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gmz1023
Boot

Joined: 03 Oct 2008
Posts: 41

Question

So, i've come to the conclusion, that the more in depth your plot is, the more complex interaction becomes.
So Today i got the idea for an ARG/InterSeries [interactive series]; which pretty much follows 2 armies; and it gives the players the choice to join either one.
And i was thinking about how the players could interact with the Actors of the series; so I got the idea to setup two forums, get actors to post on the site under their characters names. if one forum gets more members then the other one, that faction gets more 'power' if they have an equal amount, it will be a stand still.
but my question to you guys is, what do you think about this? do you think it qualifies as an ARG or something else?
[of course all the 'fighting' will be filmed and what now]

PostPosted: Tue Jan 27, 2009 5:22 pm
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ndemeter
Entrenched


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

Will the players have any other items to interact with other than the forums? Will their actions matter in any other way outside the totals between the two armies? Will they act instead of just observe as the two armies go to war?

If you find yourself answering these in the affirmative you got yourself an ARG! Smile
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PostPosted: Tue Jan 27, 2009 6:46 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

Just keep in mind a few things:

1) Do not make the players combat each other.

2) Expect players to be in both teams, and do not prevent them from doing so.



The main reason for the above is because otherwise players are going to choose one side and be really ticked off when that side starts to lose, or at least appears to be losing.

I've seen my share of truly competitive ARGs in this regard, and they've wound up in chaos and a lot of disgruntled players.
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PostPosted: Tue Jan 27, 2009 10:26 pm
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Ziola
Decorated


Joined: 09 Jan 2009
Posts: 152
Location: A couch somewhere...

Nighthawk wrote:
Just keep in mind a few things:

1) Do not make the players combat each other.

2) Expect players to be in both teams, and do not prevent them from doing so.



The main reason for the above is because otherwise players are going to choose one side and be really ticked off when that side starts to lose, or at least appears to be losing.

I've seen my share of truly competitive ARGs in this regard, and they've wound up in chaos and a lot of disgruntled players.


Agreed. One ARG I played had us choosing sides, but when it came to solving puzzles, we all worked together. There was a lot of good natured ribbing that came with it and it actually added to the fun.

PostPosted: Wed Jan 28, 2009 12:38 am
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gmz1023
Boot

Joined: 03 Oct 2008
Posts: 41

oh don't worry about that... i've got it planned out so that: they will have to choose teams, but each team is given Equal (but diffrent) information. Some of it is true, but if they play it well, they will get full piece of the puzzle

PostPosted: Wed Jan 28, 2009 1:09 am
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FLmutant
Decorated


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

gmz1023 wrote:
oh don't worry about that... i've got it planned out


Shocked

Recheck your assumptions: things in immersive narrative will always take turns you didn't expect. The interesting question is -- if it does spin in that undesired way, what game mechanics and narrative devices will you employ to spin it back towards you direction you're hoping?

PostPosted: Fri Jan 30, 2009 10:31 am
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gmz1023
Boot

Joined: 03 Oct 2008
Posts: 41

Well, i've got several deus ex machina type things up my sleeve for this one, so that if things do go towards the undesired, i can simply deploy them and get it going back towards the correct path.

PostPosted: Fri Jan 30, 2009 1:47 pm
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unmortal_mind
Boot

Joined: 18 Apr 2007
Posts: 58
Location: Washington DC

gmz1023 wrote:
Well, i've got several deus ex machina type things up my sleeve for this one, so that if things do go towards the undesired, i can simply deploy them and get it going back towards the correct path.


A couple of thoughts:

  1. From my experience, players tend to be frustrated and flustered with competitiveness in ARGs. (see the thread on "Stop the International")[/url]
  2. Be prepared to have the Maguffin D.E.M. backfire if players sense the boundaries. It is one thing if they have a bad assumption about a particular piece of information. It's another if they act on it. (It may generate an unexpected 3rd army)


One suggestion I have is:
Perhaps both armies have a common goal or task or element they are seeking to obtain in order to have some advantage in the coming conflict.

Players can align with either side, work to seek the goal/task/element, and see what happens when the goal/task/element is found.

PostPosted: Tue Feb 24, 2009 3:15 pm
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