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 Forum index » Archive » Archive: The Haunted Apiary (Let Op!) » The Haunted Apiary (Let Op!): General/Updates
Complaints, Problems... Future-ARGs
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tycho
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Joined: 31 Jul 2004
Posts: 54
Location: Knoxville, TN

Complaints, Problems... Future-ARGs

I have a sinking feeling that this post will be met with some hostility. I know that we all loved this game and we feel deeply attached to it. I've been playing since the beginning and I was there for all the terribly sad Crying or Very sad and fantastically happy moments Very Happy ... I know how great this new genre can be.

I want to say some things about my experience playing ILB, and then I think this thread can be used to comment on our experiences and to provide tips to future PMs or ARG creators about how to run a great ARG.

There are so many (well-deserved) threads focusing on the positive side of ILB, but lets consider this thread a place to be constructive and nice.

  • I guess the biggest reason, and the reason I feel so burned, is that I drove 9 hours up to Chicago, and didn't get to experience a spectacular in-game event and didn't get to play Halo 2. I wasn't the only one who didn't get to play, many others who travelled didn't either and when those running the event were asked if people who travelled long distances could get priority play-time, the answer was "No". I regret that I wasn't more social with the beekeepers who were there, but whats done is done. The Chicago event, it seemed, was very poorly organized and I think others can attest to that. After watching the PM iRC chat yesterday, I attempted to talk afterwards with a PM, Jane, about this issue. Her response was that none of the PMs had anything to do with the events and she was very nice and apologetic that it didn't work out. She didn't tell me who did organize the events, but I think we all could guess it was Microsoft. So I guess my points are as follows:

    1) PMs should run and organize in-game events

    2) Communication with players should be top-notch, so PMs know what players are planning to do and correct them if they think players are going to do something stupid that wastes a bunch of their time (like drive ridiculous distances for payphones or events with potentially no payoff);

  • I put a lot of time into ILB, but I know not nearly as much as some people. In my own life, I put lots of things on hold, rescheduled and made sacrifices to be involved in ILB and I know many of you did too. Whether this was going out to answer payphones, photoshopping pictures, or just reading the forums, we put a great deal of time in. For me, I made many sacrifices to go out and stand by non-ringing payphones, and made even more sacrifices to go out and try and correct the payphone mistakes and inform the PMs so I could really get involved in the game. I know that many of you did this too. What I'm getting at is this:

    1) As players, in my opinion, we put some amount of trust in the PMs. Its up to the PMs to reinforce or negate that trust by their actions. I understand its difficult to get all the payphones to work properly, but non-ringing payphones and unanswered emails do not allow you to gain trust with your players. I spent hours out at payphones, and hours composing emails throughout the course of the game so they would sound like they were in-game. When these hours of labor go unanswered, a player loses a little bit of that trust in the PMs.

And so I guess what some of you might be saying is... "tycho, this game was freaking huge. how can you possibly expect the PMs to answer every email and make sure every payphone works and make sure you have a great time at the events?? you're just raining on our parade"

i admit, there is a light drizzle Smile ... but here is my suggestion and I hope you take it seriously.

  • ILB, at some level was a marketing strategy, and because they wanted to reach as large an audience as possible the game encompassed a large number of players. But in order to alleviate some of the problems myself and others had with ILB, wouldn't it be possible to simply limit the number of "official players" in an ARG. In ILB, for example, the .wavs could still have been made public, but the actual number of official players could have had a limit. That way, the players who got involved early are encouraged to continue, get personal attention and move the game forward and overall have a great time. Those who missed out get to follow along with the progress. I know this sounds exclusive, but the reason for it would be so that players of the game could be totally immersed in it and would get personal attention from the in-game characters. The actual number of "official players" could be as small or large as the PMs decided they could handle.

I believe strongly in the ARG concept, and I think we will be seeing much more of it and in a much larger scale in the future. ILB was an absolutely amazing story and we all greatly enjoyed putting our time and energy into it. I hope that we can have some input that is not only very positive (completely deserved) but also constructively critical.

So now, I hope we can use this thread to discuss and convey personal feelings about how ARGs can be made better in the future, or discuss anything else I said.

ps: if you know of anyone who organized the training events that i can contact, please let me know...
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PostPosted: Mon Nov 08, 2004 3:37 pm
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AngryEd
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Joined: 10 Aug 2004
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The ONLY real issues I had with ILBs, was the randomness of the axon locations and times, making it hard to consistently participate, and the difficulty to leave the game for a few days and come back to it without needing to do a lot to catch up.

I also woulda liked a live training that I coulda attended Sad

Although you are correct, I believe ANY "in game" event, such as live trainings or even mission log pickup locations should have the same decorum as the game. IE, when I went to pick up my DVD in the cleveland location, I shouldn't have walked up to the attendant, said the passphrase and have her look at me like I'm an idiot. She shouldn't have had to call a manager, they shouldn't have had to pull out a memo and read it in front of me to find out what to do. (I shoulda stole the memo! Twisted Evil ) A "real" ingame experience should have been much more like our interactions in live calls etc.

These are in the nature of the game though, and you can't make something EVERYONE will always like. The PMs did an exceptional job responding to our indirect feedback, and did the best they could with the budget they were allowed.

Any undertaking of this size will have it's quirks and flaws, and it's a testament to the PMs' dedication to us as a crew, that the only real issues were so minimal and out of their realm of responsibility.

PostPosted: Mon Nov 08, 2004 4:03 pm
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TuxKamen
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Hm. Your idea first, I think...

Your suggestion is, more or less, the approach that Majestic took--in that case, the 'player boundary' was that you paid for entry.

With ARGs, so far the biggest ones have been ones that exist as marketing vehicles. That creates a conflict between your idea and the partial goal, which you stated already: Get the meme out to as many people as possible and generate hype for the subject matter.

If you want to create the maximum hype, you need the maximum number of people feeling invested in the game's events. If you even have a whiff of perception that 'only the real players' get to do stuff within the game, you might turn some people off.

As an example, look at the crew calls. People were freaking out when seven people out of X hundred players became crew. Then the next week, more got in. Then more, and more, and then the crew exercises came in...look at how many people who had done 'little to nothing' by that point became crew members. Are they any less official than, say, I am? No way.

The designers made the game very accomodating, and that's a good thing, in my opinion. You certainly don't want to give the impression of being inaccessible.
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PostPosted: Mon Nov 08, 2004 4:23 pm
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Phaedra
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I was a little disappointed in the Chicago event, but only because I heard rumors there that the PMs were in the other three locations.

I have since learned from the horse's mouth that they weren't -- they were only in CA, and that they really wished they could have somehow gotten to all locations. So, my heart is overflowing with affection and I no longer have any complaints.
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PostPosted: Mon Nov 08, 2004 4:33 pm
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thebruce
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hate to be a devil's advocate... but here's another perspective... when starting the game, there was no contract, we didn't have to sign anything, agree to anything, nothing of the sort... they started providing things bit by bit. My point - they didn't say "those who participate more in the game will, in the end, receive better treatment at events and get first dibs on swag". We - each of us - took part in the game, with no expectation of what was to come. At the point they started giving things away, many people felt compelled to voice their opinions that they had more of a right to certain things...

Many players willingly stepped back and let others go first, many complained that they didn't get what they feel they deserved. So now where do the creators stand? Ideally, it's entirely our own faults that we're upset. Personally, I'd be saddened if I didn't get anything, but I wouldn't feel I 'deserved' anything more than anyone else...

If you really feel you want something, then tell the PMs... as for the events, well, I couldn't make it to one... so, regardless of how much I contributed, I got shafted along with many others...

So from now on, keep all this in mind for future PMs... make sure that anyone in the future who does an ARG knows what the players will expect if there are events or free swag... make sure the PMs know how players will feel if they feel they don't get reimbursed for their efforts in the game...

that's about all we can do...
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PostPosted: Mon Nov 08, 2004 4:37 pm
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TuxKamen
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So, now to the complaint:

Could it have been a little more polished? Even though I didn't attend any of the events or drop, I can say 'Yes, sure.' Compared to The Beast's live events, it was probably not as 'realistic'. However, consider again the scale of Halo versus A.I. The venues had to be much bigger, and you lose some of that personal feeling. Likewise, the scope means that the small team running the show doesn't necessarily get to micromanage every aspect of these huge events...which were, by that point, more about Microsoft and Halo the game than about ILB. It was only half an in-game event.

Is it ILB's fault that the theater employees didn't know what you were talking about? Mmmmm, not really. The Microsoft staff probably didn't offer anything other than a note or a memo about what to do. It might be different if you walked up to a guy in MJOLNIR armor in the lobby, said the passphrase, and he just looked at you like _you_ were the one in the spacesuit.

Regarding axons: It may have been scattershot at first, but that was deliberate, an effort to see which locations had the most hits. As time went on, those locations with more hits were focused and improved upon. Near the end, in fact, the sequence of axons in our area was locked into a fixed order, and the times varied only slightly. I answered what I could, and I was happy with the amount of time it took to make that happen.
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PostPosted: Mon Nov 08, 2004 4:44 pm
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Shad0
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Joined: 20 Jun 2004
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Re: Complaints, Problems... Future-ARGs

tycho wrote:

  • ILB, at some level was a marketing strategy, and because they wanted to reach as large an audience as possible the game encompassed a large number of players. But in order to alleviate some of the problems myself and others had with ILB, wouldn't it be possible to simply limit the number of "official players" in an ARG. In ILB, for example, the .wavs could still have been made public, but the actual number of official players could have had a limit. That way, the players who got involved early are encouraged to continue, get personal attention and move the game forward and overall have a great time. Those who missed out get to follow along with the progress. I know this sounds exclusive, but the reason for it would be so that players of the game could be totally immersed in it and would get personal attention from the in-game characters. The actual number of "official players" could be as small or large as the PMs decided they could handle.

Hostility, no. Vehement disagreement, yes.

Let's leave aside completely the fact that the underlying point of these ARGs is, after all, advertising, so that the more people one involves the better one is spreading the word. For starters, I don't see how your proposed solution would solve the problem you have described. Do you think that you would somehow feel less left out if you weren't able to be one of the "official" players?

I remember when the second week of live calls happened, and it became apparent that Melissa was going to be adding to her crew -- that is, that the lucky few who spoke with her the previous week were not going to be the only ones so favored -- and the reaction was uniformly positive. I remember when Melissa created a way for people to add nearby axons, instead of relying on her finding them. I remember when Melissa created a way for people to join her crew even without a ringing pay phone. Each time the PMs expanded the player base, allowing more people who wanted to be involved to get involved, it was incredibly well-received.

How do you think people would have reacted if only the first six or ten or fifteen live call recipients were considered "crew," and everyone else coul only "follow along with the progress" and could not interact with the characters? I'm guessing not well at all. For me, one of the most attractive aspects of an ARG is the feeling of personal involvement, of immersion in another world. Okay, so maybe you sent Dana 16 e-mails, and got only one response. But I still don't think you can honestly say that you didn't cherish that response, or that you would have preferred to get none at all.

As for rewarding those who got involved early: I found the Beast only about a month before it ended. (Missed Loki completely. Missed Mike at the Statue of Liberty. Missed lots of incredible-sounding things. Sigh.) If I'd had no way to participate, but could only watch, I doubt it would have sucked me in so thoroughly. I'm sure there are many people here who never found ILB until after August 24th. Don't they deserve the same chance to play as the rest of us?

Last thought: With the current set up, people who wish to "follow along with the progress," and no more, are free to do so. People who wish to participate more fully are also generally free to do so (subject to time and geographical limitations, of course). I think it would be a shame to deprive the players of that choice.
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PostPosted: Mon Nov 08, 2004 4:56 pm
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Clayfoot
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Joined: 19 Aug 2004
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I'm disappointed in Chicago, too; and I think Phaedra has the perspective correct. Here's what I expected from Chicago:
    * a chance to meet all these folks that I knew only by literary personality and occasional photo or voice clip on ILB.
    * a chance to play Halo 2 on Xbox Live early, and then to find Weephun and shoot him in the head as frequently as time permitted. Heck, I even chipped in to make sure he got there.
    * a satisfactory wrap-up to the saga
    * a chance to pickup Halo 2, an xbox, or sundries for cheap or free.
The player selection process at the event was life-shortening, especially considering how little time we had. Add to that, only one screen was playing live across the county. If I had known how that was going to turn out, we could have cut out for Denny's as soon as the prize drawing was over. It would have been easier to solve the puzzle there, anyway. Except for the last audio file, the last puzzle clues, and a few minutes of game preview, the Chicago event was boring until we left the theater. I totally didn't need to hear that all of the voice actors showed up in San Francisco. Denny's, conversely, was delightful. Halo at DMZ after that was terrific. Let's just skip the official function next time, eh?
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PostPosted: Mon Nov 08, 2004 5:00 pm
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tycho
Boot


Joined: 31 Jul 2004
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Location: Knoxville, TN

complaining?

thebruce wrote:
hate to be a devil's advocate... but here's another perspective... when starting the game, there was no contract, we didn't have to sign anything, agree to anything, nothing of the sort... they started providing things bit by bit. My point - they didn't say "those who participate more in the game will, in the end, receive better treatment at events and get first dibs on swag". We - each of us - took part in the game, with no expectation of what was to come. At the point they started giving things away, many people felt compelled to voice their opinions that they had more of a right to certain things...


i totally agree. even more to point, we played the game, but we were not "customers" in the common sense. we didn't pay for this game, and therefore, we aren't entitled to anything. i hope my original post isn't considered just a complaint, because i want it to be constructive. i might be wrong, and the answer might be that as players we are simply taking a risk when we go out to answer payphones or travel to events. but is that the way to run a game and generate loyal participation? it seems like the truth is that most people who played this game were satisfied with the quality of the game and don't have any complaints, so maybe i should just shutup. Embarassed

thebruce wrote:

If you really feel you want something, then tell the PMs... as for the events, well, I couldn't make it to one... so, regardless of how much I contributed, I got shafted along with many others...


i don't want anything physical. all i wanted was to have a good experience at the training event. i didn't have to receive a single physical item (DVD or lanyard or whatever) and the experience could have been a good one... but it wasn't. all i want is for ARGs to continue to be an awesome experience and to get better and better. there is so much potential in them, and i think its a shame that some of these details were not smoothed over. and seriously, the problems experienced are not unsolvable!

thebruce wrote:

So from now on, keep all this in mind for future PMs... make sure that anyone in the future who does an ARG knows what the players will expect if there are events or free swag... make sure the PMs know how players will feel if they feel they don't get reimbursed for their efforts in the game...

that's about all we can do...


i agree, with a little effort, players can be told in an in-game way what to expect.
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http://www.eigenhat.com/marathon/phasmidia.mp3

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PostPosted: Mon Nov 08, 2004 5:01 pm
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AngryEd
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Joined: 10 Aug 2004
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TuxKamen wrote:

Is it ILB's fault that the theater employees didn't know what you were talking about? Mmmmm, not really. The Microsoft staff probably didn't offer anything other than a note or a memo about what to do. It might be different if you walked up to a guy in MJOLNIR armor in the lobby, said the passphrase, and he just looked at you like _you_ were the one in the spacesuit.


I wasn't implying that it was the ILB crew's fault, just that it kinda ruined it to have my only face to face contact of the game go so badly.

Had someone been there in MJOLNIR armor, I would've, in order, peed myself, run around saying "they're everywhere!", told him I thought I saw them towing his warthog for being illegaly parked, and then offered a large sum of money for the armor.

PostPosted: Mon Nov 08, 2004 5:26 pm
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Phaedra
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gkrohne wrote:
I totally didn't need to hear that all of the voice actors showed up in San Francisco....Let's just skip the official function next time, eh?


They really wanted to be there, gkrohne. I have this from Sean Stewart himself, and am 110% convinced of his sincerity. They couldn't arrange to get anywhere but SF, but they honestly wanted to meet all of us.
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PostPosted: Mon Nov 08, 2004 6:16 pm
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Shad0
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Re: swag

thebruce wrote:
So from now on, keep all this in mind for future PMs... make sure that anyone in the future who does an ARG knows what the players will expect if there are events or free swag... make sure the PMs know how players will feel if they feel they don't get reimbursed for their efforts in the game...

For what it's worth, I always thought one of the nice things that divided "us" from "them" -- where "them" is all the people who disappeared on August 24th when they didn't get a Single Player Demo Release Mr. Green -- was the fact that we understood the principle behind this and every successful ARG: the journey itself is the reward. Not that I wasn't ecstatically happy to meet the PMs -- I was, I was! -- but I certainly didn't feel they "owed" us that, or a custom-made DVD, or even a preview of Halo 2 for that matter.

This is not meant as a comment on people's reactions once they found out that such things were available, and had some limitations, but rather a comment on your belief -- with which I respectfully disagree -- that the players have the right to "expect" some sort of material, tangible reward beyond the joy of participating in something so brilliantly crafted.

Of course, that's just my opinion. I could be wrong. Again. Mr. Green
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PostPosted: Mon Nov 08, 2004 7:57 pm
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Scumbag
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Quote:

PMs should run and organize in-game events


As we got into in The Other Thread (tm), what determines an "In-game Event"?

With ILB, the thing had a dual focus, and it led to problems. Devoted ILB fans expected an In-Game Event, casual Halo fans expected a Halo 2 Multiplayer Preview Thing. Judging by reports, it seems that both sides were irritated by what they experienced, based on what they expected.

I only know The Beast, but did they do anything similar? An "in-game event" that was also a place to see the first X minutes of AI?

Quote:

wouldn't it be possible to simply limit the number of "official players" in an ARG. In ILB, for example, the .wavs could still have been made public, but the actual number of official players could have had a limit.


How and what would define "official players"? ILB did do this with the "crewmembers" thing.

Quote:

A "real" ingame experience should have been much more like our interactions in live calls etc.


I agree, but the PMs have to yield certain controls when something like an ARG has to interact with the real world. It would be cool if an ARG group could hire new workers for a theater for 1 night, but its cost prohibitive.

And if you disagree, let's keep it, ya know, civil?
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PostPosted: Mon Nov 08, 2004 8:11 pm
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Shad0
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Re: Complaints, Problems... Future-ARGs

Scumbag wrote:
I only know The Beast, but did they do anything similar? An "in-game event" that was also a place to see the first X minutes of AI?

Nope. The in-game events stayed 100% in-game. (Or so I'm told, since I missed 'em all. Sad ) To the best of my knowledge, there was no sort of tangible reward at all for participating in the Beast. * See previous comment re: "joy of participating in something so brilliantly crafted." Mr. Green

* Upon further reflection, I have heard rumors about some sort of A.I. poster containing the e-mail addresses of those who communicated with the PMs. Anyone care to verify?
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These were the puzzles that would take a day, these were puzzles that would take a week, and these puzzles they'd probably never figure out until we broke down and gave them the answers. ... The Cloudmakers solved all of these puzzles on the first day.

PostPosted: Mon Nov 08, 2004 8:17 pm
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hmrpita
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Phaedra wrote:
gkrohne wrote:
I totally didn't need to hear that all of the voice actors showed up in San Francisco....Let's just skip the official function next time, eh?

They really wanted to be there, gkrohne. I have this from Sean Stewart himself, and am 110% convinced of his sincerity. They couldn't arrange to get anywhere but SF, but they honestly wanted to meet all of us.

I responded to this before the chat on Sunday. Was I not convincing?

I am sorry about having to hear about our experiences in San Francisco, but we did not mean to gloat. It was totally unexpected and we felt LUCKY.
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PostPosted: Mon Nov 08, 2004 8:57 pm
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