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 Forum index » Archive » Archive: General » Old News & Rumors
ARGed! A Post-Nuclear Adventure
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Author Message
BrianEnigma
Entrenched


Joined: 05 Oct 2003
Posts: 1199
Location: Pacific Northwest

aliendial wrote:
Don't talk to me until there's a post-nuclear ARG channel at chat-sol. Even post-apocalyptic games need all the tools. However, the text in the chat window should be glow-in-the-dark green to match the weevils, and flaming is required.

Pluvius wrote:
And before you ask, no, I don't have any Photoshopping skill.


Don't worry. I picked up a little Photoshop from SomethingAwful and Fark.



Oh. You meant a different kind of flames?
arged.gif
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PostPosted: Mon Jul 05, 2004 7:00 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

Re: My suggestion

BriEnigma wrote:
Scrappy, if you are going to post a picture, at least be sure that it has a message stegged in it, for no discernible plot-related reason.


Hmph. You obviously have inferior Steg software, for as is blatantly obvious on MY end, that is clearly from IKEA, which when put under a random substitution cipher twelve times becomes "BOOT", which is shorthand for "Booty" as in "kiss it"

And you call yourself a player. HA! I laugh at you!
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PostPosted: Mon Jul 05, 2004 8:16 pm
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Adrian
Boot

Joined: 26 Sep 2002
Posts: 69
Location: Oxford/London, UK

Hehe Very Happy Seriously though, I think Mos has a very good point. A lot of the puzzles I see in ARGs seem to make absolutely no sense. Even the AI game was a bit absurd with its dripping water = Enigma code puzzles; the only reason they managed to get away with it is because they had the excuse of mad AIs.
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PostPosted: Wed Jul 07, 2004 11:51 am
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Guest
Guest


Adrian wrote:
Hehe Very Happy Seriously though, I think Mos has a very good point. A lot of the puzzles I see in ARGs seem to make absolutely no sense. Even the AI game was a bit absurd with its dripping water = Enigma code puzzles; the only reason they managed to get away with it is because they had the excuse of mad AIs.


With the Beast it was a concious decision not to worry too much about strongly tying the puzzles to the story. Not that we didn't want to -- there just wasn't time.

--Dan C.

PostPosted: Wed Jul 07, 2004 7:28 pm
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krystyn
I Never Tire of My Own Voice


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

Considering how quickly we blew through the puzzles, and how much the PMs had to scramble to keep up with us, we did have time.

There were 7,000 of us, after all. Smile

And I think Mos was being a bit unfair with the Vad/Barbie spoof from Lockjaw - a lot of the information the players were privy to was not totally available to the 'bad guys.' The Pythia (remember her?) gave the players a few clues here and there, and the dcmetro site filled in the blanks. The two characters had a history and understanding that the audience wouldn't have known about had we just released Moreland's/Ganmed's site and nothing else.

I think the criticism about 'nonsensical' puzzles can be accurate, but I also think it's valid to point out that the players are often given a much wider scope of information than the people in the game universe have reasonable access to. In my experience, anyway.

PostPosted: Wed Jul 07, 2004 11:39 pm
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wraith
Boot


Joined: 11 Sep 2003
Posts: 33
Location: Seattle, WA

I originally wrote:
With the Beast it was a concious decision not to worry too much about strongly tying the puzzles to the story. Not that we didn't want to -- there just wasn't time.

and in reply:

krystyn wrote:
Considering how quickly we blew through the puzzles, and how much the PMs had to scramble to keep up with us, we did have time.


Sorry for the confusion I should have made the original post a little clearer. I was speaking form the PM side of things. I should have said it was a "design" decision not to worry about tying puzzles too closely to the story.

--Dan C.
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PostPosted: Thu Jul 08, 2004 2:48 am
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Wolf
Decorated


Joined: 26 Sep 2002
Posts: 292

There was always (at least during Lockjaw and Mu) consideration of "does this puzzle make me look fat?"--er, I mean, "does this puzzle logically fit the character?" We took a cue from Sencha in Beast and tried to make the puzzles consistent stylistically/in "feel." Like Sencha, whose puzzles were all tactile--dominoes, origami cranes, things you had to put your hands on, we did have time and opportunity to consider things like that and I hope we managed to pull it off.
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PostPosted: Thu Jul 08, 2004 10:06 am
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krystyn
I Never Tire of My Own Voice


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

wraith wrote:

Sorry for the confusion I should have made the original post a little clearer. I was speaking form the PM side of things. I should have said it was a "design" decision not to worry about tying puzzles too closely to the story.



I shoulda paid more attention to your sig - I saw Guest, and then replied with that in mind, assuming player.

Thanks! heh.
And Wolf, yes, that's true, too. Which is why Dina Nekoda's hip hop/rap trivia crossword puzzle would've never worked, dammit! Sigh.

PostPosted: Thu Jul 08, 2004 1:58 pm
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