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 Forum index » Meta » General META Discussion
Why a curtain?
Moderators: imbri, ndemeter
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FLmutant
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Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

However individual players choose to view their desire for the curtain is great, but that isn't really going to influence what companies do, just take a look at the games happening now (not a one of which has anything close to a traditional curtain in the way most people have described it here.) Sadly, what you are arguing for is also, in many cases, the definition of a hoax, and I think hoaxing is essentially incompatible with the trust mechanisms necessary to make a good ARG work.

In my perspective, if I was forced to work with the curtain metaphor, the curtain is about protecting humans from characters. It has nothing to do with the PMs. UF is a place that my characters can't see. In the same way, my production environment is a place my characters can't see. All of that is out of game, behind the curtain. It seems a horrible convolution to try to define if the player's OOG space is separate from the PM's OOG space.

So whether or not I exist in an OOG space, for example posting here, even though in the IG space new content actually went up, is really immaterial to the concept of "curtain". Similarly, whether I choose to let you as players peek a little more into my chunk of OOG space (in the same way you hope I peek a little bit here in your OOG space) is a design decision, certainly not any kind of hard fast requirement, and certainly not an intrinsic part of the definition.

My only concern is if my OOG communication has a negative impact on the play experience. As long as it doesn't, it isn't an issue ... it might even be an advantage, say over being viewed as a hoax. Sadly, the guiding rules of a good production are geared only to your expectations, but also to the expectations of people ranging from law enforcement to journalists to people who think your "ARG" is a "hoax site" (like Wired seems to think about Dark Knight.)

All the rest is just semantics and doesn't really make any developer or player have a better experience -- it reduces down to the arguments of one design philosophy over another. Much of which, I think, also produces an oversteerage from the real time feedback of too small a segment of the player base, because you're forced to apply psychotherapy to feedback source you supposedly can't directly query.

Fewer absolute declarations might produce more new insights, instead of (like this thread shows) just more dramatic blow ups. If PMs are told they can't talk to their fans except through the most of subtle of mechanisms, you can expect all but the most subtle of new PMs to screw it up at some point ... and, looking at the genre, the curtain might well add to the spectacular implosions.

The definition curtain is less important than good sense of timing and showmanship. The curtain won't save you from a lack of those things.

PostPosted: Thu Dec 13, 2007 9:55 pm
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Jas0n
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Joined: 19 Aug 2006
Posts: 244

My logic is somewhat different regarding the absolute need for a curtain, and my answer is much shorter than most of the above responses:

PMs often do their job in the nude or near-nude - the curtain protects our sanity!
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PostPosted: Thu Dec 13, 2007 9:58 pm
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ScarpeGrosse
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Joined: 30 Nov 2002
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Jas0n wrote:
PMs often do their job in the nude or near-nude - the curtain protects our sanity!


Thank goodness webcams can be turned off...
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PostPosted: Thu Dec 13, 2007 10:01 pm
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vpisteve
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Joined: 30 Sep 2002
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...or be made to LOOK like they're turned off.
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PostPosted: Thu Dec 13, 2007 10:08 pm
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bagsbee
Unfettered


Joined: 21 Oct 2003
Posts: 417
Location: NYC

Medium to slightly long answer:
I love a good curtain, the iron-ier, the better. My first (and to date, favorite) game was Metacortechs, and a big part of the reason is that I had no freaking clue who was running it - the mysterious-ness of it was so tantalizing, I just couldn't wait to scour the in-game sites and forums every single day. I didn't want play "Hunt the PM", and even though at that point, I was a UF noob and wouldn't have known who they were anyway, just the fact the I knew would've killed it for me.

My brief (and only) foray into PM-dom started with a completely open curtain, which was only later closed and solidified, but it drove me absolutely crazy that by that point, everyone knew who was running the show. I felt the same way as I do as a player - I don't want to communicate with you except through the game, I want the quality of the experience to stand on its' own.

Granted, if [Brand Name PM Team] is running a major campaign for [Deep Pocketed Corporate Sponsor], it may be naive and unrealistic to expect them to maintain an iron curtain - they are, by and large, marketing campaigns, after all.

You know what would be really, really nice? If the other players didn't feel compelled to blurt out "oh yeah, that's a [42|GMD|Dave S.|etc, etc] game" every time a new game is mentioned in chat. Can we at least try to maintain the illusion? Pretty please?

Short answer:
Everything Scrappy said. Except the pee analogy, wtf.

PostPosted: Fri Dec 14, 2007 12:40 am
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catherwood
I Have 100 Cats and Smell of Wee

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

Everyone is contributing such wonderful stuff in their replies, and i'm agreeing with a lot of it. I just wanted to stir up one little point buried in here:
danteIL wrote:
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.

The players and PMs are collaborating only in a meta sense, i think. We're not building a common shared experience at all, certainly not the same experience for the PMs as for the players. If that were the case, there would be no PMs, or everyone would be a PM, or it would become improvisational theater workshop. That's perhaps out there on the frontiers of Chaotic Fiction, and not the traditional ARGs that people are using with their analogies. What I mean to say is that the collaboration isn't on an equal footing, and the curtain is the social fabric (har har) that establishes everyone's position in the team.

PostPosted: Fri Dec 14, 2007 2:26 am
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vpisteve
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Joined: 30 Sep 2002
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Appending my earlier post, it strikes me that there's nothing to prevent PMs from including a support@ or contact@ email address somewhere that players can use to contact someone behind the curtain. Curtain or no, that's never a bad idea.

Plus, it serves the added bonus of providing a place The Press can contact you. Wink
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PostPosted: Fri Dec 14, 2007 11:26 am
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ScarpeGrosse
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Joined: 30 Nov 2002
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bagsbee wrote:
Short answer:
Everything Scrappy said. Except the pee analogy, wtf.


Oh come on. The pee analogy was pure, literary gold.
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PostPosted: Fri Dec 14, 2007 11:37 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
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catherwood wrote:
The players and PMs are collaborating only in a meta sense, i think. We're not building a common shared experience at all, certainly not the same experience for the PMs as for the players.

I disagree.

So many of the good moments I have had as a PM has come through a symbiotic relationship with the player base. It's not always visible to all parties, but there is most certainly collaboration, and a lot more improvisation than most players might expect (and not in the places they would expect it, either).

I also wouldn't classify it as meta collaboration, either - mostly because my focus is pretty much always serving the needs of the narrative, and the player's position with regard to it.

As a player, I absolutely consider the Op's live payphone calls during ilovebees to be a common shared experience between the PMs and the players.
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PostPosted: Fri Dec 14, 2007 12:49 pm
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SpaceBass
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Joined: 20 Sep 2002
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A shared experience does not necessarily imply that everyone has the same experience. The totality of the shared experience created is never accessible to any one person.
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PostPosted: Fri Dec 14, 2007 2:16 pm
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Rekidk
Entrenched


Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

ScarpeGrosse wrote:
bagsbee wrote:
Short answer:
Everything Scrappy said. Except the pee analogy, wtf.


Oh come on. The pee analogy was pure, literary gold.


Everything Scrappy says is pure literary gold. Smile

---

Also, regarding Op's live phone calls... Didn't a player talk to Kristen Rutherford about how they were terrified (and excited) by the live call, only to have Kristen say that she was also terrified (and excited).

Granted, they both played different roles in the live calls, but doesn't the fact that they both experienced similar emotions--emotion being the most memorable and important part of an experience--mean that they had similar experiences?

That's not to say that 'similar' means 'same,' though.
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PostPosted: Fri Dec 14, 2007 7:00 pm
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ScarpeGrosse
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Joined: 30 Nov 2002
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Rekidk wrote:
Everything Scrappy says is pure literary gold. Smile


*sends over $50 and the answers to the next quiz*
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PostPosted: Fri Dec 14, 2007 8:10 pm
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SpaceBass
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Bumping because I've posted my long answer.
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PostPosted: Sat Dec 15, 2007 11:26 pm
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danteIL
Unfictologist


Joined: 08 May 2006
Posts: 1990

Nice stuff with lots to digest...

But this:
Quote:
This model can help explain why certain tactics have counter-intuitive effects upon the system's stability. Direct communication between Players and Puppetmasters can weaken the tension provided by the focus on metacommunication and the uncertainty that metacommunication brings with it in terms of conveying an effective abstract message clearly. When uncertainty tilts toward certainty, the fire in the fiction reactor can dim or fail.
feels like an assertion without any evidence to back it up.

Furthermore, to my ear your (and Bateson's) use of 'metacommunication' is misleading. For me, metacommunication refers to communication about communication. That is, communication about the medium and/or the message, over and above the message itself. On this understanding, metacommunication necessarily reduces uncertainty because it allows one to explain why certain words/acts were chosen or certain meanings understood.

However, I agree that ARGs are rife with uncertainty, which is partly what prompted my original question about the necessity of the curtain. I feel that extreme uncertainty sometimes interferes with the trust that is required between PMs and players, and that issues of balance and good will should dissolve the curtain when necessary.

PostPosted: Sun Dec 16, 2007 2:50 am
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FLmutant
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Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

Dante, you said the word that I think is frequently missing from the conversations: trust. On the developer side, when I talk to people who say they want to commission this kind of work, trust is biggest issue of education. As you can probably imagine from looking at the advertising around, trust isn't always in the top-5 list of things that clients are motivated by (the typical list is more like profit, sales, acclaim, profit, promotion.)

In my personal opinion, the curtain as this community likes it only works if (1) they trust the PMs and (2) that trust is important to the PMs. Those who have enjoyed trusting a PM without knowing who they even were ended up finding that trust hadn't been misplaced -- which is a pretty magic experience, and leaves a big mark on people. Those who put their trust in a PM and ended up not finding that trust met sometimes call the experience "implosion".

Brooke and I had a knock-down argument about the "metacommunication" versus "meta communication" issue (with the first being essentially what I would call "the wink" -- a second reading in a character's text that is from the PMs not the character -- and the second one using the same definition you had, communication about the game or about gaming.) Under that kind of definition, what the community is really saying is "if in doubt, metacommunication is a better design choice than meta communication".

Your argument, Dante, comes down to sometimes being dissatisfied with getting metacommunication instead of meta communication ... about something "meta" (as in, about the game). I totally get that, as there are some things I want to communicate that I don't want to do through metacommunication for fear it makes interpretation murky. That means we say in meta communication "this game is not for kids" ... otherwise, if we try to give you meta communication through a character you might take it foreshadowing (people in WV warned about bears thought for sure that meant I had hired some trained bears or something, rather that straight out being an OOG warning about bears and food handling during the camping.)

Specifically, though ... say, if you were a player of one of my games: I'm never categorically opposed to OOG conversations, I am just extremely hesitant to be the one to start them, and I never want them to be used as an IG mechanism replacement (no asking "so how does it end?") So if one of my players ever felt the trust starting to erode, contacting me is always an option. It might be, if that erosion or frustration is visible elsewhere, we already know about it.

Sometimes, though, it helps build trust to just hear that. "Message received and taken seriously" is a powerful trust reinforcer, doesn't necessarily kill immersion and can happen alot quicker than the on-stage adjustments we might have made behind the scenes based upon that same feedback. YMMV.

Edit for Spacebass: Wow, must digest. But on first reading, my initial reaction is that you managed to write seven pages about the nature of the curtain without ever once using the word "trust".

PostPosted: Sun Dec 16, 2007 8:43 am
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