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 Forum index » Meta » Puppetmaster Help
Imploding Games
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Don't mean to pile on, here, but wow. Just wow. Sorry if this sounds a little harsh, but here goes...

I really take offense at this attitude as well. The members of unfiction are not lab rats for your pleasure. I'm sorry, but this is the exact kind of thing that gives ARGs a bad name, and yes it DOES hurt the genre every single time an implosion occurs. The term puppetmaster does NOT mean that you just toy with your players, stringing them along, making them dance at your whim.

It's wrong, it breaks player trust and you just plain don't do this - especially on purpose! You may have learned how to make a good puzzle or two, but you definitely haven't learned about the most important part of developing an ARG: Player trust.

You have also not learned how to make a good impression on any professional ARG developers that may be watching........and they do watch, believe me.
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PostPosted: Tue Apr 22, 2008 1:33 pm
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Star Spider
Veteran


Joined: 20 Apr 2007
Posts: 148

Wow! Interesting branch of the conversation!

I totally understand why people feel offended at the idea of using the community as a testing ground (without communication) and I am getting a much better understanding as to why games might implode!

I like the way everyone is is supporting the ideals of trust and personal responsibility for the greater whole! Way to be a community! Very cool Smile

PostPosted: Tue Apr 22, 2008 4:27 pm
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

vpisteve wrote:
Don't mean to pile on, here, but wow. Just wow. Sorry if this sounds a little harsh, but here goes...

I really take offense at this attitude as well. The members of unfiction are not lab rats for your pleasure. I'm sorry, but this is the exact kind of thing that gives ARGs a bad name, and yes it DOES hurt the genre every single time an implosion occurs. The term puppetmaster does NOT mean that you just toy with your players, stringing them along, making them dance at your whim.

It's wrong, it breaks player trust and you just plain don't do this - especially on purpose! You may have learned how to make a good puzzle or two, but you definitely haven't learned about the most important part of developing an ARG: Player trust.

You have also not learned how to make a good impression on any professional ARG developers that may be watching........and they do watch, believe me.


Where's the clapping emoticon... Rock On guess that'll work. You and Jan make some awesome points and I can't argue with you at all. I completely agree that it's a shame people think they can just jump in and create something then just stop when they feel like it...

ARGs aren't like a movie where you can just start filming, get tired of it and the only people who are out of luck are the members of the film crew. ARGs are developed prior to and during the period of time their audience is involved with it. Imploding a game purposefully has a similar effect as releasing the movie you stopped filming... you get the audience intrigued by the opening scenes the just when they're starting to become interested the credits roll and the lights come on... That's ignorant.

Implosions caused by unpreventable phenomena are understandable - especially if explained to the audience. Watching a movie that cuts off halfway due to poor development is ignorant, watching a movie that cuts off halfway through because a bus lands on the roof of the movie theater -- well that's somewhat excusable Smile

(side note: the bus thing is an excuse that I came close to being able to legitimately use, though nobody would have believed me)
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PostPosted: Tue Apr 22, 2008 5:12 pm
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SirQuady
Unfettered


Joined: 15 Jan 2006
Posts: 576

Jas0n wrote:
Implosions caused by unpreventable phenomena are understandable - especially if explained to the audience. Watching a movie that cuts off halfway due to poor development is ignorant, watching a movie that cuts off halfway through because a bus lands on the roof of the movie theater -- well that's somewhat excusable Smile

(side note: the bus thing is an excuse that I came close to being able to legitimately use, though nobody would have believed me)


How about "Movie theatre's fire alarms go off and everyone evacuates" as a more realistic example? But a bus landing on the roof of the theatre would be rediculous enough to be awesome.
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PostPosted: Tue Apr 22, 2008 7:18 pm
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Rekidk
Entrenched


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

faeryqueen21 wrote:
For me, when I became interested in PMing I joined a team. I looked for a "Head PM" looking for some extra bodies to help. Once I have done this enough and feel confident enough to run my own game, I'll take that step. This is how I am choosing to learn before I do. That being said, running my own is still an incredibly daunting task.


Excellent point. Joining another PM's team as a staff member is the perfect way to gain experience and knowledge before making your own game. It allows you to learn lots and contribute to the game-making process without having all of the responsibility for the game on your shoulders.

Another way to get PM experience is to run a mini-ARG. (By mini-ARG, I mean a one/two week game that is tightly plotted and meticulously planned.) In a large game, you can't plan for every incidence, but it's not nearly as hard to make a day-by-day outline for a 10-day game. However, you must let your players know somehow (preferably IG) that the game will be shorter than a standard ARG. By planning ahead and keeping your game length short, you eliminate two major reasons that games implode: lack of planning and PM burnout.

---

faeryqueen21 wrote:
Also, if you are a PM and you decide to let your game implode, PLEASE PLEASE PLEASE communicate with your players. We all hate it when a game implodes, but it's so much worse when it happens by us not hearing from anyone in the game for weeks and then everyone just kind of stopping looking. At least have the courtesy to let your players know the game is stopping, and if you feel you can, explain why.


Another great point. Leaving your game without saying a word (or motioning IG that your game is over, by shutting down your webpages) is incredibly disrespectful to your players.
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PostPosted: Tue Apr 22, 2008 8:13 pm
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

SirQuady wrote:

How about "Movie theatre's fire alarms go off and everyone evacuates" as a more realistic example? But a bus landing on the roof of the theatre would be rediculous enough to be awesome.


Yeah it would be more realistic, I only used that "excuse" since back in January we had a tornado pass through the area dropping a bus on the school next door to us. Another 100 yards and I would have been delaying my current project if not canceling it all together... skeery thoughts huh? LOL
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PostPosted: Tue Apr 22, 2008 8:38 pm
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Will 2.0
Unfictologist


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

I agree with Faery that to learn you must watch or be a part of a team first. Granted, I started off not knowing what I was doing with my first game but quickly caught on and am working on what I hope will be a broad, interesting game.

To really get onto this site and read a trailhead for two days does not give you the 360 angle that you need to really understand what it takes and means and the work that gets put into being a puppetmaster. I understand, as Krystyn said, it's amazingly fun and gratifying but when you create a game in which you know you cannot finish and you do not let them know, it's a great disappointment along with that comes the feeling that the players did something wrong which is almost never the case.

Basically, a word to new PM's. Make sure you read many old games such as ILB or Last Call Poker or even Eldrich and take note on styles and ways PM's communicate with players and tell a story before you wing it.
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PostPosted: Thu Apr 24, 2008 6:18 pm
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Rekidk
Entrenched


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

I completely agree. You need to play a game before you can make one. Trying to PM an ARG without having played an ARG is like trying to write a novel without having ever read a novel. Smile
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PostPosted: Fri Apr 25, 2008 5:42 pm
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
Posts: 4109
Location: Silicon Valley, CA

The analogy running thru my head is that of a restaurant.

Do you want to learn how to cook? I think you won't learn much by opening a restaurant and then experimenting on your customers. Go to school or begin as an apprentice, either way you learn from working with masters.

Do you instead want to be the owner or the business manager running a restaurant? If so, you personally don't need to know how to cook, but you do need to be able to recognize cooking talent and hire them. Would you open a new restaurant without ever having been in one yourself? Would you deliberately open a new restaurant knowing that you might just turn off the lights and walk out in the middle of the appetizers?

These were just a few parallels to the situation we find with people trying to launch their own ARG too soon.

PostPosted: Fri Apr 25, 2008 8:17 pm
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natas
PHP Ninja


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

I found my way to UnFiction by pure accident and found myself perusing different threads at random, a couple of which were pretty large scale. I noticed how the people intereacted with each other in this "alternative" reality, and was instantly hooked. Then, I got to sink my teeth into Red Monday, which came together nicely even though I didn't purchase the rest of the storyline. At this point, I began to wonder if I might be up to such a task. After doing a LOT of analysis and researching through old games. I decided, even though it would take a lot of time on my part, to give it a try. I have been working on this for about 5 months now, and am beating myself upside the head with my unfinished storyline.

During my writing block, I have noticed all these implosions that have taken place in a lot of the "ARG's?" I was participating in. What thoughtlessness for the feelings of other people. This makes me even more determined to plan my game all the way through before even attempting a launch. It may not be the greatest game, but at least I won't leave people hanging.

PostPosted: Sun Apr 27, 2008 1:54 pm
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

natas wrote:
I found my way to UnFiction by pure accident and found myself perusing different threads at random, a couple of which were pretty large scale. I noticed how the people intereacted with each other in this "alternative" reality, and was instantly hooked. Then, I got to sink my teeth into Red Monday, which came together nicely even though I didn't purchase the rest of the storyline. At this point, I began to wonder if I might be up to such a task. After doing a LOT of analysis and researching through old games. I decided, even though it would take a lot of time on my part, to give it a try. I have been working on this for about 5 months now, and am beating myself upside the head with my unfinished storyline.

During my writing block, I have noticed all these implosions that have taken place in a lot of the "ARG's?" I was participating in. What thoughtlessness for the feelings of other people. This makes me even more determined to plan my game all the way through before even attempting a launch. It may not be the greatest game, but at least I won't leave people hanging.


Good that I'm not the only one that feels this way.

LGL was draining me; I couldn't keep up with the self-imposed demand it was taking on me. I could have dropped that just the same, but if I had most of you would be at my doorstep with pitchforks and torches.

The endgame was rushed, but necessary. And I was extremely satisfied by the termination of it and the fan reaction thereafter.

As for my next ARG, you're in the same boat as I. I can come up with puzzles out the wazzu, but tying them together in a cohesive storyline that will last more than a week takes planning. And the fact that I don't want to simply say "sorry guys, but I'm out of ideas" and shut everything down is the reason I haven't launched yet.
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PostPosted: Sun Apr 27, 2008 3:51 pm
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Will 2.0
Unfictologist


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

Which is why most good games have a long dev. period. Mine for example is on...6-7 months right now just planning things out and things are coming together for a final stretch for the summer launch.
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PostPosted: Sun Apr 27, 2008 9:22 pm
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Star Spider
Veteran


Joined: 20 Apr 2007
Posts: 148

Nighthawk wrote:
As for my next ARG, you're in the same boat as I. I can come up with puzzles out the wazzu, but tying them together in a cohesive storyline that will last more than a week takes planning. And the fact that I don't want to simply say "sorry guys, but I'm out of ideas" and shut everything down is the reason I haven't launched yet.


Just a thought, but why shouldn't an ARG last a week, why must it go on longer? This is a vast and varied genre - with options that expand well beyond anything we can imagine. I see no issue with experimenting with length, style, content etc... as long there is follow through and communication. Perhaps more people would have successful first tries if they didn't over extend them selves in terms of timing and work load. Why not make small games to start - test the waters - see what is involved? I am sure as long as the play is good, the characters and storyline tight and the whole experience involving and interesting no one would mind if it is short lived. I think perhaps new GM's should focus on quality over quantity and they might find that transition from small to larger scale a bit more fluid.

PostPosted: Mon Apr 28, 2008 10:26 am
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Nighthawk
I Have 100 Cats and Smell of Wee


Joined: 14 Jul 2007
Posts: 4751
Location: Miami, Florida, USA, Earth

'cause my first ARG *did* last a week... And I want to do more! Very Happy
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PostPosted: Mon Apr 28, 2008 10:56 am
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Will 2.0
Unfictologist


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

Not to say that games cannot last a week or two. One of my most memorable games that I played and almost won was Anne's Memory, an ARG that lasted a week and a half to promote a book by a author who is now a friend of mine. The game was great because it was so packed with interaction and content that it actually told a story in that short amount of time. At the final stage of the game, ciphers were timed and they had to be solved or a character would die and that would alter the ending so it was very intriguing.

It just shows that games can be that short and be sucessful, it just has to be packed with content.
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PostPosted: Mon Apr 28, 2008 10:56 am
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