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 Forum index » Meta » General META Discussion
Behind the Curtain, in Front of the Scenes.
Moderators: imbri, ndemeter
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Tablesaw
Boot


Joined: 13 Jun 2004
Posts: 20
Location: LACAUSA

Behind the Curtain, in Front of the Scenes.

So, AWARE is getting into gear, and I'm confused. Furthermore, it looks like I'm not alone. So, I've been reading through the META discussions, trying to glean some guidance. I've not found much. I'm beginning to think that it's because we're no longer talking about the same thing. Previous discussions about codes of conduct and what is or is not acceptable have been dividing the ARG into players and PMs, people in front of the curtain and people behind the curtain. Looking at AWARE and attempting to divine its overall design, I believe that this mindset is no longer sufficient

In many other posts, Imbri has expressed a very accurate view of previous ARGs, if not all potential ARGs. I will use it as a base for my post, though I do not believe I am wholly representing Imbri's position, if at all. In an ARG, there is an alternate reality. Although interaction may occur, the alternate reality exists, for the most part, on its own. It moves along regardless of player intervention. The player base is encouraged not necessarily to change the alternate reality, but to explore and experience it.

One could say that there is a window between the players and the world. The window is generally created by a limited set of websites. To some other extent, it may be defined by specific interactions through e-mail, phone contact, or even a real-life meeting. But regardless of how "interactive" these events become, the player remains passive, experiencing and collecting information that is then disseminated to the rest of the player base. In some instances, players may have a chance to have a very limited effect. (In the example of Mike Royal in the Beast, had the opportunity to convince a character to save another character. But other than that, there was no influence.)

This window/veil/curtain was not permeable, unlike Alice's looking glass. There were specific instances of players being recruited onto "the other side" but they were rare and, as I understand, carefully regulated. The players were in front of the veil; the characters were behind the veil and visible; and the PMs were far behind the veil and (ideally) invisible.

But it seems that AWARE is not holding to this concept of the veil. By addressing players and their actions directly, as though they were specifically in and among and affecting the alternate reality, the game is essentially drawing them behind the veil. The game is treating players not as an anonymous amorphous group, but as individual characters. The players have been drawn into a space that did not previously exist in ARGs. They are not Behind The Scenes with the PMs, but neither are they on the mundane side of the curtain. They are in a character space; they are On The Stage.

The most important point I want to make is that there appears to be something philosophical different in the design of AWARE compared to previous ARGs. As a result, player expectations and mores will not necessarily be appropriate or advantageous.

In Cloudmakers, where many of the standards of conduct were established, it is important to not that the creation of a "collective detective" was encouraged by the game. The Beast did not distinguish between players, it was addressed to a general populace. With all participants being treated the same, it encouraged players to work together. As noted above, the story and the world would continue on regardless of the players, so why not work together? Why not share the login to the website you just discovered? Keeping that login information secret would not have any affect on the game, it would just prevent other players from fully experiencing the alternate reality.

On the other hand, AWARE has gone to great lengths to identify each character not only by general affiliation, but individually. Your actions as a player are tied to you. They are noted by the characters of the alternate world as specific to you. This encourages players not to share information, since that information can have a specific affect on the alternate world.

Let's say, for example, that I hack the account of one of the major players, we'll say Marcus. Now, I have access to all of Marcus' e-mails. If I'm not an Ideltech employee, I have access to the Ideltech boards. I also may have the ability to masquerade as Marcus to other characters. Or other players. The solution ot this puzzle is not merely a pathway into more of the world to explore, it is a tool to change that world.

As Ideltech says, "When information is power, wield the power."

I could share that information with my "team," giving it an edge. It could be used to switch affiliations. If I'm an Ideltech employee, and I discover secrets revealing that Ideltech is "not all it seems", I may try to convince others I am right. It may cause me to jump sides. It may put me in direct opposition with Marcus as each of us calls the other a liar.

The path of the game as I have seen it and the out-of-game discussions with PMs lead me to believe that this is the type of paradigm that AWARE is designed around. The player base is treated not as a faceless explorer but as a group of individual, competing characters.

Although I am convinced that the preceding interpretation is correct, I do not have any idea how to effect change. We will have to decide how we will adapt, as players, to a new type of ARG. It will mean, and has already led to, examining how we organize archived information. It will require different rules of etiquette regarding how much to talk about out-of-game.

Finally, I'll unload my own bias. The reason I've jumped back into ARGs is that AWARE's winnability fascinates me. And let me make it clear. I want to win. And I intend to win. I expect that, in this case, "winning" will mean skewing the story and the alternate reality to by favorable to me or my "team." Maybe it won't. I don't care. I want to be able to puzzle and hack and scam and do whatever is necessary to do whatever it is that winning means. And it is precisely because I want to do all of these things that I want to know what ettiquette and conventions we, as players, will recognize.
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PostPosted: Tue Jun 15, 2004 12:48 pm
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jamesi
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Shocked

One of the best posts I've ever read. Period. Nice work, Tablesaw.
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PostPosted: Tue Jun 15, 2004 1:32 pm
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SpaceBass
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Joined: 20 Sep 2002
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I agree with jamesi; this post was extremely well thought-out and written, Tablesaw.

I can't argue with any of your points. It seems like you've nailed the paradigm that Aware is built around. It's oriented more toward role-playing and intra-community competition than any previous ARGs.

Personally, I prefer to foster community growth, collaboration, and bonding. I'm not sure what the advantage is in splitting the collective into teams or even individuals, all competing with each other.

As I understand it, there are three teams in this game and it is possible for only one team to win. Where does that leave the other two teams? How will they feel about playing another game after they lose this one? Or will it be possible for everyone to win somehow, as has always previously been the case, in that winning was merely enjoying the story through to its conclusion?

And if you do win, Tablesaw (and I'm rooting for you all of a sudden), what do you win? Is there an actual tangible prize, or is it enough that you made the story end up the way you wanted it to end? And would you ever really know that it ended your way only due to your influence, and not because that was the plan all along?

This is definitely going to be interesting to watch, regardless of the eventual outcome.
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PostPosted: Tue Jun 15, 2004 2:10 pm
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Liqidcrack
Boot


Joined: 11 Dec 2002
Posts: 13
Location: Tucson, AZ

Nice

I second Jamesi on this being one of the best posts in a long while. Nice work Tablesaw. Welcome back to the fold. Good luck to you and your team.

LC

PostPosted: Tue Jun 15, 2004 2:10 pm
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vpisteve
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Joined: 30 Sep 2002
Posts: 2441
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APPLAUSE!

Excellent stuff, Tablesaw! Best job of quantifying this whole shebang I've seen in a long, long time. Very Happy

The only thing I'd point out is that in The Beast, in addition to the Mike Royal phone calls, the players affected the end of the story with their votes. Wink
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PostPosted: Tue Jun 15, 2004 2:15 pm
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Tablesaw
Boot


Joined: 13 Jun 2004
Posts: 20
Location: LACAUSA

SpaceBass wrote:
I agree with jamesi; this post was extremely well thought-out and written, Tablesaw.

I can't argue with any of your points. It seems like you've nailed the paradigm that Aware is built around. It's oriented more toward role-playing and intra-community competition than any previous ARGs.

Personally, I prefer to foster community growth, collaboration, and bonding. I'm not sure what the advantage is in splitting the collective into teams or even individuals, all competing with each other.

As I understand it, there are three teams in this game and it is possible for only one team to win. Where does that leave the other two teams? How will they feel about playing another game after they lose this one? Or will it be possible for everyone to win somehow, as has always previously been the case, in that winning was merely enjoying the story through to its conclusion?

And if you do win, Tablesaw (and I'm rooting for you all of a sudden), what do you win? Is there an actual tangible prize, or is it enough that you made the story end up the way you wanted it to end? And would you ever really know that it ended your way only due to your influence, and not because that was the plan all along?


I trimmed it out of the original post to stay on topic, but something that greatly influenced my thoughts was my experience with the MIT Mystery Hunt. I've attended it for the past two years, and I will return again come January. Hundreds of people converge on MIT, physically and virtually, to solve very difficult puzzles. They are grouped into teams, usually of about 25-30 people. Several puzzles combine into metapuzzles, all leading to the location of a coin (or similar thematic item) hidden on campus.

Why is this relevant? Because the Hunt is (a) competitive, (b) team-based, (c) structured around solving puzzles, and all of these things are key to the design of Aware. But more importantly, (1) strong camaraderie is developed within the teams, (2) several events involve interaction between teams, and (3) players learn how to talk about the Hunt without spoiling anything.

I have friends that are spread out across four or five teams. But I still get chances to drop in and say hello. And we don't merely talk about non-Hunt stuff. There's an understanding about what it's okay to say. It's okay to talk about how well you're doing and how many puzzles you've solved. It's usually okay to say which you've solved. If you're sure that you've both solved the same puzzle, it's okay to talk about it, so long as you're not in public. (You don't want to risk spoiling/tipping someone from a different team who might be walking by.)

And this works amazingly well. Two years ago, the Hunt started with a corporate-murder-mystery theme. But hidden in the first set of puzzles was a bonus solution: TAKE THE RED PILL. When a team found this, they were led "down the rabbit hole" and informed that they were actually in The Matrix. (The whole hunt is archived at http://www.mit.edu/~puzzle/03/www.acme-corp.com/0101/.) Anyway, by that evening, when all of the teams gathered for the traditional party, several teams knew that they were in The Matrix. Several other teams (like mine) did not. But despite all of these teams getting together and chatting, nobody got spoiled.

So, I know it's possible to maintain an overall community in a competitive environment like this. But the Hunt is a very different animal (it's a one-weekend marathon, for one thing), so I don't know precisely how to make it happen here. But I do want it to happen.

As to endings and winning, the only real prize to winning the Mystery Hunt is, well, winning the Mystery Hunt. In fact, it's worse than that. The winning team is saddled with then onerous task of planning and preparing the Hunt next year. This is why the hosting team always congratulates the winning team by saying, "SUCKERS!" So, why does my team try so hard to win each year? Because we know we can. And we want to prove it. That's mostly what I'm looking for when I talk about winning. How the PMs implement it is up to them.

The competition is just a minor incentive to keep a player interested when faced with annoyingly difficult puzzles. The Beast had amazing writing that made exploration its own incentive, but I haven't gotten that feeling from the other ARGs I tried to get into. (That may have just been bad luck on my part. I missed Lockjaw, Acheron, and Metacortex but hit Plexata and Search4E.) So a little competition, just for competition's sake, is enough to get me juiced.
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PostPosted: Tue Jun 15, 2004 3:44 pm
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Marduk
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Joined: 07 Jun 2004
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Yes! Great posts, both of them. You annunciated clearly what I've been getting at in a couple of the AWARE threads. Right now, AWARE players exist in a very gray space. They are in competition with each other and at the same time are all playing the same game together. They have been drawn in past that boundry that separates audience from participant.

It is essentially a new form of ARGing. Yay!

But... we still have all of the old tools in place. We have unfiction here, where we discuss everything. Then there was a problem with the different factions sharing information "in game" with each other, so Immersion Unlimited was created as a safe space for us to communicate in game. But the discussions here at unfiction continue and the issue has, for me at least, not become "can these three teams coexist and communicate without sharing information," as in the MIT Hunt example, but "what's the point of having three teams if they all have access to the same information, share information, and cooperate in solving each other's puzzles?" It's almost like we've been artificially divided into three teams but we ignore that and behave as we have in all other games, dating back to the Beast.

If we're going to have three teams in true competition with each other, shouldn't they stop sharing information? Shouldn't we remove any incentive for them to do so? Shouldn't we have any easy way to tell who is on each team [esp since the PMs have proscribed espionage]? Shouldn't we encourage puzzle solving in three seperate, private spaces?

PostPosted: Tue Jun 15, 2004 4:03 pm
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Fi
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Joined: 13 Apr 2004
Posts: 444
Location: London

I have to confess that recently I seem to have had this problem... Whenever I read a long post with the word "meta" in it, my eyes started closing and my head droped until my chin rested on the spacebar and my eyelashes stuck to the beer I spilt on the keyboard last week.

But Tablesaw you have restored my faith in the meta-genre by posting something that is clear, concise, relevant, insightful, non-reactionary and just all round groovy.

Thank you!

Fi
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PostPosted: Tue Jun 15, 2004 4:16 pm
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Guest
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Quote:
If we're going to have three teams in true competition with each other, shouldn't they stop sharing information? Shouldn't we remove any incentive for them to do so? Shouldn't we have any easy way to tell who is on each team [esp since the PMs have proscribed espionage]? Shouldn't we encourage puzzle solving in three seperate, private spaces?


Practical problems: what about people who lurk or just want to help solve the puzzles or who can't follow the game so closely for the next 5 and 1/2 months? What about new people?

People can't access the IU board unless they have an affiliation. How do you decide which side if you can't find out about each side before you join?

And, of course, the guide, as mentioned is already biased. What should happen with that?

Personal preference: sharing information so the game can be played by the community as a whole, even if that is against the design.

PostPosted: Tue Jun 15, 2004 8:33 pm
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kxmom11x
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Joined: 24 Sep 2002
Posts: 86
Location: 40th & Plumb

Table, I really like your perspective on this and appreciate the fresh view. Much of what you've said, I agree with.

However, your points still remind of the old threads surrounding what's in game/out of game, who can post where, etc., etc., etc. Although AWARE is clearly a new style of ARG, which by the way I'm very excited about, I still believe that forums like Unfiction, the late ARGN, Collective Detective, etc. are seperate communites from the ARG itself.

Within UF, as an example, spoilers are "blacked-out" for the benefit of those who prefer autonomy in their immersion. Visiting and posting to out-of-game forums is strictly voluntary, a player need not share information with the community if they don't want to.

It is apparent to me that the PM's of AWARE are definitely encouraging individual team work and have done a fine job of setting up "in-game" communities which will help preserve player sovereignty. Those who wish to strictly immerse themselves in the competitive aspects of the game will be able to do so in-game. Those of us who might enjoy watching the "greater picture" unfold can do so through an out-of game forum, withouth jeopardizing the integrity of the plot.

My point is this: AWARE is different from Lockjaw which was different from Plexata which was different from The Beast...and I'm sure Project Syzygy will be different from all of the above. The forums of UF etal are the communities which bind these ARG's together...I don't believe splintering the community, changing "etiquette" or worrying about what information is posted within an out-of-game forum is either necessary or appropriate.

Just my little ol' opinion. Smile

/me returns to "rubberneck/lurk mode"

PostPosted: Tue Jun 15, 2004 8:36 pm
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konamouse
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PostPosted: Tue Jun 15, 2004 11:59 pm
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imbriModerator
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Joined: 21 Sep 2002
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I just want to echo the others. Great post and I'm glad that you've jumped back into the fold.

Good luck in winning Aware... you've got quite a few people rooting for you now Smile

-b

PostPosted: Wed Jun 16, 2004 12:04 pm
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