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 Forum index » Meta » General META Discussion
Everything you know about ARGs is WRONG
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natas
PHP Ninja


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

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
I Never Tire of My Own Voice


Joined: 27 Aug 2007
Posts: 3167

@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
I Have 100 Cats and Smell of Wee

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

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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AUZ505
Unfictologist


Joined: 07 Mar 2008
Posts: 1599
Location: Germany

My 2 cents:

regarding the things that fascinates me about args I can't really imagine that they will work for hundreds of players.
- Live-events where you meet real IG characters will not happent to a lot of people (besides player-organised events like in Find the Lost Ring).
- Esatblishing a personal based communication with an IG character. This is not possible if hundreds of people are emailing the same person. In Find the Lost Ring I often did not get an reply from the IG characters.
- Being the first to solve a riddle and earning the "nice find" is one of the big motivation for a lot of people. Imagine how often you will be the one that discovers a new website or a new clue if hundreds of players a involved.
- And even having nice chats and solving things in teamwork is in my opinion only possible in smaller groups.

But what REALLY SUCKS regarding in args:

A lot of recent games started and suddendly stopped without reaching the "endgame". At least from them that I have choosen.
Aporia Agathon, BoL/SiD, Eight Days - Thirteen Lights - 42 hours, Stareightsix, Psychosis-Trio, What happened to Jacob Aaron?, Muggle Quidditch, Amelia In The Bathroom, "Dreams" (Aiden Nevoux) ...

I only know of some args that finished with an endgame: Find the Lost Ring, Pirates (German ARG), Rogue Virus (small grassroot game).

If this is how args work, soon people will loose interest in them. It is like reading a book where suddendly the pages are missing or watching a film that suddendly stops and you can read "not to be continued".
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PostPosted: Sat Jan 10, 2009 8:39 am
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FLmutant
Decorated


Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

AUZ505 wrote:
A lot of recent games started and suddendly stopped without reaching the "endgame". At least from them that I have choosen.
Aporia Agathon, BoL/SiD, Eight Days - Thirteen Lights - 42 hours, Stareightsix, Psychosis-Trio, What happened to Jacob Aaron?, Muggle Quidditch, Amelia In The Bathroom, "Dreams" (Aiden Nevoux) ...

I only know of some args that finished with an endgame: Find the Lost Ring, Pirates (German ARG), Rogue Virus (small grassroot game).

If this is how args work, soon people will loose interest in them. It is like reading a book where suddendly the pages are missing or watching a film that suddendly stops and you can read "not to be continued".


I think the challenge here is that you're mixing media with performance: since ARG happen in real-time, if you want to compare it to a film it's like being on the set watching them film it ... or for a novel, sitting over the novelist's shoulder watching him type. Lots of films and novels never get done.

Since it is happening in front of an audience, it is more like a band that starts a set but wanders off the stage ... or an improv troupe that gets frustrated and leaves the stage. No more satisfying, but also not entirely unusual. It is one of the things about ARGs that I find really fascinating -- they are real time performances, but stretched over extended periods of time. It is a sign of people's fascination with the style that makes them jump in and launch a game, but they frequently underestimate what an exercise in endurance it is.

PostPosted: Tue Jan 13, 2009 7:52 am
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Media or performance... AUZ505's point still holds. If people's experience with ARGs is one that ends without coming to an endgame, then they are going to be less likely to get involved in the future. I would take it a step further and say that they are more likely to have a negative impression of the genre.

While I agree with calling ARGs a performance and relating the experience to improv, I think that you are leaving out that ARGs are much more of an investment for the players than watching an improv troupe that wanders off the stage. And because players are participants who give so much of their time, energy, and creativity to the experience, it is a much more emotional investment than just watching an improv troupe on a stage for an hour. That emotional investment is one of the reasons that makes them such a good opportunity for branding and other sorts of marketing.

However, that works in reverse, as well. When the PMs wander off the stage (for whatever reason) without providing for a conclusion, those deep emotions turn negative and, unfortunately, we're still small enough and secret enough that isn't contained to just not trusting one team. For most people, they aren't experienced enough with the genre to be able to know what what PMs they prefer and which drive them absolutely batty and the entire genre is guilty just by association.

For that reason, I'd say that one of the biggest mistakes that a team can make (if not the biggest) is failing to provide a sense of conclusion for the players if/when it becomes apparent that a game has to end - for whatever reason. It's not difficult to do a quick wrap and so, to not do so, is completely disrespectful of the players and the investment that they have made. And, it impacts not only the reputation of the team, but the genre as a whole.

PostPosted: Tue Jan 13, 2009 10:47 am
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Euchre
uF Game Warden


Joined: 29 Aug 2007
Posts: 3342

After some consideration there's one point made about ARGs that I can't really agree with that's been brought up as 'wrong' with ARGs is that they can't be 'replayed' or taken up like a book from the library and read later on for the same kind of enjoyment they initially generated. ARGs are living things. A game is an active thing, not a passive - that's a book. CF can not be truly chaotic once it's been played out and completed - it's now static, and has fallen into some semblance of order.

A note in response to Silent|Away: The people that whined about Cloverfield being 'unfun' in my experience were either those used to traditional ARGs or those that just wanted to come into something that was exploding with popular trend and be even cooler by putting it down. Most ARGs don't gather much of a 'hate post' audience, because the audience is so relatively small that nobody cares. I personally find the de rigeur 'puzzliness' of the traditional ARG to be unfun, but to each their own. If ARGs managed to grow enough, there'd be more "I'll be cool by calling this stupid" trolls around. There's also a factor of something very new and different - people will have strong reactions. Anyone that decided they should shout about Cloverfield being 'unfun' to ward off a bad reputation for ARGs was just deciding for others how to experience it. Isn't that the opposite of what uF is supposed to be fostering? Isn't that a sign that a sign that the genre is growing walls and donning blinders?
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PostPosted: Sat Jan 24, 2009 1:58 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.

Please don't discount the fact that sometimes people mean what they say.
The Cloverfield banality that infected these forums was something that I personally could have done without and don't think I ever dedicated any posting effort to state.
But you take the bad with the good.
I think we picked up a few good ARGers in the process.
Just my brace of copper coins.
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PostPosted: Sat Jan 24, 2009 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

Quote:
I think we picked up a few good ARGers in the process.


Well, I wouldn't be here if it weren't for the whole Cloverfield fiasco. Very Happy
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PostPosted: Sat Jan 24, 2009 7:10 pm
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pancito
I Have No Life


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

Doesn't count. He said good. Smile Anyway... I know there are a fair number of people who are trying or would like to make a living off of this, but so far I greatly prefer the 'small grass roots game.' I ran Rogue Virus (which was very small) on two blogs, one Twitter and four email addys. Total $$$ = 0. Time investment was pretty intense for the couple weeks, but that was what I wanted. I could have done it differently... I enjoyed LGL a lot more than BoL/SiD partly because of the size of audience issues AUZ mentioned above. I've enjoyed all of XIII's games, even though the vast majority imploded. What's my point? Damned if I know. Just saying, I guess.

One of my favoritest SF novels of all time, Triton, by Samuel R.Delany, has this semi throw away bit about a performance group that does its work for small audiences, like 1-10. I've actually always admired that model. Bigger isn't always better. Still, I would have liked RV to be about twice as big, if only so waitress didn't end up having to do 80% of the stuff. You can't beat that kind of dedication. And that's probably what the commercial interests would like to be able to tap into.
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PostPosted: Sun Jan 25, 2009 12:40 am
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LordIllidan
Unfettered


Joined: 16 Jun 2007
Posts: 737

pancito wrote:
I've enjoyed all of XIII's games, even though the vast majority imploded. What's my point? Damned if I know. Just saying, I guess.


I think part of the fun of XIII's games is seeing how far you can push the plot along before it implodes XD

PostPosted: Sun Jan 25, 2009 5:10 am
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RemixFiction
Account Disabled

Joined: 08 Jan 2009
Posts: 39

Larger scale is feasible

I think a large-scale independent ARG is still feasible if you can cater to a wide variety of player styles. You would have to find the balance between providing engaging narrative content (for more passive "players" who are in it for the story) and puzzle/problems for the community to solve for the more "hardcore" players who enjoy ciphers and teaming with others. In a game that scaled to say 5000 or 10000 players I'd wager that only about 20% of them are going to be inclined to look beyond the story to find all the nuances and clues that reveal a deeper plot. The rest of the "lurkers" may not have the time or inclination to do that deep dive but still enjoy following the progress of the community. PMs would have to set up some kind of a reward system for those players who make discoveries that move the story along - those players that make bigger contributions would be singled out for IG character interaction and dead drops.

(first post btw)

PostPosted: Sun Jan 25, 2009 10:45 pm
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ndemeterModerator
Entrenched


Joined: 28 Jul 2004
Posts: 1037
Location: Sunny California!

Re: Larger scale is feasible

RemixFiction wrote:
PMs would have to set up some kind of a reward system for those players who make discoveries that move the story along


Like put their names on a movie poster? Wink Sorry, I couldn't resist. Welcome aboard!
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PostPosted: Mon Jan 26, 2009 12:41 pm
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Euchre
uF Game Warden


Joined: 29 Aug 2007
Posts: 3342

Rogi Ocnorb wrote:
Please don't discount the fact that sometimes people mean what they say.
The Cloverfield banality that infected these forums was something that I personally could have done without and don't think I ever dedicated any posting effort to state.
But you take the bad with the good.
I think we picked up a few good ARGers in the process.
Just my brace of copper coins.

Now there's an open mind!
Rolling Eyes
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Any sufficiently plausible fiction is indistinguishable from reality.
Any sufficiently twisted reality is indistinguishable from fiction.
Welcome to the new world of entertainment.
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PostPosted: Thu Jan 29, 2009 11:18 pm
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Fishjp
Entrenched


Joined: 05 Feb 2008
Posts: 875
Location: Beneath a sky of Blue and a sea of Green.

Nighthawk wrote:
Quote:
I think we picked up a few good ARGers in the process.


Well, I wouldn't be here if it weren't for the whole Cloverfield fiasco. Very Happy


That makes 2 of us. (At Least)
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PostPosted: Sat Feb 14, 2009 9:06 am
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