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ARG and Role Playing
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imbriModerator
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ARG and Role Playing

Earlier today, I tossed out a post in which I made the bold statement that AWARE was not an ARG. I realize that could be seen contradictory to what I've written in the past on ARGs and how they shouldn't be defined and that there shouldn't be rules so that we can allow the genre to grow and evolve. If I truly believe that, how can I just make some random statement that AWARE isn't an ARG?

Well, to be honest, it's not exactly random and I do believe that some of my other previous statements support that idea. I've been thinking about this post for a couple days now, as it was originally born in a private conversation with someone about our feelings on the genre and what's happening in it. I'm sure that some will disagree with what I'm saying here, and that's great. The world isn't made up of just one opinion and I'd love to hear yours!

My opinion is that an ARG is not a game. It's an experience that takes you into an Alternate Reality that mirrors our own reality in some way. The key is that it takes YOU into that reality. It doesn't take a character that you have to create. The Alternate Reality can be anything, it's just that you are now in another reality. That reality can be in any time space (past, present, future) and could be in any genre (science-fiction, fantasy, etc). The key is that it's just not "real" because there are characters and entities that do not exist in a real form in our current lives. Looking at the games that I'm the most familiar with, we were dealing with real issues in unreal circumstances. In the Beast, we were in the future dealing with the implications artificial intelligence. In LockJaw, we were in the present day dealing with the implications of immortality. In MU, we were in the Matrix dealing with the characters' concepts of reality, something we all think of in a variety of ways. In each experience, we uncovered the world the authors/PMs created and experienced what it had to offer. We didn't play their world, we experienced it and we experienced it as ourselves.

Several games, including the current AWARE, require that you enter the world as a character. You are no longer experiencing the world, you are playing a role that you create and you are forced to play that role in order to play that world. It is something that your character is experiencing and that the real you is playing. It is a game.

Another difference that I see is "interaction". In an ARG, you are interacting with a world. You are discovering web pages and exploring the world. For the most part, you are doing the interaction and figuring out the story, the mystery on your own (or with a group of however many other people). You may get a phone call and you may uncover a way to chat with a player, but those are secondary. The world that you are interacting with is in front of you and it's up to you to uncover it, to experience it.

Several games have defined "interaction" as chat and, really, while your character is communicating with another character, it is just communication. You personally are not interacting with the world. You are not exploring, uncovering, experiencing. Your character is experiencing and communicating but you are playing.

I'm teased as being a bit too into the TINAG philosophy, but I do believe that an ARG is not a game. It's an experience that places you in a world where anything may be possible and it's up to you, not your character-you, to uncover the possibilities, to explore those possibilities, to experience those possibilities.

So, is AWARE an ARG? I do not think so. What do you think? If it's not an ARG, what is it?

-imbri



* While I may not think of AWARE or similar games as ARGs, I do not mean to disrespect the people behind the game or the people playing the game. I also do not mean to suggest that they don't belong on UF or that they shouldn't be enjoyed.

PostPosted: Sun May 23, 2004 3:14 pm
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mysteryjones
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Weighing in on the controversy

Whew! Quite the commotion going on in UF these days! It just shows you that you can never turn your back on this crowd for a minute!

So, I'll herald my return to the board by weighing in on the topic. I have been in recent discussions with non-ARG people and trying to explain the phenomenon. You would be surprised to hear how many of them grasp at the closest thing they have as comparison: Dungeons & Dragons goes online.

Needless to say, I get a little defensive with these types. I was getting frustrated that I wasn't able to articulate the concept better. And then in a bout of synchronicity, the same controversy emerged with the finale of Survivor: All-Stars (admittedly, I am a helpless disciple of all things 'reality' - although don't begin to start about the powers of editing for manipulating so-called reality). For those who didn't see it, the issue was about judging someone's capacity for winning Survivor. Do we judge based on how well he/she 'played the game' or their character when distributing a million dollar jackpot? Ultimately the question is: Do you participate in Survivor as a player or a person?

And I think that's obvious - games are meant to be played. You win, I lose - no hard feelings. But I think its fascinating to watch the boundaries and scale of our declared 'games' increasing to a level of investment in which it becomes difficult to separate immersion from experience. I remember reading a hilarious textbook about 'the ways of the ninja' in which it recommending developing your art of disguise by assuming a role and then living it out for fifty years. Only then will you truly be able to understand your character.

I think that we have a brilliant 30 year record of role-playing games being immersive and engaging and laying much of the groundwork for interactive narrative. It is this recent case of metalepsis that has created a turning point for ARG's maturity. For that I would thank Nash Carey for his revolutionary creative work.

I can openly understand both sides to this debate on what's appropriate. What is appropriate for me, is to use this debate to begin feeling the edges of the ARG world. It seems in danger of being swallowed by the much larger and more developed world of role-playing (in any medium). This is a sentiment that makes the genre most frightening for many, but I have always been intrigued at the extra level of gameplay that exists when a user realizes that he/she will be held directly responsible for his/her actions. It is an implicit rulebase that each of us carries internally with us, and can be challenged by ARGs in who we trust, who we admire and how we treat those that mistreat us.

EDIT: I realize upon re-reading this post that the rambling tends to shield my intent. I would like to offer my agreement with imbri on the matter, that my understanding of ARGs require them to be played by people as themselves, not as assumed character roles.

I have faith that this will all turn out well in the end, and I thank everyone for their passion in this ongoing discussion.

PostPosted: Sun May 23, 2004 10:28 pm
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scrivener22
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The more I read about AWARE, the more I understand the point imbri is making above.

This genre of ours, the one we call 'alternate reality gaming,' has a certain set of very specific parameters, within which appear all the variety and innovation we've seen in games so far.

An ARG, as imbri states above and elsewhere, by necessity, is predicated upon entering a world not your own. Whether that world is believable or not is a separate subject, but the fact remains that you, not a character you play, is accepting the world and the characters within at face value. imbri refers to this phenomenon as 'experiencing' this world (rather than playing a game), which is an adept characterization of an ARG's nature.

Choosing to 'play' a character within the ARG world, as AWARE seems to require, strikes me as less than kosher. Of course, playing a character in an ARG world is nothing new (ask rose about her flirtations in Acheron sometime), nor is choosing sides in an ARG-related conflict. Some people were pro-A.I. during the Beast and some were against, and that affected how they played the game. And don't forget, we all 'chose' a side in Acheron, and damn if it wasn't the wrong one.

But actually choosing to be a 'spy' or an 'employee' in an ARG makes me uncomfortable, because it shifts too much emphasis from the 'reality' part to the 'game' part. In ARGs past, we were exactly who we claimed to be: average, ordinary, concerned citizens, trying to figure out who killed this Chan guy, or what the story is with this time machine. With the right sort of suspension of disbelief, it was a perfectly plausible thing for a bunch of computerish puzzle fiends to be doing. To assume the role of a spy--not pretending to be one to get information or trust from an in-game character, but to actually be one for purposes of the story--is undeniably a radical departude from the traditions of our genre.

Look, if this seems like I'm bashing the AWARE PMs, I'm really not. I haven't played the game, I've just read people's posts on it, so I'm in no position to knock their efforts. It's just that this sort of gaming represents a real step away from ARG towards a traditional role-playing game, and it's important to acknowledge that.

The point mysteryjones makes about Survivor is also interesting (hey, quit laughing) because of the unique nature of this season; namely, that the castaways knew each other before the start of the game.

In every other Survivor in history, the contestants began the game as total strangers; as such, every action they took, every 'friendship' they made, every alliance they entered was entirely within the context of the game.

In ASS (the fans' unfortunate acronym for 'All-Star Survivor'), however, the players entered the game, not only with preconceived notions of each others' playing styles, but also with some real, strong friendships, with Lex van der Berghe and Rob Mariano being the most pertinent example. So when Rob welshed on his deal with Lex, he was going beyond mere strategy, and the 'back-stabbing' complained of in other seasons. He was betraying a real, out-of-character friendship--one that Rob himself had exploited to save his girlfriend, Amber Brkich. And the problem with the million-dollar voting that mysteryjones mentioned stemmed from this sort of blurring between OOC-Rob and Survivor-Rob: people couldn't help taking into considerations the out-of-game friendships Rob had created and betrayed, and had difficulty separating those actions from the ones they were supposed to use to determine who was more 'worthy' of the prize.

How does all this relate to our genre? (It does, I promise.) In both of my big-time ARGs (the Beast and Acheron), people took action, flirted with characters, applied for jobs, attended protest rallies, and so on, but it was understood that it was of course all taking place inside the game, and that people were free to discuss the game out-of-character and be assured that they were all working towards the same goal.

In AWARE, though, you don't have that same assurance, as rose learned in her incident with saucy. Supposedly, everyone's working to play the same 'game,' but since people are assuming in-game personae that are completely removed from their real-life identities, and those personae are on different sides of a conflict and have to attack each other, it becomes far too difficult to discern between the real person and the role that that person must play in order to participate. So that's what I guess makes me so uncomfortable about all thise: that it's necessary to adopt a fictional in-game persona, and then pit that creation against other personae, which are attached to real people with real feelings. It's supposed to be hard to tell where the alternate-reality ends and real-reality begins, but not that way.
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PostPosted: Mon May 24, 2004 3:31 am
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Slyfox
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Though AWARE has developed more closely along the lines of a RPG I feel that every ARG must do so to some extent if the concept of an ARG is to function. I say this for the following reasons,

Suspension of Identity. Many of us 'assume' an identity for reasons of personal privacy when we post on UF. I for example am not a fox (or even called Mr Fox) and I assume that Giskard is not a mind controlling robot etc. Though we may be entirely honest and truthful when we post here we are not necessary being 'ourselves'; we maintain a certain degree of anonymity.

Suspension of Belief. To 'play' we must actively acknowledge the principal of TINAG which would imply that to some extent we recognise that TIAG. This is implicit in the fact that no one ever posts comments like "I've just phoned the Chamber of Commerce for the Amboy area and they have no knowledge of a company called Ideltech or a Marcus Thesburg. It's just one big con everybody!" Therefore, every time we interact with a character in an ARG we know that they are not real though we suspend that knowledge whilst we interact.

Suspension of Action. There are things that we do and say within an ARG that we would not necessarily do in real life and in response the PMs must at times restrict the actions of the characters in order to maintain the narrative. For example, when Krystal was kidnapped *for real*did anybody actually call the police or the FBI? Stop and think about this for a moment. If you *really* thought a young woman had been kidnapped by a psychotic individual would you first call the authorities or log on to a website to discuss it. Then, once Krystal is released what is one of the first things she does. She logs into an IRC session to chat about her ordeal.

Whilst all of these do not necessarily make an ARG a RPG they are all requirement of a RPG.
Equally, in the most part an ARG does not go so far as to require you to adopt a completely new identity, believe you live in a different Universe, and be willing to act in ways completely contrary to your own nature. I believe both ARGs and RPGs are forms of escapism (like novels or films) that share many common aspects. AWARE may be more of a RPG than other ARGS have been in the past but perhaps that is a natural consequence of moving away from a fixed perspective narrative to an interactive storyline in which the lines between good and evil become blurred. AWARE may not be to everyone taste or liking but as far as I am aware it is trying something new and should be praised for that if nothing else. We exist as a community which both supports its members and the idea or ARGing. I am perhaps a little naïve in saying this but I severely doubt that anyone who posts here in a regular fashion wished any ill will against other member. Occasionally we may injure each others feelings but I doubt it is ever down out of true malice.

Finally, perhaps the only way to overcome the requirement for the suspension of belief would be for an ARG to become truly interactive as in the film 'The Game.' With that thought in mind how many of us would have liked a knock on the door, or a visit at work from the FBI linking us to the disappearance of young woman. How would we have explained our lack of action? How would we have justified keeping the 'my puppy mpg' a secret? How would we explain the intercepted emails to Mr Palser traced back to our computers?

Do we really want that level of immersion?
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PostPosted: Mon May 24, 2004 6:09 am
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Varin
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Slyfox wrote:
I for example am not a fox (or even called Mr Fox) and I assume that Giskard is not a mind controlling robot etc.


You mean that you don't believe that I'm a Groovy Space Reporter?
<----- see avatar

We discussed this in chat the other night a bit...

AWARE differs from previous ARG's by requiring you to create an in-game character. In traditional ARG's you are basically just yourself. Many ARG'ers are uncomfortable with this, but others are not. In traditional ARG's many chose to create a(many) persona(s) to interact with characters to get the job done. The first that comes to mind is kona's flirty character that interacted with Dale in CTW. So we have sort of a split here. Is this still an ARG or isn't it? Is this too far out to still call an ARG? Is this a RPG with ARG tendancies?

Personally, I think that it is just time to acknowledge that there can be different types of ARGs. There's the original idea of an ARG where the players themselves are sucked into the alternate reality. Now there's Nash's idea of an ARG where you roleplay an in-game character yourself.

I think AWARE is something that has a place in the world of ARG's and games. AWARE is like the lovechild of an ARG and a RPG. An RPARG? (imbri thought that one up in chat). What do you think?
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PostPosted: Mon May 24, 2004 11:11 am
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Slyfox
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Varin wrote:
You mean that you don't believe that I'm a Groovy Space Reporter?


No that's different. I definitely believe you are a Groovy Space Reporter Razz
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PostPosted: Mon May 24, 2004 11:22 am
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Wolf
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SlyFox:
Quote:
no one ever posts comments like "I've just phoned the Chamber of Commerce for the Amboy area and they have no knowledge of a company called Ideltech or a Marcus Thesburg. It's just one big con everybody!"


In the two ARGs I've been involved with (disclosure: LockJaw and Project_Mu), that did happen. In LJ, somebody wrote to the White House and asked them if they knew anything about the body bags in Washington (they never got a reply) as well as calling a bunch of real people asking about the ATA. In Mu somebodu wrote to MetaVR and asked them about us. They did get a reply (parts of which were very funny) and they basically said we looked like a "penny stock scam run out of Taiwan" or words to that effect. Some poor schmoe in a gas station in Chicago probably hates us now too since his phone rang off the hook one night based on a Mu discovery.

My personal definition of an ARG is this: Is most/all of the interaction done outside traditional communication channels? The occasional e-mail or player/character chat is OK but if your game relies heavily (at least three times a week) on e-mail and chat with the players to advance the plot or story (which we know for a fact excludes some people) then you're an RPG.
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PostPosted: Mon May 24, 2004 11:34 am
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Slyfox
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Wolf wrote:
In the two ARGs I've been involved with (disclosure: LockJaw and Project_Mu), that did happen. In LJ, somebody wrote to the White House and asked them if they knew anything about the body bags in Washington (they never got a reply) as well as calling a bunch of real people asking about the ATA. In Mu somebodu wrote to MetaVR and asked them about us. They did get a reply (parts of which were very funny) and they basically said we looked like a "penny stock scam run out of Taiwan" or words to that effect. Some poor schmoe in a gas station in Chicago probably hates us now too since his phone rang off the hook one night based on a Mu discovery.
Cool! I take it all back Very Happy

Wolf wrote:
My personal definition of an ARG is this: Is most/all of the interaction done outside traditional communication channels? The occasional e-mail or player/character chat is OK but if your game relies heavily (at least three times a week) on e-mail and chat with the players to advance the plot or story (which we know for a fact excludes some people) then you're an RPG.


I guess with this definition ARGs would naturally tend to be more of a immersive experience rather than interactive experience. Is this about right?
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PostPosted: Mon May 24, 2004 11:41 am
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Wolf
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Geez, it's hard to put into words the differences. They both need interactivity to some degree.

To me, the difference is in an ARG, you find a world parallel to ours, with "real" people, and snoop around in their business. You might or might not be able to directly influence it, but you're part of it. You get info and move the plot along by your own discoveries and hypotheses, rather than what a character directly tells you. You might talk directly to a character on occasion (Barbie in LJ) or you may never have any direct contact with them (Jo, Chet, and the majority of the LJ cast). You're still very much part of that world, even if most of the characters in it don't "know" you're there or ever acknowledge your existence.

In an RPG, you become an integral part of the story and its movement through direct contact with characters rather than, say, clues and puzzles woven into the fabric of the world created. You essentially become a character. The big difference here between the traditional RPG and the current experiments happening is that their stories have to be fixed in general but still allow enough wiggle room to maintain the illusion that you're affecting the progress of the story.

I guess, to me, using traditional communication methods like mail and chat for the majority of the contact and to move the plot forward just feels more traditionally RPG-y rather than ARG-y…but that might just be me.

Edited to add: Here's something that just hit me about the differences. ARGs give you what you need and leave the fine fill-in-the-blanks part up to the players, letting them flesh out the game universe on their own. RPGs tend to spell it out for you (like with e-mails describing exactly what happened to a character during a particular period, etc). Both can be engaging in their own ways but they're not the same animal. Bah...I'm murking it up more by trying to clarify it.
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PostPosted: Mon May 24, 2004 1:03 pm
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Varin
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Wolf wrote:
ARGs give you what you need and leave the fine fill-in-the-blanks part up to the players, letting them flesh out the game universe on their own. RPGs tend to spell it out for you (like with e-mails describing exactly what happened to a character during a particular period, etc).


From what your saying it sounds like that it is what is in the email is what makes the difference. An ARG can still have lots of email and chat interaction as long as it isn't of the variety where the plot is spelled out via those means? If that's what you mean. I agree. Wink I think email and chat can be fun interaction with characters, but I don't want that to be the only means to play the game.

Quote:
I guess, to me, using traditional communication methods like mail and chat for the majority of the contact and to move the plot forward just feels more traditionally RPG-y rather than ARG-y…but that might just be me.


I'd say it reminds me a bit more of traditional RPG's especially D&D type games - "You step into the cave and see four eyes glowing in the darkness. You yell out and suddenly out jumps dmax and his little dog Frisby..." (you get the idea) Rolling Eyes You're being told what is happening rather than experiencing it yourself in some way.
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PostPosted: Mon May 24, 2004 1:25 pm
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MageSteff
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scrivener22 wrote:

Look, if this seems like I'm bashing the AWARE PMs, I'm really not. I haven't played the game, I've just read people's posts on it, so I'm in no position to knock their efforts. It's just that this sort of gaming represents a real step away from ARG towards a traditional role-playing game, and it's important to acknowledge that.


I wouldn't call that a traditional RPG, there are no character statistic, etc. that come whith traditional RPG, nor woulod I say it fits the LARP (Live Action RP) model either.

I would like to point out that to a certain extent we all have many places in our lives where we take on different characters. The way you present yourself at work may be different from the way you present yourself to friends, even if it only the clothing choice you make - jeans and a tee-shirt instead of a three piece suit. Perhaps what is different here is that we can actually see from the begining of the game how much influence players may have to actually affect the outcome of many situations different situations, and not just the main coflict.

I also think that like real life, there are choices to be made, and just as in real life, sometimes there is no absolute right or wrong one, just different ones. Life isn't one size fits all (thank goodness for that!) nor should ARGs/RPGs/LARPs be.

The other comment I want to make, is:

Do we really need to put a lable on everything? We are all here for the same purpose: to stretch our minds, to explore new ideas, to talk to each other about these ideas and to have some fun in the process.
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PostPosted: Mon May 24, 2004 1:38 pm
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ScarpeGrosse
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In my opinion, there are two things, in terms of chat and IM interactions, that distinguish between RPG-y and ARG-y interaction: 1) Element of Suprise and 2) Explorable Domain

1) Element of Suprise: To make this outrageously simple to start with, I see it as the difference between scheduling a meeting time and place, and being caught off guard. For instance, in Acheron, and to some extent AWARE, there's a large push to schedule "chats" with characters, making you feel more like you're involved in a business meeting or dinner party. While all fine and dandy in "reality", I find that the process of scheduling prepares you too much as a player for the interaction. You become able to script your questions, and as chats progress and get longer and less informative and more social (due to the mere nature of getting to know 'the character'), you become almost desensitized to the experience and the magic of the interaction becomes decreased.
However, if you're just sitting at your computer one evening, and a character happens to IM you randomly out of the blue for 5 minutes and then disappears ... well, to me that's more exciting and more ARG-like, because of the decreased familiarity you have with the character, whereas you would, by nature, have increased familiarity with the character's world.
From experience, I've found that chat's and IMs can become a crutch for PMs because it is an easy method of conveying information to the players. Does that mean its wrong in its entirety? Certainly not, but I think for the progression of another 'reality' and for the immersion of players within it, the use of chats and IMs needs to have a sense of wonder - otherwise, you're just having dinner with your family (and why would you do that online?).

Which leads into:
2) Explorable Domain: If, in traditional ARG-sense, you are presented with a website that can potentially lead to other websites, what you discover and what you find is what I call "explorable domain". You're able to grasp an indication of what the reality the PMs are forming around the characters, and what you as a player will become immersed in. The elegance of the ARG genre lies in the concept of being able to explore the world, interact with it, and yet not have to be trapped within it. I find the latter, being 'trapped within a reality', to be a danger-zone for both players and PMs.
I like the concept of being able to poke it with a stick, see what happens, and then move on. Maybe there will be some more interaction, maybe not. However, I find that in ARGs that rely more on chat-based applications, the players are 'trapped' in a sense by their ability to interact with the chracters at a given time (see #1 re: scheduling and suprise).
If we take AWARE as an example, as a player, it appears you're either in Ideltech, The Restorers, or in OE. You don't get to poke your stick in, test out the water and merely observe and solve puzzles. You're trapped within a set domain of interaction. The same holds true for chats - you're only allowed during that frame of time, to explore what is in that chatroom.
Personally, I find this type of boundary inherently different from ARGs such as LJ, MU and CTW. Again, I don't mean to say that its necessarily wrong or bad, just that I find it different.

I think these two points, for me at least, of Suprise/Wonder and Explorable Domain to be key defining points between more traditional ARGs and those that have more RPG-y tendencies.
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PostPosted: Mon May 24, 2004 1:52 pm
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ScarpeGrosse
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Magesteff wrote:
Do we really need to put a lable on everything? We are all here for the same purpose: to stretch our minds, to explore new ideas, to talk to each other about these ideas and to have some fun in the process.


I wouldn't consider what we're doing to be 'labelling' anything. This genre is very academic right now and still in a bit of a birth/growth stage. Discussions such as the ones we're currently having help to define the genre and keep it as a distinct entity, as well as help to explore acceptable boundaries (not that I think there should be many boundaries, but discussion about it is, I believe, very necessary) - especially if we want the genre to continue growing.

How many times have you tried to describe an ARG to your friends? How many blank stares have you gotten? Imagine trying to pitch an ARG as a promotional pitch or business model. As much as we get bogged down in Meta discussions, especially now, they're good discussions to have for these reasons.
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PostPosted: Mon May 24, 2004 1:56 pm
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imbriModerator
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Joined: 21 Sep 2002
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Magesteff wrote:
scrivener22 wrote:

Look, if this seems like I'm bashing the AWARE PMs, I'm really not. I haven't played the game, I've just read people's posts on it, so I'm in no position to knock their efforts. It's just that this sort of gaming represents a real step away from ARG towards a traditional role-playing game, and it's important to acknowledge that.


I wouldn't call that a traditional RPG, there are no character statistic, etc. that come whith traditional RPG, nor woulod I say it fits the LARP (Live Action RP) model either.


I think scrivener22 was saying that it was a step towards an RPG, not a full out complete RPG.

Magesteff wrote:
I would like to point out that to a certain extent we all have many places in our lives where we take on different characters. The way you present yourself at work may be different from the way you present yourself to friends, even if it only the clothing choice you make - jeans and a tee-shirt instead of a three piece suit. Perhaps what is different here is that we can actually see from the begining of the game how much influence players may have to actually affect the outcome of many situations different situations, and not just the main coflict.


That's true, in real life we have many many roles. Some of us find ourselves in the role of daughter and the others find themselves in the role of son. We may take on the role of husband or wife, mother or father. We also have the roles of student, employee, and, sometimes, boss. We may take on the role of sympathetic friend and/or evil bastard. And, as you mentioned, some days we may feel a little more risque and take on the role of wild child and other days we take on the role of little ms. innocent. In interviews we take on a professional can-do person. Roles are an essential part of life and those listed above are just a very few of the near infinite possibilities.

When playing an ARG (the few half attempts that I've made), I take on the role of explorer. The point that I was attempting to make and what I believe resonates with some of those that agreed with my post is that it is a matter of degree. There is nothing right or wrong about it. It's not good or bad. It's just different. A number of players were expressing issues with AWARE and in reading and listening to the the discussions on the matter, I kept coming across "well that's the in-game me and not the out-of-game me" or "well that who he/she is in-game" or "be sure to sign up with both your in-game and out-of-game personas". People were becoming confused by the meta of it all. I thought that by bringing up the role playing aspect that people were taking on, I might help people narrow in on a possible issue and by doing so offer some sort of vague idea that they could then wrap their head around in order to let go of some pre-conceived ideas and enjoy the game. At least that was my main thoughts when I mentioned it in the previously mentioned thread.

Yet it wasn't just about AWARE. This has happened in other games. I remember a time in the CTW where people spent a good amount of time discussing exactly what character traits they should take on and how to balance out all of the player characters and who was going to be what character.

danman wrote:
I can, of course, be Dr. Faust, if chosen. Does anyone else have characters they can play, or suggestions on who should be chosen to apply?


To me, once we get into creating CVs and building false credentials, we are moving beyond the simple every day roles. Did it make it wrong? No. Did it make it bad? No. Is such action for everyone? No. That's when a few people began to really question their involvement in CTW. You may argue "their loss" and I wouldn't disagree. However, if role-playing is not for someone and if they don't enjoy a game filled with communication via email and chat, games that have those characteristics will not appeal to them and they may not feel that it's "their loss" and instead enjoy the occasional lurking or puzzle attempt.


Magesteff wrote:
I also think that like real life, there are choices to be made, and just as in real life, sometimes there is no absolute right or wrong one, just different ones. Life isn't one size fits all (thank goodness for that!) nor should ARGs/RPGs/LARPs be.


I think that we're all in agreement with that.


magesteff wrote:
Do we really need to put a lable on everything? We are all here for the same purpose: to stretch our minds, to explore new ideas, to talk to each other about these ideas and to have some fun in the process.


I don't know if that's why everyone is here. I think it's dangerous to assume that everyone has the same purpose. However, I do agree that we all want to have some fun and that we want to enjoy these crazy things that the PMs spend hours and hours upon for our amusement (and whatever other reasons, not excluding the sick desire to drive countless people absolutely insane). I also think that labels can sometimes be helpful, I don't think that they should be rigid or absolute. I think that I've disagreed with you a number of times on that. However, pointing out that an experience might require role-playing can be helpful and having done so early on in AWARE might have saved a number of the meta issues that later came about. Though those were good times, good times.

-imbri

PostPosted: Mon May 24, 2004 2:24 pm
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Gupfee
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Joined: 22 Sep 2002
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To me, the best of the ARGs that I played had something very simple in common; the stories themselves were puzzles that needed to be figured out. (In The Beast: Who killed Evan Chan? What happened to Kate Nei? Where is Cloudmaker? Who took Venus? Why does Svetlana look like a Belladerma robot? Who is Johnny? And WTF is the deal with Eliza, Teddy and Sophia? Similarly in Lockjaw: How did Mercedes die? Who is the Serpent? What happened in the tunnels that night? What's going on in Moreland? Why is Chet Doan such an a$$hole? et al)

The driving force was to find out what the heck was going on, and how all the pieces fit together. There have been some fine storytelling events since, but none have had that "HOLY SHIT" factor for me, because, frankly, they tended to spoon things out and feed out the storylines to players instead of leaving things somewhat open and allowing the players to come to their own conclusions. Were those conclusions sometimes wrong? Heck yes, that was part of the fun. Everyone had their pet theories about what had happened, and predictions about what was going to happen, and used the pieces of the story presented so far to support their views and try to shoot down other versions. As the story evolved, false leads became more obvious, theories were discarded, and we all eventually ended up in the same place, even if we took some time to get there.

So, personally, for me, what makes an ARG a true alternative reality game and not just an online storytelling event, is that the players interact with the game universe, and may influence it slightly, but their main reason for being there is to figure out the story behind the universe and what has happened/what will happen there. It's more about forensics, excavation and archaelogy, per se, than about manipulation, subterfuge and an ability to dialog.

PostPosted: Mon May 24, 2004 3:33 pm
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