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it's an alternate REALITY!
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

My, Earth really is full of things!

Alzheimers, I can't speak to any of your efforts in any sort of educated way, but it occurs to me, reading your posts, and seeing the brunt of the discussion thus far, that a lot of us attempting to create and enjoy games are extreeeeeeeemely worried about the things used to make the game.

I think that's important, certainly, but what about the game itself?

Maybe it's cos I tend to think like an actor when I am writing stuff for games, but it's always about the character, first. Sure, I worry about whether a puzzle is solvable, or too easy or too hard, or in a sucky format, but what counts above and beyond that is ... how invested are your characters in their reality?

What do they really WANT? What is the MOTIVATION? What is the core of the story, the human yearning and seeking that drives people to kill and to hide and to fix and to destroy?

If you've got that firmly under control, and you stick to your guns, then I'd think it almost doesn't matter what your "stuff" looks like. Hell, design in Frontpage, for all we care! I mean, look at Dana's web skizzilz - I mean, holy CRAP, right? But you had three or four digital entities on that server that wanted what they wanted very very much, and would stop at nothing to get it. And even Dana got some gumption, once Aunt Margaret was threatened.

You tend to forget (for the moment) about broken payphones and preposition puzzles when there's red balloons to decipher, and you know exactly what those red balloons mean, and their significance.

You know what I mean?

PostPosted: Tue Apr 05, 2005 2:57 pm
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strife777
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In response:

1)
Quote:
Whole last paragraph

Just because somethings done, and wasn't successful, doesn't mean the whole idea is bunk. Because you didn't have a lot of bites towards your "variety" approach to SD, doesn't mean that people don't want the variety. Maybe you're just stronger at the more specific live character interaction than at other parts, so when you focused on that, player happiness went up. Like I said, I haven't played the game at all, so I can't make specific comments/criticisms on it. I'm just saying that just because it didn't work for you, it isn't fair to use that as a law for the trend in players.

2)
Quote:
The same people have the same interest as a year ago. There are just more people now, so the ratio of Puzzlers to Nonpuzzlers has dropped significantly.

Huh? Is there some sort of statistics out there that proves this? Yeah, theres more players out there, but to claim that you know the ratio decreased is just plain out wacky. I know people who's only interest in ARG's itself ARE the puzzles, and ignore the storyline till I point out puzzles to them. Don't use examples that can't be proved one way or another in an argument as a fact.

3.
Quote:
I'm talking about keeping as many players interested as possible, not just satisfying those great oldtimers who hang around to solve puzzles and lurk in their caves.

No, what you're talking about is pleasing the vocal minority. The lurkers make up the majority of most of the games, and that can be backed up by looking at the comparision between people who sign up for a game, and people who constantly post/chat. If thats what you want to do, great, but your attitude is going to alienate people who enjoy that thing. Personally, I enjoy well thought out puzzles that make sense as I alluded to earlier. Ignore a section of the player base at your own risk. Its your game, do what you want Smile But don't pretend that you know how many people you're cutting off that would otherwise enjoy the game.

4.
Quote:
Except for IMing, which until Synagogia was used extremely sparingly..

Um, theres like an orgy of AIM games now. I think approximately 8 billion ARG games have started by directly imming hdkl...and AIM chats were used many times (though less heavily) before Synagogia.

5.
Quote:
first paragraph

Again, maybe the very few bites to the bait were dependant on the quality, which again I can't comment on. I can't really argue with what happened with your game at all, other than saying this might've happened, or that might've happened, so its semi-worthless.

Overall, in general at least, people play what they're interested in. If you made Strange Dreams more interesting by focusing on the live interaction, wonderful. Other people might not be able to create proper live interaction, but write amazingly interesting emails/movies/audio...etc. And if a game is amazingly interesting, its going to succeed, regardless of puzzles, live interaction, etc.

PostPosted: Tue Apr 05, 2005 3:13 pm
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Dorkmaster
Unfictologist


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

I tend to share Bill/Krystyn/vpisteve's views on a majority of these subjects... And please realize, when I present the following, it doesn't mean that I am COUNTERING you, just that I am stating the differences between this new breed of daily IM gaming, and what I feel to be true ARGs stand for:


1) AIM alienates all but one (or a couple in say an IRC chat) player(s). It is cool to be that person, or to be the contact to the world, and I don't think anyone (except poor tired, hdkl) would disagree. However, the problem is that ARG is by definition, a group-think... a effort that is supposed to take many minds to break. That's the fun. That you may not know a vignere cipher from your butt, but that you do know iambic pentameter, and that you can recognize patterns that someone else naturally wouldn't... Having a chat-based structure tends to limit that. I would also have to agree that reading reams and reams of chat transcript is also not my cup of tea as well... So that could just be me... Anyway, on to #2..

2) ARG, while not entirely so, must have a web presence... I know AIM is on the internet, but not in a public fashion. I don't know if you have to have more than one website to be an ARG, but I definitely would think you need at least one. The whole idea is that everyone can get involved. That is key. (perhaps you see my pattern evolving here)

3) while it is not defined as such, I think many of us players would agree that the fun of ARGing is that you are you! We pretended to be someone else to Melissa on the telephone, but that was because it was the only way she would trust us (which was an objective of the game, not the entirety of the game!). Otherwise, we were ourselves. That's cool. And I would stand so far out as to say that it should be part of the ARG definition, that you play as you, and how the story pulls YOU into it, is why it works or doesn't.

4) The key here is not that IM portions, or even a majority of IM-ing is bad, just that if it is the sole vehicle for movement of the game, it does not an ARG make.

5) Zeppelin Rules!

the end. Pony?!

(edited to add #4, and move the very imporant old #4 to #5)
_________________
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"Always read stuff that will make you look good if you die in the middle of it." - PJ O'Rourke
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PostPosted: Tue Apr 05, 2005 3:16 pm
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Alzheimers
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Joined: 02 Aug 2004
Posts: 339

vpisteve wrote:
Wow, quite a few absolutes being thrown around here.

Sorry, I thought the ambiguous use of the word "Everyone" referred to "The Voting Majority", not "every single last one of you." I shall endeavour to be more clear from now on.

vpisteve wrote:
Nope, sorry. Facts don't bear this out. Most ARG players like to lurk. The posters/interacters are but the tip of the iceberg.


The only metrics I have are my server logs and forum reads. Survey says: stats spiked after IRC/AIM chats. Regular web updates were a flatline. Scientific evidence? Maybe not, but good enough for government work.

vpisteve wrote:
I think you may be confusing "so many people" with you, in this case.


Actually, I was basing that observation off casual conversations with other members of the ARG community, as well as articles on sites such as ARGTalk.com. But, like you said, most players don't voice their opinions. No vote, no voice.

vpisteve wrote:
when a game (ARG or not) becomes primarily chat-based, you IMMEDIATELY become inaccessible to the majority of players and effectively limit your player-base to a small, select few.


Or, you could see it as targeted marketing, and not wasting resources on an audience that didn't exist for me. If more players were actually emailing and reading and solving and posting spec (and I have the server logs to prove it) I would never have felt the need to chat more.

vpisteve wrote:

Sure, these AIM things can be a lot of fun and highly satisfying for those involved, but they're not accessible to a large audience, sort of like a sleight-of-hand artist as compared to a stage illusionist.


Are we comparing the popularity of David Blane over Boffo the Magnificent, now available to perform at your kid's birthday party? Not all of us can be Penn and Teller, or Sigfried and Roy...

vpisteve wrote:
Sure, ARGs can be many things, and pushing the boundaries is great, but I just don't see how a game that is primarily AIM-based is pushing any boundaries. I see it is being the reverse, frankly.


Hence, the inherent danger of trying to please everyone. The farther you push one side of the envelope, the less momentum you have for the other sides. At least, not without some serious backing. I tried to "push the envelope" by focusing on using interactive techniques to move the story along. At first, I had hoped that the players who would be writing in and solving the puzzles would help move the plot along. But circumstances being what they were, it became more (economical? frugal? judicious?) to just focus on giving them what they want.

vpisteve wrote:
I think imbri's point was that we're losing sight of the basics with all these AIM games. What I take from the 'world to explore' comment is the great thrill of falling down the rabbithole, which has actually become very rare as of late.


And Harbingers existed for exactly that purpose, to give players new to the SD universe their own engraved invitation. And it worked marvellously, until they realized where they were. Then they just kind of looked around, shrugged their shoulders, said "Meh," and left. Again, my failure as a PM, or a case of unfullfilled expectations?

vpisteve wrote:
if a prospective player sees an entire universe that has been constructed with rich content, what that does is communicate that someone has majorly invested in this (and I'm not just talking money) and that it'd be a worthwhile investment of his own time to play. Less chance of a meltdown, ya know? There's an issue of trust here, and frankly that is why I can't get behind the majority of these kinds of games, because in my eyes, I just don't see evidence of tangible investment by whomever is behind them. Players have been burned too often in the past by fly-by-night games built off of AIM and cryptic emails and free sites that either suddenly evaporate or grind to a halt from mere attrition.


I think the "Implosion" factor does take a lot of momentum out of these games, but it's not fair to assume that a game that features a high level of IM interaction can't also have a diverse universe. Synagogia was the standard to which my game was suddenly compared to; while I certainly had more web content, it was the interaction level that was found lacking. I've since remedied that, and haven't regretted it.

vpisteve wrote:
But yeah, I'd say I have to agree. AIM is not a game, at least not an Alternate Reality Game.


But neither is a group of puzzles on a website, with no story or plot to back them up. That's a timewaster, and I doubt NotPron will ever be topped for that title.

But I'm not trying to make an "AIM GAME", I'm trying to make a universe. And what I've seen and been told is that the players want live interactivity. Immediate gratification. A voice and a force to be heard and felt with. You just can't get that, especially with a community atmostphere without IRC. And for all the bemoaning of "AIM" chats being too impersonal, I really don't see the philosophical difference between a private AIM chat and a back and forth Email log.
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PostPosted: Tue Apr 05, 2005 3:20 pm
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Dorkmaster
Unfictologist


Joined: 27 Jul 2004
Posts: 1328
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Sorry to double-post, but I just wanted to add, that we're not using mutually exclusive terms here... Just because an ARG is Interactive Fiction, does not mean that Interactive Fiction will always be an ARG. I do not "think less" of these AIM-based games, just that they're not ARGs, in the true sense. I agree, that pr0n is just a series of games, not an ARG, and that story is needed to tie the two together. I also agree that story alone, does not a game make. I know there are occasional puzzles in the AIM games, usually in anagram and deciphering word puzzles, and that is why I will concede that these are indeed games, but they do not qualify as ARGs from the "traditional" standpoint. (Are we that old already, to be discussing traditional ARGs? Maybe not...) Anyway, for the rest, please refer to my previous posting...

Humbly yours (for a flat fee),
DM
_________________
"The future is here. It's just not widely distributed yet." -William Gibson
"Always read stuff that will make you look good if you die in the middle of it." - PJ O'Rourke
"ACADEMY, n. A modern school where football is taught." - Ambrose Bierce


PostPosted: Tue Apr 05, 2005 3:27 pm
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ScarpeGrosse
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Joined: 30 Nov 2002
Posts: 1678
Location: The Shiny Castle in the Sky, Full of Cotton Candy and Hazelnut Lattes

I usually don't chime in on these things because I tend to get told to shuttie uppie as I'm an "oldie" and "opinionated" and an "admin", but oh well. I have resisted long enough ;D

I keep seeing a phrase pop up in this thread that bothers me: "It's already been done." This phrase is used as an arguement that since someone out there has already used phone calls/email/IM/websites/puzzles before, that suddenly, its passe and not innovative enough or not "new" enough to excite people to play ARGs.

I fail to see why reusing a method (such as email/phone calls/blogs) is such a bad thing. To me, the innovation of the ARG is not so much the TOOLS that are used, but rather the ways in which the tools are USED to define the universe of the story and the people within it. In my opinion, the concept of talking to characters on Skype just because "it hasn't been done before!" doesn't make that ARG or story more exciting. The story itself, and the world and universe in which that story is told is where the innovation and the creativity spark, and is where and how people get drawn in and involved in an ARG.

We tend to forget that just because we here at UF have been around and seen almost everything a game has to throw at you, that the ARGs now (such as Heist and Perplex City) that use the "traditional" methods aren't meant for us, per se, but to expand the use of ARG into the greater public. The new players that these games bring in haven't seen everything that we've seen - perhaps our seasoning has made us hyper-critical of tradition and the tried and true because we've seen both the wonderful and the horrid ways these devices can be used. We've seen so much that at this point, we're looking at the genre in very academic terms, searching out for that ARG of Perfection that will make us all giddy like school girls like the first ARG we ever played made us feel.

Yet, despite all of this marinating and seasoning I've gotten, I still get thrills when I see a good story. When something springs up from the mist that contains the things that I feel most define an ARG: A universe outside of my own to explore (this includes websites), well-developed characters (that i don't necessarily have to interact with), and a intriguing story that is well told (preferably with an air of mystery surrounding it). PMs can do all three of these things with limited means and within the confines of the more "traditional" methodologies - the key to a good ARG is not whipping out the newest toys, but to use what you've got on hand to be creative and innovative with the stories and their characters.
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PostPosted: Tue Apr 05, 2005 3:34 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

Also, Scrappy has bling

PostPosted: Tue Apr 05, 2005 3:42 pm
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ScarpeGrosse
Site Admin


Joined: 30 Nov 2002
Posts: 1678
Location: The Shiny Castle in the Sky, Full of Cotton Candy and Hazelnut Lattes

krystyn wrote:
Also, Scrappy has bling


"When you think of Bling, think of Akeem!"
_________________
Allow me to take off my 'assistant skirt' and put on my 'Barbara Streisand in The Prince of Tides ass-masking therapist pantsuit.'

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PostPosted: Tue Apr 05, 2005 3:44 pm
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Alzheimers
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Joined: 02 Aug 2004
Posts: 339

krystyn wrote:
My, Earth really is full of things!

The best twenty bucks I ever spent.

krystyn wrote:
I think that's important, certainly, but what about the game itself?


To me, the game was always about the characters. I have pages and pages written down of details that will never be used in the game, from favorite colors to favorite music to traumatic childhood events. I know my characters, how each will react to a given situation, and how they would interact with the world I created for them. Think of it as The Sims, on a mostly imaginative level.

Now I take those Characters, and put them into a universe filled with dangerous elements. I sprinkle in some symbolism, grind up some innuendo, and add just a dash of melodrama. Finally, add in the players, the true "actors" of the game. The players job is to follow along with the characters, provide guidenace and insight, and help those characters they like to a reasonably satisfying conclusion. If the players don't like a character, or neglect certain things, or do mean things to them, bad things can happen. A character just committed suicide. Was it preventable? No one will ever know.

krystyn wrote:
I mean, look at Dana's web skizzilz - I mean, holy CRAP, right? But you had three or four digital entities on that server that wanted what they wanted very very much, and would stop at nothing to get it. And even Dana got some gumption, once Aunt Margaret was threatened.

You tend to forget (for the moment) about broken payphones and preposition puzzles when there's red balloons to decipher, and you know exactly what those red balloons mean, and their significance.

You know what I mean?


And for ILB, the broken page format worked and was a wonderful stroke of ingenuity. But, Bungie fans aside, I'm sure most experienced players would look at a page designed like that and be immediately turned off by it, at least initially.

My comments aren't directed towards those that are looking to get their hands dirty digging through HTML and code for secret messages. What I'm saying is, when you want your characters to be open and responsive to players, what's more appropriate than a live chat? Personally, I still prefer the email format for most interaction. I like being able to think about what I'm going to say; I like having time to formulate responses and plan how to fit that into my story; I like being able to SPELLCHEK.

Then again, I also like peanut butter in my cheesecake. That doesn't mean I'll be able to get it when I go to the diner down the street. Why? Because the diner serves New York style cheesecake; because that's what most people want. And hey, who am I to turn down cheesecake?
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PostPosted: Tue Apr 05, 2005 3:46 pm
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vpisteve
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Joined: 30 Sep 2002
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Scrappy's post prompts me to point out something important that's nobody every really talks about.

The reason that interaction through email/phone/etc. (even though they've been done) work is because the game is using our everyday, established vehicles of communication, which is exactly what makes it more immersive.

If we have to download a special application through which all the gameplay must pass through (such as Majestic did), then that lessens the immersion factor. Using the phone to call someone isn't old and hackneyed, rather it's a way to break into our real world, because we ALL USE PHONES. Get it? That's the alternate reality part, people. It's another reality that breaks into our everyday, real life, established realities.

Sure, if someone used skype, some of us would go, "Oooh, innovative!" but I'd strongly disagree. Why? Because not many people use skype in their everyday lives (yet), so I don't see it as an innovative breakthrough into our reality type of thing. Look at the things we do use: phones, text-messaging, email, television, radio, realworld interaction with people. These are the vehicles that are going to be most effective. When used to progress a good story, that is. Wink

I think Dave S. explains this whole concept very well in his book. (I am not a shill).

[EDIT: To get back on topic, the challenge for any PM is knowing how to use these vehicles in a way that doesn't exclude the vast majority of players, at least for the critical bits of game/story advancement. That's what makes one-on-one communication so problematic, whether it's in IRC or the phone. These issues need to be addressed and taken into account for this aspect of the game to be successfully used.]
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PostPosted: Tue Apr 05, 2005 3:51 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
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shill!


(more later, so much i agree and disagree... woo! i love that! good conversation y'all Smile)

- b

PostPosted: Tue Apr 05, 2005 3:55 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

the story

Scrappy wrote:

Quote:
The story itself, and the world and universe in which that story is told is where the innovation and the creativity spark, and is where and how people get drawn in and involved in an ARG.


what she said.
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PostPosted: Tue Apr 05, 2005 4:14 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

Just as real, live human beings are more than the sum of their labels, I think that characters, in order to really grip the imaginations of your players, need to be more than, "Tragicomic ice princess stalker with a dash of melodrama and a beanie cap with rounded ears."

Characters and stories that immerse people tend to be less like recipes, and more like a synaptic fury of passions and conflicts.

Treating 'em like formulas makes 'em look simpler and flatter. Less compelling, generally speaking.

PostPosted: Tue Apr 05, 2005 4:18 pm
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Alzheimers
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Joined: 02 Aug 2004
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1.
strife777 wrote:
Maybe you're just stronger at the more specific live character interaction than at other parts, so when you focused on that, player happiness went up. Like I said, I haven't played the game at all, so I can't make specific comments/criticisms on it. I'm just saying that just because it didn't work for you, it isn't fair to use that as a law for the trend in players.


Full disclosure: I'm a stat whore. I love statistics. I love having numbers that go up when things go well, and numbers that go down when things go poorly. Sim City's RCI meter makes me very happy.

Server stats make me happy, too. When server hits are high, I know I'm probably doing a reasonably good job. When server stats are low, or flat, it means something needs to be fixed. Looking at everything I've done, the single greatest Stat Improver was when I went into live chat with the players. Scientific evidence? Probably not. But good enough for me.

2.
strife777 wrote:
Huh? Is there some sort of statistics out there that proves this?

See above.

3.
strife777 wrote:

No, what you're talking about is pleasing the vocal minority. The lurkers make up the majority of most of the games, and that can be backed up by looking at the comparision between people who sign up for a game, and people who constantly post/chat.

Again, See Above.

4.
strife777 wrote:
Um, theres like an orgy of AIM games now.

Now, being post-Synagogia. Before Syn, I can't think of a single one that relied heavily on IM/IRC. I wasn't around for AWARE, but from what I hear that was mostly forum based.

And I'm not making an "AIM" game. What I'm doing is giving that live interaction element a more central part in driving the plot, but it's not the whole game. Not by a mile. Any game that tries to get by on one element alone is taking a big risk. What I'm trying to do is focus more on what people want, and less on what people don't want. People want more interaction. Fine. So instead of relying on players to navigate a maze of intrigue and subtle plot connections spread throughout static web pages (ie, traditional ARG format), I'm now more inclined to build the intrigue and subtle plot connections through actual conversations with players.

Is it cheating, to be so forward and direct with such information? I don't think so. It's still up to the players to determine what's important and what's fluff. The only difference, really, is that they get to be much more direct and influential in the sorting process.

5.
strife777 wrote:

Again, maybe the very few bites to the bait were dependant on the quality, which again I can't comment on. I can't really argue with what happened with your game at all, other than saying this might've happened, or that might've happened, so its semi-worthless.


And I didn't leave a Customer Satisfaction survey laying on the front desk, either. All I have to go by is the server stats, and general interest via the boards. I would like to think that I provided a reasonably well produced product, as initial interest was high. There was a week early on, when I attended the funeral of my Grandfather, and content wasn't updated quite so often. Was that a contributing factor in the loss of interest I saw? Probably. PerplexCity and AresStation both launched while SD2 was running. Could that explain the loss of interest? Possibly. So why then did interest pick back up when I raised the amount of live interaction?

strife777 wrote:
Overall, in general at least, people play what they're interested in. If you made Strange Dreams more interesting by focusing on the live interaction, wonderful. Other people might not be able to create proper live interaction, but write amazingly interesting emails/movies/audio...etc. And if a game is amazingly interesting, its going to succeed, regardless of puzzles, live interaction, etc.


If nothing else, SD2 has proven to me once again how important a team of PMs with a wide range of abilities is to producing an excellent product. I'm a team of one, jack of all trades but master of none. If I've striven to do anything, it's tell a story that has meaning and substance and is enjoyable. My medium is the ARG. If my metaphorical Oil Paints aren't producing the result I want, I'll switch to acrylic and do it right. I'm no Michaelangelo to paint a fresco on a ceiling, but I'll be damned if I can't doodle a mean Mr. Happy with a crayon.
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PostPosted: Tue Apr 05, 2005 4:20 pm
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strife777
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Ahem.

"I'm just saying that just because it didn't work for you, it isn't fair to use that as a law for the trend in players."

I hate to break it to you, but your games don't define all ARG's. What you personally saw in reaction to your game, doesn't necessarily define the genre as a whole. I know you might find that hard to believe for whatever reason. Your personal server statistics aren't proof of how many players enjoy puzzles in their ARG's. Maybe your puzzles were imbalanced or just plain stunk, so people stayed away. Maybe your advertising or rabbit-hole wasn't wonderful. Then you focused on what you were good at, and people who enjoyed that type of thing moved in. Once people saw fun interaction, word spread, and people who liked that type of interaction moved in and your stats spiked. Its like a really really good pizza place trying to branch into being a full serve Italian resturant. Just because it doesn't fly and they don't get a lot of customers, doesn't mean everybody in the world doesn't like spaghetti or eating Italian food in a resturant.

[Edit] To sum up. You want an explanation to why interest spiked after switching to live interaction? Because the product was better than whatever else you were doing, and word of mouth spread that your interaction was fun. If you went a different route, say by using live video, or possibly really sexy puzzles...I'd be guessing you'd be seeing the same spike. Just because you were successful with the change, doesn't mean you know for sure what the problem was.

Oh, and furthermore, I really really don't see how you can make the assertion that only "old players" like puzzles, and the ratio of who likes puzzles to who doesn't lie in your server stats. It makes absolutely no sense whatsoever, unless your server has magical psychic internet trolls with purple boots, or has an alliance with the Care Bears.

PostPosted: Tue Apr 05, 2005 4:24 pm
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