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 Forum index » Meta » General META Discussion
Martin Aggett is a Liar
Moderators: imbri, ndemeter
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catherwood
I Have 100 Cats and Smell of Wee

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

PinkCloud wrote:
...we all roleplay every day, change our behaviour a bit according to whom we speak or write to, or how many glasses of wine we had. (I want to know too, don't get me wrong, but I'm wondering how authentic we are in our 'real' life, too)
another thought that came to my mind: why are we having nicknames on uF and are not asked to post with our birth name?...

Number one reason to not use real-life names is for privacy and to prevent identity theft. Number two reason: the person I am online is not the same person I am at the office or at home. Yes, we all have multiple roles to fill in real life, altho' i wouldn't call that "roleplaying", and I'll wager that people also have multiple online roles to fill. I might use a different username and speak differently on a religious forum than I do here. I see no problem with compartmentalizing oneself this way. For me, the bottom line is to present a single consistent persona within each community, play one part or fill one role within each context. If you want to be [insert nick here] within the general Unfiction/ARGN circles, then that's the one-and-only "person" you should present to people -- and if you've already integrated as a player and OOG contributor, then that precludes becoming an ingame character in the future. To me, that is where the issue of trust lies.

PostPosted: Sat Jun 20, 2009 9:43 pm
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imbriModerator
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pinkcloud wrote:
What I'm personally curious about is, how much is martin really different from steve despite the differences that steve listed in the first post here?

Steve is different from Martin in that Steve has free will while Martin is a creation of Steve and is, therefore, completely under Steve's thumb. While I subscribe to the idea that stories and characters "create themselves", the plain fact is that they do not. Using my own experiences, as real as Marie or Sploit (Eldritch characters that I write) are to me or to others, the fact is that neither of them can ever make a decision for themselves.

All of my characters have had a good deal of me in them, this is especially true for the characters that interact heavily or have a strong real time online presence. Not only are their worlds shaped by my experiences, but they I tend to use parts of my life that I know fairly well so that I can interact and discuss things with some deal of knowledge (like I will never write for a character that is a high level scientist because it would be it would be far too easy for someone to trip me up in highly interactive situations). Furthermore, I am rather "method" - for example, my characters listen to specific styles of music (I can tell which posts were made when I was listening to another character's music - they were not themselves that day) and they eat or drink certain things which can have adverse effects on me (Marie was a tea drinker and BA drinks a lot of coffee and on the days that I wrote both I rarely got more than 3-4 hours of sleep). So, my personality and experiences effect them and their personality and experiences effect me. However, if I get tired of it, I can kill them. If they get tired of it, they cannot kill me. I have the control and I have free will - they have neither.

Why does that matter? Because it allows me to have intent within the real world. With no free will, the character can not have intent outside of their fictional bounds.

pinkcloud wrote:
why do we need to know so badly if somebody is real or not?


Social relationships require an ongoing give and take - therefore, when we interact with someone we go through a process of figuring out the intent behind it and if that fits with our own intent. That makes it sound very conscious and methodological, which it's not. It is also based on a lot of assumption and "gut feelings" - but that's what we do.

So, what's troubling in the case of Martin Aggett, where we learn that someone who we have been interacting with based on our assumption that he has free will and intent is actually fictional and therefore has no free will and his only intent resides within a fictional world (no matter how based in reality that world may be), we need to re-assess what the relationship means and, at the same time, think about the story that we are now involved in, whether we like it or not... what have I done to help or hinder the story? am I getting what I need from the character is he getting what he needs? as this relationship will never move beyond Martin's fictional universe, have I been using to many of my resources (time, emotion, etc) for what I am likely to get out of it? And, as we work through those questions (and others) we decide on if we are being "duped."


pinkcloud wrote:
And what does that mean, real? we all roleplay every day, change our behaviour a bit according to whom we speak or write to, or how many glasses of wine we had. (I want to know too, don't get me wrong, but I'm wondering how authentic we are in our 'real' life, too) another thought that came to my mind: why are we having nicknames on uF and are not asked to post with our birth name?


To break it down very simply: I think therefore I am.

Roleplaying has a very important place in that - it is through roleplay that we learn and explore. Changing behavior, too, does not mean that we are creating a character because the behavior is still ours, the intent is ours, and thought is ours. If I go undercover in the vice squad as Bambi, I am still Brooke - Bambi may have a life and friends of her own, but at the end of the day her thoughts are all mine and while her intent may appear to be to make some cash the true intent is to catch a few Johns.

Avatars are an expression of our online persona. This persona may contain exaggerations and/or fictional elements - we may be kinder or a bit more trollish, we may have an exotic life - but it is a persona, not a character. And, we treat it (and our relationships with it) as such. When I, or my persona, interacts with a persona online, it can measure and evaluate and do all of those funky things based on the assumed intent of the other persona. It knows the game, so to speak.


for the purpose of this post, I was working on the following definitions:
persona: A person's perceived or evident personality; personal image; public role.
character: A person portrayed in an artistic piece.

PostPosted: Sat Jun 20, 2009 10:53 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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I think where you might be tripping up a little on concepts, natas, is not the idea that Steve created Martin and played him out as a persona and would have, in your estimation, 'done no harm' to anyone with his actions.

The issue is that he did it here in these environs. In a way, it doesn't actually matter what his intentions were: the community's expectations were broken in a fundamental way by his actions. The expectations were in place long before Martin came along, therefore establishing precedence in policy over exclusive knowledge by Steve of that policy being breached.

We all have our own highly-individualized opinions (or non-knowledge) of what he did, but when it comes down to it, the expectations of trust were fractured without anyone's knowledge but Steve's. It does not matter that he does or does not kick puppies for fun -- this forum's delineation of the boundaries of trust is one of the things we can count on, when the rest of the time we all have to deal with Real Life and/or the Mysteries and Uncertainties of Alternate Reality Games.

Anyway, that's enough blah blah from me. I am, as the internet kids say, not at all butthurt over this particular incident, but I am very glad for the truthfulness from Steve, and the Unforums' adherence to long-standing policy.
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PostPosted: Sat Jun 20, 2009 11:40 pm
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natas
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krystyn wrote:

The issue is that he did it here in these environs. In a way, it doesn't actually matter what his intentions were: the community's expectations were broken in a fundamental way by his actions. The expectations were in place long before Martin came along, therefore establishing precedence in policy over exclusive knowledge by Steve of that policy being breached.....but I am very glad for the truthfulness from Steve, and the Unforums' adherence to long-standing policy.


This policy is broken so much that it's hard to keep track. (It was broken again this morning as a matter of fact and nobody noticed) I'm glad that Steve had the good foresight to realize he had broken the rules and stopped. I'm all for following the rules, don't get me wrong, but if he hadn't have told, nobody would have been the wiser and he would have fallen in line behind so many others who are doing the exact same thing every day on here.

So, my point is who decides when and if these rules are enforced? What is the standard? Is there someone consistently monitoring for these infractions? If not, this problem will continue to occur over and over and over. I only say that because a lot of these new PM's really don't care about UF rules as most of us do (Yes, I do try to adhere to the rules Wink )

ETA: Kicking dogs is wrong?

PostPosted: Sun Jun 21, 2009 8:01 am
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imbriModerator
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natas wrote:
This policy is broken so much that it's hard to keep track. (It was broken again this morning as a matter of fact and nobody noticed)


Obviously someone noticed it if you're mentioning it. Have you contacted a mod admin so that we can look into it? That's kind how it works 'round these parts. Not that I much care to use a police analogy, but... if someone goes and steals your car, the police probably don't know it's happened until you report it. Here's a list of all the admins why don't you try sending one of us a PM? It's so much more productive to let us know that something happened than to bitch that we aren't dealing with it.

natas wrote:
So, my point is who decides when and if these rules are enforced? What is the standard? Is there someone consistently monitoring for these infractions?


If the admins know, they enforce the rules. It is up to the community members to decide that they want the rules enforced and to let a mod or admin know.

PostPosted: Sun Jun 21, 2009 9:30 am
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natas
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imbri wrote:
but... if someone goes and steals your car, the police probably don't know it's happened until you report it.


The police in my town do regular patrols through my neighborhood. Thieves would be pretty stupid to steal a car here. If you are trying to make UF a "neighborhood watch" type of thing... shouldn't the mods be the "watch"?

I do try to help point out instances when I see them. Just ask a few or your mods/admins out there. I've PM'd Jamesi, Steve, Addlepated, (just to name a few) about instances of violations, but since I'm not a mod... is this my place to be the jailhouse snitch. (lot of analogies I know sorry).

PostPosted: Sun Jun 21, 2009 10:22 am
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imbriModerator
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natas wrote:
The police in my town do regular patrols through my neighborhood. Thieves would be pretty stupid to steal a car here. If you are trying to make UF a "neighborhood watch" type of thing... shouldn't the mods be the "watch"?

I do try to help point out instances when I see them. Just ask a few or your mods/admins out there. I've PM'd Jamesi, Steve, Addlepated, (just to name a few) about instances of violations, but since I'm not a mod... is this my place to be the jailhouse snitch. (lot of analogies I know sorry).


Last week, sometime between the hours of 4 and 7 AM, my neighbor's car was stolen (parked right next to mine :/). Our neighborhood is also under a fairly regular patrol and, more than that, we have a couple of police living in our complex (lucky bastards get a cut on their rent for bringing their cars home with them) and a security guy. Yet, if my neighbor hadn't called the cops, we all would have assumed that he just left for work early.

Mods and admins do watch and keep an eye on things, but they are not the only ones who have that power. The nice thing about UF is that it is community run and that means that when you see a problem, you have the power to deal with it. You send a mod or admin a PM and let them know what you think is going on and then the mods & admins can take action - but it all starts with you.

It is not being a "jailhouse snitch" it is giving back to the community and helping out.

PostPosted: Sun Jun 21, 2009 11:28 am
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natas
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imbri wrote:
It is not being a "jailhouse snitch" it is giving back to the community and helping out.


Whew! So I don't have to worry about the admins shanking me? Cool.

PostPosted: Sun Jun 21, 2009 11:56 am
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Varin
I Have No Life


Joined: 02 Dec 2002
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pinkcloud wrote:
why do we need to know so badly if somebody is real or not?


So we can choose whether or not we want to interact with that person and afford them that first level of trust. If I know someone is a character in a game (made by someone I trust), I'm willing to jump right in and play. If I know someone is real, I'm going to be more cautious.

When I first heard about Martin, I'll admit I was a bit upset. I didn't really interact with him at all here, only Twitter. I guess, for that reason, I didn't directly associate him with the ARG community and therefore never considered the idea that he could be fake.

That being said, I found him quite interesting. I enjoyed hearing about where he was in the world. I was excited about meeting him at ARGfest and was really hoping he would bring his camera setup along so we could have a "photobooth" like he suggested he might. I think I'm really just disappointed that he isn't real. I know there are supposedly many similarities between Steve and Martin, but it's just not the same.
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PostPosted: Sun Jun 21, 2009 2:20 pm
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Rekidk
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I didn't know Martin very well, so I wasn't really upset when I learned that he wasn't real. Like krystyn said, everyone's going to have a different opinion on this, so I'm not going to delve too deeply into my personal feelings on the subject.

However, this does bring up an interesting meta-point that's worth discussing. If Martin hadn't joined Unforums, would this be any different? In other words, is it ethically irresponsible for a character to enter into a conversation with someone who doesn't know that they're talking to a character? This issue goes back to LG15, when some people felt betrayed that the girl who they poured their emotions out to turned out to be an actress. (It's important to note than many more people were intrigued by the idea.) I suppose that the feelings of betrayal are more-or-less proportional to the amount of time/emotion invested into a "person" (character).

The problem is that ARGs sometimes target people who don't (at first, anyway) know about their fictional nature. If I created a character who joined an online Alcoholics Anonymous forum, interacted there, and then was kidnapped - would that be ethically wrong? Some might say that it's just the way the trailhead was designed. Would it change if my character joined the same AA forum, but I later launched an ARG about him to the Unfiction audience (who could then google him and discover his online presence on that forum)?

Even more ambiguous: what if I deliberately created a fictional character on MySpace than interacted with players (who knew that the character was fictional), and then my character was befriended by non-players who began to interact and befriend the character (unknowingly assuming that the character is real). Is it ethically wrong for a PM to continue interacting with these non-players without telling them that the character is fictional? (One might argue that an ARG should have some "hints" to tell players that it's fictional, but for the sake of argument, let's say that these hints are too subtle for the non-players.) Does the PM have the moral duty to break curtain to tell these non-players that the character they're interacting with is fictional?

In other words, what happens when innocents get caught in the crossfire of an ARG? And more importantly, what should PMs be doing about it?
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PostPosted: Mon Jun 22, 2009 9:55 pm
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ndemeterModerator
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Rekidk wrote:
If I created a character who joined an online Alcoholics Anonymous forum, interacted there, and then was kidnapped - would that be ethically wrong?


Absolutely! AA is built on dynamics of people that realize they have an addiction. They support and feed off each others strength and will to say no to a harmful substance to them. To violate and upset that dynamic with some game is most certainly ethically wrong!

Rekidk wrote:
Would it change if my character joined the same AA forum, but I later launched an ARG about him to the Unfiction audience (who could then google him and discover his online presence on that forum)?


Again, I would like to think that responsible players would view the existence of a fictional character playing within a very real and very serious forum a turn off and look towards other ARG's.

Rekidk wrote:
Even more ambiguous: what if I deliberately created a fictional character on MySpace than interacted with players (who knew that the character was fictional), and then my character was befriended by non-players who began to interact and befriend the character (unknowingly assuming that the character is real). Is it ethically wrong for a PM to continue interacting with these non-players without telling them that the character is fictional? (One might argue that an ARG should have some "hints" to tell players that it's fictional, but for the sake of argument, let's say that these hints are too subtle for the non-players.) Does the PM have the moral duty to break curtain to tell these non-players that the character they're interacting with is fictional?


OK, why?

Seriously, what does the PM get out of having real people as friends of his fictional character? Personally if I found out that my online friend was nothing more than a figment of someone's imagination I would be weirded out.

Imagine that you fall in love with a girl online and you decide to finally meet only to go to Starbucks and find a male tattooed trucker named Jimmy waiting for you.

A character serves a purpose. They are meant to guide the players to a point and that's it. The game itself needs to have a definite beginning, middle, and end. What is the purpose of a fictional character creating very real and lasting friendship ties?
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PostPosted: Mon Jun 22, 2009 10:29 pm
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danteIL
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I'm coming in very late to all of this, but those of you who know me also know that I love me some meta. I'm glad that imbri brought up the PixelVixen comparison, because that situation (which I also only recently learned about), combined with this one, has gotten me thinking about the intermittent problem that ARGs have had with the 'hoax' label. And somehow in my stew of thoughts this is also tied up with the entire question of ARGs and 'immersion.' So, it seems to me that one motivation behind 'Martin' was to create a richer sense of verisimilitude (aka 'backstory') than is usually possible with the standard cache o' backdated blog entries that is more typical in ARGs. I think we can all respect the game-design motivations behind that decision, even if we also agree that perhaps interacting on UF wasn't the best way to go about it. But Rekidk brings up an interesting point which was one of my initial thoughts too -- which is, well, wouldn't it have been cool if Martin had confined himself to photography and travel communities, leaving a rich and 'authentic' trail of interactions for players to discover and follow when it came time for the ARG to kick in? At first that sounds great -- it establishes the reality of the character without infringing on unFiction. But, the case of PixelVixen illustrates why this isn't such a good alternative either -- as ndemeter points out, the members of those communities are not 'in' on the game, and when inevitably they do find out about the fictional nature of this person, anger and confusion will result (along with a lot of 'shrug', admittedly). And ARGs become further tarred with the 'hoax' brush. Not good.

So around about here my stew of thoughts turn toward the concept of TINAG -- which is, of course, one of those eternally confounding centers of debate. I won't try to resolve those debates -- in some contexts TINAG seems to mean that the characters in the game don't realize that it is a game, while at other times this is taken to mean that for players there is no separation between game-life and real-life -- that is, the game can ring your phone and send you email just like anyone else can. Obviously, these two aspects are intertwined -- to the extent that the characters believe in their reality, and your game-self is part of their reality, then they will (and should) interact with you like they would as if they were real. TINAG as a design-goal originated, as far as I know, with The Beast -- and given that The Beast was set in the year 2142, it seems appropriate that it would have adopted TINAG as its mantra -- in that context (i.e., interaction with the future), the richness and internal consistency of the world it created was enhanced by doing everything possible to convince the players that they were having an effect upon events in some far-off time.

Nowadays, however, I think that it can safely be said that most games are set, more or less, in our current time and place. Even if they involve robots or vampires or cryptids, the essential framework of these game worlds are for the most part altered versions of our own (and yes, I'm sure that counterexamples probably exist, given that I'm not aware of every ARG in existence). This can be a good thing -- since we are obviously most familiar with our own lives and times, we (as players) can easily supply the necessary details to flesh out and fill in the gaps in the game world (I suspect that this may have benefits from the development side as well). Also, when the game world reaches out into the real world -- because it is congruent with *our* real world -- the boundaries between the game and reality are blurred. On the surface, this is a feature of ARGs, not a bug. And yet..

In a game set in 2142, this game-world/real-world boundary is relatively rigid, obviously -- the very essence of the game-world is by definition very foreign from our own. Hence, TINAG becomes a reasonable goal because the game content itself serves as a signal that this is a game (and I do think you need those signals, even if they are not omnipresent). In a game set in 2009, however, this boundary is much less obvious. Even if the game involves vampires or robots, these vampirebots may be doing things that we recognize and do everyday, like post blogs and buy videogames and shop at Target. On the surface, they're just like us!. Cool, right? But therein lies the danger -- because, to circle back around to Martin, we still need to know that we are playing a game in order to approach the game appropriately. When that boundary is lost, then confusion results. Thus, it seems to me, that for ARGs toward the end of the alternate-reality continuum (and it *is* a continuum) that is more like our 'real' world, TINAG as a philosophy needs to be supplanted, in some important circumstances, with "TIAG" -- explicitly marking out the game space as such. I realize that the makers of PixelVixen tried to do this (i.e., mark her as a fictional entity), but it is likely that they realized that if they made the markers that said "this is just a game" too obvious, then people (i.e., naive 'civilians' not in on the game) wouldn't take the character/etc. seriously in the way that was needed to fully flesh her out as authentic. Same goes for Martin. In my opinion, however, it is the responsibility of the game designers, especially when working within a game world that closely mirrors our own or that is in some ways intertwined with real-world entities, to err on the side of caution -- that is, they should give up some verisimilitude in favor of direct information.

Anyway, what I'm saying probably isn't anything new, and this is too long, but these are just some thoughts I've been having. Wink

PostPosted: Tue Jun 23, 2009 12:42 am
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Rekidk
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ndemeter wrote:
Rekidk wrote:
If I created a character who joined an online Alcoholics Anonymous forum, interacted there, and then was kidnapped - would that be ethically wrong?


Absolutely! AA is built on dynamics of people that realize they have an addiction. They support and feed off each others strength and will to say no to a harmful substance to them. To violate and upset that dynamic with some game is most certainly ethically wrong!


I agree completely. Taking it to a lesser extreme: what if my character joined a knitting forum, where members exchanged knitting patterns? Does it make a difference if my character specifically avoids forming "friendships" with the others on the forum (and, instead, only comments on knitting patterns)? Taking it even further: what if my character created a knitting blog that was primarily one-directional in nature but attracted knitting enthusiasts?

danteIL wrote:
In my opinion, however, it is the responsibility of the game designers, especially when working within a game world that closely mirrors our own or that is in some ways intertwined with real-world entities, to err on the side of caution -- that is, they should give up some verisimilitude in favor of direct information.


I tend to agree with that, especially when dealing with those not familiar with the genre. Although the moments of "is it real or isn't it" can be fun, they can also be terrifying and confusing. (I'm vaguely recalling the Wyoming Incident, which appears to have recently rebooted and recrashed.) I stopped playing because TIAG was not stated clearly enough (there was a wealth of planted information regarding the history of fake TV hijacks that were central to the plot) and because the subject matter was extremely dark (a fictional forum dedicated to killing people for sport.) Of course, that offers a potential solution to my character's invasion of a knitting forum: creating my own. If I put effort into creating an array of characters to inhabit a fictional knitting community, I can create a background for my character without deceiving anyone at all - which is undeniably the best solution from a game perspective. It's certainly feasible, as we've seen it done on a larger scale with Eldritch Errors.

ndemeter wrote:
A character serves a purpose. They are meant to guide the players to a point and that's it. The game itself needs to have a definite beginning, middle, and end. What is the purpose of a fictional character creating very real and lasting friendship ties?


I can't remember who or when or where this was brought up, but I remember someone once talking about the idea of characters existing beyond the frame of an ARG's story. The idea was that these characters would exist online and continue to interact with players, even after the ARG's story ended. (Of course, this serves a larger purpose only if a sequel to the game were planned, as IIRC happened with SamII.)

In that vein, couldn't a "freeform ARG" that consisted of no "story" but lots of character interaction be creating characters for the sole purpose of giving "players" someone to interact with? But then you loop around: if "players" (I use quotes because there's no longer really a game at this point) just want to interact with a character, why not interact with a real person? And if the purpose in interacting with a character is to discover his/her life story, then isn't that a game within itself (thus giving it some sort of narrative structure with a beginning and end)?

To the extent that we grow to form friendships with characters in ARGs (just as readers grow attached to characters in books), an extension of the character beyond the game (eg. beyond a tool to tell a story) might be something that some people would be interested in. What if players grew attached to my knitting character and wanted her to stick around after the storyline finished? I'm not saying that you can have a true friendship with a fictional character, but I'm not not saying that either. Who hasn't gotten attached to a character from a TV show, movie, play, or book? Is that type of attachment different when the character talks back?

Anyway, just some thoughts I've been having. When you start telling stories that cross the traditional boundaries, you run into issues like this.
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PostPosted: Tue Jun 23, 2009 1:41 am
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thebruce
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Rekidk wrote:
Taking it to a lesser extreme: what if my character joined a knitting forum, where members exchanged knitting patterns? Does it make a difference if my character specifically avoids forming "friendships" with the others on the forum (and, instead, only comments on knitting patterns)? Taking it even further: what if my character created a knitting blog that was primarily one-directional in nature but attracted knitting enthusiasts?

I think we've seen in past games that there's even a difference in dynamic between official and grassroots games... rather, between promotional ARGs which eventually lead to a product or commercial revelation, and ARGs meant purely to be an entertainment source.

I think we'd find more often than not, to use your knitting example, if your ARG launching stealthily in that forum was to lead to some new awesome knitting product, the people who may feel 'duped' may feel that at least it was worth something. But if you're trying to launch a game just for fun, then they find out they were being a part of it - they thought they were building a real acquaintance/friendship, when it turns out the person was only fictional - then it comes back to the issue of 'choice'. They didn't have the choice of whether they wanted to invest time and effort into that relationship (or that profile, if no personal relationships are being built).

Basically, if a game is purely for entertainment, then choice is a much bigger concern with players. But if the 'reward', per se, is another product/service that will benefit the player or that the player will enjoy, then chances are, if you've targeted your playerbase accurately, they'll be more excited than upset.

In the end, choice is key. And pure entertainment is a time suck. If people pour energy into pure entertainment unknowingly, and find out afterwards they could have used their time better elsewhere, they could very well end up furious.

Point being, in running/launching a game, be aware of what value your game is going to bring, and to whom you are offering it. I'd assume that's pretty much a given anyway =)

Rekidk wrote:
Of course, that offers a potential solution to my character's invasion of a knitting forum: creating my own. If I put effort into creating an array of characters to inhabit a fictional knitting community, I can create a background for my character without deceiving anyone at all - which is undeniably the best solution from a game perspective.

Definitely. The drawback to a separate forum though is you don't have a community to pull players from, and once again you resort to somehow getting word out, attracting people there, 'opting in' in some manner.

Rekidk wrote:
What if players grew attached to my knitting character and wanted her to stick around after the storyline finished? I'm not saying that you can have a true friendship with a fictional character, but I'm not not saying that either. Who hasn't gotten attached to a character from a TV show, movie, play, or book? Is that type of attachment different when the character talks back?

I think that's where fanfic comes in. Players, readers, follwoers, what have you, who basically don't want a story to end, typically form niche groups who continue to explore the fiction-space that was created by the original writers. I think it's certainly possible to do with ARGs, but finding a PM who would be willing to run a game its full length, then continue it with no foreseeable end, goal, or plot in sight would be quite difficult. Not saying it can't be done, but that would definitely become a major task for whoever took it up (fan or creator). I'd even say that starts becoming more of a roleplay, since without a real narrative to go on (otherwise it would still be a game, not just a fictional character continuing his existence in the real world) it's a person now simply acting out the role and personality of a character.

Perhaps it could be a method of tying multiple stories together in the interim, but I think if a character is acted out without the aid of a plot or direction other than 'existence', then it's not a game any more anyway, and you fall back into that issue of deception and 'hoax'es for people who don't know the character is fictional and start putting time into them.

Quote:
When you start telling stories that cross the traditional boundaries, you run into issues like this.

Yup! Fun stuff Smile
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PostPosted: Tue Jun 23, 2009 10:17 am
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BlackandBlue
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Joined: 19 Sep 2008
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Location: Chatsworth, CA

We are all players on a stage

For me, the problem is only that "Martin" posted on unFiction and then "outed" himself on unFiction.

We are all players on a stage in RL and on the Net. We choose our characters, our information to exchange, editing out what we don't choose to share and what we do. From the time that the internet introduced message boards and chat rooms, I'd suspect that 90% of the people posting to each other online have used some form of fictionalization/ommision for their interactions with people that do not already know them in real life. Yet, even in real life, who tells everyone they know everything about themselves, completely, accurately and honestly? IE: I may tell my family and closest friends about an lingering illness, but will I tell my coworker or an acquaintance? And on teh net, how many of us divulge our real home addresses and phone numbers to the public, or put our real face on as our avatar?

For me, as long as the character is is truly interested in whatever forums they are posting on and doesn't bring it into the wrong place, what's the harm in a "character" having a life online outside of the storyline within an ARG? Again, maybe unFiction isn't the best place, but do we not as ARG players uphold the best TINAG experience as blurring the lines between RL and IG so much that we truly can immerse ourselves in the game, while feeling that it is real? Of course, there have to be controls, but again, if the poster on a knitting forum is truly interested in knitting, is not dragging the storyline into that forum and isn't posting on uF while the game is running, what is the harm?

I keep two of my IG blogs going (granted, I get too busy to update often Sad ), even though the actual game ended in 2008! Why? Because those blogs have a very real aspect of my personality in them: the one that is a fan of all things conspiracy theory and paranormal/supernatural, that I can't share with the majority of the people in my real world, because they would think I was nuts. I chose to make that "character" in Kronos480BC ME! At least the real aspects of my life that didn't scream "Hey! I'm the PM and you are my Puppet." And I would use that "character" again if I was launching a new ARG that was relevant to that topic. I have a lot of weird friends, I get into weird situations, and maybe one of them is actually turned into a character in the story line for a new game, so I could definitely use it. At least 40% of the game I ran did have real world events converted in to fictional situations, and more than half of the characters were based on people I personally know. LOL My theory is that those that don't like the concept will get my apologies if they bring up concerns or they simply won't play. If they read this post in uFMeta and know the blogs I'm talking about, they will already know that it is a game. HOWEVER - I would not, and never did, post in unFiction as that "character", because that is too obvious and too cruel, as well as being outside of the TOS.

For me, posting directly on unFiction is the crux of the argument. I have set my personal standard to be that if I am running an ARG, I do not post on unFiction anywhere. That's just for me. (So if I completely disappear from posting for a significant length of time, you know a game must be afoot. LOL)

I'm not a professional at this by any means. I am a newbie in so many ways. But if I may be so bold as to give advice to Steve after the fact, it would be that once Steve broke the TOS in the first place, and started to realize that he might have a problem in the future, he should have kept it to himself and re-written the character of Martin, so that Martin was a bystander to the actual storyline, and therefore Martin could still exist online, and even in uF, while not affecting his relationships anywhere and still having a full online life for himself. He'd just switch the character in jeopardy focus to a "friend" of his in some way.
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PostPosted: Tue Jun 23, 2009 5:54 pm
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