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ARG Priorities
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rose
...and then Magic happens


Joined: 26 Nov 2003
Posts: 4117

ilovebees references

A _pawn was the solution to the only ilovebees puzzle that we didn't get right away.

Although some of the more subtle parts of the plot -like putting together the widow's story; working in the SPDR command text; contacting the pious flea- and, oh yeah, knowing whether the Pious Flea was in fact Covenant and using the Artifact to signal Earth's location. -could be considered puzzles Wink

But to spare you lots of tedious jokes about a game you aren't that familiar with, why don't you look at the fireflies wiki which is still up -thanks to extrasonic?

http://ilb.extrasonic.com/index.php/Main_Page

There are pages that mostly thebruce did in real time(well I did one) and everyone worked on to clean up which cover the little puzzles the Sleeping Princess posted for us.

I love writing, plot and character depth as much as anyone, and more than some, but puzzles are important. If you look at the post game PM chat with Elan, he mentions that he had thought he could do without puzzles in ilovebees and found out that he was wrong. That caused a change in the basic plan of the ARG as they had to develop a way for puzzles to be added.


btw:spacely is there a way to just give Phaedra the title of unfictologist, which she so badly wants, now? Or do you have to change it for everyone?
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PostPosted: Tue Feb 01, 2005 1:04 pm
Last edited by rose on Tue Feb 01, 2005 1:29 pm; edited 1 time in total
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Phaedra
Lurker v2.0


Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

Re: ilovebees references

rose wrote:
A _pawn was the solution to the only ilolvebees puzzle that we didn't get right away.


They forgot ONE preposition, and it screwed the whole thing up.

It's a sterling example of how in that type of puzzle a small oversight can make the puzzle impossible.

Quote:
Although some of the more subtle parts of the plot -like putting together the widow's story; working in the SPDR command text; contacting the pious flea- and, oh yeah, knowing whether the Pious Flea was in fact Covenant and using the Artifact to signal Earth's location. Wink


Maybe it's just because I haven't had NEARLY enough caffeine yet this morning, some I'm likely to be somewhat dense, but "some of the more subtle parts of the plot [...]" what? I keep losing the thread of the sentence. Confused

Like I said, might be the lack of caffeine.

Quote:
But to spare you lots of tedious jokes about a game you aren't that familiar with,


Oh, those were intended for vpisteve.

Quote:
why don't you look at the fireflies wiki which is still up -thanks to extrasonic?

http://ilb.extrasonic.com/index.php/Main_Page


Good thought.

Quote:
I love writing, plot and character depth as much as anyone, and more than some, but puzzles are important. If you look at the post game PM chat with Elan, he mentions that he had thought he could do without puzzles in ilovebees and found out that he was wrong. That caused a change in the basic plan of the ARG as they had to develop a way for puzzles to be added.


He also apparently thought he could do without much interaction -- supposedly the plan was for Melissa to make live calls only once. But the players started petitioning for an end to the axons (calls to payphones where we got recordings), and Elan, looking for ways to hold player interest, was paging through a psych textbook and noticed that rats complete mazes more often and in better time when the cheese is placed randomly.

So, then there were *lots* of random live calls, every week. And things happened with those live calls that were among the most memorable parts of the game (the capture of the Sleeping Princess, the death of the Sleeping Princess, people singing to Melissa and the SP and playing games, doing relays, and so on -- all of which, I believe, is referenced in the Wiki).

Quote:
btw:spacely is there a way to just give Phaedra the title of unfictologist, which she so badly wants, now? Or do you have to change it for everyone?


Le sigh.

That was just a joke, Rose.

I'm enjoying talking with Crowfoot for its own sake, not just to get more posts. I made the comment because usually my posts are far...far...longer, and it struck me that I was being oddly minimalist today.
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PostPosted: Tue Feb 01, 2005 1:15 pm
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Clayfoot
Entrenched


Joined: 19 Aug 2004
Posts: 785
Location: Warner Robins, Georgia, USA

Re: ARG Priorities

Crowfoot wrote:
I'm toying with the idea of creating a new ARG, and I already have a set of good ideas. However, there are many elements to the game and I was wondering what people find the most important when they're making/playing an ARG.
IMHO, it's the 'R'.
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PostPosted: Tue Feb 01, 2005 1:40 pm
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Crowfoot
Unfettered


Joined: 31 Jan 2005
Posts: 385
Location: UK

Re: ilovebees references

rose wrote:
A _pawn was the solution to the only ilovebees puzzle that we didn't get right away.

Although some of the more subtle parts of the plot -like putting together the widow's story; working in the SPDR command text; contacting the pious flea- and, oh yeah, knowing whether the Pious Flea was in fact Covenant and using the Artifact to signal Earth's location. -could be considered puzzles Wink

But to spare you lots of tedious jokes about a game you aren't that familiar with, why don't you look at the fireflies wiki which is still up -thanks to extrasonic?

http://ilb.extrasonic.com/index.php/Main_Page

There are pages that mostly thebruce did in real time(well I did one) and everyone worked on to clean up which cover the little puzzles the Sleeping Princess posted for us.

I love writing, plot and character depth as much as anyone, and more than some, but puzzles are important. If you look at the post game PM chat with Elan, he mentions that he had thought he could do without puzzles in ilovebees and found out that he was wrong. That caused a change in the basic plan of the ARG as they had to develop a way for puzzles to be added.


btw:spacely is there a way to just give Phaedra the title of unfictologist, which she so badly wants, now? Or do you have to change it for everyone?


Thanks for the overview, in a lot of ways I wish I was around for ILB. It sounds like the originality was what really drew it's huge fan-base in - it must have been incredibly fun. I'm enjoying looking through the wiki, ILB was a very creative game.

I think you're right at least about the puzzles, they're what makes an ARG what it is. They keep people interested and patch up the broken bits in between major plot events. Thanks for the response.
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“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
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PostPosted: Tue Feb 01, 2005 1:54 pm
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Crowfoot
Unfettered


Joined: 31 Jan 2005
Posts: 385
Location: UK

Re: ARG Priorities

Clayfoot wrote:
Crowfoot wrote:
I'm toying with the idea of creating a new ARG, and I already have a set of good ideas. However, there are many elements to the game and I was wondering what people find the most important when they're making/playing an ARG.
IMHO, it's the 'R'.


Reality? That is obviously a large factor the game, but it's quite hard to achieve for people like me, with little to no budget. That's why, if and when I create my own ARG, I'm going to engineer the plot to allow the free resources some room in realism.

Thanks for the response.

PS. Wow, you've nearly got the same name as me!
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“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
(Player and PM = total addict)


PostPosted: Tue Feb 01, 2005 1:57 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

Well, as someone who just wrapped their own Zero-Budget game, I can honestly say it's possible to get by without spending a dime and still get a halfway decent product.

The key to realism is to understand that the game takes place in a world extremely (but not exactly) like ours. Time flows at a regular pace. People have a lifetime of experiences that they carry with them. Puzzles aren't always about math.

For example, in one of my puzzles the players needed to get into one of the character's bank accounts. They had already found a receipt with her account number. They had also found an email with a song typed out in DTMF phone codes. When they realized the song was "Happy Birthday", they had her birthdate, which was the password to her account.

But obtuse puzzles don't mean anything if the characters and the world isn't believeable. Even in a Sci-Fi setting, characters should still have emotions, feelings, doubts and hopes and dreams. After all, if you want your players to connect with your story, they have to find something in common.

ILB succeeded in making us care for the Sleeping Princess AI, not because she was the "good guy" (which we weren't certain of) but because she acted like a little girl. She played games. She made up stories. She was lost and frightened and it was for these reasons we wanted to help her.

The bottom line is, if your world feels artifical you're ruining the R part of ARG. And I dunno about you, but AG just doesn't sound right to me.
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PostPosted: Tue Feb 01, 2005 2:28 pm
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Crowfoot
Unfettered


Joined: 31 Jan 2005
Posts: 385
Location: UK

Alzheimers wrote:
Well, as someone who just wrapped their own Zero-Budget game, I can honestly say it's possible to get by without spending a dime and still get a halfway decent product.

The key to realism is to understand that the game takes place in a world extremely (but not exactly) like ours. Time flows at a regular pace. People have a lifetime of experiences that they carry with them. Puzzles aren't always about math.

For example, in one of my puzzles the players needed to get into one of the character's bank accounts. They had already found a receipt with her account number. They had also found an email with a song typed out in DTMF phone codes. When they realized the song was "Happy Birthday", they had her birthdate, which was the password to her account.

But obtuse puzzles don't mean anything if the characters and the world isn't believeable. Even in a Sci-Fi setting, characters should still have emotions, feelings, doubts and hopes and dreams. After all, if you want your players to connect with your story, they have to find something in common.

ILB succeeded in making us care for the Sleeping Princess AI, not because she was the "good guy" (which we weren't certain of) but because she acted like a little girl. She played games. She made up stories. She was lost and frightened and it was for these reasons we wanted to help her.

The bottom line is, if your world feels artifical you're ruining the R part of ARG. And I dunno about you, but AG just doesn't sound right to me.


I totally agree with you. Thanks Smile

PS. I didn't get to play StrangeDreams, but I've read the entire archives. You're my inspiration. Well done for making a great game.
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“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
(Player and PM = total addict)


PostPosted: Tue Feb 01, 2005 4:21 pm
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

Re: ARG Priorities

Crowfoot wrote:

Is it the puzzles?
Is it the plot-line?
Is it the interactivity?
Is it the character depth?
Is it the flashiness of the web-sites?


For me it's Plot, Character, Puzzles, Interaction.

The plot has to be interesting, otherwise why follow the story at all? The same goes with characters. If the characters aren't interesting or believable, the plot won't go over as well.

I have the similar feelings about puzzles and websites. They should fit into the storyline and fit with the characters that created them.

I like seeing interaction, but honestly I tend not to interact much unless I connect in some way with the character personally.
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"I still miss him to this day and probably always will." - Todd Keeler, Chasing the Wish

"meta meta meta, I made you out of play..." ~ j5


PostPosted: Tue Feb 01, 2005 4:49 pm
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Crowfoot
Unfettered


Joined: 31 Jan 2005
Posts: 385
Location: UK

Re: ARG Priorities

Varin wrote:
Crowfoot wrote:

Is it the puzzles?
Is it the plot-line?
Is it the interactivity?
Is it the character depth?
Is it the flashiness of the web-sites?


For me it's Plot, Character, Puzzles, Interaction.

The plot has to be interesting, otherwise why follow the story at all? The same goes with characters. If the characters aren't interesting or believable, the plot won't go over as well.

I have the similar feelings about puzzles and websites. They should fit into the storyline and fit with the characters that created them.

I like seeing interaction, but honestly I tend not to interact much unless I connect in some way with the character personally.


I see where you're coming from, but without interaction and puzzles it's not an ARG - it's merely a story.
_________________
“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
(Player and PM = total addict)


PostPosted: Tue Feb 01, 2005 5:49 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

Crowfoot wrote:


I totally agree with you. Thanks Smile

PS. I didn't get to play StrangeDreams, but I've read the entire archives. You're my inspiration. Well done for making a great game.


Well, thanks! But if I'm truly an inspiration, let me pass off one important piece of advice. If it is at all possible, look into registering a domain name. It's amazing how something so small can make such a big difference.

Other than that, make up a good plan of action and never, ever despair.
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If at first you don't succeed, blame the cruel PM.

PostPosted: Tue Feb 01, 2005 6:06 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

Re: ARG Priorities

Varin wrote:

I like seeing interaction, but honestly I tend not to interact much unless I connect in some way with the character personally.


I think part of the problem with some bigger games (ILB) is that different types of players tend to get neglected in favor of vocal groups that form whenever community interaction is a key element to the game. Introverts, lurkers, and other curious onlookers don't make nearly as much noise as those who send emails, write wikis, and post tons of [SPEC] and thus are usually forgotten about when design choices are made. For example, the ILB Axons idea was pretty creative. Even as a lurker you could share in the excitement of watching as they went hot or cold. But once they began the singling out of players for what was essentially a lottery, I found myself becoming less excited as the game focused more on just the players who answered phones and their responses than the characters we had come to care about.

I want to feel like I'm part of the story, but I don't always want to (or have time to) become involved in it. Players still being able to contribute from the shadows is an important element and one that's often neglected in favor of more community based designs. I went to one axon, saw that it was already surrounded, and waited till after the deadline to see that it didn't even ring. So I gave up trying to be in that part of the story -- I knew someone was already going to cover it anyway. Once that *became* the story, there really was nothing else to do but watch. I understand that in a project of that magnitude, you can't expect interaction with each player. That still didn't make it any more fun to watch from back here, and wait for something to do.
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PostPosted: Tue Feb 01, 2005 6:30 pm
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

Re: ARG Priorities

Crowfoot wrote:
Varin wrote:
Crowfoot wrote:

Is it the puzzles?
Is it the plot-line?
Is it the interactivity?
Is it the character depth?
Is it the flashiness of the web-sites?


For me it's Plot, Character, Puzzles, Interaction.

The plot has to be interesting, otherwise why follow the story at all? The same goes with characters. If the characters aren't interesting or believable, the plot won't go over as well.

I have the similar feelings about puzzles and websites. They should fit into the storyline and fit with the characters that created them.

I like seeing interaction, but honestly I tend not to interact much unless I connect in some way with the character personally.


I see where you're coming from, but without interaction and puzzles it's not an ARG - it's merely a story.


Oh definitely, that's why I still included Puzzles and Interaction in my list Wink I think the interaction and puzzles are definitely needed, but that doesn't mean that every player is going to participate fully in either of those. Smile I selectively participate in interactions with the characters and I usually only participate in solving certain kinds of puzzles.
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"I still miss him to this day and probably always will." - Todd Keeler, Chasing the Wish

"meta meta meta, I made you out of play..." ~ j5


PostPosted: Tue Feb 01, 2005 8:28 pm
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jamesi
Sentient Being


Joined: 25 Sep 2002
Posts: 2195
Location: Canadia

Re: ARG Priorities

Varin wrote:
For me it's Plot, Character, Puzzles, Interaction.


jamesi wrote:
My preference has always been: story, characters, puzzles, interaction.


Reason #3 I believe Varin and I are destined to become leaders of the world. Maybe not of the same world, but definitely leaders.
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PostPosted: Tue Feb 01, 2005 11:49 pm
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Varin
I Have No Life


Joined: 02 Dec 2002
Posts: 2456
Location: South of where I used to be

Re: ARG Priorities

jamesi wrote:

Reason #3 I believe Varin and I are destined to become leaders of the world. Maybe not of the same world, but definitely leaders.


Laughing I have to wonder what reasons #1 and #2 are.
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"I still miss him to this day and probably always will." - Todd Keeler, Chasing the Wish

"meta meta meta, I made you out of play..." ~ j5


PostPosted: Wed Feb 02, 2005 12:33 am
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yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

I have to say, I'm thoroughly puzzled about all the fascination with the "interaction" aspect of these games. Every time I read "more interaction! more interaction!", I can't help thinking "Really? This is what you want? WHY???" Frankly, I don't understand why chatting with a character (whether irl or on the internet) is considered so important, and, apparently, highly enjoyable.

I guess it must have to do with what one expects out of this kind of game. For me, it is: to watch a brilliant story unfold, its characters drifting through their universe (not mine!), unaware that I and thousands of others are passionate spectators (not participants!) of this strange and addictive drama that their lives have become; to embrace this *other place* where the game lives – another world that only crosses mine at that imperceptible point of my observation. I imagine it would be like me watching, from behind the Christmas tree, the Nutcracker battle the Mouse King – not me running out there to help him fix his broken jaw. I don't belong there. That the game lives on its own, that it doesn't need me, that I can "look but not touch", that I can feel this amazing rush that comes from a realization of just how secretive and forbidden my "sneaking a peek" is, that the game is autonomous, impenetrable, and – heck, I'm not even supposed to *know* about it – discreet, are the very reasons that I want to play. That so many people are willing to trade all of that^ for chatting is just really beyond me.

I keep thinking of Pattern Recognition: there, thousands of people are chasing video clips of what appears to be a budding romance of a mysterious couple; the "players" are frantically deciphering every word, every frame, every location depicted; they don't know who the man and woman are, or why they are being filmed… the whole thing is very enigmatic and out-of-this-world. The very essence of the "game" is the universal notion that they, the players, are faceless, unknown, invisible bystanders to the couple… the secret knowledge they share as observers is what binds them together into this enormous virtual army of "footage heads." As an ARGer, I find this kind of experience extremely appealing. If the players were able to interact with those characters, I'd feel like the delicate crystal sphere that holds the world of the footage in it was smashed, the mystique gone, the precious and sinister secret camaraderie broken – the game no longer a Game, but some sort of a silly childish role-play.

Reading a character say "Gee, I wonder who has been trying to hack into my server?" fills me with excitement and makes me want to scream "omg, it was us! us!!"; chatting with a character (especially frequently and/or extensively) just seems… well, yeah… silly. And there is another thing, too: apparently, quite a lot of people don't really want the game to tell them how to play it. Lurkers want to be able to lurk, and still have as fulfilling an experience as the most vocal, front-line players. If the game is centered around interaction, that kind of renders that expectation obsolete, doesn't it? How involved can a lurker become in a game where "interacting" constitutes "playing"?

All of that said, I don't – of course – pretend to define the criteria of ARG, or to differentiate between this-kind-of-ARGing and that-kind-of-ARGing, or to tell the PMs that they must/should/might_want_to develop games that would be "playable" by all tiers of players, or even to put forth any "what makes a game better, according to…" I simply want to voice the concerns/opinions of those gamers (however few) who would rather not have a voice in the game, heh.
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PostPosted: Wed Feb 02, 2005 12:43 am
Last edited by yanka on Wed Feb 02, 2005 2:35 am; edited 1 time in total
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