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 Forum index » Meta » General META Discussion
ARG endings / synopses
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Brave777
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Joined: 07 Nov 2008
Posts: 155
Location: Gainesville, Florida, USA

ARG endings / synopses
Can you recount how ARGs have ended?

Hey gang! This is my first meta post *don don don, dramatic music*.

When considering how my own ARG would play out, I'm a little stumped about endings. What should the general point of an ARG be? Obviously to have fun! But whats the climax? What is the PM trying to get players to achieve? What are some possible outcomes?

Obviously it could be promoting something like a movie, where the game ends upon the movie's release. Or any other product like that, but that's not what I'm after.

Can you remember how some ARG's ended? I mean the ones that got played out to completion, not just fizzled an died. They didn't have to be good or unique, just complete.

What was the ultimate goal? What was the climax of the story? Also if you could give a brief synopsis of the game itself, that'd be awesome!

Thanks everyone!
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PostPosted: Wed Nov 26, 2008 1:17 am
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Brave777
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I know there are a lot of ARGs that just die, but there have to have been some that have finished nicely!! Lol.
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PostPosted: Wed Nov 26, 2008 1:10 pm
Last edited by Brave777 on Wed Nov 26, 2008 2:23 pm; edited 1 time in total
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notgordian
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Joined: 23 Nov 2006
Posts: 1383
Location: Philly

Probably my two favorite ARG endings.

The Lost Ring
Short story synopsis: Multiverse athletes wanna go home
The Ending: A bunch of the characters gathered at the Olympic Opening Ceremonies to perform a ritual that transported the multiverse athletes back to their dimensions. Players worldwide engage in a synchronous "Lost Game" competition to find out who will be the International Champions.

Chain Factor
Short story synopsis: Online flash game subverts economy
The Ending: In the Numb3rs episode that lead to the game, players learn that one of the Chain Factor developers is dead and the other one is in prison. However, by playing different variations on the game, players can decide whether to let the game crash worldwide financial markets through clever statistical mumbo jumbo or to stop it. So yes -- the financial crisis was our fault.

PostPosted: Wed Nov 26, 2008 1:29 pm
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vpisteve
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Joined: 30 Sep 2002
Posts: 2441
Location: 1987

It's all about story. Just as a novel, film, etc. should have a satisfying ending (generally), so should an ARG. This doesn't mean every loose end must get tied in a nice tidy bow, but think about your main story arc.

Coupling this narrative ending with some sort of finale-like mechanic (blast phone calls, sites going back in time, whatever) is also a nice way to go. This can be a nice way to put a button on things.

Good luck!

ETA: Also, if in this event, players can feel like they're directly deciding/affecting the outcome of the ARG, that's a great thing to pull of as well...
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PostPosted: Wed Nov 26, 2008 1:29 pm
Last edited by vpisteve on Wed Nov 26, 2008 1:30 pm; edited 1 time in total
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natas
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Joined: 06 Oct 2007
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I've never launched a game ... yet, but I can tell you the beauty of the game I'm planning, is that the ending is totally up to how good I'll be able to weave a story while relying on players reactions.

Kinda like driving blindfolded with someone else telling you what is going on in the lane ahead. Gotta stay on your toes.

I don't think the exact ending is important as long as it fits with your overall story and there is a definite ending. Please, please don't leave your players hanging, and hoping.

I'm sorry if this doesn't answer your question, but hey. I tried.

PostPosted: Wed Nov 26, 2008 1:29 pm
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Brave777
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Joined: 07 Nov 2008
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Location: Gainesville, Florida, USA

Great replies all! Thank you!

notgordian: How did the games end? How did players get to decide who the International Champions were? How did player sway the economy in Chain Factor? (Thanks for the economic 'crises' btw). Was that the flash game?

vpisteve: I know an ARG is really just huge multi-platform, multi-reality interactive story, but I'm lacking good options for an ending; a finale. Hearing about past games may spark an idea, as well let me know what type of things are out there. I don't want to copy anything that's been done before. The phone blast idea is interesting.

The idea my crew and I have for an ARG so far, should push the boundaries a bit, put a few new spins on a few old tricks and hopefully help the genre to grow a little. There will be heavy emphasis on player interactions. It's not just "lets see if plays can uncover a story line online".

natas: I hear ya. I think that you can have some pivotal plot points that HAVE to happen, then some that don't absolutely affect the outcome. That way its well rounded fun, but if players don't get everything, you'll still be okay.


So, anyone else? How did some games you've played or heard about end? What was the outcome? What happened in the game?
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PostPosted: Wed Nov 26, 2008 2:15 pm
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notgordian
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Joined: 23 Nov 2006
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Location: Philly

For the Lost Ring, the teams videotaped their labyrinth runs and timed it with stopwatches -- I would assume the results were emailed in, but I don't recall the submission mechanism. Lost Ring ended with a video of the multiverse characters returning to their respective worlds, and player-based "Lost Games". Technically, it ended with a survey evaluating the game experience and some bonus content about the development process.

For Chain Factor (and yes, that was the flash game) there were two game modes -- Power and Survival mode, reflecting the mentalities of the two developers. It was a race to see which game mode would score the most points before the countdown ended. After it ran out, a new website opened up to wrap up a few more details.

And Brave777: Just to clarify, a lot of grassroots games (some to a lesser extent, some to a greater extent) capitalize on the ability for character interaction to carry and shape the story. Chain Factor had an either-or "binary ending" because it was targeting a much larger audience, and because the game mechanic relied on passive interaction (where "everything was already there", and it was up to the players to decide what to do with it).

PostPosted: Wed Nov 26, 2008 4:37 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
Posts: 6899
Location: Kitchener, Ontario

(it's gotta be mentioned)
For I Love Bees, the gameplay revolved around piecing together an audio drama - approx 20 minute segments that were recorded 'eavesdropping' on characters' personal communication devices in the future. Each week consisted of surveilling a number of plot arcs in 20 minute (+/-) 'Acts'.

Near the end, a major event was broadcast (relatively) "live", wherein ALL characters shared the same full length audio chapter. That was a significant event that really ushered in the denouement to the story...

At the very end, when everything was given closure, the primary, most dear-to-our-hearts character left a single recording hidden in the website, a heart-felt, emotional, sincere farewell and thanks to her "crew". So sincere in fact that the actress (Kristen Rutherford) was speaking from her own heart, even though she was reading a script. You could sense the reality of the sentiments, and it reflected the feel of the game and community so accurately that the moment, as I'm sure any player of ilb will say, is etched permanently in their ARGer hearts =)

But that's also an example of how the unexpected nature of playing out an ARG can have a lasting impact - not just on the players, but on the puppetmasters and actors as well.
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PostPosted: Wed Nov 26, 2008 4:59 pm
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konamouse
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Joined: 02 Dec 2002
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Sammeeeees and Sammeeeees II had climactic storyline endings with gradual psychological release of players & characters through interaction emails and videos (see the archived threads for details).
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PostPosted: Wed Nov 26, 2008 7:15 pm
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Brave777
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Joined: 07 Nov 2008
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Location: Gainesville, Florida, USA

Great! I've been playing Lif3 that just ended! So I got to not only see but be a part of an ARG from start to finish.

Contestants on a 'Big Brother' type of show loose contact with the producers and experience supernatural/poltergeist type activity in their mansion. On person escapes only to find out that there is no one in London, its abandoned, except for one person. Full of pictures of empty London and podcasts, the story ends up mixing in a previously unfinished ARG called Weirdnesscity. It turns out the contestants were stuck in a Matrix like virtual reality "game" that was glitching, crossing into the real world and the company Apace Mindset killed a character for interfering. In the end players had to manually shut down Apace Mindset by going to their website, finding a secret log-in link, deciphering riddles, then plugging them in as shut down commands.

It was fun!

I felt that the ending wasn't to par with the rest of the game, but it fit and wrapped things up!

Any of you have anymore ideas of how an ARG could end?

thebruce wrote:
(it's gotta be mentioned)
For I Love Bees, the gameplay revolved around piecing together an audio drama - approx 20 minute segments that were recorded 'eavesdropping' on characters' personal communication devices in the future. Each week consisted of surveilling a number of plot arcs in 20 minute (+/-) 'Acts'.

Near the end, a major event was broadcast (relatively) "live", wherein ALL characters shared the same full length audio chapter. That was a significant event that really ushered in the denouement to the story...

At the very end, when everything was given closure, the primary, most dear-to-our-hearts character left a single recording hidden in the website, a heart-felt, emotional, sincere farewell and thanks to her "crew". So sincere in fact that the actress (Kristen Rutherford) was speaking from her own heart, even though she was reading a script. You could sense the reality of the sentiments, and it reflected the feel of the game and community so accurately that the moment, as I'm sure any player of ilb will say, is etched permanently in their ARGer hearts =)

But that's also an example of how the unexpected nature of playing out an ARG can have a lasting impact - not just on the players, but on the puppetmasters and actors as well.


Wow. Sounds like that game reached a new level of connection between OOG/IG players. How did the game actually end? What was the closing chapter like?

konamouse wrote:
Sammeeeees and Sammeeeees II had climactic storyline endings with gradual psychological release of players & characters through interaction emails and videos (see the archived threads for details).


Sweet! Also, how did the game actually come to a close?
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PostPosted: Thu Dec 04, 2008 3:11 am
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Leyton Stone
I Have No Life

Joined: 08 Dec 2007
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Location: London (NOT Ontario!)

Ooh Ooh! I feel privledged to have gotten a mention (As the PM of "Lif3" lol) Wink

I'm going to chime in here b/c in all honesty I think I've only ever been a player in one game (Right to the end @ least) that has finished and that was "Project Ophiuchus"

The basic ending to that was that several of us had to create our own puzzles (like riddle pictures) where the other players in the ARG had to guess the answer(s) but you could only answer each one, once and 10 people had to answer each one and there were LOADS of them haha - But we were fortunate enough to put our answers here at uF for others to answer lol.

Once that was done it 'shut down' the Project Ophiuchus website but left an "open ending" to suggest there would be 'new participants' of the Project and names of those who answered the puzzles (mine included) were also on the page. -- We're now awaiting the second 'epsiode' to begin.

Someone else could explain the concept better than me I think but yeah that was the basic ending haha.
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PostPosted: Thu Dec 04, 2008 9:27 am
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Brave777
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Joined: 07 Nov 2008
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Thanks Leyton! Whats what I wanted. That one sounds unique.

Hey! Lif3 really was great. I had a lot of fun! My friend Atropanocturna and I obsessed over it and absolutely HAD to figure everything out, lol. I didn't want to sleep, all I could do is refresh my page and hunt and think, lol. Thanks again! Hope you start up another before too long Wink
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PostPosted: Thu Dec 04, 2008 9:52 am
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konamouse
Official uF Dietitian


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

Brave777 wrote:

konamouse wrote:
Sammeeeees and Sammeeeees II had climactic storyline endings with gradual psychological release of players & characters through interaction emails and videos (see the archived threads for details).


Sweet! Also, how did the game actually come to a close?


At the end of Sammeeeees - the 5 pieces of the disc and the snake were used in a ritual out in the Valley of Fire to break the power of Spoocheeeee. The jackels were released from slavery and the 5 kidnapped Sammeeeees were freed (but Mr Alan Johnson kept Kevin). So Patricia went after Mr AJ and Peeps intervened. The earthly body of Mr AJ was killed and Kevin was freed. He & Patricia left for Maine and Peeps found his real mother. Higgs went back to looking for a job, Nedd went back to surfing, Addison & Trinket continued to wallow in pity for the loss of their loved ones, Betty went to England (we found out later), the singing nun was probably in the shower (not sure what happened to her) and Happy Rogers tried to take care of everyone.

At the end of SammeeeeesII:The Wrath of Johnson, we locked Mr AJ's eidolon in a raven cell and the Mithras put him into an eternal hell for us. Addison crossed over to be with his wife and child (who Mr AJ had previously had killed in an autoaccident), Trinket came to grips with the fact that her sister was gone forever, Peeps went back to his garden, Betty had a chance to say good bye to Barney (previously killed by Spoocheeeee), Higgs got to put back on his clothes and clean up his house (and drink a Corona), Happy Rogers ended up in Maine and helped Patricia reunite with Kevin.

Both games had multiple characters with vivid personalities and distinct voices in the narrative. Not everyone gets a happy ending, but at least there is closure.
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PostPosted: Thu Dec 04, 2008 10:29 am
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Brave777
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konamouse wrote:

At the end of Sammeeeees - the 5 pieces of the disc and the snake were used in a ritual out in the Valley of Fire to break the power of Spoocheeeee. The jackels were released from slavery and the 5 kidnapped Sammeeeees were freed (but Mr Alan Johnson kept Kevin). So Patricia went after Mr AJ and Peeps intervened. The earthly body of Mr AJ was killed and Kevin was freed. He & Patricia left for Maine and Peeps found his real mother. Higgs went back to looking for a job, Nedd went back to surfing, Addison & Trinket continued to wallow in pity for the loss of their loved ones, Betty went to England (we found out later), the singing nun was probably in the shower (not sure what happened to her) and Happy Rogers tried to take care of everyone.

At the end of SammeeeeesII:The Wrath of Johnson, we locked Mr AJ's eidolon in a raven cell and the Mithras put him into an eternal hell for us. Addison crossed over to be with his wife and child (who Mr AJ had previously had killed in an autoaccident), Trinket came to grips with the fact that her sister was gone forever, Peeps went back to his garden, Betty had a chance to say good bye to Barney (previously killed by Spoocheeeee), Higgs got to put back on his clothes and clean up his house (and drink a Corona), Happy Rogers ended up in Maine and helped Patricia reunite with Kevin.

Both games had multiple characters with vivid personalities and distinct voices in the narrative. Not everyone gets a happy ending, but at least there is closure.


Wow konamouse, that's some serious character development! Sounds like they were really good games. Thanks for all that writing!

See, in reading all this, I'm not only figuring out what some possibilities are for ending and ARG, but I'm learning some over looked qualities that make a really good ARG (plot twists, emotional connection with IG characters, character developent, etc)
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PostPosted: Thu Dec 04, 2008 10:57 am
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