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Imploding Games
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Star Spider
Veteran


Joined: 20 Apr 2007
Posts: 148

Imploding Games

Hello one and all!

Call me crazy - but I have been observing and pondering this thought for quite awhile now.

I have been involved in a few games here and there - many of which fizzle out before they even have a chance to get going. Big or small - experienced or non-experienced I have seen 'implosions' take place. And I cannot for the life of me figure out why.

I am involved and geared more towards live action gaming and interactive experience and I can tell it is a very different medium then online ARG's because it seems to me online ARG's are more flexible in terms of length, resources, space limitations etc... but it still requires a very similar amount of planning and organizing and execution to realize.

So all of that being said, I am quite curious and would love to hear opinions on game 'implosions'. I can totally understand people who have never done it before loosing interest or not having all their ducks in a row. But is that it? Is that the only reason for implosion or is there some point I am missing?

Thanks Smile

PostPosted: Thu Apr 17, 2008 2:02 pm
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Jas0n
Decorated


Joined: 19 Aug 2006
Posts: 244

Here's a big reason for a big game to implode: running dry on funds

Between that and the client who sponsored the game withdrawing the game, I think 90%+ of larger game implosions would be included here (though I'm not 100% sure)...


Smaller games, I think you hit the nail on the head - the lack of interest. It's very difficult to make a good game at a grassroots level. Many do it just to try to get attention for themselves, get a feel good "hey this guy is awesome" type of response. When they don't get that, when they realize how much work is involved, when a puzzle they spend 8 hours developing is solved in 15 seconds... it gets old. Or you could do like I did in my first game - let the stress get to you, put down the entire unfiction community for no good reason, then stick up a bogus "This site was shut down by the Department of Justice" tag on the mainpage of your site... while I didn't intend for it to implode when I did that (part of the story) it sure had that particular kind of impact.
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PostPosted: Thu Apr 17, 2008 3:00 pm
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SirQuady
Unfettered


Joined: 15 Jan 2006
Posts: 576

It's not that common, but i've seen a game or two where "life" gets in the way. A family member or friend dies, or a work/school/etc. requires alot more than what you've been giving....and *boom*, it's gone. It's sad, but in those cases it's not possible to stop the implosion...

well, unless you are able to put it on hiatus, and have a possibly IG way to get that across, say by attaching a concrete date to when the action will start up again. The actual details of how this could be done would vary wildly from game to game, but it is doable, and is might be a better choice than implosion.

Here's a stash more of discussion/info about implosions for your perusal. Lots of good points in it: http://forums.unfiction.com/forums/viewtopic.php?t=14113
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PostPosted: Sun Apr 20, 2008 5:10 pm
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anonymousloli
Unfettered


Joined: 26 Sep 2007
Posts: 475
Location: Michigan

Star-love, you know why I implode my games, we've discussed this. I normally do it because these current games are me testing the water. I suppose I can see that it's irresponsible to destroy them as soon as I get tired of the problems, but it's honestly helped me become a better PM.

Like, right now I'm actually PLANNING MY GAME!!!
Lulz, that's a first, let me tell you.

(Also, Star, sorry I've been gone so long, I've honestly just be dead. You'll see me around more now)

PostPosted: Mon Apr 21, 2008 8:11 am
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Star Spider
Veteran


Joined: 20 Apr 2007
Posts: 148

Thanks for that SirQuady and Jas0n Smile

And as for you anonymous-loli my dear...

Let's talk for just one second how it makes you a better PM to give up when the going gets tough instead of trying to fix mistakes as they come and find creative solutions to the problems.

I can see this as a problem for a couple reasons. First of all it shatters credibility (IMO) with players. You see whether you know it or not we all have a certain style. People will get to know your style and once recognized it will make them lack trust in the fact that you can hold out a game until the end.

Secondly I think that constantly switching games will not make you better, you may have solved one problem only to come up with a million more. Problems are everywhere and cannot be avoided - but problems are only problems, sometimes, until you look at them from a different angle.

That being said I am glad you are planning your games now! Sooooo important. AND I am sorry to hear you were dead! Tell me, is there really an afterlife? What is it like if so? Don't leave me in suspense here Wink

PostPosted: Mon Apr 21, 2008 9:12 am
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anonymousloli
Unfettered


Joined: 26 Sep 2007
Posts: 475
Location: Michigan

Believe me, I'm starting to see now that I should have fought through my games. However, I have learned a lot about DEALING with people, about which puzzles work and which don't, and other things like that. All I need to learn now is how to stay focused. Smile

Also, god am I focusing on changing my style. XD

To me, this forum is my afterlife. ;D

PostPosted: Mon Apr 21, 2008 9:35 am
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labfly
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Joined: 30 Apr 2005
Posts: 717
Location: nyc or the haunted house in maine

anonymousloli wrote:
Star-love, you know why I implode my games, we've discussed this. I normally do it because these current games are me testing the water. I suppose I can see that it's irresponsible to destroy them as soon as I get tired of the problems, but it's honestly helped me become a better PM.)


i have an enormous problem with this attitude. it is my opinion that as a pm you have a responsibility to this genre, your players and this community to take your ARG to endgame. any new pm that wants to "test the waters" with this genre should at least tell those who are playing your game that this is "a test" or "beta" or whatever. if they're still willing to give up some time in their day for your test game, then great. imploding games are not good for ARGs.. you turn off audience. (and that's not something a new genre wants to be doing) after having a few games imploding on them, a new gamer is likely to give up and believe that any game they throw their time and energy into will lead to nowhere. also, part of being a good pm is taking any hurdles that occur and turning them into something great. if you can't survive the bumps in the road of chaotic fiction perhaps you should select another way to tell your stories.
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PostPosted: Mon Apr 21, 2008 9:57 am
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Star Spider
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Joined: 20 Apr 2007
Posts: 148

Sorry Loli - I have to agree with Labfly here. Testing is totally fine but communication is the key in any relationship. If you are simply running test games then your players need to know that. It is okay to say it. I am planning test games this summer (my game designs are a bit different as they are mostly live action) but I will always be communicating with my players - allowing them freedom of choice. If people feel betrayed in game play they are less likely to stick around and not only do you suffer - but the community suffers as well.

I am glad to hear you are learning (that is super important). But it is too bad it had to come at such a cost!

PostPosted: Mon Apr 21, 2008 10:05 am
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

I agree, it is very irresponsible to start a game and then let it die because you made mistakes. Very bad for the genre. Makes it harder for other independent/grassroots PMs to attract players if they are worried about implosions because they tried your games and were left hanging.

Please work more on the pre-planning and make sure all your ducks are ready to swim before you launch your next game. Make sure you have a dedicated team that is going to stick it out with you.

Good luck.
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PostPosted: Mon Apr 21, 2008 11:24 am
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

It's sad that we've come to a point where people are oblivious to the messes they create. What ever happened to common courtesy?
Why does someone who slapped together a PC feel that they're qualified to open a computer repair business? Because they had a support system, growing up, that encouraged failure? I swear, some people feel like the world revolves around them and have no clue what living in a society requires of them. And we just let it happen. Nothing's ever their fault. People who start a game on a whim with no planning and give up on it at the first sign of work are, to me, like people who drive on the median in traffic or abuse Aunt Edna's disabled parking placard.
Sure... You had your fun. That's all that matters. Right? Wrong. Some part of you has to know, going in, that some people you interact with don't support an "It's okay. You're just learning." mentality.

First, learn. Then, do.
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PostPosted: Mon Apr 21, 2008 3:51 pm
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Agent Lex
Entrenched


Joined: 11 May 2006
Posts: 1188
Location: No longer London, still in England

Rogi Ocnorb wrote:
First, learn. Then, do.

Purely to play Devil's Advocate... how do you learn PMing, without doing it?

PostPosted: Mon Apr 21, 2008 7:04 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

Agent Lex wrote:
Rogi Ocnorb wrote:
First, learn. Then, do.

Purely to play Devil's Advocate... how do you learn PMing, without doing it?


That doesn't mean "drop the ball" if it's not what you're expecting or something goes unexpected.

Part of being a PM is learning to react to adversity in your own game. If you can't handle things taking an unexpected turn, you can't simply fold up the tent and pretend it never happened. You have to deal with it, one way or another.
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PostPosted: Mon Apr 21, 2008 7:13 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

Agent Lex wrote:
Rogi Ocnorb wrote:
First, learn. Then, do.

Purely to play Devil's Advocate... how do you learn PMing, without doing it?

As opposed to the "This looks like fun. I'll make a game. All those warnings don't apply to me." school of thought?

Several dozen suggestions come to mind.
And coincidentally...
All of those and many more have been covered in this very area of the forums, ad-nauseum.

Nothing says, "People are tools." like starting a game that you don't care if you finish.
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PostPosted: Mon Apr 21, 2008 9:09 pm
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faeryqueen21
Unfictologist


Joined: 25 Sep 2007
Posts: 1348
Location: Pasadena, CA

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.

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.
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PostPosted: Mon Apr 21, 2008 10:13 pm
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krystyn
I Never Tire of My Own Voice


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

labfly wrote:
anonymousloli wrote:
Star-love, you know why I implode my games, we've discussed this. I normally do it because these current games are me testing the water. I suppose I can see that it's irresponsible to destroy them as soon as I get tired of the problems, but it's honestly helped me become a better PM.)


i have an enormous problem with this attitude. it is my opinion that as a pm you have a responsibility to this genre, your players and this community to take your ARG to endgame. any new pm that wants to "test the waters" with this genre should at least tell those who are playing your game that this is "a test" or "beta" or whatever. if they're still willing to give up some time in their day for your test game, then great. imploding games are not good for ARGs.. you turn off audience. (and that's not something a new genre wants to be doing) after having a few games imploding on them, a new gamer is likely to give up and believe that any game they throw their time and energy into will lead to nowhere. also, part of being a good pm is taking any hurdles that occur and turning them into something great. if you can't survive the bumps in the road of chaotic fiction perhaps you should select another way to tell your stories.


I just wanted to put these words in this thread again.

Puppetmastering is hard, hard work. It's also rewarding. Very, very rewarding. The thrill of seeing a narrative come to life, of seeing players immerse themselves in a world you seeded, nothing really can compare.

It is addictive and awesome and inspiring. It requires much more time than you think it will. In some ways, PM'ing a game is not something you can really learn beforehand. Kinda like riding a bike, if I may be so cliche - there's this wobble and balancing act, and then suddenly, it all makes sense. But you have to keep going.

As much as players will clamor for things that they want, that they feel they deserve, the one thing you will truly owe them is trust. They have given you trust, and you gotta do your best to respect it. That means, sometimes, that you lose a bit of sleep and you push yourself hard and you think about what's best for the game, and not your ego. It's hard work.

Now I have "Trust" by Prince in my head.

*dances off*
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PostPosted: Tue Apr 22, 2008 11:09 am
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