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Which is better? Real time or Complete ARGs?

Real Time
55%
 55%  [ 11 ]
Complete
45%
 45%  [ 9 ]

Total Votes : 20

 
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Real Time vs. Planned ARGs
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Alzheimers
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Joined: 02 Aug 2004
Posts: 339

Real Time vs. Planned ARGs

Just a question -- I've had some ideas percolating around in my head for a mini-ARG, and I wanted to know the community's feelings on Real Time vs. Fully Developed ARGs. I guess the question is, how much of the project should be ready before release?

Should it be fully designed, everything online start to finish so that it could theoretically be finished in one sitting, or should I release it as if it events were proceeding over the course of a few days -- meaning that the puzzles are time-released to ensure a longer experience, but frustrating players who solve the riddles faster but making sure the game goes on for a while?

I could see the positives and the negatives to both approaches: in a complete ARG, there's no delay in advancement and thus puzzles can be worked on at the player's leisure. However, a clever player can "break" the game by finishing it quickly then posting the entire solutions for others who haven't the patience or skill to work it out so quick. In a Real Time ARG, events unfold as they happen, meaning puzzles are released at designated intervals. However, quick players may grow frustrated at having to wait, while slow players might feel like they're falling behind if they see updates released before they're finished with the puzzle they're working on. Also, Real Time ARGs are rarely as interesting as Complete ARGs after the fact -- once it's all online, the delay factor no longer plays a role, and if the goal is to act on a certain date (which was, oh, six months ago) then the sense of achievement is diminished.

Anyway, enough of my rambling. What are your thoughts?

PostPosted: Fri Aug 06, 2004 10:00 am
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Varin
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Joined: 02 Dec 2002
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Re: Real Time vs. Planned ARGs

Alzheimers wrote:
Just a question -- I've had some ideas percolating around in my head for a mini-ARG, and I wanted to know the community's feelings on Real Time vs. Fully Developed ARGs. I guess the question is, how much of the project should be ready before release?


Well, on the PM side of things I'd say you should have everything finished before release. You don't want to have to make puzzles on the fly Wink But of course that doesn't mean that all of it has to be online and ready for the players to find.

Quote:
Should it be fully designed, everything online start to finish so that it could theoretically be finished in one sitting, or should I release it as if it events were proceeding over the course of a few days -- meaning that the puzzles are time-released to ensure a longer experience, but frustrating players who solve the riddles faster but making sure the game goes on for a while?


I think the thing you are missing here is storyline and interaction. Most ARGs have other things besides just puzzles going on. Usually there is a storyline to follow with character interaction in between puzzles. The players are immersed into the story because they are partially living it. There are things like regular updates to websites, phone calls, letters in the mail, emails to and from characters, etc. I think that's what makes it an ARG rather than a game. You, as a player, have the illusion that all of this is happening in real time and you are really affecting the outcome of the story. By having someone complete the ARG before everyone else would ruin the immersion factor I think.

BTW, ilovebees is a unique case and doesn't seem to have much in between puzzles for players to actually do. I think it may give a skewed vision of ARGs to those that have only been introduced to the genre through ilovebees. (don't get me wrong, I'm still enjoying ilovebees, I'm just making an observation) We are getting a wonderful story (the queen, sleeping princess, etc), we just don't seem to be able to really affect it yet.

But of course that doesn't mean I wouldn't also enjoy a great string of puzzles that have a story behind them. It just wouldn't scream ARG to me, but rather GAME.
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PostPosted: Fri Aug 06, 2004 10:26 am
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Alzheimers
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Well, unfortunately Ilovebees.com is the first ARG I've come across that was still running while I played. I've had experience with other AR games, but most I've played well after the fact, such as the Dan Brown ARG tie-in to the DaVinci code.

Maybe because of this I have a skewed vision of how an ARG should unfold. Since most of my experience has been with games that were completed way before I got there, I never had the chance to witness how the storyline/puzzle interaction worked.

My main concern is that by going against conventions, I might turn off many of the fans I'm trying to win over. I'm no expert at this, but I've got the bug and I'm certainly willing to give it a shot. I don't want to wake up and find a months' worth of work over in a few hours -- but I also want to make sure that the interaction between the game and it's players feels... well, realistic. As realistic a mini-ARG can be, anyway.

PostPosted: Fri Aug 06, 2004 10:57 am
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Wishi-san
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Planning is obviously important as you'll have to know your characters inside out. You're trying to portray their life as realistically as possible after all.

Although lots of the design work and preparation can be done beforehand, there's always gonna be moments of inspiration or player actions inspired changes so it should never be set in stone.

As for it all being laid out online, I agree with Varin, it's not practical if you want the interactivity and updates of "real" sites.

I think every single PM team you ask will have a different method of going about it with their own advantages and possible disadvantages.
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PostPosted: Fri Aug 06, 2004 11:34 am
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Varin
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Wishi-san wrote:
Although lots of the design work and preparation can be done beforehand, there's always gonna be moments of inspiration or player actions inspired changes so it should never be set in stone.


Wishi-san's right, you should definitely stay open to change. From what I remember, in Chasing the Wish, one of the main characters was originally intended to be a minor character until the players showed how much they liked her. You never know who your players will attach themselves to!
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PostPosted: Fri Aug 06, 2004 12:18 pm
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catherwood
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Joined: 25 Sep 2002
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I can't vote until i understand the choices. I thought a "complete ARG" meant complete immersion and thus would be in real time.

The thread title mentions "planned ARG" which I also do not understand.

PostPosted: Fri Aug 06, 2004 3:20 pm
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Alzheimers
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Perhaps I didn't use the best words, but I'm not aware of existing terminology for what I'm trying to describe.

A "Real Time" ARG would be one that shows changes over a time period. Events are in the past, in motion or haven't happened yet. Not all puzzles are available from the start -- they must "occur" first, before players can discover them. This also allows for "Live" interaction to occur -- email responses from PMs, player-enduced plot changes, etc. ILB, as it is right now, would be considered "Real Time"

A "Planned" ARG or Complete ARG would be designed to be entirely ready to go from start. All of the puzzles are online at the start, so an industrious player who works for hours could theoretically solve it in one night. It allows the player to work at their own pace -- events occur with the player's progress, not by the date on the calendar. All interaction would be automated -- the events have already occured or don't occur until triggered by a player, it requires less supervision but also removes the "live" element of the game. The Dan Brown/DaVinci Code tie-in ARG would be an example of this -- I completed it a year after the book was released, working just on weeknights from 11:30pm - 1am.

I understand for a large project like ILB or the Beast, live interaction might be preferable. For smaller projects, like the Dan Brown tie-in, a start-to-finish fully-realized "Complete" setup might be best. What I'm looking for are details beyond the simple comparisons I can give with my limited knowledge, to what really matters in an ARG. That is, which method gives a better experience, and in what circumstances?

edit: for those who don't know what I'm talking about, go to http://www.davincicode.com to access the tie-in games. At first, they appear to be nothing more than riddles, but to progress past a certain point you must use email, search engines, and a little detective work to proceed.

PostPosted: Fri Aug 06, 2004 3:39 pm
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
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Alzheimers wrote:
.. The Dan Brown/DaVinci Code tie-in ARG would be an example of this [a planned/complete ARG] -- I completed it a year after the book was released, working just on weeknights from 11:30pm - 1am...

There's where the definitions get fuzzy for me. I would never call that DaVinci thing an ARG. There is little or no "alternate reality", it's just a series of puzzles, without a world setting to be immersed in or characters to interact with.

I like those kinds of games too. Don't make me choose! :)

PostPosted: Fri Aug 06, 2004 10:25 pm
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Alzheimers
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Does an ARG necessarily require live interaction? Does the illusion of such (Autoresponders, triggered sequences, etc) count? Or is it deeper -- plot based -- if the players don't have an affect on the storyline, does that make it less interactive? If a PM has a tightly woven script, I would imagine it would take quite a push from the community to move it off it's path. So would being a strict PM be any better than just scripting everything? And if you're going to lock down the script, why not just go all the way and make it all automated?

Which takes us back to my original point -- from a player's standpoint, does it matter if it's progressing live or on their own timeline?

PostPosted: Fri Aug 06, 2004 11:13 pm
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dnbmathguy
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Quote:
Does an ARG necessarily require live interaction? Does the illusion of such (Autoresponders, triggered sequences, etc) count? Or is it deeper -- plot based -- if the players don't have an affect on the storyline, does that make it less interactive? If a PM has a tightly woven script, I would imagine it would take quite a push from the community to move it off it's path. So would being a strict PM be any better than just scripting everything? And if you're going to lock down the script, why not just go all the way and make it all automated?


Personally, I tend to agree with several people on this board that a good ARG creates the illusion of interactivity for the players. Make them think that their actions can influence the plot of the game. And, in some ways, they can; however, I think it is prudent to have a tightly woven idea as to where you want to go, and some idea how to get there. Maybe you can have two or more different ways to get from Plot Point A to Plot Point B, but the point is, you go from Plot Point A to Plot Point B.

PostPosted: Sun Aug 08, 2004 12:21 pm
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Fi
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I think you need a good balance of the two - real time and planned. By launch, the path you want your game to take should be clear in your mind, as well as technically achieved/able. But you also have to be well aware (pun? moi?) that the players may not take your game in the direction you expected, and have a flexible enough set up to accomodate the 'markets' needs. For this reason, releasing puzzles, sites etc in stages is more practical, realistic and engaging.

You might find some interesting stuff in this thread:
http://forums.unfiction.com/forums/viewtopic.php?t=3842

Fi
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PostPosted: Mon Aug 09, 2004 7:35 am
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Magesteff-work
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Alzheimers wrote:
Does an ARG necessarily require live interaction? Does the illusion of such (Autoresponders, triggered sequences, etc) count? Or is it deeper -- plot based -- if the players don't have an affect on the storyline, does that make it less interactive? If a PM has a tightly woven script, I would imagine it would take quite a push from the community to move it off it's path. So would being a strict PM be any better than just scripting everything? And if you're going to lock down the script, why not just go all the way and make it all automated?

Which takes us back to my original point -- from a player's standpoint, does it matter if it's progressing live or on their own timeline?


Again we are back to your target audience. Take a look at JMX, Jaded Media Experience. It was geared to be all about the puzzles. In which case, having everything on line to allow the players to advance as fast as they can is a plus. ARG's with Characters and storylines will require that puzzles be "released" at a specific point in the story to add to the "Reality" feeling.

ARG's are not one size fits all, and one of the continuing debates in our community is "What is an ARG?"

That being said, in a "real time" ARG, having auto responders are OK, but when the PM can add personalized touches that show the player that a human is reading their letters rather than the same canned answer for everyone, makes the story much more "real." Personalization of responses can be as simple as a sentence or two showing the last letter was read at the start of a form letter giving the players the same information.

As for players pushing the storyline out of shape, a good pm can work the game in a manner that s/he gets the players thinking that the result is a logical outcome of their efforts, regardless of their efforts. And again, chances of that depend on how YOUR particular ARG runs and what you hope to accomplish.

A Arrow B Arrow C Arrow D

A Arrow Q Arrow P Arrow D

Players still end up where they need to be for the story. And if the players miss something important, it is ok to let them see the result of that as long as you are willing to use your characters to bring about the needed outcome. Like any Live performance, you have to be prepared in case something happens, and be able to make adjustments as needed.

PostPosted: Thu Aug 19, 2004 9:54 am
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FLmutant
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Joined: 29 Oct 2004
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I know, I know ... I'm bumping all of these old threads, but that's because my gag is off for a while between ARGs.

We tend to do a combination of the two: you're telling a story, so having your characters fleshed out and the general dramatic arch of the story worked out in advance produce the most engaging stories. But leaving enough flexibility in that story to adapt to the audience is where the real magic starts to happen. Good entertainment has always made use of "happy accidents" and flexibility means being able to incorporate more of those "happy accidents".

We sometimes use the metaphor of "interactive theater" -- theater versus movie, in that the performers are part of a feedback loop with the audience, and the performers play off that feedback. How much improvisation you want is something that you can fudge the needle on the dial from project to project, but you never want to sacrifice the "feedback" that you can get from the audience that makes it even richer.

Pyschology works to your advantage, though, because a good audience is ego-centric. If you setup a story point with tension, and then resolve that tension, they'll tend to think it's because of their reaction, rather than that their reaction was something predicted from the tension. Think about "cliffhanger" season enders on television -- they are done because they know they will produce unresolved tension.

If the audience also knows that they are really influencing some portion of the story, they will start to overestimate how much of it they are influencing. An interactive "MacBeth" ... even if improvisational ... is still going to be recognizeable for it's framework, right?


Brian

PostPosted: Mon Dec 20, 2004 10:34 am
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