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Alzheimers
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Joined: 02 Aug 2004
Posts: 339

vpisteve wrote:
I think the basic reason for all the angst about this hotlist thing comes from a basic disconnect about ARGN's purpose.


Forgive my misunderstanding, but I was under the impression ARGN's purpose was to provide a useful service to the community and those interested in it by providing important information and relevant links to items of interest. All editorial comments aside, it's a vital resource and one that should try to remain as open minded and as community-friendly as possible.

If I'm wrong about that, then I congratulate you on having the most successful vanity blog that just happens to cover ARGs. Because if it's not about the community, it must be about something else.

vpisteve wrote:
Alzheimers, who is the "our" in the "our cause" you speak of? You go on to say the community, but it seems like you're referring more to a community of grassroots PMs or something rather than the community of players as a whole. In fact, looking at your later posts, including the couple just preceding this one, it becomes pretty obvious as to the perspective you're writing from.


If I seem to be looking at this from the viewpoint of a grassroots PM, there's probably a reason for that. But I have the interests of the entire community at heart, which is why even though I'm not running a game right now I'm still quite interested in this subject.

vpisteve wrote:
So, I think there's a fundamental misassumption here, and it is this. ARGN's first responsibility is to its readers. Based on our tracking, over 90% of traffic to ARGN are first-time visitors. Think about that for a second. That's hundreds of thousands of people annually who don't know an ARG from a hole in the ground, who are trying to get their heads around the whole concept of Alternate Reality Gaming and don't know what it is or how to get started. That's how ARGN works to "build and support the [player] communities surrounding Alternate Reality Games" as stated in its goals, by working to plug new users into the genre.


Those are very impressive stats, and ones that underline the importance of the observation I've made. I'm sure you can understand my concern when hundreds of thousands of people, upon their first contact with our community, are exposed to information that will shape their opinions and their impressions and are immediately warned off of games that 1) Are currently running without any difficulties, 2) Are run by people who were just like them once, and 3) don't have any alternate agenda besides providing the best experience possible for it's players.

vpisteve wrote:
So, we purposely try to look at things from the perspective of the unititiated, making ARGs as accessible as possible to the mainstream. Moreover, despite me being a former PM, and having many PM friends, - and here's the shocker - ARGN does not exist to support PM teams. Well, qualifying that a little, inasmuch as it benefits the players and the genre as a whole, ARGN will do everything possible to promote the PMs efforts, but let me say again that it's the players/readers that come first. As a result, ARGN tries to give a thumbnail of the major stuff going on so that new people can get the big picture quickly and get involved easily, not be an exhaustive listing of each and every little thing that's happening. That's being done perfectly well on other sites, including this one.


Of which, I have absolutely no problem with. In fact, I'd say that if this were simply the case then ARGN is performing exactly it's intended function for the community. The players need a resource to find their games; PMs need a resource to direct players to them. It's a symbiotic relationship, and without common ground neither sides would get very far.

And it's specificly this service to new players that interests me the most. It's these new players that will be providing the lifeblood for the upcoming generation of games. These players, who have never experienced ILoveBees or Urban Hunt, or Metacortex or Aware or ProjectGateway or The Beast. There is no differentiation to them between "Indie" and "Commercial", except maybe they stumbled on an article about PPC or Ourcolony. There's no preconcieved notion that games have to be different if they're run by dedicated fans and not paid professionals. And most important of all, they don't care about PM teams or cliques or politics; they're just looking for a good game to get started in.

vpisteve wrote:
If this genre were akin to a little weekend club of housewives who put on Shakespeare scenes for their own enjoyment, sure, I'd do everything I could to get as many players to as many games as possible. But it's not any more, and this is what the majority of "community" people aren't realizing yet. ARG is swiftly approaching the tipping point of mainstream awareness and acceptance, and we're doing everything possible to help that happen.


While I certainly tip my hat off to the housewives reenacting scenes from the Bard, I'd probably say we're getting to the point where it's more akin to Community Theatre vs Broadway -- and I've seen my fair share of both to tell you that you can't always pick the best by the price of the ticket.

vpisteve wrote:
This is not a game, guys. People are watching. There are careers at stake at this point. When a grassroots game implodes, it does LOTS of damage. When a high school student decides to rope people along and yank them around, it does LOTS of damage. When someone employs irresponsible game design, it does LOTS of damage.


Forgive my selfish, darwinistic, capitalistic, independent soul for one moment, but I'd say that any artist who puts their career on the line for their art will live or die based upon public scrutiny of their own work. My kindergarden fingerpaint, while it may not succeed in any MoMA display certainly didn't bring the art world crashing down, and I doubt a less discerning observer could tell the difference between my fingerpaint and Jackson Pollock.

If we weren't told; if there was nothing being sold; could any of us honestly tell the difference between a 4orty-2wo production and a game run by Dave Z, or Brooke up there?

vpisteve wrote:
ARGN qualifies indie games with the YMMV disclaimer for one reason: because it's true. That's not ARGN's fault, and sorry, but sometimes the truth hurts. For ARGN to point to all games without qualification would be wildly irresponsible.


But is it not also irresponsible to offer inaccurate information about projects based not on their individual quality but by a generic classification that really means nothing? Indie games cover the spectrum, from failed experiments to soaring successes; ironicly, the same spectrum as commercial games. If the distribution is different, it's still highly misleading about the nature and quality of any given project, and it does no service to the Uninformed new player except steer them *away* from such projects.

Protection? Who protected the Majestic players?

vpisteve wrote:
See, unfortunately indie ARGs aren't like indie films. You can go see an indie film, and at least know you'll be able to watch it until the end (usually). Sadly, that's not the case with ARGs, and if ARGN were to blindly recommend any and all games without qualification, including ones that implode, then that would hurt ARGN's credibility to the general public. Bottom line is that the new person can't tell the difference between an I Love Bees and a Lenny's Xanga, and to think that there is no difference, nor should any difference be pointed out is just ludicrous.


And yet, going by the same classification system, Urban Hunt and Metacortex would be lumped together with every LX and Sarah Kiddo that ever melted down. The chances of an independent game succeeding are independent of a separate team's failures. Failing miserably and publicly hurts the genre entire; of that there's no doubt. But that shadow casts long and far, and doesn't end where the commercial line starts.

So are we to deny the players the chance to witness the next great game, simply because it doesn't have a financial backer? Whose cause are we really fighting for -- the players, who will miss out because of someone else's past dissapointments? The PMs, who sweat blood to keep an elephant riding a bicycle on a highwire? The community, for having one less great success story to brag about the next time the NYT wants to do an article on ARG gaming?

vpisteve wrote:
So in closing, I hear your concerns, Alzheimers, but believe it or not, these are issues that have been already evaluated and discussed well before anything's ever been implemented at ARGN. Everything done at ARGN is very purpose-driven at this point, and never just done willy-nilly (shock!).


And yet, it seems like ARGN does it's duties not for the community, and not for the new players, but for reasons that matter very little to either. I can't honestly say I agree with your opinions, but I do care how they affect the next batch of players.

vpisteve wrote:
ARGN is what it is, and takes the positions that it does for very well thought-out reasons, and some will agree, some will disagree, and that's fine. But bottom line is that you're not ARGN's primary audience, Alzheimers, and it is this primary audience to which ARGN's main responsibility lies. As stated before, the ARGN hotlist is an objective reflection of fact, based on interest on the forums, player logs, google referrals, media coverage, etc. etc. etc. etc., and the indie disclaimer is simply that, based on the reality of things. Just about every related genre I can think of differentiates between indie and professional projects: music, film, books, and yes, even computer games, so I just don't see why Alternate Reality Games need to be any different.

There are multiple ARG-related sites at this point, and that's a great thing. However, each has their own perspective on things, and that's a great thing, too, just as does every publication on the face of the earth. ARGN will continue to be ARGN, thank you. Smile

I don't have the time or money to waste running a game noone will play. I'm sure most other Grassroots PMs feel the same way. What incentive do we have to create content for the community, when we're rewarded with rolling eyes and doubting minds. I remember the vacuum that existed after ILB finished, and there wasn't a single big game running. Everyone was holding their breath for the next big thing, the next ubergame that was going to attract the same level of attention as that big game.

I remember indie games like Project Gateway, Tranquil Valley, and Strange Dreams appearing to fill the void. I remember how, in a time when everyone was holding their breath and waiting for Syzygy or A2 or Pandora Next to return, these "grassroots" games were the ARG community.
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PostPosted: Fri Jun 03, 2005 7:03 pm
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Phaedra
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QBKooky wrote:
Phaedra wrote:
Otherwise, if it's not your cup of tea, stick around because a game by 4orty2wo (Ilovebees and the Beast) should be launching pretty soon.
Quaaaa? *raises eyebrow*


Wink

Go read the Buzzmakers article, paying close attention to the paragraph about clothes, and then, go observe Kristen's LJ.
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PostPosted: Fri Jun 03, 2005 7:09 pm
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vpisteve
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Joined: 30 Sep 2002
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Wow, quite a lot of shooting from the hip, there, Tex.

Alzheimers wrote:
If I'm wrong about that, then I congratulate you on having the most successful vanity blog that just happens to cover ARGs. Because if it's not about the community, it must be about something else.


Thanks for turning it personal, there, bud.

Alzheimers wrote:
it seems like ARGN does it's duties not for the community, and not for the new players, but for reasons that matter very little to either.


So, instead of being charming, why don't you just spell out what you're meaning? Since you seem to know ARGN's motives so well, what are they? Enlighten me. If it's not about the community, and funneling new people into it successfully, then what exactlly is it??
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PostPosted: Fri Jun 03, 2005 7:28 pm
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Phaedra
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Two, brief things:

1)
vpisteve wrote:
despite me being a former PM


Only a former PM? Sad

And 2)

Quote:
ARG is swiftly approaching the tipping point of mainstream awareness and acceptance, and we're doing everything possible to help that happen.

This is not a game, guys. People are watching. There are careers at stake at this point. When a grassroots game implodes, it does LOTS of damage. When a high school student decides to rope people along and yank them around, it does LOTS of damage. When someone employs irresponsible game design, it does LOTS of damage.


That's what I've been trying to say in a number of private conversations, but it hasn't been coming out right. I'm just going to quote you from now on, okay?

Thanks. Smile
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PostPosted: Fri Jun 03, 2005 7:32 pm
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Dorkmaster
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Ok, I'm gonna (once more) stick my nose where it doesn't belong and respond here.

First off, and I say this only to be honest, so please continue reading with an open mind here: I agree with Steve. Not because I write for ARGN, but that is WHY I chose to write for ARGN. With these comments, then, YMMV. Wink

(Also, as a disclaimer, I am directing most of this towards Alzheimers, a person I respect greatly, but that I feel isn't getting the point in this one instance. I love ya dude, so please know this isn't a personal attack.)

I don't believe we should be saying "This is good" and "This is crap" (because my "crap" may be your "good", and that is generally understood). However, it appears that the main point of contention, if you do truly believe with many of vpisteve's main points, as you have stated, is the true meaning of "Your Mileage May Vary".

Personally, I feel "Your Mileage May Vary" could be in place in front of EVERY SINGLE ARG. The statement is not condemning, nor is it praising. It is not a statement of quality. It is simply a statement saying:

"As a Grassroots game, there is no guarantee that there are experienced people behind it's production. There is no guarantee that there is an endgame planned at this time. There is no guarantee that the game will end up to truly be an ARG, and not some lesser form of interactive fiction."

In general, it's saying nothing about whether you'll "like it" or not. It's just saying "This one has no guarantees, since it's not driven by a marketing department and has no official deadlines to meet, nor is it going to be evaluated by some company to determine the value of ARG as advertising in the future." The point is, while broad and blanketing, Grassroots ARGs, while wonderful and necessary, do not always come through as the best representation of what an ARG is and can be. Sometimes they do, and do so brilliantly. But it IS a hit and miss process. Does that devalue grassroots efforts in general, NO WAY. But if I were to reccomend an ARG to a newbie, 9/10 times, I'm going to reccomend the commercial ARG, as I know there's expectation behind it that will motivate towards greatness that is not necessarily there for a grassroots effort.

Are all corporate ARGs good? No. Are all corporate ARGs sustaining and quality throughout? No. However, the Good/Bad ratio for corporate ARGs is definitely highly improved over the grassroots stuff. You really can't deny that. It's a fact. The only real fallouts from corporate ARGs have been Push, NV (which died because the TV show did as well, not because the game was not well done), and Majestic (cuz after 9/11, they were terrified of being on the wrong side of public opinion, which WAS a horrible mistake, IMO.)

There have been many grassroots efforts that have failed, however. (Which in and of itself is NOT a bad thing, as those things help fledgling PMs grow, and that is necessary!) But again, because some (not all), have failed to really apply themselves, or just got eyes too big for their projects time-frame, there is a lot of fall-through, that looks VERY bad for the new player.

You have to realize, as Steve stated, that while there may be many players who will play a bad game, and feel determined to play a good one, there are also many who will have a bitter taste in their mouth and never play again, due to this one experience. We're a channel-surfing, can't-wait-for-the-web-page-to-load, fast-food, drive-by culture. You don't get a second chance often. Therefore, as the main readership (again, not all) of ARGN is people who have not played a game, have not seen the community and have not experienced the thrill and joy of ARGing, it's our duty to make sure we're presenting ARG's best foot forward, and we often have to do that with very little info on these games. So we go by track record.

4orty-2wo so far is two for three (although the MSN search crapola (IMO) wasn't very ARG-y anyway), so in our opinion, they've got the stuff to make good games, and we expect that to continue. We know that Adrian and Dan Hon are experienced PMs with a lot of knowledge of gameplay and innovation, and we would therefore expect good things from them in Perplex City. ARGN's coverage demonstrated that. We're also reccomending (as "Hot") Rookery Tower, Seen James?, and Zoe's World. They are "starred" as YMMV, but it's still considered "What's Hot". Trust me, people go to these games as a result of that. We're not harming the playership of these games at all. And even the choice of words "what's Hot" is used to show that we're not saying "these games are good!" We're just saying "these games are what's being played the most and seems to have a lot of potential at the moment."

We're actually trying desparately to NOT be judgemental. However, there needs to be a line drawn somewhere that essentially is the equivalent of "I'm all for every kid playing an instrument in the orchestra, but there is no point in telling the kid trying to play the tuba with his nose that he's doing it right, and reccomending the other people check out that show for that kid's performance." It's misleading. We can't be doing that. We are trying to help ARGs breakthrough to the mainstream (and it is starting rapidly), and the only way to do that, is to encourage growth, not stagnancy. We must encourage innovation and good game creation.

It appears that the difference in viewpoints here is that you feel that by encouraging one, we're necessarily punishing the other. We're not. We're JUST encouraging the one, and ignoring the other. If they get into ARGs, they'll see the other games in the forums, and they can judge for themselves. But first we've got to get them in the door. That's the intention. It may not be perfect, and it may not be all things to all people, but in general, I think it's a good concept, and one that should be continued.
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PostPosted: Fri Jun 03, 2005 8:00 pm
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yanka
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Joined: 06 Oct 2003
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Phaedra wrote:
vpisteve wrote:
despite me being a former PM


Only a former PM? Sad

Yeah, seriously. I soooo need another Aquapolis-type-setting to invade my dreams for a couple of months!

Alzheimers wrote:
What incentive do we have to create content for the community, when we're rewarded with rolling eyes and doubting minds.

Why are you asking him that? Why should he know what you have as an incentive for creating content? Why should you expect ARGN's anything be an incentive for you to create for the community, especially when Steve repeatedly lamented the fact that lately a large number of people have been exploiting the existing community/player base for their "content", instead of aiming at bringing new people into the genre??

vpisteve wrote:
ARGN will continue to be ARGN, thank you.

No - thank YOU. Please DO continue being what you are.

Alzheimers wrote:
I don't have the time or money to waste running a game noone will play.

Then don't (waste it). But whatever you do, you certainly shouldn't blame ARGN for the fact that your game has less players then you would like it to. The amount of players for your game is your responsibility - not ARGN's.

Rolling Eyes
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PostPosted: Fri Jun 03, 2005 8:11 pm
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Phaedra
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Maybe I should just let the experts handle this, but then again, since Alzheimers seems to feel the experts may have some hidden ulterior motives, maybe not.

Alzheimers wrote:
vpisteve wrote:
I think the basic reason for all the angst about this hotlist thing comes from a basic disconnect about ARGN's purpose.


Forgive my misunderstanding, but I was under the impression ARGN's purpose was to provide a useful service to the community and those interested in it by providing important information and relevant links to items of interest. All editorial comments aside, it's a vital resource and one that should try to remain as open minded and as community-friendly as possible.


Wait a minute. ARGN is a NEWS service. It's not completely objective, but on the other hand, it doesn't need to be. It's objective enough.

There are plenty of resources out there for PMs. We need a service like ARGN to reach out to people who have no clue what an ARG is, but might want to get involved. There has to be a source of news that tries to make itself accessible to non-community members.

And that source of news, if it is presenting itself to the world at large as a resource for people who don't necessarily know anything about the genre, needs to maintain credibility with them.

Its first obligation, as it appears to me, is not to the established community, but rather to the people who are not yet part of the community. The community can take care of itself as far as spreading news.

On a purely objective basis, we are dealing with several objective facts:

1. There are new people out there looking for games to play who come to ARGN looking for help figuring out what an ARG is and what game they should play.
2. Non-commercial games are more likely to fail than commercial ones.

Now, I suppose you could argue that playing an ARG that fails for your first ARG experience is not necessarily a negative experience. I think most people would disagree, but I don't have statistics to support it, so I'm not going to stick it up there in the "objective fact" list.

But I believe that's the premise from which ARGN is operating.

Grassroots games often fail. Sometimes it happens to good games.

More often, it happens because the game design wasn't particularly stellar in the first place.

There is NO GOOD REASON why newcomers should not be warned of the possibility that a grassroots game may not survive to completion. To not warn them is to, essentially, CONCEAL information that any experienced player knows.

And again, I'd say that for a general ARG news source, attempting to appeal to the newcomer, the obligation to said newcomer is far greater than it is to random PMs.

Grassroots games often fail. Generally, and I speak here as a literature major, the quality of the writing in grassroots games is, by far, inferior to that of commercial games. Grassroots PMs, who have not signed contracts with clients, are capable of, and have, stopped a game in the middle because real life got in the way. Grassroots PMs, not having a contractual obligation to a client, are not compelled to come up with a workable game design before launching.

Your mileage, with a grassroots game, may indeed vary.

Again, experienced players know this. New players don't.

Why should a news organization withhold information from new players simply to preserve a chance that they may play a game which may or may not deserve to be played, possibly resulting in a bad experience which, depending on who the player was, may result in bad publicity for the genre?

Again, the obligation is to tell ARG news like it is, and if there is an obligation to any one group, it's the newcomers, not the community. The community has other resources.

Most certainly, ARGN does not have an obligation to give free promotional publicity to any game.

Quote:
If I'm wrong about that, then I congratulate you on having the most successful vanity blog that just happens to cover ARGs. Because if it's not about the community, it must be about something else.


And now we begin to see another difference between different grassroots PMs:

Professionalism.

vpisteve wrote:
If I seem to be looking at this from the viewpoint of a grassroots PM, there's probably a reason for that. But I have the interests of the entire community at heart, which is why even though I'm not running a game right now I'm still quite interested in this subject.


You're right, Alzheimers, clearly you, unlike the rest of us who also spend time discussing the META aspects of games, unlike Steve and SpaceBass who devote a massive chunk of time to providing a free, reliable resource to players and PMs, have the best interests of the genre in mind.

They must just be doing it to stroke their own, self-aggrandizing egos.

Rolling Eyes

For that matter, what the heck was The New York Times thinking when it put ILB in its catchphase graphic, but not Lenny's Xanga?

How terribly unfair. They must be trying to kill off grassroots ARGing.

Alzheimers wrote:
Those are very impressive stats, and ones that underline the importance of the observation I've made. I'm sure you can understand my concern when hundreds of thousands of people, upon their first contact with our community, are exposed to information that will shape their opinions and their impressions and are immediately warned off of games that 1) Are currently running without any difficulties, 2) Are run by people who were just like them once, and 3) don't have any alternate agenda besides providing the best experience possible for it's players.


Yes, but what about the quality?

I mean, let's drop the polite pretenses here.

Not all ARGs are created equal.

The fact that a grassroots game is "currently running without any difficulties" does not obviate the possibility -- and the odds, lately, have not been in the favor of grassroots games -- that it will fail. It does not guarantee that the PMs have come up with a workable game design.

So what?

I'll be you real money that in 48 hours I could come up with something that could run for two days before failing. For those two days, it might even look really good.

But that doesn't mean it's a complete game design. That doesn't mean it's well thought-through. It just means I launched it and it hasn't tanked yet.

How is Steve supposed to know, early on in any game, whether the PMs have come up with a workable design?

The mere fact that people have put effort into something does not mean that it is good.

I get the impression that you feel that any PM who puts any effort or love into a game should get the unquestioning support of the community.

Why?

Alzheimers wrote:
There is no differentiation to them between "Indie" and "Commercial", except maybe they stumbled on an article about PPC or Ourcolony. There's no preconcieved notion that games have to be different if they're run by dedicated fans and not paid professionals. And most important of all, they don't care about PM teams or cliques or politics; they're just looking for a good game to get started in.


They don't have the experience to pick a game that's likely to succeed.

That's not an advantage, it's a problem.

Those of us who have enough experience to know and love ARGs can have a bad experience with a game that folds, and it's not going to change our opinion of the genre.

For a new player, however, that's not so certain. One bad experience may drive them away.

For companies, looking at the genre and possibly considering doing a corporate game, watching a bunch of ARGs implode is not going to give them the confidence to give money to people like 4orty2wo or MindCandy or whoever's doing Heist.

Alzheimers wrote:
While I certainly tip my hat off to the housewives reenacting scenes from the Bard, I'd probably say we're getting to the point where it's more akin to Community Theatre vs Broadway -- and I've seen my fair share of both to tell you that you can't always pick the best by the price of the ticket.


No, it's not. Community theatre performances don't generally STOP in the middle of the show.

And as someone whose family supports and is deeply involved with many local arts groups, both professional and amateur, I have to say, realistically, that I can trust that a performance by the Milwaukee Repertory Theatre is not going send me away rolling my eyes at the incompetence of the actors. I can't say the same for community theatre. I support it, but it is always a gamble.

When we have guests, we take them to the professional groups. Because that level of trust is there. It's not there with community theatre.

Alzheimers wrote:
My kindergarden fingerpaint, while it may not succeed in any MoMA display certainly didn't bring the art world crashing down, and I doubt a less discerning observer could tell the difference between my fingerpaint and Jackson Pollock.


Poor analogy. Your kindergarten fingerpaint wasn't being promoted alongside the work of professional artists. Furthermore, the quality of an ARG is less subjective than the most infamously subjective genre of artistic endeavor: modern art.

Again, grassroots ARGs often melt down. That is a completely objective caveat.

Alzheimers wrote:
If we weren't told; if there was nothing being sold; could any of us honestly tell the difference between a 4orty-2wo production and a game run by Dave Z, or Brooke up there?


Yes. 4orty2wo updates on Tuesdays and Fridays. Razz

Seriously, in terms of quality, possibly not.

On the other hand, I'm not sure that the warning would be as necessary with Dave Z, or Karetao, seeing as they've established a certain reputation for competence and professionalism.

They're a lot more of a sure thing than a first-time PM, or a PM whose previous games have failed.

Alzheimers wrote:
But is it not also irresponsible to offer inaccurate information about projects based not on their individual quality but by a generic classification that really means nothing?


It's not inaccurate. Go look at the numbers. Grassroots games have a good chance of failing.

The statistics are there.

Quote:
Protection? Who protected the Majestic players?


Wow, one commercial failure as compared to how many grassroots failures? Again, statistically ARGN is simply telling it like it is.

edited to fix misattributed quote Smile -vpi
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PostPosted: Fri Jun 03, 2005 8:28 pm
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Phaedra
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Dorkmaster wrote:
4orty-2wo so far is two for three (although the MSN search crapola (IMO) wasn't very ARG-y anyway), so in our opinion, they've got the stuff to make good games, and we expect that to continue.


Just a note:

The MSN Search crapola was 4orty2wo, but Sean Stewart and Elan Lee were not involved. 4orty2wo is growing, and if it gets to the point where they're running several games at once, with multiple teams, we may have to start paying more attention to who is behind which game when examining track records. Smile
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PostPosted: Fri Jun 03, 2005 8:33 pm
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rose-not logged in
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ARGN

vpisteve wrote:
Quote:
If it's not about the community, and funneling new people into it successfully, then what exactlly is it??


pie? oh wait, is that smirkbox? i


Quote:
ARG is swiftly approaching the tipping point of mainstream awareness and acceptance, and we're doing everything possible to help that happen.


Amen to that brother.

Quote:
ARGN's first responsibility is to its readers


thank you.

PostPosted: Fri Jun 03, 2005 9:53 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Lots of good points by all and I do agree with many of them, however...


About the community:
Alzheimers wrote:
My point is, unless we want to toss the baby out with the bathwater, ratings systems and origin-specific warning systems do nothing more than damage the credibility of the community.

I disagree. I believe that the "YMMV" disclaimer actually shows that the community is sharing information and watching out for one another as well as helping new players and those looking into the genre. It is not, as you say, damaging the credibility but is, instead, showing credibility.

Alzheimers wrote:
I remember how, in a time when everyone was holding their breath and waiting for Syzygy or A2 or Pandora Next to return, these "grassroots" games were the ARG community.

No, those games were NOT the ARG community... they were games PLAYED by members in the existing ARG community and they were designed for members of that community. A community is comprised of people, not of games and, as far as I noticed, they did little to no work to drive new members to the community.


About the success & failure of grassroots & professional games:
Alzheimers wrote:
imbri wrote:

And Majestic. I agree that there is no guarantee with commercial ventures. However, I again argue that the statement is not a statement measuring success or failure. It's measuring game play. While those games failed, many of the players were incredibly satisfied both with the game play and the ways in which they concluded (albeit prematurely).

So then, why mention it at all? If the risk is understood, there's no need to make specific warnings about specific games.

Because unlike commercial ventures that attempt to reach a somewhat satisfying, albeit premature, ending when they fail, grassroots games tend to just die without making such an attempt or, worse, blow up in a rather ugly fashion. That's what happens when you have a corporate reputation to protect vs the ability to just stop with noone knowing the wiser about the identity of the person behind the experience.

Dorkmaster wrote:
Majestic (cuz after 9/11, they were terrified of being on the wrong side of public opinion, which WAS a horrible mistake, IMO.)

Ok, I've heard the 9/11 excuse but is that just spin? I've also heard that they just cut their losses and ran. They only had a fraction of the audience that they needed. I forget actual figures so this is somewhat out of my, um, behind but they had ~800k sign up for the beta but only about 10-15% of those actually hung around during it and then only about 10-15% of that number actually made it to the stage where they had to drop down some cash. So, while they needed a large number of players to support the venture they only had somewhere along the lines of 10-15k. Also, they weren't gaining numbers, as they had hoped, but were losing them along each stage of the process... it just didn't look good and they feared more loss, so they ditched it early. I have no proof of the validity of that and, really, no idea where I've gotten those figures. They're just burned into my head for some reason.

Alzheimers wrote:
I'm sure you can understand my concern when hundreds of thousands of people, upon their first contact with our community, are exposed to information that will shape their opinions and their impressions and are immediately warned off of games that 1) Are currently running without any difficulties, 2) Are run by people who were just like them once, and 3) don't have any alternate agenda besides providing the best experience possible for it's players.

Oh please! You can't be implying that all grassroots games are running without difficulty (I've been involved with two very successful grassroots games and neither of them ran without difficulty). You also can't be implying that all corporate games are run by some nameless faceless identity that was in no way like us lowly players (just a hint... those PMs are pretty much, um, just like us and just as much a part of the community). You also can't be implying that grassroots PMs don't have alternate agendas or that because there's money at stake that professional level games don't want to provide the best experience possible for their players... I know that both of those statements are not true.

Alzheimers wrote:
There's no preconcieved notion that games have to be different if they're run by dedicated fans and not paid professionals.

Actually, there is. That's why there's an "indie" scene in almost all genres of entertainment and, go figure, this debate exists with all of them.

Dorkmaster wrote:
We know that Adrian and Dan Hon are experienced PMs with a lot of knowledge of gameplay and innovation, and we would therefore expect good things from them in Perplex City.

Actually, isn't PPC their first game as PMs? Yes, they've been around and they are rather knowledgeable when it comes to the genre. However, much of that is theoretical. I know that I've had several conversations with people where that has come up as a concern. Not that the game would fail, but more of a concern at the lack of practical experience behind the project. Honestly, I wouldn't be surprised if that lack of experience played some part in the continual delay of launch as well as the numerous soft launch bits as there are some things that booksmarts can't provide that streetsmarts can. That isn't to say that even with those concerns there wasn't a great confidence in the success of the project. After all, they do have an extensive theoretical base as well as many years of development behind them... not to mention the financial issues at stake. I think this highlights, quite nicely, the YMMV debate. Here are a couple guys & gals who thought, "Hey, wouldn't it be cool to make a game", not unlike most grassroots PMs. Yet, they took their time and really worked at the design. They put years of effort into it. They went out and got financial backing. They have a lot at stake. They have proven that they are a professional venture, whether or not they had the financial backing or not. Many other grassroots games, some of my own included, have not put that time and effort into it. They deserve the YMMV disclaimer as there is nothing there (outside the team's reputation) to show that it is a solidly well thought out experience.

About design:
Alzheimers wrote:
"Untested" and "experimental" concepts should be expected, not used as a warning sign for danger. Yes, there are classes that would help in certain aspects of game design; but this genre is more than that. It's creative writing, it's web design, it's graphic design, it's puzzle design, it's social engineering, it's acting, and it's project management.

Agreed that untested and experimental concepts should be expected. However, someone that has experience in game design and writing is more apt to have experimented previously and/or have an understanding of the basic concepts than someone without such experience or training. And, seeing as your mention of courses that would help was brought on by my listing a few of the courses offered in my grad program, I should also mention that the program includes courses on project management, on graphic design, on web design and on creative writing. Additionally, most programs offer the ability to take electives to meet your own needs and/or build upon your previous & current coursework. I would also suggest courses in performance as, in many ways, ARGs are live improvational theater. Other options might include coursework in story telling and education which, I've found, contain relevant theoretical leanings.

Alzheimers wrote:
If we weren't told; if there was nothing being sold; could any of us honestly tell the difference between a 4orty-2wo production and a game run by Dave Z, or Brooke up there?

Actually, yes. I knew that UH was one of Dave's games within minutes of first looking at the site. I've also recognized his touch in another popular, yet notgonnamention, game. Many people recognized Sean's writing in ILB almost instantly. Looking back at Metacortechs, I can tell almost instantly who wrote what parts even months after the fact. People have writing and design signatures. Look at any artist, watch any movie, read any novel... if you are familiar with the previous works, you can just tell by the style. That is not always a bad thing.

yanka wrote:
Why are you asking him that? Why should he know what you have as an incentive for creating content? Why should you expect ARGN's anything be an incentive for you to create for the community, especially when Steve repeatedly lamented the fact that lately a large number of people have been exploiting the existing community/player base for their "content", instead of aiming at bringing new people into the genre??

You know, that's been a pet issue of mine for a while. Heck, I don't know how many times I've mentioned it and I hate being a broken record, but... there's more to the internet than the arg community! really! there are these other sites out there and they're filled with all sorts of people and they are desperately looking for something cool and they would probably really dig ARGs and ARG-like experiences. Really, they do exist! I've even seen one or two of them, so I know that it's not a myth.

Yet, and it pains me to say it, sometimes I'm really quite happy that certain grassroots games never look beyond the existing ARG community. I mean, in some ways (many ways) this is a great little place for the casual "hmmm I think I might wanna be a PM" to play at making a game without doing too much damage to the general reputation of ARGs. The downside, however, is that if they fail, there's a long permanent history of the failed games on the forum. And, unfortunately, I don't think that enough hobbyist PMs learn from those lessons and I fear that the media might.

PostPosted: Sat Jun 04, 2005 12:06 am
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Dorkmaster
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Joined: 27 Jul 2004
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Not to thread-jack, but to slightly thread-jack...

Question: Do I seem less on-topic since I tend to frown upon personal use of the "quote" tool? I've noticed more often than not, the quote tool is used extensively (Phaedra, Alzheimers and Imbri are all quite adept at this form of post-writing) and I find it useful in keeping track of their reponses. But I tend not to, as I know that when I rant, I rant hard, and would typically be so verbose as to make my posting a full "normal thread page" in length, thus potentially discouraging reading it when scouring the thread. So my essential question is twofold:

1) Do I write too much? (Am I rambly? (Is "rambly" a word?))

2) Would my style of post-writing benefit from more use of the "quote" feature, or am I followable enough as-is?

Thanks! Back to the all out-brawl! Wink

Edit: Just noticed I'm 5 posts above the 1k mark. You people gotta tell me these things! Oh well. It (the 1000th post) was probably some remark about how cool some dorky thing I love is (to me alone) Rolling Eyes
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PostPosted: Sat Jun 04, 2005 1:31 am
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Phaedra
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Dorkmaster wrote:
1) Do I write too much?


You're asking this particular group of people? Laughing

Dorkmaster wrote:
(Am I rambly? (Is "rambly" a word?))


Quite honestly, I wouldn't say you're "rambly," per se, but occasionally I do have to reread your posts because you tend to sort of weave between subjects.

I think breaking up your paragraphs more would make it easier to follow.

Dorkmaster wrote:
2) Would my style of post-writing benefit from more use of the "quote" feature, or am I followable enough as-is?


I like to use it so that it's clear to what, exactly, I'm responding.

Most of my posts tend to be more of a dialogue.

However, yes, I hear you: when I rant, I tend not to quote as much, either, because it breaks up the flow.

I don't know what to tell you; maybe you should try it for a little bit and see if people's comprehension of what you're saying seems to improve.
Smile Experiment!

Oh, and congrats on making the 1K Posters' Club. Very Happy
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PostPosted: Sat Jun 04, 2005 1:59 am
Last edited by Phaedra on Sat Jun 04, 2005 12:36 pm; edited 1 time in total
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jamesi
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Joined: 25 Sep 2002
Posts: 2195
Location: Canadia

Alzheimers wrote:
a lot of things, none of which were particularly nice or fair.

*yawn*... I've seen this happen before. In the not-too-distant past accusations were made against someone, and despite a rational and thorough explanation by the accused (in that case, Dave Szulborski), certain people just couldn't let it go and continued to speculate and ramble on. I can understand constructive dialogue, but when you call someone out and they answer the call, it's time to call the spade a spade and move on with your life.

ARGN loves ARG, and ARG loves ARGN. There, I said it. All of those hard-working volunteer writers (and even the not-so-hard-working ones) do what they do because they actually care about what happens in this community. That's why you'll notice that many of them write for other sites in the ARG universe and have created blogs dedicated to Alternate Realities. They don't do it out of spite against grassroot games. They certainly don't do it because they have nothing better to do. Accusing ARGN and all of those affiliated with it of being biased against grassroots (or any other type of) games is a huge slap in the faces of those people -- the people that make up 'our community'. I'm feeling a little bit out of place in whatever community you are talking about if you are continuing to make claims without merit.

Afterthought: Is the need to argue such an insatiable desire that it prevents those with rational minds from perpetuating irrational discussions? If so, there's got to be a blog out there for that sort of thing. I hear Blogspot is nice this time of year.
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PostPosted: Sat Jun 04, 2005 2:31 am
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