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 Forum index » Meta » General META Discussion
Everything you know about ARGs is WRONG
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redct
Entrenched


Joined: 20 Jun 2007
Posts: 1233

Everything you know about ARGs is WRONG
by Dan Hon

Dan posted up a version of his slideshow on the six to start website.

I'd tend to agree with him on most of his points, but one stuck out to me as a former PM: puzzle design. I know, you're not supposed to get into the unholy rut of "rot-13 everything", but puzzle design is a hard thing to do. When new, aspiring PMs try and be creative (sadly) more often than not they just sort of fall back on the rot-13s and source code stuff.

Ideas? Discuss.
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PostPosted: Mon Dec 22, 2008 12:22 pm
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Silent|away
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1) Always call your ARG an MMORPG. It is massive, it is mulitplayer, the ARG is played online, and you are roleplaying a character (yourself). Hence, an MMORPG. This will lessen the stigma of ARGs, since few people may know what an ARG is, but most people will understand what online games are. And people love online games.

2) If you like interaction in an ARG story, then just have no puzzles whatsoever. Talking with the characters can be a 'puzzle' in and of itself, and it would be very similar to playing a "game". Then again though, I wrote before in this forum that without any "puzzles", including ROT-12s, the game would become very boring indeed.

You might argue that what he's really ranting about is the need for creative puzzles. I am trying out VERY CREATIVE PUZZLES in an ARG I am doing right now, and it turns out it's become a complete and utter failure. However, I'm willing to blame myself for the failure of this ARG and not the very creative puzzles.

3) Video games have cliches, such as evil conspiracies. Cliches are sometimes good, sometimes bad. The most important thing to realize that cliches are overused because they are effective. There needs to be a a reason to play the game.

If we cannot save the kidnap victim from Evil Corporation #596...then what do we have to do? Interfere inside office politics to ensure the UltraMan project gets the necessary funding? How about "No way". We prefer to save the world, thank you very much.

4) The stories in ARGs are actually pretty okay. They may be mediocre, true, and just tired repetition of cliches, but everything is merely a repeat of certain motifs, there are nothing "original" anymore. As long as you combine certain story elements together into a good story, that's fine by me.

PostPosted: Tue Dec 23, 2008 12:30 am
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Euchre
uF Game Warden


Joined: 29 Aug 2007
Posts: 3342

Puzzles are to ARGs what dice and roll charts were to D&D - pure death.

What happened to D&D? (Dungeons and Dragons for those thankfully unfamiliar.) A very narrow group of people play it, and very seriously most I've seen in the last 10 years are the type that live with their parents and don't know personal hygiene too well. It was neat when it started, but the world moved on and the game design did not. All official attempts to translate D&D to modern media failed because they were stuck on the 'dice' mentality.

Oh, there is a success story in the world of D&D. It's called World of Warcraft. The whole statistical obsession was pushed down in favor of some real excitement in a newer medium (two really) that allowed it. That's getting bogged down too though, which is beautifully illustrated in the "Leroy Jenkins" video I'm sure most of you have seen at least once. (Some people think it's making fun of this 'Leroy' person, but in truth it's showing what real idiots most of the players involved are.)

And now, for something completely different...
(Oh crap, I included way too much esoteric knowledge in this post. I've gotta stop that!)
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PostPosted: Wed Dec 24, 2008 6:04 am
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imbriModerator
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A story game?

Is that like World of Warcraft? Katamari Damaci? Monopoly? Blackjack? The stock market? War? Life?

All of those are games. All of them are stories. And, all of them have stories within the game and stories written outside of it.

How are Alternate Reality Games Story Games different? What distinguishes them from the hundreds of thousands of other story games out there?

While I agree that Alternate Reality Gaming is a bit of clumsy phrasing, it's the accepted term and is, increasingly, understood (if misunderstood) by a more mainstream portion of society. Sure, I still have to define it for most people, but I also have to define MMO or RPG or FPS or any number of other terms for genres of gaming.

And, while I appreciate a good rant as much as anyone, I can't be the only one that finds the rant against the moniker a bit tired. I mean, it's been going on for over five years now.

"Story Game"? I've gotta hope that came out better during the presentation than it did online.

PostPosted: Wed Dec 24, 2008 6:34 am
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Euchre
uF Game Warden


Joined: 29 Aug 2007
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Methinks the point of the 'rant' is that the fabulously dynamic (which is supposed to be THE heart of the genre) is becoming hideously static.

Maybe I should just ROT13 all my posts in this thread from now on, might get the point across better. Nah, only the busload of people that actually would be interested in a meta-discussion of ARGs would actually bother to decode it.
Twisted Evil
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PostPosted: Thu Dec 25, 2008 3:02 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
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Quote:
We've got an idea - well, lots of ideas, really - about how to move forward, what I'm really trying to get at in this post is to encourage the whole "traditional" ARG audience to move away from what's comfortable for them.


Dan posted this comment about what he meant. He is trying to move the players...I guess. Why he is worrying us to move forward, I'm not sure.

I love the way he "jokingly" puts us down. One example: the claim is that we don't have money. Yet we bought a hell of a lot of those cards he was selling, which I note he didn't point out. We created free resources for cataloging and trading those cards. We had a resource to make the map on the back of the cards. We set up free resources for hints for the cards and solves to be posted. We spent hours moderating chat, these forums and organizing irc chats to talk about finding the Cube. Don't see anything about that in your talk, Dan. Wasn't that an important point to include?

Putting down and inaccurately portraying people who aren't even present to represent themselves is, I think, just mean. And by presenting it this way, he gets to be mean, claiming it is an homage to another mean person, so he doesn't have to take responsibility for it.

Yes, I know, he can claim he was just listing the stereotypes about ARG players. But, I say, see above what we did as a community to support his little card game. Maybe we just were able to do that because we're "weird" and "live in the basement."(hehe, not true I know.) Really, we were able to provide extensive resources supporting his game because as a community we are creative, skilled, talented, collaborative and generous. Tell you what, there isn't a smart marketer in the world who wouldn't want to channel that passion, initiative, patience and enthusiasm to their product.


Oh I know its Christmas..so sorry for the rant here. I'm waiting for my son to get ready for church and the longer I waited the more I wrote. I just wanted to object to Dan's portrayal of us, which was untrue, rude and glaringly omitted everything we did to support PerplexCity.

MERRY CHRISTMAS EVERYONE!!!
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PostPosted: Thu Dec 25, 2008 12:07 pm
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notgordian
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rose wrote:
One example: the claim is that we don't have money. Yet we bought a hell of a lot of those cards he was selling, which I note he didn't point out. We created free resources for cataloging and trading those cards. We had a resource to make the map on the back of the cards. We set up free resources for hints for the cards and solves to be posted. We spent hours moderating chat, these forums and organizing irc chats to talk about finding the Cube.


I find this point interesting. In trying to think of ARGs that have directly (or indirectly) led to purchases, a few products come to mind off the top of my head.

-Quite a few former Beekeepers have XBox Live accounts, and are very enthusiastic about it.
-Cathy's Book was a New York Times Bestseller
-Perplex City turned out a whole bunch of cards (think about how much you'd need to buy/spend to get some of those leitmarks floating around)
-People here have been posting about their GPS devices way before it became common to have them: a lot of this has transfered to chatter over fancy phones like the iPhone with useful tools and gadgets
-Reports of multiple viewings of movies such as AI, Cloverfield, and The Dark Knight and people shifting their views to the all-important first night to help the box office buzz

PostPosted: Thu Dec 25, 2008 4:12 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
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I think another disingenuous aspect of Dan's talk is the fact that at least a few of the cards he was/is selling were created by denizens of these very forums.
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PostPosted: Thu Dec 25, 2008 5:04 pm
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If there is a demographic, there is a chance to make money off the whole deal. However, as long as there are many grassroots ARGs out there, the market is saturated. Why pay real money to play an ARG, when you can pay $0 for an ARG?

Is Dan Hon the guy behind Perplex City? If so, I can understand why he would complain, since the ARG did 'fall apart' and not enough profit is made. And it is still important to generate revenue. But it is far better to insult the people running the business for not understanding the customer than blaming the customer for not paying.

I think that, in the end, the Ransom Model is the best way to commericalize ARGs, going foward. However, the Ransom Model would likely only work with PMs who have a good reputation.
***
Imbri: I worship player interaction and control over the direction of a story, even though I admit that, in reality, the Puppet Masters manlipuate the players. Therefore, I think a "Story Game" is a game where the players decide the direction of the story. WoW and Katamari Damaci both have a lineral story, you have to go and follow the path, but in a Story Game, you can actually decide what to say to the NPCs, decide how best to insult the NPCs, tell the NPC that you don't care about saving the Princess and that you're going to fishing, actually go out and fish, finally get tired of fishing, return back to the NPC, promise to help the NPC find the princess, find the evil lair of the Bad Guy, talk with the Princess to find out her side of the story, and then preside over a marriage the Bad Guy and the Princess.

You can't do that in a regular game.

PostPosted: Thu Dec 25, 2008 7:58 pm
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Euchre
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Joined: 29 Aug 2007
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If you think player authorship is the Holy Grail of defining an ARG, you might want to read this, especially the top 3rd of it. Notice that what most people would call ARGs are way over on the PM side of authorship. Players have more control of sequence, and variable control of outcome. It's not always a matter of what's at the end, but often who gets there first and how.

Guess what? An ARG, or CF in general, is not something elegantly defined by it's elements - it's a process. (Consider "Alternate Reality Gaming", which is a gerund form. It's not static, it's dynamic.)
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PostPosted: Thu Dec 25, 2008 9:07 pm
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redct
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I wouldn't really say that there's a preferred method or any right way - PM authorship or player authorship included. If you think about PM authorship (being roughly defined by me as having a set story that the players influence , affect, interact with, and are immersed in) it's basically just a logical extension of one of those choose your own adventure novels. You have a set story, you have a lot of things that could happen - but you're kind of still on a bit of a set path, no matter where you go.

If you look at player authorship (where PMs have some sort of idea of what they want to happen but they mainly let the players create the story), you could say that it's like some forms of RPGing or many other things, but it's still pretty limited. Unless you've got an extremely obliging PM, you can't make things stray too far from the rough idea that the PMs have for the story. (note, in both cases, your mileage may wildly vary)

So, I wouldn't say that there is a holy grail for the definition of an ARG. Within our current definition of an ARG, things can vary wildly and different stories have different optimal methods of telling them.

(sorry if I'm a bit incoherent, it's late)
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PostPosted: Fri Dec 26, 2008 2:12 am
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Nighthawk
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Quote:
Unless you've got an extremely obliging PM, you can't make things stray too far from the rough idea that the PMs have for the story.


Thanks to player input and response, LGL finished completely different than from what I originally planned. I admit very little was actually planned in that game, and it was mostly "off the cuff" as things progressed, but that was by design to some degree.
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PostPosted: Fri Dec 26, 2008 11:41 am
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krystyn
I Never Tire of My Own Voice


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Quote:
Putting down and inaccurately portraying people who aren't even present to represent themselves is, I think, just mean. And by presenting it this way, he gets to be mean, claiming it is an homage to another mean person, so he doesn't have to take responsibility for it.

Thanks for saying that, rose.

Meh, I had a bunch of stuff typed out, but essentially: I am tired of "hurr hurr ARGs suck" stuff floating around on the web. I've been making these games for a long time, now, and I'm just sort of "eh," here.

Maybe we've reached that point in the genre where primary observers can be all semi-ironic and disdainful, in order to claim 'forward movement' on a genre that is, by definition, difficult (if not impossible) to contain.

The only thing that I will in any way agree with from that talk is that ARGs need to be fun. That's pretty much my only dev rule, when making a game. Is this fun? It's what my colleagues are concerned with, first and foremost, and it's definitely a good rule of thumb to have when developing one of these suckers.
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PostPosted: Fri Dec 26, 2008 1:40 pm
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labfly
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Joined: 30 Apr 2005
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krystyn wrote:

I am tired of "hurr hurr ARGs suck" stuff floating around on the web.


ditto

um... hi my name is jan and i'm an arg "weirdo". maybe its just the penniless geek in me, but i really like "alternate reality games". and i am fine w/calling them args. we can (and do) go round and round about whether we should call the genre "arg", whether people can understand it or if it describes it. if your players feel like they're stepping into an alternate reality when they play your game, then i think it fits. but, if anyone would rather make "story games", well then, go ahead and create story games. and go ahead and call it that or whatever else better fits the work. but i must admit if i were totally new to this genre of play and someone said "hey come play this great story game" i would yawn and turn away.

i think (& hope) dan's presentation was really just urging creators to play around in his "story game" genre w/o feeling like they are tied to "one set of rules" and or "one audience/player group".

oh and i agree again w/krystyn about the fun too. Very Happy and i've been buzzing around the boards today and there are some "fun" args going on right now that i am having a blast just lurking. so, yay args!
(wish i had a "penniless weirdo" emoticon)
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PostPosted: Fri Dec 26, 2008 5:54 pm
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catherwood
I Have 100 Cats and Smell of Wee

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I am a bit puzzled by some of the reactions to Dan's slide presentation. He was not personally insulting to me. Some of what he did have to say perhaps was insulting to grassroots ARG designers, but his talk wasn't aimed at them. And the things that were insulting to the designers of large for-profit ARGs comes more from the prospective clients than from him personally. Let's see if I'm reading this wrong...

The talk is meant to highlight the obstacles he has faced in using ARGs in a business model. Business, profit, marketing, etc., not the genre. He admits that he is not being objective here, and has not researched beyond his own experience.

His prospective clients tell him that they don't want what they think of as ARG because of preconceptions and erroneous expectations. He then parrots some of what he hears from them.

The message he gets from the business world is that his games (whether or not they are labeled as ARG):
- don't pull in a mass market of average buyers (gamers being neither average nor marketable in the eyes of the client), and thus are not appropriate for mainstream advertising purposes;
- and as a niche market it has little measureable return-on-investment, or a too large cost-to-benefit ratio to be profitable for its own sake.
- These are business decisions that need to be responded to with numbers and statistics; this talk does not do that. It is also not the purpose of his talk to denounce the world's misconception of the gamer population; he and we already know it isn't true.

Those are the reasons he has come up against "no matter whether they're actually true or not." He's reporting from the field, so to speak, with attitudes and not with numbers. Dan himself doesn't say ARGs don't get enough players, but that it is "frequently something that's brought up by broadcasters or advertisers." [italics are his words, bolding is mine]

Dan doesn't say ARGs should be inexpensive, he says that he has been rebuffed by clients who laugh at his "minimum six figure budget" because they think ARGs are "just a bunch of websites". Dan's link to cloudmakers is his sarcastic dig demonstrating how shallow their thinking is.

Dan's rant about fiction begins around the point of his talk where he confronts the TINAG misunderstanding. I think his point is being made to the audience of commercial ARG developers: Just sell your services as fiction writers and game constructors, avoid the ARG label, and business will be ready to put aside their objections.

As for the final third of the talk, where the rant devolves into listing (on multiple slides) a lot of the hallmarks of a lame ARG, it really boils down to things we've said ourselves: have puzzles that make sense in the context of your world, and have an in-story reason for the players to be jumping thru your hoops.

And he concludes by returning to the issue of business clients, and whether or not they even want an ARG, whatever that may be a label for, as opposed to a story-game or puzzle-contest or multimedia experience. The single ARG label makes it difficult to design a marketing campaign when the client really needs to choose a focus.

That's how I read the talk. Obviously people's mileage has varied.

PostPosted: Fri Dec 26, 2008 7:21 pm
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