Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Mon Nov 11, 2024 10:28 pm
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Meta » Rest in Pieces
GypsySoft Post-Mortem by the PM
Moderators: imbri
View previous topicView next topic
Page 1 of 5 [72 Posts]   Goto page: 1, 2, 3, 4, 5 Next
Author Message
Abbot_Beryl
Greenhorn

Joined: 09 Jul 2005
Posts: 5

GypsySoft Post-Mortem by the PM

"Death of a PuppetMaster"

Or, "Post Mortem: Something about Gypsies."

Or, "Funny Things That Happen When You Reach Your Teens."

Or, "Move over Dave; How NOT to Make an ARG!"


First of all an introduction: My name is Bobby Alter, age fifteen, occupation student. I live in Ashland, Oregon, just north from the Californian border. I have a very large interest in writing, as well as considerable talent with Adobe Photoshop. Finally, I once read about "I Love Bees" in a magazine.

In other words, I have all the prerequisites to creating an Alternate Reality Game. Right?

Welcome to the behind-the-scenes featurette of the ARG formally known as GypsySoft.

Disclaimer: the following is in fact a retelling of the events the drove/led to the demise of GypsySoft, but its intention is not to make a feeble explanation, nor is it my excuse for failure. It is my acknowledgement of the mistakes I have made, and has been created to make sure that no one ever makes such mistakes again.

The first step in creating an ARG is participating in one, obviously. I knew this from the beginning. I did my fair share of lurking (which is like participating, but while naked) and soon felt pretty hip on how ARGs worked. I shared the sadness when ILB came to an end; the bitterness when the cube was stolen; the concern when Suzee disappeared; even the dumbfounded-ness when Sable & Shuck… did what it did. I really started working on my own game around March, however.

And so, I threw together a few puzzles, bought gypsybeta.com, that sort of thing. Wrote a story; threw in some death, a butler, a company, and a software application called Gypsy Beta, (for which I actually created fake screenshots and recorded my girlfriend's voice in my neighbors recording studio to be the AI interface), and finally, completed the balance with a much needed spiritual message therapist named Sarah. Obviously, I couldn't lose. The only thing my storyline lacked was a kidnapping, which is probably why it died in the end. (Damn you, imagination.) Just kidding, for those of you in the back.

To make a long story short, I pretty much worked my tuchas off for a few months until June came, school ended, and I panicked. I realized that it would be best to launch and play out most of the game in the summer, because once school started in September, my game would surely fail as I would have to juggle puppetmastering and homework at the same time. So, with half an ARG completed, I sent out 'the letter' and wet myself. My plan was to get things going, and then finish the second half as the first unfolded. HAH!

Each day I checked both the argn.com homepage and the unforums at least five times. At gypsybeta.com sat a directory containing an .htm file called 'gypsyreal,' it's image counterpart, and a photoshoped picture of a soviet playing card with the words

"I have a secret,
But you'll have to wait
Until 6 PDT on 6/10;
Don't be late.

This gives you some time
(At least I would hope)
To brush up your Russian
And practice your trope."


I figured by the time the letter would arrive there would be at least three days until June 10th. It'd be perfect. I calculated when the letter would get to Las Vegas, the whole spiel.
Well, June 10th came, and went. So did June 11th, 12th, 13th and still, no news, no post, nothing. That was it, I thought, all my work was ruined. Even worse, I soon discovered that a company called GipsySoft actually existed. I hadn't felt this bad since Regis stopped hosting Millionaire. It was time to move on to another interest (this actually gave me time to pick up balloon-animal-making, unfortunately). My pile of puzzles and other ARG doodads were shoved off the desk. I still visited the unforums, but mostly out of habit, and only the "News and Rumors" sub forum where I hoped to someday see something called "[ARG?] GypsySoft." In anger, I deleted everything in the gypsybeta directory.

Needless to say, when I finally did see "[ARG?] GypsySoft," I panicked. The first instinct was to let it die all on its own, but the thought of its failure being ripped apart to shreds like so many others before it was a horrible thought, so I jumped in, re-uploaded the files, changed the riddle to give me time to reposition myself into puppetmaster mode, responded to emails, realized that my phone number was exposed, pleaded to my mother to change the voicemail message for only one hour, responded to emails, misspelled "chauffer," got more emails, read posts, dragged puzzles off the floor, let my computer crash, twice, realized that I had used my dad's credit card to buy one of the domains and that HIS phone number was exposed, realized that he refused to change his voicemail message, found a stinkin' wikipedia entry on my game that made me feel very uncomfortable, panicked, slept from twelve until four in the morning, got up quickly, read more posts, checked email, started new puzzles, AND lurked in the #gypsysoft chatroom the entire time.

Puppetmastering is not for the weak of heart. Hell, it isn't even for the medium strong heart. It's for the steroid-run my-daddy-is-a-treadmill kind of heart. This is why we leave it to nice folks like Dave Szulborski, whose names are synonymous with "cardiovascular" and "Richard Simmons" to lead such a venture.

Also, I knew from the beginning that working alone would probably be futile, but I always saw my ARG as that "first try." I expected (and actually hoped) that my game would serve as a secondary game next to Perplex City and ARGTalk and the likes. I saw my game growing faster than I could keep up with, and although I probably could have gone on a bit longer (a week at best), I knew that somewhere along the way it WOULD melt down.

I had been munching nervously on a bowl of cheerios, lurking in #gypsysoft, when I decided it was time. Obviously, it was odd and painful thing to relize that I was pulling the plug on the second day of the poor game's existence, but here I was, watching the players come to horrible realizations about my mistakes, and I knew that it was the responsible thing to do immediately.

I ended it now because there were less players involved, and those who were, were less attached to it than if I had gone on for a while. I expected anger to arise when I announced it finished, but thanks to doing it so quickly, I know that players will be able to move on easily. I'm glad to admit that the worst thing that came from this was only my own personal embarrassment.

Why do PMs even make these games to begin with? If the answer is that it's for themselves, then that, I'm afraid, is quite wrong. Considering how little profit (if any) can be made from these "games," there is only one true answer: it's for the players. Any PM who is making an ARG for himself, for media attention, or whatever other reason, is the one who is going to fail. What is "fame," anyways?

To anyone setting out to start a game, first stop and ask yourself, why am I doing this? Once you have an answer, ask yourself, am I willing to make the commitment? Once your mind immediately answers yes, ask again. Obviously, puppetmastering can be great fun. Just as obviously, it can be hell.

I cannot tell you how many long-winded rants I have read about the growing state of poor ARGs out there. Obviously, I'm admitting that in quite a few ways mine was an example of them. However, most rants out there are only supplying you with several paragraphs of anger. What we need is a bit of an example, which is why I have quite proudly transformed my failed attempt into a learning experience, not only for myself, but also for all of you out there.

When you start an ARG, you're making a commitment. With yourself, largely, but just as much with your players. They'll trust you if you let yourself be confident about what you're doing. Obviously, I had at least a few people fooled into thinking that I knew what I was doing. This is why it is so important to plan ahead. For your sake. For your player's sake. I can't think of a single reason NOT to plan ahead.

Then why in heaven's name would any man off the street venture out to start one of his own? In my case, I love the creation process. For corporations, it's the paycheck. But for most, it's the thrill of playing god that is so irresistible. The unfair fact is that through this process, almost any one can influence these player's lives. And though this seems horrible, it is one thing that players take into consideration.

Just because it's not the next 42 game, doesn't mean that it can't be fun. The reason that players look out for such a game is because they know that it's a company they can trust. They know to expect quality, and above all commitment. When a man runs for president, he is making promises with you, that he will protect you, that he will guide you, that he will bring you through four years of your life. When a PM lets off a trailhead, he is making a promise that there is fun ahead, that if you give him your time you will have an enjoyable experience, and lastly that he will make sure that you both make it to the end. Any PM team can gain players trust, if they're willing to give the much needed effort. That being said, I think it's absolutely acceptable for players to be upset when a game implodes, as they have been violated. There is nothing wrong with being angry about that!

I am certainly not the authority on any of this. It seems though that I've already written so much that I don't even know what I'm talking about. I apologize about the crude state and unedited-ness of this essay, but I will upload a polished one soon. So there you go. Thank you for your time, and I hope this will be helpful for PuppetMasters in the future.

Luckily, I've also read in quite a few places that your first ARG almost always fails. Awesome. I've gotten that out of the way.

See you next summer.

PostPosted: Sun Jul 10, 2005 12:38 am
Last edited by Abbot_Beryl on Mon Jul 11, 2005 12:05 pm; edited 1 time in total
 View user's profile AIM Address MSN Messenger
 Back to top 
zeldafan8626
Decorated


Joined: 10 Jan 2005
Posts: 193
Location: Hyrule Castle

Wow, well all I can really say is you did your best, things didn't work out how you planned and that's fine because you made alot of hype and had alot of people really wanting to play (which is a good thing even if you had to drop it).

All I have left to offer you is my blessing for your next game and an invite to join mine ;D

kay... that was cheesy... bai
_________________
Flash Expert for Hire, Programming, Animation, Web Site Design. E-mail for information.

PostPosted: Sun Jul 10, 2005 1:02 am
 View user's profile Visit poster's website AIM Address MSN Messenger
 Back to top 
C_Brennan
Decorated


Joined: 02 Sep 2004
Posts: 236
Location: Pittsburgh, PA

You may have "blown it" on the game, but damn man... you did the following:

-Put work into the thing.
-Thought it through.
-Had a story ready.
-Different from normal launch.
-And you willingly acknowledged that you couldn't handle it by yourself, came forward to announce that you would not be continuing (which takes mucho guts) and even wrote up a super long post-mortem that acknowledged why you decided to kill it, where you failed, and what you would try to do better with next time.

So even for a failure, you're 100% more respectable than the other failures. And, I think many people here will say that if you PM something in the future, you now have the experience of how hard it can be behind the scenes but you learned from your mistakes and you will make it next time with no problems.

So, in conclusion, you are 100% more respectable than the other games that fail, and you get two thumbs up for having guts. That says alot.
_________________
"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: Sun Jul 10, 2005 2:23 am
 View user's profile Visit poster's website
 Back to top 
joebrent
Unfettered


Joined: 01 Oct 2003
Posts: 640
Location: New York, sometimes

Wow, good for you, Bobby. And I can see you do indeed have writing talent. Live to fight another day, man.
_________________
http://www.josephbrent.com

PostPosted: Sun Jul 10, 2005 4:32 am
 View user's profile Visit poster's website AIM Address MSN Messenger
 Back to top 
imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

I will join in with the others in giving you kudos for standing up and owning your work. I will also recognize and show appreciation for the warnings that you provide others. Like you, I hope that this can serve others thinking it'd be a kick to throw together a game. Hopefully they can learn from some of your mistakes, much as you have.

I'll throw in a few other thoughts, and these apply to all games...

A single person should not attempt to make a game. I don't care how great you think you are, you are not great enough to put together a complete game on your own. Look at the credits of the vast majority of games. With the larger efforts, you see dozens of names. With the better grassroots games you see at least 5 to 10 and for each of those 5-10 there were friends and family members offering enormous amounts of support and inspiration. In looking over the vast majority of failed efforts, it sticks out that many of them were thrown together by just one person. It doesn't surprise me.

Three months development time is just not enough! Especially when you are doing this as a part time effort with no experience in creating such an experience. I don't care if you're 15 or 30... if you have other commitments and little to no previous experience, you need time to really consider what you are doing. You need weeks to mull over various aspects of the game and story design. The first effort that I worked on took 9 months and, while several of those months were relatively dead, it took that long to research and write the story, to learn the technologies we needed to tell that story, to figure out the mechanics behind the game design. And that was with an entire development team working on it, some with pretty decent experience (prof. writers, programmers, actors, and people with tons of experience in writing RPG scenarios).

You are right that when you are a PM you are making a commitment. However, I think that the commitment that you make with yourself comes well after the one that you make with your players. And you failed to recognize that you have a commitment to all others in the community - not just with your players. Your game and whether it succeeds or fails is noticed by potential players and who knows who else. Every failure hurts, no matter how graceful it is. It hurts those peaking in for the first time, it hurts those returning after a hiatus, it hurts those researching the genre, it hurts the others working on games. It hurts because it causes every potential player and every potential investor to question the validity of the next game they see.

As for someones first ARG almost always failing... what a bunch of hogwash written to appease those that failed. In looking at the best PMs out there, I can say without a doubt that their first game was successful. It's not surprising, either. They are successful because they don't jump into something without thinking it through, they know to put the time and energy into it and, furthermore, they understand the commitment that it takes. Don't let yourself buy into the idea that first games fail. Don't use that as an excuse for poor development or to enable yourself to not follow through with what you start.

When creating a game and looking at what former PMs have said, usually in post game chats and whatnot, take their words to heart. I have never once heard a PM say that a game took less time than they thought it would or that it was easier than they thought that it would be. Every time, despite the numerous times it has been mentioned, the PMs mention just how consuming it is to be on the other side of the curtain. If you think it takes a lot to be on the player side of things... multiply that by a fair number and you might begin to touch on the time and energy it takes to be on the otherside of the curtain. It is not something that should be entered into lightly.

Bobby, thanks for opening this dialogue. Hopefully the potential PMs out there will help make the legacy of GypsySoft something greater by taking the lessons in this thread to heart. Hopefully we can also put an end to coddling failed efforts with trite words and bad cliches. Hopefully, with your lead, we can move forward with honest and constructive criticism to help us all make better games for the community to enjoy.

-b

PostPosted: Sun Jul 10, 2005 4:54 am
 View user's profile Visit poster's website AIM Address
 Back to top 
rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

um. I disagree.

Just so I understand, you followed these boards (without a log-in), saw the damage caused by games imploding, and decided to launch on your own a half-finished effort? Which you cared so little about that you couldn't bother to follow up a letter that you mailed a month ago? So you deleted all your work instead?

And then you post some self-serving post-mortem about how hard you worked? How sorry you are- oh wait did I miss the word "sorry"- no- I don't see it anywhere. How you really benefited us because
Quote:
I have quite proudly transformed my failed attempt into a learning experience, not only for myself, but also for all of you out there.


We don't need this learning experience, thanks very much. If you had read the multitude of post here about grassroots games and taken them seriously you would know that.

Quote:
Luckily, I've also read in quite a few places that your first ARG almost always fails. Awesome. I've gotten that out of the way.


Care to link us to those places so we can correct that mistaken impression? Failed ARGs cause damage to the genre, the community and all other grassroots games. How did you miss that message?

Quote:
Also, I knew from the beginning that working alone would probably be futile, but I always saw my ARG as that "first try."


So, you didn't miss that message. You just decided to ignore it. You launched a game you didn't even believe in yourself. And we are supposed to thank you?

Maybe you need to think about this some more.

Dude, I think public relations may be your field - you definitely got the spin doctoring down.
_________________
I love this site for being free, in every sense of the word~Spacebass

Mankind was my business, the common good was my business.~ Dickens


PostPosted: Sun Jul 10, 2005 7:04 am
 View user's profile Visit poster's website
 Back to top 
Ehsan
Entrenched

Joined: 09 May 2003
Posts: 992

go easy on the guy rose Smile I won't blame anyone for trying if they actually put an effort into it, which this guy did.

i've said it before and i'll say it again

we need a filtering mechanism. There are crappy movies and grassroots bands and stuff and wannabe novels on the internet. But the industry filters out things because they want to make money, and that gives you quality control. Yeah it's not perfect, for example movies sell-out to action to get more audience, but at least you're not watching a 15 minutes home video shot with a handycam in the cinema.

It's not that hard. Nominate 5 members of the community to approve ARG's that would go on a "now playing" list. You don't have to be on the list to start a game (i.e. independent artists) but you would certinally get more exposure (i.e. billboard top 10) and people can CHOOSE which games they want to play.

Send in a freelance article for publication to reader's digest and you would probably get very good feedback on why it was rejected, so that you can go back to the drawing board and work on your methods.

If Bobby had such an authority to turn to, they would have offered him proper advice and maybe even teamed him up with someone else who has time to follow up on boards but not enough good content. Otherwise he would've published it "independently" by aiming hkdl and people can choose whether to play it or not knowing that it's not on "the list".

However, if he had only set-up a blogger account and ask for help I would've had a very different opinion...

PostPosted: Sun Jul 10, 2005 8:10 am
 View user's profile
 Back to top 
colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

Ehsan wrote:
we need a filtering mechanism...

If Bobby had such an authority to turn to, they would have offered him proper advice and maybe even teamed him up with someone else who has time to follow up on boards but not enough good content. Otherwise he would've published it "independently" by aiming hkdl and people can choose whether to play it or not knowing that it's not on "the list".


A filter mechanism would be good, and I would like to see someone(many) try to do it. On the other hand we have the ability to provide advice, for that see my post here

PostPosted: Sun Jul 10, 2005 8:19 am
 View user's profile MSN Messenger
 Back to top 
Lewis the Second
Decorated

Joined: 23 Jun 2005
Posts: 198

The thing with PMing a game is that you have to be aware, right from the start, that over the course of the run of your game, it's going to take over your life. For most of the time, you're literally not going to be able to do anything else. I think it's a shame that you launched hastily without thinking about that, leading to a promising game that imploded within days, but hopefully this little mishap will ensure you think about when you launch your next game, and the circumstances under which you do so.

For what it's worth, any bitterness in the above post is solely due to the fact that this looked like one of the most promising ARGs in ages.

Edit: Rose, what's with the attitude?

PostPosted: Sun Jul 10, 2005 8:46 am
 View user's profile
 Back to top 
konamouse
Official uF Dietitian


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

Quick, some established/experienced PM, pick this kid up for your writing team. Bobby, your letter was a pleasure to read. Shows maturity and style beyond your years.

You have ideas, you have knowledge, you have talent. You just need to get the experience in a group environment so you have the help (and the proofreading to avoid the holes in your websites that led back to your parents, or to existing domains/companies).

And thank you for realizing your weaknesses before the trailhead got too deep (or your folks threatened to cut off your internet access).

/me believes in constructive criticism.
_________________
'squeek'
r u a Sammeeeee? I am Forever!


PostPosted: Sun Jul 10, 2005 10:13 am
 View user's profile
 Back to top 
Fellow PM for another ARG
Guest


Good try, Bobby.

I myself am a sole PM for an ongoing ARG with a budget of $0. Like you I am also fifteen. (I won't reveal which ARG though). Like you, all I had before creating my game was some writing talent, big dreams, some skills, and a magazine article.

For me, it was the PCGAMER UK article about ARGs recently.

Luckily, I still am able to continue my game.

PostPosted: Sun Jul 10, 2005 10:19 am
 Back to top 
imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Lewis the Second wrote:
Edit: Rose, what's with the attitude?


I wholehearted support Rose and her attitude. She has every right to it and, frankly, has many reasons to have it. I have to be honest and admit that I feel similarly. Having spoken with others on the matter, I know that we are not alone with those feelings. Despite those feelings, or perhaps because of them, we can use this thread as the author intended it. Well, not to serve his ego, but to constructively point out the errors of what he has done so as to help others not make those same mistakes.

Rose wrote:
Quote:
I have quite proudly transformed my failed attempt into a learning experience, not only for myself, but also for all of you out there.

We don't need this learning experience, thanks very much. If you had read the multitude of post here about grassroots games and taken them seriously you would know that.


This is where I feel differently. Obviously we do need to transform this into a learning experience because, no matter how many posts are made on the subject, someone feels that they are exempt from the advice, that they are better. Perhaps this time someone will heed the advice. Perhaps seeing it fresh from the eyes of a PM that failed will make a difference. At this point, I'd be pleased if it caused just one person to rethink their plans and feel that it would be worth it.

So, please, before this thread dissolves, which it has the great potential to do, let's make an attempt at being constructive.

PostPosted: Sun Jul 10, 2005 11:10 am
 View user's profile Visit poster's website AIM Address
 Back to top 
Anon...
Guest


Likewise, posting anonymously because, well, it'd be stupid not to.

Bobby: firstly, kudos. From the looks of the trailhead and surrounding information, I had honestly suspected either a very well crafted game by an experienced indie writer, or even a commercial project. That you're fifteen and this was to be your first project is phenomenal, and the beginnings of something beyond anything I could have written at your age.

Quote:
And so, I threw together a few puzzles, bought gypsybeta.com, that sort of thing. Wrote a story; threw in some death, a butler, a company, and a software application called Gypsy Beta, (for which I actually created fake screenshots and recorded my girlfriend's voice in my neighbors recording studio to be the AI interface), and finally, completed the balance with a much needed spiritual message therapist named Sarah.

And that is absolutely phenomenal. Seriously, that is beyond the vast majority of startup writers and PMs. The amount of detail you had ready was very impressive, I have to say.

You mention the few main problems you hit and I think it's very unfortunate that you just missed the mark on them. We're talking literally five minutes work to solve them. I'll detail a bit so you know for future reference.

THE TRAILHEAD: The first problem was the running time of the game was to be drastically cut due to the length it took for the trailhead to be made public. This is a real shame, because it was completely out of control as soon as you sent the letter. Thing is, when it's sent to a single organisation and it's sitting round in mailboxes for months, you never quite know when - indeed, if ever - it will appear. Perhaps running whois searches on a few community members and directly hitting known players may have been a more immediate way of launching.

THE WHOIS SEARCHES: They found your home number. That's a big problem. Of course, there's a way of writing problems like that into the story afterwards ('Oh, they used to be at this address, but they moved' or whatever), but this can generally be avoided from the outset. A few dollars/pounds/whatever can buy you whois protection, which basically means that all the domain registrant's details are made private. Thus, you can avoid OOG addresses and numbers being found.

BUDGET: This is something that has to be planned before, really. You either have enough money to register those sites, to mail those packages etc... or you don't. The game I'm currently part of running has cost me in the vicinity of $70/£40/whatever so far. It's not a huge amount, but if you want things to make sense and you want things to seem credible, there's always going to be a cost involved. Other anonymous fella: wow. Obviously I don't know whhich ARG you're running, but to do it with a budget of *nothing* is really a brave thing. I wish you the best of luck in it - and I think I've narrowed it down to three different games it could be... two of which I'm actively playing as well, so I *do* wish you luck. Smile

TIME: This is a tricky one. Since we launched our game, I've spent - I'd estimate - around five hours of every day working on it. The other main PM has put in maybe two or so a day. The more minor behind-the-curtain members have put in nowhere near this, but still an amount of time. Suffice it to say, if playing an ARG is pretty deep, actually running one really, genuinely takes over your existance. You're right: you've got to be sure you have the time and commitment to sit it out.

Then, of course, there's the player interaction. Put simply, however strong your story is, you're not ever going to be able to tell it as is straight away, because player activity always changes that. Your players found your home number: you had to come up with excuses for that. In the game we're running, we've had a load of bizarre incidents: people misreading clues, people thinking OOG stuff is IG, even - quite maliciously, if you ask me - somebody adding their own little 'clue' to the mix, which led absolutely nowhere because, well, they weren't part of the PM team and had no clue - and, of course, no permission - to do anything. There are always incidents to overcome, and you always have to be on your toes to resolve them.

However, the start of your game was absolutely fantastic, and I urge you not to just give up on ARGs in total. You know what? I don't care that you've revealed your identity. If you relaunched this next time you have a couple of months on your hands, I'd be first to dive straight back into it.

Good luck.

PostPosted: Sun Jul 10, 2005 11:33 am
 Back to top 
imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Anon... wrote:
TIME: This is a tricky one. Since we launched our game, I've spent - I'd estimate - around five hours of every day working on it. The other main PM has put in maybe two or so a day. The more minor behind-the-curtain members have put in nowhere near this, but still an amount of time. Suffice it to say, if playing an ARG is pretty deep, actually running one really, genuinely takes over your existance. You're right: you've got to be sure you have the time and commitment to sit it out.


You can't be serious here, can you? I mean that's only 7 hours a day! That's nothing. Honestly, we put in about that on our training games which are just ARG like things and, really, require minimal work comparatively. I'd say Metacortechs probably averaged 36 hours a day and Lockjaw about 40 (we weren't very efficient back then). Again those are averages and may be a bit on the low side. Seriously, these things take a lot of time.

7 hours? wow.

- b

PostPosted: Sun Jul 10, 2005 12:11 pm
Last edited by imbriModerator on Sun Jul 10, 2005 12:18 pm; edited 1 time in total
 View user's profile Visit poster's website AIM Address
 Back to top 
Abbot_Beryl
Greenhorn

Joined: 09 Jul 2005
Posts: 5

To Anon, imbri, and the rest: thank you for your input. I highly value the proffesional opponion. This is how we grow! And I am certainly willing to grow.


To rose and the rest: I apologize for coming off in a way that looked like I was defending myself. I in no way meant to do so. Hell, if you wanted I could get on my knees and beg your forgiveness, but that wouldn't help, nor is that what I need to do. I WANT my story to explain the work I put in (whether it be little or not) and show that it doesn't matter how much work is put in, but instead to show how much responsibility PMs have for their players. Yeah, I thousand rants out there say exactly what your post said. But please, please understand that whether you like me or not, or trust me or not, or respect me or not, I am on your side.

Quote:
Just so I understand, you followed these boards (without a log-in), saw the damage caused by games imploding, and decided to launch on your own a half-finished effort? Which you cared so little about that you couldn't bother to follow up a letter that you mailed a month ago? So you deleted all your work instead?


YES! And that is the point. Don't you think that after reading my sad tale, it might prevent others from doing the same in the future? You're arguing for me.

Quote:
We don't need this learning experience, thanks very much. If you had read the multitude of post here about grassroots games and taken them seriously you would know that.


Maybe I don't understand what that means, but it seems to me that you're getting angry about games imploading... and in the same message don't want to do something about? What should we do to culprits like myself? Am I off to jail? Do I get a flogging? Lose my PM privelages?

The problem is that the only way to stop these disasters is to identify them before they begin. Which is impossible. But can't we at least show them what can so easily go wrong before hand, and save the trouble and anger of both the PM and the players! No?

It looks like I'm far off. It seems the only way to narrow down the amount of games out there is to yell and complain and rant until you scare all the less fortunate PMs out there. Oh wow, that's starting to make sense to me.

Can someone please just explain to me, aren't we, the players, putting ourself in this situation on purpose? Don't we want to play GOOD games? Or what? We can spend hours upon hours solving puzzles but we can't do anything about keeping down failures and instructing new PMs?

PostPosted: Sun Jul 10, 2005 12:14 pm
 View user's profile AIM Address MSN Messenger
 Back to top 
Display posts from previous:   Sort by:   
Page 1 of 5 [72 Posts]   Goto page: 1, 2, 3, 4, 5 Next
View previous topicView next topic
 Forum index » Meta » Rest in Pieces
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group