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How real is too real?
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Cooler_King
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Joined: 06 Nov 2006
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Location: UK

Very Happy Wow the minority have come out fighting..

Konamouse, Lovek, Cooler_King : Team Realism lol

Phaedra leads the heretic unbelievers (boooo, hiss!)

I am glad this has been kickstarted again. Please don't think I am insulting any of the emotional involvement that went into The Beast, ILB etc...

Metacortechs, hmm, I think there could be an argument that Metacortechs falls on our side of the fence... I know a ton of bcomputer geeks that want to believe in the Matrix ha ha.

Did anyone play In Memoriam? I have a large group of friends that played it for days on end because they were chasing a serial killer. I tried to introduce them to ARG's in the convential sense but most of them switched off when 'Hyper Space Tunnels' etc were mentioned.

Then the same group started playing The Lost Experience! Because they could identify with real science, newspaper articles, companies, logos and familiar symbols..

I think the wider market wants realism Razz



[/i]

PostPosted: Fri Nov 10, 2006 12:00 pm
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Phaedra
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Lovek wrote:
Honestly I'm just playing Devil's Advocate here, but I think one could argue that while Who Is Benjamin Stove undoubtedly had a sci-fi element, that wasn't really what contributed to the players' attachment to Tucker and Debunkette.

What I'm saying is, I think that's a case where you could have actually done away with the possible aliens/crop circles, put those characters in any story, and there would still be a very high level of attachment. And I would argue that the reason for that is that those characters were very "real."

On the other hand, I didn't play any of the games Phaedra mentioned, so I assume I will be pounded into submission shortly Smile


Let me reiterate what my argument here is, because I'm not sure it's clear. Smile

I'm arguing that sci-fi elements don't hinder emotional attachment to the game and the characters because they're "unrealistic." The emotional reality of characters and stories is separate from the "realism" of the plot. E.g. you can feel deeply for a well-drawn character regardless of whether she occupies a brownstone in today's New York, or a space station outside a nonexistent planet.

Furthermore, in something like an ARG, feeling "hoaxed" or made a fool because you feel you've been duped into believing something can impair or at even sever your emotional attachment to characters. Sci-fi/fantasy-based ARGs neatly avoid this, helping set up conditions ideal for emotional bonding. The "believability" of the setting has nothing to do with the intensity of one's relationships with the characters.

So, I'm not arguing that scifi/fantasy-based ARGs automatically mean deeper attachment to characters. I'm just arguing that realism doesn't have a leg up on player engagement, as evidenced by the fact that most of the ARGs to which people have visibly exhibited the deepest attachment had "unrealistic" plots.

My leaving out WIBS wasn't meant as a slight to that community or their care for the characters -- it's just hard for me to compare WIBS with ILB or LCP, because I didn't play it through to the end, but I'd say that unless it changed dramatically after I left, it's difficult to compare the depth of players' attachment to its characters to that in ILB because the relationship wasn't tested as severely as it was in ILB. In ILB, we had to choose between characters that were all, essentially, "good guys." Our actions in aiding one character caused the death of another we were very attached to. And so on. Did that sort of thing occur at all in WIBS? As I understand it, the relationship with Tucker and Debunkette remained fairly steady throughout, yes?

So, I'm not saying that the characters in WIBS weren't as lovable as the ones in ILB, I'm just saying that the magnitude of the emotional charge being deployed in WIBS was less, at least from what I saw, and the attempts to apply stress/pressure to the relationships were also less, so it's harder to measure how attached people were (which, admittedly, is going to be very subjective anyway) because you don't have threads where people are obviously very angry at other people for hurting characters, or upset because they've killed them, or whatever.

Also, I'm not aware of any fan tributes/attempts to build sequels to/etc. for WIBS along the lines of what has been done for Metacortechs or especially ILB, which I'd argue is another measure of deep attachment.

Again, this isn't to say WIBS wasn't as good a game, or that the characters weren't as well-written -- just that it seemed somewhat "lighter" and more fun-based, as opposed to the 42 games I've played, in which the magnitude of the emotional charge manipulated tended to be somewhat...operatic Wink or to Metacortechs, which has inspired some pretty large-scale fan tributes and by which people talk about being "haunted" both of which seem to me to be markers of a level of attachment that goes beyond most ARGs.
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PostPosted: Fri Nov 10, 2006 12:16 pm
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Lovek
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All I'm saying is that -- just like any medium (TV, books, movies) -- as long as it's well thought-out, has good characters, and an involving story, people will want to get involved/attached.

I don't think whether it's sci-fi, fantasy, or just-some-dude-on-a-park-bench really makes a difference.
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PostPosted: Fri Nov 10, 2006 12:18 pm
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Pixiestix
Resident Angry Midget


Joined: 26 Aug 2004
Posts: 2465
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Phaedra wrote:
I challenge you to find a non-scifi/fantasy based game that has evoked anywhere near the passionate emotional attachment of players to characters in those games.

I would like clarification, for my own sake {as the book store has made me re-evaluate my categories recently} Supernatural falls into the fantasy section yes/no? Urban Hunt may not have affected everyone the same, but i do remember not being the only one deeply upset over Ed's death, or so emotionally wrapped up in Ron's trip to the hospital. In my case, the supernatural qualities of the game did feel removed/out of place – but I believe when all was said and done it was character hoax anyway so in the long run it didn't matter. The cult aspect of it was realistic to limits. By the end of the game, how many of us {KONA, YOU CAN SPEAK ON THIS ONE TOO RIGHT?} had issues with the "alone in a dark unlocked house" for a night or two?

I don't think fantasy/science fiction has anything to do with blurring lines between fiction and reality over all, because realism is to an extent subjective. Realism is not a guy kidnapped in a basement with computer access begging for my help on AIM. There is nothing fantasy/sci-fi about that concept, and right away I get turned off. Someone who's brother was kidnapped and he needs the help of some great code solvers to help him flesh out a "game like experience" to get said brother back WITHOUT police help – as long as I can tell it is not a REAL kidnapping I'm all over it.

There does need to be a line, it can be a fine line, it can be a grey line with a lot of wiggle room for a PM, but a line none the less.

The human pet had this issue for all of 5 minutes – three videos appeared of someone who kidnapped a man, was refusing to feed him, threatened to kill him, and demanded our help lest his death be "our fault". People wondered if this was real or not. Watch the videos more than once and it was an obvious fake, but the community needed the reassurance from each other that it was fake.

ON THE OTHER HAND, something happened to me outside of these forums. Someone posted on myspace {it was all removed thanks to us} a picture of a pug dog, and explained they were going to "sacrifice" the dog live on myspace. Not being sure if this was a hoax or not, we {at least one online Pug community} contacted police & ASPCA, animal shelters & vets {trying to find out if anyone knew the dog and could track the animal to an owner}, Local and National news sources – and myspace itself. When all was said and done, it was a prank, a game. A college professor had assigned his marketing class the assignment of "make my dog famous" - stipulations included "no harm or threat of harm may come to my dog". The dog was safe, not a single student had access to the Pug – the issue came about that it did not appear that any of his students were involved in the myspace issue – and they were unable to figure out who it was. The key to all this is however, had this been a game where a character posts on a website "I am going to kill her" and it is not obvious what it is involved with – the PMs can be in big, big trouble. I am aware of {although forget which was it is} of a game where the police were called because someone did NOT get it.

As for being a player, I will not get involved in a game if I cannot tell it is a game. I will fully immerse myself in it – then again, I was a LARPer so for one night a week for 2 years I ***WAS*** a vampire.
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PostPosted: Fri Nov 10, 2006 12:39 pm
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Phaedra
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Cooler_King wrote:
Very Happy Wow the minority have come out fighting..

Konamouse, Lovek, Cooler_King : Team Realism lol

Phaedra leads the heretic unbelievers (boooo, hiss!)


I'm not sure what you mean by "unbeliever," but considering that the existing ARG community has been formed primarily of players of games with "unrealistic" plots, I'd say if there's a "heretical" side, it's the pro-realism one. Wink

I suggest you read Jane McGonigal's paper "A Real Little Game" about performed, as opposed to actual, belief in ARGs and other ubiquitous gaming.

But since you're not addressing the arguments raised or the precedents provided in any of the threads to which I linked you with much beyond than unsupported reassertions along the lines of "the market wants realism," I'll requote part of it here:

Jane McGonigal wrote:
Michael J. Apter, a psychologist who studies adult play, proposes that pleasure in play is dependent upon a sturdy "protective frame" around a perceived challenge [2, p. 22]. According to Apter, this frame assures the player that real world problems cannot intrude on play and that the game will have no real world consequences or effects. A kind of guarantee in the vein of Bateson's metacommunications ("Don't worry, this is only play"), it allows players to enjoy what would in everyday life be experienced as painfully frustrating or disturbingly risky.


As I've asserted before, an "unbelievable" plot goes a long way toward making that frame immediately visible.

Cooler_King wrote:
Metacortechs, hmm, I think there could be an argument that Metacortechs falls on our side of the fence... I know a ton of bcomputer geeks that want to believe in the Matrix ha ha.


I suggest you go ask the Metacortechs players -- many of whom are still hanging around here -- whether any of them actually believe the Matrix is real.

Cooler_King wrote:
Did anyone play In Memoriam? I have a large group of friends that played it for days on end because they were chasing a serial killer. I tried to introduce them to ARG's in the convential sense but most of them switched off when 'Hyper Space Tunnels' etc were mentioned.

Then the same group started playing The Lost Experience! Because they could identify with real science, newspaper articles, companies, logos and familiar symbols..

I think the wider market wants realism Razz


Do you have any facts to support that, or just anecdotes? Because I haven't seen any numbers for The Lost Experience (and I'm not sure I'd use the Lost universe as a good example of "realism" <wry>), but I doubt they rival PXC, ILB or the Beast.

The actual demographics (see here, for example) support the idea that scifi/fantasy ARGs, like scifi/fantasy films at the box office (see here -- note that of the top 20 highest-grossing films of all time, only one (Titanic) isn't sci-fi or fantasy) are still considerably ahead, and if movies are any indication, reaching a "wider market" won't change that trend.
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PostPosted: Fri Nov 10, 2006 12:53 pm
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Phaedra
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Pixiestix wrote:
I would like clarification, for my own sake {as the book store has made me re-evaluate my categories recently} Supernatural falls into the fantasy section yes/no?


Yup, I'm including "supernatural," too, otherwise I wouldn't be including LCP, which was essentially a ghost story, not sci-fi, in the "unrealistic plot" category.
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PostPosted: Fri Nov 10, 2006 12:55 pm
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konamouse
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Joined: 02 Dec 2002
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Location: My own alternate reality

Yes, I need to know it's a game and I can still get myself immersed....

I respond to the characters as if they were real. I have to think "what would they do, say, feel?" and remember what we do in here and in chat is OOG because it is out of their world. And I may not respond to a character with knowledge I have gleemed from UF unless it is something that I reasonably could have found on my own (i.e. if one character emails another player, I cannot tell a second character about it unless the first character posts it publically, or emails to me specifically about it).

I have to put that level of realism into my belief system of the game.

But I also have to know it's a game. Speaking from my experiences:

While the casting call and the webbased signup to be part of Urban Hunt was very real - as soon as a secret code was found in the autoresponse, then I *knew* it was not a reality show casting call, that it was an ARG.

LCP was set up as ARG from the beginning, with obvious metaphysical overtones that went beyond space & time...but also current day time frame that didn't release any of us from getting emotionally connected to the characters (how stressed were some over saving someone from a burning building????).

Space gets boxes with pink paper? definitely ARG. But videos of "real" people and very good individual characterization of email responses and real time/dates (and live meetings) makes Sammeeeees very realistic.

When the next great rabbithole is found (not via shilling or announcement) by stealth and "hmm, what is this" type of curiosity - will we know it's a game right away? That is a grey line. I hope that this genre will find ways to help players keep the "alternate reality" in the ARG but also the "game" so we don't call the cops, the FBI or others (especially in this time of threats of terrorism and other nasty stuff).
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PostPosted: Fri Nov 10, 2006 12:57 pm
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Phaedra
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Lovek wrote:
All I'm saying is that -- just like any medium (TV, books, movies) -- as long as it's well thought-out, has good characters, and an involving story, people will want to get involved/attached.

I don't think whether it's sci-fi, fantasy, or just-some-dude-on-a-park-bench really makes a difference.


That's exactly what I'm saying:

Phaedra wrote:
The emotional reality of characters and stories is separate from the "realism" of the plot. E.g. you can feel deeply for a well-drawn character regardless of whether she occupies a brownstone in today's New York, or a space station outside a nonexistent planet.

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PostPosted: Fri Nov 10, 2006 1:09 pm
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Cooler_King
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Joined: 06 Nov 2006
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Phaedra... my last post was plainly tongue in cheek.

But, as you eloquently put, I have only anecdotes, lets discuss that.

Yes, anecdotes. But they are based on actual experiences not academic study. If 10 of my friends turn round and say "that movie sucked" I can pretty much assume that they speak for the majority of the audience across the country.

I feel the same about game playing, of which ARG is just one aspect. Let's be honest, ARG players are a minority, and the 'friends' I talked about are not ARG'ers. They are game players, tv watchers and film addicts. For them, the adventure was "wow, something new, lets explore, ok bo-ring, what else is new?"

lol..actually I have friends that wouldnt play the Lost Experience in case it revealed something ha ha

Anyway, that is by the by.. my point is, ARG'ers with experience in the community may enjoy boundaries and the psychological analysis of realism but casual players interested in a good story just need a hook and for most of the game playing public that hook has to be real, a la AOTH.

And you box office records are a whole other argument. Do box office records take into account all age / cultural / population demographics?
Or have the most powerful men in Hollywood (Lucas, Spielberg) made their success based upon catering to the largest possible cinema-going group in the 70's? That being male teenagers, often interested in sci-fi.

Are those figures reflected in the home movie market? Theatre? How many Sci Fi films have been recognised by the industry they serve with non-technological awards?

PostPosted: Fri Nov 10, 2006 1:19 pm
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Lovek
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Phaedra wrote:
That's exactly what I'm saying:


Then what I meant to say was... you're right.
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PostPosted: Fri Nov 10, 2006 1:21 pm
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Phaedra
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Cooler_King wrote:
Phaedra... my last post was plainly tongue in cheek.

But, as you eloquently put, I have only anecdotes, lets discuss that.

Yes, anecdotes. But they are based on actual experiences not academic study. If 10 of my friends turn round and say "that movie sucked" I can pretty much assume that they speak for the majority of the audience across the country.


I dunno, I and everyone I know thought The Da Vinci code sucked, but that doesn't seem to have kept it off the bestseller list. Anecdotes are not trustworthy data.

Cooler_King wrote:
Anyway, that is by the by.. my point is, ARG'ers with experience in the community may enjoy boundaries and the psychological analysis of realism but casual players interested in a good story just need a hook and for most of the game playing public that hook has to be real, a la AOTH (although AotH was still a successful game, obviously; it just didn't have the same numbers).


And I'm saying that the actual numbers of players refute that statement. The "game-playing public" was fascinated by ILB, PXC, the Beast and less so by AotH. Even less so by Neurocam and other games that really blurred the line. "I love bees" was a NYT catchphrase of the year; the Beast was dubbed the "Citizen Kane of online entertainment" by Internet Life magazine -- this is not the ARG community speaking; it's the mainstream press.

Cooler_King wrote:
Do box office records take into account all age / cultural / population demographics?
Or have the most powerful men in Hollywood (Lucas, Spielberg) made their success based upon catering to the largest possible cinema-going group in the 70's? That being male teenagers, often interested in sci-fi.


Certainly not. They take into account which movies get the most people in the door, which is the best argument I can think of for how well something sells to a "wider audience."

Scifi/fantasy/supernatural hooks sell. So say the numbers.
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PostPosted: Fri Nov 10, 2006 1:28 pm
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
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Here i go, replying to an earlier post before I've read the rest of the thread.
Cooler_King wrote:
Did anyone play In Memoriam? I have a large group of friends that played it for days on end because they were chasing a serial killer. I tried to introduce them to ARG's in the convential sense but most of them switched off when 'Hyper Space Tunnels' etc were mentioned.
You did us a disservice if you mentioned hyperspace as an example of a "conventional" ARG scenario.

I've tried to say this before, but i'll try again. In my real life i would NEVER go chasing a serial killer. To play a game in which I am an active investigator in such a story means that i have to role play that I am someone else in a realistic world. But when I immerse myself in playing anything from MYST computer games to ARGs like Last Call Poker, I remain myself in their world. The difference is where my imagination does the work.

Cooler_King wrote:
Then the same group started playing The Lost Experience! Because they could identify with real science, newspaper articles, companies, logos and familiar symbols... I think the wider market wants realism.
"The Lost Experience" was not an ARG. The "wider market" doesn't want to play ARGs; they like contests and games and interactivity, but not story immersion. Our largest traffic in recent history has been for competitions like tie-ins to Pirates of the Carribean and The DaVinci Code.

Pick an audience and cater to them. Don't pick a genre and try to mold the wrong audience to accept it.

(edit to add this)
Cooler_King wrote:
If 10 of my friends turn round and say "that movie sucked" I can pretty much assume that they speak for the majority of the audience across the country.
I am sooo glad the Neilson ratings are not based on such a small and skewed population sample.

PostPosted: Fri Nov 10, 2006 1:57 pm
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Cooler_King
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Quote:
I dunno, I and everyone I know thought The Da Vinci code sucked, but that doesn't seem to have kept it off the bestseller list. Anecdotes are not trustworthy data.


Your right, the Da Vinci code did suck, but the concept was a winning one despite Dan browns terrible writing. I hardly know anyone that thinks he is a talented writer but the whole story was a bestseller BEFORE Brown ever got his hands on it. (Holy Blood, Holy Grail was NYT Bestseller) The publics attention has been captured by the (un)history behind the tale. Not Dan Brown's story.

Public opinion is best found in the public forum. Go to any bar, cafe, resteraunt, sit around for a while and listen. That is the best way to guage how the public feel about something. Not journalism. That is why stand up comedians will always be the poet of the people. The jokes come directly from what the public are thinking.

Quote:
And I'm saying that the actual numbers of players refute that statement. The "game-playing public" was fascinated by ILB, PXC, the Beast and less so by AotH. Even less so by Neurocam and other games that really blurred the line. "I love bees" was a NYT catchphrase of the year; the Beast was dubbed the "Citizen Kane of online entertainment" by Internet Life magazine -- this is not the ARG community speaking; it's the mainstream press.


The game playing public? If I went to the E3 convention and stopped a random sample of gamers I would stake my house that less than 10% had ever even heard of The Beast or ARG'ing let alone played an ARG.

Internet Life is not mainstream press where I come from Razz

Quote:
Certainly not. They take into account which movies get the most people in the door, which is the best argument I can think of for how well something sells to a "wider audience."


Really? Do they? I can think of several Film Studies theorists that refuse to take Box Office takings as a measure of a films success. That is without even getting into the debate regarding disposable income of the lower age population band leading to their interests being represented at the box office rather a a larger but less affluent demographic I.E. Adults over 25.

However, you do raise some excellent points..

Now Catherwood, unfortunately you don't.

Quote:
"The Lost Experience" was not an ARG


Yes it was, it has been listed as such on almost every ARG forum and fan site including this one! And the general resource on ARG's for the beginner, the wiki, has it listed also. Please tell me how it wasn't.

Quote:
Our largest traffic in recent history has been for competitions like tie-ins to Pirates of the Carribean and The DaVinci Code.


The competition is just a marketing tool as are almost all ARG's. Despite any commercial motives the fundamentals of ARG gaming are still present. To say that an ARG is not an ARG because it is tied to a particular product, brand or cultural icon would be to deny almost all of the games out there including the originals!
Quote:

i would NEVER go chasing a serial killer. To play a game in which I am an active investigator in such a story means that i have to role play that I am someone else in a realistic world


Really? Funny then that I should find several links on this very site realting a very real and very active serial killer known as the Zodiac killer. Quite a few players are having a go at cracking his coded messages left for the police. Has anyone else ever had a go at cracking Kryptos? A very real and very popular cryptographic puzzle inside the CIA headquarters. And these examples have immense popularity around the web, not just with ARG'ers.
Quote:

Pick an audience and cater to them. Don't pick a genre and try to mold the wrong audience to accept it


That is a fundamental misunderstanding of what I am discussing. I am not trying to get anyone to agree with me, although certain people have come out and done so.


Last but not least, going back to the Da Vinci Code, arguably the bigget cultural phenomena in the last decade, far bigger than any ARG devised.
The public loved it, because, even if for a second, even if only for a nanosecond, they thought..

Could it be?
Could it be true??

PostPosted: Fri Nov 10, 2006 3:08 pm
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Phaedra
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<sigh>

Okay, you can argue theory (and, I suppose, be rude to cather) all you want, you can ignore facts, numbers, demographic information, and precedent in favor of your opinion, and you can ignore everything we tell you, and we can't stop you.

So, go ahead, make your uber-realistic ARG -- alone, against everyone's advice -- where people can't tell if it's really a game, and enjoy having it go the way of all the identical attempts that have gone before. Rolling Eyes
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PostPosted: Fri Nov 10, 2006 3:30 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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Back in my college days ...

*blows dust off the tome of that chapter in her life*

... I was an acting major, and the prescribed acting style for our department was based upon the teachings of Sanford Meisner. Now, Meisner happened to be one of those mucky-mucks in theatre who really shook things up and revolutionized acting theory for all those black mock turtleneck-wearin' actors who did all that crazy Method Acting stuff.

Now, Meisner said a lot of things about acting and realism, but the basic, boiled-down stuff I took away from my acting labs went something like this:

The man behind the System (from which method acting followed and flourished), Stanislavski, would ask you to remember something that actually happened in your life and have you use that as preparation for the stage. Use the sadness you experience when your aunt passed in order to be sad on stage. Getting engaged to be married can be the moment you use in order to generate extreme joy and happiness.

Meisner recognized the fatigue inherent in such a situation - these moments in your life can never really be mined indefinitely (or healthily) for use on the stage. They can never be more or less than what they were. Meisner asked, instead, to imagine a realistic scenario that can be re-configured and/or tossed aside when no longer potent, in order to keep one's acting skills vibrant, and full of rich moments on the stage.

In other words, our imaginations tend to be much healthier universes in which to trot out our meditations on the human condition than actual experiences from our personal histories tend to do, because we are free of being reminded of things which actually happened (which have inherent boundaries of time and place and scope, thereby running the risk of becoming fatigued, or having our experiences diminished through exploitation of them).

So I can see what Cooler_King might be trying to get at, but I think, also, if he followed his ideas through to their ultimate conclusion, he'd be more in agreement with the flip side than he first surmised. I think a lot of people say they want 'realism,' when all they really want is a compelling and immersive look at facets of human nature being played out before them. I submit that it is not the familiarity to their own lives that is guaranteed to give them that adrenaline rush that they so desire, it is the effective framing of the human condition inside of that universe that keeps them coming back for more. (I know I am repeating/re-phrasing what has been said, but it's definitely the biggest hurdle in this concept of "realism")

That said, there's nothing wrong with you or your friends preferring media/entertainment that appears to reside in exactly same world that you currently live in. But to try and claim that the market demands this particular framing across the board based on a handful of opinions is fairly shaky ground to stand on.

Quote:
If 10 of my friends turn round and say "that movie sucked" I can pretty much assume that they speak for the majority of the audience across the country.


With all due respect to your friends' tastes in movies and your own bias, you'd be a fool to assume anything of the kind. Smile

Anecdotally, my favorite ARG character to this day, the one I wept over and loved so well was an A.I. house named Brutus. Very Happy And he never spoke a single word. He was not 'realistic' in the sense of "something that has ever existed in krystyn's world," but he was very real to me inside the universe of the game, because of the things that happened to him and the man who lived in the house and had conversations with him.
_________________
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Stories and dreams, crossing my palm like silver.

xbl gamertag: krystyn


PostPosted: Fri Nov 10, 2006 3:39 pm
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