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 Forum index » Meta » Puppetmaster Help
Realistic Character Backstory
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AngriBuddhist
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Joined: 04 Aug 2004
Posts: 778
Location: Wa.

Realistic Character Backstory
or "How do we turn Pinocchio into a Real Boy?"

I'm having a problem with the generic methods of presenting Characters in ARGs. The structure of creating this type of entertainment seems to restrict the ways in which we can properly define a character without resorting to "Profiles" on Myspace or an in-game blog where everything is spelled out for you. I'm not really sure if this has been figured out and utilized in an ARG before. Or how it can not only be done better but legally as well.

I'm working on the idea of somehow using pre-existing, real, public information and basing a character off of it. It sounds like a good idea to me yet I'm unsure of the legality or even morality of using a real person as the basis for a fictional character.

The idea would be to find PUBLIC information on the Internet that I could use to create a character. The "players" could then actually research a character and find a realistic background that spans further back than 3 months.

Ofcourse there is the potential for "players" to begin harrassing unrelated people. On the other hand, I can read an article where one scientist is totally bashing another publicly and can begin harrassing either of them at will. If I take the name of the "real" scientist and give it to my "fictional" scientist my character is now three dimensional and "players" can search the Internet for information on him.

Can anyone give me any advice on how to accomplish this or reasons why I shouldn't?

PostPosted: Mon Jul 16, 2007 9:59 pm
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Rekidk
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Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

Legally, it's not a good idea (impersonation). Ethically... Hm, well, if you get their permission, it's no big deal, but...

As much as I like the idea (and as much as it works for things dealing with mythology, etc.), I don't think this would work well. It's legally messy and it's potentially ethically messy. Although the 'blurring of the lines' would be neat, it also confuses IG and OOG information. Players would try to contact the real person that your 'character' is 'based on.'

Now, if you could do this in an entirely IG way (eg. using a fictional character), that'd be amazingly awesome. For example: Have them signed up for several forums where they make a few posts about their opinions on things. Give them a MySpace, even if it's not used in the game. Maybe have them on another person's YouTube video (such as a video of them dancing at a party). If you can get a full page of Google search results based on your fictional character (in different forums, websites, etc.), that's great!

But using a real person? Messy, messy stuff. Too much blurring, IMHO.
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PostPosted: Mon Jul 16, 2007 10:19 pm
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zeeman
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Joined: 14 Jul 2007
Posts: 5

I agree with Rekidk. Using a real person is messy business, unless it's you.
However, you could probably use a real person other than yourself by getting this person to work with you on your ARG by acting as one of the characters (in this case, themselves). Of course, if you're looking to get someone like a scientist, it will probably be very difficult, since they will likely be busy, and unable to help you.

PostPosted: Mon Jul 16, 2007 10:32 pm
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notgordian
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Joined: 23 Nov 2006
Posts: 1383
Location: Philly

Every time I've seen characters in-game using their real name, they've come to regret it. Because when you agree to do that, it's not just your identity you're signing away, it's the identities of your associates. Families and friends might get called or pestered, workplaces get investigated, and bad experiences generally abound as players explore where the boundaries lie.

And there's the rub...players WILL explore the boundaries of the game, because there are no explicit rules in ARGs. So when you're setting the curtain, you need to place it well within your comfort zone, expecting players to surprise you.

If you develop a compelling character, you won't need blogs or social networking sites to convey what makes that character interesting. You just need to utilize whatever form of communication you choose for the character to its utmost.

PostPosted: Mon Jul 16, 2007 10:49 pm
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jwiv
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Joined: 19 Jul 2006
Posts: 175
Location: Baltimore, MD

Playing up a particular stereotype doesn't have to be a negative and can be an extraordinarily effective method of portraying a character.

Since doing visuals with the NPCs tends to be difficult, giving your characters noticeable speech/writing patterns or habits can also give the players a hook into the character.
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PostPosted: Tue Jul 17, 2007 8:16 am
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AngriBuddhist
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Joined: 04 Aug 2004
Posts: 778
Location: Wa.

This is, unfortunately, the response that I expected.

1. "Internet Saturation"- Rekidk, you have some good ideas about saturating the Internet using the typical methods to gain a more realistic search result.

This just adds some realism though and doesn't address the fact that the character seems to have sprung into being a couple of weeks or (at best) months prior to the story.

2. "Impersonation"- I am sure that you could get around this by never actually claiming to be that person. You could use initials or go by "Mr. Scientist" as opposed to "Evil Scientist". notgordian, Rekidk even with a in-game statement to NOT contact this character, I believe you are right. The players will try to contact the real world person.

3. "Main vs. Supporting Characters"-

Quote:
notgordian wrote:
If you develop a compelling character, you won't need blogs or social networking sites to convey what makes that character interesting. You just need to utilize whatever form of communication you choose for the character to its utmost.


This generalization is true of Main Characters that get a lot of "air time" but what about those that don't get much if any? A character who is only referenced could still add a great amount of realism and depth to your story if there was an alternate vehicle for expressing their background.

To clarify what it is that I'm trying to do-

"Uncle Joe has gone missing under suspicious circumstances. His nephew Pete gets wrapped up in the mystery and begins the search that will lead to a startling climax."

Uncle Joe may never actually be found or interact with anyone in or out of game. He is not the type to have a Myspace and I would like to avoid Pete having to relate bits and pieces of cryptic information about him. It would be preferable if the players could actually research Uncle Joe themselves.

I am probably beating a dead horse here (and probably not the first) yet it seems to me that there has to be and needs to be a way to achieve this.

PostPosted: Tue Jul 17, 2007 8:56 am
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notgordian
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Joined: 23 Nov 2006
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Location: Philly

Ah, that's a different situation entirely--sorry, misconstrued what you were talking about. I still stand by my statement that basing your character too heavily upon a real-world person would be a mistake, but there are a few workarounds.

What you're asking for seems to be ways of telling about characters without actually leaving them open for interaction. If it's for a main character or a character who plays a pivotal role (even as the kidnapped, as you described) it's worth going through with it.

If you want, sure--you can plant fake news stories. But for that kind of character, the allure is the only information you can get about him are little tidbits dropped by people either unaware of the situation or surprised out of being tightlipped. Drop your hints through the course of your story using whatever media you're planning on using.

Essentially, you want to fill your fictional city with signs that he was there, just like some people fill the internet with digital footprints of someone's presence. In a photo that relates to your game, maybe there's some graffiti "Uncle Joe" put up for his girlfriend--that gives players something to investigate. A letter he addressed gets returned-to-sendered (or mistakenly mailed to a player).

To answer your question, yes--it is very possible. At ARGFest, Adam Brackin explained that the "main character" of his ARG is someone the characters never actually talk with, but they see the effects of his actions throughout the story. You just need to think of what kind of footprints, digital or otherwise, your character would be likely to leave.

PostPosted: Tue Jul 17, 2007 11:34 am
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BubbleBoy
Decorated


Joined: 16 Jul 2007
Posts: 271
Location: United States

A very good question...

Quote:
The players will try to contact the real world person.


I have not seen enough posts within the confines of this forum that would suggest that this statement is true. LonelyGirl15 is really the only example that I can find where the players of that particular game took that extra step across the line.

One example that I would suggest researching would be the game that was based around a made for TV movie for ABC Family. The name of the game itself slips my mind at the moment - it sounds like "The Oracle" or "The Orb", something around those lines - but I do remember that the creators inserted a real life DJ as a character in their story. They received permission to do so, I would presume, but how they went about doing that would be something that I would try to understand in your attempt to do the same.

PostPosted: Tue Jul 17, 2007 1:46 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
Posts: 6899
Location: Kitchener, Ontario

Ocular Effect
Fallen on ABC Family (4 ep. miniseries starts August 3)

And yes, a few real people were used in the game, by permission, unknowing really how involved their lives would be. The players were respectful though, and to help the players know what was ingame and what was 'too far', or real, the symbols were like a stamp of approval. Anything about the person that didn't have a symbol somewhere, chances are it was oog or irrelevent. Without that, the players would have been digging almost endlessly through the peoples' lives.
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PostPosted: Tue Jul 17, 2007 3:03 pm
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konamouse
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Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Oh, there have been other games that have used real people. Either on purpose (Deus City) or a real person by accidental association (that guy with the phone number close to a number in Halo3 who just happen to have a answering machine message from the Halo universe).

Don't do it. Stalkers are everywhere and ARG players dig deeper and deeper these days.
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PostPosted: Tue Jul 17, 2007 11:47 pm
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Rekidk
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Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

One thing I was thinking about is that most people don't have articles written on them. For example, if you were to google my real name, you'd find very little that was actually relevant to me. But I suppose that a famous scientist would probably have some articles written about him.

One way to create the illusion of longevity on the internet is to create blog posts from a perspective of several years ago. (For example, Blogspot users can choose which date their post was posted on [Eg. 3 years ago], though the default is 'today.')
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PostPosted: Wed Jul 18, 2007 2:33 pm
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johnny5
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Joined: 17 Aug 2004
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Location: Elysian Fields

Last Call Poker used historical characters both as interactive characters and to fill the backstory of the main characters.

So maybe the rule is you can do this if your character is long dead. Razz
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PostPosted: Wed Jul 18, 2007 4:11 pm
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Rekidk
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Joined: 19 Dec 2006
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Location: Indiana, USA

Yes, I think that famous dead people would be okay. Wink

(I want to see a George Washington ARG.)
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PostPosted: Wed Jul 18, 2007 5:25 pm
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sixsidedsquare
Unfettered

Joined: 24 Mar 2005
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Rekidk wrote:

(I want to see a George Washington ARG.)


George Washington zombie ARG? I'd play it.

PostPosted: Wed Jul 18, 2007 10:40 pm
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AngriBuddhist
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Joined: 04 Aug 2004
Posts: 778
Location: Wa.

So, that's it then.

The only way to establish a character's background, outside of direct interaction, is to liter the Internet with forum posts and MySpace pages.

Unless, of course, I want a Night of the Living Dead Presidents ARG.

Well, thanks for your help. I better get posting.

PostPosted: Thu Jul 19, 2007 5:13 am
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