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 Forum index » Archive » Archive: Perplex City » PXC: Questions/Meta
[Event] Post-event discussion
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Mikeyj
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Joined: 18 Oct 2004
Posts: 1847
Location: London

[Event] Post-event discussion

New thread here as better to keep meta

poozle wrote:

The online event was VERY boring, solving random questions, many multiple times, without knowing which were solved and which weren't. Doing the same thing for 4hours and a 1/2...


UKver2.0 wrote:
Not to mention that most of the questions were brainlessly Googlable. I envy those who thought this was fun and exciting and intense - you have a far more superior imagination than I.


I agree entirely. It felt like a sop to those online despite the fact that during live events they wil always make up the vast majority of the people involved. Full integration with people on the ground or none at all, and we can get vicarious pleasure from fleeting contacts with them. Better approach than what felt a little tokenistic.

More importantly I think we should bear some of the blame too. The number of IRC channels was confusing, what we were allowed to discuss and where was confusing and the way it was enforced was rude. Especially as there were a large number of individuals that hadn't participated in something like it before and had perhaps not used IRC before. It was a real turn-off. Perplex City has an extremely wide fan base, many of whom are new to ARGs. We need to consider this, particularly during team-based (or otherwise) live events.

Rant over. Sorry for putting a dampner on things, but I wouldn't say it if I didn't think it was important (that's a lie, but I do think this is important!).

I'm sure the stuff on the ground in SF was fantastic, I know London was great and this sounds like it upped the ante.
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PostPosted: Sun Aug 13, 2006 9:16 am
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jojojojo
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Joined: 10 Dec 2005
Posts: 208
Location: Where the puffins fly, and the sheep roam.

Re: [Event] Post-event discussion

Mikeyj wrote:
It felt like a sop to those online despite the fact that during live events they wil always make up the vast majority of the people involved. Full integration with people on the ground or none at all, and we can get vicarious pleasure from fleeting contacts with them. Better approach than what felt a little tokenistic.


This is a little hard to implement really. To do this Mind Candy would need to set up some means of mobile communication for those on the ground, and this is not always practical or financially viable. I for one am grateful we had *something* to do last night, even if it did seem "tokenistic". Look at London, there was NOTHING to do online then. This is a step-up from last time. Give the game (and technology) time and I am sure things will get better and better. Alot of the things that MC plan for us are done with trial and error. It's not as if they can test them out on us, as it would give the game away.

Mikeyj wrote:
More importantly I think we should bear some of the blame too. The number of IRC channels was confusing, what we were allowed to discuss and where was confusing and the way it was enforced was rude. Especially as there were a large number of individuals that hadn't participated in something like it before and had perhaps not used IRC before. It was a real turn-off.


The speculation room was intended as a chat area for those who were not familiar with IRC, and therefore no idea about #syzygy. When we realised that this wasn't going to work, the rules were relaxed. As for the enforcement being rude, I find that frankly offensive. I logged both rooms, and yes, comments made by moderators were sharp and to the point, with over 200 people to manage it was neceessary. They were by no means rude.

I am quite glad the #pxcsflivespec was there as both channels were moving so fast, it was hard to keep up. If that had been combined into one room, the screen would of been near impossible to keep up with.

There was a third room, #pxc-sf room was set-up by players wishing to have IRC contact, even though the moderators of #pxcsflive hinted several times in #syzygy that Mind Candy would of sorted something out.

I personally believe there is no point whatsover to "blame" anyone. Why? We live, we learn, we move on! Next time, it can only be better and we'll have even more fun!

After every event we always have the negative moaning that things were not good enough, can we please look at the positives and celebrate what we accomplished last night?
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PostPosted: Sun Aug 13, 2006 10:02 am
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Mikeyj
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Joined: 18 Oct 2004
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Location: London

Re: [Event] Post-event discussion

jojojojo wrote:

This is a little hard to implement really. To do this Mind Candy would need to set up some means of mobile communication for those on the ground, and this is not always practical or financially viable.


I am lamenting a lack of invention on this occasion. Think of Receda's Revenge, fantastically enjoyable. Or our distraction for the Police Department. Equally exciting. Watching a counter tick to 100 % is akin to installing a Microsoft program in thrill levels. I do not intend to diminish the fact that organising such things is difficult or that Mind Candy often does a great job of doing so.

Jojojojo wrote:
The speculation room was intended as a chat area for those who were not familiar with IRC, and therefore no idea about #syzygy.


This was not clear to me or to others at the time; therefore, how is this helpful to a novice?

Jojojojo wrote:
When we realised that this wasn't going to work, the rules were relaxed.


Which, sincerely, was great.

Jojojojo wrote:
As for the enforcement being rude, I find that frankly offensive. I logged both rooms, and yes, comments made by moderators were sharp and to the point, with over 200 people to manage it was neceessary. They were by no means rude.


The comments made were sharp and to the point and moderating a room like that is obviously no mean feat. But the frequency with which the comments were made was rude. This will always be a matter of personal opinion so I feel we should leave it at that. I mean no personal offense and I am sorry for any that you have taken.

Jojojojo wrote:
I personally believe there is no point whatsover to "blame" anyone. Why? We live, we learn, we move on! Next time, it can only be better and we'll have even more fun!


Blame was perhaps a poor choice of word. I agree that we live and learn and hope that my post above can be considered part of the "learning", for how can we learn without robust discourse? I also hope that next time we can have more fun.

Jojojojo wrote:
After every event we always have the negative moaning that things were not good enough, can we plase look at the positives and celebrate what we accomplished last night?


There is a certain amount of moaning and that is partly why I created a separate, clearly labelled thread so that it can be read or ignored as desired. I would like to point out that I have never been moved to post in this way before after an event. I believe that the points I've raised are worth raising and that's why I did so.
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PostPosted: Sun Aug 13, 2006 10:27 am
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Sophiecat
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Joined: 08 Apr 2006
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I agree with Poozle UKVer2.0 and Mikey J.

I was really looking forward to this all day and for the previous few days since we found out it was going to happen, however I frankly found it disappointing.

I got sick of trying to answer the same question over and over again and not knowing which questions had already been answered.

I tried to keep up with the thread on unfiction but couldn't cope with juggling all the open windows.

As someone new to ARGs I was put off the IRC thing due to not knowing much about it, and from the comments of people at the Borders Launch it seems to be an exclusive club where novices are not welcomed. That may not be the case but it is the impression that many of us newbies have.

I appreciate the fact that MC did try to provide something for us and hope they will do so again, I also hope that the more positive comments made by others will be taken on board if something like this is tried again in the future.

Now to the serious business of finding the cube!

PostPosted: Sun Aug 13, 2006 10:55 am
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poozle
Entrenched

Joined: 15 Aug 2005
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Ok, novices are accepted in IRC (I think you may have got the views partially off of me but I have reently been in #syzygy a LOT (every day for the past week almost) and they are VERY friendly) I was logged into the IRC yesterday but didn't use it, I used the teamspeak instead.

The sort of things I expected from the puzzles was that we would get maybe 4 or 5 puzzles each taking a while to solve, or more interactive puzzles (flash based maybe) which gave us a code word once complete.

PostPosted: Sun Aug 13, 2006 11:24 am
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Ifurita
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Joined: 17 Apr 2006
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Location: California, USA

we (live players) had a very good time. Here are some relevant Live Journal entries

http://mkan.livejournal.com/#item6997 <-- Pre-event
http://mkan.livejournal.com/#item7172 <-- Live Event
http://mkan.livejournal.com/#item7643 <-- Pictures
http://mkan.livejournal.com/#item7779 <-- Reflections

Another fine day of puzzle solving

We started out the day around 9:00 with breakfast at the ever popular IHOP on Lombard. Nothing like stack of blueberry waffles to get yourself stuffed for a day of running around and reckless driving. People gradually trickled in until we had 12 at our table.

The general puzzle format was interesting. People broke out into teams (the Gamescape Brian Cell broke up into 3 x 4 person teams) and scrambled to pick up envelopes of themed puzzles (faith, plaques, movies, codes, etc), plan attack strategies, and then hit the road. Over the course of the day, our group hit Grace Cathedral to walk the maze, then across the street to identify the other city which has the original version of the Fountain of the Tortoises, headed back to the Palace of Fine Arts to enter solves (we were the first group to post answers), and pick up new puzzles. Next, we headed out to Funston and Lincoln to find the bear then back to the Palace to decode the binary puzzle Yoshi solved while on the road. My day ended with Victoria and I madly rushing out to the Civic Center to get in a last solve before the deadline, to find the verb on the pedestal at Pioneer Monument - which turns out to be James Lick - then back to the Palace of Fine Arts, just in time to see everyone running out of the auditorium and watching the helicopters flying overhead.

Our teams did a fair amount of running around the city (Golden Gate Park, Financial District, Civic Center, and all spots in between). All I can say is that I'm glad we weren't running, biking, or roller blading it.

Overall, I think Adrian Hon said they had approximately 350 live participants and one spectator (Aliendial). Not sure how many people participated on-line. I didn't get a chance to play in the RFID game, so if anyone has and stories to relate, I'd like to hear about them.

Highlights
- Being the first team (Gamescape Brain Cell) to post answers for the off-line group
- Victoria climbing onto the roof of the church to identify the type of bird
- Yoshi climbing the telephone pole to find 'the bear'
- Hearing Victoria's friend victoriously declare vindication at having brought his compass, then immediately running off in the wrong direction (to a lot of head scratching by Yoshi and myself)
- Numerous traffic violations
- Counting corners on the maze at Grace Cathedral while everyone else was trying to walk
- Handing LHall a stack of blacks
- Cracking the puzzle to generate the question as the team came back with the answer (had gotten the question from another team)
- Post even drinks at the Marina Sport Bar and Grill (meeting the MC team, E Ngyma, rlp6028, dig35, among others)
- Realizing we had half of the top 10 American players at the table

PostPosted: Sun Aug 13, 2006 11:59 am
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
Posts: 4109
Location: Silicon Valley, CA

I had an overall positive experience being at the event. In some ways, there was too much to do, too many things to choose from, and not enough time to do them all, let alone take time out for lunch along the way.

We were given a packet of puzzles somewhat at random. Although we were told we could request puzzle sets by specialty or type, they were really grouped by answer theme. (One of our sets was all food and drink, for example, but a mixture of word search grid and trivia scavenger hunt.) Other puzzles were grouped by how much or little transportation around the city would be needed to solve them. However, we bypassed a few trips by using research instead of physically travelling to the locations; I had brought a city tourist guide book, and we also had brief access to the internet to look up descriptions of landmarks.

Early in the day was good for the scavenger hunt style questions. It was really fun looking all around for signs and plaques and places where a riddle answer could be hiding. But after a few hours of that without food, and pressed for time nearing the end of the event, we settled for research, and imagined what it would have looked like had we really gone to see the statue or hotel or whatever.

There was no penalty for submitting a wrong answer, so we also were happy to take educated guesses at answers. For the most part, the simplest answer worked anyway, and there was no need to do extreme research or overthink the riddle. One disappointing aspect was that teams did get overlapping puzzles. The puzzle sets weren't duplicates, but multiple teams were sent to solve the same tasks. That's when it felt like we were exhausting ourselves for no reason other than the fun of the task itself.

The RFID game? What RFID game? Apparently there was something going on in the theater for people to watch who stayed behind. For those of us out driving the roads, we missed that portion entirely. Truely a disappointment there.

I'm sorry, but the helicopters didn't impress me very much, but I'm not immersed in the ARG story at all. The more dramatic and amusing bit came *before* that, when we were sitting in the theater watching the transmission when the link was reestablished. Cell phones started ringing in the audience, then those people just stood up and ran out of the theater! That was more of a what-the-heck moment than helicopters. (My team had just seen police helicopters over the city earlier in the day, as there was a political demonstration going on.) Granted, these two helicopters did fly pretty low and close to the beautiful dome of the Palace of Fine Arts, and they circled and chased for awhile, and there was some drama in that.

Anything else? Oh, they had a table of wooden puzzles which was a fun distraction, a way to occupy time between activities, and something for non-card-collectors like myself to do. I should have spent much more time meeting more people and socializing, but it was hard to know who I knew, you know, without knowing them first, you know? Big crowd of people, dim lighting, and no name tags.

Overall, one has to approach a live puzzling event for more than just puzzles. I've had much better pure puzzle challenges online, but riddles and trivia and scavenger hunts are better suited to getting people out and seeing the sites of the city.

PostPosted: Sun Aug 13, 2006 12:22 pm
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poozle
Entrenched

Joined: 15 Aug 2005
Posts: 1090

I just wondered, did the people at the event in SF get anything like a special leitmark, promo card, etc. Or was there just merchandise to buy?

PostPosted: Sun Aug 13, 2006 12:39 pm
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Ifurita
Boot

Joined: 17 Apr 2006
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nope, nothing special

PostPosted: Sun Aug 13, 2006 1:02 pm
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DanAmrich
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Joined: 16 Apr 2006
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catherwood wrote:
riddles and trivia and scavenger hunts are better suited to getting people out and seeing the sites of the city.


This was honestly the part that burned my biscuit. I put together a team that was very mobile, very well suited to go out and explore and experience things in person. We drew an envelope that was all about watching a DVD (ie, name the dialogue that's spoken at this exact time), which I think would have been perfect for someone playing the online portion, who did not have an all-day bus pass--and it inexplicably took some wrangling to get new puzzles that better matched our mobility. Maybe I just got hosed by the luck of the draw, but it colored my whole experience. When I was out there interacting with real things in the real world, I had fun.

I didn't mind the overlap of different teams working on the same tasks because if you give the same question to three teams, they're not necessarily all going to solve it (though with this many clever people, yeah, many will). As it turned out, our team solved on question that nobody else got (we found out after the event), so that's cool to feel that the shotgun approach did work in our case, as we hit where others missed (and vice versa).

And while I was very glad to see the entire event was cooperative and not competitive, I was also disappointed that there were no points awarded for in-person participation, like there were for the London event. Maybe that's not feasible if thousands of people are also playing online but would get nothing.

PostPosted: Sun Aug 13, 2006 1:52 pm
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Geist
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Joined: 04 Mar 2003
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I think the game is a victim of its own sucess. Likely the most of the time was in planning and setting up the live game. However they set up the online part for all of us that cant be in sf.

But how do you have puzzles thats suit over 200 people? There would have even been more players than those in mirc. If the puzzles were too simple and they they get answered too quickly. More difficult ones and it might be too much for the a lot of the players and they feel left out. So the questions last night could be answered by most and plenty for everyone. Agreed it not the most exciting but better than nothing.

Way back at the start when there was a live event at Abbey road in London there was maybe about 20 people in chat watching a webcam and perhaps same number at the event.

Look at the numbers from last night. The game has grown so much now that i think it is going to be a problem to have something for everyone. Some people might find having to ROT letters new while others its the first thing they think of when they see a code. The next meetup there could be 300 or 400 people playing online. Perhaps if they had something like the live game where there are number of section of puzzles and you sign up and can only do one section might mean people can work on challenging level and in more manageable groups.

As jojojojo said I think there will be more things for us to do and im sure points said here will be picked up on. However I dont imagine it will be that easy for them.
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PostPosted: Sun Aug 13, 2006 2:51 pm
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poozle
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Joined: 15 Aug 2005
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I think part of the problem is that perplex city has taken off MUCH faster than mind candy imagined (and infact most of us). I think last night they should have put a couple of puzzles, maybe in a seperate group or a special section in a group, which were longer problems requiring groups to solve, it would have kept us interested during the "we're getting sick of the same questions now".

PostPosted: Sun Aug 13, 2006 3:48 pm
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UKver2.0
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Joined: 09 Feb 2006
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Warning: UKver2.0 opinion to follow...
Spoiler (Rollover to View):
It's interesting that bigger isn't better for an ARG, but really big might end up being the answer. I can imagine it would get to a size large enough that no one would expect to be a part of every event. This would take enormous pressure off MC. Perhaps they could have a traveling event that would make stops in several places throughout the country/world. One a month or something. There'd be some few that would try to make it to most of them, but for the most part we'd plan on making that one that is coming to the nearest hub. But such a tour would take a very large fan base. We're miles from that, but in the meantime all I see is pain. The in-game reality is fleeting and the true reality of pleasing everyone and growing profits has taken over. Better would be to ignore the people and tell the story. Make an online event that isn't for everyone, but holds true to the PXC world. And maybe that's what this was... maybe PXC is THAT screwed up. Maybe this is how links to other worlds get activated. Razz

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PostPosted: Sun Aug 13, 2006 4:12 pm
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filmguy1013
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Joined: 29 Sep 2004
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My 2 cents, having played since project syzygy, was that while the event wasn't as challenging as it could have been, the event was still a big success and loads of fun. We were required to work in small teams, and for us, we had a question that overlapped with 2 other groups, but the puzzle was so challenging it took all 3 groups working together to figure it out. I personally brought 3noobs with me, and this event was a perfect way to introduce them to the world of PXC. They had such a blast that its all they've been able to talk about since yesterday and they are all hooked now, solving all the puzzle cards they bought.

In fact, I could've gone for a longer day with more puzzles to be handed out, and meeting and interacting with over 300 players was wonderful! My props to MC and everyone who participated.

PostPosted: Sun Aug 13, 2006 4:59 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

live event

I was online for most of the game yesterday in IRC and on the phone with a couple of on-the-ground participants. I had fun with both aspects, but to be honest, it would have been fun to have a place where the players who were in contact with the ground could tell other people what was going on. I did make a few comments in #syzygy and the other room I think, but part of the fun is being able to be in touch with people online and in the real world.

Overall: I thought this was a great, wild and crazy sort of free-for-all event and I liked that feeling. It added to the sense of desperate, we must get this done to save the link, sort of angst.

The dedicated IRC room was a bit messy. I think the moderators did a great job - it is hard to control the players sometimes. Perfect example: right after someone had announced no spoilers because people wanted to see the video for themselves, someone pasted in the text in all caps. (note: I honestly didn't see how the text of the video was a spoiler, but if other people do, I respect that.) Perhaps moderating the room and requiring that PMs be sent to the moderators to keep up the list of solves would have helped. General chat and spec and solving could happen in any of the other chatrooms.

I agree that not being able to see the puzzles which had been solved was a glitch. I think that was because they assumed that each player would be individually trying to solve each question as they went. Once started, we didn't initially have a great way to coordinate what was solved and what was unsolved. As said, we didn't have warning of how it would work, we had the same issues with the answer box not taking answers and the page didn't work in IE, though that may have been fixed later.

But the wiki and unfiction were used as pretty good tools by some dedicated players (Scott, scribe and others whose names I don't have at the moment but will find out) keeping up the lists as best they could in real time. Thanks to them it helped us keep things straight. If this same event were to happen again, then I think we would handle it very well, we did respond quickly to get it organized.

Mind Candy did fix the inability to see the unsolved puzzles, before the end, which was pretty impressive as it had to be done on the fly while the game was progressing.

I liked the variety of the puzzles. There were many that were not googleable for a solve. And I did like the fact that the online component was essential to the game- we were equally responsible for getting the link back up.

One major question I had was about watching the event live. People kept bringing that up. Was it possible to view the real world event live on-line ? I didn't figure it out if we were.

And, personally, I like the large size of the community. Having more players is good for us. We can always make more IRC channels, at the beginning of ilovebees there were many IRC channels being used, I think we can sort this out.

I don't think it is totally the game designers problem to figure out for us how best to use and share information. In fact, I prefer the designers giving us control instead of neatly packaging it for us. I think the players need to take responsibility for creating resources and tools that allow collaboration - just as we did yesterday with the wiki and the forums. It is up to us to create systems that work -that is part of the challenge of being an ARG player.
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PostPosted: Sun Aug 13, 2006 5:10 pm
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