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Codes of Conduct
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MageSteff
Pretty talky there aintcha, Talky?


Joined: 06 Jun 2003
Posts: 2716
Location: State of Denial

Codes of Conduct

In a sense this is a meta conversation that eventually will need to be addressed by the ARG community in general, as the number of players, PMs, BTS, and Games increase. I see it affecting Grass roots efforts more than Corporate ones, since in the end the Corporation is the one deciding the content they are producing.

There are some things I see as a given as part of the PM / Player agreement, and PM/BTS agreement - it may or may not be specifically spelled out in each game but as a general code of conduct:

1. PM/BTS can post in the game boards as long as it is in a Meta/Humor related area and not in any way concerning game related material on any forum that is not a PM controled one. Ditto for any chat rooms PM's may have assumed secret ID to sit and listen in- if it is not an "ingame arena" do not talk about in game things even to speculate or hint. Anything done that violates that basic idea is grounds for dismissal, additional punishment depending on the specific crime.

2. This is not a "Role Playing Game" where you can take your character where ever you feel the spirit move you. It is a game in a sense that the players have to discover information, but the main ideas for the characters, plot, and information have been set forth by the game creator. Your character is more akin to the one in a story book, you may not know what things go on when the character is not the main focus of a scene so feel free to create believable things that still lead to the same outcome in next scene your character is involved in. Excessive deviation from your part of the story may upset the rest of the carefully crafted plot. If the game designer thinks your idea will work in his game, great. If not, save the idea for your own. Some PM's have spent a lot of money to bring their idea to life and they do not want it to see it go down the tube to present YOUR idea.
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A small group of thoughtful people could change the world. Indeed, it's the only thing that ever has. - Margaret Mead


PostPosted: Wed May 05, 2004 4:55 pm
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bill
Unfettered


Joined: 25 Sep 2002
Posts: 614
Location: Tampa

/me pulls steff back into reality.

Although those ideas certainly represent the ideal, life and ARGing tends to be somewhat messier. For example, how exactly do players know the intended direction of the story? Wouldn't that be discovered by trying a few things? If I wanted a static or linear experience, I'd be reading more novels.

There are certainly boundaries that should and will be explored players. PMs have an obligation to spell out those boundaries (hopefully in a mechanism that doesn't breach the curtain).

There are no hard and fast rules (AWARE made this brutally clear). There are guidelines based on what has gone before and common sense. Personally, I think the genre is a bit immature to start telling people "you stay over here, you stay over there." We know Unforums is out of game because Spacely says so. Other forums might allow some forms of player/character interaction.

Likewise, having distinct player and character chats falls into one of those common sense areas. If a room is commonly understood to be a PM free zone, PMs should be on notice that they tread there at their own peril. Furthermore, PMs that choose to discretely lurk should really make sure they mask their identities. Changing your nick isn't good enough when 70% of the room's occupants see your ISP, your IP and/or IP hash when you log in and out.

With the variance of opacity in the curtain from one game to the next, a PM is more in control of the player experience than they realize. Different levels of interaction, PM anonyminity, pacing, and RL involvement are all 100% in the control of the PM. Balancing just those few elements dramatically affects game play.

I can envision a game where the lines are blurred to the point where the players question everything and the boundaries are so indistinct as to be undetectable by most. In such a game, players might reasonably expect someone in their midst to be in-game. Part of making that work is setting expectations up front.

When someone takes the plunge and decides to PM a game, there are a LOT of things to consider relating to playability and boundaries. I think PMs and players need some wiggle room and not a set of rules cast in stone with prescribed punishments. We've already seen lots of different styles from The Beast, CTW, Acheron, Mu, and now AWARE. I don't think any are more right or wrong than others. Clearly, some are going to be more successful.

My advice to participants on both sides of the curtain - think before you act. Don't jump in blindly and don't make bizarre departures from expectations set earlier in the game. As a PM, consider where the boundary lies and make sure you have a mechanism to describe it in-game and deal with players who choose to push it. As a PM, you control what the characters hear, see, and know.

/me reserves the right to proofread this later and contradict myself if I see fit.
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PostPosted: Wed May 05, 2004 7:49 pm
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Obligations for a BTS person - listen to your PM.
Don't take your character out of line from your instructions.
When a character deviates too far from the original plan, or starts creating webpages on their own, the original story & preset puzzles may be corrupted beyond use. Then all the work that the PM has done in preparation for the game will be for naught.
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r u a Sammeeeee? I am Forever!


PostPosted: Wed May 05, 2004 8:28 pm
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

konamouse wrote:
Obligations for a BTS person - listen to your PM.
Don't take your character out of line from your instructions.
When a character deviates too far from the original plan, or starts creating webpages on their own, the original story & preset puzzles may be corrupted beyond use. Then all the work that the PM has done in preparation for the game will be for naught.


I'm jumping off topic here, but to bad....

What is the definition of PM and BTS?
"Obligations for a BTS person...Don't take your character out of line..."
Isn't a character a puppet, and therefore if your controlling a character you are a puppet master? If you're voicing a character your pretty clearly in front of the scenes imo.

I thought BTS would do things like DB administration and create the scenes eg. webpages

it seems these terms have become a definition of how much work you put in, not what you did, and also a sort of hierarchy.
[/OFF TOPIC]
[ON TOPIC]
Quote:
PM/BTS can post in the game boards as long as it is in a Meta/Humor related area....
I'd rather they didn't, but its really up to them cause we won't know who they are until the end, and by then its to late to change what happened.

Quote:
grounds for dismissal, additional punishment depending on the specific crime.
Nice idea but how exactly do you punish them? also some form of agreement would need to be broken to warrant this. which means you need to have an agreement in the first place, which could turn it into a legal blah blah blah...

The whole of point two seems to be about someone having control of a character but not having any direction, or points to 'hit', in which case I wonder why the character is there. I'm guessing this relates to someone being 'BTS' (see above Sad ) and they don't know the full story. Maybe its time to stop having 'BTS' in the way it seems to currently exist. If you create story content your a PM and you should know the whole story. <-- note that ended with a PERIOD.

Quote:
/me reserves the right to proofread this later and contradict myself if I see fit.
ditto

PostPosted: Thu May 06, 2004 12:31 am
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LazarusLong
Unfettered


Joined: 20 Mar 2003
Posts: 453
Location: 93 miles SW of Ted Kaczynski's cabin

colin wrote:
I'm jumping off topic here, but to bad....

What is the definition of PM and BTS?
"Obligations for a BTS person...Don't take your character out of line..."
Isn't a character a puppet, and therefore if your controlling a character you are a puppet master? If you're voicing a character your pretty clearly in front of the scenes imo.

I thought BTS would do things like DB administration and create the scenes eg. webpages

it seems these terms have become a definition of how much work you put in, not what you did, and also a sort of hierarchy.


Colin, this may help:

http://forums.unfiction.com/forums/viewtopic.php?t=3759

A PuppetMaster (PM) knows the whole story - a Behind The Scenes (BTS) will only know a small part of the overall story and is usually under the control of a PM.
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PostPosted: Thu May 06, 2004 1:02 am
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

LazarusLong wrote:

Colin, this may help:

http://forums.unfiction.com/forums/viewtopic.php?t=3759

A PuppetMaster (PM) knows the whole story - a Behind The Scenes (BTS) will only know a small part of the overall story and is usually under the control of a PM.


Guess that answers it. Can't say I really like/agree with it.

PostPosted: Thu May 06, 2004 8:22 am
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

I must say that I agree with Bill and do not see a need for establishing rules and regulations for the genre. Frankly, I'd say that doing so could be detrimental. I think that the basic "respect each other" covers everything that needs to be covered and the rest can be set up on an as needed basis.

We really need to remember that the genre is very young and needs the freedom to grow and evolve. Once we start establishing strict lines on what is right and wrong, we begin to close our minds to other possibilities. Two years ago, I would have argued whole-heartedly against a person working on the game and playing it. The success of BTS in several games since have proved me wrong. I still have some issues with it, but those are my issues and should not be made to apply to the genre as a whole.

Then there's the fact that what works for one PM team may not work for another and they, as the creators, should have the ability to do what works for them. If they are keeping the best interest of the players and their game in mind, they will do what they feel meets those interests. It would be nice to set up a universal rule system that PM teams could point to (seriously, we had some great "debates" on our own PM codes of conduct), however what works for one team may not work for another and to lock them into a system isn't practical, plausable, or productive. I may be airing some dirty laundry, but one of the issues that was a hot topic for us was PM involvement on the boards and in chat. Personally, I do not believe that a PM should ever talk in a player chatroom, whether they are known entities or not. Not only is the stress level (at least for me) compounded by talking even the slightest things can change the dynamics of the room. Others argue that it's less obvious if the PM chats occasionally or that their not talking would raise flags. That may be but I'll never forget a few occasions where things slipped (a PM referring to something that players didn't know yet... it was simple and not caught, but it might have been) or where puzzles were effected (a PM entering a chatroom right as the players were about to solve something and unintionally derailing the conversation... the solve came several days later). However, in some experiences, PM interaction not only works but is very accepted. Did Mart & Jamesi's interaction in #jmx negatively impact the players? As far as I've heard, absolutely not. So, why should my feelings override theirs? If we start to say "no chatting", where do we draw the line? For me, it's easier to draw it at "not at all" for others it may be easier to draw it at "no ingame chat". Who's right? What happens in an experience where such chat is necessary? Do they have to apply for an exemption upfront?

Additionally, once you set up a "standard rules and regulations" or "code of conduct" you have to face the issues of letting every possible player know (remember, UF is not the only board around) or you have different groups of players playing in different ways. Which group of players does the PM cater to? Why should they have to cater to any specific group? You also place limits on your thinking and what can and cannot be done and in the world of ARG, that is never a good thing. If one group of players has limited their thinking by saying a certain thing could never happen because it's against the code of conduct, the other group has a clear advantage if/when such a situation occurs.

Beyond the simple "respect each other", I think that rules should be left for the PMs to decide. If they want or need rules in their game, they will find a way to let the players know. There are hundreds of ways for them to do so.

Just my two cents
-b

PostPosted: Thu May 06, 2004 9:17 am
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

I'd just like to note that having a set storyline and milestones does not make for a static ARG. If it's reading like a novel, and you're bored, the ARG is simply not for you, or the PMs are allowing the plot to fall into stasis.

You can control a good deal of the story and how it works for the players - the challenge for the PM who wants/needs the controlled storyline is to make it seem shaped and influenced by the players (Dina's going to the cyber cafe in Chicago was a fairly decent example from Project MU - the players truly felt they were affecting the game, and although they were, in a sense, we had anticipated cause/effect/variables, and so it was under our complete control the whole time).

imbri makes many good points - there are no hard and fast rules. There can't be. Even when the genre (hopefully) becomes more established and widespread, I hope that PMs won't consider themselves slaves to any rule (within legal limits, natch) unless they need to be.

My own comfort level as a PM requires me to have many rules for myself, and a tacit agreement amongst the other PMs as to how the game is going to go, and what our conduct shall be. That's up to us, for that particular game. It may change for the next one. My personal rules revolve around a few core principles in how I work as a creative PM, but I wouldn't expect an ARG with which I am not teamed to follow them.

PostPosted: Thu May 06, 2004 12:23 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

I think if you were to have a general rule for players, it might be "Don't be such a jerk that you make other players uncomfortable or get yourself banned from in-game websites." Even so, the wacky over-bearing players I've seen play Lockjaw and Project MU eventually got so sucked in by game's end that it wasn't worth stirring up trouble any more, for them. Generally.

I dunno, imbri's comment about 'respect' seems right on. I also like when people push the envelope, on both sides of the curtain.

PostPosted: Thu May 06, 2004 12:27 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

From my viewpoint, I think it's more important that PMs come up with their own Meta-guidelines for their universe and stick with them. That way, when you come up with an idea, or come up against the problem, you at least have a first line of defense by checking against you own guidelines, and that makes things a lot more consistent for the players, in addition to helping you avoid problems.

For instance, in the development phase of MU, one of our Meta Guidelines was that we were never going to have any 'inside jokes' or references to other ARGs, even though it was very, very tempting at times! Smile This was tied in to the whole stealth thing, and we felt it would tip our hand as far as being PMs from within the community.

There were a lot more, and they made decisions a lot easier as time went on.

If you have players from many communities outside of the unfiction/cloudmakers circles, then the whole idea of a 'code of conduct' type thing becomes very problematic. Players will do anything, try anything, and the best you can hope for as a PM is to be able to successfully guide them away from 'bad' behavior in an in-game way, which can be a challenge. Smile

PostPosted: Thu May 06, 2004 1:10 pm
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

Bill wrote:

Quote:
We know Unforums is out of game because Spacely says so.


I think that the only needed rule is that SpaceBass makes the rules as it is his board. And that players know ahead of time what the rules, if any are, so they can play the game accordingly.

The problem is that it requires monitoring by the admins which can make it a pain, rather than a joy for them.

As for me, when I find out, it doesn't matter how, that a PM or BTS person posts as a player telling me basically that I'm not welcome (as I obviously don't get the point of the game and should just wait for Progect Syzygy), then I know that :

* The person in question isn't going to follow Spacely's rules anyway. (His rule had been discussed ad nauseum by that point.)

* The PM or BTS person involved isn't concerned about retaining involved players. (Keeping up player morale is important, to me at least, speaking solely as a player and I had put some effort into maintaining morale, hence bar, guide, contest.)

* The PM or BTS person wasn't following what I was saying, even though I had been clear about it since the game began. So are they just being antagonistic? (My point was if I don't work for Ideltech, how can I play? If the answer to that question is "you can't" that's all I needed to know.)

I don't need to be told twice.

The thing is that I can't play the game without knowing who I can trust and who is just manipulating me. It's not fun, for me anyway, to have to view every new person or new name with skepticism. I'm happy to have blurring and no rules, but I don't really want to have to create lists of friends and people I know and trust in order to play.

And, it makes me wonder how much parts of this game are created as rections to the Krystal issue. Is RAMiles in-game because his chat was posted by Melody? Why shouldn't the PMs or BTS people be told things about #ruaware by the players if they won't respect the Unforum space? What about Melody knowing that Brian and Rasputin were involved in Krystal's rescue? Krystal knew that how? From Marcus? From chat with us? And now Melody wants to interview them for the Amboy Monthly, but Brian isn't on IntellIM?

And further, who cares? The in-game v. not in-game arguments are tedious, as evidenced by the above paragraph.

So, I think for me the best thing is to follow the advice I got from JustAnotherGuy, whoever he or she really is,wait for sygyzy.

Cheers Smile
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Mankind was my business, the common good was my business.~ Dickens


PostPosted: Thu May 06, 2004 4:30 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

I think I speak for all the admins here when I say that we try to be very vigilant in protecting this space as being off limits, providing a space where players don't have to worry about who's real and who's not. We have various tools that enable us to do this pretty effectively.

I've seen firsthand how things can become not very enjoyable at all when that's not the case, and we really don't want that to happen here. That being said, sometimes someone will slip by us, as krysbabe did, but I really hope that's the exception. Admittedly, there's not a big banner at the top of the page proclaiming this as an offlimits area for ingame characters, so we can't really fault anyone in this case. Smile

As for shilling for new games, I'd encourage anybody to resist the urge to post "Hey, a friend of mine showed me this link. Is this a game? blah blah blah...." Find some other creative way to launch your game. It can be done. Wink

PostPosted: Thu May 06, 2004 5:26 pm
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ScarpeGrosse
Site Admin


Joined: 30 Nov 2002
Posts: 1678
Location: The Shiny Castle in the Sky, Full of Cotton Candy and Hazelnut Lattes

Wow. Big suprise! I have an opinion! *gasp*

I'd like to preface by saying that what Bill, Imbri, Krystyn and Steve have already stated falls directly into my thoughts on the matter. As this is so, I'd just like to, maybe (if I can contain my verbiage) sum up the fine points and perhaps add my own thought (or thoughts, I might have more than one - I'm still thinking):


bill wrote:
There are certainly boundaries that should and will be explored players. PMs have an obligation to spell out those boundaries (hopefully in a mechanism that doesn't breach the curtain).


imbri wrote:
We really need to remember that the genre is very young and needs the freedom to grow and evolve. Once we start establishing strict lines on what is right and wrong, we begin to close our minds to other possibilities.


krystyn wrote:
Having a set storyline and milestones does not make for a static ARG. If it's reading like a novel, and you're bored, the ARG is simply not for you, or the PMs are allowing the plot to fall into stasis.


imbri wrote:
Beyond the simple "respect each other", I think that rules should be left for the PMs to decide. If they want or need rules in their game, they will find a way to let the players know. There are hundreds of ways for them to do so.


vpisteve wrote:
Players will do anything, try anything, and the best you can hope for as a PM is to be able to successfully guide them away from 'bad' behavior in an in-game way, which can be a challenge.


ScarpeGrosse wrote:
Seeing as the genre is still, in my opinion, in an academic exploratory phase, setting strict rules of conduct for players across all ARG games seems limiting and uninspiring. If someone at the start had said "PMs can only contact players by email," then a lot of the unique methods for interaction that have developed since the beginning would have been poo-pooed out of existence. Is that really what we want to do to the players as well? House them all in cages like pet monkeys, only allowed to interact with the game when we as PMs want them to? I don't think so. Forcing the players to behave in expected ways is just as limiting to the growth of the genre as is limiting the methods of presenting a game. There SHOULD be flexibility in the framework for both players and game creators. How else would we learn and adapt? How else would the genre expand and draw in players? The more players and PMs reach beyond the boundaries of expected behaviors, testing the limits of each other, the better the genre will become. To quote a commercial "Break free of the pair-a-diggem!"
(That being said, UnFiction is still off limits. /me whaps at the grubby PM paws posting under other names.)

The PM and PM team may choose, if they wish, to rule the universe of their game with an iron fist. They may not have many happy players, but that is the choice the team must make for themselves.

I just ask that PM teams make those decisions on a per game basis, and do not attempt to dictate their rules to the rest.



And now that I've throughly bored you all and regurgitated a multitude of arguments and opinions, I'm going to help myself to a beer. Can I get anyone else anything?
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PostPosted: Thu May 06, 2004 6:55 pm
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NashCarey
Veteran

Joined: 11 Dec 2003
Posts: 102
Location: Nierstein, Germany

My Order

Hard Liquor please.
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Hegemony is another word for hypocrisy. -- me

PostPosted: Fri May 07, 2004 2:22 am
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colin
Entrenched

Joined: 13 Oct 2003
Posts: 810
Location: Australia

Re: My Order

NashCarey wrote:
Hard Liquor please.


huh? Shocked Confused That beats my off-topic posting hands down

PostPosted: Fri May 07, 2004 3:02 am
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