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 Forum index » Meta » General META Discussion
Should ARG be called Alternate Puzzle Game?
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Silent
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Joined: 05 Aug 2007
Posts: 56

Should ARG be called Alternate Puzzle Game?

Well, I may be new here, but this is just a small suggestion.

I like ARGs. I read some of the trailheads and the history and they all seem fun. The problem is that the ARGs aren't realistic. Observe. In real life:
1) You don't get random letters telling you that the world is in danger or somthing bad is happening and that you are the only one who can stop it. Usually, if something terrible is happening, you'd either call the cops or it would already be on the news.

2) If you do get said letters, then you wouldn't be forced to solve random puzzles to go and figure out how to stop the bad guys. You would rather realistically do something much more important than crunching codes and finding hidden messages...

Now, I like random puzzles. Puzzles are fun. But it's not really realistic to solve puzzles when dealing with a life-or-death situation. Or at least, it doesn't seem so to me. Since I play Deus City, I usually expect that my job as a Time Agent would be more about trying to change the future, not pouring through random bureacratic transcripts finding dark messages.

But take out the puzzles, and what do you have? A game where all you do is just talk to people. Not really that fun. The puzzles is what makes ARGs ARGs. It provides the meat, and the main way of gameplay...you play the game by engaging in the fun puzzles. Not to mention, if you make a game real...well, you take away the fun of playing in a world where you are important. Nobody wants to play: "Regural Day at Work" ARG where you go and wake up, eat breakfast, go to work, do meaningless tasks, go home, sleep, and repeat.

So, I was thinking that it might be better to just rename Alternate Reality Game to Alternate Puzzle Game (as in, a game with lots of puzzles with a story behind said puzzles to justify you solving the puzzles). What differnates an ARG from CF or LARPs or Interactive Stories is the fact that there are puzzles in ARGs. Without puzzles, an ARG is not really an ARG. And puzzles are expected and even encouraged in ARGs, so why not make it blantat? APG. Alternate Puzzle Game.

Spoiler (Rollover to View):
I hope it's a good idea...if it turns out to be a bad idea, please excuse me for it. I am new here after all.


PostPosted: Sun Sep 09, 2007 11:10 pm
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thebruce
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well, the thing is, puzzles in an ARG can range from the obvious 'hey looks, there's a coded message here', to the quite dubious and covert mystery where no "puzzle" is given to us, but rather clues, a path, a trail where there's no requirement that we must follow it or solve it, but rather curiosity drives us, a desire to resolve a mystery. You're right though, puzzles are the 'fun' part of ARGs, to some people, but they are made up of many other elements, and various players may hover towards any of these, like interacting with characters or being physical go-to-this-place people.

A lot of the time what people consider better ARGs are the ones, as you say, that are more realistic. It's takes away from the 'reality' of an ARG when you're consistently bmbarded with rot13's, binary, hex, and base64 coded messages which don't seem to have any realistic reason as to why they're encoded, nor why they're encoded in what many consider the simplest form of encoding or encrypting.

However, it is still realistic for mysteries to include what we may consider puzzles. If you check up on some past murderers and such, signatures and styles are quite common; consider private detectives and tv shows and movies all similar to what we might consider a run-of-the-mill ARG. Many agree that typical murder mysteries are a dime a dozen in the ARG genre... an unsurprising "Hey, please help me for so-and-so-reason! I don't know what to do!"

The trick of an ARG is to try to be realistic (they don't provide virtual realities, they provide alternate realities - virtual realities are for video games and RPGs (YMMV) Smile) We want/hope ARGs would immerse a person in its reality - with the intent to blur the line between reality and fiction, ARGs need to meet the players' reality. So puzzle and mystery designing should produce discreet, yet obvious and realistic problems to solve..somehow. The best kinds are the ones that the players want to solve, not because they have to but because they decide to - or at least, the plot evolves in such a way as to make the players believe in what they're doing, rather than say having no choice but to solve this vigenere. That's immersion.

It's a tricky thing. But it's all moot if the theme of the ARG is simple fun and time wasting, and there've been plenty of those too. There can be puzzle games in an alternate reality, but I usually find my favourites to be the ones where we discover the doors to walk through... like the world design of an FPS vs an RPG. An FPS is linear in that you typically only have one place to go next; as opposed to an RPG where the world is presented to you, and you perform acts and tasks within that world. A good ARG, IMO, should present a world, characters, and place an event or events within it, where the mystery is discovered, where pieces lay in various places, and the fun is in exploring and figuring things out... there may be a linear story, a linear plot, but it's presented in a "here's a puzzle - solved; KLOO! here's another puzzle - solved; KLOO! here's another..."
Like you said, that just doesn't seem as realistic. Subversive puzzles more along the lines of say... oh look, there's an itinerary in the midst of these files on an FTP site we hacked into; this item looks interesting - we need to find out what's happening here at this time, anyone want to go and stakeout?

The problem is, if it's an ARG, we should know it's an ARG, but we pretend it isn't. So while the ARG is shooting for a realistic experience (ymmv), it'll also never be fully realistic. But generally speaking, the more realistic the ARG, the more thinking and work needs to be put in by the PM team, which is generally why we see a lot of "Alternate Puzzle Games" as you say, in the grassroots ARG label...

(and just to be clear in closing, personally, I'm meh about "APG"s, because we have many groupings of ARGs styles within the CF realm already, ranging right down to timewaster (pure puzzle games with maybe a bit of plot or character built in), and Puzzle+Game in this case is pretty redundant anyhow, IMO - the key is the "Reality" that makes ARGs ARGs)
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PostPosted: Mon Sep 10, 2007 12:01 am
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konamouse
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Joined: 02 Dec 2002
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I've always enjoyed the Alternate Reality part of the genre (the story, the characters, the interaction) and less about the puzzles (they should be there with a purpose, not just to have a puzzle for puzzle sake).

Puzzles within the story should fit - why is this email encoded? Why is this website filled with weird symbols? Why did this character private message a stranger with a code? If it doesn't make sense, I have a problem with the "reality" of it.

I love the catchphrase from ARGFest NYC "How do you like your Alternate Reality?" I like mine to be immersive and feel real. But as the genre is growing, seems there is something for everyone out there - some with more puzzles, some using chats, or some providing mostly website trails. Take your pick!
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PostPosted: Mon Sep 10, 2007 9:47 am
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vpisteve
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Re: Should ARG be called Alternate Puzzle Game?

Silent wrote:
Well, I may be new here, but this is just a small suggestion.

I like ARGs. I read some of the trailheads and the history and they all seem fun. The problem is that the ARGs aren't realistic. Observe. In real life:
1) You don't get random letters telling you that the world is in danger or somthing bad is happening and that you are the only one who can stop it. Usually, if something terrible is happening, you'd either call the cops or it would already be on the news.

2) If you do get said letters, then you wouldn't be forced to solve random puzzles to go and figure out how to stop the bad guys. You would rather realistically do something much more important than crunching codes and finding hidden messages...

Spoiler (Rollover to View):
I hope it's a good idea...if it turns out to be a bad idea, please excuse me for it. I am new here after all.


What you just described already has a term for it: Badly Designed Alternate Reality Game, or BDARG (feel free to spread the meme). Smile

Also, you get this month's award for the worst use of a spoiler tag evar. Congrats!
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PostPosted: Mon Sep 10, 2007 11:57 am
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Rekidk
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Joined: 19 Dec 2006
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Re: Should ARG be called Alternate Puzzle Game?

Silent wrote:
The puzzles is what makes ARGs ARGs. It provides the meat, and the main way of gameplay...you play the game by engaging in the fun puzzles.


Well, I guess I'm in the same boat as Kona--I'm not a big puzzle person.

As for minor flaws in logic: usually in a good ARG they're dealt with in-game ("I had to contact you because I can't go to the police because of reasons x, y, and z") or, if the game is engaging enough, overlooked by the players.

I remember someone saying (and I can't remember who--was it Elan Lee?) that in ARGs you get one thing that the audience must suspend belief for, and everything else has to be realistic. (Eg. Time travel, aliens, etc.)

Games with random puzzles: not realistic.

So I guess they'd better not have aliens or time travel.
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PostPosted: Mon Sep 10, 2007 5:40 pm
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rose
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Quote:
But take out the puzzles, and what do you have? A game where all you do is just talk to people. Not really that fun. The puzzles is what makes ARGs ARGs.


Talking to characters in a game is its own sort of puzzle. Trying to find out what they know and whether to believe them, for example, is an exercise in social engineering.

I think anyone who had a live call (and lots of us who answered phones with recorded calls) with Melissa in ilovebees would say that talking to people is a great deal of fun.

My favorite ARG moments are from way back at the beginning of i love bees when drizjr recognized the significance of strangely worded email that Steve Peters had received. Drizjr realized that the email was from the entity we later learned to call the Sleeping Princess, but that she was only using words that had been in dana's email (if I remember correctly) I truly enjoyed figuring out what to write to a crashed alien who didn't know English. I think writing that email is my favorite ARG moment.

Later, we all had a great time sending her volumes of emails to use. I know someone sent her the lyrics to the Teenage Mutant Ninja Turtles song.

So, when used creatively, talking to people can be a great part of the game.
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PostPosted: Mon Sep 10, 2007 5:54 pm
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Silent|away
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Alright, when I meant puzzle, I sort of included the Interaction as well, but a certain form of Interaction.

Interaction That Is Not Puzzley: "Hi, asl?"

Interaction That Is Puzzley: "So, you say that someone stole the Flux Capacitor? Why in the world would they steal such a thing? And what exactly is the Flux Capacitor?"

And while talking to people might be interesting, and I played games where all I do was talk to people, I was worried that other people may not like it, and because of that, I wanted to appeal to those people to get them to see the possiblity of renaming ARGs to APGs.

I guess I now realize that the APG term isn't that good of an idea since you already got new names to describe it. But I just thought it might be interesting to think about.

PostPosted: Mon Sep 10, 2007 6:13 pm
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rose
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Joined: 26 Nov 2003
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Quote:
guess I now realize that the APG term isn't that good of an idea since you already got new names to describe it. But I just thought it might be interesting to think about.


The role of puzzles and what might be a puzzle is a good topic. I know in Eldritch Errors we were stumped by what appeared to be a puzzle, the red circled words, that turned out to not be a puzzle.

I find the whole question of what in a game is a "puzzle" and what is "just" background to be interesting from the game design and the "how the players act" viewpoints.
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PostPosted: Mon Sep 10, 2007 6:30 pm
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Caz
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Joined: 18 Aug 2006
Posts: 127

two points here.

Names) i think of using this as names.
MMO-PG, C-RPG, SRG [sub reality game] or ILRBIAG [it look real but it's a game]
ok maybe not the last one but the first 3 work. but this is all about names agene.

Puzzles) we don't need a new name we need better games. I don't like games when a what's you to drift throw 20 pages of back story and the most I have to do is work out binary and all that tells me is that this guy had a dog call Phil. it just a filler to say have a puzzle, it not like you thrill of think you may be the first person to have fingered and that this may brake the case that you do with a good game. it fell like your not game your reading a not very good book it just fell like your not playing a game your reading a not very good story (like the Da-Vinci Code but a bit harder but not must better).

Spoiler (Rollover to View):
P.S. good use of spoiler tag Silent Twisted Evil

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PostPosted: Mon Sep 10, 2007 9:36 pm
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Jas0n
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My question is does everything in an ARG have to be puzzle related?

I understand that sometimes just interacting with the players may be considered a puzzle, but an ARG doesn't a puzzle make Wink

I think where the puzzles come in is the whole "game" part of the term and I've always been bugged by that. The concept is that in order to be considered a game, the players have to have a "game" element to it - which is often a puzzle.

I've played many console games that don't have puzzles - so I don't understand why an ARG has to have a puzzle (and I don't count the storyline or character interaction as a puzzle - I'm going to consider that to be part of the plot myself). I'd like to think that a truely great ARG can have an awesome story with awesome interaction and not necessarily puzzles but methods of allowing the players to become a part of the game themselves.
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PostPosted: Wed Sep 12, 2007 11:11 pm
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Caz
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Joined: 18 Aug 2006
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Jas0n wrote:
My question is does everything in an ARG have to be puzzle related?

I understand that sometimes just interacting with the players may be considered a puzzle, but an ARG doesn't a puzzle make Wink

I think where the puzzles come in is the whole "game" part of the term and I've always been bugged by that. The concept is that in order to be considered a game, the players have to have a "game" element to it - which is often a puzzle.

I've played many console games that don't have puzzles - so I don't understand why an ARG has to have a puzzle (and I don't count the storyline or character interaction as a puzzle - I'm going to consider that to be part of the plot myself). I'd like to think that a truely great ARG can have an awesome story with awesome interaction and not necessarily puzzles but methods of allowing the players to become a part of the game themselves.


Most ARG plots are mystery [like murder mystery] witch are puzzles within there own right. Because you have to finger out the how, the when, the where, the who and the why. If you get ready of puzzle you have Colombo the ARG where we see the murder in full in the rabbit how. And for the rest of the game we just stand by as Colombo works it out. And we have no real reason to e-mail or other wise interact.

Of course you don't need to have a mystery but that would be like play a soap opera on-line.
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PostPosted: Thu Sep 13, 2007 9:47 am
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thebruce
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The key is in the focus... all ARGs have mysteries and/or puzzles (drawing a distinction here). That's the interaction/chaotic part of ARGs, otherwise you just sit and watch, as Caz said. We need to do something to 'play', and to do something, something first had to be 'undone'. If you define a puzzle as anything that needs to be solved, then sure, all ARGs have puzzles. But I think that's a very wide definition... when we hear puzzle, I think the first and most significant thing that comes to mind is a self-contained test, something that obviously has a question and an immediate answer that needs to be reached. A mystery on the other hand is an overarching unknown that needs to be explored and includes discovery and creativity...

In an ARG, I've come to believe that the focus is not on "puzzles", but on story-telling, on being real, on drawing a person into the plot, interacting with characters and other players. All of that lends itself to puzzle and mystery solving. But I think the 'game' portion of the name covers that. "Alternate", "Reality", and "Game" are each significant descriptors in the genre, and puzzle, I think, would just be redundant.
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PostPosted: Thu Sep 13, 2007 10:01 am
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FLmutant
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Ah, puzzles. How I love thee, how I loathe thee ...

I think for me just personally, the real category is "collaborative activity" -- something that people do together. Traditionally, you'd think of ARG as a subset of collaborative activity (as there are certainly collaborative things that aren't ARGs) and that's where people start to get hung up.

Puzzles are one of those solutions that, if used well, count as the kind of collaborative activity that separates an ARG from a passive media experience. It isn't the only solution, it might not even be a required solution in the mix. The existing devotees of the genre, though, have cut their teeth on narratives that included puzzles, so there is a familiarity to that solution.

That's part of what Spacebass is trying to fix when he advances the "chaotic fiction" label -- a broader umbrella helps dodge some of those questions better than "ARG or non-ARG" did.

PostPosted: Sun Sep 16, 2007 2:10 pm
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vpisteve
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FLmutant wrote:
Ah, puzzles. How I love thee, how I loathe thee ...

I think for me just personally, the real category is "collaborative activity" -- something that people do together. Traditionally, you'd think of ARG as a subset of collaborative activity (as there are certainly collaborative things that aren't ARGs) and that's where people start to get hung up.

Puzzles are one of those solutions that, if used well, count as the kind of collaborative activity that separates an ARG from a passive media experience. It isn't the only solution, it might not even be a required solution in the mix. The existing devotees of the genre, though, have cut their teeth on narratives that included puzzles, so there is a familiarity to that solution.

That's part of what Spacebass is trying to fix when he advances the "chaotic fiction" label -- a broader umbrella helps dodge some of those questions better than "ARG or non-ARG" did.


Yeah, in all seriousness, don't consider these activities to be puzzles as much as gates (from a game standpoint). You have a narrative that is distributed in little bits all over the place. You don't want all the pieces to be able to be found at once, so you put some of these bits behind little gates.

Some gates are tough to open, while some are pretty easy. Ideally, the payoff to each gate should be in proportion to how tough it is to get through. Whatever form these gates take, whether it be a password, a bit of logical reconstruction or just time itself, they need to make sense in the fiction.

So, while they're not totally necessary for the narrative itself, they serve the narrative in that they a) help disburse pieces over time; and b) give the players something to DO, which is part of what makes ARGs unique.
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PostPosted: Sun Sep 16, 2007 3:30 pm
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sixsidedsquare
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Wow, those last two posts by FLmutant and vpisteve have to he the best description and explanation of ARG (and/or CF) 'puzzles' that I have ever seen. They totally just hit the nail on the head, well done.

PostPosted: Sun Sep 16, 2007 8:05 pm
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