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[Advice Sought]
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Almighty
Boot

Joined: 20 Apr 2006
Posts: 10
Location: United Kingdom

[Advice Sought]

I am relatively new to the whole ARG scene, this is my first post on a forum so far.

i have the people, the IT and organisational expertise, and probably the potential to run an ARG in the UK, with little or no budget (we're resourceful people in the social circle i'm in)

reading Szulborski's TINAG, there seems to be so much of this TINAG principle, denying the existence of a game. surely though, there's an unwritten point at which "players" know that they're in a game environment, and that these incidents/rabbit holes, and other trigger events are artificial.

where does the TINAG principle stop ? some of my ideas drift very closely to a real TINAG point of view, where the trigger events and artifacts being deployed could be construed as a rather dark and wholly real experience (the kind of goal i'd love to achieve). are there limits ? are there points during a TINAG ARG, where events may float close to the UK Protection of Harassment Act ? (ref http://www.opsi.gov.uk/acts/acts1997/97040--a.htm )

are there any PMs who have run in the UK and are knowledgable about this kind of concept? or am i just thinking far too ambitious, and not within the normal boundaries of ARGs ?

PostPosted: Thu Apr 27, 2006 6:14 am
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Ciaran_H
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Joined: 11 Nov 2004
Posts: 123
Location: England, UK

You might want to take a look at http://forums.unfiction.com/forums/viewtopic.php?t=14645 - there's a lot of useful views in there on every aspect of ARGs, including TINAG and how far it goes. A quote from Ehsan:

Quote:
On TINAG:

Not directly relavent to the above discussion is a widely confused mantra. The combination of TINAG and TIAG are what ultimately create the perfect experience to me. I don't want to receive any surpise calls after midnight, thank you very much, but I do want to be able to call a corporation and confuse the operator by telling her she's a fake actor... and have her respond as if I'm crazy.

From the Game's perspective, it is never a game.

From the Players' perspective, it is always a game.

Creating the perfect balance and deploying the above in the ARG elements discussed is the challenge the PM is presented with. LCP didn't work for me because it considered itself to be a game... Ghosts don't make websites... that broke suspension of disbelief for me from day one... Mu was amazing because I knew Metacortechs is a fake website from day one, but the website itself and the information presented on it was realistic and never admitted being a game.

It's fiction, but it's not. It's a game, but it's not.

TIAG(N).


There's a debate going on there about the various points, and it makes for great reading.

PostPosted: Thu Apr 27, 2006 7:40 am
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Almighty
Boot

Joined: 20 Apr 2006
Posts: 10
Location: United Kingdom

ta.

hope i didn't make a faux pas by posting the thread.

PostPosted: Thu Apr 27, 2006 8:10 am
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Ciaran_H
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Joined: 11 Nov 2004
Posts: 123
Location: England, UK

Not at all. Smile And actually, the thread doesn't say as much about TINAG that I thought it did. Oh well. It's interesting in its own right, too. Very Happy

PostPosted: Thu Apr 27, 2006 8:17 am
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Almighty
Boot

Joined: 20 Apr 2006
Posts: 10
Location: United Kingdom

reading it, i'm not sure it answers my question either.

most of the discussions about ARGs talk about the overall assumption that "players" have that they're in an ARG, and that it's solvable.

my concept is very web light, in that there may be web elements of it, but a large amount of it may well be artifact and physical clue based. the web elements of it would be used primarily as a tracking mechanism to indicate progression of participants through the game as they discover clues, and use information to gain information from web sources.

i'll add to the other discussion and see where i get with it Smile

PostPosted: Thu Apr 27, 2006 8:22 am
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

Re: [Advice Sought]

Almighty wrote:
where does the TINAG principle stop ? some of my ideas drift very closely to a real TINAG point of view, where the trigger events and artifacts being deployed could be construed as a rather dark and wholly real experience (the kind of goal i'd love to achieve). are there limits ? are there points during a TINAG ARG, where events may float close to the UK Protection of Harassment Act ? (ref http://www.opsi.gov.uk/acts/acts1997/97040--a.htm )


ok, I know imbri wrote something I agree with, but I don't have time to find the extact text... so i'll leave it to you. Remember that all this is opinion. there is no right or wrong.

Using that handy little search button in the top tight corner I found these threads:
A rant about ARG and TINAG
Community Support for Grassroots Games; TINAG
Where Reality Ends and That Other Reality Begins...

Some of those threads link to other resources. Between it all, you should be able to form your own views on what suits you and your game. (and then you can add your two cents to those threads Smile )

The last part I've quoted from you "where events may float close to the UK Protection of Harassment Act " concerns me. (imo Rolling Eyes ) Players play the game, the game doesn't play the players. if it's even a question you're doing something wrong (again imo Rolling Eyes )

PostPosted: Thu Apr 27, 2006 8:48 am
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Almighty
Boot

Joined: 20 Apr 2006
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Location: United Kingdom

well, if you were trying to solve a murder, or even say, something to do with corporate espionage, and you received an email from "the bad guys", that'd count as threatening yes ?

i'm only looking at this froma hypothetical point of view, but for the ARG to work, you need motivation, and there'd need to be some kind of reactionary effect from making moves within the game.

this is my point, and i've posted a main thread-starter in the META forum too. for TINAG to mean what it says, there needs to be a bit more reality involved. even if, say the ARG required you to meet someone, that might be threatening if you didn't know it was really a game.

likewise, trying to solve a puzzle, involving other people, who don't want the puzzle to be solved, if you don't know it's a game is a potential source of fear....

which is why i'm asking advice on the line between really TINAG games, and when it comes down to it, most ARGs which are really TIAG.

PostPosted: Thu Apr 27, 2006 8:53 am
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colin
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Joined: 13 Oct 2003
Posts: 810
Location: Australia

Almighty wrote:
for TINAG to mean what it says, there needs to be a bit more reality involved. even if, say the ARG required you to meet someone, that might be threatening if you didn't know it was really a game.


...It depends on what you take it to mean. There is no way you have read through those threads in the 5 minutes between our posts. If you actually read it you'll find some different opinions on what it means.

I found the text of Imbri's that I was after This Is Not A Game...[argn.com]

I'm going to leave it to you to read it...hopefully. I think you'll find that it outlines something different to what you expect.

PostPosted: Thu Apr 27, 2006 9:44 am
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Almighty wrote:
well, if you were trying to solve a murder, or even say, something to do with corporate espionage, and you received an email from "the bad guys", that'd count as threatening yes ?


Yes, but you may find that the "threatening e-mail" bit has been so over done that it doesn't get the respect it deserves. Now if said letter were handed to a player in person (i.e. a knock on the door and someone saying "this is for you") or an in person "Mr. X would prefer it if you and your colleges would cease your investigations into the matter of blah, blah, blah" would have a lot more weight to it than the threatening e-mail (which has been over used by PMs who don't have the inventiveness to come up with real content resources to do something better)

Quote:

i'm only looking at this froma hypothetical point of view, but for the ARG to work, you need motivation, and there'd need to be some kind of reactionary effect from making moves within the game.

this is my point, and i've posted a main thread-starter in the META forum too. for TINAG to mean what it says, there needs to be a bit more reality involved. even if, say the ARG required you to meet someone, that might be threatening if you didn't know it was really a game.

likewise, trying to solve a puzzle, involving other people, who don't want the puzzle to be solved, if you don't know it's a game is a potential source of fear....

which is why i'm asking advice on the line between really TINAG games, and when it comes down to it, most ARGs which are really TIAG.


Personally, I might suggest, anything that interfers with a player at work (more than say telephone or fax) may have the potential of getting a player fired if there is a misunderstanding (not a good thing), but messing with a player at home or in a parking lot of an arranged meet, would be OK (In my opinion).

Some people do not want calls late at night and I say, well, that is what answering machines are for ( Razz at Ehsan). I would suggest that you know your players well before showing up at the house of a younger member of the community, while some have told their parents about the games, you don't want to involve the local law enforcement by accident (i.e. going to a meet may be fine, having a shady character show up at the house may not be ok).

Another way to get into that uncomfortable zone in person would be to get into a player's personal space (standing real close, patting a shoulder, or a face) would be OK, but grabbing someone's arm would probably not be ok. Give the illusion that you are close enough to do physical restraint/harm but not make any moves that might be misconstrued as actually causing physical restraint/harm.

I guess what I am trying to say is: Threatening e-mail and phone calls have been way, way overdone, but other methods of threats (packages, in person visits) have been under utilized (mainly due to location of PM and Players).

I would suggest that if you have an in person meet of any kind, make certain your character players have some ability to carry it off in a believable manner. Make certain they can "sell" the threat.
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Thu Apr 27, 2006 9:48 am
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Almighty
Boot

Joined: 20 Apr 2006
Posts: 10
Location: United Kingdom

colin wrote:

I'm going to leave it to you to read it...hopefully. I think you'll find that it outlines something different to what you expect.


done, and done Smile

ok, gotcha. this sort of does bugger my idea up then, i can't quite get my head around having the 2 concepts alive at a time. either that or i really have got to avoid the web like crazy. there are too many holes in the website thing for a real TINAG situation i think, so i'm going to go heavier into the physical artifacts thing i think. no, i didn't manage to read *all* the threads, but i did take in most of the last 2..... point taken bro Smile

as for MageSteff's post, yeah, i can see what you mean, i'd never push it that far, but i was just hypothesising on the worst case sceanrio (i like to cover my back) and see if anyone's encountered this in the ARG industry (i imagined they had anyway) and how they dealt with it is all.

PostPosted: Thu Apr 27, 2006 10:33 am
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Phaedra
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Joined: 21 Sep 2004
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Almighty wrote:
well, if you were trying to solve a murder, or even say, something to do with corporate espionage, and you received an email from "the bad guys", that'd count as threatening yes ?

i'm only looking at this froma hypothetical point of view, but for the ARG to work, you need motivation, and there'd need to be some kind of reactionary effect from making moves within the game.

this is my point, and i've posted a main thread-starter in the META forum too. for TINAG to mean what it says, there needs to be a bit more reality involved. even if, say the ARG required you to meet someone, that might be threatening if you didn't know it was really a game.

likewise, trying to solve a puzzle, involving other people, who don't want the puzzle to be solved, if you don't know it's a game is a potential source of fear....

which is why i'm asking advice on the line between really TINAG games, and when it comes down to it, most ARGs which are really TIAG.


I don't have time to write the full post that I'd like to write, here, but I think it's important that you have metacommunications in the game that signal that it is, after all, a game -- and a fiction. Things like regular updates, standardized live experiences, etc. help do this.

Sometimes, in the case of ARGs like the Beast (murder mystery involving sentient robots, taking place in the future), Ilovebees (AI from the future crashes website in California), Last Call Poker (ghost takes over poker website), Metacortechs (takes place in the world of the Matrix), the plot itself signals that it is fiction (no sane player is going to believe that it's actually real).

But in any case, I think it's vital that there be something that signals that This Is A Game, or people may not feel comfortable playing.

As one of my favorite ARG designers Smile, Elan Lee, put it:

Elan Lee wrote:
The importance of a game is the formality. It's a lubricant in that it provides structure in a way that most people are not comfortable performing without.


(You can read more in the paper that this came from at Jane McGonigal's website. It's called "A Real Little Game" and actually the whole paper is about precisely the issue you're trying to address: player belief.)

Basically, the point is this: people enjoy games that have risks involved, but only if they can see the boundaries and know that the stakes are small enough to remain within the game. It's more about the illusion of risk, or risking something intangible (like embarrassment, for example, by doing something wacky in public, or risking one's reputation within a game community by suggesting something outre, etc.), than it is about real risk.

A lot of people enjoy roller coasters, but sane people don't drive their cars off cliffs to get the same falling sensation. The illusion of risk is exciting. Real risk is frightening.

So I'd say that your job as a PM, if you want people to be willing to play your game, and if you want them to enjoy it, is to create a situation that gives them the excitement of risk -- whether it's risking a small-stakes intangible, like potential embarrassment, or whether it's just the illusion of risk -- while still providing clearly visible boundaries that announce "None of this is really real."
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PostPosted: Thu Apr 27, 2006 11:30 am
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Delusional
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Joined: 16 May 2005
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@almighty

It appears to me that your ultimate goal is to create a purely TINAG ARG(am I right?). Well IMO such a thing doesn't/can't exist.

ARG's are two sided games. They can be fun creative and social exercises for the pm's but they are also for the players enjoyment.
If you take away the *wink wink* from tinag. Than you take away the player enjoyment part as well (I don't consider being threatened by a real organization as enjoyable) and it becomes only a game for the pm's that really boils down to screwing with peoples lives & emotions. That imo doesn't qualify as an ARG to begin with. There are obvious ethical concerns with a truly tinag model. You have the potential to cause serious emotional harm to your puppets(as they aren't really players).

I think a good ARG is a balance between tinag and tiag. Starting with tinag can considerably up the excitement and immersion levels of a game but tiag is needed to balance it out so as not to cause the players any real emotional stress. While still not completely breaking the immersion level that gives ARGs their unique edge that sets them apart from other forms of entertainment.

MageSteff wrote:

Another way to get into that uncomfortable zone in person would be to get into a player's personal space (standing real close, patting a shoulder, or a face) would be OK


I just want to say that I think that's really bad advice. Especially for someone looking to push the boundaries of tinag. I can only speak for myself but there are probably others like me. Where if in a strictly tinag situation some one came up to me, threatened me in a round about way and than patted me on the face. They would be getting messed up. Some people don't react to the threat of violence with fear and cooperation, they react with violence.

So anyways I believe that not only would tinag be next to impossible to pull off but it would/could be detrimental to the health of all those who are involved.

PostPosted: Thu Apr 27, 2006 2:26 pm
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
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Delusional wrote:


MageSteff wrote:

Another way to get into that uncomfortable zone in person would be to get into a player's personal space (standing real close, patting a shoulder, or a face) would be OK


I just want to say that I think that's really bad advice. Especially for someone looking to push the boundaries of tinag. I can only speak for myself but there are probably others like me. Where if in a strictly tinag situation some one came up to me, threatened me in a round about way and than patted me on the face. They would be getting messed up. Some people don't react to the threat of violence with fear and cooperation, they react with violence.

So anyways I believe that not only would tinag be next to impossible to pull off but it would/could be detrimental to the health of all those who are involved.


Almighty was asking how to up the ante on the "fear/threat" level. I was just giving one example of how to accomplish that - obviously YMMV.

What adds the the TINAG feel, a character who is calmly standing in line at Starbucks talks to his friends about how good a particular drink is, then tells you in a bland tone of voice that they are scared and think someone is following them around, or a character who stands so close to you that you can smell the garlic bbread he ate for dinner as he rumbles his line about you keepiong your nose out of the business at hand.

The first makes me wish they had just slept in late, while the second gets the them talking to other players about the really scary man they met that told them to stop investigating. As a player the second scenario would be much more "in the spirit of TINAG" than the first one was (for me anyway). Again YMMV and this is why letting people know up front in a *wink, wink* way that it is just a game. Make them uncomfortable in the way of the rollercoaster, and not the driving off a cliff...
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Thu Apr 27, 2006 4:46 pm
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Rolerbe
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Joined: 01 Mar 2005
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Personally i think TINAG was a somewhat unique feature of the progenitor of the genre -- the Beast. After that, there come to be some limitations to TINAG -- let's face it, there's some really bizarre and unpleasant stuff out there in internet land.

PM's don't need to highlight the fact that its a game, but there are some things they should consider:

    Do not become an Orson Welles "War of the Worlds" -- i.e. do not do something that would be likely to inspire panic

    Do not structure a live event such that it would place the participants in danger of: arrest by the police (the good guys) or predatory attack by weirdos (the bad guys)

    Do not structure a live event so as to encourage participants to engage in dangerous behavior to 'solve' the clues -- e.g. trample each other in a winner take all race, etc.


I'm sure there are others, but the general rule is to use common sense, then go a little bit further in the direction of conservatism and safety.
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PostPosted: Thu Apr 27, 2006 5:11 pm
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Ofiuco
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Joined: 27 Nov 2005
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Another example:

If a character I have been speaking to on AIM (and antagonizing) suddenly tells me, 'I am going to stab you in the eye with my Nazi-era dagger,' I would laugh at him. How could he kill me over the Internet? He doesn't even know where I live.

But if I'm snooping around somewhere I shouldn't be online, something that would already make me nervous -- and out of the blue I get a message telling me to back off or pay the price because we know what you're doing -- I might just pee myself. (Kidding. Exaggeration. I have excellent bladder control.)

From my point of view, TINAG is all about realism and taking things seriously -- as if they were real and as if they mattered. Sometimes this is accomplished best through details. To draw an example from a currently running game, Jack Harrison, if I'm going to be helping investigate a murder, I am more willing to believe an official-looking police report than a Word document with a few sentences in it. Because a police report -- or ripped-up memos, like in Orbital Colony -- makes more sense.

I probably just reiterated what everyone else just said, but oh well. For me, TINAG stops with me, the player. Everything should be absolutely real until it reaches me. I and the other players should be the only people in the whole universe (or really just feel like we are) that know it is actually a game. Or is it?

PostPosted: Thu Apr 27, 2006 7:17 pm
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