment. I'm competitive in some settings, but I get sick of competition pretty fast, unless it's as a team. I'm totally willing to admit that individualism and the whole Protestant Ethic and Spirit of Capitalism made America great, but sometimes I think it's gone a bit too far in that we're all a little too individualistic, a little too me-centered. It was reassuring for me to see that people are still willing to work together toward a goal that might not involve a tangible reward or even individual recognition.

So, I would say that it wasn't just the teamwork, as such. It was the whole environment, and the fact that there are genuinely creative, wonderful people here. I check the 8-page haiku thread, or my email, and practically every day someone says something that makes me laugh involuntarily (which is a fairly rare and precious thing to me) or ponder in a way that makes me feel more creative and more expressive.


Summing up, I think we play because it's a chance to participate, both individually, and communally, in creating meaning.

And it's, y'know, fun.
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PostPosted: Mon Jan 10, 2005 1:18 pm
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

For me, the cameraderie alltogether and the whole community feeling in th Bees game was a joy to behold. I am saddened that it is now over with, leaving all of us with good memories. Sigh.

For overall, it is still itneresting, a game type where the rules evolve and are learned along the way. that gives a mysterious edge over games with the rules known and fixed in stone.
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PostPosted: Mon Jan 10, 2005 1:27 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

The community *is* the game.

It isn't the puzzles or the cryptic messages. It isn't fancy animated webpages with obtuse clues hinting at secret links. It isn't the seemingly random freeweb pages coated in gleaming ciphertext. It isn't the reward, the cookie, the pot of gold at the end of the obsfucated and thoroughly unrecognizeable to the outside world rainbow.

It's a group of people, working together to achieve a common goal: to experience the story from the inside.

It's the most immersive experience ever. Storytelling by the collective input of every player.

The PM merely provides the backdrop.

These forums are the stage.

And we are it's actors.
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PostPosted: Mon Jan 10, 2005 5:03 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

some thoughts

1. I am trying to better understand how the community of a game develops. I know that the community in ilovebees is remarkable and reaffirming of people's faith in humanity. But what I want to get at is what conditions existed to help create this community.

For example, I felt that through the entire game some level of conflict existed within the group of players. Not serious conflict perhaps, but we had to find a way to work together despite sometimes strong differences. Not every group of people can successfully do that. We had conflicting views between the "bungie people" and the "ARG people", the "new people" and the "old people", and the "SP Army" and "The Crew". We had different ideas about how the board and the group wiki should function and both of these tools seem to fail us in certain ways. We had a few ruptures tied to story developments. Various misunderstandings between individual players on the board and in #beekeepers also developed sporadically throughout the game.

Let's face it, it isn't as if we were shiny happy people marching together down Main Street USA in Disney World--which would have been too boring for words. ( To be honest, I can visualize the ARG players, very affectionately, as a bunch of nomadic horsepeople generally moving forward together, but each person in his or her own way and on his or her own path. And sometimes, like on Fridays at noon, we become a sort of intellectual Mongol horde.)

I have been involved in other groups that have become moribound and ineffective because they find conflict too threatening so they become stifled or because they can't find away to accept differing points of view and move forward. These groups also are totally voluntary in terms of participation and have a "greater good" they are working to achieve, but they fail.

I think we managed this challenge well. Some of the credit goes to the PMs who gave us "team building" exercises like the relay pass code. A lot of the credit goes to the people in authority here who set and maintained a certain tone and demeanor for the rest of us. Still, at the end of the day, we had to decide how we were going to act towards each other. So how did we do it?And not just in ilovebees but other games as well.

2. A point that the article makes is that the ARG is leaderless or that the leaders change. There is no doubt that individuals volunteered to contribute and create resources and to organize the players trying to accomplish the tasks. But I don't know if it is true to say the community as a whole is leaderless. What do you think?

3. Another thing I notice is that we as a group tend to complain about games. It seems as if we complain about every aspect of a game. I think that danhon wrote an article about this, so it isn't an original thought. This is not to say that the complaints are not justified, just to notice that it is something we do. I am wondering if this is just because people tend to complain about life as part of the way we relate. ( Someone who is always telling you how perfect and happy their life is can be really annoying.) Or what is this about?

PostPosted: Tue Jan 11, 2005 10:41 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Re: some thoughts

rose wrote:


Let's face it, it isn't as if we were shiny happy people marching together down Main Street USA in Disney World--


But we did it at Universal Studios and Downtown Disney at ARGFest Orlando. Wink I even got some pictures somewhere....
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Tue Jan 11, 2005 6:14 pm
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Dorkmaster
Unfictologist


Joined: 27 Jul 2004
Posts: 1328
Location: The People's Republic of Dork

One little thing that I want to contribute to this discussion is something touched upon, but oft taken for granted here... that new people, in general, are viewed as just as valuable to the ARG efforts. That we value diversity, as the article stated, is a huge deal. I mean, without sounding egotistical, I think it's fair to say that most people here could say they've read something by me, and don't think me as a complete idiot (or if they do, they know it from at least reading through a couple of posts of mine in their entirety first).
What this tells me is that I have a voice here. I try not to abuse that, or anything (ignore the number of posts Embarassed) But seriously, I came here with no knowledge of anything ARG. I now feel like I can contribute to nearly any ARG given a little research time beforehand. Armed with Search, Google, and their individual life experience, anyone can be as valuable of a player as anyone else. Even the most experienced ARGer could be surprised by the insights of say, a programmer from Canada ('sup thebruce!) While at the same time, there is reverence for the oldskoolers out there (howdy Shad0!) and all the inbetweeners...
Point is, that as Alzheimers eloquently put it: The community IS the game. Beyond that, though, is the tolerance of new thought. The reason I keep coming back, is because I feel like I have a chance at helping out with the next puzzle, or Next Big ARG (NBARG? Rolling Eyes). That is because everyone is accepting of all, as long as they have a direct line to a trout if they need it. Wink

That's huge. That doesn't happen a lot in life. That's why ARG is different. That's why the community is the thing. That's why it works, and why it grows. It fosters diversity, it fosters risk-taking thoughts, it fosters imagination and creativity, and it challenges you. When's the last time you got that from ANYTHING ELSE?
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PostPosted: Wed Jan 19, 2005 2:42 pm
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weephun
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Joined: 25 Aug 2004
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Dorkmaster wrote:
That's huge. That doesn't happen a lot in life. That's why ARG is different. That's why the community is the thing. That's why it works, and why it grows. It fosters diversity, it fosters risk-taking thoughts, it fosters imagination and creativity, and it challenges you. When's the last time you got that from ANYTHING ELSE?


Can't remember. Not sure if I ever have.

A community that can agree to disagree and debate about that disagreement (sometimes heatedly) while continuing to work together towards a common goal (even when how to get to said goal is one of the main points of disagreement). 'Tis a rare thing indeed.

EDIT: wish we could get politicians to actually work together like this, huh? Rolling Eyes Wink
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PostPosted: Wed Jan 19, 2005 4:12 pm
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The Watcher
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Joined: 29 Jul 2004
Posts: 493

I'm agreeing with the general consensus here. It really IS the community.

I can say without exaggeration that Unfiction and the whole ARG community is one of the friendliest, most welcoming groups anywhere. I have never seen anybody judged by when they joined, or their post count. The newbie is jsut as valuable as the seasoned veteran.

That's what makes this group unique. This forum is devoid of flaming, hate, anger. Even the annoying "OLD!" banner seen on other forums is replaced with a gentle Trout .

Every dayhere I find something that makes me laugh,puzzle,think,ponder,etc.etc.

The point is this: Without ARGs, this would still be an excellent community. Without this community, there would be no ARGs.

PostPosted: Wed Jan 19, 2005 7:12 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Dorkmaster wrote:
I try not to abuse that, or anything (ignore the number of posts Embarassed)


Dorkmaster, we'll talk about abuse the day you pass me in number of messages. Wink Laughing

/me : the one the title Unfictologist was created for Rock On
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Thu Jan 20, 2005 5:34 pm
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greywolf
Decorated

Joined: 27 Sep 2002
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Magesteff wrote:
Dorkmaster wrote:
I try not to abuse that, or anything (ignore the number of posts Embarassed)


Dorkmaster, we'll talk about abuse the day you pass me in number of messages. Wink Laughing

* Magesteff : the one the title Unfictologist was created for Rock On



I've been around here for a lonnngggg time and will never beat your posts, Steff. Cool
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PostPosted: Sun Jan 23, 2005 1:36 am
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