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 Forum index » Archive » Archive: General » ARG: This Is My Milwaukee
[META] Whine about the PMs
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eOgas
Boot

Joined: 25 Nov 2008
Posts: 49

[META] Whine about the PMs

So I've noticed that the Mars Madison diary decryption thread has been overtaken by people whining that the PMs aren't communicating, even after we've been notified that we're missing something by someone at Synydyne. I figured it would be useful to create a thread for those who would rather complain about the game than play it. Go nuts!

(added thread tag - krystyn)

PostPosted: Sat Feb 07, 2009 12:36 pm
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dposse
Entrenched


Joined: 12 Nov 2006
Posts: 954
Location: CT

LOL OMG TEH PMS ARENT TALKIN I R VERY MAD I R GONNA QUIT DIS GAME IT IS TOO HARD MY BRAIN HURTS LOLOLOLOLOLOLOL





...was that going too far?

PostPosted: Sat Feb 07, 2009 1:34 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

I think EVERY game needs a thread like this!

PostPosted: Sat Feb 07, 2009 1:40 pm
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Relia
Veteran


Joined: 19 Dec 2008
Posts: 141

Re: Whine about the PMs

eOgas wrote:
I figured it would be useful to create a thread for those who would rather complain about the game than play it. Go nuts!


Wow, that wasn't passive-aggressive at all.

Some of us are playing the game AND hoping to improve it; I can't think how the PMs are supposed to psychically know what things the players would find more useful/helpful/valuable to their playing experience if we don't speak up about where we think the game is suffering.

The game itself is excellent, and if I didn't think my feedback would be helpful to the PMs, I wouldn't have offered it.

PostPosted: Sat Feb 07, 2009 1:49 pm
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eOgas
Boot

Joined: 25 Nov 2008
Posts: 49

Hehe, sorry, I'm just having my fun. Anyway, I always thought that the coolness of an ARG came from the lack of OOG communication between the PMs and the players. Also, I think they'd let us know if the game was over.

I understand why this apparent radio silence is disheartening to some. It just seems that a lot of people on here expect the ARG to continue regardless of whether or not we solve the puzzles.

So, in the spirit of Anna Tate Mellon, we should redouble our efforts to find whatever it is that we missed. Excelsior!

PostPosted: Sat Feb 07, 2009 2:53 pm
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krystyn
I Never Tire of My Own Voice


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

I posted to my LJ about the codes been needin' cracking, so I hope someone takes me up on it and at least takes a look, since I am horrible at ciphers.

I, uh, like making the puzzles more than I am capable of solving them, haha. Sigh.
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PostPosted: Sat Feb 07, 2009 3:03 pm
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jebreject
Boot

Joined: 07 Dec 2008
Posts: 44
Location: Milwaukee

eOgas wrote:
Anyway, I always thought that the coolness of an ARG came from the lack of OOG communication between the PMs and the players.

[...]

I understand why this apparent radio silence is disheartening to some. It just seems that a lot of people on here expect the ARG to continue regardless of whether or not we solve the puzzles.


I don't think anyone wants more OOG communication from the PMs; I'm personally upset at the lack of good, clever, in-game methods of communication and that it took contacting someone OOG to even know what was going on. It is up to the PMs to put the game back in gear when it's stalling out; whether that means a few encouraging twitters or outright telling people we're looking in the wrong direction (Chuck w/ the SF drop, for example), that is their responsibility. I've been following this game since the beginning and I think it's really smart and weird and all-around awesome, but I can't really blame people for feeling like the thing has no momentum any more, and I don't think it's fair to put that blame on us for simply not solving the puzzles quickly enough. The fact that the phone numbers aren't working, that the facebooks have been inactive, that Chuck hasn't been updating his twitter (expect to plug that song), I think that's pretty discouraging.

And if you choose to interpret this as thoughtless whining, so be it, but I think it's a valid point that the PMs need to address (in-game, of course).

PostPosted: Sat Feb 07, 2009 6:38 pm
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Anon AntipoJamesDean
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It's simple games design. You set the system to respond to the player's success rate. The game, whether it's a shoot em up or an ARG, should scale to provide the balance between enjoyment and annoyance. It's a dynamic tension where two forces push against each other.

In this situation we have an obvious case of a puzzle that has been made on a tangent that no one is 'getting'. It's worthwhile removing some red herrings. Say for example the piano angle is wrong and the stall has gone on for weeks. The best tactic is to provide an (ambiguous) indication that the idea is incorrect.

Another factor is immersion. This game is losing immersion because the game world has been withdrawn. It's like seeing a blank screen and there's not a good reason for it.

This is after all a GAME, and enjoyment and immersion are two necessary factors.

Spoiler (Rollover to View):
Now to declare why this is not completely a whine... teaching game design at a university here, I need an example of a live ARG and was hoping to use this one. (Last year I used 'I Like Bees' but that's historical) This (selfish) reason is why I hope this one keeps flowing along.


PostPosted: Sat Feb 07, 2009 8:19 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

No whining in ARGs. Wink
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PostPosted: Sat Feb 07, 2009 11:19 pm
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EnsO
Decorated


Joined: 28 Nov 2008
Posts: 205

Re: Whine about the PMs

Relia wrote:
eOgas wrote:
I figured it would be useful to create a thread for those who would rather complain about the game than play it. Go nuts!


Wow, that wasn't passive-aggressive at all.

Some of us are playing the game AND hoping to improve it; I can't think how the PMs are supposed to psychically know what things the players would find more useful/helpful/valuable to their playing experience if we don't speak up about where we think the game is suffering.

The game itself is excellent, and if I didn't think my feedback would be helpful to the PMs, I wouldn't have offered it.


nicely stated, Relia. as one of the original "whiners", i couldn't agree more. i have voiced my opinion on this very subject previously and reiterate the feeling here. for those of us that bought into this experience from the beginning, developments since the much anticipated Jan. 16/ 17 have been underwhelming to say the least.

more-over, we share a sense of community and commitment thanks to TIMM, and that is the basis for frustration, imho. what we once had is slowly withering and those of us who have bonded here in "Milwaukee" are saddened, while perhaps better for the experience.

i know i have made new friends here these past few months, as i'm sure others have as well. together we have laughed, struggled, accomplished, and grown. and yes, we have also cried.

for those not fully informed or committed, it must appear that our voicing displeasure is, in fact "whining." hence this unnecessary and somewhat derogatory "thread." for those of us that have emotionally committed to the TIMM experience, however, the recent lack of reciprocal love on the part of the PMs is disheartening at best and worthy of public comment. by this time we all know that the PMs read, (or at least used to read) these pages. with no other avenues of communication currently open, what choice do those of us who love the game have to reach out to the other side?

call it whining (if one must), but i see these recent outcries as expressions of sorrow over something very dear that may well slip away quickly and silently if proactive measures are not undertaken. i also like the fact that it has been some of the more prominent and involved players to step up and speak out on this issue in recent days. kudos.

here's to hoping the PMs get the message and resolve the recent "power outage" soon. as Relia said, (paraphrasing), we don't need much, but regular communication from both sides is vital if this experience is to succeed to the heights we all imagined these past weeks and months.

/whine

peace...

PostPosted: Sun Feb 08, 2009 12:07 am
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

Just to clarify, my comment was a bit of a joke in response to cath's wish that we need a thread like this for every game. Sorry that I didn't make that clear.

Based on past experience, I'm fairly sure that the PMs know that the players are frustrated with the lack of progress -probably the PMs are frustrated as well. Of course it is still valuable to the PMs to know how the players are feeling, and the only way for the PMs to know is for people to express their feelings.

I'm not sure how much experience these PMs have, there are unquestionably some design flaws. But the video was awesome, there was constant phone contact, the materials seem cleverly designed and the Central Park stunt was hilarious. Heck, the whole idea is charming. Maybe they have designed themselves into a corner, or maybe they just want people to figure out the puzzle. Or maybe they are stalling for a whole other reason.

I don't think there is anything inherently "wrong" with PMs expecting players to figure something out before the game goes forward, as long as the PMs are willing to deal with the consequences (i.e. the game stalling and player frustration) of the players failing to solve it. There is something nice about PMs thinking: we have confidence in our players and these people will figure it out given enough time.

While a general game design principle might be that games have to scale or rewards have to be given in a certain way, I see no reason why these PMs (or any other ARG PMs) need to be constrained by those principles. This is a whole new genre and experimenting with design ideas is, to me anyway, a good thing.

Ens0 wrote:
Quote:
more-over, we share a sense of community and commitment thanks to TIMM, and that is the basis for frustration, imho. what we once had is slowly withering and those of us who have bonded here in "Milwaukee" are saddened, while perhaps better for the experience.


While the game might be slowly withering, I have found that the bonds formed among the players don't wither. Even after a game ends, the bonds formed by shared experience and mutual support remain.
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I love this site for being free, in every sense of the word~Spacebass

Mankind was my business, the common good was my business.~ Dickens


PostPosted: Sun Feb 08, 2009 12:40 am
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krystyn
I Never Tire of My Own Voice


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

I have to admit, I was feeling pretty sad when I saw that they gave in and gave an OOG message to one of our fellow players, but it's also a super-hard temptation to resist.

What's done is done, though, and ultimately, I am glad I know what I know (there is more to come, and we just needed to solve what we had, and pay more attention to everything we've seen thus far, etc.) -- I admit to feeling a little curious if maybe the complete standstill is something that is real to the game. Maybe Milwaukee was consumed again, who knows?

But, I mean, Chuck never stops eating. Does he? He's nudged us before, and the fact that he didn't this time, that the PMs went OOG is intriguing, at the very least.

We'll see, I guess!
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Stories and dreams, crossing my palm like silver.

xbl gamertag: krystyn


PostPosted: Sun Feb 08, 2009 3:34 am
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Nonono
Guest


nononono
nononononono

nonono.

Quote:
While a general game design principle might be that games have to scale or rewards have to be given in a certain way, I see no reason why these PMs (or any other ARG PMs) need to be constrained by those principles. This is a whole new genre and experimenting with design ideas is, to me anyway, a good thing.


Do you know how Game Design works? It's the general concepts of designing a game. The principles here are important no matter what kind of game you are designing, whether it's a card game, a board game, a computer game, an alternate-reality game, or a sex game. The game should - at all times be more engaging and rewarding than it is off-putting and frustrating.

Is this to say a game can't be frustrating? Absolutely not. But the immersion of the game needs to rise as the difficulty rises, or there need to be increasing payoffs, or some combination of the two.

Now, yeah, there are a lot of general set-pieces, which we often inanely refer to as 'genres.' In side-scrollers, you gain more points. In adventures, you get closer to the ending. In RPGs, you get new abilities and better stats. In shooters, you get better guns or abilities. In fighters, you learn new moves and incorporate them in your strategy. These aren't always true, but they're tried-and-true methods to get people to enjoy your game, and polishing these set-pieces can lead to good sales and a happy market.

Sure, some games just throw that shit out the window and do their own thing, and often those games do exceedingly well (at one point, there were no games like Street Fighter).

But if anyone goes back to the drawing board on the 'Fun v. Annoyance' scale before they sit down with the design, we usually just end up with a game that could've been better if the developers were more honest with their trade to begin with. If you let a game be more annoying than it is fun, that immediately means you don't care as much about tweaking the interface or the level design or the renders or the what-have-you. If it's a little more annoying, who cares, right? You concentrate your precious time on 'experimenting' with things - the polishing can wait. Unless you have a lot of time on your hands, though, the gamers probably won't appreciate that - and the timetable for developing a video game is usually a lot shorter than you need it to be.

To put it to you another way, there's a reason the casual gaming craze is so big right now - there's very little immersion, but the emphasis is on entertainment. Other games are too demanding, and many audiences find the inherent annoyance above the fun level - and certainly not worth forking over such a pretty penny at retail.

Now, yeah, ARGs are, by and large, free. But people don't go out of their way to spend time on purely annoying things unless it contains an addictive substance. On that note, I wish I had some cash for cigarettes, but I don't, so instead I'm ranting to bunch of strangers on the Internet.

At any rate, people are complaining, and this ARG isn't exactly huge. The developers need to keep in mind that they are essentially marketing a product; if the base doesn't please them, it's up to them to increase marketing, but if they don't please the base, that base will go elsewhere.

PostPosted: Sun Feb 08, 2009 7:58 am
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krystyn
I Never Tire of My Own Voice


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

Re: nononono
nononononono

Nonono wrote:
On that note, I wish I had some cash for cigarettes, but I don't, so instead I'm ranting to bunch of strangers on the Internet.

I'll say! Very Happy

You should totally start a thread in the Meta section of the Unforums about scalability and frustration thresholds! It's a good topic, fer shure.
_________________
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Stories and dreams, crossing my palm like silver.

xbl gamertag: krystyn


PostPosted: Mon Feb 09, 2009 4:39 am
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parm
Boot

Joined: 28 Jul 2004
Posts: 38

We've now had two anonymous posters turn up, drop a big lump of useful information as to how to solve or progress in the game, and then disappear again after falling out with the other forumites. Either we're all horrible, horrible people, or...

Just thinkin' aloud, like.
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PostPosted: Mon Feb 09, 2009 7:54 am
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