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 Forum index » Meta » General META Discussion
Would this alienate an ARG
Moderators: imbri, ndemeter
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lhilt
Boot

Joined: 08 Feb 2008
Posts: 55

Would this alienate an ARG
A.K.A. Would players be willing to download executable content?

I am playing with the idea of PM'ing an arg, and I think I have an idea to make the experience more immersive...

What this would require would be:
a) Alot of work for me

and

b) those who chose to play, to eventually download executable content to participate

As an IT professional by trade, I understand fully hesitation to download executable content, however I would like to include some of my strengths (Programming) in the experience.

I guess the question ultimately is: If folks were required to download a program to join in the fun, Would I be left without a player base?

If I would have a playerbase, then Im set to start developing further (already gotten pretty far).. if the answer is "nobody would download" then Ive wasted the past 6 months and should have asked the question sooner Smile


thanks in advance for the discussion!

PostPosted: Tue Feb 24, 2009 12:12 pm
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thebruce
Dances With Wikis


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

If folks were required to download a program to join in the fun, Would I be left without a player base?

hm. Thinking more along the lines of gameplay than security concerns -
I think, if you were to require the program to be downloaded and run by all participants, then you would in effect begin limiting your audience. Now if you made it so that the program isn't required by everyone, but only that it's required by someone in order to reveal elements to further the game, then it could be doable. Ideally, you want to limit as few people as possible by avoiding the imposition of practical limitations on interactivity.

It's kind of like what happens with games carried out over live chat and lots and lots of dialogue. Some people hate scouring endless chat dialogue. And if the only way to really play is to interact with a chat personna, that cuts out a lot of potentially interested players. However, if the chatter reveals story or tasks that others can partake in without being a part of the chat, then it opens the door to more people.

Ultimately, it all depends on who you're aiming your game towards. If you are happy requiring that people download to play, and those are the people you want playing, then by all means. There's no real "right" and "wrong", and plenty of argish projects do work like that. But if you want to have an open game where essentially anyone can opt in and play on what could be considered their own terms, then imposing hard limitations on gameplay wouldn't be the way to go...

Another similarity would be the tools players use to solve a puzzle. If you write an application that is required by someone to move everyone forward, that's like writing a puzzle specific to a certain program, where it's unsolvable unless that program is used. It doesn't require everyone to use the program, but it is in a sense a soft limitation - the story wouldn't progress unless the program is used to solve the puzzle.

In that way, you could write a program that is a central, repeated focus of your game, which must be used in order to further the plot. But if you filter the entire game through that program as a form of interface, then you may also inadvertently filter down your player-base.

PostPosted: Tue Feb 24, 2009 12:23 pm
Last edited by thebruce on Tue Feb 24, 2009 12:30 pm; edited 3 times in total
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ndemeterModerator
Entrenched


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

We were thinking about doing something similar for EE some time ago.

My recommendation would be to go ahead and create the executable, post it on a clearly defined in-game site, then in an OOG site for the game post the golden rule of only downloading the executable from the game site only along with the MD5 hash signature of the program so the players can compare them for tampering.
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PostPosted: Tue Feb 24, 2009 12:27 pm
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thegreatpablo
Boot

Joined: 11 Jul 2007
Posts: 62

It depends. If they absolutely have to download it, then yes. However, if only one or two people need to and they can post the results, then probably not. There's a certain amount of trust that players put in the PMs, even if the PM is someone new, so I'd be willing to bet that a few will download it as long as it's clear that it's part of the game (be careful of people hijacking your game and replacing it with a virus/trojan).

PostPosted: Tue Feb 24, 2009 12:45 pm
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lhilt
Boot

Joined: 08 Feb 2008
Posts: 55

Awesome responses!

Quote:

hm. Thinking more along the lines of gameplay than security concerns -
I think, if you were to require the program to be downloaded and run by all participants, then you would in effect begin limiting your audience. Now if you made it so that the program isn't required by everyone, but only that it's required by someone in order to reveal elements to further the game, then it could be doable. Ideally, you want to limit as few people as possible by avoiding the imposition of practical limitations on interactivity.

It's kind of like what happens with games carried out over live chat and lots and lots of dialogue. Some people hate scouring endless chat dialogue. And if the only way to really play is to interact with a chat personna, that cuts out a lot of potentially interested players. However, if the chatter reveals story or tasks that others can partake in without being a part of the chat, then it opens the door to more people.


This is one of the things I was trying to figure out. My idea (was) is to actually create an immersive 3D alternate reality... Based on "earth" with ingame avatars etc... however the more I think about it the more I feel that players would consider it more of an mmorpg than an ARG. One of the largest considerations I have is that im a single person team, but want the feel of "Live" events... So I had thought that I could use my 3D engine (cross-platform) and in-game phone numbers/etc to facilitate this. I was going to allow folks to be called via their ingame phone while not logged in via a small form factor client (if they so chose) and also access the IG "Internet" via an outside browser... thus limiting the need to login and run around the "earth" and do the interaction if they so chose. The Idea of using a program for problem solving is most likely the better course.

Quote:

My recommendation would be to go ahead and create the executable, post it on a clearly defined in-game site, then in an OOG site for the game post the golden rule of only downloading the executable from the game site only along with the MD5 hash signature of the program so the players can compare them for tampering.

This would be great, and I hadn't thought about MD5. Thanks a ton!

PostPosted: Tue Feb 24, 2009 12:59 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

I tried it as a "proof of concept" with the "encryptor"... I figure the only reason anybody downloaded and ran it is because the knew, without a doubt, that it was made by me and I am a professional programmer.

If it were coming from an anonymous, unknown PM, I know there would be no chance in hell that I myself would install it.
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PostPosted: Tue Feb 24, 2009 1:03 pm
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lhilt
Boot

Joined: 08 Feb 2008
Posts: 55

Nighthawk wrote:
I tried it as a "proof of concept" with the "encryptor"... I figure the only reason anybody downloaded and ran it is because the knew, without a doubt, that it was made by me and I am a professional programmer.

If it were coming from an anonymous, unknown PM, I know there would be no chance in hell that I myself would install it.


Therein lies the curve which I find myself behind. *I* know that Im a programmer, and I feel Im at the very least quazi professional, but others don't. Looks like a backup and punt is in order Smile

PostPosted: Tue Feb 24, 2009 1:07 pm
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thebruce
Dances With Wikis


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

lhilt wrote:
This is one of the things I was trying to figure out. My idea (was) is to actually create an immersive 3D alternate reality... Based on "earth" with ingame avatars etc... however the more I think about it the more I feel that players would consider it more of an mmorpg than an ARG. One of the largest considerations I have is that im a single person team, but want the feel of "Live" events... So I had thought that I could use my 3D engine (cross-platform) and in-game phone numbers/etc to facilitate this. I was going to allow folks to be called via their ingame phone while not logged in via a small form factor client (if they so chose) and also access the IG "Internet" via an outside browser... thus limiting the need to login and run around the "earth" and do the interaction if they so chose.


Well, if the engine is the game, but there are some real (external) world aspects (like accessing the IG "Internet" via an outside browser), perhaps the players would elect or volunteer to become 'avatars' themselves for the player-community within the engine, by being the one to do all the in-engine action, while others can still do external things. In that sense, the tool is required, but not by all. You could still do 'live' events in-engine, and perhaps build in a feasible story giving a reason that they have to occur in your program. Then certain players who opt to go in-engine would carry out these tasks and events for the community... your engine would become the tool, rather than the required interface, to solving and carrying out plot-points in your game, which can still be one that exists in the real (external) world.

Of course, only you'd know if building the virtual world into the story as an asset itself is feasible...
I think, as a rough example, of Tron, where there are some characters bound to the virtual world, where events and interaction occurs there, but there are aspects of the story that have to take place outside in the real world. The virtual world is an element of your general story, with an explanation of why things have to occur in it.
Dunno
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PostPosted: Tue Feb 24, 2009 1:19 pm
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Agent Lex
Entrenched


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

ndemeter wrote:
We were thinking about doing something similar for EE some time ago.

Didn't you already, with Lucky5?

Anyway, I agree completely with what Nighthawk said - trust in the PM is key to whether the executable will be downloaded. Both the encryptor and Lucky5 were put out by established, trusted PMs. Compared to when I tried to use the encryptor in my game, until people figured it was just a customised version of Nighthawk's encryptor they were (rightly) hesitant to download.

As much as we like to think we should trust all new PMs, it takes a lot of trust (disclaimer: or ignorance) to download a program from one.

PostPosted: Tue Feb 24, 2009 3:06 pm
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ndemeterModerator
Entrenched


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

Agent Lex wrote:

Didn't you already, with Lucky5?


Oh man... you don't even want to know what the executable was supposed to do when we were brainstorming. Smile

But yes, that's the example I was referring to.
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PostPosted: Tue Feb 24, 2009 3:20 pm
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FLmutant
Decorated


Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

ndemeter wrote:
Agent Lex wrote:

Didn't you already, with Lucky5?


Oh man... you don't even want to know what the executable was supposed to do when we were brainstorming. Smile

But yes, that's the example I was referring to.


Heh heh. Lucky 5 was a rather unique situation, though, in that it was meant to look like a piece of sinister malware, so you're back to that classic PM issue of how far to take the simulation of reality when you know that people who don't know it is fiction could encounter it.

Night and Lex hit the nail on the head, though: in an age where trojan horses and "tricking the install" are used for actual malicious purposes, the issue is going to be the trust factor between the players and PMs and, even then, you've got to assume that you'll be ruling out a good portion of your potential player base.

PostPosted: Wed Feb 25, 2009 11:44 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

In the Lucky5 example, I only downloaded it after players like Sidtheduck, johnny5, mapmaker and others - players that I trust completely, downloaded it and assured us it was fine. No offense to any of the EE PMs, but I wouldn't put executable on my computer until people I know and trust as experts tested it first.

So to me trust in the PMs is important but trust in my fellow players is essential.
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PostPosted: Wed Feb 25, 2009 2:06 pm
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Obtusitivity
Decorated


Joined: 05 Jun 2007
Posts: 193

rose wrote:
In the Lucky5 example, I only downloaded it after players like Sidtheduck, johnny5, mapmaker and others - players that I trust completely, downloaded it and assured us it was fine. No offense to any of the EE PMs, but I wouldn't put executable on my computer until people I know and trust as experts tested it first.

So to me trust in the PMs is important but trust in my fellow players is essential.


I installed it right away based entirely on the fact that it was StuR that called our attention to it -- I figured that in a game that has an identifiable PM team with a good reputation, where a known character tells you to download something, that it's generally ok to download said thing.

PostPosted: Thu Feb 26, 2009 7:29 pm
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FLmutant
Decorated


Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

Obtusitivity wrote:
I installed it right away based entirely on the fact that it was StuR that called our attention to it -- I figured that in a game that has an identifiable PM team with a good reputation, where a known character tells you to download something, that it's generally ok to download said thing.


Says the cat with the mohapador! Very Happy

PostPosted: Fri Feb 27, 2009 12:07 pm
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Obtusitivity
Decorated


Joined: 05 Jun 2007
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FLmutant wrote:

Says the cat with the mohapador! Very Happy


mo-homp-a-dor

mohompador

PostPosted: Mon Mar 02, 2009 2:05 pm
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