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 Forum index » Meta » Puppetmaster Help
Players as Individuals or as a Group?
Moderators: imbri
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

 Players as Individuals or as a Group?
We're trying to decide how to interact/deliver info to players

Hello,

We are in the process of designing our ARG, and we've run into a question of how to treat our players - as a group, or as individuals? We have characters who will reveal info to players, but we had initially been operating under the assumption that the players would collaborate as a team. Having reflected upon this idea, we now question that assumption.

Is it realistic to expect our players to work together and collaborate, or is this rare within the genre? Will our characters need to reveal the same piece of information to every player that comes along?

We know there have been some rare instances in which one or two players will meet with a character or characters - does this work, in general, or is there too great a risk that the designated players will keep the precious information to themselves?

Any thoughts or guidance you could provide would be most appreciated. Thank you for your time and consideration,

Respectfully,
-Geppetto

PostPosted: Mon Jul 13, 2009 9:20 pm
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Tragic Absence
Guest


Quote:
Is it realistic to expect our players to work together and collaborate, or is this rare within the genre? Will our characters need to reveal the same piece of information to every player that comes along?



in this genre people general to work together, it is not necessary but it is a big bonus, because why would you spend several weeks working on a simple code that could be solved in six minutes with a group of 50+ people.

Something I'm going to attempt in an ARG i'm working on, is pinning the players with two groups they can join (that will not interfere with how they join the play the game, they get the same information from either side).

and as for your other question:
Quote:
We know there have been some rare instances in which one or two players will meet with a character or characters - does this work, in general, or is there too great a risk that the designated players will keep the precious information to themselves?


i'm not really sure how to answer that, because its kinda phrased poorly, no offense. but could you rephrase it please?

PostPosted: Mon Jul 13, 2009 9:49 pm
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

Certainly! Rephrased, we know of some ARGs where a character will meet with a small group of players -- sometimes only one or two players. Our question is this: does this run too great a risk that those two players will keep the information gained (that is, whatever new info the characters reveal at their meeting) to themselves? If you were running an ARG, would you be willing to take that risk?

PostPosted: Mon Jul 13, 2009 9:58 pm
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Tragic Absence
Guest


oh yes, i would risk that, because it furthers the game slightly, and i doubt the players would keep such information

PostPosted: Mon Jul 13, 2009 10:18 pm
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Yo-L
Boot


Joined: 29 Apr 2009
Posts: 25
Location: ZH, The Netherlands, Europe

I don't know if you have much experience with ARGs in general, and I don't mean to sound rude, but I get the idea that you didn't dive deep into the ARG world. Yet Wink.

I have to admit I'm not an (experienced) player. But as far as I've read, people almost always work together. It's on a very rare occasion that players play individually. When your game gets a topic on this forum, you can assume that everyone will share the information they get personally in the topic. Most of the times even when the PM instructs them not to share the info.
With Live events it's the same thing.

There are some interesting topics and discussions about collective play VS individual/ team play (where independent teams are formed). I think the general opinion of experienced PMs is that individual play, or teams playing against eachother, is very difficult. Maybe you can search the forums yourself to find out why.

PostPosted: Tue Jul 14, 2009 8:19 am
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

Thank you so much! I feel very much reassured after reading your comments. Up until this point in our planning process, my assumption was that the players would in fact work together - however, a debate arose among the other PMs and me, and my confidence in my previous assumption had begun to melt.

To be honest, you called it: while I am the least experienced among the PMs on our team, I've sort of been given the role of team leader -- which has made things interesting, to say the least. This will be my first time as PM.

Again, thank you for all your constructive comments!

PostPosted: Tue Jul 14, 2009 1:50 pm
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Coal
Boot


Joined: 29 Jun 2009
Posts: 27
Location: London

You can never rely on players to share information. Always have a plan for when it goes wrong. Most players do not post all email interaction somewhere they can all see it. They normally just relate back things that seem important to them, and this can be a problem when something is important but doesn't seem it to the individual. Always make sure information gets to more than one player. Never rely on one player to communicate back to the others.

PostPosted: Tue Jul 14, 2009 2:58 pm
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jlr1001
Decorated

Joined: 06 Jun 2006
Posts: 210

Coal wrote:
Most players do not post all email interaction somewhere they can all see it. They normally just relate back things that seem important to them...


Perhaps this speaks more to a design issue than a player issue. This is particularly a problem when a game depends on lots of IMs between a character and (usually) one or two most active players.

It often feels that those games end up isolating the larger player base, or at best relegating them to a purely passive role--"Don't worry, the work's all done. You just sit back and read after the fact".

Ideally your game would allow for multiple points of contact/interaction and weigh heavily towards group interaction. Otherwise you'll find yourself having to contact multiple individuals with the same information.



-J.L.

PostPosted: Fri Jul 17, 2009 9:03 am
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Geppetto
Boot

Joined: 06 Mar 2009
Posts: 20

Thank you to everyone who's replied thus far. This gives me a lot to ponder...

It sounds to me that I should probably start thinking of more ways to communicate via either public meetings/events or via some sort of special in-game forum set up by us specifically for this purpose.

We had initially planned some IM/e-mail contacts between characters and players - would you differentiate very much between the two? To my mind, it seems as though e-mail would be slightly safer as a communication format than IM, if only because it's more likely to be kept, revisited, and fwded to other players.

-Geppetto

PostPosted: Fri Jul 17, 2009 10:10 am
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kwool
Veteran


Joined: 26 Apr 2009
Posts: 121
Location: Iowa

Here's my view of it:

The game and its information must be personal enough to make each player feel important and immersed in the story; yet broad enough for new players to jump it.

Take that as you wish... each game is different and requires different ideas and ways to make this work.
_________________
Kyle
Cuento Productions
creator of Aguatero Industries and The Institute for the Future of Medicine


PostPosted: Thu Sep 03, 2009 6:06 pm
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