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 Forum index » Meta » General META Discussion
Player Betrayals and UnFiction
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Dionysus
Unfettered

Joined: 18 Nov 2005
Posts: 612
Location: Philadelphia Area

Player Betrayals and UnFiction

As you can see over at PA3, Rusty a new comer to the game, decided to betray the team and give the information we had learned so far to "Alex". This has, as you can see, created a problem.

Now, Im not argueing that players cant make their own decisions when there's a choice to be had - indeed, that is their right and an important part of ARGs. It may piss us off at that person, but its his choice.

However, this does pose a problem for posters on UF. We can no longer using the PA thread. Indeed we can no longer post anything abotu Ashcrofy anywhere on UF since it can be handed to the person we are trying to beat. In a disturbing way, this act has now made UF in-game. From my understanding, the purpose of UF is to be a place, outside the game, where players can post work on puzzles and chats, etc without having to worry about who's a character and who's not, etc. A place where we don't have to worry about who to trust. No longer true.

If this isnt true, then I misunderstand the reason UF is OOG.

From here on out, anythign I learn for Ashcroft will be PMed to the players I trust. In fact, thats my plan for ANY game I play with Rusty from now on. No more posting. I know other players who have PMed me saying they plan to do the same.. and so UF begins to unravel...

Anyway, Im not sayign he cant make that choice.. and we cant ban him from UF, so I'm asking the community... how do we deal with it when this situation arises in future games? How do we make UF a safe place to post while allowign players their freedom?
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PostPosted: Sat Jan 28, 2006 1:14 am
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addlepated
Unfictologist


Joined: 17 Aug 2003
Posts: 1885
Location: Austin, Texas

It's up to the PMs to deal with the information they're presented. I can think of several in-game ways they could ignore it. If they don't, then enjoy the direction the game has taken.

This isn't like rocket science or life-or-death stuff. It's a game. If it's gotten to the point where you're calling people names on the board and saying that someone has killed Unfiction, I'd argue that you have become over-involved and need to step back to reassess the situation.
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PostPosted: Sat Jan 28, 2006 1:21 am
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

Re: Player Betrayals and UnFiction

Dionysus wrote:
How do we make UF a safe place to post while allowign players their freedom?
You don't. The PuppetMasters do.

The thing is, no one can betray the rest of the group to the characters controlled by the PuppetMasters. You may think of it as a betrayal, but what it boils down to is how the PMs want to handle the storyline. If they don't want to "betray" the players, they won't betray them. End of story. While it seems that we as players have infinite control over how a game develops at times, the truth is, we can't take a game anywhere that a PM isn't willing to go.

Now, you can argue that you don't want to play a game that is run by PMs who you don't trust to keep the game going in a positive direction. But to say that you won't play a game just because another player is also playing is over the line. Any compentent set of PMs will know how to ignore information that could potentially be harmful to the game. No matter how much players may provide that information, it just won't get through to the characters.

No one on these boards can dictate how another person plays. If someone wants to break from the group and actively try to take the game in another direction, that's their call. But you cannot say that their actions make UF in-game. You can trust that no characters will come here and get their information directly from here. It's up to you to decide if you can trust the PMs not to use information that could have a negative effect on the game. But that has nothing to do with UF and everything to do with who is running the game.
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PostPosted: Sat Jan 28, 2006 1:29 am
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jamesi
Sentient Being


Joined: 25 Sep 2002
Posts: 2195
Location: Canadia

Re: Player Betrayals and UnFiction

Dionysus, I think I can understand how you might be feeling here. However, I want to chime in on some of the things you said in your post here.

Dionysus wrote:
As you can see over at PA3, Rusty a new comer to the game, decided to betray the team and give the information we had learned so far to "Alex". This has, as you can see, created a problem.


It would only be a problem if the entire group of people playing PA3 made a decision to play the same way and decide on actions together. But this is not a dictatorship, it's a game. Players have the right to play it however they wish. Insulting others for playing a particular way is childish.

Dionysus wrote:
Now, Im not argueing that players cant make their own decisions when there's a choice to be had - indeed, that is their right and an important part of ARGs. It may piss us off at that person, but its his choice.

However, this does pose a problem for posters on UF. We can no longer using the PA thread. Indeed we can no longer post anything abotu Ashcrofy anywhere on UF since it can be handed to the person we are trying to beat. In a disturbing way, this act has now made UF in-game. From my understanding, the purpose of UF is to be a place, outside the game, where players can post work on puzzles and chats, etc without having to worry about who's a character and who's not, etc. A place where we don't have to worry about who to trust. No longer true.

If this isnt true, then I misunderstand the reason UF is OOG.


I don't see how this has made UF in-game, and that's a rather egregious statement to make. UF is, and always has been, a player resource, but it is not a regulatory commission. As long as the people who post here follow the rules laid out in the TOS agreement, as well as the guidelines of the forum, they are welcome to play the game however they wish. Just because you don't trust the player who goes against the will of 'the group' doesn't make UF any less of a player resource.

Dionysus wrote:
From here on out, anythign I learn for Ashcroft will be PMed to the players I trust. In fact, thats my plan for ANY game I play with Rusty from now on. No more posting. I know other players who have PMed me saying they plan to do the same..


You are well within your rights to do so...

Dionysus wrote:
and so UF begins to unravel...


Excuse me? UF is going to unravel because you (and whoever else follows your lead) is choosing not to post information freely in the PA3 thread? I'm actually shaking my head right now at the absurdity of this statement.

Dionysus wrote:
Anyway, Im not sayign he cant make that choice.. and we cant ban him from UF, so I'm asking the community... how do we deal with it when this situation arises in future games? How do we make UF a safe place to post while allowign players their freedom?


See Rowan's and Addlepated's posts -- they have said what I wanted to say about this.

/me waits to see what other worms come up from this can...
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PostPosted: Sat Jan 28, 2006 1:41 am
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Dionysus
Unfettered

Joined: 18 Nov 2005
Posts: 612
Location: Philadelphia Area

Im not saying I wont play the games.. Im just saying I cant post to UF about it. The information isnt safe there because, althoguh the characters cant come and take it.. Rusty can send it to them (its his right to do so, Im not fighting that).
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PostPosted: Sat Jan 28, 2006 1:41 am
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addlepated
Unfictologist


Joined: 17 Aug 2003
Posts: 1885
Location: Austin, Texas

It's up to you if you want to form a player clique that only certain people can join in order to share information with each other, but I think that if that's what you're proposing, it's even more fractious than what has you up in arms to begin with.
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PostPosted: Sat Jan 28, 2006 1:47 am
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

Just to re-enforce what others have said: It's the PM decision. They really do control the game, despite what you think. And if there not controlling the game...Well that's just ugly. I've never really liked interaction that much in ARGs, This is one of the reasons why.

I also prefer ARGs that tell a story, rather than create it as they go. This is where I sympathise with you. If the story is being created on-the-fly then you need to worry about all influences on the story, which includes players. That leaves the door open for inter-player politics...which (again) gets ugly.

I find it interesting though that your forming a smaller group. Seems people always like to fragment based on there interests...which is fair enough, the problem is with the exclusivity. If I was PMing the game and saw groups forming I think I'd make a series of hard puzzles just to force you back together.

PostPosted: Sat Jan 28, 2006 2:19 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

Dio, I can see how you might feel that way, but trust me on this, no PM wants to see their game come to a premature end. Or end in a manner that doesn't fit the story arc they want to tell.

I don't has as much experience as other PMs but this was also an issue we had to deal with at Orbital Colony. A player thought s/he would "scare" the bad guy by sending an e-mail containing info that could only have come from the "good guys." We chose an in game method for dealing with it in a manner that the intended recipient of the e-mail "never" received it (or received it much later). We did take one e-mail to another in game character and had her react in an age appropriate manner, but one that did not really affect the overall direction of the game.

Now, the PMs can say that it never made it to the intended in box (it happens in real life, why not in a game), that it is discounted as the mad ramblings of a kook, that it takes the game in a slightly different direction that will rejoin the intended story fairly quickly.

It is part of the alure of ARGs, that you, as an individual player, have the power to change the world. It is one of the headaches that the Puppetmasters deal with when taking on this method of storytelling.

The worst thing you could do is stop sharing information with others. I hope you have also seen the downside of not posting to forums with that - that other players don't learn there is a character they can't trust; that a difficult puzzle doesn't get shared and discussed with those who might have the one idea that helps solve the puzzle. PMs understand that you as players can not control who sees the information, or what they do with it. Most PMs will take that into account, the ones that don't... well, you as a player will have to decide if that is a game you can comfortably continue to play.

As a player, I would hope that people post any ideas and information they have, since I work full time and can't be in a chat room every day, all day. I'm not good at puzzles, but I love character interaction.

And one other thing Dionysus, I couldn't say this during Orbital Colony - Welcome to UF, I like reading your posts, and it would upset me greatly if you chose to not talk here at UF because of the actions of another player.
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PostPosted: Sat Jan 28, 2006 10:50 am
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enaxor
I Have No Life

Joined: 25 Feb 2003
Posts: 2395

Dionysus wrote:
I'm not saying I wont play the games.. I'm just saying I cant post to UF about it. The information isnt safe there because, althoguh the characters cant come and take it.. Rusty can send it to them (its his right to do so, Im not fighting that).


Dionysus, if everyone decided to play ARGs in this way, there would be no UF. In fact there might not be ARGs. It's the community that has allowed the genre to grow. By breaking off into small select groups you're limiting the full experience of the game as well as shutting out future potential players (lurkers).

As Addie and Rowan put it, it's the PM's decision on how to deal with this new layer that Rusty has created. They can choose to ignore it or add it to the storyline and game.
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PostPosted: Sat Jan 28, 2006 11:37 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

Quote:
how do we deal with it when this situation arises in future games? How do we make UF a safe place to post while allowign players their freedom?


As a matter of information, we have dealt with it in other games. Bottom line-- people kept posting the way they do now, if they feel like sharing they do; if they don't, they don't.

UF is a safe place to post. I don't quite understand this concern. Do you mean make it a safe place for people who will only play the way you want them to?
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PostPosted: Sat Jan 28, 2006 12:42 pm
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Dionysus
Unfettered

Joined: 18 Nov 2005
Posts: 612
Location: Philadelphia Area

Hmm.. Reading all this, I see y'all have a point. I may have been hasty in my panic. I see I need to seriously think about this and figure out where I stand because ya'll have made very interesting - and probably correct - points.

Please understand that I have no problem with a player betraying the group. It does increase the immersion and I love that.. I just want to find away to post to UF to discuss thigns without essentially handing the information we want to keep secret to the bad guy through the admitted spy - and IM not very good at just "assuming the PMs will handle it". Basically I see it like this:John sends us his (new) location. Now, if I post that to the boards, Rusty will immediatly send it to Alex, in which case, from the way this game seems to be structured, Alex wil be abel to get to John. If I dont post it to UF, Im decreasing UF's value and blockign out lurkers. Its liek being trapped between a rock and a hard place. WHich I actually enjoy.. its a challenge I'd have to face if this was real and thuis it makes the experience more real. Unfortunatly, that means discretion may win out.

I will say this, from reading your points, I will not stop postign to other games, even other ones Rusty plays. As for Ashcroft... well I need to figure that out.. decide where I stand on sharing information. I wont not play the games that these situations arise in.. btu I will react as I would in real-world. I may be pulling out of Ashcroft anyway with Wildfire Inustries returning - which Id rather play because its jsut AWESOME from what I read of the original.

Reading through the archives I can see a similar situation sorta... in AWARE 1 there were 'factions'.. and from my understanding you were supposed to just not read information that was only avalable to factions not your own. Or not aknowledge it. I guess that could be done with Rusty and other AShcroft players. I dunno... I know alot of you had issues with AWARE.

ANyway, you've given me lots to think about..
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PostPosted: Sat Jan 28, 2006 1:57 pm
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Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

Others have already said almost everything I would have said, but I would like to add one more thing:

Not only is it the PMs' responsibility to deal with whatever players do (within reason), but sometimes unpredictable player behavior -- and yes, even "betrayals" -- can result in some of the game's best moments.

I don't know whether you played ILB, but the PMs created the character of the Sleeping Princess with the idea that players would fall in love with her and do whatever was necessary to protect her.

They were a little taken aback when a rat bastard certain player gave her up without hesitation to the entity that was trying to kill her.

But that player's actions forced the PMs to devise a new plot twist in which players got to rescue the Sleeping Princess, which was one of the highlights of the game for many.

Frankly, I think it's a bit rude for a player to divulge information that others have asked him/her not to, but I don't think we need to worry that it will "unravel" UF. Have a little faith in the PMs. Smile
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PostPosted: Sat Jan 28, 2006 5:47 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

Quote:
Basically I see it like this:John sends us his (new) location. Now, if I post that to the boards, Rusty will immediatly send it to Alex, in which case, from the way this game seems to be structured, Alex wil be abel to get to John.


See this is different from your first post.
Well, don't post anything you don't want to post - if the PMs are taking information like this, then so be it. You don't owe the world your secret information if other characters are directly benefitting from it being posted here...though you might think the character would wonder where the other player's info game from. It is sort of cheesy.

I don't think it is fair to ask someone not to share information that is valuable or to tell another player how to play, so do whatever you want.

I know that everyone is telling you to trust the PMs, but you don't have to. I do know that you can trust the community.

I played AWARE and honestly, playing factions on this board just doesn't work. If the PMs allow characters to accept and act on information that clearly came from another player - then do what you want. Example, in Orbital Colony, info posted on Stevie's blog or Seth's journal was fair game as it had another source even if it was posted here. Info from emails sent to an individual player that was not duplicated on the blogs, was not fair game.. at least to me and, most likely, to the PMs.
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PostPosted: Sat Jan 28, 2006 7:53 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

rose wrote:
I played AWARE and honestly, playing factions on this board just doesn't work. If the PMs allow characters to accept and act on information that clearly came from another player - then do what you want. Example, in Orbital Colony, info posted on Stevie's blog or Seth's journal was fair game as it had another source even if it was posted here. Info from emails sent to an individual player that was not duplicated on the blogs, was not fair game.. at least to me and, most likely, to the PMs.


/me grimaces.

This is a soap box issue with me. Personally, I don't like any game that pushes the player base to split into "sides." For two reasons.

1. Collective think. I believe there is a critical mass of players that are sometimes needed to solve some puzzles, and by splitting the players into "camps" you make it much harder for any one side to reach that critical level (It did happen in Aware 1).

2. There are enough real life situations out there that pull societies apart, I would really like to see one community that values working together even when they disagree. ARGs were (at one point) a game that favored cooperation over competition - or competition in the spirit of cooperation. Where we pat each other on the back for solving something or learning another piece of background information, rather than hide knowledge for fear that it will be used against us. That is happening far too much in scientific research and in other areas and I am very uncomfortable with it there too. Players are free to do what they wish with the information they have.

Maybe in Ashcroft John will slip away just before Alex catches him, if John is the protagonist even the PM will realize that having John caught if that story arc has not been sketched out at least in theory it can have the potential to derail the story. If the PM has planned for it (which is entirely possible), then it will add another element to the game... if it isn't planned for, there are a number of in game ways to have the information not be useful to Alex. John slips away just before Alex arrives, a random element interfers with Alex's pursuit of John at that moment, lots of ways.

I'd say watch how the PM handles the incident before you choose your reaction to the betrayal. You might be surprised. And so might the PM. Wink
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PostPosted: Sun Jan 29, 2006 1:08 am
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Chewy
Decorated

Joined: 27 Sep 2005
Posts: 236
Location: In the ass-groove of the Couch

In a game currently being played at unFiction, AnotherContestWorthEntering, we players were greeted by a fellow named Jack Trevor. Jack worked for a company investigating the apparent disappearance of a former acquaintance of Jack--- Sarah Fisher.

However, a week or so in, we were confronted by a person who goes by the name *Kain*. Kain has been spying on Jack, revealing he is going against company policy, and wants us to keep tabs on him, telling him what we learn.

This, like in the game you are playing, posed a question to us. Do we tell Kain all? Do we keep everything from him? Do we tell him a little, or even false info?

From the beginning, we are commissioned into believing Jack is good, and Kain is bad. But again, thats a choice. And the PM's, realizing this as possibility, had to evolve the characters. Within the weeks, Kain got less defensive. Jack lied. What now? If you didn't think Kain was good before, now you have reason to.

This story ends up being example. If Rusty decides to tell all, perhaps the PM should evolve the character. Maybe the "bad guy" could switch sides, deflecting to "good". Maybe he can be killed, and the new "bad guy" can't be reached.

Or maybe, as players, you can evolve the game for it. Provide the bad guy with false information. Or tidbits. Make him reveal info, for your info, in a trade.

The possibilities are endless. This doesnt unravel UF. It makes it stronger.
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PostPosted: Sun Jan 29, 2006 3:46 am
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