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 Forum index » Meta » General META Discussion
Martin Aggett is a Liar
Moderators: imbri, ndemeter
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

konamouse wrote:
TINAG is a rule for the characters, not the players. We know it's a GAME (well, we should know, so we don't call REAL police to report crimes).


Such a good point. I wonder, if Martin had twittered an emergency 'help me' message, how many of us would take it seriously and how many would suddenly suspect he was a character? He travels the world taking photographs. If he had said he had been arrested in a foreign country, would our ARG feelers tingle or would we think it was another case like James Karl Buck?
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PostPosted: Wed Jul 08, 2009 9:06 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

The idea of creating a character and fleshing it out into a "real" persona, with the intention of repurposing it for use in an ARG, sounds similar to a parent conceiving and giving birth to a second child just because they need an organ donor for their first child.

PostPosted: Wed Jul 08, 2009 9:11 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

Like *that* ever happens...
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PostPosted: Thu Jul 09, 2009 12:33 am
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

It's not common. But, more common than you'd think.
It's not reported often due to the ethical impacts and a desire to keep the 2nd kid in the dark about their "purpose" in life.

Usually it's for cord blood or marrow. But it could be for a kidney.

Here's a particularly interesting case given the bioengineering involved beforehand.
http://guanabee.com/2008/10/spanish-baby-engineered-to-cure-brother


"I ought never to act except in such a way that I can also will that my maxim should become a universal law."

I. Kant

ETA: Actually Kant's Kingdom of Ends formula applies quite well to this discussion.
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PostPosted: Thu Jul 09, 2009 1:21 am
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RoninBK
Boot

Joined: 16 Sep 2006
Posts: 17
Location: Seattle, WA, USA

What an interesting time to wander back into the ARG community...

I'm one of the people who thinks the rules are strengthened when someone pushes the envelop and feels out how much resistance it gives. Granted I much prefer it when someone else is the one smacking themselves against the boundaries instead of myself, and in that respect I thank Martin Aggett wholeheartedly for dying for the sins of PM's everywhere. But seriously, on the whole I consider this to be a healthy discussion, and the ARG community is better off for having the object lesson.

One question though. Let's say after years of having fun on this board as RoninBK. I suddenly decide I'm masochistic to try to run one of these things. Let's assume I'm an otherwise good boy, and never touch my own game's thread on UF. But if I were to create a character in my game named "Ronin BlackKnight," would I be running afoul of the ToS?
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PostPosted: Fri Jul 10, 2009 5:52 am
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

RoninBK wrote:
I'm one of the people who thinks the rules are strengthened when someone pushes the envelop and feels out how much resistance it gives.


Not to beat a dead horse, but uF is a place with certain rules (ToS) about separation between uF and the gameverse. It is designed to be a safely outside the game. Pushing those kinds of boundaries in here is the same as going into someone else's home and sleeping in their bed without permission, or walking through their living room with muddy shoes. You just don't do that in a polite, respectful community. You follow the rules of the homeowner or you just don't come inside.

Please find envelopes outside of uF to stretch the story or the game play.

[Ironically, only just yesterday I listened to the podcast with "Martin". Interesting to have a perspecting of knowing the truth when hearing it for the first time.]
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PostPosted: Fri Jul 10, 2009 1:28 pm
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Agent Lex
Entrenched


Joined: 11 May 2006
Posts: 1188
Location: No longer London, still in England

Quick linkage for those who don't scour N&R...

http://forums.unfiction.com/forums/viewtopic.php?t=28504

PostPosted: Wed Sep 23, 2009 7:11 am
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Silent|AWAY
Guest


I like the concept of the Real ARG, i.e, the Hoax. It is only because I just feel that regular, traditional ARGs just doesn't seem right to me. An analogy:

Thomas: "Alien forces are coming in to attack my city! You gotta help me, ARGie. You're our only hope."
ARGie: "I'll save you. In a little bit though. I gotta go get me a sub sandwhich. BRB."
Thomas: "WAIT!"

Even when you know all the bad consquences of hoaxes, and even when you realize you'll need distance, I still can't help but believe you can't really be immersed in the world if you know it's fake, and you know that, at any moment, you can tell that character being held hostage by KBG agents that you'll be away on vacation to the Bahamas, and thus can't break the binary puzzle this week.

PostPosted: Wed Sep 30, 2009 7:34 pm
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krystyn
I Never Tire of My Own Voice


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

Eh, I suppose if you were experiencing a single-player ARG, that would definitely be the case where you could experience the sort of detachment you describe, Silent.

However, most of the stronger ARGs have had a strong community/hivemind component to them - where the puzzle-crackers in the group fall short, the social engineers rush in, etc.

Even after all these years, I am afraid I still can't see the appeal of a true hoax as being automagically more enjoyable than a more 'traditional' ARG (IOW, one more obvious about its boundary set).

Because at the end of the day, it doesn't matter how much I consent to an experience if the hoax bleeds into the environment of other people in my real life who have not consented. And I think that's the problem when people talk about 'pushing the envelope' of game design - it is essential for the designer to consider the needs of the game environment itself, and its occupants. In the ginormous Venn diagram of life, the circle of ARG players is placed inside the biiiiiiiiiiiiiiiiiiiig circle of All Humans, after all.

Just think about all the times ARG players have gotten in 'trouble' with their families over their phones ringing at a weird time or with strange, possibly threatening callers on the other end (usually recorded, but still: TEDDY STILL CREEPS ME OUT, Y'ALL).

That same phone call without boundaries could potentially cause more issues if it's not as explainable. If you're immersing yourself to that extent as a player, you'd sort of have to bring along everyone else. That phone call might not even have come from the original designer - game-jacking can be a fairly serious issue when the jacker goes beyond vague trolling or power-tripping.

Anyway.
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PostPosted: Thu Oct 01, 2009 10:23 am
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PinkCloud
Decorated


Joined: 12 Mar 2009
Posts: 175
Location: Zurich, Switzerland

Silent|AWAY wrote:
Even when you know all the bad consquences of hoaxes, and even when you realize you'll need distance, I still can't help but believe you can't really be immersed in the world if you know it's fake


Don't you get immersed in movies or books? According to the concept of the "willing suspension of disbelief" we temporarily suspend the knowledge of the story and characters etc. being fake. I believe that we need to know the boundary between real and fiction to be able to enjoy fiction. I do think the idea of a fictional/fake incident posing as real is intriguing, but I think that the time until we find out about it must be rather short for us to enjoy.
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PostPosted: Mon Oct 05, 2009 2:00 pm
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October
Unfettered


Joined: 04 Jan 2007
Posts: 362
Location: Houston, Texas, USA

I found Jane McGonigal's recent comment on the ARGN article about prank marketing to be relevant to this discussion and wanted to share it.

Quote:
I'm always reminded of what Sean Stewart said back in the A.I./Cloudmaker days about all of the hype that ARGs were blurring the line between reality and fiction in a way that might unwittingly deceive or fool people. I believe he said (as direct quote-y as I can recall): "Dude, we're talking about sex robots from the future. If you think it's real, that's not our problem." I always thought that having an ARG be not even remotely plausible was part of the ethos of making them. You don't want to fool anyone, you want to make it easy for people to pretend they're fooled.


I know no one has been discussing this for a month, but I really do agree with what Jane has to say here. I have to deal with my "real life" on a regular basis. When I play a game, I want to know with absolute certainty that it's not real. Knowing that a game is not real does not mean that players can't get attached to characters or immersed in the world. I remember playing Sammeeeees II and being totally immersed; players of Eldritch Errors are, I think, STILL immersed (DavFlamerock, I'm looking at you), and it's on hiatus!

Some players get so involved with a game (that they know is not real) that they feel guilt at not spending as much time as they think they should playing/watching/interacting with an ARG and its population of characters. As a new player, I felt that guilt when I had to take a break from Sammeeeees II due to some real-life problems that came up! I mean, if someone got up to get a sandwich in the middle of Mildred's seance, or while we were running through the Temple of Mithras and slamming the portals closed behind us, I don't know about it! And I'm sure that other players of other intense games can come up with 50 gazillion other similar examples. On the flipside, puppetmasters know (or should know) that players have real lives to contend with, and that sometimes you just need a sandwich. And they design with that in mind (or they should).

As for characters... the same applies. Knowing that a character is not "real" doesn't meant that players cannot form a deep attachment to that character. Again, using EE and Sammeeeees for examples, I know players who were deeply saddened and disturbed at the death of some (well-written) characters in the games, and in the case of SamII, players went out of their way to make SURE that one character DID NOT DIE.

Success of an ARG, in my opinion, lies in great storytelling - good writing, and, if you have live actors, good acting. Good presentation. All of the other experienced players and designers in this thread have made excellent points on these subjects that I don't need to repeat, but I feel that the bottom line is that you don't have to "fool" people to make a memorable, exciting game. You have to make them want to believe. Smile
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PostPosted: Wed Oct 28, 2009 8:51 pm
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