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 Forum index » Meta » General META Discussion
Types of puzzles in an ARG
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Gbutton
Boot

Joined: 01 Apr 2008
Posts: 26

Types of puzzles in an ARG

Almost every ARG is an amalgamation of multiple puzzles, and though the puzzles are very rarely independent of one another they are usually separated into manageable chunks. What I want to do now is dissect those chunks, what makes a puzzle work and what makes it flop? How does a single PM create a puzzle complicated enough to challenge an army of people trying to figure it out?

So far the two types of puzzles I have seen most often are based on time and obscurity.

In a time based puzzle the player may only have an hour from the time a puzzle is introduced to the time it has to be solved, for example, the player must save John from being murder at noon, despite having only having learned John was missing that morning. In this type of puzzle there need only be minor road blocks in the way of the player, since you might risk a stalemate if the puzzle is too complex.

Obscurity based puzzles are based around key bits of information that very few people are privy to. There may be a puzzle that can't be solved until someone with an in-depth knowledge of the pop art movement takes a crack at it. In this the PM is using the fact that everyone's perception of a puzzle is different, based on their life experiences.

Let me know about the other types of puzzles out there.

PostPosted: Thu Apr 10, 2008 1:04 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
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The world of online ARGs is a limited medium, and as such there aren't as many options as there normally would be. That is why you see 90% of the puzzles in an ARG involve some sort of encryption/decryption; it's the easiest thing to transmit across the 'net and doesn't involve a physical object.

First off, I feel your division is accurate.

"Obscurity" is... well... obscure. One thing is having pop culture knowledge; another thing is coming up with a possibility that is simply logical. In some cases you have all the information right there in front of you, and it's a matter of thinking analytically to solve it while not necessarily having to use any outside piece of information.

Also, one could argue that *every* puzzle is "timed" because it can't go on forever. If a puzzle does not get sovled promptly, there will come a time when an outside entity needs to advance things. I know of people who have been contacted directly by PMs in order to advance an otherwise stalemate of ideas and move the game along.

If you're going to divide puzzles, they fall in to one of these categories:

- Knowledge. Be it pop culture, historical, etc... Some information from a third party that is necessary to proceed.

- Analytical: problem solving and reasoning, using the puzzle components themselves, without a need for external influeces.

- Procedural: performing an action that leads to a discovery. For example, finding a MySpace page for a character. These are arguably not "puzzles", for that matter, as the PM does not make much an effort to hide them in the first place.


LGL's Rubix's Cube puzzle is an example; I had originally thought of mailing the cubes out because I somehow imagined that they would need a visual tool in order to think in three dimensions. As it turns out, someone posted on the forum the possibility of it being a Rubix's Cube before I myself even received the physical cubes, so it was kind of a moot point. But, theoretically, the Rubix's Cube puzzle could have been solved without even knowing what a Rubix's Cube was (most of the people that received the cube weren't even born when it was first released) or making the correlation; that information wasn't necessary to the solve; in fact, I provided enough information for people to create a cube on their own.

Gardner Project had a similar thing, where we had to put the neural network together as a 3D pyramid, but that ended up being a Maguffin more than anything (the 3D result itself served no practical purpose or use).
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PostPosted: Thu Apr 10, 2008 3:42 pm
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Gbutton
Boot

Joined: 01 Apr 2008
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I really like your definitions, they are pretty brilliant.

I still feel like a time constraint has some impact on the type of puzzle, though I will admit that it was presumptuous of me to assume it was a type of puzzle.

This leads to the question of what influences a puzzle? What makes it more difficult for the players to figure out. In terms of knowledge puzzles it would be the obscurity of the fact needed, for all three time constraints would add the extra challenge.

What else can a PM do to ensure that his puzzles are not blasted through too quickly.

P.S. The best thing I can think of for procedural is what 42 did in the dark knight game with Ibelieveinharveydenttoo.com, requiring a certain number of registered e-mails before the game could continue. Though i'm not sure what to call this type of road block.

PostPosted: Thu Apr 10, 2008 4:33 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
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If it's of any help, I did an email trailheads experiment, last year that (I think) has a lot of information along the lines of what you're looking for. It was really just a test for viability of email as a trailhead medium, though. So keep that in mind when looking at it. One of the bigger factors really does appear to be the amount of time a given player has been playing ARGs. That seemed at least as important to keeping the momentum going as anything else, once it had been "acknowledged" as a game.

There were, essentially, three puzzles. None of which were ultimately solved or used excessively specialized knowledge. Funny, really. As they were *this* close.
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PostPosted: Thu Apr 10, 2008 5:04 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
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Rogi Ocnorb wrote:
If it's of any help, I did an email trailheads experiment, last year that (I think) has a lot of information along the lines of what you're looking for. It was really just a test for viability of email as a trailhead medium, though. So keep that in mind when looking at it. One of the bigger factors really does appear to be the amount of time a given player has been playing ARGs. That seemed at least as important to keeping the momentum going as anything else, once it had been "acknowledged" as a game.

There were, essentially, three puzzles. None of which were ultimately solved or used excessively specialized knowledge. Funny, really. As they were *this* close.


Interesting write-up there, Rogi.

Not surprising about nobody solving it: the problem is that it doesn't LOOK like a puzzle. The puzzles that get the most attention are those that scream "HEY! I'M A PUZZLE!"

I've been told we've missed a lot of things in 48 Hours and in the old Ethan Haas ARG, but that was due to the path not being readily visible; we simply weren't aware of what the puzzle was well enough to pursue its solve.
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PostPosted: Thu Apr 10, 2008 5:21 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


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Not screaming "I'm a puzzle" was one of the main constraints for the email, itself. The PDF was another matter, though. I don't think anyone had any trouble recognizing that as a puzzle.
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PostPosted: Thu Apr 10, 2008 5:45 pm
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krystyn
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The narrative itself can also serve as a long-term and non-obvious puzzle, playing out and becoming more and more solved as time goes on.

It's a good thing ciphers, codes, and really hard math problems are not requirements for an ARG puzzle, or I'd never get to play or solve anything.

Dunce Brownie
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PostPosted: Thu Apr 10, 2008 8:36 pm
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Jas0n
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krystyn wrote:

It's a good thing ciphers, codes, and really hard math problems are not requirements for an ARG puzzle, or I'd never get to play or solve anything.

Dunce Brownie


I wasn't sure you had the time anymore to play anything much less solve it?

I do agree with the comment about the story being a puzzle in and of its self. I'm a big fan of natural puzzles, puzzles that fit into the storyline and make sense as to why they're there. If they don't make sense, it kills a bit of the story (imo).
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PostPosted: Thu Apr 10, 2008 9:04 pm
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Arcas
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Joined: 14 Oct 2007
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Nighthawk wrote:
If you're going to divide puzzles, they fall in to one of these categories:

- Knowledge. Be it pop culture, historical, etc... Some information from a third party that is necessary to proceed.

- Analytical: problem solving and reasoning, using the puzzle components themselves, without a need for external influeces.

- Procedural: performing an action that leads to a discovery. For example, finding a MySpace page for a character. These are arguably not "puzzles", for that matter, as the PM does not make much an effort to hide them in the first place.

It seems like you should also consider the puzzles against the puzzle's back-story. If you are dealing with a puzzle/situation facing a character that you know very well in the game, you have a certain vague idea what the solution might be (given that the PM has done a good job in character development), or where you might start in trying to find an answer. Conversely, if the solution or the process of finding the answer runs against the grain of the character it seems more contrived and un-real.

If the puzzle is presented by a new character or one that hasn't been thoroughly fleshed out, your options for a solution are more of a shot in the dark, but should offer some insight into who that character is.

Over time, the puzzles have to change as your familarity with the characters, their situations, their interests and motivations gets deeper and deeper. You might say there are puzzles that provide clues and those that set tone.

PostPosted: Fri Apr 11, 2008 5:17 pm
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krystyn
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Jas0n wrote:
I wasn't sure you had the time anymore to play anything much less solve it?

Haha! You caught me!

No, really, I think part of the reason I was so attracted to this form of gaming/storytelling in the first place is because for someone like me, figuring out motivations and putting story logic together is as easy as Enigma/Vigenere/Caesars are for other people. Plus, it has the added bonus that I can sort of swoop in and gather up story bits in my spare time.

I think (epiphany!) this is why I am so fond of the lurker: I often am the lurker myself. I may not get solve credits on wikis and forum threads, but I am just as invested as the guy who can do calculus in his head.
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PostPosted: Sat Apr 12, 2008 1:31 pm
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