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 Forum index » Meta » General META Discussion
ARG outlining and scripting
Moderators: imbri, ndemeter
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theOtherGuy
Boot


Joined: 17 Mar 2008
Posts: 14
Location: Not as far as you might think.

ARG outlining and scripting
mechanics of ARG narration

New to ARG's, l dove in head first and haven't come out of the water yet. Here's a question for PM's, especially collaborator PM teams: Do you use a master outline or narrative or anything in manuscript form to script those portions of your ARG requiring it, such as website content, voicemail recordings, email, and the like? What about character lists?

If so, is there any standard or convenient format or practice(s) that prove more helpful for communicating and carrying out the ARG among collaborators?

PostPosted: Wed Mar 19, 2008 11:41 am
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Will 2.0
Unfictologist


Joined: 22 Jun 2007
Posts: 1431
Location: Burlington, Vermont

Personally, I rarely use manuscript. The best way to set up how things will get done is to discuss them in a group and pick the best possible course of actions.
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PostPosted: Wed Mar 19, 2008 12:07 pm
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TheOutspoken
Boot

Joined: 18 Jul 2006
Posts: 18

Try setting up your own wiki. It allows collaboration and is pretty easy to help organize your thoughts/ideas.

PostPosted: Wed Mar 19, 2008 1:53 pm
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jlr1001
Decorated

Joined: 06 Jun 2006
Posts: 210

While I understand and appreciate the "let's listen to and integrate everyone's voice" style of collaboration, can't something be said for having one primary writer/designer whose job it is to develop the overall story, conceive of some form of gameplay, and oversee the production so that the final game matches the original concept as closely as possible?

I've sat on a couple grassroot efforts to develop ARGs and both followed the model that Will 2.0 suggested. Unfortunately I found this openness somewhat counter productive--and this could just be me.

So I think I'm more in line with how TOG understands game development.



-jlr1001

PostPosted: Wed Mar 19, 2008 5:09 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

Now, I did not work in a team and mine was solo, so I might be talking out of my ass here.

Part of it depends on how much of the ARG is scripted and how much can change. I did not have a whole helluva lot documented; I only had general concepts, and they ultimately changed anyway. I had some things that I did want to do, but everything else was fluid enough and ultimately decided by the players. The last three days (after my "four paths" puzzle) was pretty much entirely improv and never pre-planned.

It also depends on what roles the others are creating. There's a difference between content creators (who create things before the players see them) and live participants. The problem with live participants is that they each need to be aware of what's going on live, and that isn't easily feasible with documents, meetings, chats, etc...

Furthermore, depending on how paced your ARG is, you simply may not have time to do that level of documentation, or even read it if necessary. I barely had time to think of anything, and was building the story as I went.

In a team environment, it also depends on where the team is. If everyone's local it's easy to do, but in teams that span the globe (I've been on mod development teams with members from Australia to Cleveland to Berlin), it' borderline impossible. Live conversations just don't happen, so you rely on either private communications or better: a shared solution such as a forum or a wiki.
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PostPosted: Wed Mar 19, 2008 5:14 pm
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labfly
Unfettered


Joined: 30 Apr 2005
Posts: 717
Location: nyc or the haunted house in maine

you could "improv" as the above poster did.. but i don't think i could do an ARG this way. everyone has their own preferred methods.

i start with the story. the character list builds naturally as you create this "storyworld". as the storyworld grows i begin to experiment with different gaming elements. i try to figure out what gaming elements work best for my characters and what elements seem like they actually belong in the world i'm creating. i also consider what platforms will best suit the characters in my world. i also spend a ton of time writing as and for my characters before i launch so that i clarify each individual's voice. (i have a couple friends who read everything for me and give me notes)

to organize everything i use storyboards for myself. it is my map. it has the story from day one to end game. my boards are day to day and moment to moment. BUT because there are many forks in the story road, i have "alternative" boards. (some might say alternate Wink ) and i like the boards because, not only can i have these alternative boards (which i can change if presented with a big twist by the players or a player) but i can also remove any index card from the board and change each and any moment based on where my players may be taking the story. so it is like a map with one route on it from point a to point b - and then i create these many many other routes - i also have two or three endings on hand. presently, i'm smack in the middle of creating an online version of this for my next project.

i would also suggest preparing as much "content" as possible before you launch. the better prepared you are, the easier it will be to run the game.
best of luck! (post 555!)
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PostPosted: Wed Mar 19, 2008 6:53 pm
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natas
PHP Ninja


Joined: 06 Oct 2007
Posts: 3177
Location: Northwest Indiana

labfly wrote:
BUT because there are many forks in the story road, i have "alternative" boards. (some might say alternate Wink )


HAHA

PostPosted: Wed Mar 19, 2008 7:42 pm
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Agent Lex
Entrenched


Joined: 11 May 2006
Posts: 1188
Location: No longer London, still in England

TheOutspoken wrote:
Try setting up your own wiki. It allows collaboration and is pretty easy to help organize your thoughts/ideas.


While I haven't launched yet (still need a web monkey, which is apparently as rare as the holy grail in these parts), this is what I'm doing. Even if it's the worst formatted wiki in the world, so long as it's informative and private*, it should be useful. At the moment, somewhat like labfly's index card storyboard, I have a basic timeline on my wiki that I can edit as I add/remove story elements etc.

*by which i mean make it hidden and inaccessible. If you can, use .htaccess and .htpasswd files (notes on how to set this up here) to set up a user login box, so that prying player eyes can't see your spoiler-filled wiki!

PostPosted: Thu Mar 20, 2008 3:43 am
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theOtherGuy
Boot


Joined: 17 Mar 2008
Posts: 14
Location: Not as far as you might think.

A secure wiki with an enterprise search would be the way to go, though I like the idea of storyboarding. Do you think the facet and cluster map features on the open source Aduna's AutoFocus would be helpful?

PostPosted: Fri Mar 21, 2008 1:38 pm
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thebruce
Dances With Wikis


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

On setting up a wiki however, a key point to remember is that urls are still accessible, even if the content is not. Pages aren't restricted access by for example, an NT login. With wikis, pages are generally named on their content. So, if somehow those pages do get spidered by a search engine, someone googling for in-game assests once started might come across the pre-game planning wiki. So, point, in doing a planning wiki, make the page names (or entire urls for that matter) either coded or random or obfuscated in some manner so not to be linked once the game starts...

just thought I'd pipe in Wink
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PostPosted: Sat Mar 22, 2008 2:46 am
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theOtherGuy
Boot


Joined: 17 Mar 2008
Posts: 14
Location: Not as far as you might think.

Yeah, ideally the planning wiki should disappear (apparently, at least) altogether before game launch. Probably need to code the page names and URLs as thebruce says anyway so as not to leave fingerprints. Or is this going too far? Is it okay to see the curtain so long as you can't see behind it? Maybe I need a separate thread on the curtain itself.

PostPosted: Sun Mar 23, 2008 12:49 pm
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Foot prints online are still visible (google cache and blogspot found early reminents of Sammeeeees while Jan was still fleshing out the story online and that broke her curtain slightly).

If you have a wiki or forum for planning, use nonsense letters/words for the http address. If possible, use un/pw to keep the data unseen if accidentally found.
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PostPosted: Sun Mar 23, 2008 1:31 pm
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labfly
Unfettered


Joined: 30 Apr 2005
Posts: 717
Location: nyc or the haunted house in maine

konamouse wrote:
Foot prints online are still visible (google cache and blogspot found early reminents of Sammeeeees while Jan was still fleshing out the story online and that broke her curtain slightly).


which is why i like my living room storyboards best! Very Happy they just don't work very well when planning a project with people who aren't in the los angeles area. i must admit that using online wikis and such do make me a really nervous. and yeah i know we can use the nonsense words and letters... but i'm still completely paranoid about info leaking. even now, my living room blinds and curtains are closed and will remain closed until the next project is over. Laughing you never know.. Cool
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PostPosted: Sun Mar 23, 2008 11:19 pm
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

/me finds her long lense and plans a little stalking in Santa Monica....

just kidding.

But I'd love to see some photos of the storyboards afterwards. From what you described about Sammeeeees it would have been quite a picture (or movie) to see you in action behind the curtain.
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PostPosted: Mon Mar 24, 2008 1:17 am
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jlr1001
Decorated

Joined: 06 Jun 2006
Posts: 210

Going back to the OP, take a look at the different ARG Design charts housed at Christy Dena's website. While some might be hard to read, or make sense of, looking there could give you an idea of how some previous games have been planned...




-jlr1001

PostPosted: Mon Mar 24, 2008 6:10 pm
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