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 Forum index » Archive » Archive: General » ARG: Beacon of Light / Shadow in the Darkness
Bol/Sid: Post-Mortem
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Nighthawk
I Have 100 Cats and Smell of Wee


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

Bol/Sid: Post-Mortem

I've been debating what I was going to do for my 3,000th post on unFiction. Many said I should post in the place I was expected - the "other" behemoth of a thread - but I think the following post was important enough to stand on its own.

Many of you have followed the game you call "BoL/SiD", and are wondering what happened and why did the game simply died. So here I am to bring the game to a close for a variety of reasons, one arguably tragic, and put this chapter in our lives behind us.

First off, "BoL/SiD" was never the intended name; the original planned name was "ShadowWatch". Actually, that's the directory name all the domains are in. But, at the time this game came out, there were numerous other "Shadow-something" ARGs, so I withheld that from the public. Besides, you all understood each other when you spoke of "BoL/SiD".

For simplicity's sake, I'll refer to it from here on as "the game".

The game was originally planned, long ago, as a proof of concept, an effort to try out some new technologies and methods in order to expand our repertoire of tricks. Among these technologies is the Encryptor application, the use of dynamic puzzles that were different for each player, scoring systems, timed puzzles and a myriad of other things. I learned some good things and some bad things about all that, and the experience will help me make better games in the future.

But, as you all know, the game was a behemoth before it even started. For that, in a sense, I have to thank you the fans; what you did in that "other" thread was nothing short of remarkable and a tribute to which I am eternally grateful (I mean, how many ARGs have ever spawned two separate, completely unrelated ARGs?).

But because of the hype that thread generated, the expectations were high, so I blindly attempted to meet those expectations by creating what wound up being a mammoth game. Nine domains, twenty non-player characters, twenty-four email addresses... It was becoming a full time job to manage. I figured it couldn't be worse than being Joshua in LGL - a computer that essentially answered and posted 24 hours a day - but I was mistaken. That, compounded with the fact that I was doing this alone and going through a rather hard personal time (I had three separate jobs during the game's run), made it difficult.

The game got to a point where I didn't know what to do with it. There was too much to attempt to reconcile. I had some basic thoughts for an endgame, but they were nothing in comparison to the game that was. Compounded with events occuring in my real life, I decided to put it on a temporary hiatus until I can focus on it, sort things out, and finish it properly.

Then a cataclysm happened.

Backtracking a bit, I have to explain my development environment. I have a laptop as my exclusive personal machine, which I can't use while I'm at work. So, in order to work on both my laptop and my desktop, I kept everything about the game on a SanDisk 2GB Flash drive. And I mean *everything* - stock images, websites, source code, puzzle content, passwords, textual writeups of background information, timelines, emails, etc...

Early december, on or about December 14th, that Flash drive - a SOLID STATE USB drive with no moving parts - stopped working. I can no longer access it from any machine; it was powerless, dead. And I had no recent backups; my earliest backups were two to three months earlier, which in the world of a fast moving ARG is a lifetime.

All that content, everything that the game was, was gone. Not to mention I lost a lot of other things unrelated to the game, such as the BoL/SiD and Darklight logos and several hundred of stock images downloaded (and paid for, for that matter) from Shutterstock and Getty Images.

The day after, at one point, I was literally in tears. Having lost all that, knowing full well that I have no means of continuing and concluding the game, I was heartbroken that I let the fans down. I failed. The one thing I vowed would never happen - the implosion of my own game - just did.

I've only told that to three people up until now, but couldn't keep that to myself any longer.

It took me about a week to get over it (of course, every day during that week I tried the USB on three or four other machines. I still have the USB, dormant and dead, sitting next to me). Then I decided there was only one thing I can do: learn from it and move on. Not let my errors repeat themselves and do the next game right. Redeem myself.

I had the idea for my next game almost a year ago, and even had the primary website done already (which, of course, was also lost to the USB). It's by no means the same scale, and I'm trying to not do this alone, but I am making every conscious effort to not screw things up and let them get out of hand like they did before.

But, sadly, in the meantime BoL/SiD is officially dead. There is no way I can recover where I left off, especially since I have a clean slate and no material right now. I can't even modify the existing websites if I wanted to without recreating them at this point.

I want to thank you all for the experience - I hope that, while it lasted, you all enjoyed it. I most certainly did, and wished with all my heart that things could have gone differently. But don't fear, my next game will definitely be my opus, and will be everything an ARG is supposed to be. I promise you, here and now, I will not let you down.

Tnx & Rgds...
David Flor - http://www.brainclouds.net/Darklight/
Darklight Intertactive - http://www.dlimedia.com/

"Omne ignotum pro magnifico"

P.S: Wow... I actually cried writing this. Suck it up, Dave, and get to work! Smile

P.P.S.: Joshua STILL ain't dead! Razz
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PostPosted: Mon Jan 12, 2009 4:01 pm
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Agent Lex
Entrenched


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

*applauds*

All I can say is, thanks for the good times.

Okay, I can say more than that. Thanks for the good times, and the chance to use your encryptor, too.

Okay, I can say more still. I think I can clearly and demonstrably cite "the game" as an inspiration for me, among many others. The fact that you decided, alone, to step up to the ever-increasing expectations shows just how much one eprson can do. And I would like to be the first to say that I think you did a great job at it, especially going through the tough times you've had. We as players have all been there with you, and supportive of you, through those times, especially as you were able to chronicle them with your personal blog (note to self, update that Pizza Triangles site at some point). Not one of us who regularly visited this forum got mad at you for the delays which they caused, primarily because they were clearly explained, and had very good reason.

I'll admit here that I have had some "behind the scenes" access to some areas of the game. Primarily because I'd like to publicly thank you for letting me into that little world of yours. Seeing you get frustrated at everyone for not figuring out the little clues was always fun, and the joy we both got to show when something was discovered was, too. And I'm happy I could beta test some of the more ambitious sites, such as the CLI over at GraueMacht.

I'm sorry to hear that your data was destroyed. It's always a tough loss when months of work is wiped out like that, but I imagine it's even more of a loss when so many of us here on the forum were expecting so much.

In the end, our expectations were high because you consistently delievered good quality, and new things. Puzzles unique the individuals, that can still be collaborated on, are certainly something I've seen here for the first time, among other inventive stuff. Heck, you even inspired me to make a code breaker of my own, from scratch. I was probably more inspired by the fact that I'd received a code wheel (and still have it on my desk).

Which brings me to my next point: one of the great things about this game was the frequency of actual posted items, as well as the range of players they went to. Obviously this wasn't the only game to do so, but I think it helped keep everyone involved, as there was swag to be had, and made those who received it feel even more special, and encouraged them to keep playing. Even receiving something as small as a laminated circle of paper made me feel important, which shows the power of physical items in a game which is played primarily online.

In closing, thanks for the good times, keep up the good work, and rock on.

PS: even though the game can't continue, I'd still love to know what plans you had in store for the story. You once told me "I'm gonna make the Crusades look like a Tupperware party" - I still wanna know how that was gonna turn out Very Happy

PostPosted: Mon Jan 12, 2009 4:28 pm
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natas
PHP Ninja


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

While I didn't actively participate in this game, I do applaud you for taking the time and letting all the players and lurkers know what's going on. Although disappointing, sometimes shit happens.

I know I will be waiting for your next game. Good luck in your next endeavor. I'm sure it will be grand.

PostPosted: Mon Jan 12, 2009 4:30 pm
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pancito
I Have No Life


Joined: 24 Feb 2008
Posts: 2095
Location: In my happy place.

Re: Bol/Sid: Post-Mortem

Nighthawk wrote:
P.P.S.: Joshua STILL ain't dead! Razz


So, "'E's resting?" Smile

Congrat's on 3k. Stop posting for about a year so I can catch up, okay?

Ditto to what Lex said. Double ditto.

We will make two backups of everything. We will carry the backup in a specially constructed fire and water proof, radiation proof, giant insect proof, etc. container. 'K?



ETA: Put on the Milestones.
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Played: VITD, PO, LGLab, "Go 'Pods!" BoL/SiD
$.02: watevahs

TWINKIE!


PostPosted: Mon Jan 12, 2009 4:30 pm
Last edited by pancito on Tue Jan 13, 2009 2:21 am; edited 1 time in total
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Lunsford
Unfictologist


Joined: 26 Nov 2007
Posts: 1602
Location: With Rorschach

Wow. I now need to find my kleenex!

I am glad that you finally decided to share with everyone what few of us already knew: just like Lex said, we are all very patient (kinda) and understanding (always!) players who know that life happens!

The fact that you took on such an endeavor and did it solo is just amazing! I know we will all be awaiting "Downstream".


p.s. is redct making a PW:Deux...just saying...! Shifty Eyes
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PostPosted: Mon Jan 12, 2009 4:44 pm
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highwind767
Unfettered

Joined: 03 Jan 2008
Posts: 501
Location: In the skies

Heh, I didn't doubt that Joshua was still alive for a minute. Very Happy

Anyway, even if this one ended up imploding, I'm sure that most of us who played will end up playing your next game anyway, bringing the inevitable hype and association with pastry based snacks that comes along with us. I'm sure that if you keep the same quality you had in your other games and keep backups that this one will go fine.

Anyway, it's nice to get some closure on the game. I'm sorry to hear what happened, but I'm sure a lot of us can't wait until your next one gets underway. Make it a good one Very Happy

PostPosted: Mon Jan 12, 2009 5:03 pm
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ineffabelle
Unfettered


Joined: 01 May 2008
Posts: 700
Location: Southern California

Lunsford wrote:

p.s. is redct making a PW:Deux...just saying...! Shifty Eyes


Who said it was red making it? Wink
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PostPosted: Mon Jan 12, 2009 5:03 pm
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Lunsford
Unfictologist


Joined: 26 Nov 2007
Posts: 1602
Location: With Rorschach

sneaky Shifty Eyes
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War doesn't determine who's right. War determines who's left.
Next time you wave, use all your fingers. Catfight!


PostPosted: Mon Jan 12, 2009 5:12 pm
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natas
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Joined: 06 Oct 2007
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I know of 3 people working on it...

Edit: 4

PostPosted: Mon Jan 12, 2009 5:13 pm
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pancito
I Have No Life


Joined: 24 Feb 2008
Posts: 2095
Location: In my happy place.

highwind767 wrote:
I'm sorry to hear what happened, but I'm sure a lot of us can't wait until your next one gets underway. Make it a good one Very Happy


Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? Are we there yet? etc.
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Played: VITD, PO, LGLab, "Go 'Pods!" BoL/SiD
$.02: watevahs

TWINKIE!


PostPosted: Mon Jan 12, 2009 5:18 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

Quote:
PS: even though the game can't continue, I'd still love to know what plans you had in store for the story. You once told me "I'm gonna make the Crusades look like a Tupperware party" - I still wanna know how that was gonna turn out


One of my plans was to systematically kill off every generic, non-player entity. This includes all the Umbrati agents and the Lightbringers. A mass genocide, a virtual holy war between the two sides even though the third party was doing all the damage.

After I killed the first Umbrati team in the field exercise, I got tied up in personal issues and could not follow it up fast enough. Plus it seemed hard to find a creative way to kill off upwards of 300 John Does at different times in different places. And, after killing the first group, I didn't see much of a reaction in the fan base to it (the game was already downhill at this point), so it seemed irrelevant.

I *did* provide technical support for this, though: at the database level, each character had a "Date_Death" with it, so I can sistematically and mathematically spread out the deaths and post-date them so they would happen automatically.

Quote:
I know of 3 people working on it...


Let the record show that I am not a part of any planning, and do not know anything about this game. And I don't want to be a part of it, nor do I want to know *anything* about it. I refrained from playing the same time for fear of violating site Terms of Service; this time I might want to play along and see what chaos I've created. Smile

But, regardless of what twisted acts you may have in mind, you have my blessing for sure.




But I do have to mention now: I am mentally conditioning myself to limit my posting on this forum to zero while my game is in execution. As irresistible and unavoidable as that may be, I don't want to distract myself with other games and happenings going on here. It was hard enough following my *own* game...

So, although you may not see me, I'm can see you. Twisted Evil
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PostPosted: Mon Jan 12, 2009 5:41 pm
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redct
Entrenched


Joined: 20 Jun 2007
Posts: 1233

I definitely agree with Lex - thanks for the great times. I especially want to thank you for the player community that you built; they're all great people and we've really become internet friends now. Razz If you're in the mood, stop by the #rpg channel on Sunday afternoons. Wink

Personally, I think the main reason that this game succeeded and took off so well was a combination of community and design. I think that BoL/SiD had the perfect balance of puzzle to story to general gameplay - and swag always helps. That made it a great game. Now, as for what made it awesome - that was the combination of the above and community. Insane puzzle solving? Pastry wars? The community really made this entire thing an enjoyable and fun experience.

As for what became of your game, I'm really sorry to hear that happen. We can all have our JournalSpace moments sometimes. Sad Speaking of that, have you tried sending it to DriveSavers? Is it worth that much to you?

EDIT: I did have a really long post, but I read it over a couple times and it condensed back down to this. So, never mind. Wink

EDIT EDIT:
Click for full size - Uploaded with plasq's Skitch
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PostPosted: Tue Jan 13, 2009 2:51 pm
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amandel
I Have 100 Cats and Smell of Wee


Joined: 15 Jan 2008
Posts: 4096
Location: Nederland

Thought so much about what to say that I sorta stunned myself into silence. Smile So, thanks bigtime for a really interesting ride, one to which I returned multiple times to redo some of the puzzles etc.

Your work was so visually appealing and I can only imagine what it took to pull off something this exciting. Feeling sad that this loss happened to you....I remember only gains from this. Cool
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PostPosted: Thu Jan 15, 2009 12:05 pm
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ndemeter
Entrenched


Joined: 28 Jul 2004
Posts: 1037
Location: Sunny California!

Wow. Reading the original post brought back so many memories. Smile

We need to swap stories at some point, perhaps at the next ARGFest. I remember when I did a (pretty damn small) effort at an ARG for a select group of friends I gave a copy of everything to a third party that had no idea what an ARG even was because...well...I was THAT paranoid.

All in all, I have learned that the community of players is an awesome collective that will forgive and always be willing to give the PM a second chance, if the first was not as successful, and will always raly behind the game, the PM, and the experience.

Kudos to you my friend.
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PostPosted: Thu Jan 15, 2009 1:24 pm
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pancito
I Have No Life


Joined: 24 Feb 2008
Posts: 2095
Location: In my happy place.

I know it's over and everything, but I just clicked on the Umbrati and LB pages from the wiki and... and... THEY'RE GONE! (sob). Sad Sad Redirects to DLI now.
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Played: VITD, PO, LGLab, "Go 'Pods!" BoL/SiD
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TWINKIE!


PostPosted: Tue Feb 10, 2009 7:09 am
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