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ARG_research: share your experiences!
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PinkCloud
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ARG_research: share your experiences!
research questions about the blurring of reality and fiction

Hi! I'd like to invite you to participate in my research. Before that I should probably introduce myself properly. Pls lift the curtain!

Spoiler (Rollover to View):
My RL avatar name is Mela Kocher. I wrote a thesis on narrativity and aesthetics of videogames at the university of Zurich, Switzerland, in 2004. Been doing various kind of game studies stuff since. Got interested in ARGs (thanks to Dave's TINAG book, actually), tried successfully (lucky!!!) to get some research money from the Swiss cultural department and here I am in San Diego for two years, playing and trying to understand the world of ARG (and yes, surfing, and spending a respectable amount of the funding money in ice cream and coffee).


In the past years I've been coming across many people's concern about if video game players can still differentiate between reality and fiction or if they are loosing it. I do not share that concern - I believe that, in general, people always find smart ways of interpreting new media accordingly. Nevertheless, it made me aware of many media formats where it's not always easy to draw a line between game and everyday life or reality and fiction (and I'm not even sure if we always need to draw that line). I think ARGs are most fascinating in the way they enhance the alternate reality with bits and pieces of reality.

These are the questions I'm particularly interested in:

- 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?

In the "Charlotte is becoming real" for example, we were not sure for a while if a phone number (Isabell's) was IG or not. Or if the Special Offer III was really a free trip to Berlin (it was! Smile). Or, in the Sacrow Forest, if that roadside memorial to a Sandra Lucas was for a real dead person or just made for us, hiding clues (until somebody realized that SL was the name for the protagonist of Sebastian Fitzeks's new book Splinter..) The way we interprete things is what I'm interested in.

So these are questions I care about, and if you'd like to contribute your thoughts and ideas here in uF, that would be just awesome. If you have an experience you'd like to share but keep confidential, pls send me an e-mail (ag.pinkcloudSPLATgmail.com).
I'd be happy to answer any questions, too.
Thanks for sharing!
PinkCloud

PostPosted: Wed Apr 29, 2009 7:00 pm
Last edited by PinkCloud on Sun May 03, 2009 8:14 pm; edited 1 time in total
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addlepated
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Re: ARG_research: Charlotte is becoming real
research questions about the blurring of reality and fiction

PinkCloud wrote:
- What about the other way around? Seen or read something and evaluated this as being 'real', while later understanding it belonged to the game?

Well, for the Charlotte game, I withheld the return address from the trailhead envelope in order to protect the identity of the puppetmasters. I did end up privately giving it to someone in San Diego whom I knew (Celina63), who shared it with you, PC, but I did not post it publicly until I realized that the game designers might have wanted it out there.

I'm not sure what someone else in my situation would have done - whether my reaction was a natural one as a player or, since I'm usually on the other side of the curtain, I was more protective than someone else would have been. I do think that this particular game had a lot of line-blurring moments, which were both exhilarating in one sense and frustrating in another, since we were taking leaps outside of the safe zone with nobody to hold our little hands. Wink
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PostPosted: Wed Apr 29, 2009 7:13 pm
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PinkCloud
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Re: ARG_research: Charlotte is becoming real
research questions about the blurring of reality and fiction

Quote:
Well, for the Charlotte game, I withheld the return address from the trailhead envelope in order to protect the identity of the puppetmasters. I did end up privately giving it to someone in San Diego whom I knew (Celina63), who shared it with you, PC, but I did not post it publicly until I realized that the game designers might have wanted it out there.

I'm not sure what someone else in my situation would have done - whether my reaction was a natural one as a player or, since I'm usually on the other side of the curtain, I was more protective than someone else would have been. I do think that this particular game had a lot of line-blurring moments, which were both exhilarating in one sense and frustrating in another, since we were taking leaps outside of the safe zone with nobody to hold our little hands. Wink


thank you for sharing addie! what kind of leaps outside of the safe zone are you talking about, could you elaborate on that, please? I don't have so much comparison (other than a pretty crazy ARG in sweden) so I was pretty overwhelmed with Charlotte, anyways.

PostPosted: Wed Apr 29, 2009 7:43 pm
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addlepated
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Re: ARG_research: Charlotte is becoming real
research questions about the blurring of reality and fiction

PinkCloud wrote:
Thank you for sharing addie! what kind of leaps outside of the safe zone are you talking about, could you elaborate on that, please? I don't have so much comparison (other than a pretty crazy ARG in sweden) so I was pretty overwhelmed with Charlotte, anyways.


- Going to the return address (and apparently you were supposed to get an envelope from the gate)
- Digging up the ground on Vacation Isle
- Calling a random phone number in NYC and waiting several days to find out if it was in-game or not
- Getting on a plane to fly to Germany to do heaven knows what!

It was a pretty gonzo game, from my viewpoint.
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PostPosted: Wed Apr 29, 2009 8:08 pm
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PinkCloud
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Re: ARG_research: Charlotte is becoming real
research questions about the blurring of reality and fiction

addlepated wrote:
PinkCloud wrote:
Thank you for sharing addie! what kind of leaps outside of the safe zone are you talking about, could you elaborate on that, please? I don't have so much comparison (other than a pretty crazy ARG in sweden) so I was pretty overwhelmed with Charlotte, anyways.


- Going to the return address (and apparently you were supposed to get an envelope from the gate)
- Digging up the ground on Vacation Isle
- Calling a random phone number in NYC and waiting several days to find out if it was in-game or not
- Getting on a plane to fly to Germany to do heaven knows what!

It was a pretty gonzo game, from my viewpoint.


thank you! Smile yeah pretty amazing. and the Dana Hotel I also went to and asked for Krotzler at the reception... so "live" events are definitely most real aspects in ARGs. what about online clues, like... I remember:
- Dana King we were wondering if he was real or not. more examples?
am sure much more, making a list...

PostPosted: Wed Apr 29, 2009 8:28 pm
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jfpickard
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I'm not sure how useful this will be, but [url="http://coralcross.org/"]Coral Cross[/url] seems like something you might want to monitoring. Reality and fiction colliding in interesting and peculiar ways.

PostPosted: Wed Apr 29, 2009 9:32 pm
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PostLarval
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Over the years, as a player, one of the most important factors I've found in determining where to draw the line between fiction and reality is to first determine the competence of the Puppetmasters. Assuming they stick to a TINAG mantra, if those behind the curtain are competent and careful, the line is so blurred that everything seems seamless. In my opinion these are the best kind of games, though the way players react to them tends to depend on their ARG experience.

Often when new players arrive on the scene they can be a little too enthusiastic, following every tangential link... innocent and unsuspecting folks end up with kids crawling around their lawns late at night and voicemails full of (seemingly insane) messages. This especially happens when a game pops up and draws in a large, entirely new audience (TIMM comes to mind). However it's these folks who seem to get the greatest thrill out of playing.

At the other end of the spectrum, more experienced players can sometimes be too cautious, not wanting to post phone numbers or addresses or anything that might lead to a swarm of people showing up at some stranger's doorstep. Generally because they've witnessed this with previous bad PMing. So for these people, truly blurring reality can lead to lines of questioning that actually detract from the immersiveness.

As I said, for me, the trick is to determine as quickly as possible if the PMs know WTF they're doing. If I trust that they do, I'm willing to stop looking for the blurry line and throw myself at every puzzle wholeheartedly.
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PostPosted: Wed Apr 29, 2009 10:13 pm
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PostLarval
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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?


Okay, now to actually answer the specific questions you asked Wink

I think the most real thing to me is good character interaction. Especially in real-time, like phone calls or instant messaging. You really have to throw yourself into the situation and be IN the game. Even more so when the character calls YOU, and you have no time to prepare. Meeting a character in person is also a thrill. Drops are fun because you get a physical artifact from a virtual world.

In 'Therapy', Penny was a character that I (and others) actually cared about. And now miss. I know she isn't real - hell, I know she was just a delusion of someone else who wasn't real - but I still find myself wondering what she's up to. Thats a good measure of a game... being able to evoke emotional connections with the players.

The experience of following Dr. Krotzler's Walk was surreal, even though I was very familiar with the park I was walking through. I couldn't shake the feeling that I was IN the game, rather than thinking of the game as taking place IN my neighborhood. Though I rationally knew this was the work of PM who'd been staying at the nearby hotel, I was able to forgo reality and accept that I was being led to a buried clue that might help solve a Dr.'s disappearance (and in the process perhaps help Penny).

I must admit though, I'm just generally willing to forgo reality, so my experiences should be seen in that light Wink
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PostPosted: Wed Apr 29, 2009 10:56 pm
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PinkCloud
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jfpickard wrote:
I'm not sure how useful this will be, but [url="http://coralcross.org/"]Coral Cross[/url] seems like something you might want to monitoring. Reality and fiction colliding in interesting and peculiar ways.


thanks for the tip, jfpickard. that game is indeed pretty interesting. i had already registrated myself and got an e-mail yesterday from the PM saying, that "Coral Cross, the world's first pandemic flu-themed alternate reality game – which has been in development for months – has suddenly been overtaken by real-world events." I'm very curious how 'real' or 'fictional' the game will be...

PostPosted: Thu Apr 30, 2009 12:34 am
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PinkCloud
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Thanks very much for your in-depth input, PL. I welcome any kind of thought on that wider subject, not just answers to my questions.

PostLarval wrote:

Okay, now to actually answer the specific questions you asked Wink

In 'Therapy', Penny was a character that I (and others) actually cared about. And now miss. I know she isn't real - hell, I know she was just a delusion of someone else who wasn't real - but I still find myself wondering what she's up to. Thats a good measure of a game... being able to evoke emotional connections with the players.


interesting you say that. Why Penny? and not Julia, for example. Even though others might be thinking of Julia a lot, too. Maybe we interacted most with Penny? Or because she had humanlike weaknesses? I remember that we were bitching about her sometimes... And now I still think of her sometimes, wondering if I should pick her up after work 'cause she might still be scared... I think that's a wonderful kind of immersion.

Quote:
The experience of following Dr. Krotzler's Walk was surreal, even though I was very familiar with the park I was walking through. I couldn't shake the feeling that I was IN the game, rather than thinking of the game as taking place IN my neighborhood. Though I rationally knew this was the work of PM who'd been staying at the nearby hotel, I was able to forgo reality and accept that I was being led to a buried clue that might help solve a Dr.'s disappearance (and in the process perhaps help Penny).


funny you mention that, how a live event changes the way you perceive your everyday environment. when I took that plane to berlin, it was almost the same trip I did just 2 months ago (from Switzerland to San Diego), but there I did soooo much of preparation, and it was a huge deal. Now, with the game, I just hopped in, barely checked if I had all the visa documents with me to get back in the country. I was on a mission. Smile Just when I got back to the US and went through immigration, they asked me: what? you were in Berlin for 2 days? What for? --- That's where the perception of this trip in the view of 'reality' hit me. (i was imagining what would happen if i told the officer: yeah, i got invited, and you know what? i don't even know who paid for the trip Smile

PostPosted: Thu Apr 30, 2009 12:52 am
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PostLarval
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PinkCloud wrote:
interesting you say that. Why Penny? and not Julia, for example. Even though others might be thinking of Julia a lot, too. Maybe we interacted most with Penny? Or because she had humanlike weaknesses? I remember that we were bitching about her sometimes... And now I still think of her sometimes, wondering if I should pick her up after work 'cause she might still be scared... I think that's a wonderful kind of immersion.


Sometimes characters in games tend to limit what they say and who they have to say it to. Penny was different... very open, very talkative, and she reached out to all of us. We saw that she was alone, and vulnerable, and needed our help. For a long time she was our only window into this reality... she WAS the game. And while we teased her a bit in the beginning, our tone changed once she suffered a major trauma. I actually felt terrible for asking her to go back that one last time and search for the dog.

When a character only shoots off one line replies it's easier to accept that they're a busy PM who's playing a game. But Penny really took the time to respond at length, to everyone. It was incredibly immersive. Patrick did a fantastic job voicing her and making us feel such a real human connection.
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PostPosted: Thu Apr 30, 2009 5:32 am
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RemixFiction
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PostLarval - do you have a blog somewhere?
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PostPosted: Sat May 02, 2009 10:51 pm
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PinkCloud
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edit

I just edited the subject and first post of this thread to be clear: your experiences with ANY ARG are welcome here, not only those related to "Charlotte is becoming real". I would love to hear your stories and what you think about when you wonder if this is real or that is fake. Or maybe it's always very clear to you? Pls post!
PC

P.S. as mentioned in the first post: you can always send me an e-mail to ag.pinkcloudSPLASHgmail.com. I'll keep everything confidential.

PostPosted: Sun May 03, 2009 8:27 pm
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BubbleBoy
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I believe you are delving more into a players psychology then the game itself.

There is definitely a difference in how new and old players will approach a game. Once a possible trailhead has been located old players will tend to search IPs, whois, reverse IPs, source codes, etc. for clues, being careful and knowing what to post and what to keep private (phone numbers in whois) until they are "given the word" to release the information too the public via game interaction.

New players will tend to steer more towards the obvious things like e-mailing, commenting on blogs, etc. - things that are more apt to get an immediate response. They will do this mainly because these are things that are more familiar too them. There really is not too much danger in releasing the information that is gathered from these conquests.

When you get into "what is real and what is not", you are dealing with both the ability for the PMs to tell both new and old players alike that "yes, this is a game" and for the players themselves to be able to tell themselves.

I would compare it too, say, people who are really into RPGs (Role Playing Games). You know, the ones that dress up and act out the roles for which they are assigned. Do they know that it's not real? Do they know that they are pretending? Or have they been doing this for so long that their fiction world has begun to blur itself into their reality?

Most people would probably say that those who can not are pretty sheltered, reclusive personalities and thus have a difficult time letting go of a personal connection, possibly even resulting in grief like symptoms of loss.

Granted we will have our favorite characters, but it is those who have detachment problems that will have a harder time determining the difference between reality and fantasy solely based on their need for companionship, whether real or unreal.

And with these personalities, do we ask the PMs to know how to control them or the many possible situations that can arise from these personalities being involved in the game? Probably not.

On one hand the PMs have to have some accountability in how real they make their game. Knowing that these personalities exist would probably cause one to ensure that their game isn't TOO real. On the other hand, however, we, as players, are also responsible for our own actions.

PostPosted: Sun May 03, 2009 10:09 pm
Last edited by BubbleBoy on Tue May 05, 2009 1:07 am; edited 1 time in total
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PostLarval
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RemixFiction wrote:
PostLarval - do you have a blog somewhere?


Not at the moment, but my inability to shut up about the things that excite me has me thinking I'll start one soon =)
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PostPosted: Mon May 04, 2009 7:53 pm
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