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Why a curtain?
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danteIL
Unfictologist


Joined: 08 May 2006
Posts: 1990

Why a curtain?

What are people's thoughts about the necessity of the "curtain" between PMs and players? There seems to be an unwritten(?) rule that players and PMs have no direct contact with one another during games -- and furthermore in the (perhaps ideal) extreme that players are even kept ignorant about PM identities.

I'm curious what other people think. I have some thoughts of my own, which tend toward the 'unnecessary' part of the spectrum (and I recognize that it *is* a spectrum). The primary arguments, it seem, center around notions of 'immersion.'

Note that I'm not talking about the divide between in-game and out-of-game domains -- but more about issues of communication and feedback. I think that artificially preventing player-PM communication under certain circumstances can hurt game development.

PostPosted: Thu Dec 13, 2007 11:49 am
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konamouse
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In some cases it has really enchanced the TINAG concept (i.e. the first Sammeeeees).

In other cases, it helps lend legitimacy and promise of quality (i.e. EE).

I think it depends on the game design and the ability of the PM to avoid muddling with the play.
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PostPosted: Thu Dec 13, 2007 11:54 am
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catherwood
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Joined: 25 Sep 2002
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Re: Why a curtain?

danteIL wrote:
Note that I'm not talking about the divide between in-game and out-of-game domains -- but more about issues of communication and feedback. I think that artificially preventing player-PM communication under certain circumstances can hurt game development.

"feedback" and "development" makes it sound like the game hasn't been fully designed yet or wasn't quite ready for launch.

While I'm watching a movie (like "The Matrix"), I don't want to be having a conversation with the director (as if the Wachowski brothers needed any feedback from me while writing it). And while playing the Metacortex game, the PMs were right in staying completely invisible, if they wanted me to believe that I was looking at a real corporate website and not an intro screen to a video game.

If there is to be any two-way communication -- whether for feedback or to further develop the plot -- it has to be done thru the characters. I want to call the human resources department or email the metacortechs.com webmaster if I see something funky with his website, not some people I know at unfiction (which btw I did not know at the time, which was great!)

If you are having meta collaborations with the authors, you're not playing inside the game world any more. That might be a wonderful experience, but it's just a *different* sort of experiment in fiction.

PostPosted: Thu Dec 13, 2007 12:23 pm
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xnbomb
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Joined: 13 Oct 2003
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Re: Why a curtain?

catherwood wrote:
danteIL wrote:
I think that artificially preventing player-PM communication under certain circumstances can hurt game development.

"feedback" and "development" makes it sound like the game hasn't been fully designed yet or wasn't quite ready for launch.

I wholeheartedly agree that not having some channels for communication between players and puppetmasters can be a serious problem for a game. This is because some mechanism of feedback is necessary for a game to be a living thing, for it to adapt in any way to the fashion in which the players approach it. Regardless of how well the game has been designed and planned out, therein lies the chaotic, unpredictable part of it that makes it fun and alive and more real; that it doesn't behave like an algorithm or automaton, but can adapt.

There is no reason that the necessary communication cannot be mediated through characters, though. They are the interface between players and puppetmasters, and if properly employed they allow messages to be sent and received in both directions. Yes, that sort of meta-communication can be a delicate dance. But I find it to be worth the effort for some of the reasons that catherwood describes. It would impair my enjoyment of the game to be talking to the puppetmasters about the game itself while it is still happening. The suspension of disbelief, the ability to believe in the game world for the purpose of enjoying playing in it while still knowing it is a game, is hard enough as it is. Once I can see the wizard behind the curtain throwing switches and pulling levers, it becomes that much harder.

Now, this may not be true for everyone. Maybe some of you can totally ignore knowing the wizard and talking to them while they put on the show, but for me, this breaks the illusion to a great extent.

EDIT: I'd be remiss if I didn't mention that player forums like this one are also such a channel, whereby they can send messages to PMs, assuming PMs are reading them (which is usually a good assumption, but not always?). The tricky (or great?) thing about this approach is that as a player you do not know if the message is received unless you get some reaction in the game that suggests that it has been (although the beauty there is you cannot quite trace the causality, since whatever it is might have happened in the game anyhow). And likewise, puppetmasters can communicate with players in terms of the things that happen in a game, which may or may not require the action of what most would consider a character (deus ex machina, anyone?).
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PostPosted: Thu Dec 13, 2007 12:50 pm
Last edited by xnbomb on Thu Dec 13, 2007 1:06 pm; edited 2 times in total
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Rekidk
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You may find it interesting to read about Jeromy Barber's ARG, RedEarth88. Since the end of the first chapter (Maddison Atkins) back in late April, Jeromy has not had much of a curtain. Recently, he made the decision to go 'back behind the curtain,' because the players were spending too much time trying to get information out of him instead of exploring his universe and solving the puzzles in-game. He found that the lack of a curtain damaged his game.

Read his blog post about it here.
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PostPosted: Thu Dec 13, 2007 1:01 pm
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imbriModerator
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Joined: 21 Sep 2002
Posts: 1182
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I think a curtain is a necessity. However, I do not believe that one must have an "iron curtain."

We started Metacortechs with an "iron curtain" and it worked very well for us. However, I don't think that the experience was harmed in when someone(s) found their way around the iron curtain and word got out that it was not an official experience and was being created by a grassroots team. I do, however, wonder if the experience would have suffered if we had been open from the start - my gut tells me we would have had few players and that may have had some impact.

We have your standard living room curtain in Eldritch Errors which works very well for the experience. There are a number of benefits that come with this approach, but what I love most is that it allows us to open the curtain on occasion in order to document the experience for others interested in the genre from a PM perspective.

Most games, however, have a more stage curtain - they're big and heavy and you rarely see a toe sticking out from underneath. However, when you walk into the theater you know you're going to see a production on a specific topic and it's produced by a certain company. You might not have gotten that information from the game but from the article that pointed you to the game. I like this approach as it lets you email the producers of the game if there you have reason to inquire about the game, but if, say, there's a problem with the website you can email the webmaster about it, or want to tell a character something you can email them. It lets you keep out of game stuff out of game and in game stuff in game. The danger with this approach is that once you've come out from behind the curtain to fix a minor detail, you might fumble a bit as you try to get back behind it. Any breach is much more noticeable.

It's all a matter of degree and depends on the needs of the experience. Hopefully, however, whatever curtain is chosen, the game is designed with that curtain in miind. I think, for the most part, that's usually what happens.

PostPosted: Thu Dec 13, 2007 4:38 pm
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mapmaker
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On the other hand, I don't think there's much of a problem with communicating with PMs about non-game stuff. The curtain is a funny shape in that way.

PostPosted: Thu Dec 13, 2007 4:41 pm
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SpaceBass
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Joined: 20 Sep 2002
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Short Answer:
Because that's the way it works best. Note: this is not intended to be a cop-out along the lines of "It's always been done that way." As Rekidk pointed out above, Jeromy Barber has managed to relearn the lesson empirically.

Medium Answer:
There are at least two ideas behind the concept of a curtain in the context of Alternate Reality Gaming. First, the curtain can be used to hide the identity of the Puppetmasters from the Players. This is an optional usage, as seen above but which when exercised counter-intuitively facilitates the meta-communication between the Architects and the Audience because (again, example above), it creates an artificial tension that is required to sustain the meta-communication in the first place (if communication by other routes is easier or more efficient, they will be used instead).

The second idea is that the curtain is the game space. You said your focus was not on the division of in-game from out-of-game elements but this is the core purpose of the curtain and it is integral to how an ARG functions. The label is misleading in a meta-fashion because it implies a mere boundary line between two elements but it works well in a metaphorical way because it incites at least a certain level of expectation based on past experience.

There are in fact three elements: The Puppetmaster side of the curtain, which is out-of-game; the Player side of the curtain, which is also out-of-game but (ideally) unconnected to the Puppetmaster side (yet observable by them); and then there is inside the curtain, which contains uncertainty and possibility, and which is the only boundary-definable game-space that is entirely in-game.

ARGs as a system and a process contain more than a single communication dynamic. Magic happens behind the scenes on the Puppetmaster teams, the Players work their wizardry on their own, but inside the curtain is where we make the magic happen together.

Long Answer aka "My god, it's full of stars.":
Stay tuned. See here.
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PostPosted: Thu Dec 13, 2007 4:51 pm
Last edited by SpaceBass on Sat Dec 15, 2007 11:26 pm; edited 1 time in total
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natas
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Joined: 06 Oct 2007
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Why a curtain?

A curtain is needed to keep the whole fantasy of the game intact.... Kind of like if you went to a strip club .... you wouldn't want a pimp to appear from backstage telling you to tip.... it messes everything up

PostPosted: Thu Dec 13, 2007 5:21 pm
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krystyn
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natas, you just made me laugh. Very Happy

Space, I think you have some competition in the ARG erudition arena.
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PostPosted: Thu Dec 13, 2007 6:22 pm
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vpisteve
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Re: Why a curtain?

Ya know, the whole curtain/puppetmaster thing really is a good comparison, if you think of it in terms of the teaser curtain on a marionette stage. While not absolutely necessary, it does protect the audience from being distracted from what's going on below (onstage) by the puppetmasters' contortions to create what is happening there. If they want to duck down and peek up to see how it works, that's they're prerogative, but they might miss some of the fun of what the puppets are doing.

danteIL wrote:
Note that I'm not talking about the divide between in-game and out-of-game domains -- but more about issues of communication and feedback. I think that artificially preventing player-PM communication under certain circumstances can hurt game development.


I just don't see how this can really be the case, unless the PMs are shirking and not monitoring the community/audience. The players very definitely have multiple vehicles of feedback and communication to the PMs, unless they're just not paying attention. It's very much like a two-way mirror. You (the player) see the mirror on the wall and feel like you're alone, when in fact there is a huge team inches away with various instruments watching your every move. You'd be able to feel their breath on the back of your neck were it not for the glass. Players post and chat away, but the PMs typically read EVERYTHING. OBSESSIVELY. So, curtain or not, that communication is there and very much alive and very, very close at hand.

In the opposite direction, the PMs have, well, the ARG itself in which to communicate back to their players. Websites, email accounts, numerous characters, phone numbers, geez, pick one. Sure they could step from behind the curtain and make some sort of META announcement, but I defy anyone to come up with an example of when any sort of needed communication could not just as effectively be done in an in-game way.
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PostPosted: Thu Dec 13, 2007 7:10 pm
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labfly
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Joined: 30 Apr 2005
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i LOVE the curtain as a pm and as a player.

as a player for many of the reason you guys have listed above. for me, it's like reading a book or watching a movie.. i don't want the author or director/writer popping out in the middle of the story to chat about the hows or the whys.

as a pm i want to concentrate on one thing, telling the story. not that i don't obsessively check in with the forums for feedback. i am always snooping. i just feel that stepping out as the pm to comment would really break up the storytelling process for me. i would rather address issues as best i can within the story world. and i don't know what other pms do when they're orchestrating a game but i really fall into my story and characters. my actor friends say i'm a "method" pm. someone else said it's more of a jan the mad scientist mode. who knows what breaking out of my mad scientist mode might do? Laughing

i love what spacebass said about how the curtain creates a space where the magic can happen between the players and pm. that's lovely.

...that said, it's been interesting to watch the eldritch errors crew move back and forth with the curtain. their process seems to work very nicely for them. and the fans seem very happy with it.

so, i guess it really is a pm preference/design question.
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PostPosted: Thu Dec 13, 2007 8:23 pm
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danteIL
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Joined: 08 May 2006
Posts: 1990

There seems to be at least two aspects to the 'curtain as immersion' argument:

The first appears to concern primarily the willing suspension of disbelief. That is, some people state that they would find games less fun if they were to have interactions with the PMs that were not mediated solely by in-game mechanics, because that would shatter the internal illusion of the game world. I can understand that, although at some level I think 'YMMV' applies. For me personally, I don't feel that having access to meta- aspects of the game hinders my enjoyment of ARGs at all. Indeed, I like those aspects very much, and I also feel like I can pretty successfully slip in and out of the game world pretty easily when I need to. Note, however, that this issue of 'suspension of disbelief' seems orthogonal to the more specific question concerning access to the PMs. Indeed, if one were to take the immersion stance to its limit, then this would suggest that players shouldn't congregate on IRC or even on UF, because this is not what your 'in-game' self would do. Clearly, that's not a serious position, but it explains why I don't really buy the simple (and possibly strawman) version of the immersion argument. If interacting with other players out of the game doesn't impair one's ability to enjoy experiences in-game, then I don't see, on that level alone, why interacting with the PMs would be any worse.

Second, however, is the more specific (and more relevant) issue that people seem to feel that interacting with the PMs somehow makes one needlessly aware of the messy underbelly of the game and that a curtain (of whatever material) helps preserve the 'magic.' Part of this comes down to, again, YMMV. Different people have different feelings about knowing what's going on behind the scenes, and I understand that the more conservative position is to have a curtain rather than not have a curtain. I just think that it's a very weird situation where everyone agrees that the PMs and the players are collaborating together to create this wonderful shared experience, but the only generally accepted means of communicating about that experience is through the experience itself. My discomfort is that player communication to the PMs (that is, when they mean to communicate directly to the PMs and not to characters in-game) becomes, by necessity, very passive-agressive -- tapping on the magic mirror and hoping for a response. There are times (particularly when frustrations arise) when I'd like to sit down and discuss what's going on in the game with the creators of the game -- not because I want to know secrets or how things were done, but because I want to know that they understand how decisions they made fostered certain reactions. Most ARGs are structured in a way that thwart that second-order level of mutual knowledge. PMs reading fora obsessively is not communication.

Note that this is written from the player perspective. I appreciate that a few PM-types have responded with their own good reasons for having a curtain.

PostPosted: Thu Dec 13, 2007 8:56 pm
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natas
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coincidence????

While this thread is just starting out... check out the news and rumors trailhead of finding cedar rapids... major unveiling the curtain pissing off PMs drama

PostPosted: Thu Dec 13, 2007 9:03 pm
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ScarpeGrosse
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But... but... if you take away the curtain, you also take away the fun of PM stalking! :O

also,

Dante wrote:
there are times (particularly when frustrations arise) when I'd like to sit down and discuss what's going on in the game with the creators of the game -- not because I want to know secrets or how things were done, but because I want to know that they understand how decisions they made fostered certain reactions.


This statement seems to assume that you think PMs are stupid and don't realize mistakes when they're made and/or need them pointed out to them by someone as wise as yourself.

As a PM, I have realized 95% of the mistakes I or the teams I've been on have made, usually long before the players recognize them, and or get bent out of shape over them (if they ever do. Usually I'm more bent out of shape than anyone, due to my painful issue with perfectionism). There have been numerous times when my forehead has met a hard surface and been repeatedly beaten for being a stupid PM and not noticing something was wrong prior to an element or story portion going live. As a PM, sometimes you just don't have the luxury of immediately fixing a problem or alleviating player strife and anxiety, and that's just part of the game, in my opinion. An ARG, to me, involves as much unspoken meta communication as it does actual game play. Both the players and the PMs are in a constant process of fine tuning and rule learning, regardless of team, game, content, etc. That's part of the game and what makes each permutation and new ARG a new challenge. New rulesets, new boundaries, new meta communcations to learn, new dance steps to master. It's more than just a navigation through the story for me - part of the game is learning the game itself (if that makes sense).

Anyhow, having sat in a number of different player chatrooms I've watched positive, fruitful, fun discussion dissolve into a puddle of "what fuckheads these PMs are because...
I didn't get a phone call/t-shirt/live event/the answer to the puzzle
they spelled something wrong
this puzzle is screwed up
I hate this character
this game is too slow
this game is too fast
this game has too much information
this game has too little stuff
they didn't use my contribution
are not the Wachowski brothers but some unknown pooheads
etc etc ad infinitum."

Though I fully understand these frustrations, and fully admit fault when one of the above problems is a result of a decision I made, once this conversation in the chatroom starts happening, I can usually figure out the feelings of the players quite clearly, as well as what went wrong. 'Cause, you know, I can read and the players are quite good at expressing themselves, almost to the point of making me cry (only a couple of times Razz).

At that point, my best move is to begin to plan and do better next time. I don't think any amount of apology or further discussion would add enjoyment to the experience, but turn it more into a classroom exercise in psychology or a group therapy session.

Shudder.

Furthermore, the second half of this post would be a reversal of the above, and would go into how often the players do stupid shit and make mistakes and how the PM team, equally, struggles with the moves and decisions of the players.

But that would be boring, and my fingers are tired of typing and would much prefer to be wrapped around a glass of scotch.

To sum up: I trust the players to make the best decision they can make at any given time, and I expect the players to trust me to make the best decision I can make at any given time. The knowledge of what was a good or bad decision can only occur after the fact, as we never beta test this stuff. At the same time, I also trust PMs and players to recognize mistakes and learn from them, much as I would expect a dog to learn that it shouldn't pee on the carpet.

You can't suck the pee back up into the bladder, man. You have to learn what to do with it and when. Some of that comes by study, some by trial and error (and spankings).
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PostPosted: Thu Dec 13, 2007 9:44 pm
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