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 Forum index » Meta » General META Discussion
Fantasy in ARGs
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OhWhatProvidence
Entrenched


Joined: 26 Sep 2011
Posts: 819
Location: Dallas, Texas

Fantasy in ARGs
They tend towards sci-fi, paranormal, supernatural... any good fantasy examples?

Urban, gothic, swords-and-sorcery/high fantasy, ect... It seems like ARGs tend more towards science fiction/paranormal, sometimes it will have clues or hints that are based around a particular mythology, but always with a supernatural slant to it. (there was a small, short one I recall where you interacted directly with Hermes though....).

Are they any notable (or not-so-notable) examples of fantasy ARGs? Or is most of the fanbase scifi, so that's what is created? I have an ARG in preproduction, nearing the production/launch stage with a somewhat-high fantasy mixed with a bit of urban fantasy (based around Celtic Mythology, mostly the Ulster Cycle) story arc. Then the rest of the story delves deeply into conspiracy science-fiction, but still with fringes of fantasy. I'm a bit wary about how this will go over with the mostly science-fiction riddled genre of ARGs.

BUT. This thread isn't just me wondering about my single game. If we could start a discussion on fantasy in ARGs vs science fiction, the approaches to the transmedia element that would change, the different plots or puzzles that could be used that scifi might not be able to justify... I don't know, I just think it would be refreshing to see people using mythologies or diving into the other approaches that SF can't always justify.

Scifi can use computers, time travel, space travel... high fantasy could do the same but the actual usage-- spells, portals perhaps?-- would lead to a very different effect and atmosphere for the story, and then urban fantasy could combine the two in a rather interesting way. By changing the mechanics of the world (instead of just computers/coding, using spells that need certain items to work or such) would allow for some unique stories and experiences for the players.

Or perhaps even Gothic Horror/Gothic Fantasy, mailing out letters or using steampunk/clockpunk type devices to create the same transmedia effect.

Puzzles could include The Emerald Tablet, Alchemical riddles, the "Fair Folk cannot lie" doublespeak, the players having to decide to use one spell over another in a CYOA fashion?

Maybe even Theban or Ogham, or Nordic runes as riddles instead of the tired binary/hex/ROT. (Though there are recent examples like TheSisyphusEvent that use some great fantasy-esqe elements!)

(Sorry if this is rather rambling, I'm just trying to get everything out to start some sort of discussion. I'm really excited to be working on an ARG with a fantasy element, I get a bit tired of the constant scifi settings, tbh. Nice to break up the flow.)
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PostPosted: Thu Dec 13, 2012 1:32 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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The initial push of an ARG was how seamlessly does it fit into the "real" world?


Is the content something that you might conceivable find out there? So the ARG "world" has to resemble the real world of today with the computers, transportation and such with just a few elements tweaked a bit to turn that corner into something else.

While there have been alternate civilizations - having a fantasy setting is difficult to weave into the real without making some sort of allowance for it. Since there are already loads of paranormal background in reality it is possible to find real life examples to base a story around as a starting point. Science fiction as extrapolation of where current technology might go also has a foundation in the real.

Magic outside of the paranormal types- has to be dealt with in a believable manner in order to get the audience to buy in and be willing to suspend disbelief. With some genres this is easy but the more fantastical you make it - the more the audience has to take on faith - you would have to have a very solid background that the storywriters all adhear to or the basics start to show holes and inconsistencies that can be jarring to the audience if not well handled.

I don't think that a fantasy based ARG is impossible, but you would have to have an exceptional team doing the writing and able to handle backstory on the fly as the more complex you get the more opportunity for jarring disconnects become, and the more difficult it becomes for the audience to forgive.

I don't think it is from a lack of interest - but a lack of time and funding. You have grass roots ARGs which are run on shoestring budgets, so they may have difficulty producing a lot of high quality flashy video that would sell the background. The professionally produced ARGs have an agenda - they are selling a product, and are on a time deadline, so the parameters of the story may be set by the product, how it is used, where it shows up.
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PostPosted: Sat Dec 29, 2012 10:22 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
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MageSteff wrote:
The initial push of an ARG was how seamlessly does it fit into the "real" world?

Is the content something that you might conceivable find out there? So the ARG "world" has to resemble the real world of today with the computers, transportation and such with just a few elements tweaked a bit to turn that corner into something else.


And for me, while structurally a game like that may still be an "ARG", the defining point of an ARG which separates the game genre from RPGs and other types of web based games and whatnot is that fact - that it takes place in my reality.

I've always sort of been put off by websites with, say, (C) 2423 or whatever; so..the website exists in the future? But I'm looking at it now? Am I looking through some sort of time-traveling intertube? Has this future never improve on the internet that exists today?

In those games, I now have to adopt much more of a "role play" as though I exist in the future, rather than I'm just me, here, now.

So while mechanically, I think ARGs in fantasy 'realms' can exist, and can be highly popular and well produced, they're on the outer rim, as it were, of what I'd consider a "traditional" ARG.

Quote:
While there have been alternate civilizations - having a fantasy setting is difficult to weave into the real without making some sort of allowance for it. Since there are already loads of paranormal background in reality it is possible to find real life examples to base a story around as a starting point. Science fiction as extrapolation of where current technology might go also has a foundation in the real.

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PostPosted: Fri Jan 04, 2013 1:48 pm
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F Synchronicity
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Joined: 04 May 2011
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I would like to add that ARGs definitely benefit hugely from the "hair-raising" sensation that a well-produced one in a modern setting gives you. It's a sensation produced by a sort of cognitive dissonance where you know it's just a game and you know that the weird conspiracy/paranormal plot trappings are pure fiction, but they blend together with what you perceive as reality so well that for a brief moment your brain is fooled into thinking that they might be real. The serial-killer ARGs are often the best at this, due to their higher-than-average possibility of being actually real, followed by the conspiracy stories.

Prominently sci-fi and fantasy stories disagree with this sort of tone and often don't even work well as stories at all, due to the large amount of awkward roleplaying that needs to be done to keep everything in-character and non-meta. ARGs, unfortunately, have an extremely limited scope in terms of genre and story choices, which is probably why we've hit this 'wall' where most of the new ARGs we see produced seem extremely derivative of earlier works.

PostPosted: Sun Feb 10, 2013 9:14 pm
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Pixiestix
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Joined: 26 Aug 2004
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F Synchronicity wrote:
Prominently sci-fi and fantasy stories disagree with this sort of tone and often don't even work well as stories at all, due to the large amount of awkward roleplaying that needs to be done to keep everything in-character and non-meta. ARGs, unfortunately, have an extremely limited scope in terms of genre and story choices...


OMG I so strongly disagree with you I can't even form a coherent argument, so I'll just take the cheap way out.

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PostPosted: Sun Feb 10, 2013 11:28 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
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F Synchronicity wrote:
Prominently sci-fi and fantasy stories disagree with this sort of tone and often don't even work well as stories at all, due to the large amount of awkward roleplaying that needs to be done to keep everything in-character and non-meta. ARGs, unfortunately, have an extremely limited scope in terms of genre and story choices, which is probably why we've hit this 'wall' where most of the new ARGs we see produced seem extremely derivative of earlier works.

Got to agree with pixie...

Unless you qualify your statement about 'fantasy' in the context of taking place in not-our-time, or not-our-world...
Each of pixie's examples are obviously sci-fi/fantasy or similar - yet isn't all fiction, 'fantasy' or otherwise, technically an 'alternate reality'? A fundamental difference between typical storytelling methods and ARGs really is the direction of reality-spanning, as it were - whether we enter the fictional world, or the elements of the story take place in our reality. Each of pixie's quoted examples happened here, now, today, in our world - not 50 years in the future (which requires far more 'role' playing to pretend 'today' is actually 2063, eg; such as I mentioned above, ARG websites with a "(C) 20X6"-like footer really bug me).

In order for characters to enter our world, we interact with them, but on our playing field. We don't enter their fictional reality, they enter our reality. For the sci-fi example, contrast ILB with say Horizon Industries. ILB took place in 2004, narratively and actively. The story provided a way for us to 'spy' on the future. Very sci-fi, very fantasy, but very here and now. We could still play as our real selves daily with no inconsistency. Whereas We Are Earthborn's ARG asked us to pretend we were living in the future (as per said example of website footers implying existence in the future..yet occurring in 2012..?)

So in that context, I could agree, to a point. Fantasy ARGs that do not take place in our reality are harder (at least for me) to accept as a "traditional ARG". But to not work as stories at all? ... enh, can't agree there. They can still be hugely successful campaigns that many enjoy and praise, even go down classified as an "ARG". It is what it is Razz and that definition debate is a dead horse. All I know is why I love ARGs.


tl;dr:
What makes an ARG an ARG, in the traditional sense, IMO, is that the narrative takes place here and now, in my world, in my time. Characters interact with me. My only 'role play' is that I pretend the fictional events are really happening, to my world, to my time, to my friends. I don't change the world around me by entering a fantasy realm and playing the role of someone who is not me - that's a role playing game, or some other type of game in a sandboxed container. That is the realm of traditional gaming; playing a video game, playing a web-based puzzle game, a room-escape game, a board game, a card game... but an ARG is virtually indistinguishable, practically, from the real world (real-time narrative is a huge factor) -- regardless of story genre -- and is more feasible if the narrative provides a way for fantastical elements to exist (such as time travel, or paranormal, or mythical creatures, etc).

But that's just my preference Razz
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PostPosted: Mon Feb 11, 2013 11:37 am
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amandel
I Have 100 Cats and Smell of Wee


Joined: 15 Jan 2008
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Yes, ARG choices are quite personal. It's on my bucket list to one day interact with a social, intelligent AI. Geek So, for a number of reasons I regard We Are Earthbourne as one of the most creative, professional, visually-appealing ARGs that I've played. Did wonder why we still emailed instead of using our neural interface *less typos*
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PostPosted: Tue Feb 12, 2013 8:54 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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F Synchronicity wrote:


Prominently sci-fi and fantasy stories disagree with this sort of tone and often don't even work well as stories at all, due to the large amount of awkward roleplaying that needs to be done to keep everything in-character and non-meta. ARGs, unfortunately, have an extremely limited scope in terms of genre and story choices, which is probably why we've hit this 'wall' where most of the new ARGs we see produced seem extremely derivative of earlier works.


I agree with Pixie and Bruce on this as well. It is how the elements of such things get incorporated into the story that determins if it works or doesn't work.

For Example, we can't have a magic academy that is operating in the open, but if you have a magic doorway that one must go through first to get to it (a la Hogworts, or Tinkerbelle's pixie dust to get to Never-never land, the pill for the world of the Matrix) then you have a way for it to co-exist with the real world, and a way for the participating players to use as the mechanism for them to invest in the suspension of disbelief. The players need to be given a reason why they cannot see the setting directly but if they could find that door, dust or pill, that they would be able to visit that place in person.

Once you show the players that there is a legitimate doorway that they might experience, then you can build your place as you see fit as long as you keep that doorway in mind.
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Sun Feb 17, 2013 1:19 am
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