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 Forum index » Archive » Archive: Perplex City » PXC: Questions/Meta
[Out of Interest] Has PXC jumped the shark?
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European Chris
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As the game became more mainstream, since about Christmas last year, so have the players. The game is still charming and well designed but the players have generally become less erudite, thinner skinned and a lot more queeny.

So yes, more people, more diverse, more perspectives.

More idiots, more stupidity and more rubbish ideas badly explained. If people had a crap idea when I started playing people said it was stupid, now they tend to masturbate in those ideas for a few days before it gets forgotten, ignored and a new stupid idea gets pushed into the forefront of our diverse minds.
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PostPosted: Sun Aug 20, 2006 5:24 pm
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BrianEnigma
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Loktera wrote:
Now, if Mind Candy somehow found a way to slowly and methodically kill off the players...

1. Mark the "donate body to science" checkbox on your driver's license
2. Cross out science
3. Scribble in "ARGs"
4. At some point in the future, the method of your death and/or your corporeal remains become a plot device!
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PostPosted: Sun Aug 20, 2006 5:39 pm
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Rand0m
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Personally, I don't think the game's jumped the shark, I'm still getting as much from it as I ever was. I do think there are one or two structural weaknesses that are getting a bit more noticeable as the pace quickens towards the end, but that's not the same thing as suggesting that maybe Mind Candy have gone off the boil.

However, there's a factor that might be causing some players to get a bit 'ho-hum' about the game and Duckie's put her finger on it in her second post - though I don't think she fully realises in what way. It's not so much that she, and some others, have got involved in the organising of the game. It's actually a thing that is a risk for all online communities and is not unique to PXC: people have started meeting up offline and becoming friends.

I discovered this from my time as part of a Buffy fansite a few years ago. When people from an online community start meeting up in real-life it can damage the community because the focus shifts from the originial interaction (be it playing a game or participating in fandom or whatever) and moves to who said what to whom when the vodka started flowing. What brought them together becomes less important than the fact they are together. Which is fine - just different is all.

I think this may be happening a bit here, too.
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PostPosted: Sun Aug 20, 2006 8:20 pm
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mac_monkey
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Rand0m wrote:
Personally, I don't think the game's jumped the shark, I'm still getting as much from it as I ever was. I do think there are one or two structural weaknesses that are getting a bit more noticeable as the pace quickens towards the end, but that's not the same thing as suggesting that maybe Mind Candy have gone off the boil.

However, there's a factor that might be causing some players to get a bit 'ho-hum' about the game and Duckie's put her finger on it in her second post - though I don't think she fully realises in what way. It's not so much that she, and some others, have got involved in the organising of the game. It's actually a thing that is a risk for all online communities and is not unique to PXC: people have started meeting up offline and becoming friends.

I discovered this from my time as part of a Buffy fansite a few years ago. When people from an online community start meeting up in real-life it can damage the community because the focus shifts from the originial interaction (be it playing a game or participating in fandom or whatever) and moves to who said what to whom when the vodka started flowing. What brought them together becomes less important than the fact they are together. Which is fine - just different is all.

I think this may be happening a bit here, too.


An interesting point you make sir!

One which I have no reply to.

When an Alternate Reality Game is not Alternate, is it still considered a game? Ignore that, It makes no sense. Ranmble ramble, tick tick.. hmm

/me ponders
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PostPosted: Sun Aug 20, 2006 8:41 pm
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Ashin
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Issues, Concerns, Possible Solutions: Jump the Shark Part 2

Ok, so this post is as much of an answer to duckiemonster's inquiry about jumping the shark as it is its own beast. I love this game, but much like jojojojo, I feel it has changed into something different than it was in the beginning. It seems like there is scant an ARG element anymore, and much more a race to be on top. I don't really like it much either now, sadly. I don't want to spend money collecting cards and getting annoyed with trying to compete in PXC. I want to be at a payphone at 0300 awaiting a call ala I Love Bees and be excited to share the news with the community afterwards.

Anyway, I am splintering into a new thread for a place to discuss what could use improvement and possible solutions. I have been thinking about this since mid July, and these are my thoughts. I am trying to be constructive and explain my points, as I hope others will also. Maybe we can send MC a community email or something if we all agree on certain issues.

1. If you're going to call a game global, it needs to actually be global.
So far in PXC almost everything has been extremely UK centric. If you want to make this actually be a global community, you need to hold events centered around different times zones and groups. For instance, have the US, Australia, and the UK be on separate interweaving lines of the plot. An Australian web event causes something to happen to the UK, or a live event in the US requires the UK to visit a specific person, etc. Having everything on UK time makes it very difficult for anyone else to participate, even when it's online. And the Events have been very limited so far, why not have a lots of stuff going on at the same time in different places.

2.The puzzle cards need to have some sort of inherent value.
As of the moment, they have none. I find it very surprising that in the beginning, Adrian Hon claimed most people would hardly care about the leader board. I don't know how he could have possibly thought that to be true. The leader board is the one single thing we have to distinguish ourselves by. I can post on here all day long, but at the end of the day, no one notices. The leader board however, you see EVERY TIME you go to the PXC homepage. Those top ten places are in fierce demand, because people recognize you. Do you think anyone would care who oliverkeers was if he was in 30,000 position? (sorry to use you keers) But, the fact that the cards are basically irrelevant if going to hurt MC come Season 2. It's so expensive to collect the cards, and such a pain to fill out your collection, I don't see why anyone would buy them (for a second time) if they know they mean nothing to have. This is MC's main source of income, and they're marketing it as rubbish. Unless they make the cards necessary to advance the plot/story-line/ability-to-participate, I don't see many people buying them again. I regret buying this seasons cards already. The market value of cards dropped massively for Wave 4 as it is.

3.Fix the card distribution machine/person/algorithm/assembly-mechanism.
The card packs suck. I refuse to buy a single card pack at this point, and have for some time, because of the just ridiculous number of duplicates you get. It's not just like you open a pack and, oh, damn, I got a couple of duplicates. No, you get a duplicate PACK. I bought 35 packs at the start of Wave 2, and NINE OF THEM where the exact same pack. I got 5 duplicates of another pack, 4 each of 2 more packs, etc. Out of 35 packs, I really got about 6-8 actual packs. Screw buying packs, I'm using ebay. It's a really crappy feeling when you open a pack, see ONE card, and can already toss it aside knowing you just burnt $5. Come on now.

4.Bonus points are destabilizing to the leaderboard.
Someone claimed Adrian Hon was surprised that a P01 card went for nearly 200 USD. How is that surprising? With the leader board being the only way to compare yourself to others, and the only competition we have in PXC, every point you have is crucial. MC sets the game at odds with itself by making us work together at Live Events, and yet allowing us to pit it out with the leader board. The fact that there is a SINGLE PRIZE involved makes the leader board more relevant than the coop work. Not that it makes sense, but it's almost like "I'm going to win game this over everyone else, and to show that I'm more likely to do just that, I'm going to be on the top of the leader board." (I'm going to digress if I go off on this point, but the leader board is almost an analogy to wearing face paint to battle, imo)

Also, the fact that the SF event was "untracked" was interesting. You award bonus points to people in the UK at a live event, but not in the US? It would be very easy for someone to argue favoritism.

Anyway, Bonus Points = Bad.

5.The wave releases need some work.
I've given much time to thinking about this, and I'm not really sure there is a clear, easy solution to the whole card release issue. But then again, if there were a clear solution, MC would probably already be doing it by now. Possible ideas I've had:

a.Release the cards online at the same time, and send them out physically to their respective owners afterwards. This does, however, remove the tangible aspect of the puzzle card temporarily. I personally refuse to even look at the forums for any card until I have it in my hands, but that's me.

b.Lock the cards longer, maybe a 2-3 days.

I personally took it as offensive during Wave 4 when MC decided to lock the cards. There almost seemed to be this attitude of "well, we solved that problem *dust off hands*". It didn't help pretty much anyone outside of the UK, and the only reason any US players even got cards on release day was because a PXC player decided to sell the cards to other players.

6.Please Dear God, advance the plot.
I don't know how many of you have read The Wheel of Time series, but PXC is starting to remind of WoT in some ways. Lots and lots of stuff is said and written, but nothing is actually happening. Right now the WoT is at 11 books, roughly totaling near 10,000 pages of text. However, books 10 and 11 were the best examples of writing as a form of masturbation I have ever seen. You can easily imagine Robert Jordan sitting down and thinking, "Ya know, I could finish this story line in about 1500 more pages…. But…. If I crank out 2000 pages of filler over two books, I can make a lot more money…". I'm starting to feel this way about PXC. Lots of stuff is being said and written, but aint nothing actually happening. Honestly, I am simply starting to lose interest in PXC. When Anna died, I couldn't have cared less. Did we learn anything from her death? Was there any mysterious message left behind, any clue as to what was going on? Not a thing. It's like watching the first 30 seconds of a CSI episode, and then seeing credits roll. It's so anticlimactic, I just don't care. No news, no police, no nothing. She dies, and then silence. Big online event, a character dies, and no movement in the story what-so-ever. How is that possible? The whole game is supposed to be somewhat of a "you play the detective" game, but how many real clues do we really have? Or for that matter are we anywhere closer to finding the cube? (I realize this is nearly impossible to answer at the moment, but think about it) We've been watching stuff happen for almost a year now, and are really no closer than in the beginning. Yeah, 3P, mumble mumble. So what? We know as much about them now as we did 6 months ago. It's not like our clues lead us to new webpages, people or emails, and thus allow us to advance the plot in an ARGish manner. We simply watch what's going on, and every now and then help out a character. *Snore* They could kill off the Kiteways at this point and I'm not sure I would care unless it led somewhere.

Frankly, I would like to see the leader board disappear. I would also like to see much more interaction with PXC, rather than "oh I need help during a 3 hour window" from in-game characters. Why not have the players have to learn about Keys and start hacking PXC systems? Why not have the players tracking down 3P agents? Why not have the players look at the evidence from murders and track it down?

Conclusion:
Honestly, I'm just waiting for Season 1 to end. I'll probably watch the first few weeks of Season 2 to see what's going on, but if it's Season 1, version 2, I definitely won't be involved. It's strange to look at PXC right now, and from the conversations I had with Ranger D and The Adam, compare it with I Love Bees. I say that because I Love Bees sounds like it was fun as hell, whereas PXC is starting to feel like a chore. So I guess to answer duckiemonster's original question, PXC to me feels like it may be jumping the shark this very moment.

Edit - Merged with preexisting thread on same topic. --Cass

PostPosted: Mon Aug 21, 2006 12:24 am
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duckiemonster
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Well, I do move for a mergy merge of this with the other thread... I think the points you've made here are pretty much what the other thread is all about. I also hope that you've written all of this in an email to Mind Candy; it's the sort of feedback that they'll be looking for and will value.

Quote:
1. If you're going to call a game global, it needs to actually be global.


Indeed. Which is why there's been this recent push into America and the most recent live event was firmly based there. I think anyone in the UK who played along online will agree with you that San Fran had the best deal with that one.

But in every conversation I've ever had with Adrian and other members of the MC crew, everything they're doing at the moment is being chalked up as a 'learning experience'. I suppose they feel they've got to get it right before trying to jugle 15 different events in different countries at once.


Quote:
2.The puzzle cards need to have some sort of inherent value.


I'm a bit confused at your point here... you're saying that the cards have no 'value', but then mention that they're vital for becoming known in the community. Surely there's value in having your own OK13DTFC? Then again, lots of people know players like Jojojojo and myself, who are languishing around the 400-500 mark... heck, I don't even know what place I am at the moment.

In terms of plot, it would seem that wave 4 is going to be an interesting tool... if only we can figure out what on earth it means. But I agree with you. If it wasn't for friends who have been designing cards, I'd be thinking twice about buying into season two.

Quote:
3.Fix the card distribution machine/person/algorithm/assembly-mechanism.


I agree that the gnome needs a good whipping; there's been some 'interesting' packs containing 3 of the same card etc.

But think of it like this: you can collect the waves as they come out, buy 'pure' wave packs, need a low number of cards, have a high hit rate of duplicates. Or you can be a new player, buy mixed packs, need loads of cards, have a low hit rate of duplicates. Granted, this does indicate a
'brand new customers only' mentallity.

I've only ever purchased 12 blind packs at the start of each wave. Everything else I trade for or purchase separately.

Quote:
4.Bonus points are destabilizing to the leaderboard.


I'd argue that the P01 card going for so much was part of somebody's gotta catch 'em all magpie mentality, not a lust for the extra leaderboard points.

I'd also argue that the bonus points are actually designed to shake up the leaderboard; it'd be a bit boring if we went back to the state we had when I started, where about 30 people were in first place. I was surprised that there weren't points on offer in SanFran... but have no idea why. One for MC to answer, methinks.

Conclusion: play the leaderboard if you want to, don't if you don't. I can appily ignore it. Oh, and the person with all the points isn't necessarily going to be the one who finds the cube.

Quote:
5.The wave releases need some work.


I think 4 was a much better than 3, but I'll agree that 2-3 days would be better. This is actually the situation I found myself in, having got the 'early' delivery from Firebox. Lots of time to gaze at the shiny things.

Quote:
6.Please Dear God, advance the plot.


Agreed. We seem to build up fantastic momentum... then hear nothing for a month. This makes things extremely frustrating, but at least we're at exactly the same point in the plot now as we were before I went away for 4 weeks, give or take a poem or three.
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PostPosted: Mon Aug 21, 2006 4:08 am
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ChalcoDoror
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My 2 cents? (or pennys)

I don't think the game has jumped the shark. I originally heard about the game through a friend, and bought some cards when I was around town (they were shiny packets).

At that point I had heard there was a backstory but had been more than happy to just solve cards. Then I solved Bar None, and got my first website... I also got frustrated with not being able to find out if I had something right and started looking for a place where I could check them, and found Unforums (you great people).

Now I'm hopelessly entrenched in the game, have travelled 26 hours to go to live events (I must admit, spending just 40 hours, maybe 41, in San Francisco may not have been the best idea, I might spend longer next time, some of which may even include sleep), traded a heck of a lot of cards, given away a lot more, spent countless hours on IRC which I never used to before, met some great people and had fun without skating... So I say thank you Perplex City.

I personally think that this is a first step from Adrian Hon et al at Mind Candy. Sure it would be great for them to have lots of events/story, but we have to understand that while this may have been planned before the game started, implementation can be a tricky thing in practice. This is also their first such game on this scale. I would expect wave 2 and even *gasp* wave 3 to be a much more involving. Just think of yourselves as pioneers, taking part in the first game. I for one don't blame them for having most of their events etc on UK time, there pretty much needs to be technical support for anything done and you try keeping staff in the office outside of normal working hours...

Now if you excuse me, I'm going to attempt to solve Riemann again...
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PostPosted: Mon Aug 21, 2006 5:15 am
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mac_monkey
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duckiemonster wrote:

I agree that the gnome needs a good whipping; there's been some 'interesting' packs containing 3 of the same card etc.


His name is norbert! Norbert the borked distro. gnome! They are a special breed y'know Wink
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PostPosted: Mon Aug 21, 2006 5:21 am
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Muffin
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Re: long timer views

rose wrote:
I'm not sure that players should be lumped together into groups like "oldtimers" and "newbies" with assumptions being made as to what that group's attitude might be...


Yeah, what she said - plus everything I didn't quote. Its funny, but I don't normally associate oldtimers with ARG's, mainly as they don't last long enough for people to become middleagedtimers, let alone slightlyoldtimers!

When it comes to newbie acceptance, I would draw a comparison to ILB. When that first started, it was Unfiction who led the way, but very soon the site was inundated by Halo fans. For a while it was mad, but the community was very accepting and everyone merged well. However, the time frame for this was quite short. Compare this to PPC where new people are constantly joining, posing its own challenges to the unforum - that of trying at the same time to be accepting and of leading cutting edge discussions.

I know, I ramble. But to cut to the chase, I'm still enjoying this. PPC has always been fresh to me, and I am as interested now as I was when the game first kicked off.

M
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PostPosted: Mon Aug 21, 2006 5:25 am
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doublecross
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Duckie, what have you unleashed?!

I don't think that Perplexcity has 'jumped the shark', instead what has happened is that things have stagnated somewhat. MC is probably regrouping for the end of season 1 and thinking about season 2, with a bit of not being able to do several things at once due to lack of resources thrown in. If there was more to do, there'd be less time for 'reflection' by the players. Things can easily get back on track.

I confess to being a tiny bit competitive, and so enjoy the challenge of the leaderboard despite being fully aware of its ultimate pointlessness. But don't you worry, I'm going to find the cube as well. I don't mind the extra points, but I think they should be continually available to all rather than confined to particular events. Well I would say that, wouldn't I?

I'm not a great veteran of ARGs, but something that hasn't been mentioned is the lack of 'curtain' in this one, which unsettles me. I can't quite put it into words, but I think there is too much crossing the line between players and puppetmasters.

MC has had some great ideas, and needs to build on these as the game gets larger. I accept the need for 'learning experiences', but it can't all be 'learning experiences', or else we are just being used.
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number9dream
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It seems to me that most of the series that are being held up as having 'jumped the shark' did so well after the first season, which was often just to generate enough interest for the tv networks to invest in a second season (see Buffy, sopranos, most other you could name). The disadvantage for the producers of these series is that they get less budget to invest than they would in the second season, as it is possible that a second will never be made or even that the first will be cancelled half-way though (firefly).

I think Perplex City will have been run on exactly similar lines, a modest investment on the speculative first season and once this has shown a return, a much greater investment in the second and (dare i say it?) the third (one only has to look at the recent expansion of the Mind Candy staff to see the increasing investment levels). This should mean we have bigger resources to give us bigger events and storylines in the future.

There is a distinction, to my mind at least, between the supposed disenchantment of the 'long-term' players related perhaps to the perceived lack of exclusivity of the game in recent months, and a deterioration in the quality of the game and story, (implied by the term 'jumping the shark').

If players feel somehow let down that the game has been overtaken by new players then that is a shame as the expansion of the game (and hence it's success and continuation) has been something which we have all wanted to bring about and have contributed to through stickering, card drops, street team etc.

I think the end of the first season is far too early to make a claim about deterioration of story or game. As mentioned above Mind Candy are still feeling their way in terms of running a game on this magnitude, something which has required a certain amount of learning as they go along, I'm sure. I look forward to participating in the forthcoming seasons which, i'm sure will be even better than this one has been.
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PostPosted: Mon Aug 21, 2006 10:52 am
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GasparLewis
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Personally, as a very short add-on, I'll say this:

The quality of action and interaction has clearly lowered as Mind Candy has had the necessity to spread Perplex City to more and more players, but, whatever the case, I haven't felt, at anything I might have considered a misstep, that it was so crucial that I wouldn't consider playing the next season.

It's better than nothing, it's fun, it makes my brain work, and it's free (since I don't buy cards).
No reason to quit in my book.

[The following message is all strictly IMHO. Thank you, and good day.]

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I admit I am pretty mystified that the SF Event participants received no points for their attendance.

I've been solving cards since I received a bunch at ARGfest-O-Con this year, and even got a binder (and some Wave 4 cards), and integrated the pre-release cards yanka gave me over a year ago, but I am not sure how much more I could invest monetarily, as I am sure I will never top the leaderboard. Smile

But yeah, the no points for SF thing bugs me.
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spugmeistress
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i dont think PXC has jumped the shark, or got worse than the good old days or anything. If anything has got worse/changed/evolved whatever - it's the community, but the game itself seems to be the same as ever.

i disagree with the attitude that this is a CCG with story added on - i think it only seems that way if you got into it because it had cards, and you come from that type of background. personally i remember when the cards didnt even exist, through to us getting the prototypes, and then the full releases - perhaps as a result i'm not really that arsed about the leaderboard, or collecting them all, i buy them a) because they are pretty, and fun and b) because it supports the game which i like. if anything, this has actually forced me to become more TINAG in my attitudes towards the story, not sure why though.

i also disagree with the idea that the community has changed because people have started meeting up. for a start - we've had meet ups and RL friendships on the boards and in the chat room since the start. i've met up with a lot of people from here and made good friends, but the geeks that we are, we still end up talking bout the game when we meet up ;) the only ones of us who have lost interest in the game, are ones who would have lost interest anyway and have only stuck around for the social stuff - some of them have even stuck around long enough to regain that same interest. plus, meeting each other IRL has probably quelled more arguments in chat than it has caused them imo.

the community has definitely changed - and grown and got more mainstream/less hardcore with it - which i guess is part of the jumping the shark idiom - in my opinion alot of people start to thinking something is less cool at coincidentally the same time as alot of new people start liking it ;) but newbies are always welcome, we need the fresh ideas, and all of us were newbies once. personally some of the newer CCG-ers tend to annoy me with their attitudes but hey, we all play the same game for different reasons, its that far reaching, and i'm sure we all annoy each other for focussing on our specialised area at times ;) tis all about recognising each others strengths and working together.

also, i'm quite glad the community and the game is growing so much - the possibilities for spin offs and new ideas excite and inspire me and the more people and the bigger the game gets, the more chance they'll have to expand. either way, i'm still having fun or i wouldn't be here :)

rach =)

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e_nygma
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duckiemonster wrote:
Indeed. Which is why there's been this recent push into America and the most recent live event was firmly based there. I think anyone in the UK who played along online will agree with you that San Fran had the best deal with that one.


Really? I was on the ground in SF so I cannot speak to the online portion, but I came away a bit ... let down, I guess. This was my first live ARG event, period. As the previous two events were PCAG events, I thought of SF as a descendent in spirit of the end of the Receda Trail, especially with the link going down. For once, I felt like I could be directly part of the story (you guys are too fast at solving the problems that come across the blogs Wink ).

We show up, get a little spiel (Note to MC & Adrian Hon: practicing your PowerPoint presentation ahead of time is a good thing, especially if the person advancing the slides is not the same as the presenter), and then go get some packets of puzzles to solve.

As others have said, we had previously been told that all we needed was our sharp wits, and that computers, code books, etc were unneccessary baggage. Imagine my dismay when the problems we receive include a mirrored image of a Perl script, something I could solve in two minutes with a computer (and most of that time to type in the code), or the two puzzles with Braille, and another of morse. If it wasn't for the fact that another team brought a code book, I'd have to do that online too (my team ended up going back to one of our member's hotel rooms to research stuff on the computer). Never did see how the RFID game worked (or didn't, as the case may be). We'll ignore the "what was said at this point in time in this movie" questions. With a few exceptions (the Minotaur puzzle and I guess a couple of the GPS ones (again, equipment we supposedly didn't need)), I wonder why there was event in San Francisco at all from an in-game perspective (OOG, San Fran/Northern CA supposedly has the highest concentration of players in the US ... go you guys Smile ).

I understand that Mind Candy was in London and setting up puzzles halfway around the world is incredibly tough. However, the only thing that tied it into the story was the link going down, and getting buzzed by the helicopters at the end. No 3P agents wandering around, no big clues (London Eye morse code?), no leitmarks, no special cards, no bonus points ... heck, I'd be happy to have just a notation in my account of having attended the SF event, giving me 0 points.

I believe Mind Candy missed a golden ARGish opportunity with the helicopters and Adrian in the same city. Want a kidnap victim? How about the main representative of the Academy on Earth?! He gets back on the plane to London and ... *poof* ... where's Adrian?

All in all, has PXC jumped the shark? Since I only really joined up in April, I guess I don't have the long perspective that some people do. From an in-game perspective, I'm a newbie. However, I will admit I feel as if the game has crawled to a halt from a plot perspective. It could be because of the short time frame between Wave 3 & 4, or planning the SF event, or who knows.

I found it somewhat interesting/sad that the Wiki hasn't been updated since the before the Silburn-Griggs mine incident (http://perplexcitywiki.com/wiki/Timeline:In-game). And yet, has anything happened since then? Okay, we now know that someone in Crypto spoke to V the day after the theft, that strange equipment is leaving Crypto for parts unknown, and that Anna is dead because of searching for said equipment. That's the sum total of events for over two months, plotwise. Even Podcasts 7 and 8 feel thin, which is saying something for a 5 minute podcast.

I'm hanging in there, hoping something happens (you promised our table Adrian at the post event that a lot of stuff is coming!).

PostPosted: Mon Aug 21, 2006 11:55 pm
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