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 Forum index » Meta » Puppetmaster Help
Websites (or website features) that PMs wish existed
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FLmutant
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Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

Karensa wrote:
only small cliques inside argland actually get any real time interaction cause the PM is one of their buddies more likely than not

...

PMs seem to not take some things into consideration for the players

...

helping new players jump in and or any of them catch up without coming to UF in an OOG sense and asking the same question that never was adequately answered for them or made available in an apparent way without going on a treasure hunt over a quick question that can be answered again in exactly the same amount of time it takes to type GOD USE THE SEARCH.

...

and nobody wants to read more than half a dozen back pages to catch up, especially considering most of those threads are tangents talking about the key word, but several pages in and nobody's answered the question

...

But it's less convoluted and easier to clear up than it is to spend 4 or 5 pages in a debate over if this website is legit in game or not.

...

That saves an enormous amount of time and people are far less likely to get stalled out over missing an "easter egg" - and have to depend on the PM sending in some character (or anonymous guest OOG) making some out of the blue brilliant assessment or solve

...

I spoke for myself from recognizing other people hitting the same barriers with PMs and games


Like Rowan, I think what we have here is a vastly different experience because of the different games we're playing and/or creating. I lurk a lot of games, so I can guess which ones might have sparked the above.

However, each of the things I clipped above I would label as poor game design when they occur and, even further, bad game execution if they aren't corrected once they start. Little roadbumps will happen sometimes to even the most experienced teams (ie, the Coachella Syndrome) but can still be recovered from.

This at least helps explains why you think I'm not getting a simple idea: I'm used to good game design and good game execution being able to solve those problems, and I think that is less a question of resources and more a question of experience. My reaction of "there are already ways to fix that" leads you to think I'm not understanding the problem ... at least in part because you're having a less than optimal experiences with some of those puppetmasters and games.

Sometimes the difference between "nitpicking" and "adding new ideas" is a matter of understanding perspective.

PostPosted: Sat Feb 02, 2008 11:38 am
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Karensa
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Joined: 18 Dec 2007
Posts: 152
Location: At The Computer

Quote:
This at least helps explains why you think I'm not getting a simple idea: I'm used to good game design and good game execution being able to solve those problems, and I think that is less a question of resources and more a question of experience. My reaction of "there are already ways to fix that" leads you to think I'm not understanding the problem ... at least in part because you're having a less than optimal experiences with some of those puppetmasters and games.

Sometimes the difference between "nitpicking" and "adding new ideas" is a matter of understanding perspective.


You are absolutely correct and for the record, I meant no disrespect...but yeah, I can understand where the flaw in presentation may be coming from.

So o really just bring it back down to the original point - just presenting a couple ideas that - while they would obviously need to be fleshed out some - are still worth consideration. So feedback on development and fleshing out are most welcome. I looked at you're comments, not as nitpicking - and it probably came out that way so I should maybe clarify when I am being specific to a comment and just addressing the overall rebuttals...aside from that, you being devil's advocate is still helpful as it IS helping point to some areas that would need to be addressed and worked out before the idea can be given birth to a real time operation.

So don't take me out of context - no matter how it might 'read' - I'm not arguing and getting snippy, I'm enjoying the exchange more than you know and I'm capable of hearing opposing views and considering them...and don't take it personally if other people don't get off on the same things I do for the same reason.

Oh and for the official record, I am aware THAT CAPS on the net are considered YELLING like all jacked up, but it's habitual for me to cap for emphasis than to break the flow looking for the bold or italic tags...I promise I'm not yellin and all jacked up. I'm chill and just glad anybody's responding at all! Laughing
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PostPosted: Sun Feb 03, 2008 2:00 am
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

This is not a jibe. Merely my own perceptions. In looking at your various posts across the forums, there is a theme emerging that I can only describe as a shortcut mentality. It's like someone coming into #unfiction and asking the room for the answers to questions from their homework (It happens more frequently than you might imagine.). I'm having trouble with that analysis, though, because of the verbosity and persistence of your posts.

Having a dedicated IG universe sounds like a good idea from the lazy PM's perspective as it gives them ready made objects to use in their game. But as a player, I'll enjoy it only as long as I know what aspects of it are relevant to the game I'm playing. So, that could really only be the first game which uses it. Jump forward six months. A new game I'm interested in starts using elements from this universe. I know which I saw before and how they have changed. But I feel behind the curve when other players know all about those elements of the universe that I haven't come across in a game, yet. I'll need to sit on my thumbs while those players suss out what's changed and report back on it or I can find the other game(s) that used it to do that research on my own. And there's the inevitable and exponential cross-linking of entities that will quickly make it more than I care to deal with.

A player contact escrow service of sorts is something that I feel has merit. Brian and others have explained how they DO go out of the box to make things happen and I can add that where there's a will, there's a way. With the proper incentive, you can get people to do the most amazing things. Contacting the geocaching community, which is massive and very well distributed is an idea that pops up, periodically. And I've found them to be a respectable group of folks. But sometimes, I think It'd be nice if there were an ARG Post Office that has a posted list of players they have addresses for. Someone wishing to send them an item mails it to the escrow service with instructions accompanying the intended recipient's posted handle. The service would NEVER share any of it's contact information with ANY third parties (Except for the Forum and Member combination(s) provided them by the players in their requests to be added to the service.). I'm actually THIS CLOSE to just doing this right now Smile

Writing guides for the minutia of all things ARG. While the concepts of running a game do have best practices (Most ALL of which that might derail a game being covered in the Imbri's PM Guide or this area of the forums), I'll repeat what has been said several times. Neither players or PMs really want a cookie-cutter experience. Both want to stretch the boundaries of what has been done before.

I won't even address the Coke bottle thing.

Rowan's suggestion makes the most sense to me. We're not getting what you're saying which will require you to "just do it".
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PostPosted: Sun Feb 03, 2008 6:25 am
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AngriBuddhist
Entrenched


Joined: 04 Aug 2004
Posts: 778
Location: Wa.

It's amazing to me that, after being away for so long, even when Karensa picked up the torch, these thoughts and ideas were still (barring disagreement) either too difficult to explain, too difficult to understand or envision, too removed from the "way things are done" for someone to actually listen, or worse still, too far away from one's own needs/desires to even be considered as a possibly valid idea.

PostPosted: Thu Jun 26, 2008 6:21 pm
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veebee
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Joined: 02 Apr 2008
Posts: 551

Rogi Ocnorb wrote:

But sometimes, I think It'd be nice if there were an ARG Post Office that has a posted list of players they have addresses for. Someone wishing to send them an item mails it to the escrow service with instructions accompanying the intended recipient's posted handle. The service would NEVER share any of it's contact information with ANY third parties (Except for the Forum and Member combination(s) provided them by the players in their requests to be added to the service.). I'm actually THIS CLOSE to just doing this right now


I for one am in favour of this "Post Office" Idea, and would be happy to play host to it. I mean, why not? The Unforum Post Office is a great idea! Strictly speaking, it would only need a few trusted members of the community to run once set up....Yeah, I'm up for that.

With regards to what websites or website elements I'd like to see, ( which is *ahem* apparently the reason for this thread), well, stuff that's more honest and real. I mean no camouflage or steg, no hidden messages in the source code, just something more subtle and natural. The tendancy with.. sweeping generalisation..all of us, is to immediately check every new website for that sort of thing. I'd like to see stuff that isn't just hidden in the technology, it's hidden in the story instead.
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PostPosted: Thu Jun 26, 2008 7:12 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

I've considered creating that "post office" concept, but I don't know if I want the responsibility or the work involved in operating it.

I *am* creating a system for email, which I described on my blog...

http://www.brainclouds.net/Darklight/20080623/New-Project.aspx
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PostPosted: Thu Jun 26, 2008 11:31 pm
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AngriBuddhist
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Joined: 04 Aug 2004
Posts: 778
Location: Wa.

veebee wrote:
I for one am in favour of this "Post Office" Idea, and would be happy to play host to it. I mean, why not? The Unforum Post Office is a great idea! Strictly speaking, it would only need a few trusted members of the community to run once set up....Yeah, I'm up for that.

...I'd like to see stuff that isn't just hidden in the technology, it's hidden in the story instead.


1.) The post office- Yes. Once hammered out, you'd have to have trusted, reliable people running it. It'd be reasonable, I'd think, to have an almost completely automated "recipient sign-up/sender look-up" website but you'd have to have people willing to receive and re-send mail at hopefully a large rate. Failure to be prompt would destroy the system. As would the possibilty of sickos sending unwanted "tokens" of love or comtempt to their fellow ARGers. As with the "newspaper" idea, verification would be key.

2.) In the story- Not really related to the topic but I couldn't agree with you more. Well, not entirely unrelated but for fear of bringing the wrath down upon myself, I'll refrain from commenting further.


Nighthawk wrote:
I *am* creating a system for email, which I described on my blog...


Interesting. As with the other ideas here, PM verification will be very important.

PostPosted: Fri Jun 27, 2008 5:38 am
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

Quote:
Interesting. As with the other ideas here, PM verification will be very important.


Not so much PM, but email verification. The PM will never see most of the addresses he's sending to (the site maintains the list, transparent to the sender), so it's necessary to verify the content of the mail to ensure it's appropriate.

So, in other words:
- PM submits an email to be sent to the mailing list. He doesn't know the contents of the mailing list, and can only specify the amount he wants to send (all or a random subset)

- The mail is added to a queue for administrative review.

- Once the admin confirms that the email is not spam, is not threatening, is of appropriate content, etc... in other words, not violating site ToS, the admin approves the email to be sent.

- A sample of the email is sent to the original PM to ensure it is exactly what he wants.

- The PM does final approval of the mail, clicks a link, and the blast commences.

*EDIT*
System can also be used for one-on-one communication anonymously. For example, the PM decides to target a person, so he sends a mail to someone that he only sees as "John Smith". He does not know John Smith's actual email address as it's transparent to him, but he can still send mail to John. If John replies, he's replying to the PM and thus obviously disclosing his email address.

This system can also allow for personalization fo email using replaceable tags. For example, the PM can add a tag to the email that says "[_NAME_]", and that will be replaced by the recipient's email address for a more personal touch.
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PostPosted: Fri Jun 27, 2008 1:13 pm
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AngriBuddhist
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Joined: 04 Aug 2004
Posts: 778
Location: Wa.

I understand what you're saying but what's to stop me (especially if I can target specific usernames) from using this system to jack a game? I could easily see who the key players of a game are by watching here at UF. I, myself, could have received emails from the PM so have a good idea of what to mimic. Then, I use this system to start mailing those key players.

I'm not all that technical but a suggestion would be to have some sort of imbedded "project code" in the sent through the system, PM emails that a user couldn't fake. So, later, when a new email comes through the system, the player could just compare it to the original and see that it's a fake.

I don't even know if that's possible. Rolling Eyes

PostPosted: Fri Jun 27, 2008 4:40 pm
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tabster
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Joined: 03 Mar 2008
Posts: 244
Location: Ohio

well if the admin saw you had a similar email that looked like it belonged to another game but you werent logged into that PM's username, it probly wouldnt be accepted to be sent out.
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PostPosted: Fri Jun 27, 2008 5:37 pm
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AngriBuddhist
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Joined: 04 Aug 2004
Posts: 778
Location: Wa.

I'd have to assume that a system like this would need to be fairly automated and that even if an admin took the time to read every email some sneaky or not apparently fake ones would get through. Don't get me wrong, this is a great idea, I'm just playing devil's advocate.

PostPosted: Fri Jun 27, 2008 6:29 pm
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redct
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Joined: 20 Jun 2007
Posts: 1233

No matter who the email's from - if it's email, you can fake the From: header and gamejack it. ARGers are careful at looking at source, but I doubt everyone looks at all in-game email headers and compares them for authenticity.

So, it's a universal problem no matter what system you choose to use.
AngriBuddhist wrote:
I'd have to assume that a system like this would need to be fairly automated and that even if an admin took the time to read every email some sneaky or not apparently fake ones would get through. Don't get me wrong, this is a great idea, I'm just playing devil's advocate.

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PostPosted: Sun Jun 29, 2008 10:51 am
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

redct wrote:
No matter who the email's from - if it's email, you can fake the From: header and gamejack it. ARGers are careful at looking at source, but I doubt everyone looks at all in-game email headers and compares them for authenticity.

So, it's a universal problem no matter what system you choose to use.
AngriBuddhist wrote:
I'd have to assume that a system like this would need to be fairly automated and that even if an admin took the time to read every email some sneaky or not apparently fake ones would get through. Don't get me wrong, this is a great idea, I'm just playing devil's advocate.


Part of the system I'm proposing is the ability for a recipient to log in to their account and see which emails were sent to them; if a PM's good about using only this site for email blasts, only on this site will his emails be found.

Technically, I don't even need to send the email; I can become my own mail service like GMail (well, maybe not as big Wink ) and only send a daily notification saying "hey, you got mail." Or I can provide an RSS feed for ARG-related mail.
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PostPosted: Sun Jun 29, 2008 9:54 pm
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tygr20
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Joined: 13 Apr 2007
Posts: 554
Location: New Albany IN(READ: Louisville KY)

I don't know if it's been said in the thread, but it'd be brilliant for PMs to be able to go to a secure site that listed real snailmail addresses for ARGers that choose to give them. I still don't know if PMs just share that information, but I think if PMs have more access to things like that we'll find more interesting trailheads that don't just look like a character "accidentally" sent an email to us.
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PostPosted: Tue Jul 15, 2008 8:34 am
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

Quote:
I still don't know if PMs just share that information...


Well I sure don't share!

And, as a player, I want to be in control of who gets my address. I would never "opt in" to a global address list (email's fine, but not physical address), and would instead want to have complete and total control over who gets it.

That opinion may change if there was a certified, reliable, secure venue to disseminate that information, though.
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PostPosted: Tue Jul 15, 2008 11:21 am
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