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 Forum index » Archive » Archive: Perplex City » PXC: Project Syzygy Pre-Game
If *I* were a PM...
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Orphevs
Boot


Joined: 08 Aug 2004
Posts: 30
Location: in the dark

Though this is my first ARG, I'll try to say what I think I'd like. One thing I would like to see would be to include some sort of treking out on hiking trails or something of that sort involved to find clues. Physical activity sounds like something that would be really cool to do with all the crazy mental stuff that these games involve. It certainly doesn't have to be anything as stenuous physically as these games are mentally trying, of course. I really got the idea from this practice called letterboxing where people hide stamps in places like hiking trails, botanical gardens, and museams and put clues up on the internet. It's a lot of fun to kinda have that experience of going out in search of something, and I think it's a very similar feeling that drew me to ARGs. This would also be another way for folks that are in a certain area to all meet up and do something together.
Yhea, random idea. Maybe it's just me trying to combine things that I like/think that I'll like when I actually experience them. *shrug* Dem's my two cents.
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PostPosted: Sat Sep 04, 2004 12:17 am
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vpisteve
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Couldn't resist:

.....I'd make sure all the phones actually work.


/me has a feeling he's gonna pay for that, later.
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PostPosted: Sun Sep 12, 2004 10:36 pm
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Orphevs
Boot


Joined: 08 Aug 2004
Posts: 30
Location: in the dark

Heh...

I was just idly browsing around the boards and ran into the Haunted Aphiary Axon area. Apparenlty something very vaugely similar to my idea is already being done via GPS in HA. That's pretty cool too. I happen to live in Berkeley, and apparently that's a bit of a hot spot in HA's axon thing. *Vik gets excited 'cause if it's a hot spot for them, it could be for other ARGs* I like the idea of this GPS payphone things because it gives everyone a chance to help out. You don't really need special skills to be around a payphone at a certain time. It also seems like it sorta brings the people playing the ARG together in real life. So yhea, I was hoping my idea could do stuff like that. I must say, it's good to know that the bright minds of the kind folks that work to bring all this fun to us are so good at coming up with new fun and creative puzzles like this Axon thing.
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PostPosted: Sun Sep 19, 2004 2:28 am
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jokerstrademark
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Joined: 25 Sep 2004
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This is my first post! I've watched people play these games for a little while and I'm going to start playing this one once it starts. I would like to see something that would be unexpected. Like, release a cd by a made up band that has clues hidden in the music or on the cd. That's just an example. Imagine someone coming across the cd accidently and just be pulled into a game with out realizing it's a game.
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PostPosted: Sat Sep 25, 2004 11:59 am
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Fatal666
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Joined: 26 Sep 2004
Posts: 5

Physical...

I'd like to see Physical things. Like in the Find the WMD's thing, although you had to pay, you got like a book, map, matrix and such. I'd like to see something more than just websites and cryptic codes. I haven't done any real ARG's but I;m trying to catch up on some. I love the ideas of the Axon's and Payphones, and since I live in Boston, I might be able to get to one if another ARG picks up the idea.

PostPosted: Sun Sep 26, 2004 11:38 am
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EMUGOD
Boot

Joined: 27 Oct 2004
Posts: 22

i have never actually played in an arg, but have followed both the haunted apiary (until i found out it was a halo tie-in) and the "Dread House" one on and off, and have been waiting to get to play one from the beggining, so i don't know if anything like this has ever been attempted.

i think the ARG that would work best would be one long, huge quest, with absolutely no "tearing of the curtain", that existists almost entirely in the "real world" (not internet), and has a completely freaky subject matter with complete freaky happenings.

for example, a tv spot airs with a website and the image of a ring. people get curious and go to the website, and see an image of severed hand with the ring on it, an an adress carved into the back of the hand. at the bottom of the page is a message prompting players to get the ring. upon visitng the location, all players are turned away from what would appear to be an apartment complex.
(and imagine where it could go from there?)

Also, like others have said, really pull the players in. I for one would be stoked to wake up one day and find a bloody hunting knife pinning a threating note to my front door (with all assurance that it is in-game). i would also unashamedly run off to bribe a doctor to examine the blood, and get the knife checked for prints(puzzle anyone?)

Ofcourse, for this to work the PM's would need alot of cash and alot of balls, or there would be the risk of only players from one city getting involved at all (and even that would cost megabucks), and doing anything so interactive would be a major risk for them (lawsuits flying everywhere!).

PostPosted: Thu Oct 28, 2004 1:15 am
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darkmoonz
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Joined: 25 Aug 2004
Posts: 330
Location: Gainesville, FL

vpisteve wrote:
Couldn't resist:

.....I'd make sure all the phones actually work.


* vpisteve has a feeling he's gonna pay for that, later.


steve steve steve steve steve... (:
well, since ILB is winding down, i figured i'd stick my head in here...
and if there's physical interaction, i'd love to see something in gainesville/orlando (since us floridians got shaftedjust kidding... (:)
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PostPosted: Thu Oct 28, 2004 1:44 am
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Hyperion
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Joined: 14 Oct 2003
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I agree with Yanka about Metacortechs. While it was my first ARG and I'm probably a little biased about it, there was a huuuge "wtf" sense going on, like a creepy ominous feeling that there was something way bigger then you could comprehend happening behind the scenes.

Unfortunately, I didn't feel that way about ILB. I wanted to be excited about it, but it seemed that all that could be done was to sit back and watch while the people who had axons near them played the game. I got to observe. It was like a giant scavenger hunt where all of the items were beyond my reach.

I'm hoping Perplex turns out to be something that can turn me away from Metacortechs, but I still have the fondest memories of it. But here is my list anyway.

1. Minimal character interaction.
While it is nice to be able to connect to the characters on a certain level (i.e. being able to call Katherine's voicemail, having the characters respond to your attempts to solve the puzzle, live calls from the Urchins, etc.) keeping them at arms length gives an ominous, "larger then life" feeling to the game.

2. Variety of puzzles.
While crypto and steg and all that are fun, having simple riddles embedded in images (paint-over.net) and the rest really give everyone else the ability to get into the game.

3. Loose ends.
Why does everyone think that everything has to tie up nice and pretty in the end?! Games with loose ends and dangling plotlines give it a sense of realism and mystery. Small, unexplainable "easter eggs" make the game seem deep and enthralling.

4. Discovery.
Nothing makes you feel more accomplished in a game (other then solving a puzzle, not many get to do that) then discovering something new. A website, an email, all that make you feel like you are a part of the game.

And the last isn't a vital part of an ARG for me, but it would make me insanely happy if it happened.

5. LET THE VILLAIN WIN!
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PostPosted: Wed Mar 16, 2005 2:00 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
Posts: 6899
Location: Kitchener, Ontario

nuduo wrote:
Unfortunately, I didn't feel that way about ILB. I wanted to be excited about it, but it seemed that all that could be done was to sit back and watch while the people who had axons near them played the game. I got to observe. It was like a giant scavenger hunt where all of the items were beyond my reach.

That seems to be the feeling... but really, ILB was what you made of it... I had no axons near me and i got involved as much as I could, as did quite a number of other people who never left their town, even neighborhood for any ILB related. If you weren't hunting axons, the only other choice wasn't sitting back and watching, though that's the feeling that seems to be generally out there... there was tons of other stuff to do, but I digress. It wasn't encompassing to everyone by default; people had to make an effort to be involved in some way, rather than the feeling of naturally being as involved as everyone else.

Quote:
1. Minimal character interaction.
While it is nice to be able to connect to the characters on a certain level, keeping them at arms length gives an ominous, "larger then life" feeling to the game.

Aye, and it's a tradeoff... with character interaction, there's more 'activity' per se, more 'argness', but it's much more limiting since only a few people may ever get that kind of interaction... I guess that's the problem now with arg's getting so popular - more people want to interact, which was much more feasible when they were more niche, from what I understand.

Quote:
2. Variety of puzzles.
While crypto and steg and all that are fun, having simple riddles embedded in images (paint-over.net) and the rest really give everyone else the ability to get into the game.

Yeah, we want big massive puzzles and mysteries that take time, effort, intelligence and work to solve, but at the same, we want the small ones that everyone can work with on their own or together, the time-fillers, the brain-benders, the things that people can feel they've accomplished something themselves when they solve it, if only for bragging rights Laughing

Quote:
3. Loose ends.
Why does everyone think that everything has to tie up nice and pretty in the end?! Games with loose ends and dangling plotlines give it a sense of realism and mystery. Small, unexplainable "easter eggs" make the game seem deep and enthralling.

Again, agreed. Things that are uncovered unexpectedly that just add more depth to the story, plot and events... easter eggs, or 'attention to detail' you might say. Things that aren't required to be discovered to further anything, and may otherwise be overlooked, but things that show that there's more there than just 'the plot'... like character details, histories, hobbies, etc... hehe things that people could grab and use as paraphernalia, inside jokes and such; like people using quotes, photos of objects, drawings, symbols, etc on t-shirts, that only people involved with it would know, because it doesn't have anything directly to do with the arg Smile

Quote:
4. Discovery.
Nothing makes you feel more accomplished in a game (other then solving a puzzle, not many get to do that) then discovering something new. A website, an email, all that make you feel like you are a part of the game.

Definitely. It's like playing an RPG, the best ones are the ones where you can explore and discover things yourself. Technically, an ARG is an RPG...

Quote:
5. LET THE VILLAIN WIN!

That's arguable Smile
That's like ending a movie with the villain winning... it's bad formula. The ones that do, the villain usually isn't a being, but rather circumstances or something... tragedy, man vs himself, man vs nature... a lesson to be taught. There's nothing positive about a bad guy winning, leaves a bad taste in everyone's mouth...

I'm all for a tragic ending though... I'd be more content with a tragic story if everyone, good and bad, ended up dead, rather than just the bad guy winning. Smile
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PostPosted: Wed Mar 16, 2005 3:17 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
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ilovebees ending

Quote:
5. LET THE VILLAIN WIN!


In ilovebees the villain did win. The Pious Flea used Melissa to trick us and the characters in the radio play into revealing the carefully guarded position of Earth to the Covenant. Melissa collaborated in the whole process, so where the line could be drawn between what the Pious Flea created by allowing us access to specific files about the Artifact and what Melissa did intentionally in creating some misleading files isn't completely clear.

What made that inevitable ending work was that something was gained by Melissa being made whole - even at such a high cost. So the players could feel that something positive had happened. It gave the ending more meaning than just us saying "well, we know that Halo2 starts with the Covenant invading Earth so it had to end that way." I liked the ambiguity of that ending. And I like characters who are more complex than just simple black and white good guys or bad guys.

Of all the characteristics of games, I think that the quality of the writing is the most important factor. I also like the TINAG aspect of the launch of ilovebees and I think I prefer that. I can see that not all games can achieve that, and that TINAG is also limiting in a way. Finally, I would minimize the waiting time for a game to launch if possible.
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PostPosted: Wed Mar 16, 2005 3:46 pm
Last edited by rose on Fri Mar 18, 2005 9:03 pm; edited 1 time in total
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thebruce
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Joined: 16 Aug 2004
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I liked ILB entry because I honestly wasn't sure for a few days whether the site was real or a hoax, and only after joining unfiction did I get pulled into the game... I dunno if the arg was announced at all, if there was a waiting period, or if the honey and the trailer were the very first public connections to the arg... in which case, ilb had a tiny intro time. I'd say the 'waiting' was spread throughout the game, only having updates mainly on tues and fri Smile... it wasn't a continuous game. So months of waiting in advance were spread through regularly scheduled updates ... heh
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PostPosted: Wed Mar 16, 2005 3:51 pm
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KSG
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Joined: 12 Jan 2005
Posts: 186
Location: WA, USA

First, I'd like to congratulate this thread on it's one-year aniversary. Way to go, thread!

I have to dissagree with thebruce on the bag guys winning. They have to win occasionally, or there's no fun at all, because you know how things will turn out. That's true in movies even more than ARGs. If the entire thing is really cheery and it's obvious who's going to win, that defeats the purpose of even having a plot. On the other hand, if it's really depressing until the end, when everything suddenly brightens up just so the good guy can win, I'll end up hating the entire movie. It would be better to stay in character throughout the whole thing, and if that means the bad guy wins, let him. I expect that would apply to an ARG. Most of all, I want whoever can win most believably to do so. If the good guys or the bad guys have an absolute stranglehold on the plot, and the others miraculously save the day at the last minute, I won't be impressed. As long as the ending is explained, I don't care who it favors.

The only other thing is the location-based stuff. This Abbey Road business could turn out to be very cool, and who knows, we spectators might even have our own action involving the webcam. That said, I live 300 miles from the nearest city that has even a slight chance of seeing in-game activity. Even just getting into town to pick up USA Today was tricky. I will not be able to attend any meetings of any kind. If the vast majority of this game doesn't happen through the internet and major media, I'm going to be very disappointed.

That said, I'm a total newbie, so I probably don't know what I'm talking about.
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PostPosted: Wed Mar 16, 2005 3:55 pm
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thebruce
Dances With Wikis


Joined: 16 Aug 2004
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KSG wrote:
I have to dissagree with thebruce on the bag guys winning. They have to win occasionally, or there's no fun at all, because you know how things will turn out. That's true in movies even more than ARGs. If the entire thing is really cheery and it's obvious who's going to win, that defeats the purpose of even having a plot. On the other hand, if it's really depressing until the end, when everything suddenly brightens up just so the good guy can win, I'll end up hating the entire movie. It would be better to stay in character throughout the whole thing, and if that means the bad guy wins, let him. I expect that would apply to an ARG. Most of all, I want whoever can win most believably to do so. If the good guys or the bad guys have an absolute stranglehold on the plot, and the others miraculously save the day at the last minute, I won't be impressed. As long as the ending is explained, I don't care who it favors.


Well let me clarify... I didn't mean the bad guy winning at all; as Krystyn said, in ILB, the bad guy did win... but we still had a positive outcome, lessons learned, a good feeling, something positive. I don't believe there's a movie in existence where a bad person or being won, and there was nothing positive whatsoever about the ending.

So yes, let the badguy win, IF there's something we can walk away feeling good about. Don't let the final closing scene be the big uber-criminal standing over the hero's body with an evil laugh and the world being taken over...

But yes, aside from that point, I agree with everything else you said Smile, staying in character, dark themes, predictability, etc...
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PostPosted: Wed Mar 16, 2005 4:12 pm
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firefox
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Joined: 28 Jul 2004
Posts: 333

i would prefer a cube = old yeller ending.... Rolling Eyes

but for the sake of saying it. in the real world evil wins. now thats just being a realist. so we come to an arg to escape that reality, so ya should be happy with a different view for once, good winning its not novell escapism per say, but its escapism nonthlss Wink

PostPosted: Thu Mar 17, 2005 6:34 am
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thebruce
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Joined: 16 Aug 2004
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firefox wrote:
i would prefer a cube = old yeller ending.... Rolling Eyes

but for the sake of saying it. in the real world evil can win.

(note the insert)
But this world is about overcoming evil with good. Which is why things which have something positive in the ending are far more popular than with nothing positive at all...

I'm done Wink
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PostPosted: Thu Mar 17, 2005 10:23 am
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