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 Forum index » Meta » General META Discussion
Defining ARGspace on the Gaming Continuum
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
Posts: 4109
Location: Silicon Valley, CA

Defining ARGspace on the Gaming Continuum

I'm thinking about developing a project to itemize the traits which help us decide what is and what is not an ARG.

For example, it is said that Our Colony wasn't an ARG because it had no storyline. An immersive reality like FreakyLinks (or Beta7 or the online component of The Blair Witch Project) wouldn't be thought of as a game without puzzles and thus not an ARG, yet people did play along with the characters. And what do you do with a game set in a self-contained world, with puzzles and interaction but which has no persistence in real-time and never intrudes on our reality?

At first I thought there might be only three broad categories of elements, and that games either had examples of each or they didn't. That would have created a Venn diagram like the one pictured below (attached). Further elements which crop up in ARGs might be thought of places where two of the primary circles overlap. But not every ARG fits neatly into the center overlap of all three.

In thinking about specific games, I realized that the question isn't just "were there puzzles or not?" but "was it mostly puzzles or mostly interaction?" and "were the puzzles too easy or too hard?" The elements now need to be put on a multi-axis graph and weighted, and the percentages are going to be subjective to each player's experience of the game.

The bulk of my project would involve the creation of a survey to gather a lot of opinions about a lot of games. My goal isn't to nail down a set of rules (or guidelines) or even a fixed definition of what qualifies as an ARG. I fully expect the results to show that any "either/or" set of criteria is both impractical and inaccurate. My hope is to quantify our own community perceptions and see if we do have a general consensus. (Maybe we could expand the survey to people outside of the ARGN/UF/IU community, too.) I think the wide variety of games we play do show that we really like having mixtures of elements, some of which we then label as an ARG.

Before I can build the survey (and the possible database to amass the results), I need to define some traits to measure. There are no right or wrong answers if you choose to help me brainstorm here, but eventually I'll want to narrow down the survey to a limited set of well-defined characteristics.

So far, I have:
  • Puzzles, challenges, ciphers, hidden text, mystery to solve, relationships to map, scattered data to gather, tasks, ...
  • Depth, pervasiveness, persistence, story, background, history, progression in real time, multiple websites, filler details, TINAG, boundaries ...
  • Interaction (with Reality), character contact, ingame message board, live events, physical presence, immersion, community cooperation, ...

Later, I'll ask for a list of games you would like to see included in the survey. My vision is to have a web page for each game, a simple HTML form with selects and submit button, and the number one quesion would be "Do you think [insert game name here] was an ARG?", followed by our list of elements and a way to rank each one, such as "very important / not essential". I'm open to suggestions now. Thank you.
ARGVenn.gif
 Description   a spectrum of gaming elements
 Filesize   6.13KB
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ARGVenn.gif

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PostPosted: Fri Apr 21, 2006 1:18 am
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bill
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Nifty idea!

If I were doing it, my three primary circles would be Puzzles, Participation (community), and Plot. (I like the 3 P thing Razz ). The intersections would then be Tasks or Actions (Puzzles/Participation), Interactivity (Participation/Plot), and Gaming (Puzzle/Plot).

Immersion strikes me as a great concept, but hard to pin down objectively. Plus, it is something you get from sum of all the other elements.

Just my 2.35080057 yen (rate subject to change-consult your bank or google for up to the minute blah blah...)
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PostPosted: Fri Apr 21, 2006 11:31 am
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CreativeEmbassy
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For me, I've always defined an ARG as having the following:

Immersion, through multiple forms of interaction. If a game is only played through one interface, then it cannot be an ARG. Several forms of communication are necessary.
Plot/Characters. I put these together because you need both, and if you don't have one then it's hard to have the other. Agreed.?
Gameplay. Includes puzzles, interactive activities (redundant?)...

Here's how I would break it down:
If it has immersion and plot but no gameplay, then it's immersive fiction. (Think Daughters of Freya maybe, trying to come up with better example)
If it has plot and gameplay but no immersion, it's a webgame or social experiment. (Think the Still Life Webgame)
If it has gameplay and immersion but no plot, then it's a social experiment. (Think SF0 or Neurocam).

So, I think this constitutes the more strict rules that some people have put on what is/isn't an ARG.
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PostPosted: Sat Apr 22, 2006 5:28 am
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colin
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Just thought of another way to divide things, fwiw:
Physicality (web pages, phone calls, etc);
spirituality (not as in religion, but the intent things are done with i.e "in the spirit of the game").

I guess I came up with this because I've never liked to define an ARG as containing specific things, such as webpages. Spirituality offers a certain level of abstraction which moves the discussion away from implementation and realisation.

PostPosted: Sat Apr 22, 2006 5:53 am
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
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Thank you for the feedback. It's keeping my head spinning around concepts and keeping me from slapping together an unwieldy list of questions for the survey.

CE and Bill both offer equally valid ways of categorizing elements. Bill's secondary overlaps more closely match CE's primary circles. I think I'll be building a survey with 6 or more categories and find out where the games themselves have placed the emphasis.

Colin, I hope we don't define an ARG by the things it implements and how they are done, but it is those outward things which are easier to quantify and measure. After we look at the elements involved, we can then talk about the spirit or concepts they embody.

I was actually trying to get away from Ehsan's criteria of "multiple websites" and instead looking for what property is enhanced by having multiple websites. To me, that goes in the realm of making the game's universe "real" or "believeable", not in the sense of non-fiction but rather in how much detail there is to support it. (The guys at GMD might call this "texture" -- take a drink!) A game with only one website could still go overboard in building out its universe, giving so much detail and history that you really feel like the place exists beyond the visible boundaries. It also gives the characters a place to live and breathe, more than just a stage to perform on. Can a "gAIM" with no websites at all have the same depth of universe, just in how much detail the characters provide in conversation? Maybe. (Do people who enjoy playing gAIMs even think about such details?)

I also don't think you can just assume that if a game takes place in our world, you have depth; the game still needs to pinpoint a city and draw you into their point of view and surroundings (in my opinion). A well-done effort doesn't just tell you where they are, but shows how that world permeates the action, in such a way that there can be no doubt about where the characters are. Those games with only a plot and some characters but no world depth of its own are just on that fuzzy border of what some people consider not-an-ARG, but we have no good term for what it is. Should we even exclude it from ARGspace at all, or simple say there are subgenres that are a matter of personal taste?

I think we all agree that "interaction" is not the same thing as "interactivity", as you get by clicking a Flash gizmo or playing a Timewaster. If an ARG is defined by it, how can we measure the amount of Character Interaction in a game? The tally of "multiple forms of interaction" and "several forms of communication", these sound more like implementation issues, same as with the way "multiple websites" contribute to World Depth. What is the essential element being driven here? My assumption is that the interaction and communication is how the characters touch us, the players, rather than us passively watching them perform on stage. We can ask people about the amount of contact with characters they have seen in past games, regardless of the number of avenues -- many players never take advantage of ALL available forms of communication anyway -- and the importance of two-way communication flow had on the game's progress. Perhaps it is logical for a character to communicate only thru Instant Messenger, but if the quality of that conversation is superior, then we can only measure how many players found that to be fulfilling the interactive requirement of the ARG.

I like the term Gameplay to include puzzles and other tasks, but not interaction.

I am re-thinking the term Immersion. Players immerse themselves; the game can only offer the avenues for entry. Immersion can be experienced by players doing deep digging into websites and exploring the world without ever meeting a character; immersion can be equally realized by players who live for character interaction. (And my spectrum image above didn't account for both types, but rather assumed that the "Characters" circle comes with interaction.) I do want to split those two approaches to Immersion for the survey, to see if players are building their own internal definition of ARG based on preferences rather than what the games offer. As Bill said above, "Immersion strikes me as a great concept, but hard to pin down objectively. Plus, it is something you get from sum of all the other elements." So i'll eliminate the term for now, and see what falls into its bucket later.

One thing that I'm not sure how to represent is the necessity of community. Bill put it under Participation, so how do we quantify this, how do we measure how much a community participates? It has been said that an ARG needs to be played as a group. That could come under the realm of tasks (where you need many people to accomplish something). In a way, the community that builds up around a game is an extention of the game's world (especially with in-game forums). Maybe Community is like Immersion, something we say defines an ARG but which results from the sum of other game elements.

Back to the white board...

PostPosted: Sat Apr 22, 2006 7:46 pm
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Ehsan
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Random Thoughts

----------------------------

On Defining ARGs:

I think something like this is long overdue. I understand concerns many have for "defining" an ARG, as it may create boundaries and suppress ‎creativity. Yet I think without these boundaries ARGs will only confuse more people who are trying to get into them or understand them. The most firm definition we have is "I'll know it when I see it" but that doesn't help the genre grow, and growing the genre is what we keep chanting.

Defining media and genre is good. Films, books, videogames, and other forms of genre presentation have a loosely defined structure which offers audiences the comfort of knowing what to expect and look for.

A movie is generally 90 minutes long, has actors doing things on screen and a soundtrack. If you watch a movie you expect these things and get annoyed if they are not there. A movie without a soundtrack and no actors may be considered a creative art form by some, but will only end up doing badly at the box office and annoying a lot of people.

A movie with an aroma distribution system, audience remote controlled actors, and interactive scene development where the viewer writes the dialogue is not a creative movie... it's not a movie anymore.

However, withing the commonly acknowledged boundaries of a movie, film makers can be very creative in their own way: See Donny Darko or Memento (which did piss a lot of people off but managed to be creative within the boundaries).

A book is a book. It is written on paper not sheets of metal. A song is a song... It is not 90 minutes long with 80 minutes of static in between. A videogame cannot be written in haiku, it has to be a programmed, compiled, and distributed interactive experience.

Boundaries are good.

Even if that was not cather's goal, I think ARGs have to be defined properly. The definition on Wikipedia today is too broad and vague. We cannot keep on saying we know it when we see it, but need to define what "it" is clearly. It will not hurt creativity, but create a structure

----------------------------

On Immersion:

The perfect ARG, in my opinion, would not have multiple websites. It would have NO websites.

Immersion is playing a game which resembles the real world. The real world to me is waking up, going to work, eating, going out, talking to people, and other real life activities. A perfect ARG would mimic all those elements. I would wake up knowing I'm playing a game today... go to a fake company... be attacked by aliens... my co-worker is kidnapped... I run out fighting aliens and looking for ancient relics they left behind to decode the secret to boarding their spaceship... and eventually rescue the missing person.

But to create a perfect ARG you need to be very very rich in order to create a fake environment in the real world (see The Game--create fake corporations, hire lots of actors, and that's only for one player) or create technology beyond our capability today (see Star Trek's Holodeck--the perfect tool for creating an ARG).

So we go to the next best thing--the Internet. Why? Because first you get access to the masses... you get to create one experience which many people can play. Sure it's not targeted towards one individual, but it has reach and is easily deployed.

It also mimics a side of our reality which we are already immersed in... I already spend 50% of my day online. I interact in my daily job with people and corporations I have never met, but only know through their websites and e-mail correspondences.

The online world is a huge part of our "Real Life". Even this site and the people I talk with in #unfiction everyday are just people I know online... It is immersive because it is reality, and thus an online world which mimics these elements is also immersive.

Looking more closely at the Internet, it is mainly composed of web sites, e-mail, and chat. Of these I consider web sites to be the most important and prominent because that's what people consider to be The Internet. I know a lot of people who call the little blue IE icon the Internet... and when I replace it with Firefox they cry "Why did you delete the Internet!".

So an ARG with at least one website would be good, but the more websites there are that resemble reality, the more immersive the experience would be, simply because in real life there are a lot of websites with interconnected properties. Sure you can do with one website IF it has a lot of content and history and depth, but I've seen that with one website designers get restricted and there's only so much information you can put in a website about honey or a blog about crop circles. More websites should generally mean more content, which is a Good Thing.

----------------------------

On Puzzles:

Puzzles are not "puzzles". They can be better defined as Challenges. I think an ARG can have zero traditional puzzles--nothing to decipher and no mathematical or logical conundrums, but the story in itself can present a challenge when being interpreted.

The G in ARG is for Game. It is and must always be presented as such, but what game elements the creator uses should be open and unrestricted. In the end, the game must present challenges that create enjoyment and entertainment by encouraging players to reach a defined goal within a set of rules.

----------------------------

On Interaction:

I don't think interaction means online chat, sending e-mails, or solving puzzles.

To me, the act of entering a URL and browsing the websites is a form of interaction. I would be more than happy just to receive passive information. On a certain level, I would like to have no interaction with the ARG... This contradicts with the above "Holodeck" experience when defining immersion, but because of the limited medium we are using today, I believe that what passes for interaction does not fit the medium... I do not get AIMed by random strangers in my daily use of the Internet... I do not send e-mails to strangers... and I do not help websites evolve and events to progress in the real world.

I would be more than happy to just follow an ARG without performing any visible active actions. In fact, I assume that most people would like to do so because the number of lurkers is far greater than the number of active players. That's what the majority of people want to do--Read a book not write it, watch a movie not produce it, and follow an ARG, not effect it.

Yet there are a few who enjoy full interaction, and are essential to the growth of the lurking community... which leads us to:

----------------------------

On Community:

For every game there are hardcore fanatic followers who actively participate, speculate, interact, and discuss. The active community is what drives the ARG. They are the "visible" players... but for every visible player there are ten lurkers who are interested in seeing what the visible players are doing. Take away the visible community and the lurkers go away... The game seems dead because nobody is discussing it.

In a way, the active community is part of the game, because they offer entertainment and challenges which co-exist with those presented by the game. Some people enjoy spec and others look for meta. The parody site, the "what's our group name" poll, and the constant bickering about PMs is just part of the game. I don't think an ARG can be complete without that. The discussion forums are an essential part of that experience. I didn't enjoy WIBS because I felt their in-game forums took all that away... But it offered a new form of immersion which compensates for the lack of traditional active community traits such as meta discussion.

----------------------------

On catherwood's Fancy Graph of Elements:

Looks good to me, but I'd replace Characters with Storyline as I don't think Characters are pivotal, but come as a given subset with your Word Depth and Storyline. Likewise the Puzzles (challenges) should be combined with the Storyline so that all tasks are justified by the plot. The tasks can even be understanding the plot and thus the challenge is the storyline and the tasks subsection is clearly defined.

----------------------------

On TINAG:

Not directly relavent to the above discussion is a widely confused mantra. The combination of TINAG and TIAG are what ultimately create the perfect experience to me. I don't want to receive any surpise calls after midnight, thank you very much, but I do want to be able to call a corporation and confuse the operator by telling her she's a fake actor... and have her respond as if I'm crazy.

From the Game's perspective, it is never a game.

From the Players' perspective, it is always a game.

Creating the perfect balance and deploying the above in the ARG elements discussed is the challenge the PM is presented with. LCP didn't work for me because it considered itself to be a game... Ghosts don't make websites... that broke suspension of disbelief for me from day one... Mu was amazing because I knew Metacortechs is a fake website from day one, but the website itself and the information presented on it was realistic and never admitted being a game.

It's fiction, but it's not. It's a game, but it's not.

TIAG(N).


----------------------------

On Skipping to the End:

Yeah so I write a lot... long text on the Internet is hard on the eyes so I understand your need for skimming all that and jumping here... but I kept the good content in the middle Wink

PostPosted: Sun Apr 23, 2006 4:36 am
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colin
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Ehsan wrote:
Creating the perfect balance and deploying the above in the ARG elements discussed is the challenge the PM is presented with. LCP didn't work for me because it considered itself to be a game... Ghosts don't make websites... that broke suspension of disbelief for me from day one... Mu was amazing because I knew Metacortechs is a fake website from day one, but the website itself and the information presented on it was realistic and never admitted being a game.

Well, Ehsan says stuff alot better than me. Agree with everything he said. I really like the comparision I've quoted. Everything 4orty2wo has produced thus far, I struggle to call an ARG. It's still a great experience and all...but it's no project MU.
Ehsan wrote:

On Skipping to the End:

Yeah so I write a lot... long text on the Internet is hard on the eyes so I understand your need for skimming all that and jumping here... but I kept the good content in the middle Wink

smart @#$, exactly what I did.

Anyway, back on topic. Something I forgot to mention before: have you (catherwood) looked at dave's books? I'm sure they'll contain lots of things you can add to the list.

PostPosted: Sun Apr 23, 2006 5:36 am
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krystyn
I Never Tire of My Own Voice


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I posit that if we were to walk away from definitions, the 'genre' would still flourish.

Because people like to play games.
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PostPosted: Sun Apr 23, 2006 2:04 pm
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imbriModerator
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Quite the post there Ehsan Wink

----------------------------

On Immersion:

Ehsan wrote:

Immersion is playing a game which resembles the real world.


Actually, immersion has nothing to do with the real world and everything to do with engagement with the fictional world.

I happen to have a slight katamari addiction. When I am playing that game, I am fully immersed in the game world. You could argue that my immersion is due to the fact that I am familiar with some of the objects that I am rolling up. However, I'd counter with the fact that I have never faced immediate danger of being rolled up by a large sticky ball being pushed around by an extraterrestial being the size of an ant.

Perhaps a better example would by my history with pacman. Back in the day, it was my favorite game at the arcade. I'd throw my quarter into the machine and block out the noise and people surrounding me while I became one with the little yellow dude. There was nothing in that world (outside the cherries and pretzels and whatnot) that resembled the real world. Sure, now, I might be able to see some correlation with "the rat race", but at 10 years old? Not so much. Yet there's no way that you could convince me that I wasn't immersed in that fictional world.

Immersion does not require the technology of the Holodeck or the financial capabilities to create a fake environment in the real world. Nor does the perfect ARG.


Ehsan wrote:

More websites should generally mean more content, which is a Good Thing.


While content is a good thing and more content may be a better thing, more content is not necessarily a Good Thing.

It's not uncommon to hear complaints about the noise to signal ratio on this board. Too much noise, as we all know, makes it difficult to find the signal. This is as true in the in-game environment as it is in the out-of-game discussion areas. Every website, every email address, every character, every word is a bip. More content means more bips and, if there are too many, it becomes increasingly difficult to figure out which bips mean something, which bips are important, which bips are the signal.




----------------------------

On Puzzles:


Ehsan wrote:
Puzzles are not "puzzles". They can be better defined as Challenges. I think an ARG can have zero traditional puzzles--nothing to decipher and no mathematical or logical conundrums, but the story in itself can present a challenge when being interpreted.

The G in ARG is for Game.


Here I agree with you. Puzzles are not Game.

While puzzles aren't necessarily a bad thing, they can definitely serve several purposes in the game design, they are not Game. It's very frustrating to me to have to stand back and watch as people present a story and make it a game by throwing some puzzles on it. That does not make a game, that usually just gives us one of the classic ARG cliches... the idiot savant that needs to save world. We see him in several different incartations, usually the insanely brilliant hacker or the misunderstood eccentric.

When I see such a character or puzzles just thrown on top of a story for the purpose of making game, it's an instant sign that someone's looking for the easy way out and, while there may be a decent story creator or puzzle designer behind the project, they are not an ARG Storyteller.

What is ARG Storytelling? Sean Stewart calls it "Internet Archeology", Steve calls it "Connecting the Dots", I've called it the Story Puzzles, but whatever you want to call it, it is putting the bits and pieces of the narrative out there for the players to discover and put together. The pieces may be placed in some sort of order or they may be completely random, they may make sense on their own or they may be completely abstract. However, they are dropped out there in some manner for the players gather and the more pieces that they gather, the clearer the story puzzle becomes and, when they find that last piece, the story sits in front of them to admire. And, like any good game, progress can be seen and felt along the way. These story puzzles don't just have to exist for the story as a whole, but can exist within the subplots and even within individual puzzles. It is in putting together these story puzzles that we find the G in ARG.



----------------------------

On Community:

Ehsan wrote:
The parody site, the "what's our group name" poll, and the constant bickering about PMs is just part of the game. I don't think an ARG can be complete without that.


An ARG can be complete without them, however *your* personal enjoyment of the ARG may not be.

Ehsan wrote:
I didn't enjoy WIBS because I felt their in-game forums took all that away...


Actually, the in-game forums did not take that away, like many other games that have utilized in-game forums, there was never anything that specifically stated that discussion couldn't continue on other forums. In AotH, for example, there was much discussion on unfiction and very little on the in-game forums. Furthermore, I don't think that the in-game forums took it away. The "What... is our name" post existed, the Complaints Dept become one of the more popular (and humorous) threads. There were many threads filled with various player creations, including some great and very blatant teasing of in-game characters.




----------------------------

On TINAG:

Ehsan wrote:
Not directly relavent to the above discussion is a widely confused mantra.


Yep. Often times, the mantra is confused with the design philosophy.

The mantra is for the players and it reinforces the boundaries of the game.
The philosophy is for the PMs while they're making design decisions.


At least that is how I look at it Smile

PostPosted: Sun Apr 23, 2006 3:49 pm
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MageSteff
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Ehsan wrote:
Random Thoughts

----------------------------


On Immersion:

The perfect ARG, in my opinion, would not have multiple websites. It would have NO websites.

Immersion is playing a game which resembles the real world. The real world to me is waking up, going to work, eating, going out, talking to people, and other real life activities. A perfect ARG would mimic all those elements. I would wake up knowing I'm playing a game today... go to a fake company... be attacked by aliens... my co-worker is kidnapped... I run out fighting aliens and looking for ancient relics they left behind to decode the secret to boarding their spaceship... and eventually rescue the missing person.

...
More websites should generally mean more content, which is a Good Thing.

----------------------------


Ehsan, I never just skip to the end. What would be the fun in that?

What you descripe here is like the movie "The Truman Show" which to some extent was a game for one... The producer created a wolrd for one person, including all the challenges and such of life.

For Ehsan it would mean "no websites" for me it would mean "no puzzles" because when does real life present us with a puzzle to get the next clue, or a web site address. Commercials on TV plainly state the web site when want you to visit, they don't hide the information.

Yet, I accept that part of the game is meeting the challenges, be they riddles, puzzles, or cryptic conversations. It is a necessary evil that makes the experience more appealing to a broader spectrum of players. It means excersizing my brain, which is always a good thing.

For me I become more immersed when there are people from the game universe to talk to, interact with, become friends with. Real life you interact with people every day, your boss, your family, your co-workers, your friends. They are important not so much for giving out clues perse, but for giving out the flavor of the game world. Is it a hopeful place, a dark and scary one, or one that is oppressive on the spirit of the people who live in it?

Websites are important to me, not because more websites are better, but because this technology has become such a big part of the world. I e-mail family members with news, and they send news to me. May companies use computers as part of their daily operations that by not including this technology, you are leaving out something that is part of the real world.

And, unfortunately by leaving it out, you also reduce the geographic area you are able to cover with the game. If you want to include people in Italy, Germany, or England, and you live in Wyoming, the only way you can reach them is to be independently wealthy so you can travel there, or you can use the less expensive methods of internet, telephone, and postal services. Of the less expensive modes, the Internet gives the most bang for the buck, and is a cost effective alternative to travel.

All that being said, I do think that a game that relies totally on the internet & e-mail, does not really fit my personal definition of an ARG. It must mimic some of the other forms of Reality, telephone, in person "live" events, otherwise it is just another internet game regardless of how enjoyable it is.
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PostPosted: Sun Apr 23, 2006 6:10 pm
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bill
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If you want to play a game that emulates the mundania of real life, why not just play the Sims and be done with it? Plenty of immersion and games, but I hear the plot is a bit thin. Razz

I'm looking for games that take me into someone elses life, hopefully one more exciting than my own.

Part of that excitement involves doing things I wouldn't do in RL. e.g. Emailing a total stranger, getting that unexpected call.
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PostPosted: Sun Apr 23, 2006 9:05 pm
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
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(oooh, sections, we're being so organized now)
------------------------------------------------------
on Definitions, Boxes and Labels:

I read a suggestion (elsewhere) that "ARGs should be being defined more broadly and broadly as time goes by, not more narrowly." Perhaps so, but with many styles of gameplay and narrative elements competing for the attention of its players (even within the same game), you'll find that no single game does them all in equal proportions. The edges of ARGspace are littered with "almost an ARG" and "ARGish" games. So as the umbrella gets larger, what does that gain us?

Another suggestion (elsewhere) said, "Take [Internet Archaeology and Connecting the Dots] away, and even if you do have puzzles, narrative and interaction, you have no ARG." This is what we need to avoid, this form of tightening the box on the definition, relying on "either/or" measures and just one or two criteria.

I look at LCP (Last Call Poker) and ILB (i love bees) as being nothing like The Beast or Metacortechs, and AotH (Art of the Heist) and WiBS (Who is Benjamin Stove?) as being different from both of those two styles as well. That gives us 3 buckets right there, and surely more from the lesser games. They don't necessarily "fit" into mutually exclusive boxes, however; it's all a continuum.

Imagine being able to build an ARG profile, maybe a snapshot of something like your stereo equalizer, with bars going up on different elements. Then a game would be described by the area under the curve, in proportions of elements. Whether or not we can then put a label to a common reoccuring "profile", that might be more convenient. Gather up enough of these profiles for games we all agree on, and there may well appear to be a distinct "classic ARG" category which visibly differs from the profiles of other ARGs. We could go on to categorize "persistent public play" or "nextgen ARGs" or "immersive narratives" or "gAIMs" as being subgenres still under the ARG umbrella, with overlapping profiles instead of separate boxes. If we have no terminology for how these games vary, we cannot very well discuss why some work and some don't, or why some people prefer one proportion of elements over another.

So my goal is not a strict definition or an array of subgenre boxes, but a common language. The labels should not be about grassroots vs. corporate business models or the use of ingame forums or even specific PM factories, but the basic elements of game design.

Which should be a good segue back into...
-------------------------------------------------
Essential Elements

I ended my previous post by trailing off with this
catherwood wrote:
One thing that I'm not sure how to represent is the necessity of community. Bill put it under Participation, so how do we quantify this, how do we measure how much a community participates? It has been said that an ARG needs to be played as a group. That could come under the realm of tasks (where you need many people to accomplish something). In a way, the community that builds up around a game is an extention of the game's world (especially with in-game forums). Maybe Community is like Immersion, something we say defines an ARG but which results from the sum of other game elements.

Asking if a game "could be played alone" is not the same as "had to be played alone". I'm taking it as a given that an ARG *will* have a community of players, not a community of one. Without players, a game is a product sitting on a shelf. What makes ARGs different from a video game or a board game is how the Community engages with the game and its own members.

Much discussion of Community revolves around interaction and whether the game provides "many ways to participate". I think I see Community engaging with a game on every element we've discussed so far -- that's what makes them ARG elements to begin with. Community isn't an element, but a measure of each of the others.

So I have redrawn my initial diagram into more of a spoke design (attached), so that we can look at six basic elements that have been mentioned so far. An individual player's experience will vary, but in general the Community finds avenues into the game along all six spokes.

  • Archaeology, Connecting the Dots, forensics, digging for clues and piecing them together - (exploring the evidence of an Alternate Reality)
  • Interaction with Characters, exchange of information, the illusion of control, "agency" - (role-playing with witnesses to the Alternate Reality)
  • Challenges, Tasks, Puzzles, doing things to unlock a nugget or unstick the story flow - (pure game, "public play")
  • Watching the Story Progression, Timeline, and spec - (entertainment thru fictional narrative)
  • Live Events and Physical Objects, allowing the game to cross over into our world - (the game does the immersing into the community's reality)
  • Suspension of Disbelief - (the players imagine themselves in a "real" universe, not a game with boundaries)

(and if you want to play with acronyms, i propose ICSLAW.)

Hearing people talk about how they experience Immersion thru different avenues allows me to take those two elements (probing the World vs. exchanges with Characters) and put them on polar opposite spokes, giving us a range of immersive experiences in balance along a full axis. Similarly, the axis between Challenges and Story represents a balance of sorts between playing a game and watching a performance. If players are solving puzzles, the timeline has momentarily stopped; when jumping a hurdle unlocks a piece of story, the players stop participating and can sit back and watch the action unfold for a while. And the other two elements form a balance on the Reality axis: if players are holding real-world objects and attending a live event, they are not (at that moment) digging into websites for details about the alternate reality; The game can enter our world reality, or the players can follow the rabbithole into the game's reality instead. During any one game, there can be an ebb and flow along each axis.

immersion spokes: character interaction (emails, phone calls) <-> exploring the world ("Internet Archaeology", television, newsletter)

gameplay/narrative spokes: unlocking the plot (puzzles, challenges, tasks) <-> progressing story timeline (passively watching it unfold, or actively spec'ing what comes next, gathering hidden story info and putting it in sequence)

reality spokes: physical objects and live events (This is a Game in our Reality) <-> deep background (TINAG, but an "Alternate Reality")

And with that, I'll take a break and go work on some survey questions.
ARGspectrum.gif
 Description   How the Player Community Engages with and Participates in an ARG
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PostPosted: Mon Apr 24, 2006 2:00 am
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Rogi Ocnorb
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bill wrote:
If you want to play a game that emulates the mundania of real life, why not just play the Sims and be done with it? Plenty of immersion and games, but I hear the plot is a bit thin. Razz

I'm looking for games that take me into someone elses life, hopefully one more exciting than my own.

Part of that excitement involves doing things I wouldn't do in RL. e.g. Emailing a total stranger, getting that unexpected call.


Couldn't agree more, Bill. I'm not the seasoned veteran most of the others posting to this topic are, but the whole discussion would seem to serve only to confine the genre unnecessarily.

While there is some great learning to be had in some of the diversions we play around with, my personal inclination is toward the challenge that is clearly defined and cannot be corrupted, mid-campaign. Puzzles most often fall into this category while the more interactive activities can (and very often, do) change at the whim of the PM. Yeah, I know, the script should be as tight as any puzzle and adhered to unwaveringly. But it doesn't usually work out that way. That's why I tend to shy away from the interactions and theatrics. If I had more faith in the PMs, I might lean more to the interactive as Bill does, but when your introduction to ARGs was Triskabiblios, you get a little gun-shy on that front.

My time spent here is a lot like choosing/watching a movie. If a movie purports to be historically accurate, and isn't, I'm not happy with it. If it is shooting for perfection in technical accuracy and I hear the enemy spaceship explode... again, I'm not happy and am annoyed that they had to do this to please the masses who don't understand third grade science concepts.

If, however it is a Vogon ship, I'd be disappointed by anything less than a deafening roar as I've decided to suspend my disbelief given that the creator is going for fun and not accuracy.

So, if I am contacted by a talking squirrel who's moose friend has been kidnapped by a talking pirate shrubbery, I have a general idea where to set my alternate dial and reality thresholds. The PM defines the space and I hold them to their promises.

I used to be a big D&D fan. 25 years ago, while going to electronics school in the Army, the most engaging campaign I ever took part in was dreamt up by a fellow student over a weekend. He created a dungeon based on the training radio we were studying in school and we were electrons flowing through it, starting at the transmitter battery and ending with us exiting the receiver's speaker ground wire. We were almost finished with the whole thing before we realized what was going on and where/what we were, having been subjected to dozens of phenomena associated with the various circuits. We were allowed some choice in direction that an electron would not have had, but I'll always remember fondly the creativity and comeraderie we had on that trek.

I worry that in trying to define the genre, we will inadvertantly set out rules that will stifle creativity.

I'll get a lot of negative response to this part of my post, but I keep hearing how the genre is just getting started. I wonder how much truth is in that and can much easier see the glass as being much less than half-full. I've often wondered if it's even possible to experience the alternate reality I first saw defined, around here (Read: "The Game"). Can I ever really get caught-up in a totally immersive experience given what I've learned around here? Probably not. But if it should happen some day, I'm sure I'll look back on it after the fact with fond memories.

Sorry for the long post, but the whole definition effort seems a little desperate and somewhat counterproductive.

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PostPosted: Mon Apr 24, 2006 6:27 am
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imbriModerator
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Rogi Ocnorb wrote:

So, if I am contacted by a talking squirrel who's moose friend has been kidnapped by a talking pirate shrubbery, I have a general idea where to set my alternate dial and reality thresholds. The PM defines the space and I hold them to their promises.


I believe that you hit on something extremely important here. It's something that we tend to take for granted or just assume that it should exist, yet so often it doesn't. Consistancy.

It's not the "reality" of the world that creates things such as immersion, it's the consistancy of the world. You might have the most insane premise, but if it's presented consistantly and, if the world itself, truly believes in that premise, then it can work and work well.

PostPosted: Mon Apr 24, 2006 11:11 am
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Phaedra
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Heh, imbri, you beat me to it on the internal consistency thing.

I know a lot of people are probably going to disagree passionately, but for me, any game that forces you to roleplay at the basic level of the game's reality isn't an ARG to me, it's an RPG.

An "alternate reality," to me, means I'm still me. There may be circumstances in which, if I want to participate, I have to pretend to be someone else, but the basic game reality acknowledges that I am me and doesn't ask me to be anyone else.

So for me, Unleashed, for example -- which appears to have a game reality that insists that you're a vampire -- isn't an ARG, it's an RPG.

I'm okay with occasionally having to pretend in order to participate in a specific way. In ILB, for example, if you didn't want Melissa to hang up on you, you had to pretend to be one of her crew. But the game itself (and most of the other characters) still acknowledged that you were you -- and pretending to be someone else when talking to a crazy woman is something that I could see myself doing in real life, for that matter. Wink

So for me, the "alternate" in "alternate reality game" refers to the game world, not what the game expects me to be. If it says to me, "You are an elf/vampire/secret agent/employee of whatever company/etc." it's an RPG to me, not an ARG. (And, incidentally, something I'm unlikely to play -- I hate being forced to roleplay.)
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PostPosted: Mon Apr 24, 2006 12:10 pm
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