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 Forum index » Meta » Puppetmaster Help
What do you look for in an ARG?
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redct
Entrenched


Joined: 20 Jun 2007
Posts: 1233

What do you look for in an ARG?

When you encounter new ARGs and new trailheads, what do you look for in the ARG? What helps you make the yes or no decision?

PostPosted: Fri Sep 21, 2007 7:02 pm
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xnbomb
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Re: What do you look for in an ARG?

redct wrote:
When you encounter new ARGs and new trailheads, what do you look for in the ARG? What helps you make the yes or no decision?

Would you believe that I find that trailheads are not reliable indicators of whether or not I am going to like a game? I've had trailheads impress the heck out of me, only to have the rest fall flat shortly thereafter. And thus, I have no confidence in my ability to accurately decide whether or not I should follow something based on how it begins. As a result, I operate on the basis of optimism, and really I postpone that yes or no decision until a fair bit later.

But that's not quite what you asked. To translate your question to my way of thinking, you asked what a trailhead needs to be for me to even decide to give something a try. Well, it's got to tell me enough about something that I want to know more. It's got to be clever, and display some evidence of the potential to lead into the kind of game I like to play. And because for me, the one ties so directly into the other, I will describe what that entails: I want a game to tell me a story, featuring characters that I can care about. I want things to happen to those characters that are important to them, and by extension important to me since I can somehow connect with these characters. I need to be able to have some kind of impact on what happens to them, by being able to touch their world to some degree. And ideally, I want the narrative to have within it some sense of mystery; something that I don't know yet but need to find out, and the process of doing so will require thinking about and learning interesting things (this includes puzzles in both the narrow 'controlling gateway to new information' and 'understanding the big picture' senses).

So, you see my problem. How can I tell from a trailhead whether or not I'm going to get that? In my experience, I cannot tell. So my ability to judge trailheads for my own purposes is really from a sort of negative perspective: Is there anything in this trailhead that precludes a game having the characteristics I look for in games? And since the trailhead is really just the beginning, usually not much of anything is ruled out. So, I guess what a trailhead needs to be for me is interesting. It needs to get my attention, usually by requiring me to think about and learn interesting things. But to me, it's what happens next that really matters. A trailhead is like an invitation, and the question for me is who else is going to be there when I get to the party.
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PostPosted: Fri Sep 21, 2007 8:48 pm
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redct
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Joined: 20 Jun 2007
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Re: What do you look for in an ARG?

Quote:
. To translate your question to my way of thinking, you asked what a trailhead needs to be for me to even decide to give something a try.


Thank you - that is exactly what I meant. My original wording may have been a bit shaky.

And if you're wondering about this, it's not for an upcoming ARG (yet). Think of it as a kind of "market research" I've been doing Wink

While some people might find the answer a kind of "Duh, it's obvious", I still like to get all points of view.

PostPosted: Fri Sep 21, 2007 11:36 pm
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Rogi Ocnorb
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I like mine with lettuce and tomato, Heinz 57 and french fried potato.
Seriously, I'm pretty much onboard with xnbomb. I check the new stuff over pretty well and see where it goes. I'd like to see more techno/spy/sci-fi and less mystical/fantasy. But that's just me.
Biggest turn-offs:
PMs who disrespect their players.(Or don't acknowledge their errors and work to rectify misdirection caused by them).
Games where it feels like I have no way to impact the story.
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PostPosted: Sat Sep 22, 2007 6:39 am
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catherwood
I Have 100 Cats and Smell of Wee

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

since you asked...

I don't like trailheads at all. I much prefer a rabbithole. What's the difference -- to me -- you might ask?

A trailhead looks like a deliberate attempt to grab my attention, usually with a puzzle, and starts me down a narrow trail of more puzzles; a trail is a linear path, which may or may not branch. A trailhead says, "here is the beginning of a game and/or story, start here then proceed to the next station."

A rabbithole is something one might stumble upon, but definitely fall down. It leads to a cavern, wide and deep, which can be explored in a non-linear fashion. There has to be a pre-existing world on the other side of a rabbithole, like Alice's looking glass too, with evidence of a past. I want to have the option of poking around like an archaeologist, looking for clues to who lives/lived there and what they did.

Well, you get the idea, i hope.
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PostPosted: Sat Sep 22, 2007 11:24 am
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Rekidk
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Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

I'm not going to get into specifics, but one thing I like is evidence of a universe. At the beginning, there should be something to explore--but not too much. I don't like being overwhelmed, but I like to explore. If there is something to explore at the beginning which later expands into a big universe, IMO that's better than having the whole universe thrown at you right at the beginning.

There must be a balance between 'not enough information' and 'too much information,' especially when you start thinking about your casual audience.

Also, poor grammar is a major turn-off for players. Please, please, please proofread the first thing you let players see. Silly mistakes tend to indicate a lack of concern for the game (and by extension, the audience).
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PostPosted: Sat Sep 22, 2007 4:01 pm
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Boy Blue
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Joined: 13 Dec 2006
Posts: 21

To chime in with my two cents:

Well researched stories are the hook for me (and probably most of the community). A premise that shows promise and hints at numberous possibilities as to where that premise may lead to. As for puzzles, I enjoy something that actually makes sense to the story; something that fits in with what the character does or what is occurring. One example is a scene in Blade Runner where Deckard is analyzing the photos he finds in an apartment and from zooming in on a mirror discovers another suspect. Not complex, but clever and opens up a new avenue in the story.

Ingenuity to how the PMs react to their players is also a great thing to have along with constingency plans for when things go wrong or when players take things in a completely unexpected direction. Smile

PostPosted: Sat Sep 22, 2007 5:53 pm
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promethean
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Joined: 17 Feb 2006
Posts: 8
Location: glasgow, uk

Just chiming in agreement with everyone

1) I don't like puzzle trails. Puzzle after puzzle after puzzle, all I'm thinking is, in the context of the story, who put these here? why do they want anyone poking around? Why this level of puzzle solving skills? Of course in the end we rarely find out, and if the journey's good you don't mind a bumpy start, but for me at least, i'd be more likely to go somewhere else if a trailhead was another sub cypher.

2) As someone said, moderation of information is the key. The main problem I find is overload rather than underload. Dropping us in the deep end means we probably have a wealth of characters, their relationships, and events, all occuring simultaneously. This seems like a great idea to you, who knows these men and their histories inside out, but to a newcomer it can be daunting. Have a few fresh beta-testers to throw your trailhead at and see if it sticks, I'm sure some of the more veteran unfs will cast a beady eye over it.

So my perfect trailhead would focus in on one person or event, before the main ARG starts to dilate this, pulling out like a microscope to reveal the big pattern. Start with the nucleus, then hit us with the beauty of a whole cell.

3) Professionalism. God, make your trailhead pretty. Folk will fuss and fuss over big nothings like the trailer for the roleplaying game and Cloverfield just because they look and sound great. If you can capture the amateur spirit and imagination with quality design and effort then you've got them for the ride.

It's not easy

PostPosted: Mon Sep 24, 2007 8:26 am
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Shiningfist
Unfettered

Joined: 20 Jun 2007
Posts: 316

Well, in my ARGs I like to see thousands of twists and turns, and unexpected deaths and stuff like that. I want a storyline wit ha lot of characters and plenty of interaction. But interaction being my main thing. I like the feeling of talking to a character, and knowing that by doing this you have the fate of a fictional world all in your hands. Its one of the greatest feelings for me, and that is what really got me into ARGS. My first game being Iris, because i got all hyped over the AdjutantReflex fiasco. But anyways, yeah. I enjoy talking to characters, I enjoy making relationships with them, so it makes it all the worse when they die to make the bad guy harder to fight and make the puzzles more difficult. But as for genre. I would really like to stop seeing paranormal/freaky/horror ARGs. Such as SilverLadder, The Human Pet, Eldritch Errors (although i am a Lovecraft fan), and Bristal Goodman. I would really like to see more games that are more on the sci fi mystery or government conspiracy side. I'm kind of a sci-fi guy. Even though I'm becoming slightly opposed to the weird/horror games, I am enjoying Tom Tooman. But anyways, yeah. I like to see more interaction, storyline, and character development in ARGs, then puzzles, and creepiness. So there's my 2 cents for ya. I hope that answered your "marketing research".

PostPosted: Thu Sep 27, 2007 8:40 pm
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vpisteve
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I look for a hot nerdy brunette chick whose first name begins with the letter L, who needs our help. But then, I'm a creature of habit.

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PostPosted: Fri Sep 28, 2007 12:11 am
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konamouse
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PostPosted: Fri Sep 28, 2007 10:02 am
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