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 Forum index » Meta » Puppetmaster Help
Would-be Puppetmaster seeking answers
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TheGamer
Kilroy

Joined: 12 Nov 2009
Posts: 1

Would-be Puppetmaster seeking answers

I don't have any immediate plans for puppetmastering, but ultimately it's what I want to do in the ARG community. I have stories I want to tell, and several of them would be best off as an ARG. Better yet, most of them can be run on a shoestring budget. I have a few questions, however.

First, how much ARG experience would you say is necessary to be an effective Puppetmaster? I've only ever lurked before, and I assume playing through a game would be the first step.

Second, is there any feasible way to ensure that members of the ARG community will NOT find my rabbithole before Joe Web Surfer? I'd prefer to be able to use codes like binary, ROT-X, morse code, etc. etc. without boring my playerbase at first, then build up to more complex codes.

Third, how much legal trouble could I get into if I portray an existing company as the villains (in a ridiculous way, i.e. Death Star sized tractor-beam ready to pull the moon into Earth causing armageddon levels of ridiculous)?

Fourth, how many puzzles per week does the average ARG require?

PostPosted: Fri Nov 13, 2009 2:39 pm
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redct
Entrenched


Joined: 20 Jun 2007
Posts: 1233

Quote:
First, how much ARG experience would you say is necessary to be an effective Puppetmaster? I've only ever lurked before, and I assume playing through a game would be the first step.


Depends on how big/what type of project you're planning on doing. I'd at least play through a little bit (or look at an already completed game). You don't really have to have played many games to be a good PM, though.

Quote:
Second, is there any feasible way to ensure that members of the ARG community will NOT find my rabbithole before Joe Web Surfer?codes.

First, don't tell the general public about the game. It's more likely than not that they'll only find/go looking for your gaming if you give them a teaser and a reason to go look for it. The chances of happening upon your game in development is pretty small, but it COULD happen, so...

On any domains you control, password protect and robots.txt deny the site. Making planning wikis and forums private. Only release the game when your first few steps have solidly been planned out.

Quote:
I'd prefer to be able to use codes like binary, ROT-X, morse code, etc. etc. without boring my playerbase at first, then build up to more complex


ROT isn't really going to help anything unless you're just trying to temporarily obfuscate something. Also, ROT-X, binary, morse, etc. are all good simple codes, but for a puzzle, please try to think of something a bit more creative—frankly, ROT, etc. are quite overused.

Quote:
Third, how much legal trouble could I get into if I portray an existing company as the villains (in a ridiculous way, i.e. Death Star sized tractor-beam ready to pull the moon into Earth causing armageddon levels of ridiculous)?


99.9% chance of no problems.

Quote:
Fourth, how many puzzles per week does the average ARG require?

It depends on how you want to pace your game. Do you want to get it over with in 2-3 weeks? Then you might have a lot per week. Are you stretching it out over a month or two? Pace yourself; start off with a few more to heighten excitement, then level off, then come back up when a major plot point drops. IMO, the most important thing is to mold the puzzles to the story, not the story to the puzzles. Make them fit the right way. Smile
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PostPosted: Fri Nov 13, 2009 10:22 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

redct wrote:
Quote:
Third, how much legal trouble could I get into if I portray an existing company as the villains (in a ridiculous way, i.e. Death Star sized tractor-beam ready to pull the moon into Earth causing armageddon levels of ridiculous)?


99.9% chance of no problems.


I disagree.

Companies are very protective of their own branding and their representation to the public. So you should never use any existing brands, trademarks or corporations in any production you do. You can use brand names as props, so to speak, but never make them a central point of your ARG unless the company in question is paying you to do so.

In cases where a company is paying you to use their brand, there will be legal documentation, non-disclosures and a slew of other paperwork involved to ensure that nobody sues anybody.

And your example forces me to mention something: don't even THINK of using any trademarks or names associated with LucasArts unless you have a signed statement authorizing you to (which, to be honest, won't happen). I've been part of two development teams (video game development, but still) where LucasArts came down on them like an anvil for using their IP.
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PostPosted: Sat Nov 14, 2009 12:47 pm
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labfly
Unfettered


Joined: 30 Apr 2005
Posts: 717
Location: nyc or the haunted house in maine

redct wrote:
Quote:
First, how much ARG experience would you say is necessary to be an effective Puppetmaster? I've only ever lurked before, and I assume playing through a game would be the first step.


Depends on how big/what type of project you're planning on doing. I'd at least play through a little bit (or look at an already completed game). You don't really have to have played many games to be a good PM, though.


wow i could not disagree with you more, redct. imo ARGs are like any other art form. any wanna-be creator could only benefit from playing as many ARGs as possible. i would also suggest going over the threads and trails of successful ARGs and the not so successful ARGs. i liken creating ARGs to making a movie or writing a book. "i read about a book and flipped thru the pages.. i get it and now here's my book." or movie. Wink of course, you can set off and do it with very little preparation, but chances are your story and game will not be that great. chances are it will end before the halfway point. most ARGs implode due to lack of knowledge and prep and talent.

take some time to get to know the genre better. it will only help you to succeed with your first game. the archives here are an excellent place to begin. best of luck! Very Happy
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PostPosted: Sat Nov 14, 2009 1:33 pm
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AUZ505
Unfictologist


Joined: 07 Mar 2008
Posts: 1599
Location: Germany

labfly wrote:

wow i could not disagree with you more, redct. imo ARGs are like any other art form. any wanna-be creator could only benefit from playing as many ARGs as possible. i would also suggest going over the threads and trails of successful ARGs and the not so successful ARGs. i liken creating ARGs to making a movie or writing a book. "i read about a book and flipped thru the pages.. i get it and now here's my book." or movie. Wink of course, you can set off and do it with very little preparation, but chances are your story and game will not be that great. chances are it will end before the halfway point. most ARGs implode due to lack of knowledge and prep and talent.

take some time to get to know the genre better. it will only help you to succeed with your first game. the archives here are an excellent place to begin. best of luck! Very Happy


Understanding the concept, yes. Must have played before, not necessarily.
The question was - as I understood it - if it is necessary for a PM to play ARGs before. And as you said "most ARGs implode due to lack of knowledge and prep and talent" and not because someone did not play an arg as a player. The PM of "The Secret Organisation (TSO)" has made an excellent arg (one of the best I ever played) and has never played one before.
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PostPosted: Sat Nov 14, 2009 3:35 pm
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

DO NOT use an existing company. ARG players start digging and pre-existing companies will not stop them from making phone calls or bugging the wrong people looking for intel, characters, or trying to dig deeper into legitimate websites. It could get messy. And if you use an existing company as the bad guy? You could get in trouble for making them look bad.

Use a fictional company! Create a website for it if your players need to find that information online.
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PostPosted: Sat Nov 14, 2009 7:20 pm
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labfly
Unfettered


Joined: 30 Apr 2005
Posts: 717
Location: nyc or the haunted house in maine

i will continue to disagree, AUZ505. having an "understanding" of any art form can produce a product, but being a player is truly the only way to really understand the user experience which i think is essential to making a great ARG.

can you make an arg without playing? of course. these boards are littered with examples. and the large majority have imploded due to this. i encourage new pms to have some respect for the genre. playing some games and immersing yourself into the archives to learn, can only make your first ARG have a better chance of being something great.

i don't know about the project you've tapped, AUZ505. but i would guess it could have been even better, had they taken the time to play some ARGs rather than just understanding them.
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PostPosted: Sun Nov 15, 2009 12:26 pm
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redct
Entrenched


Joined: 20 Jun 2007
Posts: 1233

Awesome point there. I feel kind of stupid that with all the time I've spent around here that I didn't think of that Razz. ARGers dig a lot and they'll probably annoy the hell out of anything they find that seems real. See I Love Bees and some fan's voicemail number that just happened to have a tangentially related message.

konamouse wrote:
DO NOT use an existing company. ARG players start digging and pre-existing companies will not stop them from making phone calls or bugging the wrong people looking for intel, characters, or trying to dig deeper into legitimate websites. It could get messy. And if you use an existing company as the bad guy? You could get in trouble for making them look bad.

Use a fictional company! Create a website for it if your players need to find that information online.

_________________
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someone in IRC: see, sometimes instead of a man and woman loving each other, men and men love each other. this usually happens in prison, but sometimes in real life


PostPosted: Sun Nov 29, 2009 6:46 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

When I started working on my first ARG, the Beast was still running, so it would be disengenuous for me to claim that thou shalt play many ARGs before making one. Wink (but, like, big old disclaimer: I also loved picking through the Blair Witch website a few years previously for pieces of Heather's journal, and have always liked story/real life confluences, so having the Beast define the lines a bit more felt like a natural progression in my work as an actor and writer.)

However, I think the issues becomes broader than this when you consider a few things:

Are you a gamer, a storyteller? Does imagination fire up your soul? Can you believe in a million impossible things before breakfast? Are you doing this for you, or are you hoping your players will feel the spark of this universe you've invited them to?

I mean, ARGs are really huge katamaris of life experience and storytelling mashed into one glorious, mostly real-time thing. If you know what it's like to read a book so intensely the words and the paper disappear and you're suddenly elsewhere, you have an idea of what it's like to play an ARG.

But you gotta wanna do it for the players, and not your personal glory. The world building is up to you, but the re-telling and ownership belongs to the people that fall down the rabbithole, and the gift is that you let them own it and feel that fire, as a community.

However, the archive here of experiences and methods and failures and successes is a treasure trove, and it would be a shame to discount it, so I agree with labfly about doing a bit of research, about looking at the young history of the genre. There are so many things that happen in almost every game - mistakes or serendipitous coolness, that it's good to have the support and wisdom of people who have been through it, on both sides of the curtain.

Having the ARG community find your stuff before Joe Web Surfer is not the end of the world, but it might do you well to make the story the #1 thing, and have 'puzzles' that are more about what pieces you *haven't* given out, so that people who aren't code-crackers will still feel powerful, and have something to talk about. Also, reconsider having a series of codes that become more difficult over time, unless they're an essential part of your plot (conversely, that could be the fun part of the challenge: build a story that *needs* this structure of codes!).

random advice that you didn't really ask for:

- ARG PM'ing will take up more time than you think is possible, even if you've budgeted generously for it in your calendar.

- The things you think are most brilliant might never even strike the fancy of the playerbase. Be prepared for your players to do unexpected things, and to feel much differently about your own material than you do.

- Don't put material out there into the wild until it needs to be live. And if it's gotta be there, for whatever reason, don't name files sequentially, or with dictionary-guessable names.

- Be ready to throw things out - full plots, full beats, thousands of words of writing. You must simultaneously own your work, love your work, and also be ready to trash it if it's not working. The game is not about you, after all. Wink

- Give your characters lots of story, and love them. If you can't love them, it is possible your players will find loving them difficult as well.

- Don't tell everything to your players. Give them feasible and logical pieces that might fall out of your world were it real, and let them re-tell the story. Give your players agency. They are the heroes, after all.
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PostPosted: Sun Nov 29, 2009 9:05 pm
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