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Crowfoot
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Joined: 31 Jan 2005
Posts: 385
Location: UK

The thing is, as the ARG community grows rapidly and more games arise, finding something new and original for your own ARG is really difficult.
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PostPosted: Thu Feb 03, 2005 8:04 am
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Duckie
Unfettered


Joined: 17 Oct 2004
Posts: 401
Location: Drifter

Crowfoot wrote:
The thing is, as the ARG community grows rapidly and more games arise, finding something new and original for your own ARG is really difficult.


True enough.
But even in that instance, the whole sci-fi/fantasy is overrepresented in ARGs.
Make yourself a Western.
Or a comedy! I'm thinkin something like "Get Shorty, the ARG"
or something.

PostPosted: Thu Feb 03, 2005 8:24 am
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Crowfoot-
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Sarah wrote:
Crowfoot wrote:
The thing is, as the ARG community grows rapidly and more games arise, finding something new and original for your own ARG is really difficult.


True enough.
But even in that instance, the whole sci-fi/fantasy is overrepresented in ARGs.
Make yourself a Western.
Or a comedy! I'm thinkin something like "Get Shorty, the ARG"
or something.


Heh heh, you know you're right. A western would be good, but the problem with historic ARGs is the internet wasn't invented then Razz

PostPosted: Thu Feb 03, 2005 8:40 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

Crowfoot wrote:
The thing is, as the ARG community grows rapidly and more games arise, finding something new and original for your own ARG is really difficult.


What becomes "new and original" is the way you combind the elements, and your characters (even if said character is a corporation or a "group" of people gathered for something).

By the way have I said - Using a spell checker/proof reader to find the mistakes on the more "professional" looking sites is a must?
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PostPosted: Thu Feb 03, 2005 10:17 am
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

Crowfoot wrote:
I wouldn't mind if someone tried to explain this 'x factor' to me. When does it occur? What are the results?


That's just the thing: you never know when the x-factor will occur or what it will be. Trying to pin it down is like trying to catch smoke in your hand.

For example: I tend to like ARGs with good stories and characters. I pretty much suck at puzzles and I'm not big on one-to-one interactivity (I don't mind the occasional mass email or a call to a voice mail - but I don't want to be sitting in chat with a character trying to watch my every word). But what's the one forum I check out when I first get to Unfiction? Daemonworks - an ARG with very little plot (at this point, I'm not even sure there is one), a couple of characters (most of which went by the wayside a while back), and full of puzzles (which I need a boatload of hints to solve). You could even say that the website doesn't really fit the reality of the game. But I'm utterly obsessed with it - don't ask me why. The game even breaks the curtain numerous times - something I normally hate - but in this game, it just seems to fits. When I see there's an update, I get all excited. Even seeing that there is a new post in the fourm is enough to make me smile.

Compare Daemonworks to games like Syzygy or Sable and Shuck, and on paper, Daemonworks will lose in every catergory. But I haven't read the Syzygy forums in months, and I try to avoid the S&S forums unless necessary. Part of it is the amount of updates (or lack thereof), but part of it is something I just can't explain. I have a feeling that even if S&S updated frequently, I would still enjoy Daemonworks more (hard to say with Syzygy since it hasn't started yet).

You never know when a game is going to have an x-factor or even if it'll be a positive one. It's one of those things that just develops, and can be different for everyone involved. But it is one of those things that can make or break a game for the players. They won't necessarily be able to describe why such a game is so great (or so bad) - just that it is.
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PostPosted: Thu Feb 03, 2005 12:10 pm
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C_Brennan
Decorated


Joined: 02 Sep 2004
Posts: 236
Location: Pittsburgh, PA

I really believe the elements of the ARG should really depend on the effect you are trying to achieve. Some games can get away with the more puzzly aspects, but others can/need the heavy interaction to drive them. I feel I can vouch for this by the clashing nature of my two games, Project Gateway and the currently in-play Wildfire Industries.

Project Gateway was more of an old school mystery with a small cast and a weird set of circumstances. The one reason the cast was so small was because the "true" main characters by reason of the series of writings I based it off of were all locked up inside of the Project Gateway website, all 31 of them. That only left 4 other important characters outside, and some I had to make up during the play of the game in order to support the game and the game only.

This lead to a very low amount of interaction that would only take place in a small window of time (Midnight EST to 12:30 AM EST). To replace this, the puzzles shot through the roof. There were puzzles everywhere. Some easy, some hard.

By a severe contrast, Wildfire Industries has already exhibited the opposite behavior. Because this is a story of two wacked out companies (as the players can certainly tell you), there is less of a need for puzzles. Why would a company put a puzzle on their website? Why would a company hide things? In fact, the only puzzles they had to conquer as of today's date were the puzzles required to be hired with the company.

But, Wildfire Industries slaps back with a severe amount of interaction. There is no player in WI who has not had a conversation with a character. I'm certain of it. Anyone who is playing right now has met someone like Seraphina Wildfire Angela, or Laura Clockheart, or Delton Wildfire himself, or Bart Sidewinder of the Rainman Group, or the Rainman Group's AI, Callista. In fact, at the beginning, it was forced because the players had to attend interviews with the characters to get their jobs. In one day, the Wildfire Industries Board of Directors, a wacky crew of 12 characters and 4 chosen players interacted with players for 4 and a half hours straight. No breaks. A solid 4 and a half hours with 12 characters. That's alot, and I haven't seen anything like it so far in my past readings into other ARGs.

But, if anything, we can see that there is a balance here. The less puzzles, then you make up for it in interaction and story. If there's less of story and interaction, then you make it heavier with puzzles. And, if you're really good, then you get a balance of both to really drive players forward.

Plus, we as PMs have our styles. Mine just happens to be one that's heavy on story and characters. The DaemonWorks PM doesn't do what I do, but he does it very differently and succeeds at what he does. The Sable + Shuck PMs do things very differently, but they succeed. Alzheimers did some things that I never thought of, and he did them extremely well. And, I'm sure by the same token, I've done things he hasn't done and I've done them well. And the same goes for the past PMs Archeron, Metacortechs, etc. We all have that story, or that idea that we want to tell, and we're going to tell it in the medium that we feel makes the most sense for it.

That's my two cents though.
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PostPosted: Fri Feb 04, 2005 1:58 pm
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Wishi-san
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Joined: 20 Oct 2003
Posts: 602
Location: UK. Southwards.

C_Brennan wrote:
Why would a company hide things?

Ask every single company around Smile
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PostPosted: Fri Feb 04, 2005 3:16 pm
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GuyP
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Joined: 15 Sep 2004
Posts: 584
Location: London, UK

Well this is awesome, one of the most articulate and thoughtful discussions I've read here in ages! Cool stuff.

I concur with a lot of what's been said about plot and narrative in ARGs, and I don't believe that a game can truly be successful without a good story to drive the action and bring about an emotional investment in the player. But I think it's important to remember the great truism "It's not what you do, it's the way that you do it."

It's not the plot - it's the writing. There's nothing worse than clunky, hamfisted dialogue full of cheesy clichès.

"You don't want this, you really don't..." It's on the front page of UF and to someone who discovers the genre I'm sure it's very exciting, but if I read that in an ARG, I'd probably start thinking about getting my coat. I am one of the more fickle players I admit - after I downloaded the MP3 of Jersey going "Daaamn!" in ILB, I didn't download anymore.

That's another thing about "plot" - it's great if you can find a way to mess up the formula a little. I guess that's how time travel got involved because it gives the PM an opportunity to tell the story in new ways. Think about movies like Pulp Fiction, Memento, Mulholland Drive, etc etc - the plot in reverse, cut up in chunks and mixed around, and so on. The intertwining threads of ILB was why I continued to follow out despite some of the voice-acting being decidedly straight-to-video. The challenge for the PM is how to do something like that given that it's supposed to be "real" and for the most part, time moves in a linear fashion.

I think it's a bit more dull when you know Nice Character A is going to meet Nasty Character B on Monday at 9pm to talk about Project X and it's all very laid out for you. My favourite threads are always {SPEC} which does require the 'unknown' to actually speculate about.

It's the same kind of problem for 'puzzles', you need to find a suitable and realistic context for them. And when in our lives do we really have to solve 'puzzles'? I didn't like the writing much, but having a dead guy leave clues in The Da Vinci Code was a pretty smart way of doing it.

I think it's kinda lazy to suggest that it's hard to do an original ARG anymore. It seems hard if you try and take your inspiration from other ARGs, but that's not what great PM's should be doing. Spy novels, political thrillers, innovative movies, bleeding-edge technology blogs, the New Scientist and most of all NEWSPAPERS and you should be bursting with inspiration to create something genuinely new. Stare at a rut for too long and you too could get stuck in it.

In terms of gameplay, cool puzzles and so on, previous ARGs are probably a better place to start, but look further afield - somewhere like http://www.avantgaming.com/ would be cool, I think, and then follow the sidebar to a hundred sites on the latest ways to have lots of fun.

PostPosted: Mon Feb 07, 2005 4:55 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

Re: homogeneousness in ARGs.

I don't consider myself a Veteran or an Old-Timer, but recently I have taken a special interest in re-reading about the games that ran once upon a time. What I have found is that, while many players these days consider games such as ILB to be suitable models for their all-encompassing idea of what an ARG is, they have no context on which to base their opinion. The result is that ideas floating around about how a game is run will tend toward mimicing recent successes.

The success of recent games like ILB and UrbanHunt have set the standard and become the model for newer players looking to experience the thrill BTS. Which isn't in itself a bad thing -- I freely admit to using my own experiences playing DreadHouse/UrbanHunt when I was planning my game. What happens when you have such a small sample of games that you have experienced is that you'll tend to stick with what you know when designing elements of your own personal creation.

One post in particular, asking why every game had ROT puzzles, stands out for me. Not because it was a strange question, but because it was an obvious one. It seems that players and new PMs have become so accustomed to certain types of puzzles that when composing their own they go with what they know. Again, I count myself amongst the guilty.

The bottom line is that PMs need a diverse and wide breadth of experience to draw from before considering elements of their game. While we now have great creative ideas on the table, it has to be said that we need more games of all different genres. While it seems counter-intuitive, I think the only way out of a "Creative Funk" is to have *more* games running at once. This way, prospective PMs can draw from many different points of experience when trying to find their own path.
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PostPosted: Wed Feb 09, 2005 5:51 pm
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

Alzheimers wrote:
What happens when you have such a small sample of games that you have experienced is that you'll tend to stick with what you know when designing elements of your own personal creation.


Yep, I think one of the best things an aspiring-PM could do is go through the posts/walkthroughs/wikis of as many of the past games as they can. I would think that making an ARG after only playing one would be akin to making a full-length feature movie after only ever seeing one movie in your life. It seems that it would certainly limit one's possibilities. Not that people can't be entirely creative on their own without examples, but having multiple different examples to refer to could spark some great ideas and give an aspiring-PM an idea about what may work or not.

Very Happy
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PostPosted: Wed Feb 09, 2005 6:12 pm
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Diandra
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Joined: 27 Sep 2002
Posts: 390

Very good points!

I'd venture one step beyond that and say if you really want to PM your own game, first see if you can join a team that's currently working on producing an ARG. Playing is a lot different than PMing. There's no way you can possibly know what you're getting yourself into -- until you get yourself into it!

Wet your feet a little. The audience isn't going anywhere; if anything, it's growing as the genre gains popularity. Your good ideas can marinate a little while (as you gain some experience)...and become great ideas.

Teaming up with an established PM can also help you get to know others you may want to recruit for your project when you're ready.
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PostPosted: Wed Feb 09, 2005 7:51 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

I've started to reply to this thread numerous times, always to close out as my thoughts became too long winded, too tangential, too academic. Perhaps I will again, but I'll give it a go mainly based on what varin said:

Varin wrote:
I would think that making an ARG after only playing one would be akin to making a full-length feature movie after only ever seeing one movie in your life.


Well said!

Some of what I'll say may seem hypocritical considering that I was one of those that worked on a game after only playing one (and not playing as much as observing and, even that, only for a few weeks). In my defense, there had only been one experience to date (the Beast) when a hundred or so of us jumped in on the Lockjaw group ("We could do this. You wanna? Yeah!"). With some strange luck, only six of us survived until the end... six of us that work extremely well together even if we don't always like one another (when you're going on your 3rd day of 1-2 hours of sleep, the players are antsy, and the updates need to be made despite your computer not doing exactly what you are telling it to do in your zombified state, you invariably turn into a freak and someone is going to get annoyed... but the update goes out, you take a nap, and things appear in a whole different light). We were also each, in our own ways, aware of what was happening with Majestic and Plexata... where they were succeeding and where they were failing.

Lockjaw was magical, both for the PMs and the players. Not only was it the first successful grass roots game, but we captivated an audience and, in many ways, helped to launch the genre... both the ARG genre as a whole (both ARGN and Unfiction came out of Lockjaw and #jawbreakers... Steve and Space were two of the most active LJ players and, without them, LJ wouldn't have been what it was) and the grass roots aspect (by showing that a group of people with limited resources and experience could actually pull something off). Yet, we were very lucky. The team was perfect and the community was even better. Not everyone will have that luck.

We recognized that luck and, despite our desire to create games, waited over a year before beginning to develop another one. We were still active in the community, some of us more so than others. We supported games. We supported the community. We studied up on the genre. When the timing was right and the inspiration was high, we took on another game. While it happened rather quickly ("We could do this. You wanna? Yeah!"), it wasn't done lightly. We were well prepared and we had the experience of a previous game under our wings (aside from Steve, Ozy, and Space who had great experience in playing and in the community).

Perhaps I'm a bit jaded as an old-timer that has seen many games come and go, a fair number of which have imploded. I have always, and will continue to do so, supported grass roots teams. I've sat in on a couple as a sort of mentor and as a BTS participant. I've seen their struggles. I've seen their implosions. I've seen their enthusiasm wane. I've also seen some great successes. Yet, with each successful game, especially popular ones, I've seen the number of people that say "We could do this. Ya wanna? Yeah!" increase. While I'm reminded of the elated feelings that we felt in the early days of Lockjaw, I fear for those that just do not comprehend what they're getting in to. I fear for those that just attempt to rehash what was done before them.

As for my previous attempts in replying to this thread... I think Steve summed it up the best... It's the honey.

It's not the puzzles, it's not the story, it's not the interactivity, it's not the character depth, it's not the flashiness of the web sites. It's not the handful of other elements that were left out either.

It's the package. It's the feel. It's the "honey".

None of the above should be sacrificed for any of the others. They should, however, make sense in relation to one another.


- brooke

PostPosted: Wed Feb 09, 2005 8:47 pm
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Omnie
Entrenched


Joined: 07 Oct 2003
Posts: 772

Omnie, re:interaction, wrote:
I start thinking about who I'm actually talking to, and it all teeters dangerously close to becoming a role-playing game where I'm consciously just humoring the "character."
...
It seems to work, for me at least, when it happens after the character has been established in the player's mind as a real (er, in-game) person. That helps keep the player's mind from wandering in a behind-the-curtain direction. Also, the novelty of "oh my god I'm talking to this character!" is a wonderful thing, but it's hard to sustain that sense of wonder if it's used too often.

I just wanted to add that playing Synagoga (a very interaction-heavy game) has made me change my mind about that. I've barely had any humoring-the-PM thoughts at all - the characters seem very real. I guess a lot of things can be made to work if they're done well.

PostPosted: Tue Feb 22, 2005 12:51 am
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

one thign nice is when games take on a different flavor and different ideas.
The variety is nice, instead of just replaying the Beast over and over.


Synagoga I like, also interactive heavy. I think its being run by a single person with a heck of a storyline. Its clever and I do want to see it finish.

Its all really a joy, and with everyone having their own interpretation on running a game, it makes it more joyful.

Colin: two wacked out companies, I LOVE that description!
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PostPosted: Tue Feb 22, 2005 1:31 am
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