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 Forum index » Meta » Puppetmaster Help
lazy players??
Moderators: imbri
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Baby
Guest


lazy players??
ARG, not Twenty Questions

I'm in the middle or an ARG right now as a PM

it seems though, for all the hints i hide, none of the players are looking
instead they are emailing the one email address they found asking every possible question


its gotten so ridiculous i wouldnt be surprised if the next question was "how do i get to end game?"


I hint as hard as i can toward clues, but now i've just given up. when i refuse to answer, the players just repeatedly email their questions again and again with synonyms.

what is to be done about lazy players! the only clues they've found i essentially handed to them and there are pretty glaringly obvious hints just laying around in plain sight!!

PostPosted: Fri Nov 27, 2009 6:25 am
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Crescent
Decorated


Joined: 05 May 2006
Posts: 281

lazy or?

as i don't now which arg t is - you need to remember you are very close to this and players can't read your mind - the hints you have put out are obvious - to you - as you now they are there -
perhaps introduce a character who can hint [but also hinder as well?]

ideas: reduce amount of excess noise around the clue/hint
enhance hint a bit more [if noise based, turn up volume for example]
go to different point and leave backtracking poins of arg so people can retro-work it out?

hope this helps - please message me if i can help...

PostPosted: Fri Nov 27, 2009 10:55 am
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
Posts: 4109
Location: Silicon Valley, CA

Re: lazy players??
ARG, not Twenty Questions

Baby wrote:
...the players just repeatedly email their questions again and again with synonyms.

what is to be done about lazy players! ...

Your players do not sound lazy to me. All those emails take effort, rephrasing their questions and not giving up. They like the game enough to keep *working* at it. Relentless pursuit of a single goal? That looks like the players think this is what they are *supposed* to do. The fact that they keep getting responses will only reinforce their thinking that they're doing something right! They probably feel like they're >this< close to hitting the exact wording, too.

One solution would be to close the email, or send an autoresponse that says the mailbox is closed. Shut off their positive feedback. That autoresponse could also drop a hint to redirect them back to the website (or whereever your real clues are that they've missed). The key is to send the *exact* same response to every question.

that's my nonprofessional suggestion.

PostPosted: Fri Nov 27, 2009 11:38 am
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notgordian
Unfictologist


Joined: 23 Nov 2006
Posts: 1383
Location: Philly

Also, it's important to recognize that a lot of assets in ARGs (puzzle solutions included) aren't necessarily provided.

If this is something necessary for the plot? Consider creating another workaround. If it isn't? What would happen to your story if players don't have the information / miss the deadline? This type of situation is what really separates ARGs from transmedia experiences-on-rails. Players have surprised you...now where do you take it?

PostPosted: Fri Nov 27, 2009 11:33 pm
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FLmutant
Decorated


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

Being brutally frank here: you've got a design issue, it isn't the players. It could be one of several things, you'll have to soul search to determine which, but it most definitely isn't because players are lazy -- they just aren't doing what you want them to do and you didn't leave yourself enough alternates.

You might not have enough audience. You might not have the right kind of audience.

You might be making the error of trying to control the pace: you've got to let audiences tackle things at their own speed without that chaos derailing everything from happening. It still happens to the best of us.

You might be making the error of making too few options for players -- they keep using the one interactive feature designed because they don't see the other toys you laid out. Give them the toys.

You might have developed too rigid of a story, or you might be ignoring narrative choices you can make to get over the pacing roadbump.

Whatever it is, if it is really "the players are lazy" than you've already lost as a PM. You're no longer making it for them.

PostPosted: Wed Dec 02, 2009 11:50 am
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