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 Forum index » Meta » Puppetmaster Help
Fairly new to the world of ARG.
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malakath
Kilroy

Joined: 14 Feb 2008
Posts: 2
Location: Alabama

Fairly new to the world of ARG.

I'm just wondering if there are any PMs/games going on around Mobile, AL? I've been intrigued by the genre since my brief interaction with Neurocam (despite the disclaimer that used to be on the site, I'm pretty sure it's an ARG. After all, they never SAY they're games, right?)

Anyway, I've been doing some research and planning on trying to get something like this started. I'm more interested in being the puppetmaster or at least someone in the know. I also want to keep it Mobile based, because I like the prospect of real-world events and I'm not equipped for long trips at the moment.

I have few ideas for story, etc. but contrary to what my inexperience with ARG would tell you, I do intend to fully plan for as much as possible before I start anything at all. I do have a few questions:

First of all, due to the local nature of the project, getting actors and other NPC-types seems like a huge risk. How do you keep them from going public? What do you do if they reveal too much information? How do you even recruit without putting too much out there?

Secondly, I'm a bit worried that I could attract the wrong kind of attention. Because of the secretive nature of the project, it seems like anything I do plotwise (despite being perfectly legal) runs the risk of getting some kind of authority involved. It seems that much of the game's operation is going to be centered around the University of South Alabama (which I attend) and I'm not sure how/if I should go about clearing it with administration first, because that seems to run a high risk of revelation as well.

PostPosted: Thu Feb 14, 2008 1:21 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

Quote:
First of all, due to the local nature of the project, getting actors and other NPC-types seems like a huge risk. How do you keep them from going public? What do you do if they reveal too much information? How do you even recruit without putting too much out there?


For Orbital Colony which I helped PM, the actors/NPC (they are characters not NPC in this genre), came from the PMs themselves, or from family/friends of the PMs.

Also consider you budget. Professional Actors cost money, which your budget may not be able to afford. If you do hire actors, generally speaking they will abide by any requrest to keep relatively quiet about their participation until after the game ends. You should be planning to keep a running list of people to list in your credits/acknoledgements after the game.

If you are producing a video/ audio file, you should have a script for them to follow. For internet interactions - email/IM - it should be a memeber of your PM team handling those duties and not farmed out to an outside source. Why? Due to the interactive nature of the game, information available to players at any given time from any given character can change a lot from what you might have initially planned.

Quote:
I'm a bit worried that I could attract the wrong kind of attention. Because of the secretive nature of the project, it seems like anything I do plotwise (despite being perfectly legal) runs the risk of getting some kind of authority involved. It seems that much of the game's operation is going to be centered around the University of South Alabama (which I attend) and I'm not sure how/if I should go about clearing it with administration first, because that seems to run a high risk of revelation as well.


If you plan on running it on the campus, then I would say definitely talk to the campus security department - you don't have to explain the entire plot of your game, but do explain the nature of what you are doing where you might have clues placed for people to find, just so you don't accidently run into trouble. Campus security will be able to tell you if you have to clear your activities with the Administration. Some things, like leaving a message on a piece of paper insde a book in the library or posting something on a student accessible bulliten board, I would say, probably does not need to notify anyone; if you plan on using a classroom or office, you probably will beed to get approval for as it could disrupt classes. Anything between those extremes depends a lot on what you are doing and where on campus you are putting the information/items.

Again during Orbital Colony, we placed items in several public parks, and in one library. The items were small, easy for the local authorities to see what was inside and relatively small.

***
Those questions being answered, I would strongly suggest that you play a few games first, and get several people to help you plan and run your game. Why play first? This will help you lget a feel for what sort of item drops are made. Why get help? It is good to have others to use as a sounding board, and trust me on this, running a game can take a LOT of hands on time. Being able to spread the load over several people really makes a difference. Even so, be prepared to only get a few hours of sleep a night... Before the game launched we didn't have to rush anything, but once the game went live, emails, IM, Chat rooms and managing the small problems that crop up does take time. I think I averaged about 3 to 4 hours of sleep a night while the game was running. After a few weeks that does start getting to you in a lot of ways.
_________________
Magesteff
A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Fri Feb 15, 2008 3:07 am
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malakath
Kilroy

Joined: 14 Feb 2008
Posts: 2
Location: Alabama

When I said actors, I was mostly referring to people for a video, which will probably be a one time thing. Rather than use friends (whom people will recognize) I planned on going to the next best thing: drama students.

I am having trouble getting a PM team together. I have a few friends who have agreed to help, but I need more, and I'm kind of worried that it will go something like this:

--------------------------------------------------------
Me: "I'm running this thing called an alternate reality game. It's kind of like a game where people aren't told that it's a game, and they have to solve puzzles and etc. Would you be interested in helping?"

Friend: "No thanks."

A month later...

Random player: "I really can't figure out this <puzzle>..."

Friend: "lol, that looks like that thing that Josh was talking about like a month ago. You know it's just a game right?"

Random player: "What? Who's Josh and where can I find him?"

Friend: "Oh, he's always hanging out at..."
-----------------------------------------------------

I suppose I could ask whoever I let in on the secret not to say anything about it, but it's still such a huge risk.

I will run it by administration however, as I can see how suspicious it will look otherwise.

PostPosted: Fri Feb 15, 2008 11:54 pm
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notgordian
Unfictologist


Joined: 23 Nov 2006
Posts: 1383
Location: Philly

malakath: the curtain doesn't have to be impenetrable.

That's not saying you should include large blaring messages saying <<THIS>> over all of your websites. But having people aware on a meta-level who is behind the game doesn't really destroy it.

There are two ways that can happen without any major trouble (maybe more, but I can think of two): you have companies like GMD Studios with Eldritch Errors where there are meta-sites created. Or your players figure it out through an honest slip-up (if I remember correctly, Year Zero was linked to 42 because the IP address was in the same block as the Vanishing Point page)

Did knowing the source ruin the game? No, because the game universe was self-contained. Frankly, I don't even mind when games are labeled outright (Save My Husband, The Human Pet) out of concern for the player base.

All you really need to do is, if somebody does approach you, respond "sorry, I can't help you with that" and then point them to whatever collaborative resource the players are using.

* * * * *
If you're worried about puzzle information being revealed, there are a couple of ways to deal with that problem. I remember hearing in some of Dave Szulborski's games, information was given out on a "need to know" basis to people on the team. So actors would know about their part in things, and website designers would know theirs, but only Dave would know how things fit together [I could be remembering this incorrectly, though]

Unless you're offering a prize of some sort, however, I don't see why these collaborators would feel a great urge to reveal answers. Part of the fun of designing puzzles is to see how people go about solving them.

PostPosted: Sat Feb 16, 2008 1:56 am
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