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 Forum index » Meta » General META Discussion
Why a curtain?
Moderators: imbri, ndemeter
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imbriModerator
Entrenched


Joined: 21 Sep 2002
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Location: wonderland

One way to look at it is that metacommunication is comprised of nonverbal and indirect discussions about the game. When that becomes direct it becomes Meta. Not that that really helps with the confusion which comes from the fact that, with ARGs, we are actually playing with metacommunication - it is not just a necessary componant to play it is a part of the play. This is different from other games and forms of play - all of which involve a certain amount of metacommunication. Without it, play simply could not exist because we wouldn't understand that it wasn't real.

Narrative and group play (whether it's putting on a tutu and having a tea party or splitting into teams of cops & robbers and running around killing each other) require more metacommunication so that everyone playing understands just what is happening and that it is only fantasy. This helps avoid hurt feelings and stops kid robbers from freaking out thinking that they might actually go to jail when the kid cop captures them.

However, since ARGs are constantly playing with the boundaries and turning metacommunication into play, they actually require even more metacommunication as that is what builds trust and stops people from feeling tricked or hoaxed. It is the metacommunication that reinforces that it is play.

The closer that one gets to the curtain, the more metacommunication is necessary. Conversely, the further that one gets away from the curtain, the more they are engaged in Meta conversations. When I am writing a character, for example, I am constantly thinking about the messages that I am sending through the characters words and actions and how those will enforce or break down game play. The further back I move from the curtain, I am still considering the metacommunication but I am also able to have conversations with others on the development team about the game itself (Meta). The same is true when I am playing - the closer that I get to the curtain, the more immersed I become in the actual game play. However, when I am talking to a friend later that evening, the conversation will be more about the mechanics of the game and the details of the story.

The curtain represents not just the boundary of but the blending of the communication between the players and the puppetmasters. As we get closer to it, the less effective actual Meta communication is and the more important metacommunication becomes. Not only does it hurt the suspension of belief, but it breaks down metacommunication which is what is needed in order to establish the trust needed to allow for actual play.

This does not, however, mean that Meta conversations between puppetmasters and players are not possible or that all curtains must be made of titanium, iron, or steel. However, it's important to consider how that will impact the metacommunication because suddenly there is an easier way to go about getting the information that one desires and, in my experience, most people will take the easy route once it is provided to them.

Brian: As for the example of the bears, I don't think it was a very good one Smile I would say that if people actually failed to understand the real danger and believed that we had trained bears or whatnot, that was a failure in communication. I don't think that was the case. They didn't fail to understand the real danger, but they also thought we might take advantage of that danger and work it into our storyline. However, if we didn't want them to think along those lines, there was a simple way to handle it. Instead of characters frequently talking about the danger, we could have provided them with a printout (legit newspaper clippings or wildlife information) of the very real danger (the drought starved bears) and the information they needed to avoid the danger (from food handling to the fact that people in the area hunt with dogs, so making barking noises will make the bears run away) would give them the information that they needed. Though, it really was a nice red herring that they thought they'd find Dee & JD's tent ripped to shreds and them missing in the morning and added to the overall spookiness of the event. In other words, it was not just putting that info out there that caused them to think it was foreshadowing, it was the way in which it was presented that did that.

PostPosted: Sun Dec 16, 2007 12:57 pm
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FLmutant
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I, for one, think it is healthy for the genre that there seem so many way interesting ways to skin these cats and that no one is the right way. My approach tends to think of metacommunication as extremely sophisticated and not something that establishes trust with most "fresh participants". Your approach thinks of the metacommunication itself as establishing the trust (which I agree is true for sophisticated players, the kinds looking for metacommunication.) Both approaches end up with very similar rules about fun, slightly different assumptions about trust building. Every kind of media and experience can have metacommunication, can have narrative communication, can have meta communication, etc. right?

Accepting that "metacommunication is good and part of the fun" is pretty easy, but the topic is really an aside from the question that Dante raised:

Dante wrote:
What are people's thoughts about the necessity of the "curtain" between PMs and players? There seems to be an unwritten(?) rule that players and PMs have no direct contact with one another during games -- and furthermore in the (perhaps ideal) extreme that players are even kept ignorant about PM identities.


Does accepting that "metacommunication is good and part of the fun" necessitate saying "meta communication is a buzzkill and should be avoided"?

Was Cloverfield made better or worse for having a rather iron curtain? I suspect the answer is in who you ask and that you wouldn't even find a consensus among Cloverfield players and moderators. Was Dark Knight made better or worse for having a much less than traditionally tight curtain? Was Eldritch Errors made better or worse for having a non-traditional curtain and a behind-the-scenes blog? Was Sammeeeees II better or worse for knowing who was behind the curtain that time?

I'm interested in the thoughts of players on that, to see how that real experience spread matches up back against the theories. How many times have you become less engaged because of meta communication? How many times have you become more engaged because of meta communication about a game? How does what know about the meta of a game alter the trust between an individual player and the storytellers?

PostPosted: Sun Dec 16, 2007 2:33 pm
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notgordian
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At least from my perspective, the degree of coverage the curtain achieves doesn't contribute in and of itself to the game experience. However, the puppetmaster decisions of how to deal with their choices does.

Example: I am perfectly fine with puppetmasters revealing their identities as individuals or teams before, after, or during the game. However, the decision they make regarding that information shapes how players will react to unexpected information. And that treatment defines whether the game is "better" or "worse".

I don't really need information to be hidden to aid in my suspension of belief. But what I don't like are discussions along the lines of "are we supposed to use this information, or was this a mistake?" If you choose an iron curtain, you're making any information you reveal (purposefully or inadvertantly) a potential clue. And that's a design choice you'll have to live with or abandon (I'm thinking LG15 here). If you choose a looser boundary, it's your responsibility to provide explicit indicators as to where the boundaries are drawn. And that's another choice you'll have to live with.

Each option is equally valid in my eyes, but the choice creates a responsibility to abide by the consequences. It doesn't matter what expectations you set, just as long as you set them. Because that's what leaves people feeling cheated.

PostPosted: Sun Dec 16, 2007 5:29 pm
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thebruce
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And the fundamental difference there is the philosophical point of admission by the 'game' that it is a 'game'. But whether that's acceptable to the players is a different matter. So I think that puppetmasters these days aren't focusing so much necessarily on retaining the game's self-recognition of it being a 'game', but moving towards catering to satisfaction of the players in their experience (which could mean either retaining the curtain or pulling it back).

It used to be, I think, that ARGs were focused on the philosophical points of TINAG and maintaining the curtain, by definition, and that if a PM broke any of those it was immediately considered 'bad form'. But I'm seeing a shift in that ideal, even if it is experimental in some cases.

When it comes to marketing, I think it's much safer to not have an iron curtain, and the reasons for that I belev are obvious. But now, whether grassroots game has an iron curtain or not isn't so much of an issue to the players - if the PM team manages that decision successfully.
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PostPosted: Sun Dec 16, 2007 8:46 pm
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rose
...and then Magic happens


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From a player's side and my frustration with the Cloverfield promotion, there are definitely times I would like to have direct communication with the PMs. Posting META threads here can be helpful I suppose, but I have many issues with what they did and why they did it. I would have loved to have a direct name of a person to contact about my concerns. I like to think that I may have been able to help improve the experience of that promotion for the players.

At the very least, I would have the satisfaction of knowing that I did what I could to explain my ideas to someone making the promotion. Obviously, I have an investment of time, energy and emotion in their promotion and this community and want to help both to be successful. So my point wouldn't be to complain, but to try to explain what I could see was happening. Perhaps I could even offer some suggestions to make it better. (although I don't think I could have predicted that they needed to know not to use "paramount" as a password.)

Again, that assumes that the marketers care what the players are saying. If all the marketers care about is numbers, then their concern for the players' experience and meta communication with the players is probably very small.

As for the idea that the promoters need to remain invisible for the benefit of the suspension of disbelief, I personally don't agree with that. I expect the demise of that whole notion as PMs realize that (most?) players don't require an iron curtain for the suspension of disbelief to work.
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PostPosted: Mon Dec 17, 2007 12:57 pm
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vpisteve
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rose wrote:
As for the idea that the promoters need to remain invisible for the benefit of the suspension of disbelief, I personally don't agree with that. I expect the demise of that whole notion as PMs realize that (most?) players don't require an iron curtain for the suspension of disbelief to work.


To play devil's advocate for a moment, though, this notion does deserve merit if looked at it from this perspective: The benefit that a movie or book or TV have as far as a curtain goes, is that any meta things such as interviews, articles, etc. show up outside of the platform that the project is using. You don't, while reading a book, suddenly come upon a few paragraphs where the author says "Hi, I hope you're enjoying my novel! Let me tell you a little bit about the development of this chapter and why I chose to use the Moors as a location..." Same thing while watching a TV show or a film, although you have the choice to listen to commentary on many DVDs, surely, and can sure see something on E! about your favorite television series.

The point is, while you're immersed in enjoying whatever it is you're partaking in, those behind-the-scenes don't interrupt the experience to tell you about it.

Now bear with me a sec, think of an ARG. The platform, the theater it takes place in, is......everywhere. It's a truly platformless form of entertainment, as anything from the internet to phones to billboards to newspaper ads to movie trailers to auto showrooms to national landmarks to TV commercials to the blue skies above can be used as a delivery mechanism for the fiction. As opposed to exclusively using some interface to access it (a paper page, a TV set, a theater screen, computer monitor, etc.), you're really using your 6 senses as your primary interface, and the entire world as the platform.

If the PMs come out while something's live and give interviews, talk about the experience, etc., they're in fact invading player space in doing so. At least to a much greater extent than concerns other single media products.

Yeah, I know this is a fine point, but I think it still may be a valid one. Smile
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PostPosted: Mon Dec 17, 2007 1:52 pm
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danteIL
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Joined: 08 May 2006
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vpisteve wrote:

If the PMs come out while something's live and give interviews, talk about the experience, etc., they're in fact invading player space in doing so. At least to a much greater extent than concerns other single media products.


What is this thing called "player space"?

PostPosted: Mon Dec 17, 2007 2:09 pm
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Agent Lex
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Joined: 11 May 2006
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Location: No longer London, still in England

With my limited experience, and future plans to play with the curtain a little, I made a blog post over here (excuse the awful site design!). Basically, moderation in the curtain as with all things, and Schmeldritch is, I believe, along the right lines.

PostPosted: Mon Dec 17, 2007 7:46 pm
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vpisteve
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danteIL wrote:
What is this thing called "player space"?


The platform of the experience. Or in the case of a game, the space in which the players......well......play.
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PostPosted: Tue Dec 18, 2007 1:56 am
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Varin
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Joined: 02 Dec 2002
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FLmutant wrote:
(people in WV warned about bears thought for sure that meant I had hired some trained bears or something, rather that straight out being an OOG warning about bears and food handling during the camping.)


I can't speak for the others, but I thought that the bear warnings from Dee and JD were quite real. Of course, I had read such warnings before I left for my trip. The predication that the tents would be shredded and Dee and JD would end up missing was more of a prediction that the PMs would use the real world resources available to them. Of course, we dismissed the idea later on when we realized that Dee and JD wouldn't be able to simply disappear as the train we were taking was the last one of the season.

or, ummm, what imbri said...

imbri wrote:
They didn't fail to understand the real danger, but they also thought we might take advantage of that danger and work it into our storyline.


Now all of that being said, if I would have seen the African lion that was reportedly in the area that weekend I would definitely wonder if it was a trained lion (after running into the cabin and locking the door behind me).
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PostPosted: Tue Dec 18, 2007 11:52 am
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FLmutant
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Joined: 29 Oct 2004
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Varin wrote:
Now all of that being said, if I would have seen the African lion that was reportedly in the area that weekend I would definitely wonder if it was a trained lion (after running into the cabin and locking the door behind me).


Sorry I lost that lion. We looked for it everywhere and it was a pain in the ass to rewrite the ending without the lion to provide the motivation for the scream.

On a more serious note, this perception of the curtain sometimes creeps into the news articles. Interesting this bit:

The Escapist wrote:
It's true ARGs have been in the media for longer than you'd suspect, but the curtain between player and "puppetmaster" seems less important than ever. Studios and individuals are not as reluctant as before to claim credit for their work while it's still in progress, something the media has picked up on swiftly. While ARGs used to rely on word of mouth and cryptic hints to build hype, "pre-game" announcements are now considered commonplace in 2007 and expected to continue.


Of course, in reality even the old ARGs relied primarily upon media to spread awareness, not word of mouth, but there are two specifics there. Are pre-game announcements part of the destruction of the curtain that people are concerned about in this thread? Is claiming credit while the ARG is happening part of the destruction of the curtain that people are concerned about in this thread?

PostPosted: Tue Dec 18, 2007 12:52 pm
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catherwood-offline
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FLmutant wrote:
Are pre-game announcements part of the destruction of the curtain that people are concerned about in this thread? Is claiming credit while the ARG is happening part of the destruction of the curtain that people are concerned about in this thread?

Back in my purist days, I avoided playing Chasing The Wish specifically because it had a pre-game sign-up. Having the announcement right up front that "this will be a game, come participate in our fiction" really blew the atmosphere of what I thought I wanted my ARG experience to be back then. I've mellowed since then.

As for finding out the "who", i didn't think this thread was about just having knowledge about the people behind the curtain. Making it two-way permiable is the issue, as I see it.

PostPosted: Tue Dec 18, 2007 1:19 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
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Quote:
If the PMs come out while something's live and give interviews, talk about the experience, etc., they're in fact invading player space in doing so. At least to a much greater extent than concerns other single media products.


I don't know if I would compare ARGs or AREs or CF to other media because the comparison breaks down. I think the players are very good at looking at what is a META context - say an interview with someone from 1-18-08 that talks about the online aspects of their promotion or an interview with Trent Reznor where he talks about the Year Zero experience as a whole - and what is in-game or in-experience context. Some interviews, if I remember correctly, even have clues in them (I was thinking of EDOC but I could be incorrect about that.)

But, anyway, my point about 1-18-08 is that I would have loved to have a way to communicate with the PMs (who I now know from an article seem to be the online Paramount marketing executives) without it having to be a huge public interview, or public discussion about the game.

The internet allows communication both ways. Why should the only way the players be able to talk to the PMs be in-game? In 1-18-08, there isn't any indication at any point that the PMs are listening to what the players are saying (other than some banal happy talk quotes.) That promotion isn't designed for other than superficial recognition that there may be living, breathing, intelligent, people who are trying to follow it.

My point was that while posting in the META thread of unfiction at least gives me a place to vent, I don't feel it is nearly as effective as being able to address the PMs directly. Although they might not want to be overwhelmed by emails begging for clues, whatever, I think a curtain preventing the players from contacting the PMs isn't always useful.

Maybe this is a more useful example: If I have a question, comment or objection to a television show, I can usually find where to contact the network, the producer and the advertisers, if there are any. I can communicate with them directly about the product they are delivering to the public. What they do with that information is up to them, but at least I know where to start. I'm sure that television shows have people watching the message boards and online chatter about those shows, but I know that they also have other, more direct means to contact the creators and distributors of the show.

I know that the Sci Fi board is watched by the creators of Battlestar Gallactica, I think that even Ron Moore's wife used to post there ( this info is via the podcast he makes after each show.) But I also know that if I wanted to contact the Sci Fi channel directly, through email, phone call, letters, etc. I could do that. In 1-18-08, how would I know who to contact? Sending an email or letter to the general mailbox of Paramount , Bad Robot or trying to find contact info for JJ Abrams, who has said publicly that he isn't working on that promotion, doesn't seem likely to be effective.

PostPosted: Wed Dec 19, 2007 11:23 am
Last edited by rose on Wed Dec 19, 2007 11:43 am; edited 1 time in total
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Shutaro
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rose wrote:
In 1-18-08, there isn't any indication at any point that the PMs are listening to what the players are saying (other than some banal happy talk quotes.) That promotion isn't designed for other than superficial recognition that there may be living, breathing, intelligent, people who are trying to follow it.


This also assumes that the PMs care. Maybe this is the cynic in me, but I never got the feeling that the whole 1-18-08 thing was anything more than something somebody threw together to generate buzz... That very little thought was given to the experience of the players. It did make for some entertaining threads, however, from a purely meta standpoint.

Getting back to the topic at hand... I like to think of the curtain as a shower curtain, one of those shiny PVC dealies with a multitude of colored fish on it. Functional, decorative, and sometimes you can see things through it. It keeps the water where it's supposed to be and really ties the room together (it goes with all those towels; you know, the ones you're not supposed to use)... And sooner or later you have to pull it back (if you ever want to get out of the shower, that is).
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PostPosted: Wed Dec 19, 2007 11:40 am
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rose
...and then Magic happens


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Quote:
This also assumes that the PMs care. Maybe this is the cynic in me, but I never got the feeling that the whole 1-18-08 thing was anything more than something somebody threw together to generate buzz... That very little thought was given to the experience of the players. It did make for some entertaining threads, however, from a purely meta standpoint.


I totally agree this is a reasonable take on their attitude. But even if they don't care, I would have liked to have a more effective way to discuss what I thought about this promotion with them.

Actually, I'm not sure if it is fair to say they don't care as much as they are clueless. SpaceBass pointed out that it seemed like they were trying to do some META communication, but just didn't know how. I think that is discussed on the most recent ARGnet podcast, though I confess I haven't listened to it... I guess we will never get the true answer to that one.

Mostly, I am using 1-18-08 as an example of why it could benefit the players to know where to contact the PMs and, hopefully, the PMs and the experience would benefit from that communication. I'm wondering why the players can (in some cases) only use in-game or meta means like this forum to communicate their thoughts and feelings to the PMs.
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PostPosted: Wed Dec 19, 2007 11:47 am
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