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 Forum index » Meta » General META Discussion
Setec Astronomy
Moderators: imbri, ndemeter
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cerulean
Boot

Joined: 06 May 2005
Posts: 11

Setec Astronomy

Too many rules. Doh! That doesn't work. (pardon the obscure reference)

Are there too many rules governing what ARGs are and aren't supposed to be? ARGs are quick to be criticised if they
1. Don't adhere to the TINAG philosophy strictly
2. Don't involve ROT ciphers (or similar)
3. Encourage any sort of competition between players

Is this a good thing?

PostPosted: Tue May 10, 2005 3:01 am
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Re: Setec Astronomy

cerulean wrote:
Too many rules.


I don't know if they're "rules" as much as "existing ARG community standards". Everyone and every group has preferences. There is nothing wrong with having a preference. Also, people, as a rule, dislike "change" and that is only magnified when people are in a group. So, when anything (including an ARG) establishes a pattern, people tend to expect that pattern to continue. Perhaps, if one is wanting to not deal with these rules, they should look beyond the existing ARG community in designing and implementing their game. Though I'm one to believe that people should always look beyond the ARG community. Honestly, it doesn't do us any favors to have games created just for us.


As for the "rules" you list.
1. Don't adhere to the TINAG philosophy strictly

From my standpoint, TINAG philosophy is important. It allows the designers to create a world that one can explore with real world means and, that, is the base of my personal definition of an ARG. If the game sites lists phone numbers and those numbers are out of order (and not written to be that way 'in game') or, worse, if the number goes to Microsoft or Audi or whatever product or company that is sponsoring the ARG, then the illusion of the world is destroyed. In my opinion, that is a bad thing. If the ARG can't believe that it's real, why should we?

Would I be willing to play a game w/o that? Perhaps, but it would have to be a really great game that hits another one of my buttons. I didn't get into Majestic, partially because it built a game space. Had it excited me on another level (or had I not been as busy developing Lockjaw), I might have enjoyed it more. I see nothing wrong with this.


2. Don't involve ROT ciphers (or similar)

Well, I do think that ARGs need a puzzle aspect and I'm assuming that is what you are referring to here with your (or similar). I don't know of anyone who has criticized games for not containing ROT or similar busywork puzzles, but know of a number of times where people have become frustrated when such puzzles are prevelant in a game. In fact, the only game that I can think of (more will probably come to me later) where players nearly revolted because of a distinct lack of puzzles, was I Love Bees. That concern was met by the PMs who quickly began including more.


3. Encourage any sort of competition between players

This goes back to people's basic fear of change... we're used to working collaboratively, we like to work collaboratively. Through in competition and people suddenly question whether people will still work in a collaborative manor. That is a valid concern. I've yet to see an ARG that encouraged competion where that idea wasn't thrust upon the players, shaking them up and forcing them to quickly accept the idea. People don't tend to enjoy being forced into anything. If it was presented correctly, I do believe that players could accept it with little criticism. So it's not so much the players "rules" as it is poor design implementation on the part of the PMs.

PostPosted: Tue May 10, 2005 10:32 am
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cerulean
Boot

Joined: 06 May 2005
Posts: 11

We're probably going to end up arguing the same point from different perspectives, but in the name of intellectual (well, sort of) debate, here goes...

1. TINAG
It depends again on what the definition of TINAG is. Does it mean the players don't realise it's a game, or does it mean that the game doesn't realise it's a game. I agree wholeheartedly with the idea that the game world must be as complete as possible. You should be able to google a character and have a whole lot of sites come up that flesh out the character's background but which do not even have to relate to the storyline.

I don't, however, think that it's necessary for the player to be unaware that it's a game. It is, of course, a good thing during the pre-game or early game phase if it can be built into the game, but after that I don't think it matters. And in fact, I think more people would be interested in playing a game that involves registering their details with a mysterious agency rather than actually registering in a mysterious agency that they believe is real.

2. Puzzles
The main issues I have with puzzles are :
a. They sometimes don't seem to be realistic. Why would a pharmaceutical company have a secret message in semacode on it's corporate website? Or have secret messages in the web page source code?
b. They tend to be difficult to solve. While that's what the hard core ARGers want, I think it makes ARGs less approachable for people just getting into the genre. How many times have we come across puzzles that require finding a password that's hidden in a stegged file and then using that to unlock a document that's written in hexadecimal code backwards and then finding that the decrypted text is a cryptic clue in Armenian that gives the Amazon.com code for a book title that you need to e-mail to the person you're trying to help (who is actually the bad guy in disguise)? Experienced ARGers will know exactly how to approach the problem because they've done it several times before. Have pity on the newcomer though, who will probably give up and watch Desperate Housewives instead.

3. Competition
Look at football players (any code). They are simultaneously members of rival teams but are all football fanatics. I don't think that competition is necessarily the anathema of community


Smile

PostPosted: Tue May 10, 2005 10:57 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

examples

Cerulean: it would be helpful if you could be specific about the complaints you are referring to, maybe you could link to posts where people criticize ARGs for the three things you mention?

These are three very broad topics so specificity helps people to respond to the concerns you are raising. For example, on the issue about competition, do you mean the concerns raised about sharing information openly in syzygy - a game that involves a substantial financial reward to one winner? Or do you mean the competition involved in team games like the first AWARE? Or do you mean competition as in rewards for solving a puzzle or assisting in a live event as in The Art of the Heist? Or possibly something else completely?
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PostPosted: Tue May 10, 2005 2:45 pm
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buff
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Joined: 23 Sep 2003
Posts: 106

Look on advertisement online before The Beast came along.

Rules that seemed to be cast in iron were suddenly chucked out of the window.

Can't see why the same thing can't happen again.
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PostPosted: Tue May 10, 2005 5:42 pm
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vpisteve
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Joined: 30 Sep 2002
Posts: 2441
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To me, there aren't rules as much as there are things that have been proven to work, things that have proven to be problematic, things that have proven to not work at all, and things that haven't been tried yet. On top of that, there's responsible game design, which takes into account all of these, and irresponsible game design, which takes none of these into account and doesn't bother to try to foresee consequences. I've seen instances of all of these.

But rules? Nope. Wink
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PostPosted: Tue May 10, 2005 5:49 pm
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PokeKiller
Decorated


Joined: 13 Nov 2004
Posts: 216

Darn it, cerulean, if I've told you once, I've told you a million times: Stop spying on my plans!
I should explain. For a while I've been working on my very own ARG. It's called ForkFinders. No other name. I plan on making that abundantly clear by putting a banner with that name on it on the top of every ingame site, all of which will have the letters "ARG" in their URL.
I was collecting funding for a commercial, and it'll be great! There will be a fork in the middle of the screen, and then, it'll start talking! It says "Dude. I'm not even real. But talk to me and find my fellow forks with me. Even though I'm not real." And then it shows the URL for the meta site, which I imagine will be www.argforkfindersarg.com, although I can't decide between that and www.argforkargfindersargargarg.com. Oh, wait, did I say meta site? I guess that's a little broad, considering the main page of every site will give a long and detailed description of ARGs and what the game is about.
Of course, there will be plenty of interaction, especially on AIM. I expect a typical conversation will go something like this:
Quote:
ARGSporkTheForkARG: (Remember, I am not real) Hey, the creators of this game have an update ready for me to announce to you on AIM. Here it is:
There is now a new fork to be found.

Oh, yeah, I guess I forgot to mention what the game was about. You have to collect forks. Special forks. Forks whose exact locations are listed on one of the sites, probably www.argforklocationsarg.com. But there's really nothing special about the forks. You just collect them. I was planning on having puzzles or something on each of them, but I decided that was maybe a little too difficult for the players.
But I'm not stupid -- I realize it may be a long trek to the nearest fork, which is why I decided on creating a "Fork Delivery System." 25 cents to have a fork delivered to your front door. How does that fit into the story? Who knows? Does it really matter? The players know it's a game anyway! I made sure of that Wink.
And the winner gets-- Oh, did I mention that it's team-based? Actually, not really team-based. Every player for themselves. And the winner gets five valuable forks, worth an estimated combined total of about $7.82 million. That should make for some entertaining competition, especially since I'm equipping the forks the players have to "find" with switchblades on the end.
It'll be a fun time, guys!

EDIT: Err... Before somebody goes and starts yelling at me for being so mean, that was all just in fun. This is what Poke sounds like when he sees the opportunity to be a smartass. Carry on. Very Happy
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PostPosted: Tue May 10, 2005 7:22 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
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Just figures, I have ten thousand spoons, when all I need is a fork.

Shocked

PostPosted: Wed May 11, 2005 10:19 am
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buff
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Joined: 23 Sep 2003
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What is the going-rate between a fork and a pair of chopsticks?
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PostPosted: Wed May 11, 2005 11:25 am
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i_monk
Boot

Joined: 06 May 2005
Posts: 17

cerulean wrote:
2. Puzzles
The main issues I have with puzzles are :
a. They sometimes don't seem to be realistic. Why would a pharmaceutical company have a secret message in semacode on it's corporate website? Or have secret messages in the web page source code?

This is something we had to face in the dev stage of LockJaw. The answer was simple enough: someone put them there. Who? Why? Well, that's what the story is for.

cerulean wrote:
b. They tend to be difficult to solve.

Keep in mind I haven't played an ARG since the Beast, when I say that I agree. I didn't solve a single puzzle and usually misinterpreted (I prefer to think I correctly interpreted and everyone else, including the PMs, did not) the clues. I'm just not a very good puzzle-solving (or, um, making) kind of guy. That's what the story makes up for.

PostPosted: Wed May 11, 2005 11:00 pm
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strife777
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1) I think (and correct me if I'm wrong), that TINAG refers to the in-game world being able to blur into our world and being whole. It doesn't mean that we as a community believe this stuff is really happening, it just means that there are no "holes" to allow us to prove that it ISN'T happening.

2) If you don't like solving puzzles/have trouble with them...let the rest of the group that enjoys them do it. Might sound silly, but I think each of us have our own preferences and favorite thing to do with ARG's. Some like interacting with the characters and firing off 20,000 emails/calling numbers. Some like speccing. Some like puzzles. I personally don't like the whole "Everybody e-mail all the main characters, and they all respond as if they didn't randomly get 10 million emails, thing." but at the same time I realize, what can you do, people like doing it. Some people like challenging puzzles. If it isn't for you, focus on the stuff that is. ARG's are like a delicious watermelon-strawberry-broccoli-beer combination, where you can sink your teeth into what you prefer Smile and let the others handle the rest.

On the other hand, I do agree with the puzzles needing to make sense. Puzzles for the sake of puzzles can be disconcerting, at least try to make up some legitimate reason to have them please.

3) I'm not really sure about you comparing football and ARG's. Football is a competitive game, ARG's are generally interactive media. There no "Winner" to an ARG, IMHO, just a means to the end. I have a few issues with competition though. For one, you're generally setting it up so one group or the other isn't getting the whole story, especially if its side vs side, and not a race to the end type. My mega-government wants to stop your rebel troops, so I know the governments ideas, you know the rebels....within 3 days I'd be signing up with your side too to get the whole story. Thats the main draw to an ARG for me, the story. Why would I purposefully limit myself to half of it?

PostPosted: Thu May 12, 2005 5:13 pm
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cerulean
Boot

Joined: 06 May 2005
Posts: 11

2. I don't mind broccoli beer. And most of the people here would eat the whole thing. I just worry about new players who have stumbled upon an ARG and who just want a cup of tea. But yes, I see your point. Smile

3.
Quote:
There no "Winner" to an ARG, IMHO, just a means to the end.

That's what I'm getting at. I think it would be interesting to have an ARG in which there *is* a winner. For example, players (in teams or playing as individuals) would get points according to how quickly they solve puzzles. Winner takes all. It's this scenario that people would object to because the way the ARG community has evolved, there is a disliking of anything that is seen to detract from the feeling of community.
My analogy of football players was a bit off. It's more like football supporters of two different clubs. They are rivals, but at the same time there is a strong feeling of camaraderie between them because they are both football fanatics.

PostPosted: Sat May 14, 2005 6:11 am
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i_monk
Boot

Joined: 06 May 2005
Posts: 17

An ARG can have a winner/winners without dividing the player community against itself rather easily: reward player/s out of the blue, preferably towards or at the end.

Maybe it's not fair, but then how fair is it to launch a national or global ARG but cater to one timezone or a handful of payphones in one region? Not everyone can take a few weeks off work to ensure they get a chance to call a certain number released in a puzzle at 2pm local time, change their sleep schedule, or cross the continent to answer a phone. We accept (more or less) that not everyone will be able to participate in every aspect.

PostPosted: Sat May 14, 2005 4:14 pm
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strife777
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The only problem I see with a "Points" system is it totally kills people being able to walk in Mid-Game. ARG's generally pull people in throughout their cycles...a lot of people won't even try something if they know they can't win.

PostPosted: Sun May 15, 2005 10:27 pm
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