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 Forum index » Meta » Puppetmaster Help
First Time PM looking to build a game from scratch...
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Kandiman
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Joined: 09 Aug 2009
Posts: 160
Location: Oxford, England

First Time PM looking to build a game from scratch...

Hey guys,

So I've been playing for a while but the more I play, the more interested I become in the behind-the-scenes logistics of putting an ARG together. To that end, I've decided to put one together myself. But to do it, obviously, I need to assemble a team, so I guess this is a call for help.

What I'm looking for is people with experience (Or not, I can't exclude anyone at this point) to help with the planning, writing, execution and other elements of the game in a definitely collaborative and co-operative effort.

While I lack experience in putting ARGs together, I do bring a wealth of real-world experience to the table. I have a background in screenwriting and film-making, I'm an actor and comedian as well. I've also worked successfully in marketing and PR, so I may be able to construct a different approach to certain aspects by thinking outside of the box.

I'm going to need people from all different aspects of the community to help me pull something together: Web designers, graphic designers, writers, plotters, PMs and people to play in-game characters via social networking and blogging sites.

This'll be as grassroots and indy as ARGing gets, I'm sure. But I'll do everything in my power to make it compelling for the players and rewarding for the collaborators: I'd like it to be something they can truly be proud of having been a part of.

If you're interested, PM me Smile

PostPosted: Sun Aug 09, 2009 8:43 pm
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Daeld
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Joined: 02 May 2009
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Location: Australia

Have you considered doing a "trial" ARG on your own? Doing a small one (eg 2-4 weeks) can teach you a lot about what works and what doesn't work and give you the feel for "PMing" (ie working with different time-zones, different media, etc). It might also give ppl a chance to get to know you and your style.

(Just my 2 cents) Very Happy

PostPosted: Mon Aug 10, 2009 4:44 am
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Kandiman
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Joined: 09 Aug 2009
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Location: Oxford, England

I've considered it - I was going to put something together to kill some time for the Lost community before they decided to give us an official one. But I may well put together a small one just to make sure I have all my ducks in a row.

PostPosted: Mon Aug 10, 2009 7:47 am
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konamouse
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For your first go at it, I would strongly suggest working with someone(s) who have done it before. Take your time, write out your plans and contingencies (cause players are not good at sticking to your script) and make sure you have lots of free time.

Check this section for other like-minded individuals who have some experience and volunteer to work on their team.
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PostPosted: Mon Aug 10, 2009 9:59 am
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Nighthawk
I Have 100 Cats and Smell of Wee


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

Daeld wrote:
Have you considered doing a "trial" ARG on your own? Doing a small one (eg 2-4 weeks) can teach you a lot about what works and what doesn't work and give you the feel for "PMing" (ie working with different time-zones, different media, etc). It might also give ppl a chance to get to know you and your style.

(Just my 2 cents) Very Happy


Definitely agree. In the eight day run that was my first ARG, I learned more than you can possibly imagine.
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PostPosted: Mon Aug 10, 2009 10:29 am
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imbriModerator
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I can't say that I agree with the above suggestions of doing trial run games and working with people who've done it before.

In my experience - shorter games are more difficult than, say, a 6 week long run. Everything has to be much more tight which leaves very little flexibility for when things don't go as planned (and they never go as planned - esp in your first game).

And, sure, working with people who've done games before can be helpful. But it's absolutely not necessary. Heck, most of the beloved PMs on this board went out and made their first games without anyone experienced.

The advice that I can agree with is to take your time - there is no reason to rush into things. Get a solid idea of where the game is going. Create a list of all the things that you're going to need and get a good start on creating them. Clear your calendar for a couple months. Prepare yourself for it being a lot more work than you expect and then get ready to have some fun Smile

PostPosted: Mon Aug 10, 2009 10:45 am
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Kandiman
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Wow, some really good, if conflicting advice here I think. I can see how running a short ARG could be problematic. When I sat and wrote the basic outline for what I want to do, my first thought was 'This is going to carry on for months' - which could be good or bad, depending on people's attention span - but writing a short one must be difficult.

I mean, do you make the story basic (While compelling and interesting, obviously) or do you just constantly fire information at people? For example, in the 8 day run you spoke of, Nighthawk, how did you know how complex to make it, how much information to give, that sort of thing?

PostPosted: Mon Aug 10, 2009 12:12 pm
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Daeld
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imbri wrote:
I can't say that I agree with the above suggestions of doing trial run games and working with people who've done it before.

In my experience - shorter games are more difficult than, say, a 6 week long run. Everything has to be much more tight which leaves very little flexibility for when things don't go as planned (and they never go as planned - esp in your first game).


In my recent (and so far only) ARG as PM, I had enough planned for a 2week game. I even had a count-down to highlight when the game was going to end! But then the players took the game and ran with it and I decided to go with the flow. Making puzzles on the go and doing live chats with the players (in character of course) taught me a great deal. The players seemed to appreciate that their input was able to manipulate the game (as it does in real life). I did this as a trial run because I had a much longer one in mind, but I had never done one before. In the end, I learned much more than I had in mind and now I am modifying the larger one to suit what I learned.

So this is the long way of saying, @imbri, in my (no so) honest opinion Wink, I think that a new PM can learn a lot about what it means to be PM from a short game that does not go according to plan! In the end, if my game had gone as planned, it would have been a very stale and boring experience from the PM side of the curtain. Very Happy

PostPosted: Mon Aug 10, 2009 6:15 pm
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Kandiman
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Joined: 09 Aug 2009
Posts: 160
Location: Oxford, England

Since I posted this, I've actually had a few people interested in helping out, which is amazing. I've assembled a team of three (so far, more welcome) including a little bit of experience, which is great.

I think the best thing about it is that these guys seem to really like the idea and the plot I have in mind, which is really gratifying and means I can actually see my project becoming a reality.

I may still construct a smaller game for the experience, but I'm kind of excited to tell this story now.

I'm really enjoying reading all the advice though, it's giving me a lot of ideas.

@imbri: I know the flesh of the plot and the end game, so now it's just taking the time to build a team and prepare everything we need in terms of websites, phone numbers, etc.

PostPosted: Mon Aug 10, 2009 7:16 pm
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imbriModerator
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Daeld wrote:

So this is the long way of saying, @imbri, in my (no so) honest opinion Wink, I think that a new PM can learn a lot about what it means to be PM from a short game that does not go according to plan! In the end, if my game had gone as planned, it would have been a very stale and boring experience from the PM side of the curtain. Very Happy


Oh, I certainly believe that something can be learned from them. I wasn't arguing otherwise. I'm just not agreeing with the notion that doing a shorter game is easier or is some sort of warm up for real game. Because, it's just as real to the players and it has never been the case for me that a shorter experience was any easier - it was just, um, shorter. And, because they are shorter, your options are more limited in what you can do when things don't go as planned. It doesn't mean that you have to stick to each and every point. Because, as I said, things never go as planned.

PostPosted: Mon Aug 10, 2009 9:03 pm
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Daeld
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imbri wrote:
Daeld wrote:

So this is the long way of saying, @imbri, in my (no so) honest opinion Wink, I think that a new PM can learn a lot about what it means to be PM from a short game that does not go according to plan! In the end, if my game had gone as planned, it would have been a very stale and boring experience from the PM side of the curtain. Very Happy


Oh, I certainly believe that something can be learned from them. I wasn't arguing otherwise. I'm just not agreeing with the notion that doing a shorter game is easier or is some sort of warm up for real game. Because, it's just as real to the players and it has never been the case for me that a shorter experience was any easier - it was just, um, shorter. And, because they are shorter, your options are more limited in what you can do when things don't go as planned. It doesn't mean that you have to stick to each and every point. Because, as I said, things never go as planned.


An interesting point. I guess for my experience, I found it easy because I had a lot of background story upon which to draw and I had extra puzzles, etc ready for the larger game that I just introduced into the smaller one once the players made it clear that they wanted it to go on. But you are correct, if one plans a short game and only has enough for a short game, one will get caught out by the players Very Happy

PostPosted: Tue Aug 11, 2009 9:03 am
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Kandiman
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Joined: 09 Aug 2009
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Location: Oxford, England

So it's better not to plan a short game at all, even if you intend one? I'm confused.

I'm currently seeking a web design guru to complete the team. Does anybody know of one that is looking for a project to work on? Nothing too strenuous involved... For now.

PostPosted: Tue Aug 11, 2009 6:32 pm
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Daeld
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Joined: 02 May 2009
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Kandiman wrote:
So it's better not to plan a short game at all, even if you intend one? I'm confused


I would suggest planning for more than what you have in mind. This will allow you the flexibility of knowing that anything extra that you throw at the players will have internal consistency. Also, if you have any direct player-PM interactions in your game (such as chats, etc), it pays to have a lot more background than what you necessarily intended. This allows the players to feel like they can take the game anywhere and that you will follow. This means that the universe you create will be rich enough that you can be flexible AND consistent at the same time. Wink

PostPosted: Tue Aug 11, 2009 11:42 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


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

Let me clarify my statement above...

Looking Glass Labs ran for 7-8 days, and it was quite a learning experience, but the effort involved in running it was MONUMENTAL. Perhaps it was due to the nature of the game (a sentient computer system doesn't sleep), but it was quite a whirlwind and took a lot out of me.

The only reason I got through it is because I had a lot of tech on my side; I developed a lot of back end processes and administrative tools to help me manage the flood of content that was coming my way from the players.

Another thing is you cannot base a game on your opinion on how long any given puzzle may take. I've had several puzzles in my history that were solved in considerably less time than it took to make them. And I've had at least one puzzle that was never solved at all.

In my opinion, it's a bad idea to pick a timeline and design a game for that; I think it should be the opposite way around. The timeline is determined by the game content as well as your own pacing and ability to handle the game.

So my suggestion: plan your game out, then analyze it and compare what is necessary to accomplish it with your own abilities and the time that you yourself would have available for interactions. If your plan takes a week or a month to execute, whatever it may be, so be it.
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PostPosted: Wed Aug 12, 2009 12:08 am
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imbriModerator
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Kandiman wrote:
So it's better not to plan a short game at all, even if you intend one? I'm confused.


Short games are fine. I've done a handful of em. In some instances, I would even say that they are ideal. All I was saying is that I disagree with the notion that they are easier or a good way to "practice" or get a feel for things before making a "real" game. Short games are just as real as longer ones. They're also touchier because everything has to be much tighter (yes, there are exceptions, I'm speaking in generalities here). The length also greatly impacts the pacing as well as your choice of delivery mechanisms and types of puzzles (or even if you have puzzles).

For example, if you've got a 10 day game, you can't very well throw out 25 caches in 25 different cities and give the coordinates to players on day 7 and count on any being found. If you had a 10 week game, you could throw those same caches out in those same cities on week 7 and count on most, if not all, of them being picked up. The 10 week game gives you the time for the build-up that's required

Plus, because shorter games (typically) need to be tighter, that they are often more on rails than longer games. They don't have to be, of course, but in removing complexity to buffer for the lack of, um, buffer one of the easiest to remove is the number of ways a player can manipulate the experience. This sort of change may make it easier for some PMs, it may make it more difficult for others. It depends on how much you enjoy improv.

It also effects your choices when it comes to audience which may not always work with the story you want to tell etc. But, you cannot expect, for example, to do a 10 day game and have huge audience reach. So you will be designing with a fairly specific and easily reached audience, unless the game is designed to be replayable, etc. And it also means that your launch has to hit and hit hard or risk being overshadowed by whatever else is going on with that audience. Using a UF audience for example, if you throw out a mediocre launch and a couple people poke at it and then the next day something huge hits - you might be saying goodbye to most of your audience. This is far more disastrous to a short game than a longer one which has time to rebuild, refocus, retarget and/or re-attract the audience.

blahblahblah whatever. The point is that short games can be great, I have done them and had a great time with it. But they shouldn't be seen as easier. They aren't. They aren't necessarily harder. They're just different and come with a whole slew of issues that longer games don't have (at least not to the same extreme). But, also, they don't have a lot of the issues that the longer games have (not having as many available options can actually make the decision process easier, for example). So, do what is right for the game, for the story, and for the team. That's the only way it'll work, no matter how long the experience winds up being.

PostPosted: Wed Aug 12, 2009 12:56 am
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