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 Forum index » Meta » Puppetmaster Help
Known Commodities
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Alzheimers wrote:
Lenny had potential, but though it's demise wasn't the fault of the Lead PM it never had a chance to build on that potential. The surge of interest drove the PMs to try and salvage their game, but it was too far gone to be saved. A lesson to be learned, but not a satisfying conclusion for the players or anyone for that matter.


Well, I think it is a valuable lesson relearned. A number of grassroots games have had problems with former & current PMs, some of which finished successfully. It's a risk that is taken whenever a team is formed and potential grassroots PMs need to be aware of that. There are controls that can be put into place to reduce the potential problems and, hopefully, most teams will consider that.

imbri wrote:

I never made *any* claim that Joe Q was looking for rabbit holes. That's one of the reasons that I believe that we need to extend beyond the UF crowd. Just because I said that I don't believe that all games need massive hype (trailers, meta sites, teasers, mini-games, whatever) to succeed does not mean that I think you can go to a Livejournal community on flowers and leave a stegged image of a tuilp. I said that with a well thought out launch that it was possible to move beyond the UF community. I still hold to that. Can you explain to me why targetted advertising must include hype?


I think this is the source of our misunderstanding. To me, all the pregame hoopla that happens before launch is hype. Meta sites, rumors, hints, launch date announcements, et cetra. If players know your game is on the horizon, it's hyped. If you just happen to be Adrian Hon, what else do you need beyond the name of a game and a fuzzy release schedule for the forums to explode? A postcard?

The point about "Targeted advertising" was only to whom the hype is focused at. A game about the Matrix, for example, with a single rabbithole on a matrix discussion board might just be enough to start a fire. A stegged image on a mesage board devoted to botany will not. Which is why, like it or not, most rabbit holes will originate where people look for them: Unfiction, and chat rooms associates with Alternate Reality Gaming. If you can extend interest beyond the community, more power to you. But Aunt Ethel, browsing the latest news in Tulips, isn't going to blink when that stegged picture loads up a little funny.[/quote]

What is your definition of "launch?" As I think that is also a source of misunderstanding. I believe LJ launched with the initial contact made by a character. That was a couple weeks before the full on launch, by design. Even after that launch, there was an 'uphill' period which allowed for the time needed for our potential audience to understand what was going on. Of course, those first few days were highly frustrating to the players that were there from 'day 1'.

I think it's insane for any PM to expect a large number of players on "launch day". The beast wasn't discovered for several weeks. In MU, we launched a timer a month before the site went live (and for the record, we didn't seed any matrix boards). In ILB, the site was live, I'd bet, before the honey went out and that was several days, I believe, before the trailer went live. Even then, there was an appropriate 'uphill' to allow for the word to spread and players to come in.

And I believed you missed my point about the Tulips. I was using that as an example of how not to launch. I don't understand why a launch (or a game, for that matter) has to be focused on hardcore puzzles and the ARG crowd. I'm sure there's a great game that could spread amongst the Tulip crowd. Just because you like tulips (which happen to be my favorite flower... white ones, for those rushing off to their favorite online florist to send me a dozen or two Wink) does not mean that you don't like games and well written dramas. Why should they be left out of the fun? Why must we be so incestuous and why can't we strive to extend ourselves and the genre? And for those outside of UF, my name or that of any number of experienced PMs means little to nothing. They would be most intrigued by a mystery that came to them, not one that they were forced to go out and find. Especially since, as you pointed out, John Q doesn't know to go and find it. So, again, I hold that hype is not a necessity.

- brooke

PostPosted: Thu Feb 10, 2005 6:24 pm
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GuyP
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But with such a blurred definition of where the game begins, then how can we be sure what is or isn't hype? The ILB site was live before the honey went out - does that mean the game was live, so the honey wasn't hype, because the countdown was running? And if so, can we call PS "live" because there's already been a few puzzles and whatnot, so it's not hype?

Pre-game is hype but a slow beginning to a game isn't? What's the difference? Only players decide what's pre-game and what the real thing is.

OK, that said:

1) One reason 'hype' is good is because it creates a longer amount of time between the game being publicised and stuff being 'discovered' and the game getting underway. That way, when things kick off, everybody is on the same page, especially considering players' aversion to joining in midway (mine included.)

2) Another reason is because the fact PM's have thought to hype it adds credibility, from my perspective. Depressing huh? This isn't to say that the hypothetical hypeless ARG can't be credible, but it could also be completely unplanned and amateur. Which means I tend to hold off until I can see it's going to be good, by which time it's started and I'm less tempted to join in. This is less relevant if the

3) The hype is also 'content' itself in the sense it's been created by the same people who are creating the game, which also provides something of a judge of what the production values might be like. Was I surprised about the Dark Code fiasco? Not after that horrible font.

4) It does whet the appetite. If there's good promotion then the next time I hear about it then I'll remember having heard about it before and be that little bit more excited. If there's great promotion, then I'll be actively checking up on it. Have you seen how many posts the Syzygy forum has?

An ARG needs players! Otherwise it's like a rock concert nobody turns up at, and sure the band might have played their best-ever set, but that means at best five people are chuffed with themselves. If I was a PM, I'd feel I failed unless there were a decent number of players.

PostPosted: Thu Feb 10, 2005 7:57 pm
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GuyP
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Re: Known Commodities

Quote:
The reason behind that is the R(eality) in ARG - If you are in a car accident (for example) do you care if it is a well known director hitting you, or some schmuck in a taxi? Would it have the same impact?


Alternate Reality Gaming: Who cares who's driving the taxi?

I feel a t-shirt coming on...

PostPosted: Thu Feb 10, 2005 8:22 pm
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imbriModerator
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Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

GuyP wrote:
Pre-game is hype but a slow beginning to a game isn't? What's the difference? Only players decide what's pre-game and what the real thing is.


Well, I was using Alzheimers definition of hype: You have to actively foster interest through previews and teasers and massive displays before launch . ephasis added by me.

I just do not think that it's mandatory that games take that route. As I stated, I don't have anything against those that choose such methods, but I still maintain that it's not a necessity. It's not something that you have to do.

Before PMs make the decision to do such a thing, I think that they seriously need to consider the pros and cons of such an approach. I suppose that I was trying to take a rather heavy "opposition" tag based on the fact that someone else was arguing that it has to be done. This genre is openended with a ton of possibilities. I'm quite tired of the same ol' same ol'. The "beast model" is great and works well but there are so many other things that can be done and done well on little budgets. If everyone feels the need to start hyping their games, the hype will need to become greater and greater and the costs (both financially and to the game) will rise with it. I also think that many of the statements that Alzheimers was making were based on the assumption that you have to create ARGs for the existing ARG audience and that is something that I do not believe at all.

I'm rather active (or at least a regular lurker) in several different types of online communities and, honestly, I cannot see many of them getting involved in/following UF but, at the same time, I can see them really enjoying an ARG that was targetted more towards their interests/abilities. I can see some of them really enjoying a great mystery and spreading the word amongst their friends in other communities. However I can't see some of them getting involved in the more technical aspects that have become a norm in this community. Yet, as they became involved in the game, I could see them migrating here where there's a stable set up and an understanding of various community tools to help organize a player community.

If I would create an experience and hyped it to UF, I imagine that my name would carry some weight (over 3.5 years in the genre with two successful and popular community games as well as several private/corporate games and 2 years work on a cd based project under my belt... blah blah blah). However, my name would mean little to nothing to players outside of UF/ARGN. The credibility of my experience would be lost on them. So I might lose you but in the process I might bring a couple hundred new people to the genre (addiction?). Honestly, it's a risk I'm willing to take (sorry!).

While UF has 5000+ registered users and who knows how many unregistered lurker types, how many are actively looking for a game to play? 500? 1000? How many games are competing for that audience? Wouldn't it make more sense to move outside of the UF borders where there are countless others to get involved? I don't understand why there's such an insistance on being so incestuous.

So, back to the topic on hand...

Quote:
1) One reason 'hype' is good is because it creates a longer amount of time between the game being publicised and stuff being 'discovered' and the game getting underway.


I think that this can be achieved through a well thought out launch without the use of trailers and massive displays. It can be done in an ingame fashion and does not have to include meta sites. As an added bonus, doing it that way won't lead to a string of missed deadlines which may act to alienate game players (or at least frustrate them). It will also allow the PM teams to devote their energies to the game development instead of spreading them thin on the pre-launch hype machine.

Quote:
2) Another reason is because the fact PM's have thought to hype it adds credibility, from my perspective.

Flash and pizazz, while flashy and pizazzy, do not indicate good storytelling and/or puzzle making ability, so I assume you're taking the credibility on the names. The names work if you're targeting an audience that's aware of the names and/or the genre. Otherwise "Brought to you by the same people that brought you RandomStringOfWords" is as meaningful as "Brought to you by the same people that brought you LockJaw".

Quote:
3) The hype is also 'content' itself in the sense it's been created by the same people who are creating the game, which also provides something of a judge of what the production values might be like. Was I surprised about the Dark Code fiasco? Not after that horrible font.


Someone who has a world of skill in Flash or other web design technologies could easily create a great teaser. However, they might not have a clue on how to tell a story or put together an ARG. In contrast, I look back at some of the early work we did on Lockjaw and just shake my head. I'd never designed a page before (well, not outside of frontpage.... eek!) and, aside from Krystyn & monk, we were really hurting in the design area. It didn't make the story any less riveting or the play any less exciting (and after my six month crash course in alternate reality web design, things we're looking pretty solid by the end!). So, making a decision based on the hype could backfire in both of those cases.

Instead, a well executed launch could highlight the storytelling abilities, the game play, and the appropriate web design. A far better overall judge of quality than a trailer promising the world, imo.

Quote:
4) It does whet the appetite. If there's good promotion then the next time I hear about it then I'll remember having heard about it before and be that little bit more excited. If there's great promotion, then I'll be actively checking up on it. Have you seen how many posts the Syzygy forum has?


Can't disagree with you there. When it's done right, it works well, especially for appetiting whetting.

Though, I still believe that it's not something that has to be done and there are other options. I notice that you mention 4 good things but list no negatives. You don't point out the time & energy taken away from production. You don't point out that the vast majority of projects never see the light of day and, if they had hyped stuff, we'd be left wondering or they'd be left scrambling (and feel the pressure to put something substandard out). You don't point out that the broken promises can frustrate and/or alienate players (things happen during development and delays/changes are likely). You don't point out that concepts used in the hype can hinder your development as you become locked into those concepts (or at least have to work your way around them later). You don't point out that a well planned and executed launch can do most of what you mentioned without the pressures of the hype machine.

Games can, and will, choose to go with whatever route they feel is best. That's great! I'm not outright opposed to hype (though I'm taking a pretty strong stand against it here). I just think that there are issues to be aware as well as other options. Whatever choice is made, I just hope that PMs give it the care and consideration that they give the other aspects of their development.

Sorry about the tangent up above, it just came out and I couldn't stop it! Also sorry if I seem a bit harsh and/or argumentative. I'm sure there's a bit of both there. I just hate seeing absolutes, especially in a genre that is so young. I feel like we're closing our minds to all sorts of options and possibilities. There are so many creative folk around here and I'd hate for them to feel they needed to sacrifice their creativity in order to fit some sort of mold or do what has to be done.

- b

PostPosted: Thu Feb 10, 2005 9:28 pm
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GuyP
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Well, I pretty much agree with most of what you just said. I think the line betwixt 'hype' and 'launch' is pretty blurred still... in some ways I think we're probably talking about the same thing. I don't think massive hype is necessary. I certainly don't think meta-sites are necessary in any way whatsoever. When I talk about credibility what I mean to say, is that it shows the PMs are at least going to a little bit of effort to generate an interested player base, which suggests that there's been a little bit more forethought than simply knocking up a website and a puzzle and 'making it up as you go along.' Whether that's through a carefully planned launch or pre-game promotion is up to them.

Caution is definitely important, too. I think if it became more 'the norm' then there'd be a lot of overexcited grassroots people putting out all kinds of meta-promo-pizzazzy material before they'd even started development. To my mind it would be best to not even worry about it until the game is ready for launch. Patience is a virtue eh?

I have to say though I'm really happy to see other people keen to expand the domain of ARGs into other areas and target them at whole new groups of players. It's exactly what's required - we can't hope to make games for ourselves and attract other people through internet-gravity, we've got to push stuff outside UF instead.

What were your private/corporate projects? (if you're allowed to talk about them...) Sounds awesome!

PostPosted: Fri Feb 11, 2005 9:16 am
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Alzheimers
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Please, don't misunderstand me. I'm not arguing the case *for* Hype. On a philosophical level, I believe that in order to maintain the "Reality" of a project there should be little to no pre-game information released, unless it's required to maintain the reality of the game.

But on a realistic level, I understand why we hear about games in production weeks or months (or years) before Launch. Attracting as large and wide an audience as possible is key for those who want to see their games become popular. And the PM's aren't the only ones who do this -- fans, at the slightest rumor of a project that might interest them, will eagerly buzz and spec and create their own hype about it.

My only point is that it's beginning to feel as if, in order to compete for the attention of the fan it's becoming more and more important to get the word out early and often. Attention, it seems, is becoming a premium.

Am I saying it's necessary? No. Can a game succeed without hype? Yes. But there is a tradeoff for not reaching as many fans as *EARLY* as possible--a smaller audience in the long term. Why? Because many players don't want to jump into a game midstream, and because many players feel that they need to "Save themselves" for whenever one of their eagerly awaited projects starts.

And I understand Imbri's concern that most projects focus too heavily on the #UF community, and that PMs should branch out into other communities to try and attract new fans. Perhaps I'm too stubborn about my opinions to fully agree with her on this, but I've seen with my own eyes the backlash that can result from such "Viral Marketing" in unrelated communities. While some communities (all things Fandom, for instance) are open to new ideas and alternative means of expression, many are not. It might amaze some people, but sometimes I think we're spoiled by the high level of maturity and civility demonstrated on Unfiction by it's users. Other communities are not so civil.

I remember many members of this community were turned off when the boards were flooded by the Halo fans who brought with them a wave of immaturity and disregard for these boards. I remember because I was one* of those immature Halo fans; but I found the Urban Hunt project much more interesting, and decided to focus on what it meant to be a member of this community rather than just trying to get one of those rumored demo disks.

I'm not saying this as a sweeping generality for all other communities on the net, but it does lend to the argument that in addition to being creative, a prospective PM needs to be extremely careful about what audience they choose to market to. If you're confident about your ability to draw a new audience, that's great. In my opinion, though, the mainstream audience needs a bigger hook than a grassroots game can provide to get them intereseted.

Maybe I'm just too pessimistic about the open mindedness of the rest of the world. But that's what my experience tells me, and until I've seen otherwise I really can't say any different.

*edited for clarification
_________________
If at first you don't succeed, blame the cruel PM.

PostPosted: Fri Feb 11, 2005 10:26 am
Last edited by Alzheimers on Tue Feb 15, 2005 5:17 pm; edited 1 time in total
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Location: State of Denial

RANT!

Alzheimers wrote:


I remember many members of this community were turned off when the boards were flooded by the Halo fans who brought with them a wave of immaturity and disregard for these boards. I remember because I was one of them at first; but I found the Urban Hunt project much more interesting, and decided to focus on what it meant to be a member of this community rather than just trying to get one of those rumored demo disks.


RANT WARNING!

The first time or two someone makes the same comment on something without checking what was said I can accept - when the console game fans (not all of them, just a few) came here and didn't bother reading what had gone on before when the number of messages were relatively small was irritating, especially when it continued *after* the Administrator posted the big message at the top of the board that requested use of the search function.

If the rest of the players don't bother to read or search, why should I contribute if no one will bother reading it before they add their two cents worth?


The same could be said for Metacotechs - it got hit by a large group of Matrix fans that flooded in to check out their favorite setting... (but I didn't play metacortechs, I was involved in other projects at the time)

/RANT

On the other hand, I think we pick up numerous good people from such events that stick around and contribute some awsome stuff to other games once they get their feet wet. Plus it draws the attention of Mainstream news and media and gets us a bit of on going publicity as people stumble across tmention of the boards or the games in archived articles.

OK - it means I may miss out on one game, but that is my choice.

What were we talking about again?


Oh yeah - Hype. I think there is room in the ARG community for all varieties of launches. If it brings in more people that is good, if it brings in so many people I stop playing ONE game, that is still good - because I will have lots of new people to help on the next game I play.
_________________
Magesteff
A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Tue Feb 15, 2005 4:26 pm
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