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 Forum index » Meta » General META Discussion
The issue of imploding games
Moderators: imbri, ndemeter
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

MageSteff wrote:
Part of the allure of this niche is that the basic tools for creating these games/events/challenges are readily available to anyone at any financial level. I like that fact that it doesn't matter how much you can afford to spend monetarily that makes a good game. The thought, creativity and hard work that goes into the game has the greatest impact on it's success.


I just wanted to agree and disagree with this statement.

Yes, many of the tools utilized are readily available, however many of the skills are not. I think that this is true for most genres. I've seen some amazing work that was created for virtually nothing other than the blood, sweat, and tears spent by the development team on a volunteer or student basis. There are gazillions of flash based games, text adventures, mmos, etc that were created by people on their spare time with skills that they picked up as the went along. And, in the same vein, how many games have had loads of money thrown at them that turned out to be crap.

Programming can be picked up by anyone with a book or access to the internet, that doesn't mean that they'll be good programmers.

There are a number of graphics programs out there that are either free or free trial, but playing with them doesn't make one a good graphic designer.

Just because any ol' idiot that can find godaddy.com can register a website doesn't mean that they can create a decent website.

And, reading a book does not make someone an author. Going to a play does not make them an interactive actor. Playing a game, does not make someone a game designer.

Is ARG development available to anyone on any financial level? Absolutely. Though, honestly, a simple game can be created in prossessing or flash for far less cost and effort. Hell, I created a game in processing after just a couple months of playing with the program a couple hours a week. It took me 9 months to get lockjaw up and running with a team of other people and putting in many more hours/week. And, as ARGs go, Lockjaw was about as basic as my little java-esque game was..

Can anyone develop an ARG? Sure, just as anyone can create any game... as long as they have the skillsets needed. And, frankly, I'd argue that the skillsets needed for an ARG are a bit more broad than those needed for most other interactive genres.

The allure is that it looks far easier than it is. People think "oh, anyone can make a website" and/or "anyone can tell a story"

PostPosted: Wed May 17, 2006 4:44 am
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

imbri wrote:
The allure is that it looks far easier than it is. People think "oh, anyone can make a website" and/or "anyone can tell a story"

This is something I come across with any design task; People just don't get what goes into it. You can see it again and again across any creative industry. The art of design is is as much what you've consciously excluded as what you have included. It's about not putting that extra bridge into your killer new song and leaving out that extra graphic from your awesome poster.

It looks easy because the've put so much thought it making look that way. How you can get that across to people I don't know.

PostPosted: Wed May 17, 2006 6:10 am
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audioslave
Unfettered


Joined: 25 Sep 2005
Posts: 547
Location: Canada

Ok, I was going to make a new thread about this but, of course, there already was one (thank you search)

Alright, I've about had it. Just about every game I've come in contact with has failed miserably. It's sad that none of these PM's can continue with their games, hell, they can't even give a decent reason why, they just let it drift off into oblivian then make another soon-to-be-imploded ARG that again insults our intelligence as players. I used to love indie games, hell, I used prefer them, now that I've become as cold an callus as all of you (Wink) I think I've finally decided that big-budger games are the way to go. When I was playing LCP, I never had to stop and think "will this game just die off?", yet now I find myself thinking it over and over again with each new trailhead I encounter. I understand that things don't always go as plan, it's natural, but to leave us hanging, checking back for updates is nothing short of criminal. I hate to say that I've lost faith in the indie ARG, but when such petty things as leaving for another forum because communications arn't going as planned is disheartening (Jack Harrison, here's looking at you). I think these implosions are overshadowing really great indie efforts that have a chance of going through.

I understand that not every ARG can run smoothly, but all I expect from a PM is that they try to complete it, which I like to believe they did, but these days it's hard to think that way when it seems that PM's just get bored. This isn't a video game where you can stop and start as you please, there are players depending on you to deliever them a game.
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PostPosted: Wed Aug 23, 2006 2:53 am
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Rolerbe
Unfettered


Joined: 01 Mar 2005
Posts: 330
Location: North America

Stay away from the games that rely on chat as their primary media. These seem to die off quickly.

Look for at least one well constructed website with some depth. These don't just die off nearly as often.
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Failure isn't the worst thing in the world. Repeatedly trying really, really hard, then failing, now that's something.

PostPosted: Wed Aug 23, 2006 6:26 pm
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PhiloticVoid
Greenhorn

Joined: 23 Aug 2006
Posts: 6
Location: Western NY

Implosions, I've noticed (I'm a long-time lurker), seem to come from grassroots games with very little funding and resources. Solo-PMs try to run a game solely on AIM or perhaps in conjunction with a blog and an email address, and therefore have to compensate for their lack of quantity with quality. Oftentimes, as the PMs tend to be younger in age (example: Mantis, Doug, Flaming Heart), they have no idea what they're getting into and go way over their heads. They create something they can't handle and instead of toning it down (which can be difficult), they pull out completely, sometimes without even a goodbye.

Grassroots PMs, I think, feel a lot of pressure from the more professional PM teams, such as 4orty-2wo and Colin Brennan. They try to fill in the gaping whole left by lack of websites and other things requiring money with over-elaborate stories and complicated twists that leave the PMs themselves forgetting earlier things and at a loss for what to do. Going through grassroots games that don't make it out of News and Rumors, reading closely will show you contradictions in the story that PMs try to cover up sloppily.

So implosions come from lack of skill and pressure from professional teams. Not that I'm saying professional teams are bad. They're anything but bad. It just seems that unintentional pressure from those teams and the community help create an environment for the PM that is ripe for implosion (or explosion, in the case of certain games).

PostPosted: Wed Aug 23, 2006 11:45 pm
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audioslave
Unfettered


Joined: 25 Sep 2005
Posts: 547
Location: Canada

Colin Brennan? Didn't she have a major implosion on like...2 ARGs?

I'm just pointing out that implosions can happen to anyone
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PostPosted: Thu Aug 24, 2006 1:18 am
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PhiloticVoid
Greenhorn

Joined: 23 Aug 2006
Posts: 6
Location: Western NY

audioslave wrote:
Colin Brennan? Didn't she have a major implosion on like...2 ARGs?

I'm just pointing out that implosions can happen to anyone


True, Colin Brennan did have implosions, and they can happen to anyone, but compare the quality of his games to another grassroots PM.

PostPosted: Thu Aug 24, 2006 1:22 pm
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Nola
Unfettered


Joined: 27 Jul 2004
Posts: 675

I think the best thing a would-be PM can do is to buy spell-check/grammar check software. Implosion likelyhood is directly linked to the "grammatical and spelling errors per 100 words" ratio.

PostPosted: Fri Aug 25, 2006 8:32 am
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