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 Forum index » Meta » Puppetmaster Help
Implosion, something to consider
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MageSteff
Pretty talky there aintcha, Talky?


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

Implosion, something to consider

So you are looking to be the guiding hand behind a spiffy new game idea you have. Never ran a game before? Then you should really consider the following before you start.

Implosion.

It's an ugly word. But it happens even to the best intended games.

What are some of the factors that can lead to it:

1. World Events. Example: Majectic had a storyline that incuded things that after Sept. 11, 2001 and the World Trade Center attack was a touchy subject, at least in the USA. Not the PM's fault, and probably not something that will ever happen again on that level, but then, we have had Tsunamis, Hurricanes, Mud Slides -I was personally hit by three hurricanes in two years that left me without power to connect to the internet for at least a week each time.

2. Other Events in your life that take precedence. Work, school, major surgery, sleep, system crashes, all eat into game time. Trust me on this - even though I was only a major PM for one game with a limited scope, I spent 8 to 10 hours on this every day after the game went LIVE. Planning time before it was much easier to manage. Once you get to answering e-mails, Character interaction and such, you will have no life beyond the game. If you know this up front going in and plan for it, you will have an easier time keeping it under control.

3. Fatigue. After a few weeks or running full steam and getting no where near enough sleep, it does take a toll on you. Don't be afraid to take a little time to get rest. Note: this does not disappear for a week, but it does mean that maybe you would be better off getting a nap on your day off instead of going out and playing soccer. If you are in school and compete in the school sports, then maybe you should stop and think about whether you really have time to run a game at this point in your life. The community will still be here if you wait until Summer break, or after you graduate.

4. Planning. I can't say enough about planning. You don't need every little detail in writing, but you do need to have most of your puzzles planned, your story planned out even if it has branches that can go in more than one direction. Good PMing cannot make up for poor planning once the game gets rolling. Make certian your behind the scenes group knows as much as possible about your plans for the game , they can keep the game going even if you are called away for a few days.

5. Communication. With your team members and with the players. Acheron succeeded when it could have imploded because the PM's told the players that they were going to be away for a month or more (and in a really cool in game way too). As a player who was having fun, I was willing to wait for the game to get started again, because I was not left wondering where the PM went and if there would be more. Talk to your Team because the more people that know what is intended, the better they will be at helping to pick up the slack when you get overloaded.

Out of those 5 I would say that Planning and Communication are the two biggest challenges that a PM faces.

What do others think?
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Magesteff
A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Tue Feb 21, 2006 9:45 pm
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SirQuady
Unfettered


Joined: 15 Jan 2006
Posts: 576

And of course, there's your implied point that if you're making an ARG:

Get others to PM with you or at least help you!
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PostPosted: Tue Feb 21, 2006 10:38 pm
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Ehsan
Entrenched

Joined: 09 May 2003
Posts: 992

6. Motivation. Before you start working on a project you can't help but imagine how cool it would be to become a PM. Running a game sounds like the most exciting adventure you could ever go through. When you start working on the actual game you find that the amount of work isn't really worth it. If you get through making the game, when it does go live you just don't know why you got into this in the first place. Tell yourself this: (6.1) Being a PM is not cool, not fun, not easy, not rewarding and not worth it. If you accept those facts then, and only then, proceed to make your game. And let me say it now because one of the players will: "Your game sucks!"... now, how does that feel?

7. Underestimating effort. You might feel like it's very easy to put a few websites together, write a general story and then present it to the world with a few puzzles thrown in for good measures. You will estimate the amount of effort you think it requires, and you will be wrong. If you think you need 3 hours a day for a month to make this happen then you actually need 6 hours a day for 2 months, and when the game goes live you need 12 hours a day EVEN if you have a team working on this. Do you have 12 hours a day to spare? Are you willing to quit your job, ditch school, or ignore your friends and family for the entire duration of the project and get nothing(see 6.1) in return?

8. Internal arguments. No two people in the world agree on everythings--it's just impossible. We are opinionated by nature and when you work with a group of strangers using the Internet as a collaboration medium it will show. You will get into arguements and if not handled properly they could cause the team to split, or even dissolve. Respect your team, accept criticisms and don't expect everyone to agree with you even if you come up with the bestest idea in the world.

9. Team procrastination. Not to be confused with Motivation, which is more personal. Teams procrastinate not by avoiding work that needs to be done, but by focusing on a lot of work which doesn't need to be done. You can spend hundreds of hours brainstorming and have nothing to show for it. You could end up designing dozens of the easy websites and have no one willing to make the hard trailhead. Make sure you have a clear project plan with milestones and deadlines. Assign a team leader to make sure everything is in order. People will judge you by the final product you deliver as a team, and not by how hard you worked.

10. Doing it alone. DON'T.



I can't pick biggest challeneges from these and MageSteff's list. That would imply that it's okay to go ahead with your project if you only have one of the lesser challeneges, but it's not okay.

I rate them all equally and say that if you might face any of these issues and you don't understand them or understand how to handle them, then back out now. With the expection of 1. and any other Force Majeure of course, everything else will be your fault.


Obligatory Ehsan Disclaimer: These are my personal opinions, I am not a PM and I usually don't know what I'm talking about.


PostPosted: Wed Feb 22, 2006 8:51 am
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MageSteff
Pretty talky there aintcha, Talky?


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

Ehsan wrote:

8. Internal arguments. No two people in the world agree on everythings--it's just impossible. We are opinionated by nature and when you work with a group of strangers using the Internet as a collaboration medium it will show. You will get into arguements and if not handled properly they could cause the team to split, or even dissolve. Respect your team, accept criticisms and don't expect everyone to agree with you even if you come up with the bestest idea in the world.


I want to follow up on this a bit. Arguing never helps a game. You must trust that your team members only want to see the game suceed. Remember that if a team member has reservations about something, chances are that a player might have the same reservations, and a player can not see all the background motivation that a team member can. Being able to discuss and hash out any reservations and potential problems before the players see the finished game will go a long way toward making the game enjoyable for the players, and help keep your team cohesive in the crunches. Especially things like Proofreading and debugging plot elements - better that you hear it first from team mates and correct it than let the players rip you to shreds (see last sentence of #6 above). Think of it as if they were someone back stage and they notice that you have your shirt on inside out, or your pants are unzipped. Wouldn't you rather hear it from the backstage crew than from the audience, or worse a reviewer? Working with a team that respects each other may not make being a PM the easiest experience to go through, but it does make the work go smoother.
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Wed Feb 22, 2006 4:49 pm
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

11. Impatience. There is no need to rush right out and tell everyone you are planning an ARG, or worse, put up a trailhead with a counter on it when you do not have anything else finished. All it does is put even more pressure on you and the rest of the PM team. Plus, it really kinda makes you look unprepared - unless your launch date has some absolutely specific meaning (which really is a rarity), there is no reason to have one mysterious website with a countdown on it. A countdown might tease players into wondering "what is gonna happen when it hits zero" but it also gets them expecting something big to occur once it does. Nothing lets players down more than watching a countdown hit zero, only to find out that the big whatever never really happened.

Keeping your game a secret also allows you to control the pace of your development. If things happen, you can push back the launch without having to explain to everyone why. And if things don't work out, and the game never is completed, no one ever needs to know. Launching prematurely has been the bane of more than one ARG in the past. PMs should strive to have a fully completed game with backup plans ready before they launch (especially if you have a smaller team). With all that "extra" work already completed, you should have a decent chance of making it halfway through your game, since even the most carefully planned ARG can be thrown off track, leaving you scrambling for more material. The more you have to begin with, the less you'll have to make later, leaving time for other things.
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PostPosted: Thu Feb 23, 2006 9:06 am
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