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 Forum index » Meta » General META Discussion
Pregame - What and Why
Moderators: imbri, ndemeter
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

Pregame - What and Why

For the last few months I've been asking people why pre-game exists (remembering i've never seen a pregame before, cause I've only played MU). It was really hard to get a straight answer out of anyone, and generally I would say most people don't really know why it exists. That isn't really suprising cause most people are players, they aren't concerned with the 'why' parts, they just want to play. (and hence this is posted in a meta thread)

My conclusions about pregame are:
1) It should only be used when the PMs are known
2) It should be used to further interest in the game (effectivly a promotional tool)
3) It shouldn't be needed to play the actual game eg. a player can walk in at the start of the game and play fine without knowing a pregame existed.

explaning that a bit....
I don't see how pregame can be distinguished from actual game if there is no outside prompt. If a player wasn't told its pregame they wouldn't really know. I think you need a meta site or a creator to say what stage the game is at. If your launching your game with a fully closed curtain, the anticipation, mystery and excitement can be used to great effect in promoting your game.

I think that pregame is best used as a promotional tool, that seems to be the only reason for its existence. If you need 'pre-game' knowledge to play the 'game' then you need to wonder why it was 'pre'game. This being said pregame can still add to the story, its a great opportunity to give depth to the characters, or show past events that aren't actually needed in the game. It can help create the alternate reality, but not be necessary to its existence.

now its your turn... post, flame and be merry

PostPosted: Thu Apr 22, 2004 10:12 pm
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addlepated
Unfictologist


Joined: 17 Aug 2003
Posts: 1885
Location: Austin, Texas

I think that if the genre ever gets to an income-producing level, a pregame would be useful to show potential backers what the PMs are capable of, in order to get funding for the actual game.

Additionally, I guess the pregame would be useful to get buzz going so that there's a good crop of players for the real game?

Beyond that I'm befuddled as ever.

PostPosted: Thu Apr 22, 2004 10:27 pm
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BrianEnigma
Entrenched


Joined: 05 Oct 2003
Posts: 1199
Location: Pacific Northwest

Re: Pregame - What and Why

colin wrote:
My conclusions about pregame are:
1) It should only be used when the PMs are known
2) It should be used to further interest in the game (effectivly a promotional tool)
3) It shouldn't be needed to play the actual game eg. a player can walk in at the start of the game and play fine without knowing a pregame existed.


I'm going to have to disagree with you there on point #1. While I agree with 2 and 3, I think you can still have a hype-generating pregame with "an iron curtain." For instance, MU started out (as I understand it...I joined about a week or two after launch) with a countdown timer on the main page. While this probably does not fit the classical definition of "pregame" with puzzles and character building and all that, it certainly did generate hype.

I can think of other scenarios where a pregame would work just fine with unknown PMs. For instance, let us pretend that we have no idea who is behind Syzygy. I think pregame would have been just as effective with a bunch of unknowns. Its goal was to pull people into the game (as well as recruit additional PMs), and based on some of the posts from new folks here, it sounds like it worked beautifully. As an actual pregame (as opposed to a combination pregame/PM-recruitment) it probably would have worked a bit better closer to launch, but here's to hoping for a second pregame! Smile
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PostPosted: Thu Apr 22, 2004 10:32 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

another possible reason for a pre-game would be to give players time to set up the various tools they will need, such as installing the brand of instant messenger software the characters will be using. Better to have these things in place rather than having players scramble on the day something is happening in realtime.

I want to emphasis the point about pre-game not being required for enjoyment and playability of the real game. What is the point of having a launch date if people need to be actively participating before that starting gun?

Pre-game is nice for setting mood and establishing character *history*. In that respect, I would think that a passive pre-game would make more sense than having characters interacting with "pre"-players.

just an opinion in an ever-evolving gamespace.

PostPosted: Thu Apr 22, 2004 10:44 pm
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

maybe i should have started out with defining what pregame is.... i wouldn't really clasify what has happened in syzygy as pregame, its really just promotion, no mention of story. having said that i've refered to syzygy as being in 'pregame' I should probably say its a 'teaser'

PostPosted: Thu Apr 22, 2004 10:47 pm
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Slyfox
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Joined: 06 Feb 2004
Posts: 323
Location: Manchester, UK

I've assumed the purpose of a pre-game was to attract potential players, give an opportunity for the news of the game to be spread about and perhaps most of all to "Set the scene."

I figure this would include.

Characters, their personalities and enough of their background to understand their motivation.
An understanding of the Setting and any science/history/politics associated with it.
Something of the basic plot premise so that the players have an idea about where they might be heading. That's not to say there can't be surprises along the way.

This can be interactive if you like but I'm not sure that it can be called "pre-game" if the players can affect what happens within the story at this stage.
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PostPosted: Fri Apr 23, 2004 4:15 am
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Wolf
Decorated


Joined: 26 Sep 2002
Posts: 292

Quote:
MU started out (as I understand it...I joined about a week or two after launch) with a countdown timer on the main page. While this probably does not fit the classical definition of "pregame" with puzzles and character building and all that, it certainly did generate hype.


Yep. The MetaCortechs site was out there for quite some time with just a countdown to 1 October. So that's kinda like a pregame period but not really a pregame period. We didn't say "Hey, come back on the 1st and start playing" or anything, it was just...there. We let people "discover" it on their own.
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PostPosted: Fri Apr 23, 2004 8:59 am
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Fi
Unfettered


Joined: 13 Apr 2004
Posts: 444
Location: London

Maybe the pre-game is also very useful from the PM's point of view - allowing them to test out ideas, get their s/w set up like cather said, seeing how certain concepts are grasped by players (like the whole Krystal in-game situation in Aware) and just generally 'dipping their toe in the murky waters of ARGness' before committing themselves in the actual game.

Aware is my first ARG, so I'm not nearly as experienced as you guys, but if I was setting up an ARG then boy would I want some way of testing things out beforehand! I guess it's a bit like a beta test in a way.

Fi

PostPosted: Sun Apr 25, 2004 7:55 am
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jamesi
Sentient Being


Joined: 25 Sep 2002
Posts: 2195
Location: Canadia

One of the other nice features about running a well-organized, tactful pre-game is to get players impassioned, in one way or another, about the game. Using AWARE as an example: Whether the whole situation with Krystal/Palser/Nash was planned out in detail or not, it has made people sit up and take notice, even if it was originally in a negative way. Advertisers have always known that if you are marketing something, you have to get your audience to feel something about the product, even if it's negative publicity.

Now that AWARE has so many people speculating about this, that or the other thing, it has put itself into the heads of the audience. Kudos to them for their efforts!
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PostPosted: Sun Apr 25, 2004 11:05 am
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