Return to Unfiction unforum
 a.r.g.b.b 
FAQ FAQ   Search Search 
 
Welcome!
New users, PLEASE read these forum guidelines. New posters, SEARCH before posting and read these rules before posting your killer new campaign. New players may also wish to peruse the ARG Player Tutorial.

All users must abide by the Terms of Service.
Website Restoration Project
This archiving project is a collaboration between Unfiction and Sean Stacey (SpaceBass), Brian Enigma (BrianEnigma), and Laura E. Hall (lehall) with
the Center for Immersive Arts.
Announcements
This is a static snapshot of the
Unfiction forums, as of
July 23, 2017.
This site is intended as an archive to chronicle the history of Alternate Reality Games.
 
The time now is Tue Nov 12, 2024 2:36 am
All times are UTC - 4 (DST in action)
View posts in this forum since last visit
View unanswered posts in this forum
Calendar
 Forum index » Archive » Archive: Perplex City » PXC: Project Syzygy Pre-Game
If *I* were a PM...
View previous topicView next topic
Page 3 of 5 [71 Posts]   Goto page: Previous 1, 2, 3, 4, 5 Next
Author Message
Omnie
Entrenched


Joined: 07 Oct 2003
Posts: 772

Slyfox wrote:
Does anyone have any experience of taking part in an ARG without visting a site like UF during the game? Perhaps they only found about about the forum once the game awas finished.

Or putting it another way do args work best went the story is revealed through in game sites without the need for places like UF or is part of the fun of ARGing getting together to swap ideas and speculation?


The thing with players working on their own is that it eliminates lots of resources that the PMs could use. For instance, if in-game characters makes use of chatrooms, personalized e-mails, IMs, phonecalls, real-life interaction, etc, players just have to share information. The PMs wouldn't be able to ensure that every player, playing on their own, would have access to those sources of information. So either the solitary player misses a lot, or the PMs get rid of those kinds of interaction.

Also, it's really a lot of fun to speculate with people who don't think you're insane for being obsessed with some weird online game thing.

PostPosted: Thu Mar 25, 2004 1:51 pm
 View user's profile Visit poster's website
 Back to top 
epthesus
Greenhorn

Joined: 15 Mar 2004
Posts: 5
Location: uk

Haven't played an arg before but here are a few of my thoughts on the original question.

- would like to see the game involve physical as well as virtue playing aspects.
- clues to be not just cryptic/ciphers/maths problems but a diverse range of problems for a wide range of skill levels.
- would like to learn new skills investigting the problems, research new and unique topics to solve clues.
- have clues which lead to a physical event where certain players view an incident/next part of the plot or clue.
- use a wide variation of media platforms so players can feel like the game world is part of reality and happening in their lives. (however, these aspects will need to be funded via sponsorship/publishing house)
- have some of the player/s become an active character/s in the game by carrying out a plotline (maybe as a reward for solving a certain clue) - could be sponsored by companies to achieve this e.g British Airways sponsoring a plane trip to meet an american player). However, not sure if this would immerse the game more in the real world or dilute the community solving aspect/satisfaction as i haven't played one before.
- have specified missions/clues for players in different areas/timezones to solve and then report back to the community. Make the community feel like their own MI5 / FBI /whatever.
- as others have already suggested, have the money and the suits to back up the ideas and to finish the game.

anyway, here's looking to the future, namely Q4

epth

PostPosted: Wed Mar 31, 2004 2:33 pm
 View user's profile AIM Address
 ICQ Number 
 Back to top 
cashbox
Kilroy

Joined: 03 Apr 2004
Posts: 2
Location: The Minneapple

as a fellow n00b, i'm with a lot of what epthesus mentioned.
-puzzles that take a lot of different mental skill sets to solve, as i think the interaction in places like this is one of the more appealing parts of games.
-elements both physical and virtual
-a compelling, flexible storyline
-the occasional completely inexplicable happenstance. too many red herrings, and it just seems like sour grapes (and wouldn't *that* be a meal?), but those things that don't quite seem to connect stick with you.

oh, and sites that don't cripple my computer, as i am poor, and thus still a 56Kowboy.

PostPosted: Sat Apr 03, 2004 2:15 am
 View user's profile AIM Address
 Back to top 
snowhite
Boot

Joined: 20 Jan 2003
Posts: 27
Location: missouri

FWIW It seems to me that first thing any PM should understand is that the entire reason I am here as a player is simply - hunger. I want to feast upon the story. I want to devour the puzzles. It is the job of the PM to feed me the ideas that I am starving for. Not too much at once because I am greedy and could choke , but still I need to be fed. If there is a hiatus... my game dies of starvation.
_________________
If I get home before daylight , I just might get some sleep tonight....

PostPosted: Mon Apr 05, 2004 3:25 am
 View user's profile
 Back to top 
BlackMonkeyMage
Greenhorn

Joined: 24 Mar 2004
Posts: 5

n00b speaking!

I haven't really played an ARG before (JUST MISSED AWARE!! argh), but here are some of my thoughts.


- SOME of the story advancement should be fully accessible to people with no crypto skills, only character interaction skills. So, for example, if a main character has a blog, although it does have a lot of puzzles hidden between the lines, it should still be possible to participate in the game simply by posting comments and asking intelligent questions. That said, those who DO look in the META tags or whatnot for clues planted by someone else, will gain awareness of a new set of characters and a different part of the story that the simple roleplayers are just not aware of.

- Support for player-to-player interaction within the game itself, rather than requiring collaborative players to post on Unfiction or something in order to solve a puzzle together. Think about it-- every time you post about an ARG puzzle on Unfiction, you're breaking character-- acting outside the context of the game. If there's never any requirement to do that, and all communication is fully implemented into the game... well, THOSE are some damn fine curtains.

- With regards to payment: What if some of the characters in the game run into situations where they're strapped for cash, and need the players to sponsor them via PAYPAL? That way, the creators get money, and they let you advance the story if you pay up. It sounds evil, which means it's a good business plan. And this, too, aids the curtains.

- What if someone were to build an ARG that takes place in someone else's Massive Online RPG? It'd be like .hack on a whole new level...

- If a particular player is becoming especially noteworthy in their dedication to the game, the PMs might contact them "behind the scenes" and ask them if they'd like to become an in-game character. If they agree, the PMs give them some background info to implement into their already existing avatar, and ask them to do some specified thing to advance the plot. Actually, in some kinds of ARGs, this might be doable without ripping the curtain... like if one of the more sinister in-game characters asks players to fake their own deaths in order to distract everyone... something like that.
...Actually, hell, why even ask the player's permission? You have the rights to what happens on your server, just have one of the evil characters stop a player's interaction with the site, "assume" their identity, and wreak BLOODY HAVOC among the community.
OK, so the players would hate that, and you should probably leave the kicked players with something else to do... like say, implement a puzzle for them to work around the evil characters' actions and get back in the game. Yeah.


So, those are some ideas... No idea how good they are, but up they go, regardless of quality.

PostPosted: Tue Apr 27, 2004 11:08 pm
 View user's profile AIM Address
 Back to top 
Giskard
Sassypants


Joined: 07 Oct 2003
Posts: 2066
Location: Chicago

Re: n00b speaking!

BlackMonkeyMage wrote:
(JUST MISSED AWARE!! argh).


By all means join AWARE, because it hasn't even really started, it's just in pre-game (or maybe just out of it, we are not quite sure...).

Check the AWARE forums on unFiction, the #ruaware IRC channel on irc.chat-solutions.org and also The AWARE Guide to get up to speed and jump in and help us out!
_________________
"They never tell you truth is subjective, they only tell you not to lie." -- Gary Jules

PostPosted: Wed Apr 28, 2004 12:43 am
 View user's profile Visit poster's website
 ICQ Number 
 Back to top 
AnthraX101
Entrenched

Joined: 18 Mar 2003
Posts: 797

Re: n00b speaking!

BlackMonkeyMage wrote:
What if someone were to build an ARG that takes place in someone else's Massive Online RPG? It'd be like .hack on a whole new level...


Funny you should mention that... Smile

When I played A Tale in the Desert, I worked to great a large in-game event, mainly scaring the heck out of people. All the people doing it were some of the best in the game, and so we were able to trick most people into thinking we were administrators, and that we would "ban" anyone who didn't agree with us. Smile It worked out pretty well, and was a lot of fun.

AnthraX101
_________________
VGhlcmUgaXMgbm8gc3Bvb24u
ll----ll--ll--ll----l---ll---llll---ll--l--ll---llll-ll-l-ll-llll--l-.


PostPosted: Wed Apr 28, 2004 12:53 am
 View user's profile
 Back to top 
Slyfox
Unfettered


Joined: 06 Feb 2004
Posts: 323
Location: Manchester, UK

Re: n00b speaking!

Quote:
I haven't really played an ARG before (JUST MISSED AWARE!! argh), but here are some of my thoughts.


Don't worry AWARE is still up and running even if it has taken an unexpected turn. Perhaps if you contact Marcus at Ideltech I'm sure someone here at UF could provide you with a reference. Then maybe he will allow you to skip straight to the second part of the interview process which is an IQ test.

From the part II interview email: "You will find the test at www.iqtest.com simply follow the instructions and your Part II interview will be complete and ready to forward to us."

Quote:
- SOME of the story advancement should be fully accessible to people with no crypto skills, only character interaction skills. So, for example, if a main character has a blog, although it does have a lot of puzzles hidden between the lines, it should still be possible to participate in the game simply by posting comments and asking intelligent questions. That said, those who DO look in the META tags or whatnot for clues planted by someone else, will gain awareness of a new set of characters and a different part of the story that the simple roleplayers are just not aware of.


Again this is very true of AWARE. If you browse through the thread for AWARE you'll see that most of the story has been done though email, IRC etc at the moment.

Quote:
Support for player-to-player interaction within the game itself, rather than requiring collaborative players to post on Unfiction or something in order to solve a puzzle together. Think about it-- every time you post about an ARG puzzle on Unfiction, you're breaking character-- acting outside the context of the game. If there's never any requirement to do that, and all communication is fully implemented into the game... well, THOSE are some damn fine curtains.


The problem with this is that if player-to-player communications aren't posted anywhere then other players can feel that they are no longer participating in the story and may fall away. One of the great plusses of UF is it's inclusiveness and this is why it must remain outside of the game wherever possible to maintain a sense of trust. There has been a lot of discussion about this following the introduction of a Player/Character in AWARE called Krystal who has been kidnapped.

Quote:
- If a particular player is becoming especially noteworthy in their dedication to the game, the PMs might contact them "behind the scenes" and ask them if they'd like to become an in-game character. If they agree, the PMs give them some background info to implement into their already existing avatar, and ask them to do some specified thing to advance the plot. Actually, in some kinds of ARGs, this might be doable without ripping the curtain... like if one of the more sinister in-game characters asks players to fake their own deaths in order to distract everyone... something like that.
...Actually, hell, why even ask the player's permission? You have the rights to what happens on your server, just have one of the evil characters stop a player's interaction with the site, "assume" their identity, and wreak BLOODY HAVOC among the community.
OK, so the players would hate that, and you should probably leave the kicked players with something else to do... like say, implement a puzzle for them to work around the evil characters' actions and get back in the game. Yeah.


Again, this is pretty much exactly what appears to have happened in AWARE though maybe in this case it was planned. For more information see the postings about Krystal's disappearance in the AWARE threads

I hope this has helped you get up to speed a little. Feel free to join in. Everyone is welcome.
_________________
"I mean, think about it.....its on the internet, right? Therefor, it's GOT to be real!! I mean, who would use the internet to lie? That'd just be crazy!" --- StercusMaximus

PostPosted: Wed Apr 28, 2004 5:50 am
 View user's profile Visit poster's website
 Back to top 
Varin
I Have No Life


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

Re: n00b speaking!

BlackMonkeyMage wrote:


- Support for player-to-player interaction within the game itself, rather than requiring collaborative players to post on Unfiction or something in order to solve a puzzle together. Think about it-- every time you post about an ARG puzzle on Unfiction, you're breaking character-- acting outside the context of the game. If there's never any requirement to do that, and all communication is fully implemented into the game... well, THOSE are some damn fine curtains.


Search4e had this. They had their own forums that we were supposed to interact with characters on. It didn't really work. You had to watch what you said because the characters were listening to everything you said. The great thing about a out of game forum is that you can say whatever you want, discuss strategy, speculate about the game without having to worry about the characters finding out.
_________________
"I still miss him to this day and probably always will." - Todd Keeler, Chasing the Wish

"meta meta meta, I made you out of play..." ~ j5


PostPosted: Wed Apr 28, 2004 9:48 am
 View user's profile Visit poster's website AIM Address
 Back to top 
Rosie
Guest


How did this end up in Syzygy??

Quote:
SOME of the story advancement should be fully accessible to people with no crypto skills, only character interaction skills.


um, yeah, that's basically me, however, I think that the word "only" is out of place. No matter how many puzzles are solved, the plot advances through the characters. Players need to be able to assess whether a character is truthful and understand their motivations to properly evaluate information.

For example, in AWARE (which it is not too late to join) we spent some time assessing how reliable Melody's information was, given that she was so enamored of Marcus and unlikely to doubt what she saw. Some of the stuff she reported was not at all believable. And, guess what, major parts of the information she reported turned out to be staged by Marcus to fool her so she could assist in his pre-employment game.

PostPosted: Wed Apr 28, 2004 9:52 am
 Back to top 
catherwood
I Have 100 Cats and Smell of Wee

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

Re: n00b speaking!

Varin wrote:
BlackMonkeyMage wrote:
- Support for player-to-player interaction within the game itself, rather than requiring collaborative players to post on Unfiction or something in order to solve a puzzle together. Think about it-- every time you post about an ARG puzzle on Unfiction, you're breaking character-- acting outside the context of the game...

Search4e had this. They had their own forums that we were supposed to interact with characters on. It didn't really work...

This reminds me of the message board set up for the characters of Push, Nevada. That "game" really only played out with clues given in the television episodes, but they did create a tangible alternate reality online. It was only for the enjoyment of the viewers -- no further clues could be given without creating unfair advantage -- but plenty of people visited the message board to converse with "characters" who lived in that fictional town. The problems crept in when players broke the illusion by referring to the TV show or the contest. The fictional characters were hard pressed to know how to respond.

Back to the idea of a game providing a message board for player-to-player exchanges (as opposed to character-to-player interaction), the puzzle game The Stone has boards where people can ask for assistance from other players, and the game TimeHunt does have that in the form of real-time chat screens. Neither of those are ARGs, and they have no characters or fictional reality to maintain.

PostPosted: Wed Apr 28, 2004 4:16 pm
 View user's profile AIM Address Yahoo Messenger
 Back to top 
hermione
Greenhorn


Joined: 08 Apr 2004
Posts: 5
Location: UK

I think you have the nail on the head there catherwood; games without a fictional universe to maintain can easily incorporate message boards (one other I'm familiar with is Puzzledonkey), but if you have characters and fiction to maintain, how can you carry out meta-discussion on the puzzles?

Discussion is a good thing, although it depends how you want players to play the game in the first place. Do you want people to keep a "solved to date" guide? Or do you want every new player to have to try each puzzle for him- or herself without the temptation of "peeking"? (either by moderating forums, banning guides, etc.) One problem I've noticed is that as a newbie there is often a lot of information to assimilate at once; some people delight in that funnelling, in the crystallisation of everyone's views to get up to speed quickly. Others - and here I'm thinking more mainstream - would just get really put off by it.

I think one way to deal with that is to have several entry points into the world, and as the game progresses (in time and therefore building up complexity) there should be easy ways to get "in" without having to follow the trail so far; the trail, or what is important of it, should unfold from the entry point. (e.g. entering along with a new character who is getting up to speed themselves). This has the debatable advantage that people who have been playing along so far get another viewpoint on their work and can possibly eliminate red herrings; but there should also be steps to ensure their hard work hasn't gone to waste otherwise there'd be a lot of resentment with people "jumping in". I'm envisioning one large trail and a lot of smaller ones that fall in along the time axis, but which aren't quite as fun/rewarding as the main one, so there's incentive for the diehards, incentive for the mainstream, and no hard feelings.

One thing I don't really like about AWARE is the amount of communication that's going on. Sure, it's the backbone of such a game, but it seems a little too much for me. If I want to just watch, fairly passively, I can't. I think there are people who are as interested in passive immersive fiction as active, but I don't know the proportions. I would expect mainstream players to be more interested in passive entertainment, with the odd puzzle they could work on in their spare time, and yes - divining what people think of each other and whether someone is lying is just as challenging a puzzle as breaking a viggy.

Just my rather random 2p,

-h

PostPosted: Fri Apr 30, 2004 7:02 am
 View user's profile MSN Messenger
 Back to top 
Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

As an arcade programmer, the one genre which puts me off my lunch is the fighting game series in whihc instead of mastering game skills and reacting to situations, you merely memorize the library of secret moves for your character and start using them as fast as you can before the other player does. It becomes less of a competition to me than more of a memory test.

I am noob in the ARG type game (interestingly, those my initials as well! Smile. but my comment going back to an ARG would be a metaphorical with the above comment, the only 2 games I had seen were the pieces of mu and the beast, and both required some fiendishly wierd puzzles and not obvious ways of thinking.

I would ask, do the puzzles within a game fit the storyline context? The fiendish logic or math puzzle would favor those who are absolutel puzzle whizzes while penalizing the lower level who are more hanging on and tagging along with everyone else for the ride and they would feel more left out. Maybe more of a puzzle type which would depend more on an individual's creativity than an obscure solve?

and for the storyline, each puzzle solve would draw the game ever closer, drawing the player into the world there.
_________________
For this is the place where dreams and nightmares are birthed and bred
Nightmare Park


PostPosted: Mon Jun 07, 2004 5:35 am
 View user's profile Visit poster's website AIM Address
 Back to top 
yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

schedule of updates

If I were a PM, I would undoubtedly, without any hesitation, choose totally random, irregular updates over some sort of schedule. For numerous reasons:

- the most obvious one being: there is no reason that characters should only have stuff happen to them on Tuesdays or Fridays (or whatever other "regular" dates).

- Now that I have the ability to compare, I can say that unexpected updates contribute *a whole lot* to the depth of the game's "immersion." I think one of the reasons that I became such a pathetic MU addict is that I spent those entire two months in this [zombie-like] endless "expectancy" state: no matter where I was, or what I was doing, I knew that what I want to be doing is checking for updates. Fellow Metaurchins probably share my feelings about the browser's "reload" button Wink The game was everywhere, and everywhen. We were constantly on the edge - something could have been happening *this* very moment! I loved it.

I guess it really depends on how addicted one can afford to become. Regular updates mean that one can go on with his normal life pretty much uninterrupted until the update day; I can see how many people would like the convenience of allotting a certain day to the game, as opposed to being on the edge at all times. However, when I weigh the benefits of being able to say "ok, we've done all we can do with this update, now let's wait until Tuesday" against this continuous fall down the rabbit hole - it's really a no-brainer: I choose to be constantly, intensely immersed, despite all the inconveniences. The sheer high of being 100% (as opposed to, say, 75%) hooked is totally worth it Very Happy

- there is some argument that regular updates would allow more people to be present for, well, the updates. I have to say that I disagree. Sporadic updates in MU were spread out through all 24 hours, so players from different timezones had a chance to be the ones to find an update. Updates that are limited to a certain day of the week, and especially to a certain time of day exclude a large number of players - and that's for the entire duration of the game Sad

Finally: is it very wrong of me to have ridiculously high expectations of syzygy? Every thing that I wish could be done differently in bees inevitably makes me think "but, of course, syzygy won't be like *that* Smile It'll be amazing, and mind-blowing, and I'll finally get the chance to have this unparalleled ARG high again." Very corny, I know. Sorry, guys Embarassed
_________________
Annushka has already bought the sunflower oil, and has not only bought it, but has already spilled it.

PostPosted: Thu Sep 02, 2004 3:20 pm
 View user's profile
 Back to top 
Dorkmaster
Unfictologist


Joined: 27 Jul 2004
Posts: 1328
Location: The People's Republic of Dork

Well, I know it's probably a dead subject at this point, with Syzygy so close to completion (hoping, waiting...)...

Anyway, my theory would be to combine innovation with existing working structures. This has been brought up in the ilovebees thing, where the payphone/axon thing was a great innovation and a great way to get physical interaction, yet however hasn't kept the drive and build it had up to that point... So the innovation alone is not enough. You must have a compelling story that drives the thing on top of the innovative niche that makes people say "this is cool!"

My innovative idea would be to have geographic grouping for puzzles. Cooperative puzzles that mandate interaction outside of the computer. People would have to figure out their location-based puzzle to put that piece in with other player-groups in other locations, etc... and that would ultimately lead to the answer. Not to mention, it's sooo much cooler and underground (read: nerdy in a cool way) to have to meet in locations like libraries, pizza joints, bars, etc... to have meetings. So if you had some local history or something (would take MAJOR research of course) that made people have to get that microfiche mentioned previously, that wouldn't solve the overall puzzle, but that would help put together the local puzzle, that put together with other places, etc....

Anyway, outside-of-computer interaction is EXCELLENT, and I really like geographically-exclusive, yet mutually coordinated cooperative puzzles intriguing (yet a monumental task)

So that's my If I could...

Not to mention, I'd love to have to pay (I know, a wierd beginning to a sentence) a SMALL amount for certain info... for example, you have to go to this address, and put one dollar into a coke machine to get a coke bottle with a message taped to it, or something...

Ok... I'm done.

-DM
_________________
"The future is here. It's just not widely distributed yet." -William Gibson
"Always read stuff that will make you look good if you die in the middle of it." - PJ O'Rourke
"ACADEMY, n. A modern school where football is taught." - Ambrose Bierce


PostPosted: Thu Sep 02, 2004 6:09 pm
 View user's profile Visit poster's website AIM Address
 Back to top 
Display posts from previous:   Sort by:   
Page 3 of 5 [71 Posts]   Goto page: Previous 1, 2, 3, 4, 5 Next
View previous topicView next topic
 Forum index » Archive » Archive: Perplex City » PXC: Project Syzygy Pre-Game
Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum
You cannot post calendar events in this forum



Powered by phpBB © 2001, 2005 phpBB Group