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miss_seph
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Joined: 05 Aug 2004
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Location: New Zealand

OFFTOPIC

ScarpeGrosse wrote:
miss_seph wrote:
so, I still don't know what an ARG is :/



I think we're still trying to figure that out ourselves ;D When we actually DO find one we can all agree on, I promise you I will tattoo it on my ass and send pictures to everyone. Wink



w00t I knew this thread would turn to sexual innuendo eventually... *thoughts of Scrappy's ass*
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PostPosted: Wed Apr 06, 2005 9:44 pm
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Phaedra wrote:
I dunno, going on Elan's "randomly placed cheese" theory, I'd think randomly allowing a single player to have some sort of Unique Contact Experience would *generate* rather than reduce intensity, providing it was very brief and that you repeated it (not the same scenario, but in the one-on-one aspect) with a few other random players.


Which is why Chasing the Wish and Urban Hunt were so damn fun for someone like me. Marginal puzzle solving skills (but I was learning as I went along), limited access to chat (work, social responsibilities, etc), but I was not a lurker. And when I was chosen to receive a phone call or a package, what a THRILL!! That kind of interaction and immersion is what I seek in ARG. ILB did not do much for me. And these AIM rabbit holes are a turn-off *for me*. But I'm just one potential player and what is good for the goose is not always enjoyed by the gander.

I still have fun trying to explain Tomorrow's Talk when I wear my sweatshirt, or Your Money or Your Wife and Urban Hunt when I wear those T-shirts.

Which reminds me; When are we gonna have an Unfiction T-shirt? Cool
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PostPosted: Wed Apr 06, 2005 10:08 pm
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Phaedra
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Joined: 21 Sep 2004
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Nightmare Tony wrote:
Bees you can compare to Jennifer Lopez


OMG NEVER DO THAT AGAIN
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PostPosted: Wed Apr 06, 2005 10:18 pm
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Phaedra
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Joined: 21 Sep 2004
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miss_seph wrote:
so, I still don't know what an ARG is :/

i'm not trying to stir anything, I just really would like to know what we as a collective have decided the definition of an ARG is.


To the best of my knowledge (which, I admit, is far less than that of many people posting in this thread), we haven't decided yet.

And I hope we don't.

I like the multivocality, the undecidability.

Is there some compelling reason to HAVE a bright-line definition?
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PostPosted: Wed Apr 06, 2005 10:23 pm
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Omnie
Entrenched


Joined: 07 Oct 2003
Posts: 772

So, I've played a grand total of two full games (I'm not including the bunch that I didn't see through until the end) - MU and Synagoga (sorry, I just don't feel like I could sincerely say that I played WI - same universe, different...bubbles. I'm sure there's a better word for it. The bubbles burst eventually, but that doesn't change the fact that they were bubbly for the vast majority of my playing time). Ever since Syn ended, I've been trying to gather my thoughts on why the two (Syn and MU) seemed so different. Apologies if I keep using direct examples here, and I hope I don't offend anyone (I liked both games! They were both awesome! Happy PM love!) but I don't really feel qualified to talk in generalizations. Now, I think that there is a fundamental difference at the heart of the matter, if only because I can confidently say that I played a game called Synagoga, but I read/followed/participated in the experience called MU. I mean, I "played" MU, sure, in the sense of "playing" the G in ARG, but the word takes on a different meaning when I use it there. Essentially, I think the two ARGs took an entirely different approach to their "game" nature, and that maybe it wouldn't be too farfetched to extend that difference to cover traditional ARGs vs. the new-fangled AIMy, interaction-heavy guys.

Let's start with MU. At the most basic level, I saw MU as a novel. There's the in-game world, the characters, the plot, all existing as they do in any good work of fiction. Then there were the elements that made it an ARG - lots of realistic-looking webpages, the various obligatory puzzles, some real-world contact, etc. It wasn't in our world, but it was an alternate reality that coexisted with our own. The various webpages and other interfaces served as our windows into that world. See, I have a mental image of a store display. The players are standing outside, looking at all the stuff going on in the display windows. Sometimes the window opens, sometimes holes appear in the window, and through those we can interact with the display. That's not a great description - there are more than holes. Maybe there are those tubey rubber glove things like in those movies about contagious diseases where you can't touch the test tubes with your bare hands and so you have to manipulate them by reaching in with the heavy rubber things and trying not to stab anything with a needle for fear of starting a worldwide epidemic and killing off the human race. …anyway. The important point is that we are not inside the store. We are watching it, we are interacting with it at times, but we are not part of it, not really. Hence, a novel. A very unusual novel, but nonetheless.

Then there was Synagoga. From the start, Syn didn't seem to be telling a story so much as it was allowing the players to be part of the in-game world. In keeping with my little metaphor, we were frolicking inside the store like mad, window glass be damned. What window glass? We were a direct part of the universe. We were all characters, in the sense that we seemed to have the potential to affect events as much as the in-game characters themselves (I mean, I don't know how much was planned out in advance, but that's the way it felt to me, and that's really all I can comment upon). It wasn't strictly role-playing because we could be ourselves, sure, but if we chose not to adopt a different persona, all that meant was that our real persona was playing in the game. We weren't being given a peek into this alternate universe, we were being set loose within it. Syn was a game in the sense that we were in it, we were playing it. I can't drag the novel analogy within 50 ft. of this ARG – it doesn't apply. The point was not to watch the story, it was to be immersed in the in-game universe.

After MU ended, I arranged the whole game into a "re-readable" narrative. The game was not linear, but it could be arranged as such. I can't even begin to imagine doing something like that with Syn – it just wouldn't work. I'm not saying that one is better or worse than the other; I just think that they're different animals. "Traditional" ARGs can be read, on some basic level, as a story. Newish gAIMes are played…like a game. By its very nature, the second sort does not encourage lurkers or players who don't want to or can't "play" the way the game expects you to.

Does the argument hold outside of my two examples?

PostPosted: Wed Apr 06, 2005 10:23 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
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Wow, I really have so many thoughts running through my head about this thread and I just have no clue of where to start or where to take them. Before I get going though, I must say that I really enjoy the discussion/debate going on and had no clue that my little moodiness would lead to such a lenghty thread. I also want to say that this thread reminds me just how much I enjoy this community. There have been a number of places where it could have easily been derailed on other forums but cooler, more mature heads, have prevailed here just as they usually do. Really, isn't that awesome.

Now... hmmm...

miss_seph wrote:
In this thread we've decided that Synagoga wasn't an ARG. It was just fiction, with characters, that took place in real time, in a reality not-as-we-know-it.

Well Steve said it best, but really, I don't think that anyone has decided anything in this thread. Furthermore, I don't believe that is the point of this thread. The point is discussion and laying down absolutes such as that only serves to end discussion or create flames (which we are not really known for doing here). As far as I've noticed, the games that many of us stated a belief for not being ARGs are games which are primarily based on conversational interaction and not in a fully fleshed out world or more global interaction. Now, please correct me if I'm wrong as I only took glancing passes at Synagoga, but wasn't it part of a much larger world? Wasn't it part of Wildfire Industries? Was it primarily based on more than conversational interaction? If we answer yes to that, then where in this discussion was it agreed that it was not an ARG?

miss_seph wrote:
Infact, let's open this thread up to include a topic from various dead threads (as I am infact the original Dead Thread Revival girl) and ask for a clear cut definition of the genre "ARG". One that we can all agree on as a wider community and use from here on in.

As for the definition of ARG, here is the one that I use in my presentations on the subject:

Alternate Reality Game (ôl'tƏr-nāt' rē–ăl'ĭ-tē gām)
n.
1. A non-linear episodic story adventure that often utilizes puzzles to advance through the episodes.

2. A game in which players interact with a fictional world within a real world space which may include the internet (www, email, chat), telephone, and physical space (geocaching, live events).

3. A highly collaborative experience which encourages players to interact with one another as they explore both the fictional and real world spaces.


That given, I'm not sure that it is wise to create a clear cut definition of the genre. How many game genres have a clear cut definition? Not only is there a constant need and desire to push the boundaries in game development, but so many games utilize elements from a number of genres that it would be unwise to state "this is an ARG and if it doesn't fit these 3 bullet points, then it is not an ARG." Far more wise is to create a loose definition which allows for the boundaries to be pushed and the elements to be shared. That may seem contradictory to my claiming that I don't believe that conversationally based games aren't an ARG, but I don't think that it is. I think that those games tend to have more in common with, usually, the email based IF. Sure, some of them contain elements that we see in ARGs, however they are rooted in the many of the same premises as the IF with the only difference being that they are not tied to a program but created live by a human (an ARG/RPG element).

Nightmare Tony wrote:
Must be the budget.

Not picking on Nightmare Tony here as he isn't the only one in the thread to allude to such things, but his was the first one I saw just now. As for that thought... give me a break. Many of the people in this thread are or have been grassroots PMs. We have produced games on, essentially, a 0 budget. I don't think that anyone is doubting the validity of Lockjaw or Metacortechs (the original MU Smile) or Acheron or Chasing the Wish... all of which were produced for next to nothing. So, please, let us drop those snide remarks for the good of the thread.

Nightmare Tony wrote:
Right now, AIM and IRC seem to be the easiest way for player contact during the game. One solution I hope to see more of is the game characters posting and being a part of the forums. But thasts my own personal take there.

This is not really the place for this discussion, but, real quick like... Why must characters post on out of game forums? IF there is a need for characters posting on forums, why can't the game create them and the ingame community? People talk about immersion when they want such things, but all that tends to do is solidify the fourth wall and decrease the immersion. But, you and I will never agree on that fact Smile


Ok, back to the topic at hand and I'm going to quit trying to refer to people as, since I've started this post, new people have replied (Scrappy... great stuff) and I do need to finish a project at some point tonight. But...

People keep talking about interaction as if it's the be all/end all. I agree. It is pretty darn important. After all, this is an interactive medium and I'm in school for interactive design & technology and my favorite courses are things like interactive narrative. Interactive is a great buzz word and, as such, it's really important. However, wtf does it mean? It seems to me that most of what this thread has been revolving around is conversation. I think that it's important that we make that distinction as I never had a conversation with a character during the Beast and yet I felt as if I was interacting with that world and with those characters on a rather deep level. I also know that there were many players in both Metacortechs and Lockjaw that interacted with the world and with the characters regularly and yet they never had a single conversation with one of the characters.

I'll stop there for now, as I do have to get to work, but I'll check in and probably chime in a bit more later. Thanks so much for the good discussion. I've really enjoyed reading all of your thoughts.

(wow! I just read Omnie's post on preview and I think it's one of the best put posts on the matter that I've ever seen. )

-b

PostPosted: Wed Apr 06, 2005 10:33 pm
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NashCarey
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I must say that Omnie's post did a great job of clearing that up! Yay Omnie for an intelligent and a very non-generalized post spoken from experience instead of heresay. We need more like you!

Edit to expand: One thing I can't do when lurking a game is really connect to the characters. That, for me, comes with interaction. So lurking a game (to me) will not really let me connect to the characters and the story line like the game was really designed for. ARG's are meant to be interactive, and yes, lurking is an art, but I find that people who lurk a game never have the same insight as those who played the same game. Thus the reason I can not really say much about ILoveBees.

Lurkers mean a lot to the genre, I forgot that early on, but lurkers aren't everything. Without the players, the lurkers would really have nothing to lurk.

Omnie I trust your perspective above anyone else who has tons to say about what they term gAIMs since you truly experienced the two styles.

Colin says the best thing about Poetry is you can't define it. Can that be the best thing about ARG's?
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PostPosted: Wed Apr 06, 2005 10:35 pm
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C_Brennan
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Joined: 02 Sep 2004
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Hell no, I said the worst thing about poetry was that you couldn't define it. DAMN YOU POETRY!!!! DAMN YOU!!!

But, heh, that same definition works great for ARGs. I agree. Just I still hate poetry. Razz
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"Here's a kitty, there's a kitty, my kitty too! Kitty, kitty, kitty, kitty... um... I ran out of rhyme..."
-Synagoga, after getting her first cat from "Auntie" Seraphina

In-Play: The Dark Knight


PostPosted: Wed Apr 06, 2005 10:50 pm
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miss_seph
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Does Lettuce Maketh The salad?
Razz
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PostPosted: Wed Apr 06, 2005 11:30 pm
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yanka
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Joined: 06 Oct 2003
Posts: 1214
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Re: Well said

surferstick wrote:
We also cannot truly compare the number of players that were part of games like Metacortechs to the current crop of indie games.

Woo.

I finally have a TOTALLY LEGITIMATE excuse to rave about Mu!!! So, I'm going to Very Happy

But before I start, I would like to: apologize for being off-topic (though not completely off-topic); remind everyone that it is perfectly ok to skip this post.

Now, I am going to show you that Mu's incredibly successful launch had virtually nothing to do with:
a) The amount of other games running
b) Subject matter
c) Timing
and everything to do with:
d) The sheer brilliance and talent of its creators.

a) The amount of other games running
This one is easy: there was another game running. But it doesn't even matter, because the overwhelming majority (and I mean well over 90% of the player base) were not ARGers - competition from other ARGs was not an issue for them. However, it is interesting to note that none (or next to none) of those brand-spanking new ARGers even noticed any other game[s] being played here while Mu was running (I do believe that this remains the only such case to this day).

b) Subject matter
The matrix lends itself to ARG-ness. I mean - codes, sexy hackers, alternate reality - the works. In addition, it has a very hardcore fan base who also (due to the nature of the subject of their affection) are more than willing to hunt down anything that smells like a matrix-y puzzle thing.

Now, these same hardcore fans also idolize (yeah, I think I really mean "idolize") the W Bros. The only fanwork they would be willing to consider is that which is on par with what the W Bros. would actually create - anything sub-par would be immediately labeled as "lame" and disregarded. I'm saying this because, during my times of hanging out on matrix boards, I've seen close to 100 of fanfic essays/short stories, and I've seen the treatment they got. The matrix is - quite honestly - sacred to us, and nothing short of "perfect" better touch it.

The ability of the Mu team to launch a game that passed off as a genuine "W Bros thing" is nothing to sneeze at. That they were able to hold the interest of thousands of fans once it was determined that this was not an official "W Bros thing" is a testament to the sheer brilliance and talent of the game's creators. I mean, seriously - look at Slumberil. Nobody knew that it would flop, everybody knew that it was "official" - and the amount of interest it generated isn't worth spit compared to what happened when Mu launched.

So, why was this launch so successful? I'm going to go with "because it capitalized on the interesting potential (namely, the subject matter and the characteristics of the fan base) AND delivered a world-class product." The ability to recognize, let alone successfully capitalize on such potential already indicates that the game creators must be brilliant and extremely talented.

However, that wasn't the only factor. Many of Mu addicts weren't even rabid matrix fans - they never belonged to any matrix boards, and they discovered the game through HBO, IMDB, other places on the net, and word-of-mouth. What, then - if not the subject matter - did they get so attracted to?

It was the rabbithole, imho. We use this word so casually that we forget what it actually means. It's a rabbithole, people! You fall down, you can't escape once you start falling, there is nothing else around you, you are sucked in whole and consumed entirely, you enter another world and suddenly everything you knew is on the other side of the mirror - you are doomed. Did I mention that I forgot to eat that day? Matrix fan or not, once you found this thing, you could not escape it - everything, and I mean everything - suddenly became a nuisance: boyfriend, job, friends, family, to hell with all of it. That's what the GAME did to so many of us (well over a million hits on the MC site in the first month), and I say that only incredibly brilliant and incredibly talented people could pull something like that off - no matter what the subject of the game.

Now, imagine if they decided to launch with an AIM conversation... I'm kidding! I'm not going to go there Mr. Green

c) Timing
In-between Reloaded and Revolutions - you couldn't pick a better time!

I would nod at Slumberil, and say that it went it live at a pretty opportune time (before MxO launches), but that would be a weak argument.

Instead, I'm going to say that it was the sheer brilliance and talent of the team that enabled them to see the perfect opportunity to make an impact, and to create a game that delivered it - then and there.

I know that people want to make games when they want to make games, and they want to make games about whatever it is that they want to make them about. And that's fine. But if you want to make a game that is as successful as Mu (at least in terms of numbers), you simply CAN'T rely on the community's sense of obligation to grassroots games (which, frankly, I'm not sure is even there). Mu sites logged over 125,000 unique IPs... how the hell can you beat that with a game that is not tied to something that a whole lot of people are already interested in now? The ARG community itself/alone cannot sustain this kind of numbers.

If you are making a game, and you want to aim high, perhaps you should consider that a HUGE game simply may not be possible until "the moment is right." Is there something that a large amount of people is interested in, will you be able to sell your game to them, and can you deliver before the interest wanes - I think those are questions that PMs that do "aim high" should at least consider as they are planning their next project. You may have the best game ever made - but do you have the chance to let the world know about it? Is your "best game ever" going to go down in history, or will go down as something that was internal to the ARG community?

Now, all of that said, I'm still going to argue that timing was a minute contribution to Mu's success in comparison to the quality of the content that was delivered on the first day of the game, as well as throughout.

You see, despite the fact that Karetao was outed during the first week of the game, despite the fact that virtually all the matrix boards lost interest in the game subsequent to that, and despite the fact that Revolutions came and went, the game still finished off with thousands and thousands of players. Only a game created by brilliant and talented people - a game that constantly exceeded all expectations - could hold that amount of interest for that long, could still have people getting into it in November, could captivate rabid matrix fans more than the final chapter of the trilogy itself. Nothing short of "world-class" could have had such success - no matter how perfect the timing. If the launch wasn't as great as it was, it wouldn't have succeeded - I dare say, even if it happened within the movie itself; and if the game wasn't as great as it was, it wouldn't have become the second or third most successful game EVAR (yeah, besides ILB, Mu is still only comparable to the Beast's numbers - despite numerous commercial attempts since, believe it or not).

------

Now, why am I saying all of this stuff? I am doing it to prove to you that a grassroots game can have that kind of success, and it can make an impact, and it can serve as the flagship game of the genre - provided that it has brilliant and talented PMs. Make of that what you will...
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PostPosted: Thu Apr 07, 2005 1:18 am
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Nightmare Tony
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Imbri: for Synagoga, Omnie does put some interesting points as to how it felt, but it also DID have a puzzle structure and an unfolding story. Each night in chat, it would be silly and goofy and somewhere along the line, she would say something which would help prove a clue. And then within minutes, a new puzzle would appear. we would attack it like mad. When solved, it gave us part of a recording log, which helped shape and show us the situation Syn was in. So the storyline was unfolded there primarily, not so much by our chats, though some storyline work did jell within the chats.

Colin: Until the merge, I still considered WIU/Syn to be two completely seperate universes, each with their own rhythmns. that is why you had so much asploding that night Smile
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PostPosted: Thu Apr 07, 2005 1:47 am
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Wolf
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Quote:
Now, I am going to show you that Mu's incredibly successful launch had virtually nothing to do with:
a) The amount of other games running
b) Subject matter
c) Timing
and everything to do with:
d) The sheer brilliance and talent of its creators.


I heart you. Lots and lots.
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PostPosted: Thu Apr 07, 2005 8:39 am
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strife777
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To put it bluntly, this is why I haven't like any of the gAIM's as of yet. And yes, I've never finished one, but I don't need to eat a whole cup of chili to realize that's a finger and not meat.

1) It never delivered the hot thesbian action it seemed to promise. The characters had holes the size of lower Kenneybunkport, and yeah, I can ignore them, but whats the point? I know when I'm talking to someone who's lying, and as much you can write out who and what your character is, unless you're a real good con artist, it comes off as phony to me.

2) I felt it was restrictive towards what I had to do in real life. Some days/weekends, I wasn't around when these "chats" were going on, and thats why I really quit the game. It's boring to read the day after chats. Gouge my eyes out with a mattress boring, and yet, it was the only way to catch up to the story. ILB's did one thing right in this regard, all the "Live Interaction" opened up interesting media for everybody else. So if you couldn't hit a payphone, or missed an axon day...you wouldnt really fall behind. The Live chats with Melissa was great for those that got it, but not necessary for enjoyment of the plot-line. Usually AIM based games are. (Note: AIM based games, not games that use AIM as a method, AIM BASED. So don't say well this game used AIM, but also used 40 other methods to appease everyone else. Different thing.)

3) The characters come off as fake because of being too trusting. This is actually a big problem I have with ARG's on both sides of the virtual line we're discussing. Hell, you're imming me for the first time, and you're spilling all these major world-breaking secrets before even checking if I'm a sex-bot in disguise? I mean I guess there has to be an easy break-down in the characters walls to let people in and progress the game, but the characters have no blocks up what-so-ever. (Insert counter-argument that shows same point with non-AIM oriented game).

4) AIM is one of the worst mediums to express emotion or to generate feeling, ever. It absolutely sucks. This isn't the fault of the PM's, its just intrinsicly built in. I personally hate blogs, with a major passion, but at least when the characters are trying to express something major, it flows. AIM is like fragments coming through, and it just ruins any grip the text itself has on you. Even when my friends IRL have issues and try to talk to me on AIM, I ask them to call me. Emotional attachment, whether its like or dislike for a character, is what keeps me attached to an ARG. AIM makes me apathetic.

On another note, I'm starting to not-understand what the point of this thread is anymore. Are we trying to define what an ARG is? Are we trying to determine if a gAIM is an ARG? Was this all just a ploy to see Scarpe's tushie?

PostPosted: Thu Apr 07, 2005 9:29 am
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NashCarey
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In case anyone missed it, Hugh Briss of ARGTalk has something to say too.

http://www.argtalk.squarespace.com/argreviews/2005/4/7/the-art-of-args.html

I hope he doesn't mind me putting this here.
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PostPosted: Thu Apr 07, 2005 9:40 am
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krystyn
I Never Tire of My Own Voice


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

Hugh Briss wrote:
I don't think it's fine however to use opinions to try and exclude or belittle people's creative efforts by saying they are somehow less than true ARGs. I know, you may not think you are belittling anyone by just voicing your opinion about these games, but I guarantee you that's how the creators and players of these games take it. That may or not matter to you but I think it's worth considering when you think about how to voice your opinion.

Y'know, if I simply gave up working on games every time I perceived a criticism of something I had created, through these forums, or from IRC, or from the endless stream of ARG-related blogs popping up nowadays, I wouldn't be here right now.

People like what they like. Honestly. Get used to it.

And, for the record, there's many lovely people here who are trying their damndest not to define or pigeonhole what an ARG is or is not.

Please, PLEASE, PLEASE, stop putting words in our mouths.

Thanks, Hugh. Appreciate it much.

PostPosted: Thu Apr 07, 2005 9:50 am
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