Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Wed Nov 13, 2024 1:40 am
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Meta » Puppetmaster Help
Tons of Questions, nothing really inter-relevant
Moderators: imbri
View previous topicView next topic
Page 1 of 1 [2 Posts]  
Author Message
Bauski
Greenhorn


Joined: 30 Jan 2007
Posts: 4
Location: Protland, Oregon

Tons of Questions, nothing really inter-relevant
Wannabe PM asking wannabe questions

Hi! I just joined the unforums recently but I've been grazing by ARGs ever since ILB. Very Happy

Recently I started writing out ideas for a game I might want to do but find the task a little... big... epic... huge... frustrating to say the least. I can't talk about the game too much here, but I had some questions about ARG creation in general for vet PMs and Players alike.

The questions come in numbered batches. You don't have to answer all the questions in a batch, they're just there to get you started on what you might want to talk about in that specific batch.

Puppet Masters and Players are both encouraged to answer.

Question #1 costs
I just read an interesting thread about why some people jump on the band wagon for dying or even prophetically dying games, and came across a tidbit about PMs putting in the efforts and cost.


How much did you spend on your last game?
Where did most of the costs go?
How can someone optimize in marketing their game considering money and energy spent?
If you could go back and change somethings related to costs how would you?


Question #2 finishing
Games have died before but sometimes for very different reasons. team dynamics, plot holes, puzzles gone awry, things can go wrong in a dozen different ways. Do some plans work and someplans not?


What made your game (played or PMed) not work in the end?
Were you surprised by how things led up to its eventual demise?
How can you possibly plan things out so that imploding becomes less of a threat?
What would you have wished for the players/PM to do to keep the game going?
What could you have done as a player/PM to make the game going now in hindsight?
Would it have been worth finishing?


Question #3 Player to PM contact
Sometimes players don't seem to get what your saying. Your pointing a big arrow that says "3rd puzzle here" and they just walk off towards a google link totally irrelevant to the next step. Sometimes PMs don't give you enough information, and the puzzles all lead to dead ends. Frustration levels rise and the game becomes not so much as a game as a hobby gone awry. But no one says a thing, because the PM cannot, will not, (eh uh eh uh) contact players with out destroying the game.


What are the biggest elements you've been stuck on as a player?
How, as a PM, could you possibly avoid sending people off into wrong directions?
If they do flock towards the cliff, how can you, as a PM, direct them back without breaking that curtain?
As a player what was the best way a PM got the collective out of a jam?
Are making back-up plans a viable option? If so, what are some arbitrary ideas for directing them back?
How much contact is too much contact?
Are NPC's really neccesary as a direction tool?
What is the line to cross for breaking contact?
Should that line be ever crossed?


Question #4 Marketing and Rabbitholes
There was a thread about marketing a game and how that could be possible. This is more a question batch delving towards rabbitholes and "HEY LOOK AT ME" signs. There is no magic net that can appeal/engross everyone, but there are ways to point fingers without damaging the integrity of the game.


What has been, to your knowledge, the coolest way a game was introduced?
Do you have to sacrifice a wide audience approach for a closer community feel? Or is it possible to do both without jeopordizing a mass collective of bs?
What has been, in your experience, a subpar rabbithole?
Have you ever PMed where it felt like no one saw your W.rabbit?
If yes, how would you change it, hindsight being what it is, so that more people could have enjoyed the game?
What do you think are some over used rabbitholes and what are some that will never get old ("classics")?


Question #5 Size
Corporate or grassroot. So far I haven't felt the latter, but I've heard great things. As a PM you direct the focus and thus direct the audience. Do you prefer small, medium, extra crispy? Games run with an intended audience, and if the audience count goes awry a game could malfunction in ways you didn't expect.


What size was your best ARG experience at? (grass, corp, medium)
As a PM do you engineer games to have a certain amount in the collective?
If so how can you prevent more from coming in, or many from leaving?
As a player/PM does size really matter? If so why does your preference work well for you? and what are the benefits? losses?
Are there ways to change stances from one to another without terrible reprecussions?


Question #6 the line
Aother interesting thread I read talked about the line that keeps us either feeling safe or adventurous. Some prefer to be comforted at times so as to make the experience an all out enjoyable experience that they feel safe in. Others like to be scared out of their wits trying to figure out if its real or not.


As a Player/PM what is your preference?
What are some of the extra little details that can be added to smudge the line?
Are there times that you have thought "this is too much"?
If yes, what were the things that became the final straw on the camel's back?
Have there been times when you wished for more realism?
If yes, what did you as a player/PM feel about the game overall?
As a PM what are some pointers towards new PMs to making a game real?


Question #6 Story
Chapter 1, character's best friend dies, chapter 9 character's still a happy go lucky guy. Some games it feels like characters move on their own. Lead lives outside of these communities and face real troubles that we try to help them with. Other times it feels like John has not grown at all, learned at all, or even feel anything. Sometimes games start out strong and then just break. Stories turn uninteresting, plots become way too convoluted and characters just turn into pizza cardboard.


What ARG has had the best story for you?
Why was that story so interesting?
What ARG had the most interesting and yet believable characters?
What details were added to do that?
Do you prefer NPC's to be the handler or rather a side character?
Fantastical journeys and contacting the future are fictitious, how far off the deep end does it have to go before you say "no. that's... there's no way in hell."?


Question #7 group work
A writer, a designer, a web guy, the hot girl actress (preferably into porn), the ugly indie boy actor, the random homely grown ups. Good ARGs either take a lot of people, or one guy who doesn't sleep and has multiple personalities.


How many do feel comfortable with when making a game?
Are long distance contacts okay? How well do you have to know these people?
Have there been issues on trust and treaties that lead to group break downs?
What are some hints or signs that show teammates not actually being team members?
What do you suggest be done with said people in the middle of a ARG or even prelaunch?
When you found your team, what made them so easy to work with?
What made them not so easy to work with?
Do you think in terms of a heirarchy or a community?
Should there be a heirarcy?
What would be your dream team? (Not specific people, but the job titles in the team. IE writer, director... basically the list)


I'm just about winding down now. I love to hear my own voice. Embarassed If there are things I didn't cover please feel free to email me at baku.kimSPLATgmail.com for some more pointers.

The point of this topic is for veterans to comfertably give pointers and ramble about the good old times, because as a new player/PM there is nothing more interesting than to here about the ring, or the beast, or the____(insert object here). Please write what you feel and what you've felt, that make all of us so interested in this game.

Thanks!

PostPosted: Tue Jan 30, 2007 4:34 am
 View user's profile
 Back to top 
djsampson
Unfettered


Joined: 12 Sep 2006
Posts: 393
Location: INDY

How much did you spend on your last game? With so many options avalible on the Internet. You could, as some have run a full ARG without droping a dime.

If they do flock towards the cliff, how can you, as a PM, direct them back without breaking that curtain? This along with most of the questions can be handled with propper planning. Personally, I think the best way to handle this is to write characters into the story inwhich you can use to give the clues needed for your players to move forward.

Are making back-up plans a viable option? If so, what are some arbitrary ideas for directing them back? Always be prepaired. Although having a large group of players will cause you to have a large group of individulals. Noone thinks exactly the same. But, not giving proper information or leaving gaps in your info, will cause the players to speculate. wich usually leads the players chasing after something that was never there. So plan to give your players what they need when they need it.

How much contact is too much contact?I believe enough contact to make the character seem real, but not so much that it destracts from the puzzles or the players feeling envolved. If you have to much contact that it overshadows everything else. You essentually wrote a book not an ARG.

Have you ever PMed where it felt like no one saw your W.rabbit?You can get around this as well by using all of the internet tools at hand. It really just depends on your market. If you want to reach a large vast audiance. You could hit youtube, myspace, craigslist, and so forth. If you want a smaller audiance were you can monitor there activities. Use forum contacts on forums that relate to your ARG.

As a PM what are some pointers towards new PMs to making a game real? Become your character. Think out if you were that character would you do this, how would you do this. In creating a character the best thing you can do is write out 20 questions, and answer them as your character. How old, where did they live before, whats thier dads name, who is thier best friend, and so on. Having this information written down, will help you build on your character. Keep you characters real, and write only about what you know. As long as you write about thing you know you can answer the questions the players might ask you quickly. Because it is you who had the same experiance. Keep your characters believable and the rest will follow.

Have there been issues on trust and treaties that lead to group break downs? There will always be that guy who says he will help out with something, then never shows up. Its best to plan for this. PM break ups have caused quite a few ARG's to go down the toilet. So before you even think about launching make sure that anyone helping with your ARG has the time, money or patients to help you with your project. Be prepaired for anything and everything, because sooner or later something is going to happen. And you don't want to look back and say why didn't I plan for this !
_________________
I take your reality and substitute it with my own! -Mythbusters

PostPosted: Tue Jan 30, 2007 5:53 am
 View user's profile
 Back to top 
Display posts from previous:   Sort by:   
Page 1 of 1 [2 Posts]  
View previous topicView next topic
 Forum index » Meta » Puppetmaster Help
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group