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

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

How can you replay a game which supposedly happened in real time? For example, if a web page one day in April says "Stay tuned for our big announcement on May 1st", then changes on May 1st, then the next day changes with a synopsis of "old news", that portion of the game is no longer playable in real time.

To replay the game later, either the game sites need to be changed, or the timeline of the action must account for events happening in the past rather than the future, or the game simply doesn't progress in REAL real time.

If i ever do finish my survey project, I envision different levels for this attribute of ARGs. Some games have no specific timeline, others might very well be tied to real world events and have a fixed timeline; there are probably ranges in between, too.

The games with a fixed timeline (fixed in synch with our real world events, that is), surely cannot be replayed, but I don't think ARGs must strictly follow this model.
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PostPosted: Tue May 02, 2006 10:33 pm
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

As one who got started on ARGs from going through and 'playing' a finished game - here's my perspective.

I think that as long as a game has a good archive system and a good guide to go along with it, newcomers can experience just about all of the game as it occured. Sure, they may not be able to experience the rush of getting to go to a live event, or having their emailed answered, but they can still solve puzzles and figure out the interconnecting story lines. I may not have played The Beast when it came out, but I believe I obtained a vast majority of the experience by going through the Guide and archives at Cloudmakers. It definitly got me hooked on wanting more and it gave me a great basis as to how to approach other games that I played.

I can see there being problems recreating games that are IM/email/live event heavy. The more individual a game talks directly to its individual players, rather than a large group, the less 'welcome' late-latecomers will feel. It's one thing to read a bunch of emails that an entire group got. It's another thing to slog through pages of personal IM convos only to find out that absolutely nothing was said.
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PostPosted: Tue May 02, 2006 10:53 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

rowan72 wrote:
The more individual a game talks directly to its individual players, rather than a large group, the less 'welcome' late-latecomers will feel. It's one thing to read a bunch of emails that an entire group got. It's another thing to slog through pages of personal IM convos only to find out that absolutely nothing was said.

Exactly. That's another example of how these game elements are not either/or, but present in various degrees. Have i mentioned the graphic equalizer approach here? (It was used off in a blog comment elsewhere). Your stereo might have this kind of display, with bars that light up with the intensity of each range of frequencies. It's not an all-or-nothing on/off light, but more like a bar graph. ARGs could be represented the same way, with a series of bars showing how MUCH interaction there is with the game characters, for example, ranging from one-way announcements and pre-recorded autoresponders all the way thru to personalized live phone calls. It's a matter of degrees, on all of these things we're discussing.

PostPosted: Tue May 02, 2006 11:10 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

konamouse wrote:
But how can one replay an ARG if the puzzles & mysteries have already been solved the first time around?

I don't see what this has to do with anything really. I know exactly what happens in many books and movies that I've read or watched repeatedly. What about movie reviewers that 'spoil' the movie - how can anyone go and see the movie after that?

Furthermore, I don't think that a replayable game means that it has to be replayed by the same audience. Look at Jamie Kane - it's an individual game (gasp!) that's played as a new experience by people all the time (gasp! not a one-time event!). Though, that's not to say that it can't be. ReGenesis was replayed when the television show was reaired on a different network. I believe that there were several people that went through it the second time and with new players.

catherwood wrote:
How can you replay a game which supposedly happened in real time? For example, if a web page one day in April says "Stay tuned for our big announcement on May 1st", then changes on May 1st, then the next day changes with a synopsis of "old news", that portion of the game is no longer playable in real time.

This can be fixed in several different ways. First, don't design it so that there's something that says "Stay tuned for our big announcement on May 1st." If the pages are somewhat static but still telling a story, it can play out in real time without that being an issue.

The other solution is to relaunch it for a new audience and change "May 1st" to "September 1st" (or whatever). It can still play out in real time, just a slightly different one Smile


rowan72 wrote:
I can see there being problems recreating games that are IM/email/live event heavy. The more individual a game talks directly to its individual players, rather than a large group, the less 'welcome' late-latecomers will feel.


Yep, absolutely. And that's what I was alluding to earlier with the idea that the reason that ARGs are thought of, by some? many?, as one time experiences is because that's how some of the more talked about ones were designed as one time experiences. There is no way that CTW could be replayed as it was so dependent on the personal emails between the players and characters. I would have also included the Beast as not being replayable because I wasn't really including player created guides, and that's a very valid point and approach. It's like what LCP has done with their walkthrough and it would be great to see more games doing that at the end.

Cath, I'm not trying to poopoo your scales and such. I think it's a great, if not ambitious, project. I just hesitate to define things as strictly as some are doing here with the one-time performance thing. Not only because I fear that it's making some sort of rule, but because, well, it's just blowing my mind to see people questioning how it's possible when it's been proven possible.

PostPosted: Wed May 03, 2006 12:52 am
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FLmutant
Decorated


Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

Brooke, I'm in your camp: I don't see that ARGs would have to be unrepeatable. In fact, when I see questions like got raised in this thread, I find them to be fodder for creative thinking, I start rolling around ways they could be repeatable, maybe even repeatable by new PMs working from a rough script (one could use the RPG comparison of "modules" purchased by "dungeon masters" -- was each play session in each basement of that module "the same"? did they share a common experience for different audiences?)

PostPosted: Wed May 03, 2006 7:35 am
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MageSteff
Pretty talky there aintcha, Talky?


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

konamouse wrote:
But how can one replay an ARG if the puzzles & mysteries have already been solved the first time around?


By changing the audience members.

In Imbri's example of Regenesis, they went from a local audience to a global one. (aside:I would like to know how many of the local original audience came back for the global showing?) In the corporate training scenario, (please correct me if I have the concept wrong Brooke) it looks at smaller target audience (one company or corporate department) that is tailored to be repeatable for a new audience with no audience member seeing it more than once.
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PostPosted: Wed May 03, 2006 9:59 am
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

MageSteff wrote:
In Imbri's example of Regenesis, they went from a local audience to a global one. (aside:I would like to know how many of the local original audience came back for the global showing?) In the corporate training scenario, (please correct me if I have the concept wrong Brooke) it looks at smaller target audience (one company or corporate department) that is tailored to be repeatable for a new audience with no audience member seeing it more than once.


Yeah, we don't run the same game for the same group of employees. We have done multiple games for the same company/employees before, but they've different and focused on different training issues. We have run the exact game for different companies, but usually we shake it up a bit.

As for ReGenesis, it's always been local in that you have to access to the tv show which has meant in Canada or access to torrents and whatnot. The first run was on The Movie Network (a cable channel) and the first season later aired on Global (a network channel) and the ARG (or extended reality as they call it) was replayed for that run of the show. Now the show is in the second season on The Movie Network and has a second season of the ARG to go with it.

PostPosted: Wed May 03, 2006 11:47 am
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MageSteff
Pretty talky there aintcha, Talky?


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

FLmutant wrote:
Brooke, I'm in your camp: I don't see that ARGs would have to be unrepeatable. In fact, when I see questions like got raised in this thread, I find them to be fodder for creative thinking, I start rolling around ways they could be repeatable, maybe even repeatable by new PMs working from a rough script (one could use the RPG comparison of "modules" purchased by "dungeon masters" -- was each play session in each basement of that module "the same"? did they share a common experience for different audiences?)


Don't get me wrong, I'm not saying I wouldn't like repeatable ARGs (I would have loved to be able to play CTW through from the beginning). But part of the allure this genre seems to have is based on the fact that this is not just another "click through" dungeon, or video game. The game talks back to you and has elements that are not just "canned messages." LCP had the phone calls, and the videos, bu they also had the live events and the live poker games where you can have a real conversation with the characters (the jokes and comments while playing poker that were unrelated to the game itself), that is part of what makes this niche different from video games and click through dungeons. Use of the internet, and multimedia and the possibility of reaching players all over the world at the same moment in time make it different from play by e-mail RPGs, in person pen and paper/table top RPGs. That you don't need to take on the persona of a character in the universe of the game sets it apart from Live Action Role Play scenarios.

[personal opinion]
Razz For the record I never really liked the idea of "Dungeon modules." For one, anyone willing to plunk down their $5 or $10 can get the same thing complete with answers to hard challenges. It really takes a good Storyteller to make it seem like something more than a "canned" adventure. They might have their place, but bad storytellers get flustered when the players go "off script" into areas that the canned adventure doesn't cover. Maybe it's that because I didn't come up with the story it was always harder for me to get into the flow of running them, because I wasn't familiar enough with the motivations and background of the characters involved. Razz [/personal opinion]

I might buy a pre-made ARG module for something like a corporate training session, it is certainly more interesting than the stupid meetings and videos that we always end up watching every year (same video, same quizzes after Rolling Eyes ). I don't know that I would feel comfortable buying someone else's idea and storyboard for an ARG to run myself for others. Even if I were to add my own flair to it, I don't think I could make the parts blend seamlessly. That is my own problem and one others may not have.

Edited for finger fumbles.
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PostPosted: Wed May 03, 2006 7:18 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

Sometimes I cry at Kodak commercials, and sometimes I don't. (depends on the time of month, or something. I dunno. Life is so complicated.)

I can re-read the same book a million times, and get something different out of it every time, because of life experience, the day I've had, or that I am analyzing the lead-up to the plot resolution.

Like, I am totally looking forward to someday watching Season 1 of Veronica Mars again, knowing what I know now.


So, even the SAME audience could play the same game, but maybe wearing new pants, so they're definitely at least cosmetically different, and it would all still seem new and interesting. Possibly.
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PostPosted: Wed May 03, 2006 8:39 pm
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Rolerbe
Unfettered


Joined: 01 Mar 2005
Posts: 330
Location: North America

FLmutant wrote:
maybe even repeatable by new PMs working from a rough script


Certainly, if the story is strong enough. We still put on new productions of Shakespeare -- they don't get old, and each production is unique.
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PostPosted: Wed May 03, 2006 9:03 pm
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Puppy_Zwolle
Entrenched


Joined: 18 Oct 2005
Posts: 969
Location: Not Zwolle anymore. really no kiddin'

I agree, any ARG can be 'redone' but indeed the experience will not be the same. If I replay an old adventure-game like 'Discworld' I don't play it because of the puzzles, I know thse so well I dream about them. It is the fun I had following the story that makes me come back.

In an interview the Monty Python crew gave after their historic performance at the Bowl, click the following anecdote came up (paraphrasing):
We did the same routines we did but nobody laughed at the spots we expected them to. Then I looked through a hole in the curtain and saw almost the whole audience mouthing every word utterd on stage. They knew ever word.

The Mousetrap, longest running play ever (afaik), is a 'whodunit'. After all those years people comming to the theatre should know who did it but still they come.

Reruns are nice but don't hold the experience the new article has. They should have a label of their own. I suggest calling it Vintage-ARG. V-ARG.
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PostPosted: Thu May 04, 2006 5:08 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

/me starts affixing labels to all of her books and movies and games, too. "V-Momo, by Michael Ende," "V-V-My Cousin Vinnie," "V-V-V-V-V-V-V-V-Chrono Trigger."

Soon, my whole house will be a shining, catalogued paean to Fly Lady!
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PostPosted: Thu May 04, 2006 8:37 am
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Puppy_Zwolle
Entrenched


Joined: 18 Oct 2005
Posts: 969
Location: Not Zwolle anymore. really no kiddin'

V-krystynsleepdeprivation.

No, that does not work. My point being; V-ARG's (can in most cases) have more speed to them as almost all debate about what's next and on the puzzlefront will be skipped. So probably no V-krystynsleepdeprivation. As a new player you should know you are in a "time-condensed"-version of that ARG.

I did not mean for you to paste every item in every collection you own with shiny V's....although that will look stunning by some standard. Wink

A V-Momo? NEVER!!! Time is relative, it is how you use it that matters. Great example thanks. Wink
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PostPosted: Thu May 04, 2006 12:56 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

Hard to believe that I've left my project dormant for two weeks now. I did build a template for the survey I had in mind. Attached is a non-functioning example of what you would see when selecting the (imaginary) game "Horton Hears a Who" from a list of games in the database (still being built).

Every game will be subjected to the exact same questions. The answers will be stored and combined to create a weighted profile for each game. The results will not be purely factual, but a snapshot of what our player community remembers about the games they have played. People will have differing opinions, so this will amount to voting on whether "Horton Hears a Who" had deep vs. superficial immersion, for example, not whether or not it was successful or enjoyed.

I did tack on a general "thumbs up, thumbs down" opinion question at the end. All this will show is how varied our personal tastes are on various gaming styles as a whole, not the individual elements. The number one question (as promised) is whether or not in your opinion that specific game falls under the category of ARG. We're going to disagree here too, and that's really all I wanted to show -- that we each carry our own internal working definition of what is or is not an ARG. We're not all using the same terminology, so let's see just how divergent we really are.

I will consider contructive criticism while i start to build the back-end to run this on a server. BTW, I wasn't planning on having any log-in system, so it wouldn't know who was voting on which games; you would have to remember if you already filled out the survey for a particular game, and people could skew the results by submitting multiple times on a single game. It's not perfect, it's not scientific, but it's also not claiming to be a major research project.
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PostPosted: Sun May 14, 2006 3:22 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Hey guys.

For some more Meta goodness to throw in the pot, Sean Stewart has recently updated his site, and included an article about ARGs he wrote a while back, between ILB and LCP.

Link.
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PostPosted: Mon Jun 12, 2006 12:02 pm
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