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GypsySoft Post-Mortem by the PM
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Varin wrote:
Is there not a venue that they feel they can speak up ? Are they scared of being flamed? Do they not care if more players participate? I wish there was some sort of snapshot of games available somewhere. We have reviews after the games are finished, but nothing that could help us look at the ARGs currently playing. It's near impossible for anyone to be able to follow and review every single game, but some of the active players could probably easily do it for the one game they are playing. I think it would be really nice if we could have a 2-week review or something. Anything so that people could take a quick look and know what the games are about.

We've been trying to address this very problem (at ARGN). Reviews serve the purpose of helping someone decide if a film, book, etc. is worth investing their time/money in, so they don't really serve a good purpose as far as an ARG goes, since if it's over, it's gone. That's really the point of a review, I think, above just giving the reviewer a platform to state their opinion, which while interesting doesn't really serve a useful purpose beyond that.

So, we've been working on something more along the lines of a Game Report, two or three weeks in, that basically is a review/thumbnail of things as they stand. We haven't implemented this quite yet, but that's the plan. And in that vein, if there are any of you out there playing what you think is a great game, feel free to submit a Game Report as a guest writer. Smile
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PostPosted: Sun Jul 10, 2005 7:04 pm
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
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vpisteve wrote:
So, we've been working on something more along the lines of a Game Report, two or three weeks in, that basically is a review/thumbnail of things as they stand.


Wow, ask and you shall receive. Smile I'm looking forward to it!
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PostPosted: Sun Jul 10, 2005 7:22 pm
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Mozzie
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Joined: 21 Sep 2004
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Bobby, Spacibo bolshoe! I appreciate the explanation of what happened to your game. It looked really interesting, and I am truly sorry you won't be able to continue. Hope you can move on and do some more good work. As my old professor always used to say: "Uzhin bez celyodka ne uzhin!" Rough translation for those who don't do Russian: "You can't make a decent dinner without skinning a few herrings first...."
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PostPosted: Mon Jul 11, 2005 3:32 am
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wraith
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Joined: 11 Sep 2003
Posts: 33
Location: Seattle, WA

Imbri's first post seems to have largely summed it up for me, but I'll throw in my own two-bits anyway.

First off, despite all he did wrong, Bobby deserves a lot of credit for having quickly learned one of the most important tenets of game development -- YOU ALWAYS SHOOT YOUR OWN HORSE. And you don't let it suffer very long. I can't tell you how many millions upon millions of dollars have gone down the drain because no one on a project will own up to a lame horse. Even though you might end up pissing some people off, I can assure you that no one is going to thank you for spending an extra $10 million bucks (frequently more) because you didn't have the courage to eat the million you've already spent and admit your project needs to be put out of its misery.

As to catastrophic ARG failures: Its going to happen a lot. A whole lot. You can try attacking it by jumping all over the ones that fail, but its kind of like railing against the wind. Look at all the MUDs and MOOs that started up and failed quickly (and this was long before MMOs became big). Even professional efforts in any given field or genre fail with great regularity and amateur efforts are even more prone to melt-down. This is not to denigrate amateur efforts, you only have to look at the vibrant game modding community to know that some of the best creative work is done by non-professionals. And of course some of the best ARGs to date have been grass roots efforts. But almost any endeavor that attracts large numbers of people is going to generate large numbers of failures. It's just the nature of the beast (and of people). And if the past is any judge, your best efforts aren't going to hold back the flood waters.

This is not to say that you shouldn't do anything about it. You SHOULD point out the failures, bad practices, and bad actors. But the better part of your energies would be better spent in calling out successes, facilitating future success and putting the best foot forward. Some of this is already being done by the community. Most of the ARG sites have sections on PMing and best practices. But try finding a review. Although there ARE reviews out there, they're not easy to find. A quick perusal of the main ARG sites shows very few that have a prominent or separate link to a "Review" section on the main page (vpisteve's idea of game reports/thumb-nail-reviews is a nice step in this direction). Neither are there links to any "best of" sections in any of the sites. I note that we now have an ARG museum, which is cool (although it doesn't seem to start until 2003, grouch, grouch), but no Hall of Fame (or Shame) to call out the exceptional. Don't get me wrong, I'm not bitching at the wonderful, tireless folks that put these sites together on their own time and expense (several of whom deserve to be in an ARG Hall of Fame). I'm just saying that there's plenty more that can be done to promote the genre and show it in the best light.

I also think that new players, marketers, and the press often have a hard time getting into and understanding the games (or however you want to define them). Some sites have excellent introductory sections, but I don't remember any press or marketing kits or links (though I might have missed them -- which, come to think of it, reinforces the point). And when you get down to the level of individual ARGs things can get pretty intimidating. Again, I can't fault the people who put together the trails and wikipedias, these people are in a large part responsible for the success of ARGs, but even so, coming in cold on one of these can be an overwhelming experience. Too often there is no simple, engaging summary of what the game is about and what has gone before, and to be perfectly honest I don't think this is the responsibility of the trail writers (although some do it). I think the PMs need to step up to the plate (as some of them have) and provide a top line intro and story/progress summary to their games. This doesn't need to take you out of the game, it can be provided by in-game characters and sites without breaking the fourth wall. For one thing its just good design as it becomes a strong reward and situational awareness mechanism for the players.

And last but not least: Passion. I see a lot of it. Frequently the folks that seem the most upset or uptight about this subject are also the ones that seem to have a great deal of passion for the genre and its future. And that's a good thing. But I guarantee you that if you're this uptight about it now, you'll be ten times more uptight about it next year. Focus on what can be done to promote ARGs long term, we have yet to go through any number of cycles of boom and bust, before we even get to the point of being a large and successful genre. So as others have said before me. Don't curse, light a candle. Well OK you can still curse, but then you have to light two candles...
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PostPosted: Mon Jul 11, 2005 3:49 am
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colin
Entrenched

Joined: 13 Oct 2003
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Location: Australia

Lewis the Second wrote:
Forget I said anything. I jumped in too quickly based only on what I've seen a couple of times.
rofl that seems to be the problem....

PostPosted: Mon Jul 11, 2005 6:06 am
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Lewis the Second
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Joined: 23 Jun 2005
Posts: 198

Excuse me?

PostPosted: Mon Jul 11, 2005 7:13 am
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Fi
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Joined: 13 Apr 2004
Posts: 444
Location: London

Abbot, props to you. You clearly had a good concept for a game that you were able to implement well, albeit to a very limited extent Wink But you were mature enough to handle its implosion well, to make the effort to post here and to take criticism like an adult, instead of a precious little child, as so many of the 'PMs' these days seem to be.

And now can we please unsticky and lock this thread? Do we /really/ need another thread that's just going to end up in sniping and whining and bitching? Given that the author is no longer going to reply, surely this matter is dead.
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PostPosted: Mon Jul 11, 2005 7:22 am
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Ehsan
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Joined: 09 May 2003
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vpisteve wrote:
So, we've been working on something more along the lines of a Game Report, two or three weeks in, that basically is a review/thumbnail of things as they stand.


That's excellent, but the only problem I see is that it's two or three weeks into the game, so if it sucks I've already wasted 2 weeks on it and know that on my own. If it's good, then maybe i missed the first two weeks and I don't really feel like getting into it now, and I would wish somone told me it's good BEFORE it started (i.e. you read the movie review before you watch it, not 20 minutes into the movie)

Why not allow these "reporters" to have access to the game before everyone else? It might ruin the whole experience for them, but reviewers don't get to enjoy things anyone because they focuse on analyzing things.

PM's can then choose to give access to there reporters knowing that they can trust them. The players then get a "preview" as opposed to a full Game Report.

PostPosted: Mon Jul 11, 2005 8:35 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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That's ... not very immersive.

I wish I had a better solution, though.
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PostPosted: Mon Jul 11, 2005 9:03 am
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Varin
I Have No Life


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

Ehsan wrote:
If it's good, then maybe i missed the first two weeks and I don't really feel like getting into it now


But this would still greatly help the countless number of new people who stop by and don't know which ARG to jump into and want someone to help them decide which to catch up on. And who really has the time to follow every single trailhead and invest 2 weeks into it to see if it's to their liking anyway? With so many ARGs out there, many are going to make a quick judgement based on the trailhead device and the theme. If it doesn't grab people, they may not play. I know I've missed some good games that way - I didn't hear about how excellent they were until they were finished. I would love to see some thumbnail summaries up on ARGN. That way, even if I missed a great first two weeks I could quickly catch up and not miss out on the rest of the game.

Quote:
and I would wish someone told me it's good BEFORE it started

Why not allow these "reporters" to have access to the game before everyone else? It might ruin the whole experience for them, but reviewers don't get to enjoy things anyone because they focus on analyzing things.

PM's can then choose to give access to there reporters knowing that they can trust them. The players then get a "preview" as opposed to a full Game Report.


yeah, breaks the immersion...and takes all of the surprise out of it. Think about how lame it would've been if we knew ARGtalk was a setup for an ARG, none of us would have been fooled. Or what about Urban Hunt? We were surprised about that one too.

Not to mention it would be a heck of a lot of work for the PMs. Could you imagine running the game twice? Shocked And this still doesn't guarantee that it would be good anyway. The ARG could still have a meltdown halfway through.
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PostPosted: Mon Jul 11, 2005 11:36 am
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wraith
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Joined: 11 Sep 2003
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Location: Seattle, WA

Varin wrote:

Ehsan wrote:
and I would wish someone told me it's good BEFORE it started

Why not allow these "reporters" to have access to the game before everyone else? It might ruin the whole experience for them, but reviewers don't get to enjoy things anyone because they focus on analyzing things.

PM's can then choose to give access to there reporters knowing that they can trust them. The players then get a "preview" as opposed to a full Game Report.


yeah, breaks the immersion...and takes all of the surprise out of it. Think about how lame it would've been if we knew ARGtalk was a setup for an ARG, none of us would have been fooled. Or what about Urban Hunt? We were surprised about that one too.

Not to mention it would be a heck of a lot of work for the PMs. Could you imagine running the game twice? Shocked And this still doesn't guarantee that it would be good anyway. The ARG could still have a meltdown halfway through.


Actually for games that pre-announce this would work. Certainly the main-stream game community uses previews to good purpose. The main danger is that the game gets overhyped.

And I don't think the PMs would have to run the game twice. Some glimpses of some of the content and some limited play would probably suffice (the degree to which this was made accessable would be up to the PMs). Previewing the entire game is obviously impractical (unless its designed as a repeatable experience).

For games which choose to keep the element of surprise or discoverability the two week review should be just fine. It might be that the genre deserves a running review which gets added onto as the game progresses. I suppose you could review it earlier than that, but I would worry that its not enough time to get a good read on the game's sustainability.
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PostPosted: Mon Jul 11, 2005 6:01 pm
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Flidget Jerome
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Joined: 26 Aug 2004
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I could see this eventually turning into a trailer-type thing, though. How many trailers have you seen that were a lot more fun than their movies?

PostPosted: Mon Jul 11, 2005 8:43 pm
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colin
Entrenched

Joined: 13 Oct 2003
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A while ago it seemed everyone one was doing "pre-game" stuff. That would be good way to indicate how it's going to play. Since it's pre-game you should be able to jump in when the game starts, without knowing the pre-game (people who have played the pre-game can review it)

PostPosted: Tue Jul 12, 2005 6:08 am
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FLmutant
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Joined: 29 Oct 2004
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Location: Orlando, FL

Re: GypsySoft Post-Mortem by the PM

Abbot, first off, thanks for posting this.

Quote:

In other words, I have all the prerequisites to creating an Alternate Reality Game. Right?


Why the heck not?

Quote:

Puppetmastering is not for the weak of heart. Hell, it isn't even for the medium strong heart. It's for the steroid-run my-daddy-is-a-treadmill kind of heart. This is why we leave it to nice folks like Dave Szulborski, whose names are synonymous with "cardiovascular" and "Richard Simmons" to lead such a venture.


I often wonder if that's part of the problem of the genre. I'm fascinated by the idea that PMing an ARG shouldn't have to be like writing "War & Peace" in real-time ... unless you want it to be. We need a "short story" format.

Quote:

Obviously, it was odd and painful thing to relize that I was pulling the plug on the second day of the poor game's existence, but here I was, watching the players come to horrible realizations about my mistakes, and I knew that it was the responsible thing to do immediately.


As someone else said in the thread, it's always polite to shoot your horses.

Quote:

I'm glad to admit that the worst thing that came from this was only my own personal embarrassment.


You know what? That's totally the right approach as a creator. In reality, some things could go worse (we once kinda crashed the Korean stock market with an immersive narrative, but it was entirely on accident and even the Secret Service were laughing ... eventually) but the right attitude is to assume that the worst you're really responsible for is making an ass out of yourself Smile

Quote:

Why do PMs even make these games to begin with? If the answer is that it's for themselves, then that, I'm afraid, is quite wrong. Considering how little profit (if any) can be made from these "games," there is only one true answer: it's for the players. Any PM who is making an ARG for himself, for media attention, or whatever other reason, is the one who is going to fail. What is "fame," anyways?


This is going to sound totally cliche, but I'm more than twice your age, so I'm allowed. Artists/writers/songwriters/filmmakers/PMs generally paint/write/compose/film/PM for the same reason: because they have to. Because the desire to express demands it. That doesn't mean you couldn't both make a living at it and gain some "fame" from it, but neither of those tend to be real reason for creating, and most creators won't see a positive return from their investment in their work from money or fame.

Quote:
I cannot tell you how many long-winded rants I have read about the growing state of poor ARGs out there. Obviously, I'm admitting that in quite a few ways mine was an example of them. However, most rants out there are only supplying you with several paragraphs of anger. What we need is a bit of an example, which is why I have quite proudly transformed my failed attempt into a learning experience, not only for myself, but also for all of you out there.


And that is what makes your post so cool. My dad always used to tell me, "There's no such thing as a useless person, they can always serve as a bad example for others." He worked in the government. Twisted Evil

Quote:

Then why in heaven's name would any man off the street venture out to start one of his own? In my case, I love the creation process. For corporations, it's the paycheck. But for most, it's the thrill of playing god that is so irresistible.


I think for most people it's love of the creation process. Corporations aren't evil by nature. Sometimes corporations (small ones with their hearts in the right place) can even find ways to get people paychecks for creating even though they love the creation process. Life is nice like that sometimes.

Quote:

When a PM lets off a trailhead, he is making a promise that there is fun ahead, that if you give him your time you will have an enjoyable experience, and lastly that he will make sure that you both make it to the end.


The media person in me goes, "That's a high bar to expect out of any grassroots media." That's like saying that a filmmaker who makes a film is promising that it will be a good film and that you as an audience will have an enjoyable experience. Film festivals, where the grassroots of film comes together, is actually more about people experimenting with expression hanging out alongside people hoping to get scooped up by the non-grassroots system, both existing in a friendly (but occassionally contentous) commaraderie.

The biggest difference tends to be the level of commitment: with a film, I know I'm walking into a set amount of time, and that I can walk out at anytime. For many of the most passionate in the ARG community, that sense of discovery and wonder make the audience ready to pour in a massive amount of effort at even the hint of an ARG (think about the Marlyand Lotto example). It's like because some boxes have contained ARGs, every box suddenly might contain "I Love Bees" in it.

I'm not sure that's the PMs faults. High school students and college students make films, but no one on the Internet seems to get upset about that.

This thread has been very interesting.



Brian

PostPosted: Tue Jul 12, 2005 10:28 am
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i_monk
Boot

Joined: 06 May 2005
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I set out to write a reply to the original two or three posts the other day, but it turned into a condemnation of all tolerance for failed games, with overtures to shunning and/or pilloring PMs who fail and the players who coddle them. So I deleted it and decided to wait and see what direction the thread would take...

imbri wrote:
As for someones first ARG almost always failing... what a bunch of hogwash written to appease those that failed.

Hear hear! Every failure sets the bar slightly lower for the inexperienced wouldbe-PM, just as every roaring success sets it higher for those with years invested in the genre and a notch or three in their PM belt. It's not something to take lightly; a failure makes it all look iffy from the outside, where new players and journalists and investors come from. Imagine if I Love Bees had imploded after a few days. Or The Beast.

Anon... wrote:
Perhaps running whois searches on a few community members and directly hitting known players may have been a more immediate way of launching.

It may be 'immediate' but I have to disagree that it's the best way. The best, most creative way to anounce your rabbithole to the world is not to announce it to people who already know all the signs and what to look for. The Beast's trailer credits and press posters, MU's Matrix fan-targetting, and ILB's Halo fan-targetting are really great examples. Why? First, it's a broad shot and numerous targets, not a single message fired at a single target. Second, it brings people in who've never done this before, it boosts the mystery and excitement up three, no, heck, four notches.

Then if they like what they see, they stay after. Inbreeding is a good way of ruining and otherwise lovely genome, so aim outwards and trust that it'll be found by the pros within a few days (if it's worth finding).

I appreciate this post mortem, but can't overlook that it happened because the experience gained over the last four years was mostly ignored or undervalued.

PostPosted: Tue Jul 12, 2005 2:43 pm
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