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 Forum index » Meta » General META Discussion
Should We Use "Independent" Instead of "Grassroots"?
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jlr1001
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Should We Use "Independent" Instead of "Grassroots"?

It might just be me, but the phrase "grassroots" has a slightly negative connotation; as in "not as well-developed as a sponsored or professional game".

While most "grassroots" games fit this negative connotation, some don't. Is it possible that a grassroots game could be so well developed, and possibly funded by the developers, that it looks like a 42 Entertainment or a similar company's game? In that case would it be "accurate" to say grassroots?

IMO, "Independent" is a better term because it explicitly states that this is a project that doesn't have corporate funding and may or may not be for profit.

By suggesting this I guess I'm referencing the movie industry where being an indie means without studio involvement. Or publishing, even, where indie means a smaller company whose goals might not be mainstream or even driven by a profit motive.

Shouldn't we use the same classification?

(Or, I guess my whole question hinges on whether you find the term "grassroots" implicitly negative).



-jlr1001

PostPosted: Fri Nov 09, 2007 12:02 pm
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imbriModerator
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I don't see grassroots as a negative. To me, grassroots means that something has come up from and spread out of the community. It implies a type of movement that I respect - grassroots politics, for example, imply that it's change coming up from the people and not being forced upon us from the talking heads and party big wigs. I could be wrong, but I believe that such changes are more meaningful and tend to be stronger and longer lasting. This is a good thing and something to be proud of.

Independent, however, is a confusing term. Perplex City is considered independent in the world of games (and by your own definitions of the term), but with it's company backing, budget, and profit motives, I would be very hesitant to group it with grassroots games.

That's not to say that I don't think that grassroots games can "compete" with the big guys. They certainly can. I'm most definitely biased, but I think that Metacortechs was as good as or better than most games out there when you consider a whole host of criteria on which to measure that (production, story, engagement, etc). Based on feedback both immediately after the game and all these years later, I'd say that a number of the players agree. We did this without the budget or professional support that a company like 42 or GMD or Mindcandy has behind it. The game was created purely out of passion for design, storytelling, and the future of alternate reality gaming. There were no profit motives or thoughts of what it would do to our business model. Nope. It was a grassroots effort to make the alternate reality gaming community or "genre", as a whole, better and I'm proud of that. You can call it an independent game if you'd like, but I'll be sticking with one that has a bit more meaning and truth behind it. I'll be sticking with grassroots.

PostPosted: Fri Nov 09, 2007 1:49 pm
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jlr1001
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Imbri,

I see where you're coming from, and in fact the "from the community" aspect of a grassroots anything kept creeping in the back of my mind as I wrote the first post. (I'll admit that that's the problematic thorn in what I was writing).

However, you mentioned GMD and right now Brian, et. al. is/are running Elderitch Errors. A recent post on Schmelderitch mentioned that they have some intention of monetizing the game, but at this point revenue generation isn't their goal. Would you call Elderitch a grassroots game, or is it something else?

Contrast this with some of GMD's past games which were developed for corporate clients. Should we treat these two cases differently?

Some people who post here do as evidenced by a small undercurrent of distaste for CF,ARGs,EEs that are created as marketing vehicles. I haven't seen it often, but those posters have hinted that they wouldn't play these corporate-sponsored games and would instead focus on grassroots games.

I'd tend to thing that the game itself, its playability, the strength of its narrative, its penchant for fostering audience participation and collaboration would the be the litmus test, not who creates it and for what purpose...

But since some people see a distinction between sponsored and non-sponsored games. I'm just looking to further that distinction between companies that are able to secure backing from clients versus those who take the more independent route, be it non-profit, or self-funded through ancillary product sales, advertising revenue, or player subscriptions...

Is there enough room for a nomenclature that distinguishes between corporate/sponsored, independent, and grassroots games?



-jlr1001

PostPosted: Fri Nov 09, 2007 2:21 pm
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Jas0n
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I've had mixed feelings on this myself. I agree with Imbri though that the term independent in regards to the game can be confusing and that grassroots is a fitting term in most cases to the games and the groups behind them.

However, if you put into context the whole indie music scene - it is much like the grassroots scene here. I agree that grassroots has a kind of negative context to it as what 75 to 90 percent of the grassroots games just collapse and implode. The biggest reason is the lack of dedication and responsibility taken by the PMs. Most don't know what they're getting into or are in it just to be popular.

I'm the lead developer for a group, and though we're somewhat organized as far as team structure is concerned - we're still grassroots. Maybe in this instance where you have a long-standing, dedicated group with a structure designed to allow the group to create high quality - low budget games.. maybe then you could use the term Independent. However, the seperation between the two won't necessarily be immediately distinct to the players. Players often learn early which games are produced by the bigger corporate groups - the grassroots games they often wonder who's behind it.

It's definitely a good meta debate, and one that I'll keep stuck in the back of my head...
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PostPosted: Fri Nov 09, 2007 2:34 pm
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imbriModerator
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jlr1001 wrote:
However, you mentioned GMD and right now Brian, et. al. is/are running Elderitch Errors. A recent post on Schmelderitch mentioned that they have some intention of monetizing the game, but at this point revenue generation isn't their goal. Would you call Elderitch a grassroots game, or is it something else?

Contrast this with some of GMD's past games which were developed for corporate clients. Should we treat these two cases differently?


As one of the creators of Eldritch Errors and someone who has worked with GMD in the past for corporate clients, I'm a bit hesitant to answer this as my opinions on the subject are definitely colored by knowledge that I have. Plus, I don't want to speak for Brian & GMD. </disclaimer>

I would consider Eldritch Errors an independent game with the heart of a grassroots one. Yes, there is some intent in "monetizing" the game. We would like to profit, not only because it would be nice to be paid for our efforts but also because we really want to explore possibilities for that ever elusive successful ARG financial model - and to be a real tease... I think we might have discovered one*. Time will tell. Our explorations in and with this, at least from my point of view, is "from the community for the growth of the community."


*and to be a bigger tease - it's really really cool and I think the players are really going to be excited by it. It doesn't come at the cost of the community (ie no pay to play) and, instead, benefits it.

Jas0n wrote:
I agree that grassroots has a kind of negative context to it as what 75 to 90 percent of the grassroots games just collapse and implode. The biggest reason is the lack of dedication and responsibility taken by the PMs. Most don't know what they're getting into or are in it just to be popular.


The fact that they fail or implode is not because they are "grassroots" it is because the people working on them are lacking something (time, skills, dedication, a diversified team able to hold it together when real life intrudes, etc etc etc). And suddenly calling the games "independent" instead of "grassroots" is not going to change that all it will do is create a negative vibe around the word "independent".

Remember, professional games can suck just as hard and the only reason a some of them don't implode is because it is the actual real life job of the puppetmasters to ensure that it doesn't.

PostPosted: Fri Nov 09, 2007 4:29 pm
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jlr1001
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There's nothing wrong with doing it "for love of the game".

Quote:
we really want to explore possibilities for that ever elusive successful ARG financial model - and to be a real tease... I think we might have discovered one*.


That sound you just heard was everyone in the room looking up and gasping in unison.

You make a valid point that calling them independent rather than grassroots doesn't change a thing, and that even some "pro" games suck...

I guess calling it grassroots just equates to "they're having fun with it but no real intention to quit their day jobs". Hobbyists, if you will.

But no matter how you parse it, "grassroots" has a connotation of lower quality, which "independent" might not.

-jlr1001

btw, no disrespect intended when I brought up Elderitch and didn't mention your involvement. I temporarily lost my mind and forgot who I was speaking with... Embarassed

PostPosted: Fri Nov 09, 2007 5:41 pm
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imbri wrote:
The fact that they fail or implode is not because they are "grassroots" it is because the people working on them are lacking something (time, skills, dedication, a diversified team able to hold it together when real life intrudes, etc etc etc). And suddenly calling the games "independent" instead of "grassroots" is not going to change that all it will do is create a negative vibe around the word "independent".

Remember, professional games can suck just as hard and the only reason a some of them don't implode is because it is the actual real life job of the puppetmasters to ensure that it doesn't.

The key point for me in all of this is that imploded (and non-imploded but still sucky) games do seem to have *something* in common, and that might well be "experience", whether the PMs have it first-hand themselves or at least do some research into the prior experience of other PMs.

The games that implode -- whether professional, independent, grassroots, or monetized -- are most often the ones run by amateurs* and first-timers with no idea what they are doing. There are always exceptions to any rule we might spell out (e.g., number of staffers, years in development before launch, investment costs in infrastructure, etc.) but those exceptions often prove the rule. Calling these games "amateur" already brings with it the stigma of that word, but isn't that label more indicative of which teams are more likely to pull off a dud?

Maybe i'm reading more into your question than you intended. Most people who bring up the issue of categories for smaller games are really looking for a way to accurately set levels of expectations.

The game "Orbital Colony" was grassroots in the true definition of the word, being conceived as a community project and a learning experience for first-timers. Yet the expectations for the outcome were higher because they had a larger pool of talent and the guidence of people with experience. Would you label that as an amateur effort? Perhaps that term doesn't fit either.

"Grassroots" doesn't describe the size of the team or the budget or the experience; it doesn't necessarily indicate the scope of the game either, how long the game will last or how far it will reach. Maybe it only indicates the motivation of the people behind it. Is that what you're looking for?

(i hope i don't regret not logging in and being able to edit this later)

*amateurs in the world of ARGs, that is, as we've seen professional web developers and professional marketing types still fail to tell a good story or run an interactive puzzle well.

PostPosted: Fri Nov 09, 2007 5:52 pm
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imbriModerator
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Re: There's nothing wrong with doing it "for love of the gam

jlr1001 wrote:
But no matter how you parse it, "grassroots" has a connotation of lower quality, which "independent" might not.

But, just changing the name will not change the quality of the games and, after a short period of time, independent will have the same connotation to it as grassroots, at least as far as ARGs. And, I'm not convinced that it's as accurate a term. Sometimes I hate words. I think we should go back to grunting and pointing Smile

jlr1001 wrote:
btw, no disrespect intended when I brought up Elderitch and didn't mention your involvement. I temporarily lost my mind and forgot who I was speaking with... Embarassed

Oh, none taken. It didn't even cross my mind. I'm like you, I usually get involved with discussions without really knowing who the author is as it's what they're saying that catches my attention. So no worries on my end Smile

PostPosted: Fri Nov 09, 2007 6:24 pm
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jlr1001
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catherwood:
Quote:
Maybe it only indicates the motivation of the people behind it. Is that what you're looking for?

That's part of it, I guess. By calling oneself an independent ARG developer would seem to say something... i.e. Why independent? Are you taking a position against these games as marketing vehicles? Are you trying to develop an "organic" revenue model around these games? (Though from imbri's post that one might be covered).

But, for me, there's a level of expectation set by saying independent. The same case as is stated for independent film or music. By simply using the label you're classifying the products. Indie band as opposed to garage band, as opposed to mainstream label band, let's say.

imbri:
Quote:
Sometimes I hate words. I think we should go back to grunting and pointing Smile


Agreed. I'm all about some grunting and pointing.



-jlr1l001

PostPosted: Fri Nov 09, 2007 6:39 pm
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Rogi Ocnorb
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To me, it comes down to our individual experience with either term.

I associate "Grassroots" with the common man while "Independent" seems more elitist.
The former (again, to me) bespeaks a certain passion that the latter may not always include.
Additionally, while I can see the Indie group sometimes being "professionals" (paid for their effort), the grassroots groups rarely fall into the professionals category, for me.

ETA: The term "Independent", in movies and music doesn't make me feel like the product will be any better, somehow. A lot of times I'll bet that when you ask the artist why they're independent, you hear stuff like' "The studios/labels are money hungry know-nothings.". But, if you were to ask the studio/label about the artist, you might hear something like, "Well... Frankly, They suck.".

Just because someone hangs out a shingle proclaiming themselves something, doesn't mean they are really any good at it (A lot of computer repair people come to mind here.) In the ARG genre, many of the best developers have a day job that pays the bills and that they are very good at, but would be awesome as professional ARG developers, if there was a way to make that happen.
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PostPosted: Fri Nov 09, 2007 7:51 pm
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FLmutant
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So the word "independent" has very important meanings for me -- and I don't think "grassroots" describes the same thing at all. Independent is a professional rejection of the rules of dependent corporate art, or a deep rewriting of those rules into something the indie feels is more fair. Grassroots seeks to take place outside of the entire marketplace.

Forgive me a moment if I sound opinionated about some of this, but the last 27 years of my life have been focused on the independent arts movements, so I have rather strong feelings and opinions in that regard (in part because I spend alot of my time defending the phrase "indie" in the film community from being completely misappropriated by Hollywood the way "alternative" was misappropriated from the music community.)

But first, this also strike to the core of one of the most interesting things about being involved with this community -- it is one of the few places that people look at me as The Man instead of as The Rebel. Part of it is because we do big work for big clients, but keep in mind that we try to spend only half our time doing corporate work (and then, primarily, because it helps keep the team fed and lets us spend the other half of our time pursuing our independent art and media goals.) So when I think of myself and GMD Studios, I think of us as a ten-person firm with 14 years of experience trying to figure out how to be "functional independents" -- to let our independent work being our jobs and not just our passions.

For me, "independent" has a very specific meaning -- it is a choice to do, first and foremost, the things that you don't have to seek anyone else's permission to do. In the film world, the "dependent" route involves coming up with a script, shopping it to studios in hopes they will fund it, dealing with the fact that your work becomes corporate managed, but maybe eventually making some money from -- usually a lot less money than the general public would guess.

So GMD Studios, for example, has advantages that "grassroots teams" might not have -- experience, GMD is our 9-to-5, the ability to dedicate profits from corporate work towards the development of our own passions. Let's be clear about that scope, though: our plan is to spend about $150,000 on Eldritch Errors in its first year (in addition to our staff time, which isn't unpaid volunteer labor either.) That's about the same as what we spent making the independent film "Nothing So Strange". Who Is Benjamin Stove was burning through that same level of cash each month. The Art of the Heist was running through more money than that each week.

In the film and music worlds, the motivations of independents are vast and varied. Experimental filmmakers don't think about any commercial application of their work, but travel the film festival circuit for the artistic connection. Other fimmakers are sure when they get to Sundance someone will buy their film and they'll stop being independents and go on to the "phat cash" of Hollywood: I think of them as film speculators. Some, like many documentarians, make films out of their passion for the subject matter and wouldn't mind finding money from it to fund their crazy passion project. Others are completely punk rock: they throw a kegger weekend, and in the process film a movie like "Jesus Christ Vampire Hunter" (a lovely camp classic) and sell the DVDs directly from their website. Still others are a step more business-like than that: Morgan Spurlock, for example, took the money he made selling his Internet gameshow to MTV and used it to make a little film called "Super Size Me" and now has a fair-sized production company making all kinds of stuff.

"Independent" is a big top word, with plenty of room for all kinds of people under it, many of whom still think there others in their same community who still have blinders on. It is ultimately about giving up cash in order to retain artistic or business control of your work. They tend not to take "no" for an answer, and tend to snicker if people tell them "that will never work."

GMD Studios is one of those "types" of independent -- "entrepreneurial independence": how do I make a living doing what I want without having to sacrifice the control and vision? This has, historically, not been the most popular or prevelant form of independence (the "Cinderella Story" continues to be the dream in independent music and film, sadly.) The Web is altering that, though: bloggers, for example, tend to think more like independents ("how do I start making some money from all this time I'm putting into this?") than like dependents ("how will I sell my blog for phat cash to the next Jason Calacanis?")

Here's maybe on distinction that helps from my perspective: "independent" is the semi-successful community of "grassroots," smack dab where the community is engaged in conflict with the "dependent" community (which is facing a whithering future.) Fortunately, Hollywood is looking for the next "Sex, Lies & Videotape" at Sundance (and even when they find something more grassroots, like "Tarnation," they rarely know what to do about it.)

As a life-long indie, that phrase doesn't mean "artistic pretention" or "difficult listening hour" or anything like that. It means a punk rock, D.I.Y. revolution against "entertainment as optimized product" perhaps best summed up by the views of Sarah Jacobson, who was taken from us way too young by cancer:

http://www.indiewire.com/people/people_040218sarah.html

Sarah Jacobson, D.I.Y. Film Queen wrote:
"One thing that really inspires me, is no one can really stop you -- I mean, who's gonna stop you?," Sarah asked during the session at the Cleveland festival. "If the big theater doesn't let you in, go to the next theater. If that theater doesn't let you in, go the museum. If the museum does let you in, go the college. If the college doesn't let you in, go to the skate park, go to the high school, the community center. There's always a way to screen your film and there's always a way to get it out there. I guess you just have to figure out what your goal is -- do you want money? O.K. maybe the high school isn't a very good idea."


Okay, FLMutant, registered thread killer Crying or Very sad signing off after having typed way more than I intended. "Independent" is just a word very tied into my self-indentity and my political perceptions of the trade-offs of "the way things are done".

PostPosted: Sat Nov 10, 2007 11:13 am
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jlr1001
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Thread killer? I think not.

Your take on what it means to be an independent "X" is definitely in line with what I was (hopefully) getting at. By just calling all non-sponsored games grassroots seems to say that they aren't in any way engaging with "the market".

Not that reclassifying labels will "save us" or anything, I'm just wondering if what we call "ourselves" has a direct correlation with the long-term viability of the community and genre of art/entertainment it creates.

Maybe if more people considered themselves independent developers who are (rightfully so) interested in monetizing their games, though not necessarily via corporate clients, then we'd have fewer (crossing my fingers here) games that are released before they are ready.

If this is just a hobby then I can take a stab at it and if it doesn't work out, oh well... I wasn't fully engaged in it anyway. But if I have a vision and I'm willing to dedicate myself to it so much that I define myself by it, then that's a little more serious...

Or, from the audience side, if I know a game is labeled "independent" or the studio developing it is labeled thus, then I can feel that my expectations for a reasonably mature product are justified. A grassroots game is more luck of the draw...

Again, I know the name alone won't change anything. But if people start thinking of themselves in a certain way their output might change. And those who are truly in it for the fun can still develop under a grassroots "label" and we as their audience might be more forgiving of their faults and missteps...

But, let's be honest, we can hope for the longterm growth and widespread adoption of this form of play if 90+% of the games out there aren't "serious". Sure the bigger games draw in additional players, but I can imagine that most of them leave feeling frustrated at what seems to be little else that matches what they just experienced.

So I'm saying we need more people who will identify themselves as independent developers. Or, as Brian mentioned, a healthy mix of independent projects and client-commissioned work.

I can only see that helping the community and genre as a whole.



-jlr1001

PostPosted: Sat Nov 10, 2007 11:45 am
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FLmutant
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Heh heh ... "threadkiller" is because of the length of my post. Brevity is the soul of communication, but when you feel really passionate about something brevity is tough.

I think hit a nail on the head though earlier:

jlr101 wrote:
Would you call Elderitch a grassroots game, or is it something else? Contrast this with some of GMD's past games which were developed for corporate clients. Should we treat these two cases differently?


I would hope most people wouldn't treat them differently: they should stand on their own as experiences, sheerly as entertainment experiences. Are you having fun? Great. Oh, you're not? My bad. Boom, done.

In reality, they are vastly different, and a genre advocate should treat them entirely different.

In a corporate-funded game, I'm more likely to have a bigger budget with a bunch of it dedicated to media (which will bring in more new players.) Conversely, I'll have less control -- purse strings = executive control. Corporate clients will usually also be more concerned with shorter term "results" because their budgeting processes demands that of them.

In an independent game, I'm more likely to have to be savy with a smaller budget and focus on getting the biggest bang I can from it, which means I need to rely more upon the power of fandom to create evanglists instead of media to drop "newbies" into the game. Conversely, I'll have more control -- I become my own purse-strings, or the marketplace helps define the purse-string opportunities for me. I'll also usually be able to think in terms of longer term results (because we can afford to incubate each seed for longer since the "cash burn rate" is lower.)

That would be a sophisticated and nuanced perspective, though. It suffices if people just think of GMD Studios as "less likely to implode" or "slightly more likely to be mind blowing" or whatever and, because we've been around 14 years, we're also likely to be around for another 14 years (I'll be 53 then and probably focused on developing "alternate reality retirement communities" -- ARRC -- with funding from the AARP, so that we all have somewhere interesting to retire to: Soyulent Green the ARRC, anyone?) That is a description of the quality of the output, not of the process that created it. If GMD Studios gains a reputation for quality, that's mighty okay with me (and we're picky about what we do with clients because of exactly that desire.)

Each experience, though, should stand on its own -- a crappy independent movie doesn't become a good movie just because it is independent, and (shocker) sometimes the Hollywood process turns out some really amazing movies that are decidedly not worse because they weren't independent.

In the same way, using "Grassroots" as code for "your mileage might vary" has never been something that went over well with me. With Eldritch, I toyed with DEMANDING a little disclaimer star as some kind of wicked badge of honor. Twisted Evil

Quality is not a function of the process that created a piece of art -- it is a description of the output of that process. "Grassroots" and "independent" and "corporate" are descriptions of process, not output.

PostPosted: Sat Nov 10, 2007 12:32 pm
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imbriModerator
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I find it utterly fascinating how emotionally tied you are to the term "independent" just as I am to the term "grassroots". Perhaps this explains why we work so well together. It's an interesting philosophical union.

One thing that I noticed is how you associated these thoughts as reactions to the marketplace and, while I don't disagree, the way in which you implied the grassroots reaction gives me pause.

FLmutant wrote:
Independent is a professional rejection of the rules of dependent corporate art, or a deep rewriting of those rules into something the indie feels is more fair. Grassroots seeks to take place outside of the entire marketplace.


In fact, I pretty much think the exact opposite is true. To me, grassroots implies a movement that rises up from the people in hopes of overtaking the marketplace with their ideas and beliefs. Clever marketers (of thoughts as well as products) may seek to create grassroots campaigns which take place outside of the marketplace in order to increase their position within that marketplace. However, this is only because they have recognized the success of grassroots movements.

Perhaps this is my own experience and bias showing, but having been involved in grassroots movements since the late 80s (both naturally occurring and encouraged by marketers), I know that the people involved in such campaigns are doing so because they are attempting to gain the momentum to become a part of the marketplace. In some cases, say with third party politics, the grassroots activities are the only real means of entrance. The marketplace of political activity is regulated and controlled to such an extent that it is only through success on a grassroots level that third party politics can be heard and, if the movement gains enough steam, those ideas will enter the marketplace and be adopted by the parties in power. If we're extraordinarily lucky, in the process we'll gain enough support at the polls to recieve federal funds which will enable us to stay in the marketplace for another election cycle.

My work with ARGs has been similar and Metacortechs is a good example for this. We believed that the Matrix was an ideal candidate for an ARG. We were also operating under the belief, which turned out to be correct, that they were not including an ARG in their massive transmedia property. We wanted to take advantage of this not only so that we could play around in a really kickass universe, but so that we could show hollywood executives what they were missing while, at the same time, take ARGs to a new audience in order to increase their visibility and bring new life to the existing community. Metacortechs was, from its inception, a grassroots movement designed not to take place outside of the entire marketplace, but to bring ARGs into them.

This isn't to say that I believe all grassroots games need to have such intent. I think the fact that they exist makes them a part of a larger movement towards more immersive sorts of entertainment.

So, would a better way of looking at all of this is that Independents seek to change "corporate art" by rejecting and redefining it while Grassroots seek to change "corporate art" by infiltrating it?

PostPosted: Sat Nov 10, 2007 3:07 pm
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For what it's worth, I always refer to Metacortechs as an Independent game, produced out-of-pocket by those developing it, and not aimed solely at those within the fledgling little (at the time) ARG community.

Maybe that's just from my career in the music industry, as to me, it was the same as producing an indie-album.

And Brian, for what it's worth, I've never thought of you as being The Man.

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PostPosted: Sat Nov 10, 2007 3:44 pm
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