Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Mon Nov 11, 2024 9:25 pm
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Meta » General META Discussion
[ARG General] The Future of Alternate Reality Gaming
Moderators: imbri, ndemeter
View previous topicView next topic
Page 3 of 4 [56 Posts]   Goto page: Previous 1, 2, 3, 4 Next
Author Message
Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

QBKooky wrote:
And Phaedra, the reason I avoided your "which game did you PM?" was because, frankly, I'm kind of embarrassed about it, and have tried to disconnect my name from the memory of the project for awhile... but oh well.

*sighs* *coughCodename:Constellationcough* Confused


Well, don't worry. I never heard of it. So I have no negative associations.
_________________
Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Mon May 16, 2005 6:57 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
krystyn
I Never Tire of My Own Voice


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

Hmm, Phaedra, your point is a bit clearer, but I think it would be really, really difficult to pull something like that off without putting too much of your own spin on a game, or possibly selling the game short.

Most of the major structure and information delivery of ilovebees involved those damnable payphones (sort of kidding! ha! ha! ha. ahem.), BUT there were also puzzles that suddenly cropped up as the game shifted to accomodate the frustration levels experienced by those who felt the payphones made the game inaccessible to them. Additionally, there was the whole Widow's Journey story/SPDR code puzzle, which, when I explained it to one guy on August 24th as we were running around chasing payphones, was completely new information to him -- even though he'd been looking at the website and reading the text bits everywhere. I think we'd all have a different 'reason' for liking ilovebees, or a different description of it.

One of my favorite things about working on Lockjaw was to have that world-famous codebreaker guy come in and solve that cipher that was plaguing everyone for days on end, and then he STAYED and continued to analyzed the hell out of the STORY. I think he caught every last reference and joke at the Moreland website, stuff that most of the players never, ever remarked upon.

I dunno. It seems like a Rorschach effort, as noble as it is. You know?

PostPosted: Mon May 16, 2005 7:26 pm
 View user's profile Visit poster's website
 Back to top 
krystyn
I Never Tire of My Own Voice


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

Also, ummmmmm, I neglected to include Andy in my earlier list because he was too busy working on Labyrinth to come pose sexily and then run away.

I'm actually not kidding about that. He messaged me this weekend, and wouldn't even tell me what new stuff he was working on, but he's super-excited. How cool is that?

PostPosted: Mon May 16, 2005 7:28 pm
 View user's profile Visit poster's website
 Back to top 
vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Phaedra wrote:
vpisteve wrote:
Personally, rather than hold somebody's hand through the process, I've felt that pointing people in the right direction, giving them the tools, and then just letting them dive in is the most effective. A big part of ARG fun is the disovery process, it gives you a feeling of accomplishment. In fact, that's kind of been the underlying point of this whole ARGN thing. Not that there aren't things we could do better. Wink


Okay, but it still seems to me like you're focusing on players who come in here in order to play a specific game. In that case, yes, it's the responsibility of the PMs to make their particular game accessible.

But again, I'm talking about the people who show up here going, "Ooh! I want to play an ARG! Which one should I play?"



I've tried to address that specifically with the "What's Hot" box at ARGN. This is a list of the top 5 or so games, based on perceived interest and activity, which I try to make as objective as possible. I do that by watching the forums, referrer logs, google search referrals, etc. Hmm, speaking of which, looks like it's time for an update. Wink
_________________
Making the world a better place, one less mime at a time.

PostPosted: Mon May 16, 2005 7:36 pm
 View user's profile Visit poster's website Yahoo Messenger
 Back to top 
krystyn
I Never Tire of My Own Voice


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

I think maybe I'd be leery of some mechanism where you'd have leetle icons for categorizing the games. A smiley face for happy games, perhaps, or a goth smiley for those dealing with the occult, or h4x0r topics. Maybe, you, know, a little envelope to indicate heavy e-mail interaction, with flames coming off the top if it's essentially role-playing through text exchanges with characters. A leetly round cartoony heart if you like romance, a tire-shaped artifact for Halo-related ARGs, and then a cookie-shaped icon if you're required to roll confections along sidewalks or something.

Wink

PostPosted: Mon May 16, 2005 7:48 pm
 View user's profile Visit poster's website
 Back to top 
Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

QBKooky wrote:
And Phaedra, the reason I avoided your "which game did you PM?" was because, frankly, I'm kind of embarrassed about it, and have tried to disconnect my name from the memory of the project for awhile... but oh well.

*sighs* *coughCodename:Constellationcough* Confused


Ah, there he goes again... trying to make it seem insignificant Wink

A 13 year old putting on an ARG... by himself...in 2002...before most of us even knew what an ARG was?

Nothing to be embarassed by in my book.
_________________
"I still miss him to this day and probably always will." - Todd Keeler, Chasing the Wish

"meta meta meta, I made you out of play..." ~ j5


PostPosted: Mon May 16, 2005 7:50 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

krystyn wrote:
I think maybe I'd be leery of some mechanism where you'd have leetle icons for categorizing the games. A smiley face for happy games, perhaps, or a goth smiley for those dealing with the occult, or h4x0r topics. Maybe, you, know, a little envelope to indicate heavy e-mail interaction, with flames coming off the top if it's essentially role-playing through text exchanges with characters. A leetly round cartoony heart if you like romance, a tire-shaped artifact for Halo-related ARGs, and then a cookie-shaped icon if you're required to roll confections along sidewalks or something.

Wink


Again, that's not quite what I'm talking about -- I'm talking about "this game is heavily IRC-based, while this one has a gazillion websites and phone interaction. This one over here is a commercial game, while this one is a small grassroots game. And, btw, here in this forum, you may ask what trout is and we won't roll our eyes at you."
_________________
Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Mon May 16, 2005 8:16 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

vpisteve wrote:
I've tried to address that specifically with the "What's Hot" box at ARGN. This is a list of the top 5 or so games, based on perceived interest and activity, which I try to make as objective as possible. I do that by watching the forums, referrer logs, google search referrals, etc. Hmm, speaking of which, looks like it's time for an update. Wink


Oooh!

Will check it out.

Is there a link to it here? Because maybe there should be. Like, up at the top.
_________________
Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Mon May 16, 2005 8:17 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
krystyn
I Never Tire of My Own Voice


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

Phaedra wrote:

Again, that's not quite what I'm talking about

I know. But the discussions that have popped up in the past about this sort of thing tend to turn towards some sort of quick reference way of accomplishing this sort of categorization, so I was mocking the slippery slope pre-emptively.
Jetpack

PostPosted: Mon May 16, 2005 9:40 pm
 View user's profile Visit poster's website
 Back to top 
Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

krystyn wrote:
Phaedra wrote:

Again, that's not quite what I'm talking about

I know. But the discussions that have popped up in the past about this sort of thing tend to turn towards some sort of quick reference way of accomplishing this sort of categorization, so I was mocking the slippery slope pre-emptively.
Jetpack


Ah, clever of you. Razz
_________________
Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.

World Champion: Cruel 2B Kind


PostPosted: Mon May 16, 2005 10:51 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Dorkmaster
Unfictologist


Joined: 27 Jul 2004
Posts: 1328
Location: The People's Republic of Dork

"Pre-emptive Slippery Slope Attack!" From Whammo! (TM)



Admittedly, I edited the hell outta this post. But I had to maximize for comedic effect. Nothing says comedy like "whammo!"
_________________
"The future is here. It's just not widely distributed yet." -William Gibson
"Always read stuff that will make you look good if you die in the middle of it." - PJ O'Rourke
"ACADEMY, n. A modern school where football is taught." - Ambrose Bierce


PostPosted: Tue May 17, 2005 12:58 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Incitatus
Unfettered


Joined: 01 Oct 2004
Posts: 487
Location: Austin, Texas

Good points and interesting ideas all around.

Quote:
ARG's are seen as viral marketing. Now, that's not a totally bad thing...movies, radio, television and modern periodicals were all seen as advertising when they started, too. They could grow beyond that financial paradigm (though it's noteworthy that TV and print are hardly more than advertisements even today, so maybe ARGs won't move past that)


Agreed, and I resend my earlier statements, here is why:
Thinking deep and hard about the refferences you pointed out, your right.
Television and print programs which are free, and thus the most widespread and popular are all heavily latent with advertizing. That keeps it free, ergo more people enjoy it. what I personally consider the best television program on air right now, the new battle star gallactica, had high end preformances, high end plots and beautifull visual effects, none of which would be possible without companies sponcering them for advertizments, those damnable commercials that run every 12 minuetes or so. If the producers went ahead and made this a pay-per-view event, First off the financial support for the show would be minimal at first, it would all rely on the studio's own personal investments, which would diminish quality, this would lead many people to not enjoy the show once paying, and thus a poor incoming financial base completes the entire cycle. Now, as a generalization (not saying this is actually the case for this show, but generally, this can apply to most TV programs) ARGs could potentially fall into this trap, and do every time we watch a grassroots ARG build up and fall early. As a puppet master for the late (*sigh*) Project Ashcroft 2 (it was my first), I know all to well what can occur if a game fails to properly capture it's audience. In that particular game a plot, with great potential was assembled, live character interactions, packages, meetings and IM conversations all added to the machine that was PA2, but ultimatly, poor funding, lead to a decrease in interest, wich lead to failures to deliver the story effectivly, which in turn caused every sing one of the PMs to abandon the game one by one. Funded ARGs, have experienced some great successes, because they have the mustard to turn a great story into a great game. and make no mistake, a great game a great story does not make. There needs to be much more invested for that transistion to take place. One of the investment-failed ARGs that comes to mind is "Majestic" And unless we have several grassrooters out there with pockets linned with burnable cash, and excellent resaources to back an awsome story... The genre is going to have to stay firmly planted in the realm of advertizing, at least for now.

Now I do believe eventually this genre will pick up and begin to fly on it's own. Way back in August, I believe steve described the ARG best on g4techTV as "An Interactive Fiction". When we think of a fiction, typically literature comes to mind. Next would be a cinematic movie. I am positive that as the ARG audience grows, the genre will grow more and more capable of becoming the next Movie or Book in the entertainment industry.

Of course this all comes crashing back to the original discussion of weather or not the grassroots games are diminishing the ARG audience.
Of course, they are. When bob sees his first, mabey even second ARG crash and burn he is of course discouraged. if he is intelligent he might say "Well only a handfull of these are great, I have heard about Ilovebees and the beast, but I have yet to see one like that." But he is discouraged nevertheless, more so if he really attempted to get into it.
I think the best way to counter this, without discouraging grassrooters is to go ahead with the idea of a newcommer forum, for all the reasons already listed, and the sence it makes as a result.
_________________
"It is unacceptable that chocolate makes you fat."

PostPosted: Tue May 17, 2005 6:53 pm
 View user's profile AIM Address Yahoo Messenger MSN Messenger
 Back to top 
Wolf
Decorated


Joined: 26 Sep 2002
Posts: 292

Quote:
Funded ARGs, have experienced some great successes, because they have the mustard to turn a great story into a great game. and make no mistake, a great game a great story does not make. There needs to be much more invested for that transistion to take place. One of the investment-failed ARGs that comes to mind is "Majestic" And unless we have several grassrooters out there with pockets linned with burnable cash, and excellent resaources to back an awsome story... The genre is going to have to stay firmly planted in the realm of advertizing, at least for now.


(snip)

Of course this all comes crashing back to the original discussion of weather or not the grassroots games are diminishing the ARG audience.
Of course, they are.


I'd have to take enormous exception to that.

The second SUCCESSFUL ARG (post-Beast) was Lockjaw (ours) with NO budget, NO backing and NO corporate support. Another enormously successful one was Project_MU aka Metacortechs. Another by us, no corporate sponsor, no budget. HUGE numbers. Successful.

Money does not make a good story. There's nothing further from the truth than $ = !. Good writers make a good story. People who KNOW the genre make a good story. Cash is secondary.

Saying grassroots games diminish the ones backed by a million dollar Micro$quish contract is insulting. We've already proven money doesn't equal quality. Quality equals quality.

Money is gravy. Period.

And spelling counts. So does proper punctuation. Blaming a lack of corporate backing for success--or failure--is a cop-out.

(and I, for one, didn't find ILB compelling in the slightest, even though I was one of the earliest to join up with the AI/Beast campaign)
_________________
You can lead a horticulture, but you can't make her think.

PostPosted: Tue May 17, 2005 10:21 pm
 View user's profile
 Back to top 
imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Like Wolf, I have to disagree with the notion of grassroots games hurting the genre. It's not grassroots games hurting it, it's people that do not properly develop their games (whether they have $$$ behind them or not) that are hurting it.

Wolf wrote:
Money does not make a good story. There's nothing further from the truth than $ = !. Good writers make a good story. People who KNOW the genre make a good story. Cash is secondary.


I also think this is worth paying attention to and, in a way, distinguishing. There are good story makers and there are good game makers... it takes both of them to make a good story come to life in an ARG. You say that people who KNOW the genre make a good story, I disagree to a degree. I mean I KNOW the genre. Hell, I believe that I know the genre better than just about anyone out there. That may be ego talking, but honestly do not believe that there is anyone that knows it as well as and from as many angles as I do. Not only have I been around since the days of the beast, I've taken on a number of roles... player, player & moderator, player & guide/trail blazer, "bts", puppetmaster (both grassroots & professional, small & large), and, for the last year have not only been running games, but have been formally studying new media design & interactive narrative. I *know* this genre and I'm pretty strong in other forms of interactive narrative as well. Yet, I do not make good stories... I take good stories that others have made and help bring them to life. I know how to design an interactive experience around the story and, since I've already bragged more than a bit in this post, I'm pretty damn good at it. But make the story? I don't think that I could take credit for that.

Even in MU, where I was pretty integral in the story development, i don't believe that I could take the credit for making the story. I will, however, take the credit for helping those that made it. Space came up with the basic story idea and I filled much of it in (along with Steve) before we threw it all out for the group to add and subtract from it. It was with that structure that we designed the game platform, which is where a majority of my work came into play. The more that I fleshed out the story, with the game play in mind, the more that I did so with certain individuals in mind. As much as I LOVED Dina, the more that I put her story into the game outline, the more that I did so with Krystyn in mind. Before Krystyn had even agreed to write her, I knew that she could give her the soul that the character and game required. So, I provided just enough structure for Krystyn to run with. The same is true with you & Wongmo. Steve, I think, came up with Wongmo and I know that he wanted to and could have run with him. However, we knew that you could bring him the voice that he needed and that voice was essential to part of the game element (the comic relief, a certain degree of interaction, etc) and so much of his role in the game was created with you in mind. I could help flesh out their basic story, but I could not tell or make their story nearly as well as you guys could have. So, while I can help a writer get a character from point A to point X, Y, or Z pretty well, I can't do the writer's job and I can't make the story. Frankly, if it was just me behind a game, I think it might suck because the writing would not be there to back it up. Fortunately, we haven't had to find out.

Too many people go into this with only one strength (that of writer or that of game designer) and it shows... the games and stories are not fully fleshed out and they struggle, often to the point where they either stagnate or implode. That is bad for the genre and it isn't only grassroots games that have that difficulty.

The reason, I believe, that so many are quick to lay blame on the grassroots games is that there are just so many more of them than the professional games and, therefore, more of them to meltdown. But, certainly, there have been quite a few professional games that haven't gone to completion for whatever reason (Majestic, Terraquest, and Push are three notable examples).

Games don't implode or stagnate just because of story or just because of game design. However, I do think that, frequently, it's because story telling and game design are not properly balanced and one suffers at the hands of the other. This is especially true when both aspects are weak but when one is far weaker than the other... the piece that's left just isn't strong enough to support both. A weak story cannot hold up a badly designed game just as a weak game cannot hold up a horrible story. ARGs need people that can make the story and they need people that can make the game. And, as Wolf pointed out, money can't do either... though I will say that it sure can help!

- b

PostPosted: Wed May 18, 2005 1:22 am
 View user's profile Visit poster's website AIM Address
 Back to top 
Incitatus
Unfettered


Joined: 01 Oct 2004
Posts: 487
Location: Austin, Texas

Wolf, you misunderstand. I do not think ALL grassroot games are hurting the genre. Sure there have been many successes, I'm not arguing that at all. But I point to the dozens and dozens of failures, failures that have all poped up since the last major audience influx (ILB).
And I am going to have to stick to my guns on this one. Great stories do not make a great game. I think Imbri is more towards the point I was trying to make. Game development and organization, in many, not all, cases is dirrectly proportional to the amount of financial backing a game has. Sure, there have been several great stories organized well with minimal financial investment, and these games stand as true triumphs in the genre. That is not disputable. But one cannot simply ignore the fact that so many zealous people are jumping off to make their very own home-made ARG and having it consequentially flop.

That also brings forth the question: Is there a corelation to making your game great by spending more time for less money to develop the game?



(And I know I can't spell for beans, let alone when I'm typing in a rush. Since it seems to offend, I will copy/Paste to word for analysis in the future. But much appologies applied, I am running on a fresh install without Office at the moment, so if you will bear with me for this post aswell, I will begin this practice from next-posting-out. It's all good. Wink )
_________________
"It is unacceptable that chocolate makes you fat."

PostPosted: Wed May 18, 2005 3:09 am
 View user's profile AIM Address Yahoo Messenger MSN Messenger
 Back to top 
Display posts from previous:   Sort by:   
Page 3 of 4 [56 Posts]   Goto page: Previous 1, 2, 3, 4 Next
View previous topicView next topic
 Forum index » Meta » General META Discussion
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group