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 Forum index » Meta » Puppetmaster Help
How long should an ARG last, to be good?
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Vecheeso
Unfettered


Joined: 30 Mar 2008
Posts: 337
Location: Titusville, FL

How long should an ARG last, to be good?

I was just wondering something. You see, it seems that parts of the ARG i'm working on will not be able to be created, due to several issues. This leaves gaps in the storyline. However, I am a good writer and have a great team, so my question is, how long should one's ARG be?
I have seen questions like 'what makes a successful ARG' however, I believe that is purely determined by the reception of it, and to whom recieved it. If only a handful of people played, then its a hit to them, and probably generally unknown to others.
What im wondering is, is there an amount of time that is expected from the get-go? or is it really about storyline? Is it that its a good amount of time if you have already set the fact that it will be short? or is it only a good amount of time if the story has been resolved/the loose ends tied up?
Also, what does everyone think about a game that is 'to be continued'? I DO NOT plan to do this with my own ARG, I am merely asking for the sake of curiosity. The 'to be continued' following lots of tension, and unresolved questions and things. Not a 'to be continued' meaning 'to be sequeled'. More like as if the Sopranos had a 'to be continued' at the end of the finale. I'm way off on a tangent here, but anyway. Just wondering about length of time an ARG should run, and if there is an average 'life expectancy' of ARGs or not.
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PostPosted: Fri May 16, 2008 7:59 pm
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Euchre
uF Game Warden


Joined: 29 Aug 2007
Posts: 3342

I think the answer is a completely conditional one on the basis of the type of ARG. Were it 'turn based' you'd have the time set by the pace of the players in essence. You could set a real world timeline in an ARG and in such a case you'd probably want to give an idea of a total duration. I don't there's a very good single answer to that question.

As for suspending an ARG in a 'to be continued' mode is a bit like playing with fire. If you didn't give a time when it would resume you could easily have your dedicated players become your dedicated enemies. Also keep in mind that there's a difference between keeping the door open for a new chapter and stopping the clock on the game.
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PostPosted: Fri May 16, 2008 9:35 pm
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Will 2.0
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Joined: 22 Jun 2007
Posts: 1431
Location: Burlington, Vermont

Think not of it as a matter of time that you want to make it, just try and think how long it will take to fully play out the story you want to give to the players. Personally, I believe to fully tell the story mine will last quite a few months with a good deal of content. However, it is best to remember there are always those unexpecteds that occur whether in or out of the game that you might have to deal with. PM's gotta be ready for anything.
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PostPosted: Fri May 16, 2008 11:12 pm
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rowan
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Joined: 12 Apr 2004
Posts: 1966

Asking how long an ARG should be is like asking how long a poem/book/movie/song should be. Some are short. Some are long. Length doesn't necessarily indicate the quality of the experience.
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PostPosted: Fri May 16, 2008 11:40 pm
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Omega
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Joined: 07 Mar 2008
Posts: 430
Location: Utah

rowan wrote:
Asking how long an ARG should be is like asking how long a poem/book/movie/song should be. Some are short. Some are long. Length doesn't necessarily indicate the quality of the experience.

Agreed. It's never a bad idea to estimate the length of a piece of writing, but choosing an exact size is asking for headache. Most tales have a tendency to find their own length and will usually resolve to a conclusion naturally. Setting a pre-determined length for a book or a movie severely hinders the structure of the art because the story will generally end up either being dragged out or rushed. Creativity also suffers from the limitation of length since it places a boundary on the author's working space. Unless you're submitting to a contest or a very strict publisher, length should be the last of your considerations.
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PostPosted: Wed May 21, 2008 1:10 am
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