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 Forum index » Archive » Archive: Deus City » DC: Deus City
[DC] Protocol (What's OOG and what's IG?)
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Arkaham
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[DC] Protocol (What's OOG and what's IG?)
A guide for those confused

Before anything else, let me say I'm just a player here, and one who's on Foo's side.

Now, I know I said I wasn't going to read Brackit side, but I saw a post by Imbri and I just guessed it wasn't a good sign (No offense Imbri, but I know you're not playing this, so it meant you were posting as a moderator.)

I really like the idea of this game, so I want it to work. So I'll just say some things and then go to the Foo side of the line.

For this to work we need to get a clear idea of what's OOG and what's IG. This will be tricky, but take it as a added challenge. When in doubt, just assume you're in game and had never read this forum. In example, for ehoever asked the question Imbri answered: without having read this forum ever... do you know who the five are?

Ok, I know Brackit knows about 'the five' from something someone took from this forums, but I'll tell you what: We'll assume I posted that on some other forum, so you have that information. IG once I realized I shouldn't had posted that I took it down and vanished from the forum. (It was a forum about... eh.. say... cooking Laughing )

So with that settled down, for both sides: remember, when it comes to the characters, no one of you has read this forum. If I wanted to get to be close to one of Brackin's followers I'd have to write to him first, as that's the only contact I know from that side. However, if someone posts something as, say, a comment to one of the character's blogs, that's IG, and you're free to contact people that way. Even if you know they're players.

I hope I'm not just confusing things more. The basic idea is pretty simple: when thinking In Game, just try to forget all what's said on these forums.
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PostPosted: Thu Nov 16, 2006 8:04 pm
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Forgery
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Very nice Ark Smile

PostPosted: Thu Nov 16, 2006 8:07 pm
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SpaceBass
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Re: [DC] Protocol (What's OOG and what's IG?)
A guide for those confused

Arkaham wrote:
I hope I'm not just confusing things more. The basic idea is pretty simple: when thinking In Game, just try to forget all what's said on these forums.

With all due respect, I have to disagree with this statement. Whatever is part of the campaign is in-game, whatever isn't is out-of-game; I think it's up to the PMs to define the in-game boundary.

Unfiction itself is always out-of-game; it is a meta site for player collaboration and discussion of games. One thing it does well is to catalog all of the information gleaned about a game; that information may be in-game, out-of-game, completely unrelated to the game, or pictures of imbri's cats.

Information should be free and if it is on Unfiction, anyone can see and use it, including the PMs and the users and the guests and the searchbots however they want. Barring abuse, the only limits we place on posting are for PMs during their running games.

We talk a lot about the conversation between the players and the PMs within the framework of a campaign. There are two sides to that conversation, in-game and meta. In-game conversation takes place on the PMs terms, dictated by the framework and communication channels designed into their production.

Meta conversation takes place through distinctly out-of-game resources or channels, and you'll see players on occasion post "open requests" to the PMs in game threads or speak candidly about their concerns with the knowledge that the PMs will read their words. This is why it is important to define uF as out-of-game, so that it can support that meta-side of the conversation with the PMs. The PMs get to define the in-game space and we get to carve our own meta-bubble.

That is what we mean when we say Unfiction is out-of-game. But it is a place where the players can collectively come together and pool their knowledge and resources. It is counterproductive to attempt to add elements of competition or selective secrecy to the mix (I've addressed this point before).

It also seems unreasonable to ask all players to take on in-character roles in playing. I am not in-game and I don't ever care to be, no matter how many ARGs I follow. How about I define my personal boundary, you define yours, Unfiction will define its, and we just let everyone else do how they will?
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PostPosted: Fri Nov 17, 2006 1:47 pm
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KGBrAm
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To go along with this theme:

http://funditechnologies.com/games

Their view of how the game should be played. Smile

PostPosted: Sat Nov 18, 2006 2:13 pm
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Phaedra
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KGBrAm wrote:
To go along with this theme:

http://funditechnologies.com/games

Their view of how the game should be played. Smile


[VERY META]

Interesting, although I wish they would have found an in-game way to indicate what they wanted rather than just telling their players, and hope that they don't intend to continue stepping out from behind the curtain whenever they want to communicate about meta issues.

I'm rather astonished at how little research they seem to have done into the genre they intended to enter, though.

Quote:
linear ARGs where you sit around and solve puzzles to raise your points on the Internet


The only ARG that this description even comes close to describing is Perplex City.

Most ARGs, especially seminal examples of the genre like the Beast, ILB, Metacortechs, etc. haven't employed anything even remotely resembling a point system.

And as far as being linear, the ARGs mentioned above (as well as LCP and others) employed the "storytelling as archeology" model in which the PMs smash up the story into thousands of pieces and let the players figure out how to assemble it, which is precisely the opposite of linear storytelling.

Confused

I'm happy for Mind Candy that they've done such a good job promoting Perplex City, but people, PXC's structure is the exception, not the rule, in ARGs.

Furthermore, Deus City is far from the first ARG to attempt to use a competitive model. I'm a little confused as to why whenever people who've been around the community for a while say they don't particularly like something don't like it because they Don't Like New Things, rather than because they've seen it tried multiple times with less than stellar results.

So, basically, if you're new to ARGs, the Deus City PMs' characterization of the genre was pretty inaccurate. Point systems are rare, the stories are frequently -- if not usually extremely non-linear, gameplay doesn't involve primarily "sitting around solving puzzles," etc.

[/VERY META]
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PostPosted: Sat Nov 18, 2006 2:47 pm
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Arkaham
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Re: [DC] Protocol (What's OOG and what's IG?)
A guide for those confused

SpaceBass wrote:

It also seems unreasonable to ask all players to take on in-character roles in playing. I am not in-game and I don't ever care to be, no matter how many ARGs I follow. How about I define my personal boundary, you define yours, Unfiction will define its, and we just let everyone else do how they will?


*sighs*

We need some common boundaries. Look, I'm just a guy who's kind of new to this ARG's thing, trying to do his best to make this game work. I just got caught on a role. And now Foo send me things and tells me not to share them. The others on my same role (who are very new to ARGs) think if they post it here others will take that information and give it to the other side of the game, so we would be betraying our role.

I think that'll suck. We can't expect to keep the game for ourselves. So I try to encourage people to come and post. The only way posting something we're supposed to keep secret and still make sense out of that, is if we can trust players not to get that information and go tell the other side we gave it to them. So, with the reference about uF being OOG, I try to convince everyone of what I've said above. So far it seems to be working.

I know you guys do not like this way of playing. And I'm probably just venting here, but I'm tired of struggling with everyone. So i ask to those who are playing this, or who plan to do so: Do you agree with the things I proposed, about all information on these forums being OOG? If so, then we can keep playing that way, and reach a common agreement that those are the rules for THIS game, regardless of uF , if not, then I give up. Lets contact the people behind the curtain and tell them this will not work.
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PostPosted: Sat Nov 18, 2006 3:06 pm
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Phaedra
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Re: [DC] Protocol (What's OOG and what's IG?)
A guide for those confused

Arkaham wrote:
SpaceBass wrote:

It also seems unreasonable to ask all players to take on in-character roles in playing. I am not in-game and I don't ever care to be, no matter how many ARGs I follow. How about I define my personal boundary, you define yours, Unfiction will define its, and we just let everyone else do how they will?


*sighs*

We need some common boundaries. Look, I'm just a guy who's kind of new to this ARG's thing, trying to do his best to make this game work. I just got caught on a role. And now Foo send me things and tells me not to share them. The others on my same role (who are very new to ARGs) think if they post it here others will take that information and give it to the other side of the game, so we would be betraying our role.

I think that'll suck. We can't expect to keep the game for ourselves. So I try to encourage people to come and post. The only way posting something we're supposed to keep secret and still make sense out of that, is if we can trust players not to get that information and go tell the other side we gave it to them. So, with the reference about uF being OOG, I try to convince everyone of what I've said above. So far it seems to be working.

I know you guys do not like this way of playing. And I'm probably just venting here, but I'm tired of struggling with everyone. So i ask to those who are playing this, or who plan to do so: Do you agree with the things I proposed, about all information on these forums being OOG? If so, then we can keep playing that way, and reach a common agreement that those are the rules for THIS game, regardless of uF , if not, then I give up. Lets contact the people behind the curtain and tell them this will not work.


I hear your frustration, and I want to try to clarify a few things:

First, when people say you can't play competitively at UF, they're not saying that the mods or admins are going to actively stop you. They're saying it's not going to work because UF is an open forum, and there's nothing to stop you from reading the "other side's" threads. It's not that it's not allowed, it's that it's not possible. Anyone can read and post to any forum. (Again, the only actual hard rules are those in the TOS.)

But, if there's a need to keep information from the other side (although considering the recent open communication from the PMs in which they say they'd like to see people try to play both sides, I don't think that's what they want), the player base may want to consider setting up resources separate from UF for each side that require some sort of password to access.

Again, it's an idea that makes me sad. ARGs are a game/narrative form that's native to the Internet, and the very nature of the Internet is collaboration and sharing of information, so it seems to me unnatural and against the very nature of the form to require secrecy between players.

But.

If that's the way people want to play it, you may need to utilize resources other than UF to make it work.

Just my $0.02.
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PostPosted: Sat Nov 18, 2006 3:21 pm
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Arkaham
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Re: [DC] Protocol (What's OOG and what's IG?)
A guide for those confused

Phaedra wrote:

First, when people say you can't play competitively at UF, they're not saying that the mods or admins are going to actively stop you. They're saying it's not going to work because UF is an open forum, and there's nothing to stop you from reading the "other side's" threads. It's not that it's not allowed, it's that it's not possible. Anyone can read and post to any forum. (Again, the only actual hard rules are those in the TOS.)


I don't expect people not to read the other side's thread. Check my post about the puzzle. I have myself spoke to the 'gatekeepers' about how is not possible to keep things hidden for others, and how it would not be fun. I want everyone to play OOG both sides.

But I do no think is impossible for people to be willing to get into the game to a point where they say "Hey, Inside this Game I wouldn't know this, so I will not use it to send a mail to charcter telling him I found it". Sure, it takes a small ounce of compromise, but ARG-ers are damn smart people, and we all know this is not a sport, we do not expect to 'win' and leave the other side behind. All we want is to move the story ahead, but to do it with some sense.

I do not think it's impossible for rivalry to exist inside an ARG. But most of the people playing actively on this one are new to the genre, and of course they turn to the moderators of the community for advice. And all they've found there is a "We don't have rules about that, but this game will fail for sure". That's hardly helping.
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PostPosted: Sat Nov 18, 2006 3:31 pm
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KGBrAm
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I have so much to say on this subject, but I don't want to make enemies Sad
I tend to get carried away by the emotion of the moment!

So I guess I'll shut up. Cool

PostPosted: Sat Nov 18, 2006 3:37 pm
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imbri
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Re: [DC] Protocol (What's OOG and what's IG?)
A guide for those confused

Here's the rub (as I see it)

Arkaham wrote:

But I do no think is impossible for people to be willing to get into the game to a point where they say "Hey, Inside this Game I wouldn't know this, so I will not use it to send a mail to charcter telling him I found it". Sure, it takes a small ounce of compromise, but ARG-ers are damn smart people, and we all know this is not a sport, we do not expect to 'win' and leave the other side behind. All we want is to move the story ahead, but to do it with some sense.


Traditionally, ARGs are "not a game". Most people here are not used to playing a game that is, outright, saying it is a game and this is how you have to play it and these are the rules and this is what you have to do and you can't talk to characters about X and you have to pretend you didn't talk to a player about Y. So, when you come on the forums and you start saying such things, people react to it. It goes against what they are used to.

No alternate reality game has had a karma system set up so that players are treated differently from each other. In previous games, every player has been treated as an equal and was on equal footing (there are a few exceptions - but even in those exceptions the opportunity or illusion of opportunity was there). That is not true with this game - the first few of you that were able to contact the characters were granted a certain power to disseminate information - you are now "above" every other player and it is up to you to determine what other players can or cannot know. The game is in your hands and you can choose to stop it by not sharing the information you have (and part of me really wants to see you do that - as a designer, I'd like to see the mechanism the PMs have in place to deal with such actions).

And, while other games have had plenty of meta-level conversations, I cannot think of any other game that has forced it's players into them. I find the decision of the PMs to do this as very odd. And it greatly affects the level and type of immersion for the player.

Games deal with immersion in different ways. When you're playing Katamari or Pacman, you become immersed in the task of cleaning everything up. When you're playing Risk, you become immersed in the competitive drive to get every country. In ARGs, you become immersed in the building of the story. That's the draw.

Whether you're a player that thrives on the community aspect or the puzzle aspect or the story aspect, you're working together on this ultimate goal of building the story and you become immersed in that story. With Deus City, they've fractured that by placing mechanisms in the way of the story - now players are not only struggling with how to get the story bits and pieces from whereever they may be, but they're struggling with each other over how to get them and, potentially, competing with one another in order to get them.

It sounds minor, but that requires a massive shift in thinking. And it completely changes the dynamic over how players interact with one another as well as how they interact with the story. Both of which require high level or meta discussions about the game mechanics which take players out of the story world and break that immersion that is, in many ways, the captivating part of an ARG for most of the unfiction audience.

So, when you tell people that they have to break out of the story and consider what they may or may not know and how they may or may not know it and who they may or may not talk to about it - well, it's rubbing people wrong. But, it's not you, if that's any consolation, it's the nature of the game design. And, by giving you the power to decide who knows what information, they've put you in a very difficult position.

PostPosted: Sat Nov 18, 2006 4:26 pm
Last edited by imbri on Sat Nov 18, 2006 4:39 pm; edited 1 time in total
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imbri
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KGBrAm wrote:
I have so much to say on this subject, but I don't want to make enemies Sad
I tend to get carried away by the emotion of the moment!

So I guess I'll shut up. Cool


Oh, please don't feel that you have to censor yourself. We sometimes have pretty intense discussions and, yeah, we don't all always agree. But, we don't tend to make enemies with people just because there's a difference of opinion. Now, if you act like an ass, you might make a few enemies. You might also make some friends though Wink

And, as far as the emotional posting goes - we all have those moments. I've found that the trick when I'm all wrapped up in a flurry of emotion is to write the post out in notepad and just leave it there until I'm not so wound up. Then I can go back and edit it (if needed) and post it feeling pretty confident about it all.

Though, there was that one time that I basically told a bunch of people that I really like and respect that the were all being idiots (though, idiot would have been a much nicer way to put it). That wasn't so good. I had to go back a bit later and apologize. And, you know what, they accepted it and recognized that I was pretty much just having a really crappy day and took a minor little beef and made it into a whole cow. I still regret that post. :/

PostPosted: Sat Nov 18, 2006 4:38 pm
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Dr3dg
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I feel like a lab rat in someones social experiment.

PostPosted: Sat Nov 18, 2006 4:40 pm
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SpaceBass
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The other side of this coin is that most of these arguments are centering around Unfiction. Who is to say that there aren't other people out there playing Deus City who have no idea about any proposed rule for how to treat in-game and out-of-game data?

It's important to recognize that there is simply no foolproof way for we as players to effectively control the dissemination or treatment of game data, whether in- or out-of-game. The puppetmasters do, however, have the ability to control and/or filter what their in-game universe "sees." Ultimately, those decisions about whether "leaks" happen or whatever are up to them.

If we accept this reality, one can still play in-character and be mindful of what one "should" and "shouldn't" know when interacting with the game universe. And nothing should stop us from posting everything we know out-of-game. Even if that information is "misused" somehow, it can only be effective if the puppetmasters allow it to be. Thus, there is no requirement for us to expect certain behavior from other players and no reason to set ourselves up for inevitable disappointment because someone doesn't know any better or just doesn't care.
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PostPosted: Sat Nov 18, 2006 4:54 pm
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KGBrAm
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Imbri, you have no idea how many posts I've written in the past couple days that have not (and will) not be posted. Not that I was being mean or foulmouthed, but I wasn't being reasonable or objective.

I have learned to not let emotion take the better of me Smile

'The great thing about ARG's is that they have no rules'
'The bad thing about ARG's is that they have no rules'

Confused

Odd statements, but they ring true.

I'd like to address your points about a few players controlling the info.
It's definitely a game design gamble to leave so much power in the players hands.

But it can pay-off in a meaningful manner. The final result could be very very involving.

It may seem like we control the info and that it's given out on a whim, but the methods of release are scripted. We have specific orders in how to distribute and release the info. And we are doing as we are told.

Well, I know I am in any case


It adds an degree of separation between the source and the ones looking for it. It's kinda similar to a Covert Group Cell System where each member know only a few others. This is a proven method of organization for groups that have a, secretive, slant to them Wink

It adds a layer of paranoia, which seems to be a central theme of DS so far.

It adds layers to the storytelling and the method of storytelling.

To me, those are good things.

And it's not exactly player vs. player per se, but more like faction vs. faction, it's not like we are all at each others throats. Teams are forming and growing, people are gathering behind beliefs in anticipation of what is going to happen.


Or..

This thing could just blow up in my face and my misguided optimism will be crushed beyond repair Razz

PostPosted: Sat Nov 18, 2006 5:03 pm
Last edited by KGBrAm on Sat Nov 18, 2006 5:13 pm; edited 1 time in total
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catherwood
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I often say, "we don't play games on Unfiction, we discuss them." The actual game play, if it needs a forum, can take place in places like Immersion Unlimited or within the walls of the game's website itself. Players come to the Unforums to discuss game mechanics and even strategy, but not from the vantage point of their role within the game.

Yes, I know that is a simplistic, naive, and even meta way to look at these forums, but it works for me. I rather like it when a game sets up their own in-game message board, but only if it remains truly in-game. It can be a struggle to clear out any posts which try to "out" the characters as being only fictional. These here out-of-game unforums are necessary! Not every game needs its own in-game message board, and the Unforums can sometimes function that way. But when things get messy, it's often best to just separate the worlds cleanly.

Haven't we already done this with at least one prior game, one with rival factions? Didn't they successfully run separate private forums for members of opposing teams, with logins, over at IU? (should I go find some links?)

Wildfire Industries, with both in-game and OoG subforums

PostPosted: Sat Nov 18, 2006 5:05 pm
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