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 Forum index » Meta » General META Discussion
Is The Lost Experience really an ARG?
Moderators: imbri, ndemeter
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Ehsan
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Joined: 09 May 2003
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Well ranting aside, and to add to what CreativeEmbassy said, the narrow definition is just trying to get a game which I can enjoy. I would encourage broader definitions but I only have bad examples of why they shouldn't do it.

The following games failed to immerse me enough to care, and this is why:

Lost Experience: Persephone coming out through the flash, talking to every player the same way... just doesn't make sense. It's a programmed trigger which mimics how a real interaction would have occured, but it's so obviously fake it hurts.

I Love Bees: I actually have no problem with aliens calling payphones... but I couldn't reach any of those payphones, I was never a Halo (or xbox) fan, and waiting for other players to trigger audio clips was just not interesting to me.

Orbital Colony: The website design/content was not consistent with the entities represented. Left me wanting something more realistic which doesn't remind me of templates, which is fine for a game but wouldn't happen in real life.

Perplex City: I still don't get this one... did someone from an alternate dimension contact Mind Candy to create a game on Earth? No, I just don't get it.

Last Call Poker: There are too many to list here, but in general dead people don't make websites--they are dead. If they did I expect the site operators to investigate or do something about it and that would be the game we play. LCP hurts so much because they didn't even try. I played for the money.

Many other smaller games: Unrealistic websites, weak characters, no real purpose, illogical story, etc.

So for me it's just about caring enough about a game to play it. I swear I try... you can't imagine how much I wanted to love the Lost Experience because there's so much potential in there... but it's so weak in so many areas that I can't spend 5 seconds looking at the site anymore.

The numbers state that there are a lot of people who enjoyed these games. To them, these are great ARGs.

But I'm looking for something else... it can be done without interaction... it can be done without puzzles... it can be done without websites. You can be creative and unconstrained by definitions, but don't do it in the expense of TINAG, which nobody seems to care about anymore.

Whatever happened to "don't tell anyone" and "don't build a game"?

Stop making things so gamey... bring back TINAG.



PostPosted: Tue Jun 06, 2006 11:50 am
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Phaedra
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Ehsan wrote:
LCP hurts so much because they didn't even try. I played for the money.


They...didn't...even...try...?

Wow.

EDIT: removed profane word.

I'm sure all the people who worked their asses off on LCP would be delighted to know that you feel they phoned it in.
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PostPosted: Tue Jun 06, 2006 11:57 am
Last edited by Phaedra on Tue Jun 06, 2006 12:55 pm; edited 1 time in total
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ScarpeGrosse
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Joined: 30 Nov 2002
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Ehsan wrote:

The following games failed to immerse me enough to care, and this is why:

SNIP

You can be creative and unconstrained by definitions, but don't do it in the expense of TINAG, which nobody seems to care about anymore.

Whatever happened to "don't tell anyone" and "don't build a game"?

Stop making things so gamey... bring back TINAG.



Huh. Interesting perspectives... To me, reading that list was like reading a laundry list of why I don't like girls who are prettier than me Razz Looking at what you're pointing out as "serious issues" with these games doesn't really point out anything terribly wrong with them, but an inability to appreciate the "Continuity of the Game Universe" or something that attempts to expand from "The Beast Model."

I can understand ILB losing some flair because you can't answer payphones. That's fine. Whatever.

But sweet jebus, the rest of them are what I would consider petty rationalities for disliking a game: "The websites didn't match", "Dead people don't make websites", "No other worlds exist beyond Earth."

Well, I'm sorry, but There Is No Matrix, but you claim to have liked that game. There is no sentient AI wandering about communicating with us, but MU was okay. There is no Evan Chan, but that again, seems to be okay.

And to suggest that no one cares about TINAG anymore? TINAG follows that the game doesn't think that it's a GAME, which all of your examples of "UN TINAG" listed above have followed to a T. So what if real dead people can't make websites? The story believes it can happen - isn't that what the philosophy of TINAG *really* means?

Disliking a game is fine, but it doesn't mean that it's not an ARG or that TINAG is dead. It just means it didn't mesh with you.
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PostPosted: Tue Jun 06, 2006 12:12 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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This makes me wish even more that people here had paid attention to Omnifam. That was a really good game, and I would've had some company after having to deal with CLOWNS ZOMG again.
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PostPosted: Tue Jun 06, 2006 12:46 pm
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Ehsan
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Joined: 09 May 2003
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Phaedra wrote:
They...didn't...even...try...?


They did not try to recreate the same TINAG experience introduced by the Beast. They were explicitly going for something fresh with new concepts and ideas, and sticking with the original Beast model was not in the agenda.

from the LCP PM Chat (emphasis mine):
Quote:

<janemcg> Well, one thing we tried was to come up with immersive design that wasn't limited to the "this is not a game experience"-- So, for instance, interacting more live with characters during gameplay as a kind of immersion, going out to real-world, story-charged spaces as a kind of physical immersion, e.g. Immersion doesn't begin and end with belief/suspending disbelief, and so we were excited to explore different kinds this go-round.

<Elan> Also, because a goal for this game was to create a comfortable experience for poker players, we wanted to try some new things as far as what you "believe" as you play. We wanted to be a bit more clear that this was a game to see how it played out. (we're all still very much in experiment mode in the genre) Ultimately, I think the "stickyness" of the site was quite good for new players, and I think that the non "TINAG" experience had a little to do with that

<vpisteve> from a design standpoint, we were really trying to play around with the line between giving folks all the classic fun things that they usually get in an ARG, while at the same time making it all a lot more accessible to the new/casual player than ever before. This accounted for some things being done a little "differently"


Again, my very personal preference is not to do things differently because they didn't work for me. Also when I said TINAG I am not just asking for a game not to acknowledge that it is a game, but that it should not even play like a game (for example, without leaderboards within the game--see PXC or LCP)

PostPosted: Tue Jun 06, 2006 12:50 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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Location: Is not Chicago

The thing with the leaderboards in LCP was that I felt that game-wise, they could certainly be consistent with a TINAG sort of play style.

Lucky was using us, the players, as pawns. We were there to help bridge the gap between the dead and the living, to help break the curse of the gun and help Lucy Brown in the process, who he loved very much and identified with.

In order to do so, he hooked us in with poker, and created allegorical references between Hold 'Em and the history of The Gun. He encouraged the players to become invested in the reality of the dead teaching the living about letting go and moving on and living life a bit more fully.

I dunno. Maybe it's because I did a gazillion and one Favors that this really hit home for me. I had some very cool experiences completing those tasks. I played harder at that game than I have in a long while at any game.

Lucy was at the River, and we were the Boat to carry her. (named Cloudmaker? har!) That's sorta how I view the leaderboards.
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PostPosted: Tue Jun 06, 2006 1:03 pm
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Rolerbe
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Joined: 01 Mar 2005
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I've always thought that the 'Game' part of ARG was the limiting part. The rants here are always about story -- give me an engaging story (its also the most distinguishing differentiator between a good movie and a bad one, a good book and a bad one, etc.)

So, I propose 'Alternate Reality Story Experience'

or ARSE Twisted Evil
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PostPosted: Tue Jun 06, 2006 1:07 pm
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Mikeyj
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Joined: 18 Oct 2004
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Ehsan wrote:
I actually have no problem with aliens calling payphones...

I still don't get this one... did someone from an alternate dimension contact Mind Candy to create a game on Earth? No, I just don't get it.


Apart from this inconsistency...your problem seems to be more in the fact that you want your reality real, rather than as a game at all. A problem with suspension of disbelief, not an issue with ARGs. Sure a PM has to create an immersive environment, but you also have to allow yourself to become immersed. I'd hate to have a game of snakes and ladders with you, the snakes wouldn't be real enough and you couldn't climb the ladders! Very Happy

Also the leaderboards in PXC are really a separate entity from the ARG aspects. You can play one and not the other with ease. Although I'm probably not the most unbiased of individuals when it comes to this subject!
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PostPosted: Tue Jun 06, 2006 1:08 pm
Last edited by Mikeyj on Tue Jun 06, 2006 1:27 pm; edited 1 time in total
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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Location: Is not Chicago

Change the ladder to a plane, and you'll be SET.
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PostPosted: Tue Jun 06, 2006 1:12 pm
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Ehsan
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Joined: 09 May 2003
Posts: 992

Mikeyj wrote:
A problem with suspension of disbelief, not an issue with ARGs. Sure a PM has to create an immersive environment, but you also have to allow yourself to become immersed.


And I was totally immersed in Metacortechs, as an example, which is based on a futuristic alternate universe that doesn't exist, and technically doesn't make sense.

I don't have a problem with suspension of disbelief, and I could honestly write several pages of analysis detailing of why a game failed to make me suspend disbelief while Mu worked, but I chose to spare you the details, hence the perceived inconsistency in trying to explain it in one paragraph.

PostPosted: Tue Jun 06, 2006 1:17 pm
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imbriModerator
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Not to turn this into a post about LCP, but I really agree with Krystyn on this. And, yeah, perhaps it's because it is probably the first ARG that really captured my attention and, outside of the games that I've actually worked on, given so much of my time and energy to. Sure, there were some problems with it but overall it was one of the best executed games we've ever seen. In my opinion at least.

It just goes to show how we all have our personal preferences in what we like to see and what we want out of a game. However, our preferences should not get in the way of a general group concensus. Certainly, we're all open enough to understand that there are going to be ARGs that don't meet our personal preferences, our personal standards, our personal definition of a good alternate reality game.

PostPosted: Tue Jun 06, 2006 2:28 pm
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jamesi
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Joined: 25 Sep 2002
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I'll try to steer this back on course by saying: I like TLE even though, to me, it isn't the most engaging game. However, I guess my suspension of disbelief is pretty high, because I don't care about all of the bad stuff people have pointed out in this thread. Instead, I'm focused on the fact that it's a game and is meant to be played for fun.

I guess that's why I enjoyed LCP, and Lockjaw, and The Beast, and The Cult of Adramelech, and The Art of the Heist, and Regenesis ER v2.0 (which I'm still playing). Those were all fun games that, in the eyes of others, had faults which broke the fourth wall, or faults which made the game less compelling for them, or faults that made the story unbelievable, or... you get the point. For all of their perceived faults, they were still games, and they were still fun to play.

Now, I can't very well say that TLE is an ARG because it is fun to play. Believe me, I've wrestled with the fact that the term 'alternate reality game' does not have a easy-to-digest set of definitive attributes that I could relate to the multitude of people who email ARGN (shamelsss plug) on a weekly basis asking for more information on what an ARG is. From that side, I can see how valuable a definition would be, but I don't think this is the thread to work within to find that answer.

Instead, I will look at TLE from a player's point of view, and think about it as I usually do, with a four category checklist.

Characters: Yep. Not all are believable, but they are definitely there.
Story: You bet. Consistent? Not always, but believable enough.
Puzzles: Oh yes. Some have been quite fun, actually.
Interaction: A bit. Canned conversation triggered by clicking, but the element exists.

So, for me, TLE is an ARG. It's not the best ARG I've ever played, and it's not the most fun ARG I've ever played either. But it meets my requirements that are based on my views about ARG in general without forcing it into a cookie-cutter definition.
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PostPosted: Tue Jun 06, 2006 2:55 pm
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Rolerbe
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Perhaps this whole thread is really all just a subtle arg itself. The alternate reality of META WARS! How's that for realistic? Razz
(should we move this thread to ARG's with potential?)
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PostPosted: Tue Jun 06, 2006 6:18 pm
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colin
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I'd like to reply, but this should really be split. It now has three parts; the actual question and answers; usual 'what is an ARG' crap; and some constructive talk about specific games.

I'd like the talk of specific games to continue (elsewhere) it's some of the freshest meta I've seen in a long time.


(TBH, the amount of moderators and long time community members dragging this OT is a bit disappointing)

mod note: TBH. I completely disagree and don't feel that we've strayed off topic. The original poster posed this question: Is The Lost Experience, by defenition, an ARG?

In order to answer that, sadly, we have to rehash the definition of an ARG. While there's a decent basic agreement on a simple definition (see Short Definition of ARG), we each have our own preferences that steer our individual definitions and, for whatever reason, we like to state those very preferences time and time again (see just about every other thread in this forum). However, as the original poster mentioned other games and the components contained within, it's completely on topic to have a discussion about defining the genre while utilizing other games for example and whatnot (such as Ehsan's post) in this thread. If it moves into a discussion of comparing games and whatnot, I'll rename the thread. - imbri



PostPosted: Tue Jun 06, 2006 11:36 pm
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Rolerbe
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Joined: 01 Mar 2005
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The original question that started this topic was
Quote:
Is The Lost Experience, by definition, an ARG?

And while its a legitimate question, the questioner answered it themselves
Quote:

I guess it doesn't really matter.

There are those who would define ARG so tightly that the only ARG that could meet the criteria is the archetype itself. Surely this is overly reductionist.

Some say let's split the hairs even finer and create a taxonomy of ARG subtypes. E.g. to create the 'mystery', 'adventure', 'fantasy', etc. categories of the ARGs. While this may be a valuable approach to describe the ARG space, it might only be possible in an abstract sense -- there are probably not enough cases to do this empirically.

Some have argued that one game or another wasn't an ARG because it sucked in some way and didn't live up to the prototype(at least for that particular player).

And then some have thought the question moot and responded by being 'flip' (guilty but not penitent Razz ). In that vein, I say we should not ask what an ARG is to us, but rather ask what we are to an ARG -- The designers of ARGs certainly aren't spending their time building fences around their past, they're busy off exploring. Using the contentious moniker of ARG for a moment, running today they are making ARG's that are comic books, card games, treasure hunts, books, and more. Note that These are not just minor deviations from or enhancements to the standard model, they're aggressive and pretty wide ranging 'artistic' explorations.

You say that at least some of the replies are either OT, or are not taking the discussion of what makes an ARG good seriously enough and so are getting in the way. While that wasn't the original question, I think it's the only relevant one. If we focus our discussion on what makes an ARG good, Ill bet the question of what exactly is or is not an ARG will take carer of itself.
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PostPosted: Wed Jun 07, 2006 1:44 am
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