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 Forum index » Meta » General META Discussion
TINAG/TIAG a contradiction in terms ?
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Almighty
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TINAG/TIAG a contradiction in terms ?

Ciaran_H pointed me at this thread/forum from a post i made in the PMs guide. i was going to post it in the Definining ARG space thread, but i didn't reallt think it fitted in there.


i have a query on where TINAG and TIAG don't actually meet. i'm a novice to the ARG community, although i'm a roleplayer, and many ideas i've had in the past seem to parralel ARG gameplay fairly closely.

my problem, is that while everyone here talks about TINAG, denying the existence of the game, there seems to be an inherent "this *is* a game" knowledge, which seems to be assumed of the players by the PMs. the snatches of discussion i've read here seem to indicate an underlying rule that PMs and Players both know the other exists, and that there is in fact a game going on.

i have an idea for an ARG, built from real world trigger events and artifacts, created to form an illusion of an event, and to pull in non ARG market "players". ARGs seem only to exist due to the function of the players, which is i've come to think, to recognise an ARG as what it is.

the clues, physical artifacts, and some of the interaction i have been thinking of, could in the worst case, come close to being illegal harassment under UK law. but otherwise, how do i create something with a *real* TINAG label ? i'm coming to the conclusion that TINAG is in fact a contradiction in itself, and that it essentially pretends to "real life", but PMs add in that little implausibility that covers their backs when it comes to someone complaining that the situation they're in constitutes "causing an individual to fear violence", even several possibly implausibly paranoid steps away.

is it possible, as a PM to run a real world TINAG game? with no subtle clues that it's a game, with the potential for single players to play, with the potential for a PM to create interaction between players, or groups of players, who aren't like the cloudmakers (who know they're playing a game) but who are actually trying to solve a real life puzzle, a crime, or other implied event ?

concept : a murder mystery, where the players call down the police on a mythical murderer, who committed a make believe murder ? how would a PM deal with the legal implications ?

i apologise for the ranty feel to this message, i'm new to the idea of actually running an ARG, and would like to try something different, but some of the whole TINAG thing seems to contradict itself, and it's hurting my head, so apologies all round, i don't actually want to offend anyone here, i would actually like the advice.....

PostPosted: Thu Apr 27, 2006 8:39 am
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European Chris
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Well if you did that you would proabably be done for fraud/wasting police time.

But I briefly wrote something simialr to your thoughts about the TIAG/TINAG contradiction here.

http://forums.unfiction.com/forums/viewtopic.php?p=214628&highlight=tiag+tinag#214628
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PostPosted: Thu Apr 27, 2006 9:09 am
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Almighty
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but are there PMs on here, or known games which pushed this limit ?

PostPosted: Thu Apr 27, 2006 9:35 am
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colin
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For reference:
orginal discussion started here
Existing threads relating to TINAG:
A rant about ARG and TINAG
Community Support for Grassroots Games; TINAG
Where Reality Ends and That Other Reality Begins...
Plus one argn article:
This Is Not A Game...

As far as games that pushed the limit, look at ARGTalk. Here is one reaction to it: ARGTalk's Bait and Switch

If the 'players' don't know it's a game, it's real life.

PostPosted: Thu Apr 27, 2006 10:02 am
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MageSteff
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Re: TINAG/TIAG a contradiction in terms ?

Almighty wrote:


the clues, physical artifacts, and some of the interaction i have been thinking of, could in the worst case, come close to being illegal harassment under UK law. ....


This is the reason that everyone needs to understand that it is a game. We don't want PM's getting in trouble with the law. That would be bad from the standpoint of costing the PM money and possible jail time, bad because it creates negative publicity for the genre (think of some of the early D&D news stories that talked about kids breaking the law/committing suicide etc.) which would be BAD for this niche, both in terms of increasing player base, and generating goodwill so that other PMs can get permission for things such as the Last Call Poker's Graveyard events.

While it may be easier to ask for forgiveness than to ask permission, it doesn't generate the feelings of trust that really needs to be underlying the game. Because Trust is all that holds players and PMs together.

If a player has agreed to having contacts with representatives of the game, it is a lot less likely that you as representative of the game will go to jail or need to spend money defending yourself in court.

As someone who has been harrassed (not as part of a game, but real life), if you were to do it without my permission, then I could get a restraining order against you - not just preventing you from further interaction with me, but possibly completely shutting down your game. So I ask you, where is the fun in that? It's no fun for the person you harrass, and no fun for you in having to talk to a judge about why you did what you did, and no fun if you turn off other people to playing your game.

I would think in order to grow the player base, make games more "mainstream" bad publicity is just that... Bad. Better to have the wink and a nod "This is a game" where everyone is having fun (even if it is scary fun), so that the participants all say "This is really FUN!!!" and get more people interested.
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PostPosted: Thu Apr 27, 2006 10:21 am
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Almighty
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OK, now i've got this clear in my head, what puzzles/challenges *could* one make available in the above example ? stripping out the PM -> player contact, and removing situations that *could* end up disastrously, where could you go with it, without the "nod & wink" ?

PostPosted: Thu Apr 27, 2006 10:49 am
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Puppy_Zwolle
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Look who's become a specialist over night:----> me.
Just my thoughts on the subject.
Almighty wrote:
what *could* one make available?
I don't understand the question. Well I do but what do you want for an answer? A script? It is all down to resources on this one.

If you want real things to happen. ('police' breaking down the door of your players and droping them of in a jail) you better bring some hard cash to the game.

The Sable & Shuck had Stella (she drinks beer) to back it and clues even dropped at a big live dark fest.

Like in every ARG, disaster can take many forms. Meltdown being the most common. It should be well thought out and well prepared. If you did that stuff like; The players want a right turn... I only prepared the left..
people wanting to jump of buildings cause you told them they could fly.
The robbery of the Mona Lisa...again... because it holds a clue...seriously.
These things you should be aware of and cut them from the story by the root if you can not handle it. Believe me you should know almost everything that may happen before the players do, and I don't mean minutes. Preparation is everything.
You can't help it if sh!t happens but please don't point your audience that way.

I digress. Every 'stunt' you propose your players should do should be in an environment you control. As that is almost impossible to do in a 'rl'-situation most of those stunts are simulated or done by characters in the game.

I could give examples, simple spystuff, the most famous ofcourse is..
*the dropoff:
"The fat man walks slow."
"Then the fatman should lose some weight."

An envelope is given.
Dead letterboxes are easier but same principal.

the treasurehunt:
*We need a picture of you, in three piece suit, accompanied by a policeofficer (securityguard will not do) taken in front of a classic painting that has minimum dimensions to fill the background.

the hack:
* Look I found this password. Are you man/woman enough to try and see what is hidden?
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PostPosted: Thu Apr 27, 2006 11:23 am
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MageSteff
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Almighty wrote:
OK, now i've got this clear in my head, what puzzles/challenges *could* one make available in the above example ? stripping out the PM -> player contact, and removing situations that *could* end up disastrously, where could you go with it, without the "nod & wink" ?


You need the hook that will draw people in. It could be anything and by that I do mean anything.

Orbital Colony managed to put a website link up in a bid on an asteroid that someone else was trying to sell. It was for our meta site (i.e. about the game and not the game itself) and it was a quick thinking PM (Varin I am glad you are on my side!) who managed it. How about a roadside billboard? How about a website that shows up briefly at the end of a movie trailer? (Come to think of it, you can buy *local* static advertising that runs before the movie in most theaters now).

Buy a 15 second ad during a popular show...

It all depends on what works for the flavor of your game, how inventive you can be, and what your budget is.

Will I tell you an interesting way? Heck no, I'm going to save that for my own game. Shocked
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PostPosted: Thu Apr 27, 2006 12:52 pm
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imbriModerator
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In my opinion there is absolutely no contradiction here.

The problem is misunderstanding what "This Is Not A Game" actually means.

It is not about creating an experience that is so real that the players do not actually understand that they are playing a game. That is not an ARG, that is something as simple and innocent as a practical joke or as complex and malicious as fraud.

Alternate Reality Games are not frauds and they aren't hoaxes and they aren't practical jokes. They are games. And, as games, they have participants that are aware that they are playing, they have players.


This Is Not a Game is both a player mantra and a design statement.

As a player mantra, it helps them to reinforce the boundaries, to become more immersed in the world. They clearly and obviously know that it is a game, but they create this idea that it's more than just a game in order to have a better grasp of the game world which is rather undefined because it doesn't exist on a single platform or come in a box. If they had no understanding that it was a game, they wouldn't be able to make the claim that "this is not a game." Heck, in one of the most common analogies, people point to the movie "The Game." Yet, even in that movie, the character knew that he was playing a game.

As a design statement, it is not about creating an experience that leads players into not understanding that they are playing a game. It is not about tricking or fooling or hoaxing the players. It is about creating a very consistant experience that bleeds off of any particular platform as necessary. Clearly, when designing an alternate reality game, you know that you are creating a play experience. However, you aproach from a standpoint that is beyond the game. You approach it from within the game environment instead of standing outside of it. If there are phone numbers, you make them lead to a phone instead of just a 555 number. If there are emails, you make sure that they don't bounce (unless the bouncing is on purpose, of course). If there is an address, that address exists and players can find it if they so choose. While you are designing with that philosophy in mind, you are always standing above it, much like your players do when they are playing, aware of the fact that you are creating a game.

Steff said above that the reason that everyone needs to understand that it is a game is so that the PMs don't get in trouble with the law. And yes, perhaps that is a reason. However, I think that the real reason that everyone needs to understand that it is a game is because they are in fact games.

If you want to create a massive hoax or a practical joke, no matter how innocent or cruel, that is your decision. However, the participants in such activities are not aware that they are actually participating. Without that awareness, they are not playing - they are just doing what they would do in that situation. If they are not playing, then there is no game. If there is no game it is not, in any way, shape, or form, an Alternate Reality Game.

PostPosted: Sat Apr 29, 2006 3:54 pm
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QBKooky
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I don't have a link offhand, but I think Elan Lee (one of the main hoo-hah's behind the Beast) was quoted in one article or interview talking about this contradiction of TINAG/TIAG.

If I recall correctly, the gist of it was that even though it was utterly important that the players know that they are playing a game, the Game itself does not admit to being a game. Of course, this has to be handled somewhat peculiarly - because everyone knows it's a game BUT the game, and what's the best way to get players to understand that it's a game without being too overt.

This gets into the question of meta-sites: a website, off to the side, not in the game's world, that says "yeah, This is a game." Orbital Colony had one, the Beast and ILB did not. Insert your own examples here. I'm not sure how I feel about meta-sites, but I think that in the future (and even the present) PMs are going to be finding more and more creative ways to pitch their games to a non-ARGing audience, which means convincing the players that TIAG while maintaining TINAG is going to continue to be a concern.
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PostPosted: Mon May 01, 2006 1:01 am
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Puppy_Zwolle
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QBKooky wrote:
everyone knows it's a game BUT the game
I think thats also why it's not a contradiction. If you view 'the game' as an entity, 'it' is the one stating it is not a game. And as far as 'it' is concerned it isn't even alternate reality.
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PostPosted: Mon May 01, 2006 6:08 am
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European Chris
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And cruicially the game is not an alternative to reality.
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PostPosted: Mon May 01, 2006 9:01 am
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cabalagent23
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A Concrete Example?

I'm not going to get involved or go back over the TINAG issues already discussed in this thread. I agree with a lot of what's been said by a few different people, and don't really see much point in rehashing it just to resynthesize it into my particular brand of TINAG.

But, I did think that a recent experience I had as part of the Who Is Benjamin Stove campaign might serve as a good, concrete example of the issue, and maybe help define the actual application of all the philosophy we like to toss around.

At the end of the campaign, I had a few different players ask me about the process of creating the puzzles, and then proceeded to ask if they could see the source materials I developed along the way, once I explained how they were made. The great folks at CE agreed to let me post them (the materials are technically mine but the specific puzzle examples are theirs - it's a touchy legal issue at times with some agencies) so I began to at the WIBS forums.

This was after the game had ended and the credits had been posted, and there had already been some discussion in various threads about how the game was over, the characters would be missed, and so on. Also, the initial post I made with one of the puzzle documents was in the OFF TOPIC area, where there had been other discussion throughout the entire campaign about it being a game.

Anyway, a few of the WIBS players were upset with me that I posted the puzzle materials on the site (while others were very happy about it, go figure), saying to me that it ruined the TINAG curtain for them. I hadn't really thought about it up until that point, thinking that the conclusion of the campaign made it OK to do. But maybe I was wrong. Maybe a post about creating the campaign doesn't belong anywhere on an in-game site, even after the campaign is over. Or maybe it's a case of the players can discuss that it's not a game, even on in-game forums, but PMs can't, even in retrospect.

I've since decided not to post the rest of them there and have sent copies to the specific people who asked to see them. If I post the other materials anywhere, it will either be at one of my own sites or at a totally out-of-game site like this. That doesn't mean I necessarily believe that posting them at WIBS was wrong, just that I didn't see the point in negatively impacting anyone's experience who had played the game, if it could be avoided.

So what do you think? How does the whole TINAG concept apply to this very real example?
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PostPosted: Mon May 01, 2006 5:49 pm
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addlepated
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Re: A Concrete Example?

cabalagent23 wrote:
Anyway, a few of the WIBS players were upset with me that I posted the puzzle materials on the site (while others were very happy about it, go figure), saying to me that it ruined the TINAG curtain for them.

Wow, that's really interesting. I was wondering what happened to the rest of the puzzle posts. I wonder if the people who got upset would also be the type not to watch the "Making of" featurettes on a DVD. I'm not saying this is a bad thing, not to want to know the BTS stories. Quite the contrary - people who can immerse themselves into another world like that are a rare breed.

I'm kind of the different end of the spectrum. Much like a monkey disassembling a typewriter, I like to dissect and find out trivia and look up backstage information and poke and prod at things. In some ways this really does ruin the magic for me. In fact, there have been several times when I've turned to the last page of the mystery novel and found out the ending and then kicked myself for days afterwards.

I think both types of personalities have their strengths and weaknesses. Like you said, maybe it's better to allow the immersed people their curtain, even after the game is over. For the rest of of Curious Georges though, posting the puzzle guts on an OOG forum would be nice. That way it's the best of both worlds, and both sets of people can take from the game that which they enjoy the most.

Your post has also made me rethink my ideas regarding the WIBS forum - over the weekend I was saying that there should be a note tacked to the top saying it was a game and it's over now. I'm now reconsidering my stance.
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PostPosted: Mon May 01, 2006 6:37 pm
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Ciaran_H
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Re: A Concrete Example?

cabalagent23 wrote:
Anyway, a few of the WIBS players were upset with me that I posted the puzzle materials on the site (while others were very happy about it, go figure), saying to me that it ruined the TINAG curtain for them. I hadn't really thought about it up until that point, thinking that the conclusion of the campaign made it OK to do. But maybe I was wrong. Maybe a post about creating the campaign doesn't belong anywhere on an in-game site, even after the campaign is over. Or maybe it's a case of the players can discuss that it's not a game, even on in-game forums, but PMs can't, even in retrospect.

I've since decided not to post the rest of them there and have sent copies to the specific people who asked to see them. If I post the other materials anywhere, it will either be at one of my own sites or at a totally out-of-game site like this. That doesn't mean I necessarily believe that posting them at WIBS was wrong, just that I didn't see the point in negatively impacting anyone's experience who had played the game, if it could be avoided.


That's a real shame, in my opinion. I was really looking forward to seeing the rest of those. And to be honest, I was grateful that you posted about it. With any other game, my response might be different - but WIBS hass always had a certain amount of OOGness in its forums, due to the people proclaiming "It's a hoax! Don't be fooled!" and our response to it. And yes, I think it's hypocritical that players can be OOG while PMs can't after the game ends. (Obviously, the PMs being OOG in the middle of a game would be extremely bad form, but that's not what I mean here.)

[Edited to add: Obviously, in an ideal world, players shouldn't be OOG in an IG forum. But it was impossible not to with WIBS sometimes.]

When all's said and done, I didn't see any harm in it. Perhaps a better thing to do would have been to post here and to leave a link in the forums, but I don't really mind either way. I mean, this is after the game's ended. Worse things have happened.

PostPosted: Mon May 01, 2006 6:49 pm
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