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[Trailhead] Sunshine Mine
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Julian Sark
Greenhorn

Joined: 17 Jan 2010
Posts: 5

I sent a test message to iris, see if I'm able to get a response. If so, everyone can send me their guesses and I can try them out. I guess we'll see if I get a response back first though.


EDIT: Nevermind, it bounced back...

PostPosted: Sat Jan 30, 2010 5:48 pm
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alogicnamedjoe
Boot


Joined: 11 Dec 2003
Posts: 54
Location: Lost

Man, I just can't let this go. Since IRIs is down, I decided to punt: I emailed my authorization code guesses to Craig's yahoo address and advised him that IRIs is down. Hey, if Elizabeth "lives on" in the system he created, I bet Craig and Shanna are kicking around in there too. Nothing to lose.

Cheers

EDIT: At least this email didn't bounce!
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PostPosted: Sat Jan 30, 2010 8:39 pm
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3v1L Schwinn
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Joined: 19 Mar 2009
Posts: 245
Location: Bawlmer MD USA

I wouldn't worry about those bouncing emails right now. Read below.
http://brianbricker.blogspot.com/
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Experienced: I'm Sorry.
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MY SPORT IS YOUR SPORT'S PUNISHMENT.


PostPosted: Sun Jan 31, 2010 8:32 pm
Last edited by 3v1L Schwinn on Sun Jan 31, 2010 9:17 pm; edited 1 time in total
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Ryutso
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Joined: 19 Aug 2009
Posts: 149
Location: Miami, FL

Arg, no pun intended.

Well that was really...odd.

That Staybridge Suites clue was pretty close, but the problem is: Do we HAVE anyone who lives near there that could've gone there and inspected the picture? I know I couldn't have, seeing as I'm all the way on the OTHER side. Anything in South Florida and I'm good to go, but I don't think I'm able to drop money to get a plane ticket.

Then that Houston clue at Hotal ZaZa, is there anyone here who lives even REMOTELY close to Houston?

That "contacting the author of Buffy" though. That's one I didn't see coming. Why the hell were we supposed to think that the author of some book would have information on a clue that's 85 years in the future? I know Bricker wants to push the bounds of reality, but that's REALLY pushing it.

I didn't experience "I'm Sorry" the whole way through, so I'm not really sure what Bricker is trying to get at here when he says that he's trying to bring "reality" into the ARG universe. Can anyone fill me in on how he tries to bring reality in? That's like the main idea of his blog post.

tl;dr
Clues need work based on location of player. What is Bricker talking about with the "reality" angle?
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PostPosted: Sun Jan 31, 2010 9:16 pm
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Julian Sark
Greenhorn

Joined: 17 Jan 2010
Posts: 5

Huh, interesting to say the least.

PostPosted: Sun Jan 31, 2010 10:04 pm
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alogicnamedjoe
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Joined: 11 Dec 2003
Posts: 54
Location: Lost

First off, thanks to 3v1L Schwinn for posting a link to the PM's blog. I would never have found it on my own and would probably still be at trying to derive the authorization code from Craig's cryptic Nov. 11 blog. You saved me a ton of time and aggravation.

Second, I really did enjoy this game and hope that the PMs bring it back in a more traditional format because it was very engrossing and has so much potential.

Third, I have to sound off on the "reality" aspect of the search for the authorization code. Brian Bricker wrote:
Quote:
So what was the answer to the Code? There were several paths to find it. The first was to go to the Staybridge Suites in San Jose, California, and figure out how to access room 1413. The two-bedroom suite - Craig and Shanna's last home - contains a painting that you may, by now, recognize. Craig left the Authorization Code on the back. OR...had the evidence photos been examined through the perspective of reality rather than game - perhaps contacting Alice Henderson, author of the Buffy the Vampire Slayer novels (and another great book called 'Voracious'), would have been an option. Contact with her would have resulted in an Authorization Code coordinated by our friend Craig. Or, and we were initially hopeful on this one - although an admitted long-shot, contact with a particular concierge at Houston's Hotel ZaZa would have produced an Authorization Code as well.

If I read this correctly, there was essentially no way that we could have derived the authorization code from the info given except by actually visiting visiting the hotel, by contacting an unknown concierge,or by contacting the author of a book whose relevance to the plot is incidental at best.

As has been pointed out by others, most of us would never be able to physically inspect the actual hotel room. Thinking of the PM's stress on "reality", would an actual person in Craig's shoes really entrust such a crucial piece of information to an employee of the hotel where he planned to commit suicide? What about the Buffy author. Her only connection to the game was that Shanna happened to be reading her book at the time. Would a "real" person leave information that could mean life or death to himself and his daughter with a complete stranger under these circumstances? Why not leave it with the guy who wrote the book Craig was reading as well? Or the writers of Family Guy? Or the guy who created the Rubik's Cube? Or with the local Subway restaurant? Or the... (you get the point). "Reality" has its limits and I suspect that a real person in Craig's shoes would just mailed, emailed, or couriered the damn code to one of the players. How would Fred even know?

I'm all for real world interaction, but the game shouldn't hinge upon it. Part of the attraction of the ARG format (for me at least) is that anyone can meaningfully participate (or try to at any rate) via the internet in events that unfold in a different part of the country, the continent, hell even the world. I guess what I'm trying to stress is that important or key puzzles in the game should be solvable by the internet crowd as well without having to actually visit real sites or contact persons who are presumed to be OOG. (Personally, there are enough people in my life who think I'm nuts without having to involve innocent strangers).

Sorry for the rant because, all things considered, I enjoyed this game very much and have nothing but respect for the creativity, hard work, and vision of the PMs. All of the above points are put forward in the spirit of constructive criticism. You guys did a fantastic job, one that you should be proud of. I certainly look forward to participating in your future efforts.

Cheers
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PostPosted: Mon Feb 01, 2010 1:01 am
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TheCheese
Boot

Joined: 10 Jun 2009
Posts: 13

Well that was disappointingly short. Hopefully it will be back soon.

I'm drawn to Bricker's games because of the blurring between reality and fiction but it would be unwise to drop clues in physical places unless you are certain of who and where your players are. It's great that the clues weren't obvious, but at the same time we had absolutely NO directions that pointed us to contacting real people, in fact I believe IRIS even stated that the code was available on the internet. So though I love the concept of actually contacting real people, it's kinda hard to expect the players to figure that out (or to afford trips to these locations for that matter).

PostPosted: Mon Feb 01, 2010 1:24 am
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fernandocarulli
Decorated


Joined: 07 Oct 2009
Posts: 183

So, first of all it was and is a great pleasure playing Sunshinemine so far and regarding Brians Blog there will be more of this in future. I really look forward to that Smile Keep up your good work, the whole team from that heated team meeting Wink And I think a lot of other people want 2 play more of that regarding the page numbers here in forum. Hey, the game didnt started yet and we'd hundred of entries already Smile

Thats my first ARG. I didnt knew we had to take that hints so "literally". Okay visiting the hotel from europe would be kinda difficult, but the author of the book, okay thats an option if I had knew we've to use the hints also in real life. So two options in my opinion:

1.) Rewriting Sunshinemine into some kind of more internet based game.
2.) Using the same approach as before (i.e. real life persons as hint- bearer)

I think both options have potential for fun, adventure, headache and surprises. Now inasmuch we know the direction and the kind of hints both options are possible.

So I look forward for further news regarding Shanna, Craig, Iris and the others Smile

P.S. Hey, not autobounce from iris ... sorry, couldnt resist Wink

P.S.S. Heated team meeting? As social worker I know that kind of intense conversation Wink Just drink some coffee (cliche #1) and listen to some good relaxing music (cliche #2) - maybe some early Queen stuff or Chopin piano concerts and everything will be fine Wink

PostPosted: Mon Feb 01, 2010 7:44 am
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Ryutso
Veteran

Joined: 19 Aug 2009
Posts: 149
Location: Miami, FL

This is the way I think. I'm not opposed to the whole "reality, everything is a clue" type of gameplay. Actually, I think it's kinda fun when an obscure conversation with a friend can turn into a clue that furthers gameplay, but the geographically located clues I have a problem with. Not everyone is going to be in the right area at the right time.

Yes I know that ARG's draw a wide sprawling audience of people from around the country and around the globe, but if you place a clue in a certain place and no one can get there to reveal the clue to the rest of the group, the game needs to be reorganized and rethought so that the game can continue.

I'm not sure about it, but out of everyone here, was anyone able to take a day trip over to California, Chicago or the Texas location and scope out the clues?
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PostPosted: Mon Feb 01, 2010 11:08 am
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ironnikki
Unfettered


Joined: 13 Jul 2009
Posts: 502
Location: Iowa City, IA

Actually, I could have gone to Houston. I live in the Austin area, and Houston is not too terribly far from here, but it's far enough that I wouldn't have gone unless we were absolutely sure that there was something to be found out there.

I know I haven't been around too much lately, but I am sorry to see this one go. Out of all of the ARG pies that I've had my thumb in, this is the one that I was most excited about. I unfortunately have little room for anything time consuming (school + 2 jobs + extracurricular = not fun), but I would have been interested to see where this went.

In any case, I am excited to see where Mr. Bricker takes the ARG genre of gaming. I agree that what was expected of us was a bit much, considering our locations etc. Perhaps he wasn't aware of our locations? Also, I think that the players of I'm Sorry were able to pick something up in Cali, so I'm guessing that he assumed that we would be able to do so again.

I really hope that the future sees the line between realities blurred even more in the future. I think that the number of players, or at least how much they're spread, dictates how much a game can really step into reality. I sincerely hope that Mr. Bricker puts together another game soon, and that he chooses not to limit himself to online interactions. Allow me to add my voice to those who are congratulating him for pushing the lines yet again, even though it didn't quite work out this time.
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Played: Intimation, Purity Towers, Vanessa Atalanta (sort of), TV III


PostPosted: Mon Feb 01, 2010 12:19 pm
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classical
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Joined: 08 Apr 2009
Posts: 459
Location: Minneapolis, MN

alogicnamedjoe wrote:
I'm all for real world interaction, but the game shouldn't hinge upon it. Part of the attraction of the ARG format (for me at least) is that anyone can meaningfully participate (or try to at any rate) via the internet in events that unfold in a different part of the country, the continent, hell even the world.


I'm suddenly reminded of Portland all over again because I think me, PinkCloud, and Wulf had this exact discussion before. I believe we were discussing the drops in I'm Sorry and Wulf brought up a higher-budget game (which I can't remember what it was called, for the life of me) that basically started out with cell phones being hidden somewhere in a large city. When a dozen or so players went to the spot laid out by the clues, they couldn't find squat; the PMs subtly tried to convince them to look harder because, hey, really, they're there... but when no one found the phones, the whole game fell apart because the PMs had no backup plan. The whole game hinged on that specific drop but because of misread directions, misplacement, thieves, whatever unaccounted mishaps, a grand game died right from the get-go.

Basically, what I'm trying to say is I do agree with joe's point. In a medium very, very dependant on the internet, it's really difficult to do live events or drops in places anywhere outside of large metropolitan areas unless you know specifically someone in the area who would be dedicated enough to go hunting for it... and even then. I think there was one player following the game here that lived in the area of the Staybridge Suites, but man, getting into a specific hotel room without paying for it is really freakin' hard (may or may not be speaking from experience, lolz). Short of trying to convince the concergie, it could be kind of illegal! (I'm not even sure how you would try to describe the situation to the concergie, hahah.)

ironnikki wrote:
Actually, I could have gone to Houston. I live in the Austin area, and Houston is not too terribly far from here, but it's far enough that I wouldn't have gone unless we were absolutely sure that there was something to be found out there.


Which brings me to my next point: I'm really glad that Bricker had many options for us to find the code, even though we failed to fully realize any of them. The fact that options existed shows a lot of forethought that we came to expect in I'm Sorry. I realize now that we were onto all of those options, just... there weren't enough hints to push down any particular path. We just weren't certain of anything. Perhaps the clues were spread too thinly because of this.

For instance, we had no reason to believe that Craig personally knew Alice Henderson to the point that he would have reached out to contact her before his death. I'm trying to remember if in one of the millions of IRIS fragments that she sent something to us that could possibly been an exchange between the two, but nothing's coming to mind. There's a lot of information in those that we decided a long time ago that we didn't necessarily need, so it would've been hard to separate the sound from the noise, anyway.

People read books all the time, but they don't necessarily know the author of the books they read (the lot of us are an exception, as we all know "the writer" ;P). In my opinion, Buffy novels fit the reading profile of bubbily, teenage Shanna who's into scary thriller movies; had she had been reading War and Peace in that photo we saw of her, I would have been more skeptical about the legitimacy of the photo and probably would've wondered if it had been staged. The photo just looked too normal for something that was supposed to be a hint. There just weren't enough red flags there to make me dive futher into that... or into any of these paths we were offered.

/two cents

As much as I love love love the reality-blurring experience, it's quite a mission that Bricker has, I think. Trying to convince people of the reality through the anonymous medium of the internet that ARGs rely on will be tricky. Sometimes I think it may just be a matter of time. That said, I look forward to Bricker's next endeavour, because I know he's capable of great things.
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PostPosted: Mon Feb 01, 2010 1:19 pm
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jessie1326
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Joined: 17 Sep 2009
Posts: 260
Location: Illinois, U.S.A.

I am so disappointed to see this not work out, and I will definitely be around for the reboot if it comes together. I would like to add to this discussion, though.

First, on the "reality" aspects, I honestly believe the problem with these was not in their creation or existence, but in their implementation. These "real-world"/"real-people" elements are the kinds of things I love about some high-budget commercial ARGs and ARG-like games, and I would love to see them used more in this kind of grass-roots, story-for-story's-sake ARG. Based on BB's post, it seems to me that the possible routes to the authorization code were fundamentally well-designed; although one route to the code required a physical presence at the Staybridge Suites, which admittedly would have been difficult for us, it sounds like the concierge at the ZaZa and the book's author could easily have been contacted by telephone. Thus, anyone could have obtained the code.

The problem, as I see it, is that we (the players) did not know how far the boundaries were going to be pushed. We had no idea that "universe" extended into the "real world," and the PMs didn't draw us a clear (or even vague and shadowy) outline to get there. Boundary-pushing is great, and I'm not saying that the PMs should have held our hands, but (in my opinion) you can't push the boundaries when you start way outside the box. It just isn't practical to assume that players can follow you into uncharted territory when you haven't really hinted to us that we need to leave our own back yards.

Stepping back from the metaphors - seeing now what we were supposed to do, I think we could have done much better on the next puzzle, and better still on the one after that. The problem from my perspective is that they didn't give us any real way to figure out that the solution was so far outside our basic assumption that we were dealing with what scientists call a closed universe.

To take it one step farther, I agree with BB's recognition that we didn't get cluebats, we got clue needles in clue haystacks -- which is too bad. I honestly think that if we'd had, for example, only the business card from the Hotel ZaZa, someone might have thought to call the concierge. This game was set up so well and had all the hallmarks of an excellent, excellent ARG that if I'd had any solid suspicion that the way forward was to call a total stranger and ask them if they knew "Craig Rogers", I probably would have had enough faith to do that. But we just didn't have enough to go on.

To summarize:
Dear BB & other PMs,
Thank you for the work you've put into this and the extremely thoughtful and clever approach you've demonstrated at every turn so far. As you redesign, please don't overcompensate. Although I don't pretend to speak for all players, players like me are ready, willing, and mostly able to take part in the wild ride you've envisioned. But please, remember that for all of our curiosity and excitement, we are still limited. We have limited resources, but we will put as much into an ARG as we get from you; we have limited knowledge, but we can work together until our collective knowledge is almost boundless; and (most importantly for this ARG) we have limited experiences, but we will follow a well-crafted ARG wherever you lead us -- if you lead.

PostPosted: Mon Feb 01, 2010 4:59 pm
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alogicnamedjoe
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Joined: 11 Dec 2003
Posts: 54
Location: Lost

jessie1326 wrote:
To summarize:
Dear BB & other PMs,
Thank you for the work you've put into this and the extremely thoughtful and clever approach you've demonstrated at every turn so far. As you redesign, please don't overcompensate. Although I don't pretend to speak for all players, players like me are ready, willing, and mostly able to take part in the wild ride you've envisioned. But please, remember that for all of our curiosity and excitement, we are still limited. We have limited resources, but we will put as much into an ARG as we get from you; we have limited knowledge, but we can work together until our collective knowledge is almost boundless; and (most importantly for this ARG) we have limited experiences, but we will follow a well-crafted ARG wherever you lead us -- if you lead.

Well put jessie. I agree completely with your post, particularly the part quoted above.

Unfortunately, I didn't follow "I'm Sorry", but I think Bricker & Co. have clearly demonstrated their ability to put out a first-rate genre-expanding gaming experience that, when fine-tuned, will certainly set a new standard for future PMs and ARGs in general. I will certainly stick around for the next one.

Cheers
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PostPosted: Mon Feb 01, 2010 6:19 pm
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ndemeter
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Joined: 28 Jul 2004
Posts: 1037
Location: Sunny California!

classical wrote:
Short of trying to convince the concergie, it could be kind of illegal!


Exactly.

I honestly do not understand this. Every once in a while someone comes around that wants to "blur the lines between the game and reality" and ends up falling on their face (look in the meta discussion groups for examples). Yet we hear the same ol' arguments again and again about how this is revolutionary, how this is the way things should be, blah blah blah...

The "blurring" of those lines is not only illegal and dangerous, it takes away from the enjoyment of the experience. Do the PM's of such a game think that their players want to live in a state of constant paranoia about an ARG? Hell, I don't know if uF has big enough hardware to support all the posts like "hey, I saw an advertisement on a bus today that said 'Make It Mine: California, the sunshine State'! OMG!! Is that a clue we have to call Gov Schwarzenegger?'

An effective blurring of the lines happens only when the PM's are able through whatever means necessary (personal attachment, video camera, psychics, etc) to constantly monitor their players and affect their experience in such a subtle way that if remains legal and safe and yet the player is completely unaware. Is such a method is ever created THEN I will be all for Brian's method of game-play.

Some times I wonder if what it will take to put this matter to rest is an unfortunate tragedy that shakes the foundation of the genre so much to where any arguments about "no walls" becomes moot by definition.

Until then perhaps a disclaimer? Something to protect those that do not wish to be put in harms way (like being arrested by hotel security and SJPD for breaking and entering)? I know you have a dream Brian. I just don't share it. Give us the common courtesy to avoid your endeavors.

DISCLAIMER: The above are my personal thoughts and opinions on the SM ARG and in no way reflect the opinions of anyone else or any other organization on Planet Earth.
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PostPosted: Mon Feb 01, 2010 7:11 pm
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whitecross8
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Joined: 08 Oct 2009
Posts: 143
Location: Home of the Bakersfield Sound

I just want to throw in my 2 cents so we can make it to about a dollar. I'm not going to pile on too much since Classical and Jessie said pretty much what I was going to say but they did it in a much more eloquent way.

However I did want to say that I was a complete noob on this game. I could have been led anywhere the PM wanted to lead. I came in with no predisposition to playing anyway at all. I just need to be told to jump and I would have responded how high; it just that in this game I wasn't sure if I should jump up, sideways or out and that was the problem.

Actually when I first heard about ARGs I heard they included drops and geo cache type stuff which sounds pretty cool to me even though I didn't think in Bakersfield I would be participating too often. Then Craig and Shanna drove to and stopped in my town. I was more than up for a little real life evidence gathering. Someone even said after the Bakersfield Blog entry, our first drop... and I was ready to go. Then I realized that they had left my town and San Jose is a four hour drive one way. A long drive for a maybe.

I had been on the game since the beginning; so why not adjust the clues to the audience? I know the PMs can't use the forums to "play" the game but just a perusal of the players early on could have led to a small adjustment of clue drops. Or leave a trail of clues in all the cities they might have stopped in giving you many more chances of someone living near one of the clues.

Moving past the actual game points, I don't disagree with Ndemeter that constant paranoia that everything is a clue is not fun and a looking for a clue needle in the clue haystack leaves a lot to be desired but on the other hand as a newbie to the genre I am looking for a little more than a pixel hunt in a brightness enhanced webpage. I want a logical clue to the problem which I can solve in a logical and real life way. Getting out and actually doing something safely could be fun.

Unfortunately, this as a first endeavor and my second foray which also isn't going too well either *cough* Hatshoe have both left me with an unrequited feeling for an ending to a story.
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PostPosted: Mon Feb 01, 2010 7:57 pm
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