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Player Betrayals and UnFiction
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Varin
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The PMs chose to let the "betrayal" happen. That probably means they had a crossroad set up in the storyline where the players could choose one direction or the other. They also chose whether or not they would listen to one player as the "deciding vote" over which road to follow.

I say just run with it and see what happens. For all you know, the character you've decided to support could be the bad guy in the end and you could be the one labelled the "betrayer" in the future. Wink
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PostPosted: Mon Jan 30, 2006 2:36 pm
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HaxanMike
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Varin wrote:
The PMs chose to let the "betrayal" happen. That probably means they had a crossroad set up in the storyline where the players could choose one direction or the other. They also chose whether or not they would listen to one player as the "deciding vote" over which road to follow.


Absolutely true! On AotH, we pretty much received every bit of information about everything you guys were up to from all the players. Keep in mind that active Unfiction members make up a small minority of all players, and there are indeed many many players who surf UF without registering who are playing as well.

Just as Varin says, we often had choices to make rather than decisive moves from the players about where the story would go.
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PostPosted: Mon Jan 30, 2006 10:00 pm
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krystyn
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Which is why we got to experience Lou sending frantic messages from the inside of a Port a Potty!
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PostPosted: Mon Jan 30, 2006 10:39 pm
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Ofiuco
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Joined: 27 Nov 2005
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As someone else playing PA3, I have to come out and say I am not sure I like the way everyone else playing decided to react to this 'betrayal'. I understand why, but it has made playing the game very difficult. It seems to have entirely lost the cohesiveness that made playing, say, OC, so much fun.

On the other hand, as a roleplayer who has made equally questionable decisions in her time, I do think players are entirely within their rights to do things like this. It makes things more interesting, that's for sure! It'd be nice if the 'betrayer' were really still working with the players (a sort of Bros before Hos principle, if you will) but of course things don't always work out that way.

In this particular situation, maybe the best thing to do is to talk to Rusty and see if we can't all get along. :D No, seriously -- none of us really know which 'side' in the game is the 'right' side, so why not play all of them at once?

PostPosted: Tue Jan 31, 2006 6:20 pm
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Marrec
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I see where the panic and recoil is coming from. With a community like ours, 'betrayal' isn't exactly the name of the game. I remember back when I was actively participating in PXC (Before LCP gave me no hope of catching up) people were trying to send messages to all kinds of different people and precieved factions within the story to try and betray or help the cause. The PMs, being experienced and knowledgable as they are, ignored/excused almost all of these. Again, as people have stated, it's up to the PM to decided where to go from here...

But that doesn't help your situation at all. Rusty is still lurking and waiting to leek more information, right? You need 99.9% of the players to help you solve the puzzle or disseminate the information so that it's useful to the protagonist. There is .1% of the players that will take this carefully nutured and hard won information and give it straight to the bad-guy. So seemingly, this .1% has changed the dynamic of the game and made it a gamble to even post on the boards. In essence, making the whole experience less fun. At least this is your initial reaction. And from my standpoint, it's a completely legitimate reaction.

If you think about it though, it does change the dynamic of the game. Essentially, you have a spy to work around. Lots of solutions here. Feed him false information if you want to. That's always fun and will only help the good-guy. Join him if you want to. Again, fun (for some people). Let protagonist man know about the mole. Destroy spy man's credability in antagonist man's mind. Or just keep playing like you have been. Just remember that if the game isn't fun anymore, stop playing. There will be another game.
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PostPosted: Thu Feb 02, 2006 12:21 am
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rose
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I thought the issue at hand in this thread was "what happens when players (whether they are active on unfiction or not) give a character information that could only have been obtained from another player's unfiction posting of 'confidential' information."

In most games truly confidential critical information is quite rare or even non-existant. Usually the PMs want information to be widely dispersed, so it is unlikely that one person will have information that isn't also obtainable from a website, direct email, or other public source.

As mentioned, the PMs always have a choice of ignoring information sent by any player, so if they choose to use that information in the story, they have a reason. I still find it unlikely that they designed a game whose progress required a player to "spy" on confidential unfiction postings. Most likely, Varin's assessment is correct, the PMs reached a 'crossroads' in the story and made a choice.

Conversely, the situation where players feel they have to choose one side or the other side in sharing information that is available to everyone is common. Usually we don't know who to trust, at least at first. If it is just a matter of which characters do we tell what everyone knows, everything is fair game - as Varin and Haxan Mike said, the PMs may be getting the information from all sides anyway- and they can then decide how to proceed.
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PostPosted: Thu Feb 02, 2006 1:12 am
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FLmutant
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rose wrote:
I thought the issue at hand in this thread was "what happens when players (whether they are active on unfiction or not) give a character information that could only have been obtained from another player's unfiction posting of 'confidential' information."


Beyond the mechanics, there's another interesting trend here as well: that's there's a real sense of betrayal, an emotion invoked. Not necessarily a bad thing, and no two games have exactly the same dynamic. I think on Urns, there were some critics who felt the "contest" aspect of individual competition put a damper on collaboration. Oh, did the community spin red herrings for each other on purpose (and some of them ... what ever happened to Vooch.com ... were hillarious.)

Would you be surprised to hear that sometimes people think that organic community among ARGers looks a little bizarre, almost fake? It isn't, mind you ... it just has a deep appreciation for the virtues of collaboration and works hard to create that kind of atmosphere. Which produces a different kind of community.

That produces the opportunity for "betrayal" to come as much from player expectation for collaboration as player action working against that. Now it is just a question of what the PMs choose to do with that texture, right?

PostPosted: Thu Feb 02, 2006 4:54 pm
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Phaedra
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FLmutant wrote:
Would you be surprised to hear that sometimes people think that organic community among ARGers looks a little bizarre, almost fake? It isn't, mind you ... it just has a deep appreciation for the virtues of collaboration and works hard to create that kind of atmosphere. Which produces a different kind of community.

That produces the opportunity for "betrayal" to come as much from player expectation for collaboration as player action working against that. Now it is just a question of what the PMs choose to do with that texture, right?


Sorry if this isn't particularly well-organized or cohesive -- I'm operating on virtually no sleep for the last several nights and I'm totally starting to crash. A couple of minutes ago, I forgot the word for "door" Shocked but, nevertheless, here goes...

I know a lot less than a lot of the other community members here, since I think attempts by PMs to create factions or encourage individual players to work against other players are more common in grassroots games than in large-scale commercial games, aren't they? And I haven't played many of those.

But as far as it being a question of what the PMs choose to do with the "texture" of community expectations, I think that the issue is complicated both by the potential fluidity, and the potential intractability, of the community's expectation of collaboration. On the other hand, the ARG community's privileging of values such as community and collaboration over competition also create the possibility of a stronger -- for lack of a better term -- "community will" than could be mustered in an online group that valued those things less.

It's still a collection of individuals, but I'd say that in deciding what to do with that "texture," as you put it, PMs have to keep in mind that at certain times it can almost be an entity in its own right -- that is, individuals may subordinate their own desires to what they perceive as those of the community (let's have a poll to figure out what we should do!), and that there may be situations in which that cohesiveness could potentially make it intractable -- and not just intractable, but adaptively intractable.

Encouraging things like collaboration and group loyalty, I think, are things that go "with the grain" of both the texture of the community and its expectations.

Attempting to split it into PM-determined factions, or encourage a "betrayal" from one individual or a small group of players would go against that grain. (I'm not talking about, say, a player doing it on his or her own, and then the PMs running with the idea and encouraging it -- I'm talking about a preplanned effort on the part of the PMs.) Going against the grain certainly isn't inherently a bad thing, but I do think it's a lot trickier.

That has the potential to be a very interesting, memorable experience, but I think PMs would have to achieve a very fine balance. If the encouragement is too subtle, a community (whether the ARG community in general or a specific game's community of players that has already formed a cohesive whole) might miss it because it violates their expectations for what they're supposed to do. And if it's too overt, the players might recognize it and subvert it, possibly unintentionally, by treating the division as if it's only relevant IG and therefore undermining any real opposition between the groups ("Okay, they want us in two groups...so here's an IG thread/forum/wiki for Group #1, and here's one for Group #2, and here's an OOG one where Group #1 and Group #2 can compare notes...").

I know there have been some ARGs that had different teams, but did any of them actually manage to intentionally create real divisions -- that is, groups working toward opposed goals and not sharing information with one another? (This isn't a rhetorical question, btw -- I'm asking.)
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PostPosted: Thu Feb 02, 2006 6:47 pm
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L.Boomer
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Phaedra wrote:
I know there have been some ARGs that had different teams, but did any of them actually manage to intentionally create real divisions -- that is, groups working toward opposed goals and not sharing information with one another? (This isn't a rhetorical question, btw -- I'm asking.)


"Aware" intentionally created real divisions between teams, in fact the game actually might have succeeded a bit too much at these division of factions. There was true mistrust of opposing teams, which later even led to the mistrust of fellow team members. It worked, it wasn't always pretty and drove more than a few people away, but at the same time it was a very different experience. This was only achieved through the total separation of the factions boards (you had to declare your team loyalty and register to see that teams board only).
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PostPosted: Thu Feb 02, 2006 10:23 pm
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FLmutant
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Great stuff in this thread Smile

Phaedra wrote:

But as far as it being a question of what the PMs choose to do with the "texture" of community expectations, I think that the issue is complicated both by the potential fluidity, and the potential intractability, of the community's expectation of collaboration.


I'd argue that all communities suffer the complication of fluidity, but you're totally right: ARGers expect collaboration, and so they work actively to create an atmosphere of collaboration. That's essentially the defining trait of ARGers for me -- some are puzzlers, some are specers, some are interactors, etc. etc. but they are all expecting a collaborative experience.

Phaedra wrote:

On the other hand, the ARG community's privileging of values such as community and collaboration over competition also create the possibility of a stronger -- for lack of a better term -- "community will" than could be mustered in an online group that valued those things less.


Kinda. I'm going on a limb here a little bit, and I'm not referring to specific games but more a general feeling about the genre and some of its wrinkles. I think the main difference is actually the speed with which the community heads towards collaboration, but that collaboration can be built in other communities as well. The flip side of that difference is that sometimes it "short circuits" the natural bonding and social networking speed of the uninitiated: ARGers bond quickly with each other, and they do it through the shared experience of collaboration.

Phaedra wrote:

and that there may be situations in which that cohesiveness could potentially make it intractable -- and not just intractable, but adaptively intractable.


Absolutely! Don't get me wrong, Phaedra, I'm not advocating betrayal or paranoia or "negative experiences" as being particularly valuable storytelling textures (unless they are used in small dramatic bursts -- after all, HaxanMike killed HitsherMark!) I was more pointing out that this felt like a betrayal (or at least appears to from the discussion in this thread) because of that nature of community. In less organized communities, factional tones aren't particularly unusual (neither is individual action, sometimes of an unexplicible nature: in Heist, the guys at SomethingAwful.com were rooting for the goons!)

Phaedra wrote:

Encouraging things like collaboration and group loyalty, I think, are things that go "with the grain" of both the texture of the community and its expectations.


I'd go a step further and say that the above is actually an unspoken part of the definition of the "gaming" in ARG (I'm reminded of some of Jane's thoughts on that -- gaming instead of game -- from NYC ARGfest).

Ultimately, this kind of thing is within the PMs control (as others have pointed out) in terms of filtering where the narrative goes.

PostPosted: Fri Feb 03, 2006 9:55 am
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SirQuady
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I agree that the PMs should and will have to deal with this. I know that we had some "problems" with AotH trying to deal with the whole Emile vs. Scapegoat (was actually quite entertaining), but that worked out with (most of) us kinda playing the middle ground between the two!

I know that also on AotH, when Ian and Nisha were at their most angry at each other, i kinda tried to play them against each other with a email or two, to see if they'd react and get more angry. What happened? Nothing the PMs ignored it. which is fine by me! Id rather be ignored by a PM than have the game messed up! (But i still want PMs to pay attention to me! MEMEMEMEME! Razz )
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PostPosted: Mon Feb 06, 2006 9:38 pm
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HaxanMike
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SirQuady wrote:
I know that also on AotH, when Ian and Nisha were at their most angry at each other, i kinda tried to play them against each other with a email or two, to see if they'd react and get more angry. What happened? Nothing the PMs ignored it. which is fine by me! Id rather be ignored by a PM than have the game messed up! (But i still want PMs to pay attention to me! MEMEMEMEME! Razz )


I can't speak for other PM's and other games, but Brian Cain and I read every email sent to every character in Heist through the entire game and I can say each one was considered for where it might take the game, so even if it didn't appear in the game, we paid attention!

And just to throw this out there, am I the only one who dislikes the term "puppet master?" I don't think of the characters in the game or the players as puppets at all.

Of course I don't have an alternate term, but there's just something very b-movie sinister about the name "puppet master" that bothers me.
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PostPosted: Mon Feb 06, 2006 10:10 pm
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Marrec
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HaxanMike wrote:
I can't speak for other PM's and other games, but Brian Cain and I read every email sent to every character in Heist through the entire game and I can say each one was considered for where it might take the game, so even if it didn't appear in the game, we paid attention!

And just to throw this out there, am I the only one who dislikes the term "puppet master?" I don't think of the characters in the game or the players as puppets at all.

Of course I don't have an alternate term, but there's just something very b-movie sinister about the name "puppet master" that bothers me.


I agree, puppet master seems to imply something nefarious and "The Game"ish. I think PM is much better. People don't have to KNOW it means puppet master.

And I'm sure that most PMs do try to read every e-mail/correspondence they recieve from the pupp-... players. When I said 'ignore' I simply meant they chose not to respond in-game to the correspondance. (I know, I spelt it with an 'e' earlier, but that because I don't know how to spell.) Ignore was just a faster way to type that. PMs simply can't acocunt for every eventuality that may arise from the player base and therefore are forced to 'ignore' some interesting ideas and trails simply on the basis of time/story/credability. I suppose.
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PostPosted: Mon Feb 06, 2006 10:38 pm
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Phaedra
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HaxanMike wrote:
Of course I don't have an alternate term, but there's just something very b-movie sinister about the name "puppet master" that bothers me.


Wait, why is this bad?

You PMs are so sensitive! Laughing

This reminds me of a convo in the mod channel during the Last Call Poker PM chat in which we were trying to explain to Patricia that "sadistic PMs" was actually a compliment. *sunny smile*
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PostPosted: Tue Feb 07, 2006 12:08 am
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MageSteff
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Phaedra wrote:
HaxanMike wrote:
Of course I don't have an alternate term, but there's just something very b-movie sinister about the name "puppet master" that bothers me.


Wait, why is this bad?

You PMs are so sensitive! Laughing

This reminds me of a convo in the mod channel during the Last Call Poker PM chat in which we were trying to explain to Patricia that "sadistic PMs" was actually a compliment. *sunny smile*


I don't care if PM, GM (game master), DM (Dungeon Master) Storyteller, Narrator, Actor, or other term is used as long as at the end of a game I am part of Behind the Curtain, I can get pelted with pillows and then showered with Champaign. Good Champaign, not the ripple they sell down at the corner store.


Cheers!

/me goes stomping off through alcohol laced puddles.

Yes we did read the OC e-mails that came through the "non one thousand plus" auto responder accounts. But Varin did check the flow of the attempted auto responses. Yes, Lucky Ateroid Rot 7 got the thousand hits, with another similar on top of it for most of the rest.
Some we reacted to in full effect for the character involved as it did not damage the story arc, and others early in the game we came up with an in game method (Secretary shuffle) to prevent the most damaging to the game story arc from having the effect it SHOULD have had (lots of dead characters, - no one happy, including the PMs Shocked ).
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PostPosted: Tue Feb 07, 2006 12:33 am
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