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 Forum index » Meta » General META Discussion
How real is too real?
Moderators: imbri, ndemeter
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imbriModerator
Entrenched


Joined: 21 Sep 2002
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Location: wonderland

How real is too real?

So Steorn raises some interesting questions on just how real is too real. It's been a week now and people are still questioning if it's real or if it's a game. No matter what evidence is given for either argument, it can be twisted to fit the other.

We are, essentially, confronted with an object that could be a game. We're poking and prodding and it's not giving back the feedback that we're used to. So we look at it as if it's real and poke and prod a bit more and still don't get the right feedback.

Assuming, for discussion sake, that Steorn is an ARG, is this a good thing? Should some games be this real? Should they file patents and take place on websites & businesses established over 5 years ago? Are those lengths necessary and do they add something to the experience?

PostPosted: Fri Aug 25, 2006 7:44 am
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Nola
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Joined: 27 Jul 2004
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My opinion is that such attention to detail greatly enhances the experience... however, an ARG should never have an in-game character openly denying it's an ARG. If PM's get into the habit of denyal as a means of enhancing the "This is not a game" experience, then ARG players could become nothing more than a bunch of spammers to legitimate, albeit weird and mysterious, sites. I think ARG etiquette should frown upon an in game character's straight forward denial, and encourage the use of more "diplomatic" way of dodging the question.

PostPosted: Fri Aug 25, 2006 8:23 am
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Steorn -- ARG or ???

I'm not an ARG'er but if the point is to get a huge buzz without giving anybody anything real to chew on, the Steorn furor is a huge success!

One site (this one? I've looked at so many...) suggests that the whole Steorn company (whatever remained after the dot-com bust) and even the chief executive's name, was purchased or rented in order to get a realistic back-story. The primary problem remaining is the huge expense of the Economist ad. This suggests they are real and think they have something.

They're probably wrong of course. It is very easy to make mistakes measuring "power in" to an unusual electrical device, even a new electric motor. If they think they are getting more mechanical power out than electrical power in, then they'll think that it's just a matter of tracking the excess down and engineering it into true perpetual motion. This has happened literally hundreds of times before.

If it is a deliberate fraud, one possibility is that some individual in the company started the thing as a joke and it has gotten completely out of hand.

Another is "The Producers" scenario where the company deliberately over-subscribed itself to investors and needs a spectacular way to go bust. The idea being that everyone wants their share if the company succeeds but they all write their investments off if the company fails. If you know it's an unredeemable flop do you really care exactly how your money was wasted?

Me, I'd like it to be true. I want to live in a science-fiction world.
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PostPosted: Fri Aug 25, 2006 8:36 am
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pneumatik
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I think it's completely reasonable for the goal of an ARG to be as much realism and believability as possible. ARGs as an artform are really young. So far, the biggest ones have had a significant, "Great merciful crap! I can't believe they did that," feel to them. That's what gets them noticed, and press, and exposure. If the ARG is part of a martketing campaign, you need that attention for the campaign to work. If I were doing the next big commercial ARG, I'd try to have even more, "Holy crap!" aspects to it.

One way to do that is to make the ARG completely believable. I'm hoping that's what Steorn is. I want to never know if it's real or not. I want to be out solving puzzles for what might be something real. I don't care if it's a game or not if it has interesting plot and interesting puzzles.
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PostPosted: Fri Aug 25, 2006 2:43 pm
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Phaedra
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I really think "realism" is overrated. Internal consistency is important, but having a visible game framework allows people to feel safe in playing the game.

If I get a bizarre phone call from some weirdo in an ARG, I'm probably going to enjoy it. If I get a bizarre phone call from some weirdo and don't know that it's part of an ARG, I'm going to call the police.

I've quoted it before, but I really love this analogy from Jane McGonigal's paper A Real Little Game:

Jane wrote:
Michael J. Apter, a psychologist who studies adult play, proposes that pleasure in play is dependent upon a sturdy "protective frame" around a perceived challenge [2, p. 22]. According to Apter, this frame assures the player that real world problems cannot intrude on play and that the game will have no real world consequences or effects. A kind of guarantee in the vein of Bateson's metacommunications ("Don't worry, this is only play"), it allows players to enjoy what would in everyday life be experienced as painfully frustrating or disturbingly risky. Apter uses a three-part analogy involving a crowd, a tiger and a cage to make his point, an analogy that I find quite relevant to immersive game design. An empty cage, Apter suggests, will produce boredom in a crowd of spectators; a tiger without a cage will produce anxiety; and a tiger in a cage will produce a pleasurable excitement. This pleasure, for Apter, represents the safe arousal we experience during play.

During a discussion of other pervasive games currently in development by Lee and his collaborators, I related Apter's analogy to Lee, curious for his perspective. I offered my own interpretation: that perhaps the central goal of successful immersive game design is to communicate to players that a cage is in place, while making it as easy and likely as possible for the players to pretend that they don't see the cage. In other words, I suggested, give the audience a tiger, build a sturdy and always visible cage, but give the crowd both the means and the incentive to say, "What cage? I don't see a cage" even as the spectators are oohing and aahing over the cage's lovely gilt design and breathtaking size. This slight twist on Apter's analogy resonated deeply for Lee. "It's a really beautiful way of describing many of the thoughts I've had for such a long time," he said, vowing to keep it in mind during future projects [personal correspondence]. The key to immersive design, we agreed, is to realize that the clear visibility of the puppetmasters' work behind the curtain does not lessen the players' enjoyment. Rather, a beautifully crafted and always visible frame for the play heightens (and makes possible in the first place) the players' pleasure – just as long as the audience can play along, wink back at the puppetmasters and pretend to believe.


This isn't to say that there's no room for ambiguity within the ARG itself. I know from personal experience that some of the most fun experiences for me have been when I wasn't totally sure whether someone was "on to" the game. And for that matter, in the same paper I took that quote from, Jane points out that one of the experiences players of the Beast seemed most excited about was talking to a security guard whom they weren't sure was in-game.

However, if the entire game is ambiguous as to its status, there's no feeling of safety for the players. And if people think you're trying to perpetrate a hoax, some of them are going to resent it.
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PostPosted: Fri Aug 25, 2006 3:14 pm
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addlepated
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pneumatik wrote:
I want to never know if it's real or not. I want to be out solving puzzles for what might be something real. I don't care if it's a game or not if it has interesting plot and interesting puzzles.

I think you're probably in the minority there. People get very uncomfortable when the boundaries between game and reality aren't well-defined, like Phaedra said.
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PostPosted: Fri Aug 25, 2006 5:05 pm
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Ehsan
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Too real is if I can't tell it's a game. If I can't tell it's a game, I'm not going to 'play' it.

PostPosted: Fri Aug 25, 2006 5:09 pm
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PhiloticVoid
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Joined: 23 Aug 2006
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Ehsan wrote:
Too real is if I can't tell it's a game. If I can't tell it's a game, I'm not going to 'play' it.



I'm of the minority, I suppose. If I can't tell, it just interests me more. When players know and feel that they're playing a game, they might make decisions they wouldn't normally. They don't consider too deeply the consequences of their actions. If the players messed up on something and one of the characters died, and the game ended, no big deal. If players didn't know if a person could really die, then they'd have a more believable and realistic playing experience.

PostPosted: Sat Aug 26, 2006 12:02 am
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Phaedra
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PhiloticVoid wrote:
Ehsan wrote:
Too real is if I can't tell it's a game. If I can't tell it's a game, I'm not going to 'play' it.



I'm of the minority, I suppose. If I can't tell, it just interests me more. When players know and feel that they're playing a game, they might make decisions they wouldn't normally. They don't consider too deeply the consequences of their actions. If the players messed up on something and one of the characters died, and the game ended, no big deal. If players didn't know if a person could really die, then they'd have a more believable and realistic playing experience.


HEH!

Tell that to all of us who cried our eyes out when the Sleeping Princess died.

And tell all of us who had 10-page ethical debates about which character to help that we didn't "consider too deeply the consequences of [our] actions."

But if a PM made me think someone I had come to care about died, and I didn't know it was a game, and then later found out it was, I would be furious with them for manipulating me like that.

Ultimately, the goal of any ARG is for the players to enjoy themselves. If they feel used or made fools of, that's not a good thing.
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PostPosted: Sat Aug 26, 2006 2:02 am
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Giskard
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Joined: 07 Oct 2003
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PhiloticVoid wrote:
I'm of the minority, I suppose. If I can't tell, it just interests me more. When players know and feel that they're playing a game, they might make decisions they wouldn't normally. They don't consider too deeply the consequences of their actions. If the players messed up on something and one of the characters died, and the game ended, no big deal. If players didn't know if a person could really die, then they'd have a more believable and realistic playing experience.

I agree with you, I love this greyish area of doubt that does two things to people:

1) It makes them hold back and be a little (or a lot) more careful treating and evaluating stuff that is happening, because it might still all be real

2) It makes them be even more zealous in finding out more stuff, trying to prove whether it is a game or not.

I think this still goes hand in hand with Phaedra's quote of the tiger and cage story. With a good ARG, trying to hide itself from being a game, there still must be enough to make you suspect it's a game, you just aren't sure yet. I mean, if as much realism as you can get would make the best trailhead, then we should probably be watching microsoft.com pretty closely... the fact that Steorn is making a bizarre claim, that we all know cannot be true, is the thing making everyone doubt if it's a game or not.

Using the same analogy, people could see there's a cage in place, but they aren't entirely sure if it's safe to get near to it. So they keep a safe distance, but are still very curious to see what would happen if they would come closer. People might even taunt the tiger a little to see how angry it would get (yeah I know, this sounds rather lame, but hey, it wasn't my analogy Wink).

So,

Phaedra wrote:
If I get a bizarre phone call from some weirdo in an ARG, I'm probably going to enjoy it. If I get a bizarre phone call from some weirdo and don't know that it's part of an ARG, I'm going to call the police.


Well of course, but it doesn't have to be a weird or threatening or bizarre phonecall. If you were to recieve a call (providing you'd have left your phonenumber) from a Steorn-engineer from "the inside" willing to divulge some sensitive information about the Steorn appararatus to you, wouldn't you be thrilled? You'd still not be entirely sure if this is real or not, but there you are... as a player, you could decide to blurt out what you had heard over the phone knowing it's "just a game", but the greyish shroud of doubt that's still hanging around Steorn might also influence you to be a little more careful with that information.

When MU started about 3 years ago, it took quite a while for all doubt to lift wether or not it was still a real company and real persons we were trying to interact with (I think it took longer for me as I was totally new to ARGs at that time, and a lot of forum residents were a lot more used to this stuff, but still). I loved that! That's what dragged me into this community and I haven't really seen that since then (except for maybe ilovebees, which came close, but not because there was any real doubt it was a game, but because it took a long time to figure out what it was really about).

So, if Steorn turns out to be a game, I applaud the PM's for the level of detail (the background stuff, the patents, etc.), I really do. I agree somewhat with Nola that they probably shouldn't have been denying they're an ARG... they should be vehemently denying any claims they are not really what they say they are... just not in a way this specific.
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PostPosted: Sat Aug 26, 2006 8:33 am
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addlepated
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At least one past game that attempted to blur the lines was not well received by some of the community elders. There were quite a few people who really enjoyed it, as well, but the issue of an "is it or isn't it?" game proved to be fairly divisive.
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PostPosted: Sat Aug 26, 2006 4:17 pm
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imbriModerator
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You know, when I started writing the post above, I mentioned ARGtalk. I took it out because, I think, there are different circumstances surrounding it. When the site was first out there and people were under the assumption that it was a site to critically discuss the genre, there were many critics. Once it came out as an ARG, there was backlash. However, much of that backlash was because people felt as if they were being mocked and insulted by the characters. Nobody likes to be a fool but even fewer like to be insulted. Had the characters not had so many negative overtones and the genre and the people within the genre been presented under a more realistic or positive light, I think that much of the criticism would have been avoided.

And while you say that it was "not well received by some of the community elders", I think that's a misrepresentation. Some of the less active and newer members of the community were also turned off, however many of the newest members to the community hadn't been around enough to know, understand, or be attached to some of the history that was being denigrated. So, of course, they were not going to be as offended by the content.

Yes, the issue of whether or not it was a game was discussed but that was overshadowed by the subject matter.

PostPosted: Sat Aug 26, 2006 4:45 pm
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addlepated
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Well, not to derail the original thread, but actually coverage in ARGTalk was balanced - for each negative article, there was a positive one, etc. However, it's human nature to remember the negative, ya know? Smile

Anyway, nobody set out to fingerpoint or denigrate anyone... it was a buzz generator, and in that respect, it got a fair bit of attention, negative or otherwise.

Now back to your regularly-scheduled realism conversation! Wink
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PostPosted: Sat Aug 26, 2006 6:50 pm
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imbriModerator
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addlepated wrote:
Well, not to derail the original thread, but actually coverage in ARGTalk was balanced - for each negative article, there was a positive one, etc.


That may be, however the genre is not so evenly split. For every positive article on ARGN there isn't a negative one, for every postive post on unfiction or IU, there isn't a negative one, for every positive moment or person in the ARG community, there isn't a negative one. That made ARG talk, comparatively, negative and not representative.

addlepated wrote:
Anyway, nobody set out to fingerpoint or denigrate anyone... it was a buzz generator, and in that respect, it got a fair bit of attention, negative or otherwise.


I will agree that talking negatively about something does generate a buzz. But, when you do that, you have to expect that it will generate negative feelings and backlash as people, especially people passionate about the subject, become defensive. And, for that reason, I don't think that it can be used accurately as an example of backlash coming from something presenting itself as real because we will never know how much of that backlash was based on subject matter and how much was ont the game design.

However, putting aside the positive or negative connotations of the game, it is a good example of a game that infiltrated the community by masquerading as one of their own and presenting itself as real before dropping the very obvious "this is a game" bomb (the podcast, in ARGtalk's case). Another example would be Aware which caused a great deal of controversy when it did that with a character.

It's not wholy unrelated to the topic of how real is too real, but because both ARGtalk and Aware solidified the fact that it was a game, it's not on the same scale as something such as Steorn (again, assuming it is a game for the sake of discussion) which never provides such assurance. So, a question would be, is that difference meaningful. Would it be more exciting if Steorn did something that was very obviously a statement of game, allowing players to find the boundaries to push and, yet, ignore. Would ARGtalk and Aware faced less criticism if they never gave such a statement?

PostPosted: Sun Aug 27, 2006 12:55 am
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rowan
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PhiloticVoid wrote:
If players didn't know if a person could really die, then they'd have a more believable and realistic playing experience.

But believable and realistic doesn't necessarily mean a better game, especially when it come to life and death.

Using Steorn as a background for a hypothetical situation, let's say that the people from SteornWatch were able to fly from the States over to Ireland and visit with Steorn. Now, let's say that one of the StoernWatch people went missing during that trip.

What do you do?

If you're treating it as just game, you fall into the same old routine of every other kidnapping ARG. You try to figure out who took the guy and why and where they are being hidden. Yadda yadda yadda.

However, if you are treating this as 100% real, would you really just sit around and twiddle your thumbs waiting for the kidnapper to contact you? Or would you start to contact the authorities asking for action to be taken?

There are a million scenerios like this where, in a game you would take one course of action and in real life, a completely different one. The consequences of projecting the game world onto real life can be just as severe as treating real life like a game. A fire breaks out. A car explodes. A man is shot. A girl is buried alive in the desert. Someone threatens your life. If you don't know what is real and what isn't, any decision you make has a high probability of being the wrong one. Even one person calling 911 to report a fake fire is too much. What would happen if 10, 20, 50 people called? What if no one called to report a real fire?

These situations aren't some examples taken to an extreme. These are all very capable of happening. During WIBS (which very clearly was a game) there was a least one person who reported that they contacted the police to get more information on Benjamin Stove. If the lines were more blurred, I can only imagine what may have happened when Tucker went on his little road trip. Would people have started reporting his missing car to Highway Patrol officers? Emergency services/authorities have more than enough things to worry about these days than having to deal with situations that turn out just to be a game.

Personally, I don't want to get into a situation where I may end up having real powers over life and death. If I wanted that, I would be a police officer/firefighter/doctor/etc. And just because it's a game doesn't mean that I don't think about the consequences of my actions. I do and I act accordingly. But in the end, games and reality are two completely different things, and you should always know in which realm you are standing in so that you can live with yourself at the end of the day.
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PostPosted: Mon Aug 28, 2006 5:55 pm
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