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 Forum index » Archive » Archive: Perplex City » PXC: Project Syzygy Pre-Game
If *I* were a PM...
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danhon
Boot

Joined: 14 Feb 2003
Posts: 19

If *I* were a PM...

...notwithstanding that job applications are still open at the time of writing, but let's play a fill-in-the-blank game.

The best immersive fiction game would have: BLANK.

Think of this as hardcore market research Smile

PostPosted: Wed Mar 17, 2004 4:21 pm
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Wishi-san
Unfettered


Joined: 20 Oct 2003
Posts: 602
Location: UK. Southwards.

- Worldwide real life events (to give everyone a chance to join in the fun)
- Puzzles which fit well with the storyline
- Unpredictability
- Responsiveness to users / integration of users into the storyline instead of having them just as bystanders

That'll do for now Smile

PostPosted: Wed Mar 17, 2004 4:27 pm
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Semioclast
Boot

Joined: 30 Oct 2003
Posts: 68

I would post some clues in US publications, too, DAN. Confused
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PostPosted: Wed Mar 17, 2004 4:28 pm
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Varin
I Have No Life


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

...pictures of the main characters. It might be that I just have a limited imagination, but I like to have a visual reference.


EDIT because I thought of another...

A variety of puzzle types. It's no fun if people are left out just because someone always hits the crypto solving applet first. I'd say a good mix of visual, word, math, logic and crypto. Maybe some cooperative ones thrown in too.
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PostPosted: Wed Mar 17, 2004 4:55 pm
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yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

- more mystery. I want that awesome high of near-accidental discovery; that genuine "wtf?!" feeling that takes over you as you find something weird enough for you to really NOT know what this is about - kinda like metacortechs.com was before Oct. 1. My favorite in that category would be the Aquapolis (this is coming from someone who only played one game, but it was the best one ever Razz ) – trying to decipher the incidentlogs, coming up with different possibilities for what might be behind that door on Delos, working on the floor layouts, never really getting any confirmation that I was on the right track – that chase was absolutely addictive! (but then, of course, there is the risk that the whole thing will turn out to be just "thematic" Rolling Eyes Sad ). You have no idea what you're looking for, much less why you're looking for it, and in a weird and disturbing way that absence of reason, that blank in your understanding ensures that your commitment to the search will be oh so much stronger.

- probably nobody will support me here, but I actually want less character interaction. Somehow not being able to communicate with Caesar and Co. made them much more real (I'm resorting to examples here in an attempt to better make a point); had I been given a chance to talk with Scratch, for example, I would have instantly remembered he was a fake – just a character in this game I was playing – and my freakish affection for that guy would have undoubtedly collapsed. It was great, though, to read their comments on "oafs stumping all over our network", or Metacortechs' mention of "brute force attempts" – especially in the beginning of the game, it had that "omg, are they talking about us?!" feel. Or cracking logins – I loved the fact that we weren't helping a character find something, instead we were... you know, hacking stuff!

-have more things like the CD hunt in MU. First, it really distorts the borders that the player places on the realm of the game – all of a sudden the game is not just on the net anymore, and just as suddenly it feels much less like a game. Second, you have this notion that all of these other people are looking for the same thing - and that you, and them are a part of this mysterious larger whole – a puzzle-piece of which you are holding in your hand right now. If possible, I would even go further and send people out on a hunt for different things that they can then come back to unfiction (or wherever) with to put them together. Another thing – it'd be cool to see more of the game out in the world; in the sort of way that in "Pattern Recognition" the "footage heads" found ways of letting each other know who they were, or put stickers on bus stops... or the UK guys here found crypto ads while searching for jobs (btw, I sincerely envy all of you).

I guess, as much as possible, I'd like to be questioning the fact that I am playing a game (and, yes, I am aware that I'd have to be a lot more psychotic for that effect to really take place Rolling Eyes ); unfortunately, I'm not really creative enough to be able to offer more concrete suggestions on how to make that happen.

------edit------

Maybe just one: not sure if it's possible in this case, but it is way cool when the game launches, and the players aren't really aware of that fact (something called a stealth launch, I guess?). One of the best things about MU, imo, was the initial speculation on wth this thing was. Maybe it would be possible to implement that on some in-game site later, or on a character - where it/he/she would have to be discovered in outside-of-the-game ways - google, or newpapers, etc.?

Ok, I'm really done; and sorry for being long-winded and... uhh, corny.
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PostPosted: Wed Mar 17, 2004 6:46 pm
Last edited by yanka on Wed Mar 17, 2004 10:51 pm; edited 1 time in total
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Ozy_y2k
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Joined: 25 Sep 2002
Posts: 460
Location: Carmel, Indiana

....less asparagus. More cheese pizza.

PostPosted: Wed Mar 17, 2004 7:30 pm
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Diandra
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Joined: 27 Sep 2002
Posts: 390

The best immersive fiction game would have...

...suits with the bollocks (and resources) to see it through to a logical conclusion.

I so want this genre to succeed, but so far every commercial, non-promotional game has had its plug pulled. (Majestic, TerraQuest, Search for E, to name a few.)

I have no doubt you can create an interesting game, but give me more than just foreplay, if you'll pardon the double entendre.

Dia
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PostPosted: Wed Mar 17, 2004 8:01 pm
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Omnie
Entrenched


Joined: 07 Oct 2003
Posts: 772

...a great story. And the puzzles would serve to further the story in meaningful ways rather than just exist for their own sake.

A great story absolutely requires great, sympathetic, developed characters (well, at least one) to carry that story. So a good ARG would have good writers voicing the characters.

Oh, and some level of curtain would be nice to allow for the suspension of disbelief. Good stories serve as escapism, and it's very hard to fall into a story when you're constantly reminded that it's just something that somebody is writing. Heh, MU was fantastic in this respect, but it wouldn't even be necessary to go that far.

PostPosted: Thu Mar 18, 2004 5:27 am
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PaleFigure
Decorated


Joined: 12 Nov 2002
Posts: 168
Location: Wollongong, NSW Australia

...(at least) one sympathetic protagonist who genuinely *needs* our help, not just takes it when we get around to offering something. Make us feel that someone's life depends on us pulling our finger out and solving that damn puzzle!

...one character so cold and ruthless, that we hate them with an almost inhuman passion. Until the day they contact us directly, and reveal that they have monitored everything we've ever said about them, and every visit we've made to their little cyber domain, and that they know exactly who we are and where are and can decide, at any time, that we're enough trouble to be worth taking care of. Then it's bye-bye inhuman passion and hello change of underwear.

...someone must die. Ideally, someone we've grown to love, regardless of how "main character" they are. Yes, it hurts us, it breaks our hearts and we NEVER EVER ENTIRELY FORGIVE YOU FOR IT YOU BASTARDS but it's emotional investment like that which makes a game memorable.

...that's all I got for now. Plus I agree with a whole bunch of things other people have already said, too.
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PostPosted: Thu Mar 18, 2004 8:00 am
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Muffin
Unfettered


Joined: 30 Oct 2003
Posts: 306
Location: UK, Leicester

One important thing for me as a UK resident - real time events spread over ALL time zones

That way, I don't have to just catch up every morning - I could actually participate in the excitement of being there when it (whatever fully immersive ARG event it was Smile ) was happening.

I could just stay up all night of course, but then my fiancee would probably leave me Smile

PostPosted: Thu Mar 18, 2004 9:39 am
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Tien_Le
Charter Member


Joined: 22 Sep 2002
Posts: 878
Location: corner of no and where

What makes a game go round?

Story...story...story...great writing...great writing...great writing. Fun and passion-inducing characters who are completely thought out and embodied.

Spellchecking

Quality control. I hate reading posts on forums that focus on trying to make sense out of every single mis-spell and bad photo-shopping.

Stuff that looks good on all browsers.

Stories that aren't dependent on player email interaction to advance. If in-game characters are going to generate email, it needs to make sense within the context of the story. I can't wade through pages and pages of email interaction (both the player's email and the character's response). Color me jaded, but I think massive amounts of email to players is a symptom of extreme neediness on the PM's part and shows a lack of creativity.

BLACKOUT CURTAINS. I don't even want to know a PM exists. And I certainly don't want PMs hovering in chat rooms prompting us with clues and anxiously awaiting solves. If people aren't getting a puzzle and are showing no signs of even being on the right track for longer than the story will support, then change the puzzle to something else that will give the appropriate solve. Otherwise, develop the self-discipline to let a puzzle go unsolved or something obvious to be missed.

If I had my way, all PMs would start establishing new nicks for chat rooms so by the time the story begins to unfold, those of us who want to suspend disbelief (and are willing to not check the id of everyone in a chat room) don't have to know if a PM is in the room or not.

I agree with Diandra...if you don't have what it takes to complete the story, then don't bother starting it.

I totally agree with PaleFigure on all counts.
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PostPosted: Sun Mar 21, 2004 12:44 pm
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Wishi-san
Unfettered


Joined: 20 Oct 2003
Posts: 602
Location: UK. Southwards.

I have to say I don't agree with PaleFigure that much. Yes we want to be immersed completely but if every ARG followed the same pattern and covered the same subjects in that way then it'd certainly not be that exciting.

We want creativity from them, not to feed them with the direction the storyline must follow.

PostPosted: Sun Mar 21, 2004 3:29 pm
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Guest
Guest


The ability to take on a life of it's own, and evolve as a unit, rather than being pushed in a certain direction by the PM(s).

And Diandra I agree - balls and cash - that's what needed...

PostPosted: Sun Mar 21, 2004 4:14 pm
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Adrian
Boot

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

I think people are making unwarranted conclusions about what the actual game will be like based on the mini-puzzles in the Guardian and Marketing Week. That wasn't a game. They weren't even puzzles, they were just mini-puzzles that we whipped up to stick on the adverts (which is what they were mostly for). So the fact that there was no story and that we stood around bugging you guys to solve it so you would be able to find the ads before they went off the shelves should not be seen as any indicator for the main game.

As I've mentioned elsewhere, it is *totally inconceivable* that there will be PMs loitering in chat rooms during the main game talking to players as developers as opposed to characters. No doubt there will be someone capturing logs, as I'm sure most conscientious PMs do, but we will probably not have the time to read them.

Have a little faith guys Smile I don't expect people to think that the game will be great based on what's happened so far - I know I wouldn't. But neither should it be condemned. Q4 is a long way off from now and there will be plenty of work to do for everyone.

The suggestions so far have been very instructive - there hasn't been anything totally novel but the emphasis placed on various aspects of games is interesting.
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PostPosted: Sun Mar 21, 2004 7:53 pm
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aiesha_anonymous
Veteran


Joined: 18 Jun 2003
Posts: 101
Location: Australia

i want my boundaries pushed

i want someone to turn up on my doorstep out of the blue, hand me something cryptic and disappear. i want the game to intrude upon my life. i want to have to make a decision about whether or not to pursue a game necessary action because i'm risking looking like a dodo to my friends.

i want to learn, about myself, about myth, crypto, greek mythology, anything

i want to be an important part of the story

i want to create it with you

i want the rewards (satisfaction, friends) to be worth the effort i've invested

PostPosted: Sun Mar 21, 2004 11:24 pm
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