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 Forum index » Meta » General META Discussion
The future of ARGs
Moderators: imbri, ndemeter
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Delusional
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Joined: 16 May 2005
Posts: 839

The future of ARGs
Is there a place for artistic expresion in the genre?

Ok this has been on my mind for a long time now but has seemingly been brought up with YearZero.
And that is, will the genre of ARGs grow into something more than the fairly narrow definition people have in there minds. And grow into a venue for artistic expression.

Yes I know that story telling in itself is art, but there are peoples expectations of games that can hold artistic expression back.
For example, people want there actions to be able to make a real difference in the game. They want to be able to directly interact with characters. They want a happy ending. They want puzzles.

Now these things wouldn't have to be abandoned altogether, they could be used where they fit, but they can't be mandatory and still allow for everyone to tell the story they wish to tell how they wish it to be told.
There has to be leeway given to allow for true artistic expression.

Am I alone here in my longing for a genre expanding game that's able to tell a beautiful story no matter what it's context while being able to bend or altogether ignore the conventions of a typical ARG?
Would it be excepted by this community?
Or shunned for not being a "true" ARG?

I see this genre as being able to be so much more than a fun game or marketing tool. Being able to grow into an outlet for people to have there voices heard.

I know I didn't go very in depth with my thoughts here, the reason being I type slow. And my mind keeps going, so when I've finished typing one thought my mind is three steps ahead. Making it hard to put ideas I'm passionate about into written words.
Although I'm hoping that limitaion will be overcome by having a discussion about this here, and being able to break it up into the finer points.

So what are your thoughts about the future of ARG's?

PostPosted: Sun Mar 18, 2007 1:49 pm
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SpaceBass
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I think you're not alone, and that you should have been at ARGFest for this panel (first part of 3, check the index on the right for the other two parts). Wink
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PostPosted: Sun Mar 18, 2007 1:52 pm
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rose
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Joined: 26 Nov 2003
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For me a beautiful story is important. But so to is the shared experience. I am enjoying working through the origami shadows writing for example- but I enjoy it even more because I know other people are working on it as well.

By the way, I think that we have had several games that would qualify as artistic experiences.
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PostPosted: Sun Mar 18, 2007 2:20 pm
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Jas0n
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I agree that ARGs are a wonderful venue for artistic expression. To me there is no better way to express yourself as an artist of any sort than through the development of an ARG. ARGs will continually evolve as various new methods for interacting with communities also evolve.

I think that it is definitely a huge mistake to limit your concepts of what an ARG is or should be. As a developer it's a bigger mistake to limit yourself to what has been done and to not try to expand the genre or the concept of what the genre should do or be.

As a player I love the feeling of being able to associate and interact with the characters within the game, but sometimes I feel as though individuals within the community define the game based on the puzzles the game supplies. I think the community should define the game based on how well the game moves our emotions out of our own existence and into an "alternate reality" whether it's through various puzzles, or it is through the way that players can impact the game through their interactions.

As a developer I've stated it time and time again, but there is no other medium that gives you such an interaction with your target audience as an ARG does. Video producers don't get to watch the movie with their audience and change pieces of the movie to better fit the desires of the audience. A novelist will seldomly ever be there as you read your book and then have a chat with you afterwards to find out what you liked/didn't like so he/she can make changes next time around. ARGs allow you to use your graphic art skills, your video creation skills, your music, writing, acting, crafting... basically every artform mixed into one.


In the future I'd imagine that there will be corporate games which are less used as marketing tools, but more as a financial device of its own.

Grassroots games will continue to dominate the landscape overall, but many of them will continue to grow in quality.

I'd hate to see games shunned for not being true ARGs... and I just get a twinge in my stomach when everyone focuses on what a game is advertising when they launch.... yeah sometimes that's the fun - but that's also a turnoff to several people that could be ARG players... I've seen several potential players that were timid about being involved in a "Viral Marketing" campaign.

I'm with you on the mind is thinking about more than I can put into words here on the post. I don't think we can solve the limitations with just a post - as each individual has their own limitations they place on a game, but it is definitely a start - combined with ionarg and just chatting out loud about it.
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PostPosted: Sun Mar 18, 2007 2:50 pm
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Delusional
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Joined: 16 May 2005
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rose wrote:
I am enjoying working through the origami shadows writing for example- but I enjoy it even more because I know other people are working on it as well.

Origamishadows was just brought to my attention after I posted this rose.
And I'm glad it was as this is the sort of thing that excites me. And it fit's well into this topic.
The story is wonderfully written and intriguing. Yet at this point (as far along as I am anyway) it lacks any means of interaction, and if my hunch is right on who is responsible for this than the "puzzles" are there just for us.
Now the test is, will this be accepted by the community. or will it be shrugged off as an interesting oddity. May I point out that it was initially relegated to the realm of "time waster" here. I think that emphasizes my point.

rose wrote:

By the way, I think that we have had several games that would qualify as artistic experiences.


No doubt. I in no way mean to put down anything that came previously, obviously they had their merit. Hey with out them we wouldn't even be here right now!
This is about the expansion of those ideas and if they can coexist in the same place without being pegged as merely time wasters.

PostPosted: Sun Mar 18, 2007 3:52 pm
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konamouse
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What is a "Timewaster" anyway

Maybe instead of the label "Timewaster" we can come up with something more positive/descriptive.

Creative Narrative (story w/o appearence of puzzles)

Puzzle Trail (puzzles w/o appearence of story)

Interactive Websites (might belong to a tv or movie, might have puzzles to keep the audience at the website, i.e. more hits = more revenue)

Just my 2 cents.
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PostPosted: Sun Mar 18, 2007 4:30 pm
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EarlyWyrm
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Re: What is a "Timewaster" anyway

konamouse wrote:
Maybe instead of the label "Timewaster" we can come up with something more positive/descriptive.


I'll vote for that as well. Remembering my first week here, "TimeWasters" was the very last area that I visited, thinking that it was a place for trailheads that turned out to be spam. I was quite pleasantly surprised when I finally went in and realized what it really was.

BTW - Ben Wochinski - Whoever you are, you ROCK for taking the time to tape, encode and upload all of that!
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PostPosted: Sun Mar 18, 2007 5:55 pm
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jamesi
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Joined: 25 Sep 2002
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Re: What is a "Timewaster" anyway

EarlyWyrm wrote:
BTW - Ben Wochinski - Whoever you are, you ROCK for taking the time to tape, encode and upload all of that!


celina63 actually did the recording and initial encoding. Smile
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PostPosted: Sun Mar 18, 2007 7:51 pm
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bwochinski
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Joined: 06 Oct 2003
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Re: What is a "Timewaster" anyway

EarlyWyrm wrote:
I'll vote for that as well. Remembering my first week here, "TimeWasters" was the very last area that I visited, thinking that it was a place for trailheads that turned out to be spam. I was quite pleasantly surprised when I finally went in and realized what it really was.

BTW - Ben Wochinski - Whoever you are, you ROCK for taking the time to tape, encode and upload all of that!


Just to be clear, celina63 is responsible for the effort of recording all the panels at ARGFest, I just re-encoded and uploaded them to youTube!

As far as the "timewasters" section, I agree that a name change might be in order, or at least a recategorization of some of the threads placed there. I always envision the timewasters as those addicting little flash games and one-off puzzles that you can waste half your day on, not so much the broad category it seems to have become. ( I can hardly find any flash games there anymore!! Sad )

So perhaps a new board? Something like "Story ARGs" ( SARs anyone? lol ) and "Puzzle Trails" ?


What are people's thoughts?
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PostPosted: Sun Mar 18, 2007 8:04 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
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Just a quick question about forums in general - does creating another sub-forum end up making the board more expensive to run ? Do all the existing forums add up to create more drain on the system so that it requires a server upgrade? I think that adding more little boxes on the forum is great in principle but I want to understand what cost is involved.
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PostPosted: Sun Mar 18, 2007 8:22 pm
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
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Re: What is a "Timewaster" anyway
or, What tools do you need in your kit, and how many toolkits do you need?

bwochinski wrote:
So perhaps a new board? Something like "Story ARGs" ( SARs anyone? lol ) and "Puzzle Trails"? What are people's thoughts?

I always like it when people ask me for my opinion. :) While it might be derailing the initial subject of this thread, I think I can swing it back around after making yet another detour.

We've had long discusions about categorizing ARGs and other types of games, discussed the criteria and definition of the term 'ARG', and debated the purpose of the "ARGs with Potential" catch basin forum. I think it finally struck me today that what we really are discussing are the basics of "How the heck do we know how to play these things, when they are all so different?"

The analogy has been brought up before that ARGs are now where film was in the early stages, when people only knew how to read books. You know how to read a book, right? You know it has a cover, you know to open it and start at page one (and which side of the book is page one in *your* language), and you know how to turn the pages. You read it linearly, right? Now that you have that knowledge, you can read anything that comes in book form, right?

Along comes a "choose your own adventure" book. You've been told that it is a book, it looks like a book, and you know that you should read chapter two right after the end of chapter one. But wait! Here's a book that tells you specifically NOT to read chapter two next, but makes you CHOOSE between reading either chapter three or chapter seven next. How can you "know" to skip chapter two? How can you trust that skipping around like this is "better"? Is this a hoax book? Is someone playing a prank on you?

Isn't this how we react when a new style of ARG comes along? "This isn't how we played the other ARGs." or "This isn't really an ARG, it's just a [fill in the blank]." Here is where we struggle to find labels for types of games. I say, it's not a matter of putting games into categories, but putting instructions into piles, so we know HOW to play each type of game. The "rules" and tools for one game may not apply to another. In fact, just like the "rule" that chapter two follows chapter one in a "regular" book is going to be a problem with a choose-your-adventure book, the "rule" that you always view HTML source is useless in a game which doesn't use traditional web pages.

Back to the book analogy. Another format of book is the short story collection. Again, nothing says you must read them in sequence; it is acceptible to skip around, choosing shorter stories over long ones, or skipping over authors you dislike. You can in fact "lurk" with a book like this. How do you know this? Has this book come with instructions, like that choose-your-adventure book did at the end of chapter one? No, but this one has a LABEL which hints that it isn't an ordinary, sequential, traditional novel. Now you can develop strategies for approaching yet another kind of book. It's still a book, but "short story collection with multiple authors" is giving you a new set of tools to try out, a new method for getting a different experience. Your experience and enjoyment of this will vary, as there is no single way to read this type of book.

I'll give up categorizing ARGs when they all start to look and play alike. Now our "Timewasters" category is coming up for discussion in the same way. We want labels to tell us HOW to play, and we like knowing which tools and skills will be required. We already talk about them differently: puzzle trail, trivia contest, interactive fiction, group read, etc. -- I remember my first exposure to a puzzle trail came with NO instructions, and I resented the fact that they expected me to somehow "know" that it involved changing the URL to submit an answer. Why was that a secret?

Is the question "How do I play an ARG?" really going to have a single answer? No, and not because the genre is evolving. It's because right now we have many different types of games all falling into this big bucket called ARG. And even if you think, "oh, i know how to play an ARG," you're really coming in with a huge bucket of tools and either instinctively knowing which ones to use when, or blindly trying ALL of those tools until something works. I see this in many threads now, where the old-timers see a simple viral video, but new players assume they know what to do: look for steganography, look for hidden messages, look for codes and ciphers, look for related websites, look for characters to email, etc. Why do they think ANY of those tools apply to a viral video? Because we haven't categorized our toolkits!

So let's set up areas for puzzle trails, and Flash games, and trivia contests (or boot them out as having nothing to do with ARGs and Unfiction, if they are a drain on resources), and immersive/interactive chaotic fiction with or without puzzles, and "GAIMS", and viral .... oh, but I know the rebuttal will be that we don't know what kind of game a trailhead will turn out to be. Well, keep the trailheads in News & Rumor, until it becomes more obvious what TOOLS are working. I think that's really what people want to know in a thread: How do I play *this* thing?

That is my epiphany for the day. I reserve the right to cling to this idea until a better one comes along.

PostPosted: Sun Mar 18, 2007 8:44 pm
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SpaceBass
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Part of the beauty of ARGs (and CF, for that matter) is that the audience doesn't get rules up front. Instead, they are taught through the meta-communication of the game to the community as it goes along, and they may be unique to each campaign.

We have a collective experience and history which is beginning to be rich enough to offer us guidance in how to be more efficient about discerning those rules quickly but I think that if you separate that bit from the equation, you might as well just go buy a puzzle book or novel or DVD instead.

ETA: Additionally, there is no one good answer to the question, "How do *I* play this game?" The way I may play any given campaign is unique to my subjective interest and has absolutely nothing to do with how anyone else ought to play. It should be up to everyone to decide for themselves how (and whether) they wish to proceed.
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PostPosted: Sun Mar 18, 2007 9:29 pm
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imbriModerator
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My frustration on this topic is that if everything is an ARG, than nothing really is. It suddenly becomes the catch-all term for anything that's an interactive story type thing online and that leads to frustrations and people throwing around terms like ARGish, ARGlight, ARGlike.

That's a definition issue.

As far as the "future of ARGs" - I really think that we're going to see more and more experimentation with chaotic fiction and we'll see loads of ARG-like elements popping up all over the place. Many of which will be amazing enjoyable experiences and many of which will be annoying or just downright suck. And, in my opinion, very few of them will be ARGs. Though, that's just my opinion.

PostPosted: Sun Mar 18, 2007 9:52 pm
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Delusional
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Imbri, I see your point and agree that it could get confusing for some if the definition of ARG is left wide open. So mabey it is time to strictly define the term ARG and move on to more wide spread use of the Idea of chaotic fiction that spassbass introduced.

See my concerns are not with how to label everything.
But with how people will react to something that doesn't fit a the precise definition but is obviously akin in some way.
My fear is these things will be immediately dismissed as not relevant since it's not an "ARG" before their really even looked at. (like origamishadows).
This I think does a disservice to the community as a whole while stunting the growth of an otherwise burgeoning genre.

So yes, as I think about it more, it may be time to put the label of ARG on the sidelines where it can be used when needed, and more widely adopt the use of the chaotic fiction moniker.

PostPosted: Sun Mar 18, 2007 10:32 pm
Last edited by Delusional on Mon Mar 19, 2007 10:53 am; edited 1 time in total
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BrianEnigma
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I have to agree--now that Space has coined this new(-ish) term, we should really start pushing to use it, so as not to "dilute" the term ARG with all of these non-ARG experiences. If the term is going to be used by the ARG community at large and expand out to the media and others, we need to start setting the example by actively using the new term instead of saying that everything is an ARG, ARGish, ARGlike, etc.
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PostPosted: Mon Mar 19, 2007 10:43 am
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