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Ministry of argon - debrief
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Crescent
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Joined: 05 May 2006
Posts: 281

Ministry of argon - debrief
PM discusses good and bad of the arg that was sequel to Vanessa Atalanta

I ran a feedback after the last arg I ran and learnt a lot - others also were able to learn from my mistakes. I feel this one ran better, but would like your opinions - please let me know here - thanks
PM

PostPosted: Sun May 23, 2010 5:53 pm
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Dagada
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Location: London, UK

I'll post a more detailed response later, but a big thanks to all involved. Really enjoyed it on many levels, so good work!!

PostPosted: Sun May 23, 2010 6:56 pm
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theclaw
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eeee!

What I got from the limited time I had and limited thunking about this was really good (Uni work and problems with numbers *shrug*) I loved the phone calls *REALLY* freaked me out. The codenames and history behind the project and consilience.... so many levels of understanding.... heraldry, runes, astronomy, history, poetry, those bits I liked. Having a "live" npc was really good, certainly made things more interesting as she thought for herself.

Was a bit unsure about the pacing, I missed an awful lot of data, but then I couldn't necessarily look at this everyday/hour or stay up till 4 in the morning to guide an NPC round a map (AWESOME) Facebook/Ning lag was frustrating/tension building at times: I'd pop on the Ning and feel like I was being ignored, or don't have chat on FB up. Yeah, probably lack of patience on my part. A lot of stuff just went plain over my head, others not so much... husband happens to have an interest in heraldry, so I get him to look over some stuff and he tells me green and cyan aren't English heraldry colours but German... ho ho!
Sorry if this doesn't make much sense. Headache and computers don't work well.
Would play again Very Happy (as long as Uni doesn't get in way Razz)

PostPosted: Sun May 23, 2010 7:09 pm
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dawndilion
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Ah, Crescent.

First off, apologies to all for bailing in the past few weeks. I started a new job 2 months ago, hired a new girl, fired her recently, and have been training someone new. Plus working over 40 hours a week. FABULOUS!

Anyway, I've found with this ARG, like Vanessa Atalanta, if I missed a day or so, I felt completely lost and had no idea what was happening. I completely missed when Claire was being directed in the park and felt like I totally missed out on the fun stuff. I enjoyed having a "live" NPC as well, but again, due to time differences, I felt like even if I had the time, I couldn't really help with anything. I also agree with theclaw, so much of this information just went right over my head. Never been good at science (had to wait until my last semester of college to take bio 101, lmao!), so that kind of stuff just confused me.
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Playing : 'Hatshoe', 'Groundhog' , 'Vanessa Atalanta'

PostPosted: Sun May 23, 2010 8:20 pm
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dreamerblue
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I enjoyed this one. I enjoyed the last one, too, but I felt this time that we were a little better at solving stuff (though we took forever on some things--dang Kitaoka password I can now spell without looking up, lol) & less frustrated. I think being familiar with your style this time around and some info from the previous game helped us, too.

I don't know if you noticed or not, but Claire and I had a lot of lengthy chats! Having her to interact with was a lot of fun. Hey, anyone who introduces me to a kind of chocolate I haven't had before & I end up liking has got to be good in my books Wink. I've already sent the real Claire a friend request...but I promise not to keep her up until 2 a.m. your time anymore Very Happy!

Too bad again that the player base was small, but I think it worked out OK in the end. It made for a more intimate connection among the players & the characters, though I'm sure it also limited some of the things you wanted to do (the treasure hunt and so on).

I also liked the variety of characters...sharp-eyed Poeas, whose motives we always had to question but seemed to be on our side in the end; sneaky but genteel Jason; Claire, who felt a lot like me in some ways; seemingly unsure Ancaeus; mysterious, ever-watching Orpheus; and Aethalides (I can't figure out how to describe him, but I liked him...maybe grandfatherly, in a way?). The Ministry felt more real for having that variety of characters already figured out, and that made it OK that most of the agents were "busy with Project Tiphys" Smile. Carina was a good clue, but I didn't mind that we never met her.

As with the last game, I learned some things through this game. Knowing to expect consilience to come up a lot helped me not jump on every last piece of info as a lead, but look at it all as a multifaceted whole. I like the way Claire put it, when it came to the video that was on the CD: "To me though the whole video like a train of thought. A bit like when you're having a drunken conversation, and one thing leads to another. ... I'm not saying each part isn't important, far from it. I think that each image is at the forefront of V's brain. But they might not be clues or directions to something, more a clue to V's state of mind."

Questions I can think of for now:

Do you think Vladimir's character in this game was consistent with his character last game? I had a really hard time figuring out how much of a good guy/bad guy he was being because I had a certain mindset about him, I guess...though I know people can change as certain challenges and opportunities present themselves. Anyway, he is less in my good books now than after the last game, heh Smile.

Was a bigger treasure hunt planned? Shame if one was and it didn't work out Sad. Were we supposed to find the parts of the machine after all?

At the end of the last game, you basically said you were still going to stay quiet on what the giants were going to be about, as they were going to play into a later chapter...was the windmill/Don Quixote link what you were going for, or is there more info you intend(ed) to use (such as the 24 of them we discovered last time)?

Was Ancaeus after V at the very end there? Poeas' asking where he was as soon as I mentioned that Orpheus was missing was very interesting.

Can we have a look at the "alternate endings", so to speak Smile? It does seem like the Ministry was just being self-serving in trying to get us to kill Tiphys, yes?

ETA: I take it Christine Draper is your nan, not Aethalides'...anything you'd like to share about her?

Suggestions for next time:

I don't think I can handle another game that updates so frequently until August (when I'll be done teaching & taking my own course in July). The fast pace is exciting, and I did get right into it (hence all the discussions with Claire), but it's a good thing the game is now wrapping up so I can get caught up on my marking, heh Smile. Having a game that updates so frequently isn't necessarily a bad thing, but the urgency of certain deadlines did mean, for example, that Claire had to go get the USB key rather than one of us. I don't know for sure, but maybe a game can run well with large-player-base-urgent-deadlines or small-player-base-looser-deadlines...but I've never tried running one. Or maybe daily updates for a week, and then a week off to catch up on real life, heh Smile.

...um, that's about it. Like I said, I had a good time, & I can't think of any other suggestions (at least not at the moment)!

(& I've also talked quite enough already, methinks Smile.)
_________________
Played: The Lost Ring, Intimation, Vanessa Atalanta, Ministry of Argon, some of Fifteen Days of Darkness
Playing: Callum Felderi (if I have time)
...& have poked my head in on various other things here and there.


PostPosted: Sun May 23, 2010 10:43 pm
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Sirannon
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I had a ton of fun with this one! Echoing Dreamer, I loved the various characters and their personalities. They definitely felt like real people, and it was pretty darn easy to forget that they weren't. I also really liked feeling like we (well, not me so much) were helping and getting things accomplished. In the last game, I often felt like we were just along for the ride, and things were going to happen with us or without us, and this time I was much more engaged.

I also thought that the speed of updates was a bit intimidating- especially given that I was stuck in the hospital/on bed rest sans computer for a while, it was hard to catch up after even two or three days of being unable to check in. That said, I think I'd prefer this kind of schedule to one where there were no updates for weeks and weeks.

Nice touch with the phone calls! I adore when a game brings the interactivity away from just the internet. Although I wasn't directly involved in it, it was exciting to hear about Claire being guided about, and everything like that. I thought that intermingling of the "real" world and the "game" world were absolutely fantastic!

I'm not quite as fond of Vlad as I was anymore! Laughing And I'm absolutely dying to know what the "alternate future" would have held- I'm a sucker for AUs.

Anyway, it was an awesome ride and I can't think of anything else to say for the moment...thanks so much!

PostPosted: Sun May 23, 2010 11:04 pm
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Crescent
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Joined: 05 May 2006
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glad that people lke it

Addressing comments:
Updating so frequently: How often hould an arg update? I think part of the 'pace' is down to me wanting o do so much in a short amount of time - Iget easily distracte.... [oooh shiny thing]...d and therefore need a small block of intense time.
However, noted, and I think that this time around, while a real NPC was useful, it also possibly distracted people a little from the main 'plot/clues' at hand at times? Nothing against claire or what she did, she did it perfectly - she was suposed to distract you. But she did it too well!!!!!
Re: too much info as it were - less and more regular next time? so a weekly blogging thing? somehting with a puzzle element and a moral element it seems.

questions:
Was a bigger treasure hunt planned?
Maybe - I say maybe as two things Iwanted to happen didn't - more london/uk based players and a piece of art/sculpture being amde for the game not being completed.
STILL possibility for next time though think I'm going to stick to other types of hunt now...

At the end of the last game, you basically said you were still going to stay quiet on what the giants were going to be about, as they were going to play into a later chapter...
There's lots of 24 referencing going on huh - but the main 'giants' were greek letters - sigma was mentionned at the right time.
This would have made you look at alpha and omega referencing with timelines - but it ever really played out...

was the windmill/Don Quixote link what you were going for, or is there more info you intend(ed) to use (such as the 24 of them we discovered last time)?
see above

Was Ancaeus after V at the very end there? Poeas' asking where he was as soon as I mentioned that Orpheus was missing was very interesting.

Plot hang...

Can we have a look at the "alternate endings", so to speak Smile? It does seem like the Ministry was just being self-serving in trying to get us to kill Tiphys, yes?

no. not yet,... orpheus is stil missing after all... and not everyone forgot what happened...

ETA: I take it Christine Draper is your nan, not Aethalides'...anything you'd like to share about her?

My ann was a wonderful woman who died last year. In my grief and mental space I needed to do something, hence writing an arg. She loved butterflies, and the first one I learned was the red admiral - though i called it the red admire-al which made her smile.
While I was in the hospital, I discovered it was called Vanessa Atalanta and started to plot out some ideas [anything to distract me from the 'real world' around me at the time.

She was a wealth of random bits of information, science, herbs, astronomy, religion. It was an homage to her partly and a way of dealing wih loss as well.

More to follow on what's coming - all I can say is...
watch the post in the upcoming months...

PostPosted: Mon May 24, 2010 3:39 am
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Dagada
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Here's my tuppence:

I found this enormously involving - much easier to follow than the first part, but then I was in this from the start. I think the metaplot was much less abstract this time and developed well taking us through the mystery and allowing things to become clear at just the right points.

I know what some folk mean about finding it hard to catch up if you miss a few days, but I think that's the nature of an ARG.

(seemingly) being the only London-vicinity player, I did feel quite a bit of pressure from time to time. Especially when it came to some of the visual clues / hunts etc. But that all worked out ok - and I did enjoy the day out in Greenwich and meeting the lovely Vanessa and excessively hunky Orpheus.

Claire was great - a really good connection point, fun to chat to and holding just enough plot strings. In fact, all the characters were done very well, although Poeas abrasive manner maybe put some folk off contacting her more. But it wasn't hard to genuinely care for the characters. When Claire posted she was going to sleep at the end, and we weren't sure if she'd cease to exist, I felt quite moved.

And that was a nice thing - you managed to actually get us FEELING! And thinking. Especially in the latter portions of the game. The moral and philosophical choices we had to make were quite consuming, especially as our actions would have enormous ramifications for not only the characters but the world.

I really liked the role my player character took - it felt like I, we, actually had a hand in what was going on and could win trust through our words and actions. I liked the fact we spotted there was another choice at the end, and managed to guide the characters down it. It felt like we had control, in part, of the story. Were there any times when player actions surprised you, or altered how the story played out?

Above all, thanks to you, your team and all my fellow players for making this such a fun experience.

PostPosted: Mon May 24, 2010 4:23 am
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Crescent
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Changing actions

Quote:
It felt like we had control, in part, of the story. Were there any times when player actions surprised you, or altered how the story played out
?

The way they did, or didn't speak to characters surprised me.
They talked more to some characters than others. This I found odd - no-one tried to talk to Ancaeus until the end and, as discovered right at the end, he was a key player too.

As for actual influence - 100% of reactions and development from may 1st was player based. Each character had their initial decisions but could be influenced, manipulated and controlled - including Claire.
I had ideas about endgae but was partially thrown by the reggie perrin maneuveur offered by dagada for tiphys - it worked though and has created a nice spin off later on in my head... Smile

Yet people's persuasion, emotive use of language and encoding their own messages was really nice. By having Claire as a real npc playing [she wasn't told whole plot, didn't know my reactions and i didn't know what she put on her ning or said [until I read it in chat here on unficiton] and therefore worked it out alongside you].

I found it immensely immersive, playing different roles and when people noticed that VS was different, well - his main reason d'etre was survival at that point [why didn't he speak to his granddaughter at all? family history??? something more... to be discovered]

Ulimately, this game worked best on the philosophical and moral levels, the puzzles being too complex at times and/or being placed at the wrong time in game.

Coming to this - apart from the pace - were puzzles/choices involving enough? too complex? wrong type completely??

PostPosted: Mon May 24, 2010 6:32 am
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amandel
I Have 100 Cats and Smell of Wee


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Well, Paul, your epitaph to your nan and the final Neil Gaiman (Fragile Things) quote brought such a catch to my throat.

Since most of my questions/concerns have already been addressed I'd like to mention that you're a masterful scenario writer and create very vivid characters. This was a true gem 'tho my perception was that there was little room to maneuver during the climactic phase proceding swiftly after the Gaiman/Sandman clue.

More important, how you managed to accomplish this almost all on your own still amazes me. This world you, yourself, have created demands more travel to it. (Please Smile ) Oh, and "contact-poisoning" Poeas, an intriguing IG, ultimately viewed through Claire's eyes as sharp tongued, spinster Miss Rennet holding Sunday lectures made me laugh out loud at the end.

Claire is pure magic and I feel honored that you introduced your friend to us. Her use of Beadwerkz was a stroke of reality genius. Maybe initially limiting contact with the other IGs by choosing conduits (which knowing you was meant to be positive/special) proved to be counter-productive and also daunting to newer players?

About the puzzles, imo they were unusual and well-timed. Was having a uF hiatus due to a RL family accident when I got the MOA trailhead email so my concentration on them lapsed occasionally. My bad, not yours, Paul. And with such beaut weather approaching am unwilling to fault you for MOA's duration feeling a tad compressed. Many thanks again!
_________________
"I could write a hell of a paper on a grown man who dresses like a flying rodent."
"Can you hook up with a Snow Person? Can't tell you or I'd have to marry you."


PostPosted: Mon May 24, 2010 8:33 am
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Crescent
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Embarassed gosh - thanks amandel!
Well - on my own - yes mostly - though the initial creation stages - and idea sounding out were with a few friends [thanks toby and chris]
Claire was a god-send and, despite having RL issues as well, carried her role magnificently, not being told she was a mash up of vanessa and claire until the actual day!
as for visiting the world again - its this one... so there will be more - trying to work out how to do a ning thing again BUT which doesn't charge [from july ning are charging - can't afford outlay really..]
thanks once again - more questions please - won't give spoilers but will gladly sound things out NOT top show off but to see and interpret how people thought about the structure etc - helps me work out things for next one
Thanks once again
Paul

PostPosted: Mon May 24, 2010 11:50 am
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dreamerblue
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Re: Changing actions

Ooooh, I didn't make the giants/Greek letters connection. Neat. Ties in with the Greek mythology thing and the use of rune letters.

Crescent wrote:

Coming to this - apart from the pace - were puzzles/choices involving enough? too complex? wrong type completely??


I thought the majority of them were good. I am not usually the best at solving ARG puzzles because I've only played a few and don't know all the little tricks PMs can use (or forget about them...it is not my natural inclination to check a picture for steg stuff or a sound file in a visualizer for embedded visual messages, for example)...so I was glad that these puzzles mostly used ideas that either you have used before or that weren't too far removed from things I've been exposed to before.

The puzzles, not in order:

1) the application form: James seemed to figure out through research easily enough that "argon" was the reason for the blue sky, and degravedi realized fairly quickly that the chart was a Vignere cipher with "argon" as the key. Good way to start, and the premise that being able to solve this made us worthy of inclusion in the Ministry works.

2) trying to figure out the herald's e-mail address took us quite a while, but we got it eventually, and all the Argonauts imagery you were able to use to clue us along didn't hand it to us, but added some richness while nudging only very gently.

3) the 8-digit password: I can totally see in retrospect how "steak" and "prime" refer to that special prime number, and how the 8 and 24 were intended to work...but this didn't click for us until Aethalides said PRIME.

4) the rotating snakes/Target 628.doc password: I chased so many rabbit trails on that one, hee Smile...we had the needed info (the artist's name) very quickly, but didn't think to use it until I saw Claire trying the artist's full name and first name and we got that hint about last names being passwords from Aethalides. I guess it just wasn't natural to go from the picture to the artist's last name when there was so much other snake imagery around to distract me. I still think ouroboros would have been a good password Smile.

5) where the Ministry started...took us a long time. I think we learned a lot through it, though. I wish Masquerade weren't out of print...I've read The Eleventh Hour and Animalia by Graeme Base, and I think I'd enjoy Masquerade.

6a) test.doc ...I think once V mentioned the other mnemonics, we figured this out quickly, but we didn't know what to do with it before that. The COUNT clue was good, even if it made us feel sheepish Smile.

6b) the Around in circles document
...um, I've copied and pasted the info on how we did the solve into the wiki, and I think I understood it when I did so, but I was busy when this was actually getting figured out & don't remember much about it so can't really comment on it...I just remember us having difficulty with it (much to Poeas' frustration!). I think those who were around to guide Claire through London enjoyed that part a lot, though.

(oh, and thank you for not leaving us hanging too long on her fate both times she got into a scrape--in London and at the observatory--we really did worry about her!)

7) Where Claire was held: we basically ended up concluding that she was held in the Tower of London, and that turned out to be totally wrong. Whoops!

Cool (which the emote system will promptly replace Razz) The meaning of Claire's dream: I think we all suspected that the sad woman was Annabell for a long time, but I didn't understand the butterflies in cases until we were reminded that Annabell and Vladimir--who studied butterflies--lived together in Oregon for a while. Most of the rest of the dream wasn't actually a puzzle unless it was related to #7 above...oh, except the bit about who it was that was telling her to forget & watch over her, but I think that was more a point of suspense (resolved when Poeas revealed it was her) rather than a puzzle for us to figure out.

9) Claire's mask: I think we identified the butterfly quickly, partly as we knew from the last game that there was a connection between Vanessa's name (and other names) and butterflies.

10) the hidden message in the e-mail from Jason to James was found quickly, and we made the connection to the Fates fairly quickly as well. As for "not here"...question about that below.

11) 8/8/88: solved fairly quickly by finding Beatrice & the Marathon connection, though we only connected her to Ampthill in retrospect.

12) the use of the Beadwerkz site and "fake spam" worked really well...I can't look at my spam folder the same way now!

13) various messages encoded (intentionally sometimes, sometimes due to pulsing) by Vanessa on her blog: easy enough to figure out. The coding added flavour (a sign that she was going weird again) but not too much difficulty.

14) we deciphered the "william" clue from the photo caption easily enough, but didn't connect it to Vladimir being in V's head until we'd received and decoded a file on the CD...though not sure we were supposed to fully "get it" before that point anyway.

15) Dagada was able to figure out the meeting place & two possible meeting times from V's message very quickly.

16) we were able to decode the Alfred Vail and Here.doc documents fairly easily.

17) the map...that was crazy hard to try to use, LOL! I don't know if it was you or Claire playing her character at the time, but theclaw and I had a horrible time trying to match up the descriptions we were being given with where Claire could be on that "map". I am sorry that I missed Claire's initial requests for direction, as I think I would've advised Poeas go in with Claire to begin with since she knew the "lay of the land" so to speak. Glad Poeas was able to rescue Claire from our incompetent direction-giving Smile!

And the biggie: what decision to make. This wasn't a puzzle, but a philosophical decision we had to make. I believe it was intentional on your part that we didn't have any clear direction that would lead us to choose any one option over another or trust one character's arguments over another. It was a VERY hard decision to make because of the big issues involved, but I think it was good that it was there for us to wrestle with. I think, maybe, based on what you said at the end of the last game, that this tension was part of what you wanted to accomplish through these games. When you ARE ready to reveal what thoughts you'd had re other endgame possibilities, please do share.

Further questions:

Do we have what we need to figure out now where Orpheus is, or is that for another time?

Also, are we supposed to act on the clue left in Tiphys' letter yet, or is that also for later?

Were/are we supposed to do something more with the mentions of "not here"?

Were the Nestor & Atalanta documents & the map found on Jason's desk (&, later, twinkle.doc) just for atmosphere/imagery reminders & to help us remember that Nestor was Vladimir, or were/are we to use them for something more? Was the purpose of the USB key mainly to get the file about Vanessa, Target 628.doc, and Poeas' note to us?

Some things that made my jaw drop or otherwise go "ooooh":

The reveal that Vladimir's "strengthening" V with his last breaths was something more questionable than we could have ever suspected...and thus realizing that Vlad was still alive, in a sense...and thus realizing that he and his "sacrifice" weren't all they seemed & he wasn't against using V in some ways.

Then the realization that Orpheus might have been protecting VS and not V!

The reveal that it was Johan and Annabell that had used the lights on Claire first, and that it was because of them she had 2 sets of memories.

Of course, the reveal that Claire and V were sisters...and thus that V really wasn't without blood connections after the death of her father. Even now, in the new world, Claire is not without blood connections, as her mum is still alive (oh, and I just realized this means she gets that mother-daughter experience with Annabell that she wouldn't have been able to remember having before...wow...even though she considers A a nag, heh Smile).

Oh, and V sending a link to a music video that say, "This is goodbye"? *sob*!
_________________
Played: The Lost Ring, Intimation, Vanessa Atalanta, Ministry of Argon, some of Fifteen Days of Darkness
Playing: Callum Felderi (if I have time)
...& have poked my head in on various other things here and there.


PostPosted: Mon May 24, 2010 12:40 pm
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Crescent
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17 - map
not designed to be easy - but was the old computer layout for an argon computer - make it white and do a tin eye on it...

Quote:
When you ARE ready to reveal what thoughts you'd had re other endgame possibilities, please do share:

ok options:
1 - no-one did anything - vanessa disappears, claire disappears, ministry continues as tiphys dies but with no interaction he dies alone and doesn't write letter, thus his children don't have so much faith and ministry goes dark...

2- vanessa sends command - tiphys dies writes letter, vanessa survives. CLAIRE disappears. vanessa runs ministry - turns darker quickly... VS possibly takes over

3 - poeas sends command - current game

4 - claire sends command - doesn't work unless in church. vanessa survives but goes into coma. claire loses her mind [wasn't trained] ministry disappears. Only athalides left remembering... and orpheus...

5 - machine gets destroyed. same as 1 BUT with minstry becoming odder... not going to say how.. Wink

think thats all other possibilities apart from the one where tiphys did a reggie perrin and faked death - did he, didn't he... *grin*
[what DOES herste mean??]

Further questions:

Quote:
Do we have what we need to figure out now where Orpheus is, or is that for another time?

Yes.
Smile

Quote:
Also, are we supposed to act on the clue left in Tiphys' letter yet, or is that also for later?

Yes.
Smile Smile Smile

Quote:
Were/are we supposed to do something more with the mentions of "not here"?

No - it was originally something from JPW to signify not to loko at end of message fr the hidden letters but elsewhere - then it turned into other meanings and I just went with it...
not here - no there...

Quote:
Were the Nestor & Atalanta documents & the map found on Jason's desk (&, later, twinkle.doc) just for atmosphere/imagery reminders & to help us remember that Nestor was Vladimir, or were/are we to use them for something more?

reminders and an aid for players who started this game and had no knowledge of previous - atmos and red herrings...

Quote:
Was the purpose of the USB key mainly to get the file about Vanessa, Target 628.doc, and Poeas' note to us?

yes
and to have something interactive -
confession: I DID hide a memory stick
I checked on it a bit later - not there - panicked as didn't have money to make another one and player menionned he was coming in the next day - so thought quick on feet and made claire a bigger integral character - rest that followed was improvisation!!!

re: jaw dropping - grin - thanks!

So up for the next one then?
watch the post... coming soon....

PostPosted: Mon May 24, 2010 1:34 pm
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Dagada
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Posts: 355
Location: London, UK

That's the thing with puzzles - once you get the logic, everything will fall into place quickly. I am lucky enough to be blessed with a truely Fortean brain and make the most obscure connections all the time. The Countdown one was great cos I made the connection straight away and then discounted it as I thought "there's no way such an esoteric and highbrow game will reference THAT", before realising it was - but as a door to something else. Nice.

The meetup clue, I think, was intended to be easier to decode to facilitate it all working and folks connecting in the right place at the right time. The only thing that confused me was when V was counting the start of the month from but I am just a crazy foo'.

Other puzzles I had no idea about, and I did end up chasing a few White rabbits with that CD, trying to decode secret messages in the titles and lyrics of the songs. I spent a whole day doing that - literally. My brain melted and I wailed and gnashed my teeth. It's not hard to forget that sometimes a cigar is just a cigar. I'm most grateful the PM reminded me of this.

But, Mr Paul, I found your work on this quite inspiring. You told an interesting, thought provoking and moving story in an effective way and made me want to try running something one day. What you acheived with limited time and funds is amazing.

What might I advise for future instalments? Culturally specific references can sometimes stump people - as the countdown clue did - but I guess you could say that about any puzzle etc.

It's sometimes hard to spot who's a vital cog and who's a red herring in the NPCs, and as players I think we latched on to a few "favourites" at the start and got too involved with their plots as time went on. You did a good job of hinting that maybe certain people had things to say when we ignored them, but, for some reason Poeas seemed to scare folks off after initial contact. This was the thing - I think at the start we were very unsure of who we could trust and what we could say within the ministry without getting ourselves cast into the outer darkness. But that's always hard to manage. Once players get their hooks into one character or another in any form of interactive fiction they tend to stick with them rather than investigate other options. Better the devil you know....

PostPosted: Mon May 24, 2010 2:02 pm
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Joined: 05 May 2006
Posts: 281

its odd though - this idea of favorite characetrs - though fully understandable - last game people were generally divided among the characters - his time, it was stacked against poeas - which was intended - but what did poor old tom do huh huh???

thanks once again for praise - but constructive criticism is better...

as for songs and poems: people are too quick to go - 'found it', source it and not read around it.
EG: the titus andronicus referencing last game - whole section on burying hiddne treasure in a cave which was missed

in this game it was more abut the context of whole song - not just titles - the lyrics and mood of each song
westminster bridge was where doctor who new series started and linked to time travel nicely, about starting an adventure with an unknown man...

mooonlight was ref to ultra

cool wind blowing is just a beautiful song...

PostPosted: Mon May 24, 2010 2:13 pm
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