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 Forum index » Meta » General META Discussion
How do you decide which ARGs to play?
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fonograph
Boot


Joined: 06 Jul 2006
Posts: 55
Location: the future!

How do you decide which ARGs to play?

Simple question. It seems like Despoiler is posting a new tip at least once a week these days, which means that if the average ARG lasts two months, at any given moment there's at least 8 games competing for your attention. How do you, personally, separate the wheat from the chaff and find something to spend your time on?

Tangent: I ask partly because I genuinely need some guidance on a strategy for dealing with this glut, and also because it's interesting when you think about: unlike every other entertainment medium in existence, there are no reviews in the ARG world. (Or maybe there are and they're hidden in a subforum I missed?) To me this seems like a lack. But now that I think about it, very little in the way of anything negative is uttered by people playing an ARG. Oh sure, if a PM really crosses a controversial boundary or messes with the players in some way, that generates some ire, but I don't think I've ever heard someone say, "The writing for this game is terrible," or, "The music on that site burns my ears," which is the sort of thing you hear pretty constantly by consumer of other media. Maybe this says something about the kind of people who play ARGs. It probably also says something about the comparatively flattened hierarchy of the ARG universe, where players are frequently creators (or at least know some), and where there is an unspoken understanding that everyone is doing their best on a shoestring budget, so there's no point being mean about things. Anyway. How do you decide which ARGs to play?

PostPosted: Sun Mar 02, 2008 12:55 pm
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notgordian
Unfictologist


Joined: 23 Nov 2006
Posts: 1383
Location: Philly

There are a couple of signals that I look for in evaluating games early on...however, these metrics don't always work, which is why I have no problem picking up a really cool game after some time passes.

FIRST, novelty in story. There are a lot of "XYZ was kidnapped" or "Alphabet Soup Government agency needs to be stopped" games out there. And while that type of story doesn't automatically discredit the game for me, it gives me pause. I like to see the format applied to different types of stories (which is why I'm looking forward to the Aporia Agathon Project, which seems to be going for something we don't see as much). I'm personally really interested in privacy issues and the internet, so I'm looking forward to "The Ministry" right off the bat, without even knowing how the gameplay is set up.

SECOND, novelty in launch. Because there are generally so many games out there, the initial contact is the PM's "hard sell" -- a chance to display their creative chops. And while instant messages and email gets the message across, it doesn't necessarily show the PMs have thought their way through an experience. It doesn't have to be mailing packages (although, if you'd notice, that definitely helps...look at Eldritch Errors and Find the Lost Rings right now). A really good example of a novel launch is "You Sucjk at Photoshop".

THIRD, target other communities. There's nothing wrong with having a playerbase of exclusively UF people. But as you've said, there's a lot of stuff out there. And this stuff is a lot more fun when you're around people who are just discovering the genre, or not expecting it. Look at this video for an example from Find the Lost Rings.

FINALLY, and most importantly for me, there needs to be a "fun" factor. Solving puzzles and piecing together a story can be interesting, but there needs to be something else -- an additional and persistent mechanic that generates a desire to help out. This is the hard one to describe -- to horribly misquote Justice Stewart, "I can't define [fun] but I know it when I see it."

Chain Factor had that "fun" factor. A few of my friends are still playing the casual game even though the ARG is over -- some of them don't even care what an ARG is! The "Graveyard Games" from Last Call Poker had the "fun" factor.

This is more of an addendum rather than a factor I use to "judge" games, but the community matters. Since I do look into games after they've been running for a while, wikis are a huge boon (shorthand rule if you don't want to run through the above list: if thebruce made a wiki for it, it's a good game).
=========
As for the reviews, it's hard to tell what a game's going to be like early on -- there have been some amazingly cool games that would "fail" every one of the metrics I use. It's much easier and more fair to point out when something IS "getting it".

PostPosted: Sun Mar 02, 2008 1:48 pm
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avengedsamurai7
Decorated


Joined: 14 Jun 2007
Posts: 232
Location: You'd like to know, wouldn't you?

First, for me, if it about a movie, music, or game, then I'm hooked

Second, if it has an interesting story, pointed out by the gentleman who posted above, I'll bite.

Third, if it's quirky and weird, I'll lurk, 'cause my computer sucks, so I really can't participate in an actual ARG.
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PostPosted: Mon Mar 03, 2008 1:09 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
Posts: 6899
Location: Kitchener, Ontario

notgordian wrote:
shorthand rule if you don't want to run through the above list: if thebruce made a wiki for it, it's a good game.


hah, some might disagree Razz I had a reputation for a while of killing games once setting up wikis, hehe. various lists a bunch of smaller ones, and for a while they died shortly after they began Razz

avengedsamurai7 wrote:
First, for me, if it about a movie, music, or game, then I'm hooked. Second, if it has an interesting story, pointed out by the gentleman who posted above, I'll bite. Third, if it's quirky and weird, I'll lurk, 'cause my computer sucks, so I really can't participate in an actual ARG.


pretty much my sentiments exactly. I find it easier to get hooked into args that have existing IP we're already familiar with. It expands that fiction, already with (generally) a good foundation. I have great respect for PMs who create new stories and characters and are able to form a well-made ARG around new IP. But as a player, it takes longer for me to get into them; it's gotta be really good, or appeal to a hobby/theme of mine I like.
Generally, if it's popular, I'll lurk if I'm not playing, and if I'm playing, it usually means something grabbed me.
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PostPosted: Mon Mar 03, 2008 1:22 pm
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SirQuady
Unfettered


Joined: 15 Jan 2006
Posts: 576

notgordian wrote:
there have been some amazingly cool games that would "fail" every one of the metrics I use.

An example of this could be Who Is Benjamin Stove? The players loved it, but it (sort-of, in a simplified way) fails your first two criteria with a story essentially about crop circles, aliens, tinfoil hats, and a launch that was just blog ads. But it was still amazing! (note, it didn't break your third and fourth rule, and it did indeed have a unique story...but still within the same genre, if you will).


As for how I pick an ARG to play... you know, I don't know! I'll sleep on it and get back to you.

notgordian wrote:
There are a lot of "XYZ was kidnapped" or "Alphabet Soup Government agency needs to be stopped" games out there.

Man, if an ARG actually started with the phrase "Alphabet Soup Government agency needs to be stopped" I would totally, totally play. Seriously!
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PostPosted: Thu Mar 06, 2008 1:32 am
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