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 Forum index » Meta » Puppetmaster Help
Pitching an ARG plan for my company, need help
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pretense
Boot

Joined: 09 Sep 2007
Posts: 16

Pitching an ARG plan for my company, need help
Fan of ARGs needs some background info for presentation

Hi everyone,

So, the basic idea is that my company is going to be doing a major re-launch in about 9 months. They have been tossing around vague ideas of a "viral" marketing campaign. I've been tasked with giving the promotion direction and making it a reality.

It's a thin budget for this project, as they don't want to risk a lot on this venture.

Here are the parameters:

Needs to be up and running within a couple of months of the opening, but finish precisely on opening day.

It has to be localized, so while it will have an online backbone, the physical end of things will have to take place in a fairly constricted geography, though multi-state at least.

We'll be using a media sponsor to distribute the seed for this game. They have a much larger reach than we do, so we're using them to get the initial word out.

However, we'll have 100% story / puzzle control.

Now, for the cool part:

The company I work for builds/runs physically interactive group adventures. I think an ARG to promote it is a perfect fit for our business.

Now, for my proposal I need a couple of specific things:

Clear examples of ARGs that have failed.
Clear examples of ARGs that have succeeded.

And any advice you fine folks would be willing to offer.

We're a smart group of people, we love the work we do, and I personally have tried to be a sideline student of these experiences, so hopefully we can do something great.

Thanks in advance for any help you can give.

PostPosted: Fri Dec 21, 2007 6:09 pm
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Will 2.0
Unfictologist


Joined: 22 Jun 2007
Posts: 1431
Location: Burlington, Vermont

Well for launch you would probably want to do drop points, something for someone to find. I would suggest if your skill is physical interaction that you would create some sort of a scavenger hunt or event whether final or whatever in wherever you are located.

Things that kill ARG's (in my opinion):

Low amounts of interaction
While puzzles are engaging, making them einstein hard only angers people
Lack of information or backstory in my opinion kinda leaves out some story
Rough, uninteresting characters

Good things:
Fancy smancy media such as websites for videos are a great turn on
Well written story with twists and turns
Great interaction and ways to drop clues and other things to move the story along
Characters that are witty and engaging.
Physical interaction I think is a good point for those in the area
Make that finale a big one, please no "to be continued" or a "thanks, now I'll never contact you again, game over!"
Innovative ways to play

PostPosted: Fri Dec 21, 2007 8:56 pm
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natas
PHP Ninja


Joined: 06 Oct 2007
Posts: 3177
Location: Northwest Indiana

I have never been a PM or helped create an ARG but am very creative, if you were a little more descriptive about what your company does, you might get a lot of ideas on possible kick-offs or presentation ideas. Just thinking aloud.

PostPosted: Fri Dec 21, 2007 9:08 pm
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Rekidk
Entrenched


Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

nobuofanxiii wrote:
Low amounts of interaction


I love interaction as much as the next guy, but I'm going to play devil's advocate here. Some ARGers--not me, but some ARGers--argue that too much interactionwith characters can be a bad thing. They say that by limiting direct interaction with characters, you increase the 'special-ness' of situations where players have direct contact with characters. An example of this might be Last Call Poker; the players got to talk with the characters once a week at a poker game, and only the players with the most poker chips could attend. It was very exclusive, and it made the direct interaction very special and exciting. Compare this to games where AIM conversations occur every 5 minutes. Not as exciting.

On the other hand, if you're referring to interaction with the world of the ARG--then yes, that is a must.

And in another direction:

It is often said that the one thing in common between all ARGs that succeed is that they respect their playerbase.

Sorry I don't have specific examples.
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PostPosted: Fri Dec 21, 2007 9:34 pm
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AtionSong
Unfettered


Joined: 29 Aug 2006
Posts: 352

One thing that does a pretty good job of guaranteeing the success of an ARG is featuring interaction in the real world, i.e. getting players into the streets and out from behind their computers.

e.x. Perplex City - in addition to hiding clues in the real world, featured large group gathering events, tons of stuff.
I Love Bees - had players heading to actual pay phones to uncover story
Vanishing Point - Had huge scale events at famous locations in the real world at the start of each week, including a laser light show at the Belagio fountain, fireworks, and more.

PostPosted: Sat Dec 22, 2007 3:00 pm
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Will 2.0
Unfictologist


Joined: 22 Jun 2007
Posts: 1431
Location: Burlington, Vermont

Rekidk wrote:
nobuofanxiii wrote:
Low amounts of interaction


I love interaction as much as the next guy, but I'm going to play devil's advocate here. Some ARGers--not me, but some ARGers--argue that too much interactionwith characters can be a bad thing. They say that by limiting direct interaction with characters, you increase the 'special-ness' of situations where players have direct contact with characters. An example of this might be Last Call Poker; the players got to talk with the characters once a week at a poker game, and only the players with the most poker chips could attend. It was very exclusive, and it made the direct interaction very special and exciting. Compare this to games where AIM conversations occur every 5 minutes. Not as exciting.

On the other hand, if you're referring to interaction with the world of the ARG--then yes, that is a must.

And in another direction:

It is often said that the one thing in common between all ARGs that succeed is that they respect their playerbase.

Sorry I don't have specific examples.


I never meant every five minutes. I just despise interaction such as in Tom Tooman. We were given one clue and ditched. Granted it's still going but that's not appealing to me. A story needs characters in my opinion. It doesn't have to be AIM conversations either. Phone calls randomly, emails. Something that shows there is activity on the other side of the curtain that is interested in who you are.

Opinion is my keyword.

PostPosted: Sun Dec 23, 2007 2:10 am
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Rekidk
Entrenched


Joined: 19 Dec 2006
Posts: 992
Location: Indiana, USA

nobuofanxiii wrote:
I never meant every five minutes. I just despise interaction such as in Tom Tooman. We were given one clue and ditched. Granted it's still going but that's not appealing to me. A story needs characters in my opinion. It doesn't have to be AIM conversations either. Phone calls randomly, emails. Something that shows there is activity on the other side of the curtain that is interested in who you are.

Opinion is my keyword.


I agree. But 'given one clue and ditched' seems to be describing more of a puzzle trail than an ARG, with updates and a live, interactive world.

And yes, you're right--the amount of interaction an individual player wants is definitely just an opinion. Personally? I like lots of personal interaction, especially via email. Not sure why I like email so much, but I really do. I was just bringing the issue up for discussion. Smile
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PostPosted: Sun Dec 23, 2007 10:31 am
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

I like interaction that both individuals and everyone can see. Like some emails but then also a video or blog post that is found after solving a puzzle. Following the trail of information to piece together the story.

Live world items to be found - puzzle to determine the location (might need a group of people to bring all their clues together to solve it). Find the object or it's a puzzle to bring people to a certain place at a designated time for a live interaction payoff.

Just thinking out loud about stuff I've enjoyed/would like to see in an ARG.

But there should be a reason for the interaction, the STORY!!!
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PostPosted: Sun Dec 23, 2007 12:32 pm
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

The thread seemed to turn meta away from the quest of the original post...

to the OP, I want to let you know that there are several groups out there that can help. I would recommend talking with Brian Clark at GMD studios, but I'm not sure what they're plans are in the near future or if they can handle any more clients - or if they'd be within your budget.

Things you should be considering:

What type of audience are you targetting? Regional, National, Worldwide?

What's the purpose of the game in regards to the marketing? bringing consumers to the site or increasing brand awareness?

Christy Dena has some great stats posted on her site:
http://www.christydena.com/online-essays/arg-stats/


Games can be made with very small budgets (see the grassroots games) and very large budgets. You'll have to decide how you'd want the players to conclude the story... such as a live event for a grand re-launch (re-opening) or whatever would cost a bit depending on the attractions at the event.

Another person I might would recommend would be Brooke Thompson, she's often found in the #pm-guide chat room. (see the chat link on unfiction.com)

Best of luck to you in your search, and last but not least - I might be able to help as well depending on the size of the game you're trying to put together. Feel free to e-mail me jason oversplat aporiacme.com
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PostPosted: Sun Dec 23, 2007 12:51 pm
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pretense
Boot

Joined: 09 Sep 2007
Posts: 16

The ARG stats page is excellent, thank you very much for that. I likely will be in touch with anyone who's said they're willing to help. I'm just happy to be able to bounce ideas off of people.

The exact figures and examples of failed games are what is specifically important to me right now.

I believe we're in a good position to provide an excellent ARG, and the budget will be thin to the point that I don't believe I could go to an outside contractor for this project.

To be honest, the field our business is in is small enough that someone dedicated could figure out who I work for without too much trouble, I'm sure, but as this is all pre-pitch at the moment, I'd rather not be specific in that regard. Thanks for understanding.

The lists of what you like and dislike in a game are great too.

Great moments in ARGs for you personally, and great disappointments are very relevant to me.

Also - Riddle me this:

Can you have different bars of entry to an ARG?

Can you provide the hardcore with hardcore puzzles and the masses with a running storyline and a level of involvement that they are more comfortable with and bring the press in at yet another level?

Presently I'm thinking:

1: Large seed via a media partner who will get us into their text messaging/radio/print/social networks.

2: Deliveries of puzzle boxes to those people who publicly make themselves out to be fans of puzzles, ARGs or just revel in gamer/geek-dom.

3: Individually targeted press kits go out to the media while the game is in-progress. These will introduce the media to our re-launch, our game and will give them a cheat-sheet of the first stages of the game, dropping them off right in the thick of things so they don't have to work to figure out what's worth reporting on.

I welcome your thoughts.

P.S. - sorry for my delayed response, I've been traveling.

PostPosted: Thu Dec 27, 2007 6:16 pm
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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.

Yes. You can feed/care for each group, independently of the others.
But at the point where the groups realize they're all talking about the same "thing", it'll get harder to come up with ways to keep the more experienced players from solving everything. A wiki or other means of reporting progress, summarily, might be warranted.

About the only way to avoid that is to target references/puzzles at specific groups most likely to have the canon/tools/experience/industry knowledge or jargon needed to progress.
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PostPosted: Thu Dec 27, 2007 9:03 pm
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pretense
Boot

Joined: 09 Sep 2007
Posts: 16

Rogi Ocnorb wrote:
Yes. You can feed/care for each group, independently of the others.
But at the point where the groups realize they're all talking about the same "thing", it'll get harder to come up with ways to keep the more experienced players from solving everything. A wiki or other means of reporting progress, summarily, might be warranted.

About the only way to avoid that is to target references/puzzles at specific groups most likely to have the canon/tools/experience/industry knowledge or jargon needed to progress.


So, I'm thinking that the main storyline is very accessible, and the harder puzzles are made available as people want to find them, to discover deeper elements of the plot line. In the reveal the information discovered in solving the harder puzzles will be revealed to all, but the hardcore will get the satisfaction of actually solving them in-game.

Any suggestions on strategies to keep both groups feeling engaged. I mean, I don't want either group feeling left out.

PostPosted: Thu Dec 27, 2007 9:33 pm
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pretense
Boot

Joined: 09 Sep 2007
Posts: 16

I hope bumping isn't super-poor etiquette, but...bump.

Thanks!

PostPosted: Sun Jan 06, 2008 1:00 pm
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

pretense wrote:
I hope bumping isn't super-poor etiquette, but...bump.

Thanks!


HE BUMPED IT OMG UNLEASH THE HOUNDS!!!

Actually I had missed the last question. There are ways to make easier puzzles solveable by those who don't have the ability to solve the harder puzzles and keep it where the player feels rewarded by solving that easier puzzle. Some methods used could be some flash based puzzles - yes they can be solved and shared with a community, but players would be able to do it themselves then move forward.

Most of the time ARGs use the concept that no puzzle is too difficult for the players to solve (as long as it is solveable lol) because the majority of ARG players tend to build a community revolving around the game itself and that community pulls upon eachother to solve the most difficult of problems.
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PostPosted: Sun Jan 06, 2008 1:11 pm
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