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 Forum index » Meta » Puppetmaster Help
The Infernal Games- story help, pm help
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OhWhatProvidence
Entrenched


Joined: 26 Sep 2011
Posts: 819
Location: Dallas, Texas

The Infernal Games- story help, pm help
MiniARG at Richland College

Planning on starting up an ARG/puzzle game at Richland Community College here in Texas, and might want some help for plotting, drops, ect. Not sure when the start date will be, prob next semester to be safe, or around the 20th, when the campus clubs fair is.

Not sure exactly how much interest there will be, but I'm planning on putting out a teaser poster to see who's interested sometime soon. I hope.

I'm gonna keep it simple, there's gonna be a basic game of 9 rounds- each one representing a circle of hell from Inferno. Each player picks a skill level, from Easy to Hard.
Easy/Hellion: Goes from basic code ciphers and QR codes, the occasional book cypher.
Medium/Dijin: allusions to Gothic/Cosmic Horror or other Gothic-style works (Lemony Snicket, Little Hands Clapping, War of the Worlds, Most Dangerous Game)
Hard/Lilim: The Inferno itself and mythologies of hell/demons/evil spirits from various cultures.

Not entirely sure what the story element will be, nor the prize(s), if any. I'm planning on setting up a FB page for the game itself so everyone can be in contact.

Basic gameplay (so far, subject to change whenever I come up with more ideas)
-Each team has at least one member of each skill level.
-Each member solves at least one/two puzzles to allow the team to progress to the next Circle.
-The first team to the final circle wins.
-Bonus puzzles may be used to acquire side objects/clues to puzzles that affect the game... somehow. Still working on this element.

I'm not sure if it might be too complex for people new to puzzle games? The only thing similar to this that I've played was Assassins, and I would love to add in a physical element to it like Assassins did.

So! Thoughts, helpers, anything? Should it have a story to go with the puzzles somehow, not necessarily ARGish, but a story that's tangently related to the puzzles?
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Current ARG: 44. Current project: Bound, a modern retelling of Tam Lin

PostPosted: Wed Aug 29, 2012 3:04 pm
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BubbleBoy
Decorated


Joined: 16 Jul 2007
Posts: 271
Location: United States

Here's a question:

Have you ever created a puzzle that you spent days on, only to be solved in mere minutes?

Have you ever created a puzzle that you spent mere minutes on, only to have it stall and not be solved for a few days?

The reason that I ask is this: "How can you tell what is 'easy' and what is 'hard'?" Sure, you might purposely create a puzzle that you believe should not take very long to solve, but will your audience find it to be as simple?

Just something to think about.

PostPosted: Wed Aug 29, 2012 11:21 pm
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OhWhatProvidence
Entrenched


Joined: 26 Sep 2011
Posts: 819
Location: Dallas, Texas

Hmmm. That is a very good point. I was mostly planning on the easiest being QR codes or binary/hex, a code you can stick into a generator and get a result without trying too hard, I've always thought those were kind of universally considered pretty easy. It wouldn't be like, double encrypted or something. The QR code or binary would lead to a location on campus with an envolope with a 'proof of passage' or something.

The medium and hard I'm not so sure about. Like i sad, still a lot of unknowns on this project, and I guess this is another one to add to the list. I'll prob end up launching next semester to give me time to both give school itself prioity, and time to work out the bugs in this.
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Current ARG: 44. Current project: Bound, a modern retelling of Tam Lin

PostPosted: Thu Aug 30, 2012 1:23 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.

BubbleBoy wrote:
Here's a question:

Have you ever created a puzzle that you spent days on, only to be solved in mere minutes?

Have you ever created a puzzle that you spent mere minutes on, only to have it stall and not be solved for a few days?

The reason that I ask is this: "How can you tell what is 'easy' and what is 'hard'?" Sure, you might purposely create a puzzle that you believe should not take very long to solve, but will your audience find it to be as simple?

Just something to think about.

I've had lots of both occurrences... occur.
For the former, "Grumpyboy" was my primary nemesis.
On the latter, the email trailheads research puzzles I did never were solved and they and the meta-puzzle were all pretty easy.

The worst experience I ever had was the lead PM ending the game early and handing out the solves to all the puzzles to the players. That was just not fun for anyone.

There's a certain amount of instinct involved; but, playtesting is the only way to know, for sure, how folks will approach a puzzle.
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I'm telling you now, so you can't say, "Oh, I didn't know...Nobody told me!"


PostPosted: Fri Sep 14, 2012 1:37 pm
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