Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Wed Nov 13, 2024 12:12 am
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Meta » General META Discussion
Plots, Puzzles, and Originality
Moderators: imbri, ndemeter
View previous topicView next topic
Page 2 of 2 [19 Posts]   Goto page: Previous 1, 2
Author Message
yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

danteIL wrote:
catherwood wrote:

Because then it's just a game, not an ARG. One litmus test is whether or not you can imagine walking down the street and running into a clue, and seriously wonder "Is this for reals?"

But perhaps you were using the looser ARG definition that has evolved into Chaotic Fiction. Games can be immersive, fiction can be interactive, you can play a role or a character, but an ARG encourages you to be yourself in your own world. It can be hard to "explore new realms" and still keep one foot in reality, which is what an ARG should strive to do.


I would say that the Beast is a pretty salient example that this doesn't have to be the case. It was about a far-off future world that was clearly not 'our reality' but which was still interactive and immersive (Although I still don't understand how calls to Mike Royal in 2001 can influence events in 2142).


I don't presume to speak for cath, but I'm guessing she didn't mean that the game has to be realistic.

When I started playing Metacortechs, I made a sort of silent agreement with the game: "I'll not keep reminding you that you are a game. I will not demand that you admit that you are not real." As a player, I didn't have to believe that the matrix, agents, Metachortex actually existed - I just demanded that the matrix, agents, Metachortex and all the other characters and events in the game made sense in the game. That they were logically consistent and free of paradoxes. So, as long as we agreed that the plausibility of the premise (the real-ness of the game) was not an issue, did it make sense that I receive a jumbled automated phone call from an in-game company when its database glitched? Yes. Would it have made sense if the CEO of that company sent me an e-mail in ROT asking for my help? Probably not. It would have made sense to see a "Metacortex.com" billboard on the street; it would not have made sense to see a "Paintover.net" one.

Regardless of how "unreal" the premise of the game is in my world (we live in pods of pink goo; an AI from the future landed on someone's hard drive, etc.), the clues and puzzles should all seem real as long as they could be real in the game world.

Ironically, from what I've seen, the more "realistic" a game tries to be, the more real-ness problems it creates. For some reason, PMs tend to go "Hey, our game is realistic enough. Nothing really should be OOG. Everything is in-game; let's spread over to player space!" And then they start posting on player forums, and doing other illogical things that inevitably lead to internal inconsistencies. TLE, for example, claimed that LOST was just a fictional TV show. I didn't play, but from what I can tell, this caused much player confusion and aggravation. The strive for external "real-ness" is not nearly as important in an ARG as the strive for internal consistency, imho.

Anyway, the point, I guess, is... TINAG rulez Jetpack
_________________
Annushka has already bought the sunflower oil, and has not only bought it, but has already spilled it.

PostPosted: Tue May 06, 2008 10:48 pm
 View user's profile
 Back to top 
buff
Veteran


Joined: 23 Sep 2003
Posts: 106

I think that people should starting thinking about how they actually view the TINAG-principle (which always was, is, and hopefully always will be a DESIGN-principle).

Some of the absolutely best experiences I've ever had has been with games not even remotely realistic, yet extremely coherent and well-thought through inside the magic circle[1].

Yet, I think we tend to loose historical perspective on these forums a bit too often. Had The Beast been released today, it would have sucked immensely. The websites are awful (perhaps except for Belladerma), the puzzles were in some cases not even remotely connected to the storyline - and real? Please. (I still think it's the best one I've ever played!)

Things has has flown don't do so anymore, and this is true for storylines, plots and puzzles as well. How many times has the friend of a missing person reached out for help? Perhaps one too many. Would I rather see a kick-ass game, where I'll help out to find a missing person - then a mediocre one with an original storyline - hell yeah!

Would I prefer them both together? (kickass and original that is, not the other way around)

Of course.

However, a games doesn't HAVE to be realistic all the way through, and blend absolutely seamless into real life. It just has to provide me with enough internal credibility and sensibility to bridge my gap of disbelief, and thereby allowing me to enjoy myself.

The short version:

Give me more futuristic robot-args* if that means I'll get better games which rock.
Give me fewer "Lost Person Mysteriously Missing"**-args, if that means I'll have play basically the same game over and over again.



* Substitute this for whatever weird, futuristic, "unreal" plot you fancy.
** Same, but reversed.

[1] http://en.wikipedia.org/wiki/Magic_Circle_%28synthetic_worlds%29
_________________
"Do you want to spend the rest of your life selling sugared water or do you want a chance to change the world?"

"Do you really want to know what hides behind the kurtain?"


PostPosted: Fri May 09, 2008 6:45 pm
 View user's profile
 Back to top 
krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

For what it's worth, Mike Royal was still in the future, influencing events in that alternate reality. In a way, as soon as any of us Cloudmakers were touching any part of that world, we were also in the future. Since the game itself was about the nature of robot sentience and humanity's ability to cope with it, it was still an alternate reality very much tied to present times and concerns.

The game itself acted as a portal to a future reality. Sure, we as players had to suspend some disbelief in order to play the game with any intensity, but for me, that was a lot of the fun of it. It was a most excellent thought experiment.
_________________
Alternate Currency
Stories and dreams, crossing my palm like silver.

xbl gamertag: krystyn


PostPosted: Sat May 10, 2008 4:16 am
 View user's profile Visit poster's website
 Back to top 
pancito
I Have No Life


Joined: 24 Feb 2008
Posts: 2095
Location: In my happy place.

I'm not sure we're (I'm) still on topic, but one of the things I've been thinking about in terms of ARGS is how they relate to other story forms. In a book or movie or play all I need is the willing suspension of disbelief. As long as the story is 1. internally consistent, 2. reasonably consistent with the prevailing meme and 3. reasonably well written, I can get on board. What I mean by (two) is that it has to match up with what I know about the mythos. Vampires can't stand sunlight. I know because Stoker told me so, and you're going to have a tough sell trying to tell me otherwise.

Basically this is all true for ARGs as well, but there is an additional problem. That problem is the way I interact with ARGs -- primarily through my computer. This weds it to an approximately contemporary setting. There are ways around this, but it is the fundamental problem of how to break out of the here and now. How easy it is to suspend disbelief in that context, and thus how immersive a game can be, varies from player to player.

I loved Looking Glass Labs even though we've been ten years away from AI for about 50 years now. Kinda like fusion. Somebody may have bought into Nighthawk's premise enough to seriously want to know more, but they didn't know squat. Didn't matter, the game succeeded at the three criteria above, and I found it plausible to interact with the game via the interface I have.

I'd like to see more sci-fi stuff, because that's what I read for pleasure, but I was reading Charles Stross' Accelerando at the time LGL was going and thinking there was no way you could do something like that in an ARG. Murder mysteries (and Missing Person) are timeless, which is why they work. I just wish there was a story half as interesting as those by Chandler or John D. MacDonald or even Dorothy L. Sayers driving the games. The best detective story ever was probably The Maltese Falcon, but people have been writing good ones for the last 80 years anyway despite the fact that it's been done before and better. It's not that the plot is old with the games, it's that they're not very well written. Of course if you read 18th century novels, a lot of them were crap too, but they too were inventing a genre...

Last thing. Flashy presentation doesn't matter to me nearly as much as the above. Which is why I like Philip K. Dick and didn't like The Matrix. A friend said to me at the time, "They spent eleventy-seven million on the special effects!!" To which I could only reply, "They should have hired a writer."
_________________
Played: VITD, PO, LGLab, "Go 'Pods!" BoL/SiD
$.02: watevahs

TWINKIE!


PostPosted: Sat May 10, 2008 6:20 am
 View user's profile Visit poster's website
 Back to top 
Display posts from previous:   Sort by:   
Page 2 of 2 [19 Posts]   Goto page: Previous 1, 2
View previous topicView next topic
 Forum index » Meta » General META Discussion
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group