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 Forum index » Meta » General META Discussion
ARG_research: share your experiences!
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PinkCloud
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Joined: 12 Mar 2009
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Location: Zurich, Switzerland

The Mirror wrote:
Hi Mela!!
I'd love to help in any way I can, and maybe we can share sources! My real name is Heather and I'm a PhD specializing in the history and sociology of performance. I'm starting an article relating ARGs to Augusto Boal's Invisible Theatre.


Hi! no way, just recently somebody pointed me to the "theatre of the oppressed". I'd love to read your article. Will be glad to exchange ideas with a performance specialist. Smile will you be at argfest, too?
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ARGs blur the lines between reality and fiction - too much or not enough? http://forums.unfiction.com/forums/viewtopic.php?t=27782
Research: http://www.pixelidentities.com/


PostPosted: Fri May 15, 2009 6:44 pm
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addlepated
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Joined: 17 Aug 2003
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Okay PC, here's a ripe one for you.

The "I'm Sorry" game has had numerous meta swerves with apparently IG characters accusing other IG characters of gamejacking, for instance. It's also been picked up on by conspiracy theorists who are (we presume) OOG.

The PM was invited into the chat room tonight after emailing a player a long, detailed explanation of why he was ending the game.

http://forums.unfiction.com/forums/viewtopic.php?p=615596#615596

Turns out his message explaining who he is, why he ran the game, and why he ended it are all... part of the game.

So he's really bending the boundaries of game space in general and discarding the tenets of TINAG principle, which is a somewhat fascinating experiment but not anything I'd be brave enough to do myself!
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PostPosted: Fri May 15, 2009 11:58 pm
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PinkCloud
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Joined: 12 Mar 2009
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addlepated wrote:
Okay PC, here's a ripe one for you.

The "I'm Sorry" game has had numerous meta swerves with apparently IG characters accusing other IG characters of gamejacking, for instance. It's also been picked up on by conspiracy theorists who are (we presume) OOG.

The PM was invited into the chat room tonight after emailing a player a long, detailed explanation of why he was ending the game.

http://forums.unfiction.com/forums/viewtopic.php?p=615596#615596

Turns out his message explaining who he is, why he ran the game, and why he ended it are all... part of the game.

So he's really bending the boundaries of game space in general and discarding the tenets of TINAG principle, which is a somewhat fascinating experiment but not anything I'd be brave enough to do myself!


loving it!!
similar stuff is happening in TINAG by walter jon williams, but then, that is a book, and this is real Smile
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ARGs blur the lines between reality and fiction - too much or not enough? http://forums.unfiction.com/forums/viewtopic.php?t=27782
Research: http://www.pixelidentities.com/


PostPosted: Mon May 18, 2009 10:20 pm
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notgordian
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And here's the dilemma of having blurred boundaries: one of the "characters" in I'm Sorry was a very real person who wasn't very happy about his life being picked apart (see the transcript posted by classical for details).

http://forums.unfiction.com/forums/viewtopic.php?p=616255

Essentially, there were two possibilities: either Brian honestly didn't know about this game and had his sense of privacy thrown into disarray, or he was involved in the game and saw his sense of privacy rapidly disappear based on the direction of the gameplay.

I think I've already mentioned this, but this kind of situation tends to breed cautiousness in people who have played for a while, both out of respect for the privacy of potentially real people and because of the likely utility of the information.

Then again, playing the devil's advocate, the first game people play seem to form a lot of expectations towards the genre, and it seems that there's a growing segment of players that seem genuinely drawn to this type of game. So the cautiousness I mentioned may just be a result of the evolving playerbase.

PostPosted: Tue May 19, 2009 5:55 pm
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church
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i apologise if im wrong pc but i feel you are asking how much do these args take over our lives and how real do we think they are ?? if i am wrong i am sorry "Foily!"

PostPosted: Tue May 19, 2009 9:27 pm
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Agent Lex
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Location: No longer London, still in England

notgordian wrote:
And here's the dilemma of having blurred boundaries: one of the "characters" in I'm Sorry was a very real person who wasn't very happy about his life being picked apart (see the transcript posted by classical for details).

http://forums.unfiction.com/forums/viewtopic.php?p=616255

Essentially, there were two possibilities: either Brian honestly didn't know about this game and had his sense of privacy thrown into disarray, or he was involved in the game and saw his sense of privacy rapidly disappear based on the direction of the gameplay.

Or a third possibility, having heard about the nature of that game: the conversation was in fact still part of the game.

PostPosted: Wed May 20, 2009 7:34 am
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PinkCloud
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church wrote:
i apologise if im wrong pc but i feel you are asking how much do these args take over our lives and how real do we think they are ?? if i am wrong i am sorry "Foily!"


hej church -
sorry for not answering for so long! thanks for asking.
How much these ARGs take over our lives ... that would be an interesting sociological study for sure but out of my reach. (I do wonder sometimes where people take their time to play even several games at once! luckily I get paid right now for playing so I can just sit on my butt and play those awesome MustLoveRobot-videos and crack up doing it Smile
I'm more interested right now in looking at the way that people interprete ARGs according to what's real and what isnt't. For example in the often cited "I'm sorry"-ARG players got confused a couple times over wheather they reached the level of reality or if that was still part of the fiction. (copy right violation = IG or OOG?) I'm curious about how people decide "this is part of the fiction" and "this is part of reality", how they/we interprete the signs, and how important at all it is for people to know.
could that clarify a bit?
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ARGs blur the lines between reality and fiction - too much or not enough? http://forums.unfiction.com/forums/viewtopic.php?t=27782
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PostPosted: Wed Jun 10, 2009 1:44 pm
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teufelsdrochk
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Re: ARG_research: share your experiences!
research questions about the blurring of reality and fiction

PinkCloud wrote:

- What is the most real to you in ARGs? In what ways has the Therapy-ARG (or any other game) been real to you?
- Have you mistaken situations or things for in-game/fictional, while they were in fact OOG/real? and why?
- What about the other way around? Seen or read something and evaluated this as being 'real', while later understanding it belonged to the game?


'Most real' for me has little to do with the PMs. By far the most important part to losing yourself within a game is the quality of the community that develops.

McGonigal has a theory that ARGs work by promoting 'meaningful ambiguities'. A good puzzle doesn't have a well-defined entrance or interpretation. By decyphering a puzzle for themselves, players participate in meaning-making.

There's a reason good ARGs are vague. Vagueness engages the user in the process. The basic process is: 1) PMs create a puzzle with meaningful ambiguity 2) players try to solve it 3) attempts at solution fall into certain camps of interpretation 4) various camps argue about the merits of their interpretation 5) PM guides the narrative toward a particular camp.

That's the immersive part: the process of coming to shared understandings. You're immersed because you're working with, giving and getting credit from, this low-risk group of people.

Then, when you communicate with someone in RL who ALSO shares that understanding it just blows your mind! For example, during TDK I got a ticket to a show that I couldn't attend. On a lark, I called a random comic store owner, found out he was playing the game too, and gave him the ticket. Clearly the game extended beyond the computer and into little pockets of the surrounding community. Awesome!

PostPosted: Mon Jun 22, 2009 8:20 pm
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classical
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Since PinkCloud asked us, here I am!

"I'm Sorry" is now over. Since it would be easier to count all the moments it DIDN'T blur the lines, I am going to try and keep this simple...

For my own sake, I did a little introspection on my experience here, so I'll try not to be repetative. Touched on a couple of points of lineblur, especially in regards to my experience with meeting Brian Bricker in Portland during ARGFest this year--which is probably the most poignant example I can think of. If you are not following the game (though who isn't these days? Wink), there are esentially two versions of Bricker--there is Bricker, our PM; there is also Bricker, a writer and an acting character in his own game. Both played incredibly different roles and knew different levels of information regarding this game, so it was a matter of which person he was going to be. In Portland, he was game!Bricker--simply a writer that knew nothing about what we were playing out through these forums with his own characters.

I will mention it's incredibly bizarre talking, face-to-face, on the spot, to someone else about fictional characters as if they were honest-to-god real people, especially when we're discussing things like Port's dead girl ghost and Rage's incestual relationship with his sister... (then--no lie--a Jimi Hendrix impersonator sits down at the table next to us, everyone around cries out, 'HEY JIMI!', and things just get a little weirder.)

Especially when you know the guy you're talking to is playing dumb, and playing it very (frustratingly) well. Naturally, Wulf and I bombarded him with questions while we had him, but he would only properly answer things that were answers the game!Bricker would know. He played his role--the real kicker was that we were forced to do the same thing as him.

The very nature of this game asked for us, as players, to lay own our disbelief and actually pretend at points that this was really not a game--that these characters were real, that these happenings were real--simply to get the game to work. I dunno about our other players here, but for me, it led to something of an emotional attachment to all of this. It's hard when the game so casually and constantly saunters across the line to separate your real self from something that is "just a game".

It was especially hard in regards to the character Port, who I ended up somehow being the main and only contact for about halfway throught his game. We sort of became ...friends? despite the fact that he's completely fictional.
It probably helped that I related a lot to him as a character, but I spent a long time gaining his trust and leading him around whatever got thrown at him. We had a lot of conversations regarding in-game stuff, sure, but an equal amount of time was spent sending long emails about dreams I have had and sharing favorite films with each other. He even had a nickname for me!

So, believe me when I say I tried not to, but I got ridiculously upset over Port's in-game death, despite the fact that I was totally aware of his fictional nature. (In my defense, it was all quite touching!)

That said... to have a game hit my paranoia button, to have a game bring me to real, honest tears--I wouldn't have it any other way. I really wouldn't. Maybe I should start questioning my own sanity at times like these, but... eh. I still go to sleep every night knowing that it's just a game and I can back away whenever it pushes too far, wherever that point is for me. Let me tell you--I got close to stepping out back just before our thread got pulled, just after I had made first contact with game!Bricker. I had a moment where I honestly wondered if he was really not involved, because his voice over the phone has been that convincing. I can understand that this sort of paranoia is not okay with some players; all I'd ever really ask is that they try to understand my taste in games in return.

Like I told Brian, "I'm Sorry" made me feel less like I've been playing a game for the past five months and more like I've been collaborating with him. The extreme immersion into his world of fiction made me feel like the actions I took had impact on the way this game worked. Like I, as a mere player, actually mattered.

And it was fabulous.

OI THIS GOT LONG and silly /done
There's really a lot more I could ramble about here because, seriously, I don't think there was a moment this game wasn't blurring the lines. This is just mostly about my personal relationship with the game. There's a lot more stuff I could talk about that our group experienced somewhat collectively (like our multiple gamejacks--both imagined and real, our decision to hunt down the "real" writer, and so on...)

PinkCloud: if you ever want to do any sort of follow up to the Portland interview stuff now that this is over, just shoooout!
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PostPosted: Fri Sep 11, 2009 1:31 am
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PinkCloud
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Classical, thank you so much for sharing your experiences here! And I really enjoyed reading your post at http://billet-deaux.com/blog/?p=93.

I also tend to immerse heavily in character interaction and have been lucky to be able to do so in smaller games where the interaction was frequent and quite personal (although not so intense as the interaction with Port that you are describing). Even though the characters are fictional and don't exist in our 'real' material/physical world the experience is still real. - Especially if you meet one of the fictional characters 'in person' like you did in Portland!
It seems like this game has been quite a ride with all those blurring moments and I'm glad you enjoyed it so much.
What was that with the real and imagined gamejacks, could you explain that please?
And yes, I'll definitely get back at you, thanks Smile Am working on a speech on the blurring subject for Switzerland atm and I'd like to talk about "I'm sorry", too.
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ARGs blur the lines between reality and fiction - too much or not enough? http://forums.unfiction.com/forums/viewtopic.php?t=27782
Research: http://www.pixelidentities.com/


PostPosted: Tue Sep 15, 2009 5:29 pm
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classical
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Oops, I totally forogt I had posted here, haha.

PinkCloud wrote:
What was that with the real and imagined gamejacks, could you explain that please?


Hahah, oh boy.

From the beginning, I'm Sorry was a big ol' blip on the radar for many a conspiracy theorist. The game, with all its Masonic references, attracted a whole gaggle of them right from the get-go. Some of them posted in the thread from time to time with really shiny but entirely non-game links to various corners of the internet. But since, at that point, none of us had any idea what was actually going on in game, we flocked to them like moths to a flame.
Thus, the "gamejack". We got entirely derailed and distracted for a couple of weeks because of all this buzzy interference (which led to a lot of headaches on both sides and getting an incredibly hilarious cluebat thrown at us).

I don't remember if we talked about this in Portland at all, but one of the main figures from this group was this Kade/Dreamsend guy. Dude was totally convinced that Bricker was someone else entirely and this game of his was The Next Big Thing from him. And since Brian wasn't gonna just step out from behind the curtain just yet, he had to just simply let the paranoia go on and fester. I think DE eventually gave up after a while, but for a while, he was contacting players of the game all over (being what he thought was "sneaky" by using different aliases every freakin' time), telling us to beware, stop playing, etc.

But to make everything confusing, though, Bricker started working this role DE was playing into the actual game itself. It manifested in a couple of characters, most notably "Toni"--who was a NSA agent trying to dissolve our efforts in the game by encouraging us to stop playing.

And then there's that whole thread being pulled because of fake copyright violation claims, but everyone knows that story, right? Wink

One thing of note is that, during all this interferene, there was a little note hidden in the source code of the now-defunct brianbricker.com. It said something to the effect of 'two computers have been hacked - it's slowing us down'. Since that was how the Watchers were mostly communicating with us at the time, all of us just assumed it was, y'know, part of the game.
Imagine my surprise when Brian explained to us that it had actually been real. Apparently two of the five computers he uses had been tampered with--"hacked", as the tech guy had told him. Had it been just one, it wouldn't have looked so intentional, I think...

Also! Somehow we attracted the attention of some of the folks following that Junko "game".
One day, a bunch of us playing I'm Sorry got followed by a 'CIAbrahms' on Twitter, so we all . The account didn't do much of anything until we were negotiating the return of an NSA hostage that Rage was hanging onto with those crazy government folks. All of a sudden, I get a d/tweet from this CIAbrahms saying that he's kidnapped our writer and demanded the return of the agent.

Cue a lot of wtf'ing until Rage nudges me over a d/tweet like, "Uhhh, hey, no one has the writer. Really."
Apparently CIAbrahms was just a bored channer of some sort who drifted over from Junko and decided it would be fun to fuck up our game. But luckily we have a smart PM. ;D

Someone, presumably another Junko runoff, also tried (though failed) to interfere during the final break-in at the Brightman. We were trying to keep tabs on nameless guests in the iRC chat and booted those that refused to identify themselves. This one stubborn guest kept popping back in every time we did and then eventually threatened something like shooting Port down himself if we booted him again.

... needless to say, we booted him again and nothing happened. :B
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PostPosted: Tue Sep 22, 2009 1:05 am
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PinkCloud
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thanks for explaining Classical!

Quote:

From the beginning, I'm Sorry was a big ol' blip on the radar for many a conspiracy theorist. The game, with all its Masonic references, attracted a whole gaggle of them right from the get-go. Some of them posted in the thread from time to time with really shiny but entirely non-game links to various corners of the internet. But since, at that point, none of us had any idea what was actually going on in game, we flocked to them like moths to a flame.


I wonder if or how you could've possibly told that those links are not IG. Any ideas? I loved that cluebat Smile

I'm also one of the Junko drop outs but decided to play Purity Towers which was... ehh, a ride of its own.
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ARGs blur the lines between reality and fiction - too much or not enough? http://forums.unfiction.com/forums/viewtopic.php?t=27782
Research: http://www.pixelidentities.com/


PostPosted: Tue Sep 22, 2009 2:26 pm
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classical
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PinkCloud wrote:
I wonder if or how you could've possibly told that those links are not IG. Any ideas?


Honestly, we couldn't! At least not for a while.

As the game began to unravel, though, it appeared more and more (to me, anyway) like our link posters were really grasping for straws, trying to draw similarities between these links and a game that was going off in a much different direction than I think they were expecting. So it puttered out once we stopped trusting their blind conclusions and actually began to trust the characters (and our PM).
I mean, once characters became more established, the PM used them to send sutble nudges our way (or not-so-sutble, as evidenced by that cluebat, haha). He'd also use established blogs and websites to do similar things. But in the beginning, there wasn't much (or any, really) of this or that player-PM trust... thus our confusion. And our paranoia.

I remember Tenenabaum mentioning this trust issue during the panel in Portland and saying how necessary it is for an ARG to function. Despite me liking the confusion and the paranoia I'm Sorry had going on for those first couple of months, I now totally understand what he was getting at. Even if it doesn't look like it, I'm Sorry had an incredibly deep level of trust between players and the PM. Though it certainly didn't start that way and it was built up in a rather roundabout method, for sure.
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PostPosted: Tue Sep 22, 2009 10:03 pm
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