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Indie/Student ARGs
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rose
...and then Magic happens


Joined: 26 Nov 2003
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Indie/Student ARGs

So I haven't given up my idea that "grassroots games" should be treated in a similar way as indie/student films or off-Broadway theater or student ballet... the audience knows going in that they aren't going to be seeing Titanic or singing along with Beauty and the Beast or watching Balanchine's Jewels. The audience still expects excellence. Yet, they understand the creative people making the art may still be learning their craft, that the resources available are significantly less or even that the artists are trying a crazy idea that ultimately may not work. That doesn't stop these groups from finding a supportive audience.

I know at the LAByrinth Theater Company, an off-Broadway independent group, it is important that the audience understands they are seeing a brand new self-produced American work. If the audience walks in and expects to see [insert name of any big budget musical here], they are going to be disappointed and probably furious. They will walk out, demand their money back, and complain vociferously. And that is not because the plays are bad or the acting is terrible-- one of the writers just won the Pulitzer Prize and the Tony Award, the actors have won many major awards as well, these are suberbly talented people-- it is because not everyone wants to experience that sort of theater.

So why can't we do something similar here?
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PostPosted: Tue Jun 28, 2005 3:20 pm
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skilletaudio
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Your screenwriters, actors, and production crews are putting everything that have into their productions, so whether or not it is blockbuster stuff, it is heartfelt and meaningful. I dont think anyone is arguing against the benefit of quality indie work.

The only problem is the ones that are nowhere near anybody putting their all into what they have. Now, in the case of theatre and film, theres certain places you can go to be assured that you are at least not going to see someones ten cent production. I likened it recently to carnagy hall.
You're productions may not be what your audience is looking for, thats fine, thats the risk an audience takes. But is it a safe bet that you wont be paying money there to see a couple 14 year olds act out slightly modified script from The Matrix? Probably. In the real world, you might just be able to tell based on the handwritten flyers on typing paper vs the playbills in the local newspaper.
But here, theres just here. This is carnagy hall, as well as your mom's basement, so to speak, and so we seek a way to tell the crayon-and-cardboard attempts from the heartfelt attempts. Sadly this seems to be coming back as "Rarr, we dont like INDIE". Its not true, its just that we're starting to hedge our bets because the initial filter doesnt exist like it does in the real world.

If your kid is in the high school play, it might suck, but it might be truly spectacular. THeres no way to tell until you get in the door, because you are going out of support, not for entertainment. BUT, if the local high school had been known for doing piss-poor productions three quarters of the time, you might just be biased against going "just for fun" on a saturday. Its not saying "we hate high school plays", its just putting odds on it. Odds dont get made up, they come from experience. Theres no cliquish conspiracy to squash talent, here. This is just people betting even odds on the better chances because they got taken before by the house.

The odds will improve when the push results in more careful launches, not when we ignore the fact that there is a quality differential and label it as bias.

PostPosted: Tue Jun 28, 2005 4:05 pm
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weephun
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So are they then above criticism because they are not supposed to be good? And what happens when the quality of some games matches better with my junior high renditions of "indiana weephun vs random bad-guys all played by weephun's best friend" or my sister's yearly productions of "4-16 year old's 'dancing' the Nutcracker". If you are expecting off-broadway quality or even student/indie film quality, would you not also be furious to receive this level of quality?
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PostPosted: Tue Jun 28, 2005 4:07 pm
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skilletaudio
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Let me pose a theoretical situation: you want to be a playwright. You've recently been inspired and you've just written 10 pages of your first drafted concept, and you want to see how it goes.
Do you take out a loan, rent theater space, and put up signs all over town?
Hell no, you'd be a damn fool. You get some friends or family in the front room, and they help you rehearse it. They point out flaws. Maybe you show a teacher who helps you a bit. Thank you teach, back to the drawing board. Then you cast a glance at the local theater troupe and repeat to yourself, "someday."

Tell me, why then do people whip up an idea and go barreling to the forums? Because its the only thing to do. There is no coffee shop, no basement, no living room.
Some of us might be willing to help you test your first play, but we dont want to be told that its a full fledged game experience. Lets have some realism here.
Reality check one: Trailheads are mysterious. Thats their job. Only thing is, mystery implies confidence. Nobody ever looked at a secret message and said "Oh look, somebody trying to gain experience." THey say "AH HA, the game is afoot, watson!" So get ready.

So here we are. We've got helpful people, willing to give something a shot and we've got people who want to play games who know what they are doing. If only we could find a way to put them in the right camps. Currently, any trailhead is saying "Every player, come play." That was fine, except there were enough PM's just "taking a shot at it" and enough players wanting something they could see through to the end that now we have hard feelings we it didnt work out.

Proposal:

Another reality check: people dont post mysteries to random forums. So then, can we assume that a trailhead is a singular breach of the fabric of this alternate reality space-time, a singularity where for some reason, a mysterious person would invite a select group of people to hop into a mystery?
If we can poke a hole like that in the universe, then we can poke the hole just a little bit bigger, for the sake of everybody involved.
I say, if its your first time, if you just want to test the waters, if you're looking for "friends and family" to read your script in the frontroom, then just add a little more to your trailhead. While we are sealing the breach in the universe from "Whoops, I tripped on the internet and ended up in an alternate reality" then we can meta-assimilate a little clue that this is an indie/student thing, or a personal venture. Just a little hint that says "Be gentle." Your own, personal, "YMMV". Without it, it doesnt matter what your -intentions- are, once you have put on your mask, and posted your mysterious clue, you've basically said "Ready for prime-time, baby!"

I dont believe this is a bad thing.

I write music. There was a time when I wasnt good at it. I would ask friends, "What do you think of my music?" when it was half-done and they would say "Its not very good." Because I didnt say: Hey, Im new, or this is a work in progress, they were expecting a finished song. When you say "What do you think, this is a work in progress", then it comes in a different light and you get better support.
In this forum, where mystery is the key, trailheads as we know them say "Ready to roll, give it your best shot."
How about just a little something, some clue, something that is the ARG equivalent of saying "I'm looking for willing players for an idea". Because as things work now, any rabbithole could lead us to carnegy hall or your moms basement.


If we can reduce the number of misunderstandings, then the overall feelings will improve.

Its only fair that people be allowed to create in a supportive environment. Its also only fair to tell the audience what kind of show they will be seeing.


Edit: In summation:
Yes, I believe concerted indie efforts should be lauded and priaised, and that beginners should be allowed to find their way. I also understand that indie talent an be cultivated, and that being indie does not immediately lump you into Failure land.
But it is foolhardy to argue the a novice at ANY craft should be given the same measures as cultivated talent. You dont hire a novice to sing at your wedding. You dont send a high school ball player to the olympics, and you dont send your first song you ever wrote(I'll play it for you if you want. Its horrendous) to the radio station. You cultivate, and you make it understood that you are doing so. That is what I think we need, for novices to be able to admit as much so that we can give them the proper attention, rather than running in fear of an ARG Implosion. We have a craft here built on secrecy, which causes novice attempts to initial be indistinguishable from people having a real go at it. I say lets find a way to cultivate that "Coffee shop" environment alongside carnegy hall, not both trying to occupy the same brain-space.

PostPosted: Tue Jun 28, 2005 4:44 pm
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imbriModerator
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skilletaudio wrote:
Yes, I believe concerted indie efforts should be lauded and priaised, and that beginners should be allowed to find their way. I also understand that indie talent an be cultivated, and that being indie does not immediately lump you into Failure land.
But it is foolhardy to argue the a novice at ANY craft should be given the same measures as cultivated talent...


I believe that we need to remember that not all indie/grassroots PMs are novice PMs. I'm one and, yet, I also get paid to do this with 12 games under my belt as well as a number of other related projects, making me as experienced, if not moreso, than most of the corporate/promotional guys. Does this mean that even if I produce something independently that it's not an independent project? I don't think so. I also know that there are grassroots/indie PMs that will probably continue to work on games and have no desire to ever "go pro". I also know that these folks are incredibly talented having worked with them on one of the most successful games to date (not just indie games either). I honestly believe that there were a number of players that got as much enjoyment out of Metacortechs or Lockjaw as they did I Love Bees or Art of the Heist.

What needs to be distinguished, in my opinion, are games that are well thought out and designed vs those that are not. And therein lies the biggest problem. When you're throwing down a couple bucks to go see an indie film, you know that it may possibly suck but you do know that they had enough foresight to actually put the film together and get it shown. You know that it won't end 1/4 of the way through without any sort of closure and the actors arguing bitterly on stage while the film crumbles around them. (though, man, that would be some cool performance art, surely someone's done that... actually, I think I'd pay to see that so this might not be the best example, but I'm sticking with it...). You have no guarantee with the indie games. It's hard to know if you should invest 10-20-30+ hours of your time to something that could implode on you. So, I think the question is not about indie games but how to:

a) discourage the idiots from even trying
b) help the not-so-idiotic types that have some strong ideas but lack resources/strong team members
c) recognize strong newcomers and strong design
d) support and promote the known indie guys that don't have the benefit of having their game launched off of the trailer of a game or movie or large, expensive ad campaign.

- b

PostPosted: Tue Jun 28, 2005 6:41 pm
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Phaedra
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imbri wrote:
It's hard to know if you should invest 10-20-30+ hours of your time to something that could implode on you. So, I think the question is not about indie games but how to:

a) discourage the idiots from even trying
b) help the not-so-idiotic types that have some strong ideas but lack resources/strong team members
c) recognize strong newcomers and strong design
d) support and promote the known indie guys that don't have the benefit of having their game launched off of the trailer of a game or movie or large, expensive ad campaign.

- b


Well said. Smile

I don't know how to implement any of these any more strongly than they're already being implemented, though.

It seems like the people who need the Puppetmaster Forum the most often don't utilize it to anything approaching its full potential -- they go there to attempt to recruit help for their ARGs, but not to ask experienced PMs for guidance or to critique an idea for their ARG. I think the latter, especially, would be really helpful.

I'm not sure how to induce them to do so, however.
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PostPosted: Tue Jun 28, 2005 6:55 pm
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skilletaudio
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Imbri, I realized and acknowledged that fact. There are a great many skilled and dedicated indie PMs and games. But all novice games -are- indie games, if we exclude first-time corporate ARGs.

Therefore, my suggestion was that to help distinguish the novice attempts from the more prepared experienced indie teams, we could advise a policy of self-awareness.

I can concieve of a day where two ARGs launch similar trailheads. One is a novice attempt from a PM who would just like to try their hand at the ARGing biz, and one is a successful indie PM ready with their next big swing. I'd like to see an extra meta-step involved in the launch process where those who are feeling particularly adventurous or helpful might launch into the novice attempt (Remember, something basically saying "YMMV" but out of honesty, not a label coming from somebody else), or at the least encourage the people who do not feel up to a more introductory game from joining up in something that has a better chance of falling apart on them when they were really counting on it being seen through.

Like I said, just making sure you have the right audience, because we have a peculiar situation here where the experiencec level is diliberatley hidden, and now that a lot of new PMs are taking their first swing, people who really would like better odds of a complete gaming experience are getting dissappointed.

Its one thing to willingly go to a high school play, its quite another to show up thinking you're going to be treated to a more professional show, and feelings can and have been hurt over it.

So, we can take the pressure off the players to be eternally forgiving for demolished games, and lord help us, we can take the pressure off these poor first-timer PMs by just encouraging a method by which they can identify, without "breaking reality" that this is a dress rehearsal/opening night/first attempt/whatever vs a more experienced PM like yourself who has their feet firmly on the ground and is just heading back up to deliver a strong game experience.

Edit: I've got a good example of a possible system. Coming up. Watch this space.

I used to play on a MUCK called Stellar Convergence. MUCKs, if you dont know, are basically like connected chat rooms that are made to be like locations, with descriptons, exits, etc, and they form an overall world where people interact, chat, and roleplay.
Every so often, people would create a game, not unlike launching an ARG. THey would design a multiplayer experience from the POV of a PM, and it would usually be something that a lot of people would get involved in, it would incorporate a bunch of NPC's, but mostly be managed by laying out the structure and then turning the players loose and seeing what conclusion it came to(example: once, someone's game involved us uncovering a sealed canister from space. Upon opening it, we released a virus and had to deal with sickness and mutants, etc etc.). These pre-planned roleplaying experiences were called TinyPlots, or TPs.

There was nothing stopping any random person from just launching a small TP on any given day, but if you were really planning one, and wanted to strike up some interest, you submitted it. Thats right, you told people ahead of time that you were going to start one. This did not diminish the fun, it only hastened the excitement for the upcoming game. So, any player could look at the upcoming TP board, and would see: "<Name of game> Beginnning: <date>, contact <person>" Now, this is exactly the wrong kind of data must of us would want to be known, but what if we used this model to make a sort of ARG registery.

One could, if one wished, submit a name for your ARG, "The dissolution of Time", lets say, and a start date if you wanted to, or just a teaser tagline. Foremost, one would categorize your ARG: "First Time", "Indie", "Student", etc, and then at least you could have people getting excited, and preparing for the type of game they are interested in playing.

I know, I know, if we start announcing our ARGs, we'll take all the fun out of being surprised and all that junk...well, launches are starting to come out more often...right now, a week doesnt go by that a small ARG doesnt launch, so frankly I dont see whats left to be surprised about, ,except the content your ARG has to offer, and thats what its all about, really. I'm not saying an ARG registery is a perfect idea, but its a thought.

In the end, theres a certain amount of meta that happens before the game starts. You create forum accounts, never to be used again, you hunt down people who you never should have logically heard of for your characters to contact, etc. I don't see a problem with having a push in the community for one more step: identify your ARG in some way, and we'll all have a better time. The players will get the games they want, and the PMs will get the players that will be most receptive to what they have to offer. In my idea, if an ARG starts, and you cant tie it in with one thats on the list, then its either a rebel, a complete noob, or something wicked awesome trying to take us all out of left field. At least then you're signing off on the gamble by participating, so theres no complaining, but if you can piece clues from the trailhead together, ID the game from the list, you can say, without investing weeks, "Yes, this is a game I was interested in" or "I'm not comfortable spending time on a "first time" projecct, I'll look for something else."

Im all about just reducing the amount of hurt feelings.

PostPosted: Tue Jun 28, 2005 7:29 pm
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Ozy_y2k
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imbri wrote:
When you're throwing down a couple bucks to go see an indie film, you know that it may possibly suck but you do know that they had enough foresight to actually put the film together and get it shown. You know that it won't end 1/4 of the way through without any sort of closure and the actors arguing bitterly on stage while the film crumbles around them. (though, man, that would be some cool performance art, surely someone's done that... actually, I think I'd pay to see that so this might not be the best example, but I'm sticking with it...).


Hee hee hee....

Yes, someone has.

PostPosted: Tue Jun 28, 2005 9:02 pm
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Nightmare Tony
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One of the hallmarks though of the rabbit hole is the mystery, in how DEEP it goes. It is actually rare for the PMs to make an announce about their game or who is behind it all. I throw props to Colin for giving the word about Wildfire without giving the game away.

It is up to the style and mechanics of the PM team whether we get an exciting and wild trip ahead of us even with limited resources, or a huge game with lots of money that can be boring as heck. You can have a series of the hardest puzzles in the world, but I prefer that they relate to what your game is about first. Even an aim game can enthrall and excite, as long as your players love and want more.
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PostPosted: Tue Jun 28, 2005 10:42 pm
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rose-not logged in
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a fliter

skilletaudio wrote
Quote:
Sadly this seems to be coming back as "Rarr, we dont like INDIE". Its not true, its just that we're starting to hedge our bets because the initial filter doesnt exist like it does in the real world.


I guess that what I am trying to figure out is how best to create this initial filter.

imbri wrote:
Quote:
You have no guarantee with the indie games. It's hard to know if you should invest 10-20-30+ hours of your time to something that could implode on you


Is this the real issue? We all know about the Push and Majestic implosions, even if we didn't experience them. Not to mention the recent Stella Artois Sable & Shuck failure. Maybe any game can implode, although some are may be more likely to than others.

As you can tell, I am still trying to think this through. I never said that games shouldn't be analyzed or critically appraised. But the plain fact is that different people with different levels of experience, interests, etc are going to be making games. I am suggesting we need a better way to deal with this fact.

PostPosted: Wed Jun 29, 2005 8:03 pm
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imbriModerator
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Re: a fliter

rose wrote:
imbri wrote:
You have no guarantee with the indie games. It's hard to know if you should invest 10-20-30+ hours of your time to something that could implode on you

Is this the real issue? We all know about the Push and Majestic implosions, even if we didn't experience them. Not to mention the recent Stella Artois Sable & Shuck failure. Maybe any game can implode, although some are may be more likely to than others.

As you can tell, I am still trying to think this through. I never said that games shouldn't be analyzed or critically appraised. But the plain fact is that different people with different levels of experience, interests, etc are going to be making games. I am suggesting we need a better way to deal with this fact.


I don't know if that's the real issue. However, I do not think that we should classify Push or Majestic as "implosions". They did not implode or explode, they ended prematurely. However, even with ending prematurely they attempted to wrap things up as well as they could, as have most of the corporate games that ended prematurely. There's a reason for this: corporate/professional reputation and the almighty dollar. If you speak with the majority of Majestic players, you'll find that while they might not have been pleased that the game ended when it did but that they have very satisfactory and even positive memories of the game. The same is true with Push... sure, the game sucked (the concept as a whole did) but we were satisfied with the way that they attempted to end it. It's also worth noting that what you call an "implosion" still ended with someone winning a million dollars and a rather positive PM chat.

Grassroots games do not have the incentive to end on a positive note. The grassroots PMs that attempt something without really thinking it through don't have much to lose, especially if their identity is not known (unlike ALL of the corporate promotional games... sure, the PMs themselves may not be known but the company/product being promoted generally is... otherwise it's not much of a promotion Wink). To implode in an ugly fashion with the game falling in on itself and never having to make even an iota of an attempt at closure is not a satisfactory experience. And, without the incentives present in corporate/promotional experience, it's a far greater risk to the player. And, now, we're right back on the your-mileage-may-vary debate.

I hate the debate. I think everyone that reads down here on the forums knows that while I'm getting paid to do this stuff now, my heart and soul is with the indie developers... it's where I got my start and, I have a feeling, where I'll return to do most of my work. I like the freedom that being independent provides. However, with that freedom comes responsibility. There's the responsibility for the players, the responsibility for the characters & world you create, and the responsibility for the genre. Think about it... you wouldn't go behind the curtain as an indie guy if you didn't have a great love for the genre and/or the potential of the genre. So please, PM responsibly! The most basic responsibility is knowing what the heck you are getting into (and bringing others into!) and seeing it through to the best of your ability. Unfortunately, as we've all seen, the number of people not taking that responsibility seriously has increased over the past few months. That leads to the ugly endings, the implosions, the poorly designed games and every one of those things hurts the genre as a whole. It hurts the other indie guys because it makes people skittish to play the indie games. It hurts the corporate guys because it makes companies skittish to invest. It hurts the players because they have fewer options and less innovation. It doesn't just hurt you, it hurts everyone. So please, think about that before you go behind the curtain and think about it again EVERY DAY! because, guaranteed, there will be times when you just want to throw in the towel. Being a PM is a HUGE responsibility and it's one that far too many people are taking far too lightly.

(oh, and if you're really feeling stuck and you really want/need the game to end or want to stop it from imploding and want to do either of those successfully, talk to me or any number of other experienced PMs... I'd gladly help if I could and I'm sure that others feel the same! Remember, asking for help is not a sign of failure, it's a sign of maturity.)

- b

PostPosted: Wed Jun 29, 2005 8:53 pm
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skilletaudio
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Re: a fliter

rose-not logged in wrote:

I guess that what I am trying to figure out is how best to create this initial filter.


Yes, I do think, that once we get to the bottom of all the harsh words, this is what we need to focus on, and push, to allow everybody the freedom to enjoy themselves.
I've proffered the idea of the "upcoming game" list, does anybody have reasonable thoughts on how we can allow people the freedom to see what kinds of games they are getting into without having to resort to "Oh, this is a blog, therefore the game is no fun" because currently, we've got a large amount of people butting heads over what basically amounts to simple confusion.

I think we shouldnt be afraid of creating a system and encouraging others to follow, but a system that will not stifle or alienate.

How about identifying successful PM's, by their own volition, of course, as willing "Helpstaff". People who you can ring the Helpstaff for, and under condition of strict confidence, they can lend an ear to a new PM, offer them advice, or help to point out resources or techniques that may have been overlooked?
Once again, to point back to my MUCK example, there was literally a "helpstaff" command, and it would summon a helpful player to answer a question. Maybe we can work on this "Need to go it alone" impulse and actively, as an entire community, find a way to encourage people to take a little time, bounce their ideas off an experience PM who is sworn not to play said game or spoil said game.

BTW, I think coming up with a couple simple systems like this and finishing a full blown "PM Guide" is a great priority. I know there is a subforum about general PMing topics, but I believe that once you actually have a complete Guide, about ANYTHING, and you put it up on main site, prime sticky on the forums, and when we finally have -something- to actually point to and say "Here, this is the bible." then a lot more newcomers will tend to take these lessons to heart rather than look for a few quick ideas and hit the trail.
In a lot of communities I've been a part of, be they programming, MUCKs, games, etc, if there is a Tutorial, or Guide, of any kind, and everybody knows where to find it, you find that the beginners find it very easily and usually make use of its wisdom, because when something is up in stone, with neon lights around it, it says "This is the wisdom of the ages. Those who have come before you have left this for you." Where a bunch a forum topics is just people talking. So, yeah.

PostPosted: Wed Jun 29, 2005 9:41 pm
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rose
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language

I think I have been incorrectly using terms that have specific meanings.

When I said "implosion" about Push and Majestic, I meant failure to conclude the game as planned. I didn't play either of those so I was relying on what I thought was a consensus opinion. I did see this which was posted by imbri in a thread about meta sites:
Quote:
A few of the most notorious flops (Majestic, Push, TerraQuest, NoahBoddy all come to mind) used meta sites.


When I said "student/indie", I was using terms from the film industry as a sort of analogy and a shorthand for establishing a basis for my ideas. I think that "indie" here means something else-- though I am not sure how to define it.

Imbri wrote:
Quote:
And, now, we're right back on the your-mileage-may-vary debate...... The most basic responsibility is knowing what the heck you are getting into (and bringing others into!) and seeing it through to the best of your ability. Unfortunately, as we've all seen, the number of people not taking that responsibility seriously has increased over the past few months. That leads to the ugly endings, the implosions, the poorly designed games and every one of those things hurts the genre as a whole.


I guess part of what I am trying to address is that "mileage-may-vary" issue. Imbri very eloquently expressed part of the answer - making sure fledgling Puppet Masters understand the level of hard work and commitment it takes to create and sustain a game to conclusion.
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PostPosted: Thu Jun 30, 2005 10:49 am
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Nightmare Tony
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Not all indie games die out, some of them go onto quite sucessfull conclusions. Tranquil Valley and Wildfire/Synagoga and Strange Dreams I can name off the top of my head.

An implosion will mainly depend on one thing which is true at ALL levels of expertise and financial: the commitment to finishng the game out for the players and concluding it on a sucessful note. A game killed if the pm's little brother spills the game secrets will have the same sour effect oin players as a corporate game that thje company abandoned because they decided to rebudget things. (I refer to the reading of the forums in Sable & Shuck, literally, where did the game go?)
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PostPosted: Fri Jul 01, 2005 1:14 am
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SpaceBass
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Joined: 20 Sep 2002
Posts: 2701
Location: pellucidar

Nightmare Tony wrote:
(I refer to the reading of the forums in Sable & Shuck, literally, where did the game go?)


How closely did you read? It didn't go anywhere; nobody (as far as we know) was able to solve the final puzzle.
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PostPosted: Fri Jul 01, 2005 6:10 pm
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