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 Forum index » Meta » General META Discussion
Everything you know about ARGs is WRONG
Moderators: imbri, ndemeter
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imbriModerator
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Silent|away wrote:
I am a skeptic, so don't take this personally. I don't believe it is bigger than 'unforums'. CFs are a different matter entirely (because CFs are basically ARGs without puzzles), but CF also have market satuaration due to the roleplaying forums all over the internet.


There are a number of great games that see only a handful of posts at unfiction, if they're (or we're) lucky to get that. If all you're looking at is the unforums, then yeah, it might be hard to believe that the the audience is bigger. But once you look around, you'll notice there's a big wide world out there and ARGs are being played in a lot of places that aren't UF.

PostPosted: Sat Dec 27, 2008 1:02 am
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krystyn
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imbri wrote:

There are a number of great games that see only a handful of posts at unfiction, if they're (or we're) lucky to get that. If all you're looking at is the unforums, then yeah, it might be hard to believe that the the audience is bigger. But once you look around, you'll notice there's a big wide world out there and ARGs are being played in a lot of places that aren't UF.

Yes. Very yes.
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PostPosted: Sat Dec 27, 2008 1:04 am
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Euchre
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Thanks Dan for validating that I 'get it'. Most of the points you are making are exactly the things that have been bugging me since I became engaged in this 'ARG' world via the 'it's not an ARG' Cloverfield promotion. Every time someone told me that it wasn't an ARG, the idea that I never crystalized into a sentence was "Can we stop bickering about what it is and get back to having fun?".
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PostPosted: Sat Dec 27, 2008 1:21 am
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Silent|away
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imbri: I guess I'll concede that. The unforum community however does appear to be the place where marketing would usually center around, because there is a high conceration of ARG fans here.

Basically, if I was wanting to do an adversting campagin using the ARG as a medium, I need demographics and hard data to know exactly who I am reaching and to see if it would be successful. unforums is the only place where I think we can reliably get data.

Euchre: I always thought most of the complaining about Cloverfield was due to many people claiming that the game was not fun at all, and maybe trying to stop people calling Cloverfield an ARG so as to prevent people from expericing this sort of non-funness.

PostPosted: Sat Dec 27, 2008 1:20 pm
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pancito
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rose wrote:
Maybe we should do a poll to see if anyone lives in the basement. Not that I think there is anything wrong with living in the basement. Wink


I have lived in a basement, though I don't currently. Yes, I'm a geek. I owned a personal computer before many of the people on this board were born. I know how to use a soldering iron, a table saw and a torque wrench. I have, at various times, known how to code in five different programming languages, all obsolete. I prefer Coke to Pepsi. I am fairly brand loyal. None of this has anything to do with my current occupation. I make a fair chunk of change, have friends and relations who are similar in background who easily make six figures, and a couple who are pushing seven. Sure, I'm a niche market. I'm hard to please, too. But if somebody doesn't want my business, I'm totally okay with that. Someone else will.
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PostPosted: Sat Dec 27, 2008 10:32 pm
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Rogi Ocnorb
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Except for the cola preference, I'd have to say I'm in that exact same demographic. I've made enough trips around the sun that I'll never be anybody's fanboy. If you want my money, you'll have to work for it. I've all but stopped buying DVDs because of the games they're playing with releases on them.
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PostPosted: Sun Dec 28, 2008 5:54 am
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rose
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Quote:
I have lived in a basement, though I don't currently


You know, I just remembered that I rented a basement apartment decades ago during a semester of law school while I was looking for another place. Another friend of mine rented a basement apartment when she was getting her PhD in Physiology. Basement apartments are inexpensively affordable for graduate students.

Both of us are doing pretty well financially now.
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PostPosted: Sun Dec 28, 2008 11:50 am
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Nighthawk
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pancito wrote:
rose wrote:
Maybe we should do a poll to see if anyone lives in the basement. Not that I think there is anything wrong with living in the basement. Wink


I have lived in a basement, though I don't currently. Yes, I'm a geek. I owned a personal computer before many of the people on this board were born. I know how to use a soldering iron, a table saw and a torque wrench. I have, at various times, known how to code in five different programming languages, all obsolete. I prefer Coke to Pepsi. I am fairly brand loyal. None of this has anything to do with my current occupation. I make a fair chunk of change, have friends and relations who are similar in background who easily make six figures, and a couple who are pushing seven. Sure, I'm a niche market. I'm hard to please, too. But if somebody doesn't want my business, I'm totally okay with that. Someone else will.


My God... we must have been separated at birth! Very Happy
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PostPosted: Sun Dec 28, 2008 11:54 am
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FLmutant
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My reaction to Dan's slideshow was largely, "Meh." As a diatribe against bad immersive design it is fine, but hardly illuminating (so perhaps it was intended for a more unsophisticated audience.) My fear is that it comes off as a "you just don't get us" diatribe. More to the point, though, is that Dan is late in arriving to the party -- many of us in the development community were planning the funeral for ARG as a useful label as far back as GDC in 2007. Most of us in the "experienced developer" bucket avoid the phrase like the plague -- it is useful, in a horseshoes sense, for describing the general target of the kind of experience a client might be asking for and for beginning a dialog of what they might actually want to do.

Let's not forget the real history of that term: it was a fan creation, invented after the fact of The Beast, to describe what the fans thought 42 was doing, colored through the lens of fandom. That's great: genres are usually given their labels by the fans of that kind of work after the fact, and those labels are generally short-lived ... they either fragment into a hundred different labels in the next round of innovation, or are appropriated by the corporate machine into marketing labels in the hopeful belief that they'll gain instant market by piggybacking on a trend. Color me as one of those people hoping for the shattering fragmentation of the label Wink

A few interesting points have arisen from this discussion, though, that I can't resist engaging.

catherwood wrote:
His prospective clients tell him that they don't want what they think of as ARG because of preconceptions and erroneous expectations.


In all due respect though, Catherwood, his prospective clients didn't come to those erroneous expectations on their own: they absorbed them from this community, communities like this unfiction, sources like Dave's book, and the community of developers that have carried those torches. The way these communities describe an ARG is, largely, a non-starter for any marketer: the ARG community talks about cool more than ROI, complexity more than accessibility, and depth more than breadth. The problems that Dan hand-wrings are consultancy failures, not genre failures. When Dan talks about Cloverfield and The Dark Knight not having sufficient ROI, he is right ... but I personally believe that's a methodological failure in how ROI was defined and measured for those campaigns (more than it is design failures of the experiences themselves.)

danhon wrote:
In my talk, I was pissed off at cookie-cutter ARG design, and the belief - by some people - that an ARG is/must be certain things. I can't believe the genre's only, say, seven years old, and a whole bunch of people feel so straitjacketed. And they're lying if they say they haven't felt that way.


Dan, that straightjacket is illusionary: it applies only if you're trying to make a piece of work that appeals to the community of fans of some prior piece of work ... and then it is a self-imposed creative limitation.

danhon wrote:
Part of the problem is that games are still - even post the Wii and the DS - are being seen as geeky when we know they're not. Marketers are the non-mainstream bunch.


That's why the word "game" is, IMHO, the part of the ARG label that is most out of place. "Game" in the ARG context is a bit of semantic crutch for "active participation" but other phrases work equally well. More and more I see our developer peers leaning towards "experience design" which I wholeheartedly endorse ... but then, I'd also make the argument that the first ARGs were Johnny Mnemonic and The Rift in 1995. The creator of those, Nathan Shedroff, is also one of the formative pioneers of "experience design" as a labeled discipline:

http://www.nathan.com/projects/1995/rift.html
http://www.nathan.com/projects/1995/jm.html

Nathan's definition of experience design (see http://www.nathan.com/ed/) isn't exactly the same as ARG, it is an umbrella that contains alot more (but the only umbrella that can properly contain ARG without distending the umbrella in uncomfortable ways):

Nathan Shedroff wrote:
"Experience: The sensation of interaction with a product, service, or event, through all of our senses, over time, and on both physical and cognitive levels. The boundaries of an experience can be expansive and include the sensorial, the symbolic, the temporal, and the meaningful."

"Experience Design is an approach to creating successful experiences for people in any medium. This approach includes consideration and design in all 3 spatial dimensions, over time, all 5 common senses, and interactivity, as well as customer value, personal meaning, and emotional context. Experience Design is not merely the design of Web pages or other interactive media or on-screen digital content. Designed experiences can be in any medium, including spatial/environmental installations, print products, hard products, services, broadcast images and sounds, live performances and events, digital and online media, etc."


Where the fan community used "reality," Shedroff used "all three spatial dimensions, over time, all 5 common senses." Where the fan community uses game, Shedroff uses "and interactivity".

danhon wrote:
There's a lot that I still can't say about Perplex City, but I think Catherwood below nails the point of the talk. *I* think there's money out there, but it's certain marketers and advertisers whose attitudes need adjusting.


In the spirit of dialog, I've gotta call bullshit on that statement for two reasons. One, simple semantics -- marketers and advertisers are totally different things and measure their ROI in totally different ways. Advertisers will also be focused on total reach, it is the nature of the beast. Marketers are focused on leads and sales, which is completely immaterial to reach. Heist, for example, was a moderate success as advertising because it used advertising as one of its delivery platforms, but far more efficient a marketing platform than most of their comparative advertising platforms (in great part, because of how it used those advertising platforms to create engagement.)

And you're titling at windmills if you think that, as a developers, we have to shift their attitudes to find the money out there: that's the way dependent media creators think. How do we convince someone else to take the risk to find the rewards we "think" are out there? As an independent media creator, I don't need to shift anyone's perspectives: I just need to do, to take those calculated risks myself. Advertisers and marketers are not sources of innovation, they are sources of immitation. Where we agree, Dan, is that the development community has given them few examples worth immitating ... and kept the measurement and tracking methodological proof of those examples worth immitating so under wraps that we've convinced ourselves we can't even talk about them. We've no one to blame for that but ourselves.

More to the point though:

rose wrote:
Well, my point is that if they don't grasp the concept of ARGs and how to use it for their brand or product, then they aren't very smart.


Actually, Rose, those are the smart ones. The dumb one are the one going "we need to do a flavor of the week... aren't ARGs the flavor of the week?" The truly brilliant ones are able to look past the shoddy definitional proposition of "ARG" and recognize techniques inside that framework that are useful. ARGs are a horrible way of advertising a brand or product, but they share certain traits with techniques that are unexpectedly good at marketing a brand or a product (Shedroff again, with "the sensation of interaction with a product, service, or event.") All of that, though, just diminishes ARG into being an advertising or marketing approach, which is the core of the problem here ... it makes about as much sense to be as trying to argue about whether or not novels are a good way to market a brand, or how to make opera more mainstream.

silent|away wrote:
The unforum community however does appear to be the place where marketing would usually center around, because there is a high conceration of ARG fans here.


I strongly disagree, Silent, in a number of ways. Unfiction is, at best, a collection of silos of fans of particular games: most of the community aren't really genre advocates at all. This is, though, a tremendously high concentration of genre advocates, but they are hardly the target market for these kinds of experiences. As a game creator, I also am prohibited from "marketing" the game to this community at all. At best, this is a community that is very friendly to new fans of some games, but it is probably fairer to describe unfiction as a social network of alumni of completed games who would be very interested in reliving that same experience again. I say that with a great deal of love in my heart for this community, mind you, but marketing a game to unfiction (or designing a game to the "unfiction tastes") most typically leads to both artistic and marketing failure.

None of the above, though, diminishes my love for this community or my advocacy of it as something special and wonderful. You know me, though ... I tend to lob hand grenades from time to time in the hopes that a little creative destruction is a good thing for the advancement of the form. But then, I was also rooting for the Joker Smile

PostPosted: Mon Dec 29, 2008 5:52 pm
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thebruce
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hm. wow. here's someone who took the message to the extreme.
"Why ARGs suck"
nothing of significance in the entry (he just links to Dan's article), just pointing out the author's interesting entry title. Confused
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PostPosted: Mon Jan 05, 2009 11:49 am
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FLmutant
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I think it is GREAT when people blog "ARGs suck."

Every successful artform constantly tears down the established work, rebels against it, and creates a new approach from the wreckage. Hollywood sucks. So does Pop Music. So did Romanticism.

Build, destory, rebuild. Static art movements are ALWAYS short-lived.

PostPosted: Thu Jan 08, 2009 10:28 am
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thebruce
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At the very least it encourages people to re-evaluate, or take a deeper look at why they might disagree. And of course, everyone's entitled to their opinions :)
I was simply pointing out the leap this blog/linker took going from Dan's article to "ARGs suck", without actually saying why... I didn't get that tone from Dan's article at all... it was interesting. that's all. ;)
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PostPosted: Thu Jan 08, 2009 11:03 am
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natas
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FLmutant wrote:
I think it is GREAT when people blog "ARGs suck."


I think it's detrimental when people blog "ARG's SUCK" and don't contribute anything else to the discussion. It's kind of like arguing with someone, then when you're at a loss for words, saying "your mama" (which I do quite frequently).

PostPosted: Thu Jan 08, 2009 11:32 am
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kosmopol
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@Danhon
Here is my little contribution to the discussion, my very personal perspective as a geeky nerdy ARG-junkie. (I send it to the Dan's blog)

Quote:
Dear Dan,
your ARG conception is interesting and has a social factor as major game-design tendence. But there are many other ARG conceptions, too many to fulfill theoretical restrictions. So here is my very personal point of view as an nerdy ARG player. Smile

It's like a literature - somebody like lovestories, somebody philosophical essays, somebody recipe books.

So I respect your effort in your games. But for me personally is an ARG more than just a "flash mob" alike social performance. Surely, the greatest virtue of an ARG is to connect people, to design their teamwork. But the no-way-points you've defined as "DON'Ts" are for me personally very important for an ARG. (Perhaps I'm in minority with this my conception.)

For example, if I discover the new ARG webpage, I examine the source - and I'm often unsatisfied if I don't find there anything like clues or codes.

For me as a player it's too insufficiently, if the whole ARG is short and fun. I mean, it's cool and good as a coffee-break. But I don't only read short stories, I also love novels.

I really love the Lost Sports for their interactivity. But I also love chatting with (even if stereotypic) spies, conspirators, dark society members etc. I want - as an ARG-player - deep story, good story, where I could forget about the everyday reality. Perhaps it's an escapism, I know Smile

So even if your conception of short, fun and social ARG is great for promotions and huge ARG projects, I tend to expect from an ARG more than pure fun and social exchange. It should be thrilling for me. It should be emotional for me. (Crying, laughing and frightening). And I want to use my esoteric knowledges, please (I know, I'm nerd) Smile

You're fully right about good story. An ARG without good story is wasted time. But if the story need it, let people to look into source-code (and to find there clues), let people to solve the codes (even if it's stereotypic), let people to spend months following the clues.

For me, if I'm playing an ARG, I don't care, whether there are thousands of co-players worldwide, or just a dozen in the lonely trail thread. If the teamwork is right and the puppet masters handle quickly - it's the most main thing.

I personally would play a game with deep atmosphere, many months (taking my time, but bringing me another experiences), living it out, full of codes, conspiracies and teamwork with people, than just having some superficially short fun with anonymous masses, who I don't really have time to get to know, due of short game duration.

Imho the world of ARG is rich and cannot be limitated to some DON'Ts.

That's why we have Unfiction - everybody chooses his/her favourite style. We need more ARGs in its multitudinousness. So I hope for new games in its manifold genres. Short or long. But creative.

Best regards,
kosmopol

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PostPosted: Thu Jan 08, 2009 3:22 pm
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catherwood
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natas wrote:
FLmutant wrote:
I think it is GREAT when people blog "ARGs suck."


I think it's detrimental when people blog "ARG's SUCK" and don't contribute anything else to the discussion.


I suppose that blogger thought he was contributing to the discussion by using Dan Hon's bullet list as his own contructive criticism, but it really just makes the blogger look like a whiner. However, I don't think any detrimental harm was done by it.

As for FLmutant's comment, and even back to the original Dan Hon list, they're not trying to insult us. I don't think they enjoy having their creative work and their audience criticized, but it is a positive sign that indeed ARGs have "arrived" enough for people to bother criticizing them, and it is part of the cycle of healthy growth to look for ways to change and improve.

FLmutant wrote:
Every successful artform constantly tears down the established work, rebels against it, and creates a new approach from the wreckage. ... Build, destory, rebuild. Static art movements are ALWAYS short-lived.


I frequently go back and reread this blog entry* written by Brian Clark almost two years ago now.

Quote:
the most amazing and terrifying phase of any independent arts movement is when it is a scene but still growing. Scenes are different than industries or genres or movements ... The scrutiny of the scene by "outsiders" or "newcomers" is becoming a large shadow... I think it is inevitable that the "ARG scene" will come to end. That's what scenes do -- they are artistic moments in time among a finite set of devotees. Some become historical treasures that have impact on other things even if they don't survive as living movements. Others grow into industries ... they become something different than a scene, but sustainable over multiple generations of artists. Others scenes become genres, metastasized communities that are more loosely connected, ...


I don't know whether we are still just a scene, or whether the momentum is building enough to call it a movement, or if we really want to become an industry versus a genre. I just know I am fascinated by watching the process and being a part of it.

*(the original link is dead, but you can still read the essay via The Internet Archive Wayback Machine)

PostPosted: Fri Jan 09, 2009 1:54 pm
Last edited by catherwood on Sat Oct 17, 2009 7:40 pm; edited 3 times in total
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