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 Forum index » Archive » Archive: Perplex City » PXC: Project Syzygy Pre-Game
If *I* were a PM...
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stuckindublin
Greenhorn

Joined: 16 Mar 2004
Posts: 4
Location: Dublin, Ireland

I want...

I don't know how realistic this is:

I want to be forced out of my complacent middle class existence out of sheer desperation. I want to be forced out into the real world - not just to google the answers to a question - to find out what some bizzare bit of islamic folklore or jamaican patois means.

I want to not be able to reach to google for the answer. I want to have to go down to a records office (probably a mormon temple) somewhere and page through microfilm. I want to go to a library and have hordes of other people there fighting with me. I want to make new friends in the real world, even if it is after fisticuffs over a piece of fiche. And it would be great for people to be mobbing mormons across the world, all at the same time. Maybe stick a political element into it as well, you have to turn up and demonstrate, because one of the signs at the demonstration would be a clue. Really try to blur reality.

I want a 'treasure hunt' in the real and virtual world. Where it matters, and I have to keep going. I want something that can't be solved just from a computer. I want something real, that makes me feel involved in the world, that isn't idiotically trivial like big brother or I'm a celebrity. If it is international, brillant. People have to pull strings, make connections, beg for help from people over the other side of the world to go and do stuff for them. Even if they have to meet over a computer. And there has to be cash at stake.

The most dissapointing piece of doing your teaser site was the four numbers down the side. I didn't have to recognise the first as an ISBN number, I just googled the whole number. Blap. Out it came. No puzzle. No joy of solving it. Just googled. It wasn't a huge jump to work out the other three numbers were page and line codes.

I think truly I probably just want fight club. Oh well.

PostPosted: Tue Mar 23, 2004 9:07 am
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neon snake
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Joined: 18 Mar 2004
Posts: 70
Location: Chelmsford, UK

The best immersive fiction would have...

(Now bear with me, as I've not played an ARG before)

- Multiple story arcs
- Different ways to get to the same answer, with greater rewards for the more complex solutions, whilst allowing less experienced players to still feel the buzz
- Real time-related puzzles - I wouldn't want to miss out on a story because I had a heavy week at work. I'd want parts of the story to come out two days after a particular aspect had been solved, to give me a chance to catch up.
- Player driven scenarios; I'd want the story to develop along with the actions of the players, and not just continue of its own accord whether anyone is watching or not.
- On the other hand...some parts of the story SHOULD be taking place anyway - and if anyone notices, well, that's a bonus for them.
- Physical interaction. If I'm on a PC, I'm playing a game. If I'm outside, I'm not. Text me. Email me. Write me. Leave messages on my answerphone. Make me subscribe to a technology magazine and leave me clues in there.
- A reward structure; if players solve a difficult puzzle, pick one of them at random, and send them a PDA. Put the next clue in the PDA, and let them keep it afterward...think of the buzz that will create.


I hope this helps.
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PostPosted: Tue Mar 23, 2004 3:12 pm
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Omnie
Entrenched


Joined: 07 Oct 2003
Posts: 772

I'm sort of getting the impression that some want ARGs to have more competitive aspects (although I may be reading too much into it), so I'd just like to add that I think a good ARG wouldn't encourage competition. PMs, please don't set up situations where people get directly rewarded for solving puzzles and things like that. It'd set up a sort of constricted (I can't think of a better word) atmosphere, and would probably turn off a lot of people (me included) who aren't really playing for the puzzles. One of the things I've liked best here has been the open and welcoming atmophere.

[edit] That really wasn't addressed to anyone in particular at all, so, you know, please don't take offense or anything like that. Just in case that wasn't clear. Very Happy

PostPosted: Tue Mar 23, 2004 5:13 pm
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Omnie wrote:
PMs, please don't set up situations where people get directly rewarded for solving puzzles and things like that. It'd set up a sort of constricted (I can't think of a better word) atmosphere, and would probably turn off a lot of people (me included) who aren't really playing for the puzzles. One of the things I've liked best here has been the open and welcoming atmophere.

[edit] That really wasn't addressed to anyone in particular at all, so, you know, please don't take offense or anything like that. Just in case that wasn't clear. Very Happy


Fair points.
I would imagine a lot of people would play (or spectate) to see the story unfold before their eyes, and for the cameraderie that being part of a community would bring.
I've certainly found that in a few days, I've been welcomed and given advice and help far beyond I'd have imagined.
I would like to see a game that can be played on different levels - a level like that mentioned above, and a level where players can get rewards for playing (even if it just satisfaction).
I think that one of the more important facets of a game is to foster a cooperative attitude, and I believe that is possible even with a reward structure.

PostPosted: Tue Mar 23, 2004 6:02 pm
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neon snake
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Joined: 18 Mar 2004
Posts: 70
Location: Chelmsford, UK

dammit...should have logged in before posting the above..
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Lao Tzu


PostPosted: Tue Mar 23, 2004 6:04 pm
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yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

Anonymous wrote:

I think that one of the more important facets of a game is to foster a cooperative attitude, and I believe that is possible even with a reward structure.


Heh, if you are anything like most of us here, then playing in and of itself will be more than rewarding enough for you. You know, when I was trying to explain MU to my friends, there was not a single one of them who didn't ask "well, in the end, what do you get? Do you win something?" Um, no. The thing is, once you get hooked, the experience itself becomes the most coveted prize.

But more importantly, look at what is really happening here. There are a bunch of people who go out of their way to create a game that will feed the addiction of thousands of players; they spend months perfecting it; fork out a lot of cash... and for what? They don't expect a payment of any sort from you for all the effort, time, and resources that they expanded. I think it would be most unreasonable for a player to still expect a reward from them. If anything, it seems fair that we should think of ways to reward the PMs, not the other way around Smile
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PostPosted: Tue Mar 23, 2004 6:38 pm
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bagsbee
Unfettered


Joined: 21 Oct 2003
Posts: 417
Location: NYC

I think what neon snake is trying to say (correct me if I'm wrong) is that, sometimes the puzzles are just too hard for first-timers. I know I experienced this while playing Metacortechs - it's not that I'm dumb, I just didn't have the experience to know what to look for.

Maybe have a "high road" and a "low road". The low road is for the newbies - not a walk in the park, but the solution isn't completely obvious, and requires some leg work. The high road could be a much harder puzzle, requiring a mind-bending, IRC-based, collaborative solution, which could be the same as the newbie solution, with a "reward" for old-timers such as an extra lead to another puzzle, which the newbies may not get. Regardless, we are all posting here, so they'd have access to it anyway eventually.

PostPosted: Wed Mar 24, 2004 2:31 am
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Just a thought - how popular are PS2's, XBoxes and Game Cubes? And noone wins prizes for completing any of their games....... Even though we pay up to 40 quid for them.....

PostPosted: Wed Mar 24, 2004 8:00 am
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neon snake
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Joined: 18 Mar 2004
Posts: 70
Location: Chelmsford, UK

Hmm...I appear to have unwittingly caused some controversy here...

Please be aware, I've not played an ARG before, and have held off from researching previous games too thoroughly for fear of spoiling what is currently a 'new experience' for me. I understand that some of the ideas I proposed may be complete anethema to the more experienced players.
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'To know, yet to think that one does not know is best. Not to know, yet to think that one knows will lead to difficulty.'
Lao Tzu


PostPosted: Wed Mar 24, 2004 9:00 am
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what yanka said

Yanka says:
Quote:
If anything, it seems fair that we should think of ways to reward the PMs, not the other way around



Good idea. Suggestions??

PostPosted: Wed Mar 24, 2004 10:16 am
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

Re: what yanka said

Anonymous wrote:
Yanka says:
Quote:
If anything, it seems fair that we should think of ways to reward the PMs, not the other way around



Good idea. Suggestions??


Pay off their credit card debt they incurred during the making of the ARG? Wink

Send them on a vacation after all of the hard work they put in night after night so we could enjoy their game Very Happy
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"meta meta meta, I made you out of play..." ~ j5


PostPosted: Wed Mar 24, 2004 1:53 pm
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Adrian
Boot

Joined: 26 Sep 2002
Posts: 69
Location: Oxford/London, UK

(dances around room and makes 'raise the roof' gestures)
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PostPosted: Wed Mar 24, 2004 5:11 pm
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Slyfox
Unfettered


Joined: 06 Feb 2004
Posts: 323
Location: Manchester, UK

Does anyone have any experience of taking part in an ARG without visting a site like UF during the game? Perhaps they only found about about the forum once the game awas finished.

Or putting it another way do args work best went the story is revealed through in game sites without the need for places like UF or is part of the fun of ARGing getting together to swap ideas and speculation?

Finally to what extent do you think that a game should change during the course of play as a consquence of what is posted on forums, i.e. should player spec change the plot or should the PM(s) stick to the story the've mapped out at the time of the launch?
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"I mean, think about it.....its on the internet, right? Therefor, it's GOT to be real!! I mean, who would use the internet to lie? That'd just be crazy!" --- StercusMaximus

PostPosted: Thu Mar 25, 2004 6:57 am
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I think a story should have the flexibility to fluctuate depending on what players are doing, what the know, what's happening etc. It would make it all more interesting IMHO.

PostPosted: Thu Mar 25, 2004 7:43 am
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Wishi-san
Unfettered


Joined: 20 Oct 2003
Posts: 602
Location: UK. Southwards.

For this particular game I don't think the PMs will need any financial aid from the players. I think the best thing we can give them is to be good players and to enjoy what's coming.

But hey maybe they would enjoy a little personalised present from us at the end Smile

From speaking to danhon/Adrianhon they appear to have new ideas about how they'd be making money from the game. I couldn't figure it many ways, and of course they were keeping schtum.

Slyfox: The only problem with cutting yourself off from communities such as UF and similar is that if a large group of people are moving on quickly and getting through the puzzles, the story will most likely be advancing faster than your solo effort can keep up with.

PostPosted: Thu Mar 25, 2004 1:24 pm
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