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it's an alternate REALITY!
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

I dont plan to pick a fight. Its not my style. But basically, its all from this.

I honestly do understand the temptation to use tools such as AIM, blogs, and email in an ARG. But, in my opinion, games that rely upon them are usually nothing more than a communication based IF. They can be used to TELL a story but it's so difficult to use them to create an ARG. It takes an extremely talented author to turn conversational bits into a rich story world and then a strong game designer to turn it into an ARG. We're seeing more and more of these efforts and, knowing what the community is made of, it frustrates me to see us creating such lazy experiences and then calling them ARGs. It's even more frustrating when the story itself has potential as a strong ARG. Sometimes I feel as if it's a waste.


"I honestly do understand the temptation to use tools such as AIM, blogs, and email in an ARG. But, in my opinion, games that rely upon them are usually nothing more than a communication based IF."

And those to me are just another tool of interaction to add to the phone calls or faxes or snail mails.



We're seeing more and more of these efforts and, knowing what the community is made of, it frustrates me to see us creating such lazy experiences and then calling them ARGs. It's even more frustrating when the story itself has potential as a strong ARG. Sometimes I feel as if it's a waste. "

And where IS the defining line? whaty if a storyline is cognizant and depends on using AIM and Blog tools for its primary communications? How can it be a waste for a Pm to want to tell a story in their own styles? Take for example, the job interviews and interactions in Wildfire. Those forms of story advancement would have been IMPOSSIBLE under a cryptic puzzle form of website.

Let me give the example of Synagoga which was quite heavy on the puzzles which was fairly easy, but also relied HEAVILY on AIM chats, literally every single night to advance the plotline. It actually broke new ground by creating puzzles based on all the players themselves. No other ARG I have ever seen had the puzzles determined by the player's own personalities.

ARGs are a work of art. Creative and evolving with new forms of storytelling, of communication, of givcing out the information needed for the storyline to advance.

If I was going to define an ARG, it would be the curtain with the PMs behind it. Not necessarily anonymous, but their actions and final story being unknown to the player. A masterful PM such as Colin Brennan has his signature to Wildfire and Project Gateway, and from that you KNOW you are in for a fantastic story. The same with 42 Ent, Adrian Hon or Sean Stewart.



To pigeonhole into a narrow definition and exclude storytelling expansion methods for making a good ARG is to do a dis-service to the entire community. The name of Immersive is a good tag, but I still prefer ARG for it all. But these should help.

http://forums.unfiction.com/forums/viewtopic.php?t=8344
http://en.wikipedia.org/wiki/Immersive_Reality_Gaming
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PostPosted: Tue Apr 05, 2005 4:44 am
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

Nightmare Tony wrote:
I dont plan to pick a fight. Its not my style. But basically, its all from this.

"I honestly do understand the temptation to use tools such as AIM, blogs, and email in an ARG. But, in my opinion, games that rely upon them are usually nothing more than a communication based IF."

And those to me are just another tool of interaction to add to the phone calls or faxes or snail mails.


Ok, the key words that you missed in my statement are "rely" and "usually." I would also claim that any game that relied upon phone calls, faxes, or snail mail would also be communication based interactive fiction (though, it would be rather slow interaction in the case of snail mail Smile) Have you read any email IF? And I mean email IF that claims to be email IF and not an ARG? Some of it is incredible. Yet it is not an ARG and in some cases there are extreme similarities to what we're seeing with many of the chat based games. My statement was not the insult that you seem to want to insist that it is.

Nightmare Tony wrote:

And where IS the defining line? whaty if a storyline is cognizant and depends on using AIM and Blog tools for its primary communications? How can it be a waste for a Pm to want to tell a story in their own styles? Take for example, the job interviews and interactions in Wildfire. Those forms of story advancement would have been IMPOSSIBLE under a cryptic puzzle form of website.


Well, I provided that dividing line in my original post... "it's a WORLD to EXPLORE!" As I've said, it is incredibly difficult to provide a world to explore solely through chatlogs and I still stand by that. It has nothing to do with whether the story is congnizant. You can tell a cognizant story and not provide any sort of world to explore.

And, please, I hate being a broken record... where did I mention puzzles and what do puzzles have to do with anything in this conversation? I do not understand your continuous mention of them. If you would explain the relation, perhaps I could address it but, as it stands, puzzles have NOTHING to do with my position here.

Finally, I never once said that it was a waste for a PM to tell a story in their own style. I said, "Sometimes I feel as if it's a waste." The key words being "Sometimes" and "feel". As someone who prefers ARGs to IF, when I see a game following a path that I would consider to be more IF than ARG, I sometimes feel as though it is a "waste" because I would love to see it take an ARG direction. While that is a critical thought, it is perfectly legitimate.

Nightmare Tony wrote:
Let me give the example of Synagoga which was quite heavy on the puzzles which was fairly easy, but also relied HEAVILY on AIM chats, literally every single night to advance the plotline. It actually broke new ground by creating puzzles based on all the players themselves. No other ARG I have ever seen had the puzzles determined by the player's own personalities.


Ok. Again, puzzles mean what to this debate? I just do not understand the context here.

Nightmare Tony wrote:
ARGs are a work of art. Creative and evolving with new forms of storytelling, of communication, of givcing out the information needed for the storyline to advance.


Disagree, I don't think that ARGs have to give out information. I believe that players should be able to explore to find information. I do agree that ARGs are an art form. I also think that IF is an art form.

Nightmare Tony wrote:
If I was going to define an ARG, it would be the curtain with the PMs behind it. Not necessarily anonymous, but their actions and final story being unknown to the player. A masterful PM such as Colin Brennan has his signature to Wildfire and Project Gateway, and from that you KNOW you are in for a fantastic story. The same with 42 Ent, Adrian Hon or Sean Stewart.


Ok, so if an ARG is defined by the curtain that is not necessarily anonymous, but is just about the story being unknown to the partipant, then how is it different from any play, any novel, any movie, any game? I've certainly been surprised in a number of situations and had little to no clue how the author was going to wrap things up or the levels that a game developer would have me explore before the final battle.

I'll stand by my several definitions of ARG, all of which include a world in which the player explores.

Nightmare Tony wrote:
To pigeonhole into a narrow definition and exclude storytelling expansion methods for making a good ARG is to do a dis-service to the entire community. The name of Immersive is a good tag, but I still prefer ARG for it all. But these should help.


I didn't realize that I was providing such a narrow definition. I also didn't realize that by stating that games that rely upon chat or email or blogs to tell a story meant that it automatically excluded any use of the above (we've made decent, if not cheap, use of all three in the games that I've worked on, but have never relied upon them... email to serve as a 'story so far' or as a reminder, chat to serve as a distraction or, in the case of the euchre games, a logical means for two characters to talk). As for bringing IRG into this, that's a completely seperate debate and one that is far beyond where I intend to (have time to) go. Afterall, I do have a presentation to give in just 3 hours (eep... powerpoint is my friend, powerpoint is my friend, powerpoint is my friend, powerpoint is my friend...)

- b

PostPosted: Tue Apr 05, 2005 6:15 am
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bill
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Joined: 25 Sep 2002
Posts: 614
Location: Tampa

imbri wrote:
Where did I say that there had to be a specific number of websites or puzzles? I Love Bees was most definitely an ARG. It presented a very large and rich world and did so with only 1 website and minimal puzzles.


I don't think you defined ARG in terms of websites, but the official UF definition of ARG requires a minimum of two websites. ILB had two - the second being Dana's blog, so it barely qualified based on that criteria.

You also stated that a good ARG is a maze rather than a labyrinth. ILB was not a maze, it was linear. Personally, I don't see how it matters whether there is one path or branching paths if the story is told in a manner that compels people to follow.

I don't happen to be a big fan of ARGs with heavy interaction. It's too hard to stay involved because IRC and AIM really are realtime elements and it is not fun to read a lengthy chatlog after the fact. I've said before that using IRC tends to be a crutch for PMs that don't have enough content prepared to move their story forward any other way. I still believe that, but I recognize that some PMs choose to use IRC to move their story forward. In Acheron, we fell back to IRC for one of the characters exactly for this reason. It wasn't part of our original game design, but I was amazed at how many players really got into it.

My other thought on IRC is that it doesn't necessarily equate to role playing. You can interact with a character as yourself just as easily as you could create an online persona for character interaction. People use assumed names on IRC. I suspect, more than we realize, they assume altered identities as well.

With respect to blogs and email, I believe both have their place. Again, I wouldn't want to play a game presented solely using those mechanisms, but they have been an integral part of just about every game since the beginning. Again, remember that ILB wouldn't even qualify as an ARG (by UF's standard) without Dana's blog.

Game styles and styles of play will continue to evolve. For example, I haven't seen an ARG yet that really takes advantage of the messaging capabilities of cell phones. Experimentation will lead many of us to new and different experiences we can't even imagine right now. Some of the experiments and ideas will be really bad. But, from an academic perspective, they're important because it lets us see what is possible.

I predict that as long as chat based args have an audience, PMs will continue to make them. Players can pretty easily gauge (and do) early in a game whether they think they'll be interested. I'm not sure how it diminishes the genre to have nontraditional formats provided that the story and the production values remain consistently high.
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PostPosted: Tue Apr 05, 2005 7:33 am
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taozero
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Joined: 01 Mar 2005
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Location: Back in Alaska...

Can someone define the difference between IF and ARG? I mean...in layman's terms, isn't ARG IF?
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PostPosted: Tue Apr 05, 2005 7:37 am
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bill
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Joined: 25 Sep 2002
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The gaming genre of IF, aka adventure games have stories and puzzles, but are meant to be played individually and the environment is contained within the boundaries of the game engine. (think Zork or Leisure Suit Larry).

I might be wrong, but I interpreted imbri's use of the term to refer to stories told interactively making them more collaborative, but giving up the game-like elements.
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PostPosted: Tue Apr 05, 2005 8:50 am
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Wolf
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Joined: 26 Sep 2002
Posts: 292

Quote:
I Love Bees was most definitely an ARG.


Unless you (like me) didn't have sound capability on your PC. Then it was just something other people did and talked about.
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PostPosted: Tue Apr 05, 2005 10:08 am
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Alzheimers
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Joined: 02 Aug 2004
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In defense of what Tony's saying, in relation to Strange Dreams:

When it was originally conceived back in December, the level of interaction I had planned for SD2 was diverse: Email, Forum, Blog, IRC and IM. There were over twenty mail boxes spread across six domains (the three in-game sites, Earthlink, AOL and Gmail), a monthly in-game newsletter, a phpBB forum that was originally meant to be public, character's blogs, a custom intranet system including Mail and Bulletins (updated DAILY), and various MIRC/JavaIRC/YIM/AIM accounts for different characters to use. There was also a strong web/puzzle element designed around the three main ingame sites.

So what happened? Initial interest was high, but the game itself slowed down to a crawl almost immediately. The pacing just wasn't right, as players tried to acclimate themselves to the world I had created. Right away I noticed something wasn't working. Hints about email addresses began to go ignored. The interest in solving plot-based puzzles was diminishing. Even the logic puzzles were having a hard time finding an audience.

Interest waned, and the story got bogged down as I waited patiently for the community to follow. Was it my fault, as a PM, for not doing a good enough job to keep everyone interested? Was there a problem with my web design, that turned off players to search for clues within the content? Were there just too many games running all at once?

No. Synagogia had changed everything.

Suddenly, everyone expected and wanted face-to-face communication with the characters. Reading their blogs wasn't enough. Daily emails weren't enough. The trail of breadcrumbs through puzzles didn't get as much attention as it used to.

Players had become more interested in the live interaction aspect than they were the static, web-based elements. Expectations of a fixed content Alternate Reality created by in-game websites had shifted into the real-time interaction arena. All the email and all the blog posts in the world weren't going to drive the story anymore. They were still there, but they weren't given nearly the same attention as live characters were.

Players now wanted their actions to have a tangible and immediate effect on the characters. They want to talk to them, to influence them. They want what they say and do to have a real cause/effect relationship in the ARG world.

Everyone wants to be Weephun.

Is this the right way to run a game? Is this the best way to present the story? Is this the correct way to keep an entire community interested in your game? I don't know. What I do know was that the old methods weren't working, and shifting the priority from web/email to IRC/AIM brought a whole new interest into the game.

Maybe that's why so many people are becoming disillusioned with Perplexcity. A year ago, or even six months ago, it's adherence to the traditional lines of ARG design would have been hailed as a masterpiece. Instead, players are bored with the weekly updates, with the endless spec over minutia. Players want to get on with the story, already! Players want to be IN the story.

Like I said, everyone wants to be Weephun.

edit:

To everyone who's read this far, you deserve a cookie! But I just wanted to add one point, going back to the original topic.

Since moving to a more chat-based scheme, the game hasn't suddenly become "IF" or a Labyrinth or a story on rails. In fact, it's even *more* flexible and maze-like now, as I've had to throw out a good chunk of timed events to keep ahead of the players! At least one character has survived to this point and at least two others are dead now, details that totally went against the original plan.

Now, I mold the world around the player's actions. I don't expect the players to fit the mold I created. Is it more difficult? At times. But it's also much more rewarding, to watch as players go off in totally unexpected directions, or to miss the obvious warning signs and go willingly over the edge.
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PostPosted: Tue Apr 05, 2005 10:56 am
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krystyn
I Never Tire of My Own Voice


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

Not everyone wants to be weephun. There are still a ton of us out here that don't want a thing to do with role-playing in a game.

Even when I answered a payphone and talked to Melissa live, I didn't consider my conversation with her to be strictly role-playing. I was ready for a puzzle, or a clue, or a furtherment of plot. I did not play a character. I was me.

I think it's great that people are finding aspects of these games that really get them excited about the outcome, or the process itself. But I, for one, do not crave endless IRC chats and random people AIM'ing me because their puppetmaster controller found my SN on this very forum.

That ain't immersive to me, people.

PostPosted: Tue Apr 05, 2005 12:26 pm
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strife777
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Just a preface that this is all IMHO, so meh Smile

There's a fine line for everything. Puzzles, Standard Communication, Instant Messaging, Live Action, etc. In small doses it can be fine, but a reliance on one sense of media runs the risk of only pleasing one portion of your player base content and happy. To me, the majority of the AIM chats that I've seen relating to the game are rather boring and trite. Some exceptions, yeah, but most people are good enough actors to make it believable or worthwhile. I can suspend disbelief to a certain level, but unrealistic manners of speaking and pushing hints/storyline along is a giant thumbs down in my book. The nearest thing I can relate it to is "I Love Bees". If Kristen wasn't so damn talented, that portion could've/probably would've sucked majorly. She had the ability to stay in realistic character(although I guess you can say an AI isn't realistic, but she stayed true and even with her character at least), and that was the reason the media was successful. AIM chats COULD be successful and interesting, if the actor/actress is talented enough, but the majority that I've seen just aren't, erm, good. Some people want to be immersed so badly that they'll turn a blind eye toward glaring "What the heck?" moments like cars mysteriously exploding on IRC. I'll give you a hint, if you need to express somethings happening, do it realistically Confused

The other issue I have with IRC/AIM, etc. chats are they're reliant on specific scheduling, whereas E-mailing etc. are less time restrictive (yet less personal as well). There's nothing hugely to discuss here, its just an observation.

As a further mini-side note...its all pretty much overdone to this point, and thats why less people are playing the games. IMming, Emailing, Blogs (Blogs suck), etc. as a standard are just getting boring at this point. Sometimes I feel some of these grassroot ARG's are the same interactionary methods, with a different story plugged in. I derive a lot of my enjoyment from the "What the Hell is going on?" factor, and use some different interactive methods in order to draw players in/convey methods. Urban Hunt gets a giant golden star, as well as acts as a good example, for both their Rabbithole looking like an actual reality game as well as using an actual published book to further plot/puzzles. Money isn't an issue in either of those cases (I believe Lulu only takes $$ from what you sell, not to pre-post), and they we're really really damn cool to kept people interested.

Finally, the mention of people having less interst in puzzles...I don't think this is true at all. I just think people wants puzzles that make some sort of freaking sense (and note, I'm not making a comment towards you Alz, I never played Strange Dreams, so I can't comment on why people weren't being drawn to the puzzles in that). Why the heck would anyone in their right mind hide their password to something or other in a puzzle? Why would people have a random puzzle trail on their site? A lot of games seem just to have puzzles for the sake of having a puzzle rather than making sure they have a purpose. Thats what I think push people away. If you have puzzles that make contextual sense, even if they're end up being more social/societal puzzles, would draw the player in more, and possibly immerse them better. Instead of having a random cipher, which will reveal a phone number, have a way to watch a security camera (web camera, anything appropriate), where an actor walks in and uses a phone or something. From there, you have to figure out what number/extension/whatever they called, and that will advance the plotline.

Overall, I think any PM is making a mistake if they think they can make a genre-specific ARG and have the same size player-base as some of the more successful "grassroots" ARG's had. Keeping everybody happy/interested is a humongous challenge, but the blend is almost necessary at this point.

PostPosted: Tue Apr 05, 2005 2:06 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Must....resist.....meta.....discussion......

/me succumbs:

Wow, quite a few absolutes being thrown around here.
Alzheimers wrote:
Everyone wants to be Weephun.


Nope, sorry. Facts don't bear this out. Most ARG players like to lurk. The posters/interacters are but the tip of the iceberg.

Alzheimers wrote:
Maybe that's why so many people are becoming disillusioned with Perplexcity.


I think you may be confusing "so many people" with you, in this case.

Alzheimers wrote:
Since moving to a more chat-based scheme, the game hasn't suddenly become "IF" or a Labyrinth or a story on rails. In fact, it's even *more* flexible and maze-like now, as I've had to throw out a good chunk of timed events to keep ahead of the players! At least one character has survived to this point and at least two others are dead now, details that totally went against the original plan.

Now, I mold the world around the player's actions. I don't expect the players to fit the mold I created. Is it more difficult? At times. But it's also much more rewarding, to watch as players go off in totally unexpected directions, or to miss the obvious warning signs and go willingly over the edge.


Also, and here's where it cuts to the chase for me, when a game (ARG or not) becomes primarily chat-based, you IMMEDIATELY become inaccessible to the majority of players and effectively limit your player-base to a small, select few. Reading through lines and lines of AIM convo frankly just makes my eyes glaze over, and I"m sure I'm not alone in this, although I'll refrain from saying "most people" or "everyone" feels the same way. Wink

ARGs are a game of connect the dots, where the narrative pieces are out there, but usually in the form of consequences of the narrative that the players need to put together to figure out what's happening, as opposed to an AIM game where it's more akin to watching some sort of reverse-universe mime being performed.

Sure, these AIM things can be a lot of fun and highly satisfying for those involved, but they're not accessible to a large audience, sort of like a sleight-of-hand artist as compared to a stage illusionist.

Sure, ARGs can be many things, and pushing the boundaries is great, but I just don't see how a game that is primarily AIM-based is pushing any boundaries. I see it is being the reverse, frankly.

I think imbri's point was that we're losing sight of the basics with all these AIM games. What I take from the 'world to explore' comment is the great thrill of falling down the rabbithole, which has actually become very rare as of late. A game launches, and you're immediately given an entire universe to explore, made up of websites, characters, a story to discover, interaction to pursue, etc. etc. The websites reflect real websites for real individuals and entities in the Alternate Reality universe of the game, as opposed to just being a mysterious website to support an AIM game that doesn't really have a reason for existing beyond that.

Beyond that, at least to me, these AIM games just don't show evidence of investment, which is really important to not only gain a player-base but to instill trust. I know I probably sound like a broken record, but if a prospective player sees an entire universe that has been constructed with rich content, what that does is communicate that someone has majorly invested in this (and I'm not just talking money) and that it'd be a worthwhile investment of his own time to play. Less chance of a meltdown, ya know? There's an issue of trust here, and frankly that is why I can't get behind the majority of these kinds of games, because in my eyes, I just don't see evidence of tangible investment by whomever is behind them. Players have been burned too often in the past by fly-by-night games built off of AIM and cryptic emails and free sites that either suddenly evaporate or grind to a halt from mere attrition.

Now I'm not saying that indie puppetmasters can't create something worthwhile this way, it's just that if they do attempt it, they're doing so at their own peril.

But yeah, I'd say I have to agree. AIM is not a game, at least not an Alternate Reality Game.
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PostPosted: Tue Apr 05, 2005 2:19 pm
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Alzheimers
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Interaction is, by definition, a two-way street. I don't consider it "role-playing" for players to talk to characters, unless they're developing their own ficticious persona for the Game world. And players shouldn't be required to chat along to participate in that world; on IRC, the rooms are typically filled with "Unparticipants," or lurkers who are merely there to watch the action unfold. Think of it as repeatedly hitting F5 on Thursday mornings, 12pm EST, July-Septemper 2004, waiting for Axons to enhottenate.

It's really up to the players to decide how they want to see themselves; whether they are outside participants conversing with characters through a universe-spanning communiciations device a-la their computers, or they're projecting a persona of themselves into the game world, it's more an interpretation by the player than it is the Game itself.

I'm not saying ARGs should be totally chat based. What I'm saying is that right now players are attracted more to the real-time 'immersion' of talking with a live character, than they are towards static content pages and visual puzzles.

Besides, were Riddles not spoken puzzles long before the invention of the internet? Why is a conversation with an in-game character is any less a puzzle than a cryptogram? They both require good observational skills, to pull clues out of seemingly random data. They both require insight into your goals, to extract meaning from those clues. The only difference is, one is being presented in real time, while the other allows you to make your own time.

It's really the same difference between Real Time Strategy games, and Turn Based Strategy games. RTSs like Starcraft and TBSs like Civilization trade the careful consideration of every move element for quick decision making and reflex skills, but at their heart they're still both about strategy.
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PostPosted: Tue Apr 05, 2005 2:20 pm
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RobMagus
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Is reading a story playing a game?

Is having a story told to you playing a game?

Is being in a story playing a game?

Is writing a story playing a game?

I would argue "no" for all four. They are all the -experience- of a story. So when does a story become a game?

Is having to do something in order to get to a part of the story a game?

In a sense, yes. I believe something is a game only when there is something that you must accomplish in order to win/go on/gain satisfaction. Solving puzzles, finding a website, getting access to new parts of sites - all these things have to be done in order to read the boss' blog or to get save someone's life or to find the cube or to get a snippet of an AI's thoughts, and thus make the "traditional multi-website+puzzles ARG" a Game.

Is interacting with a characters in a story a game?

Only if interacting with a character will accomplish something which will allow you to win/go on/gain satisfaction. Otherwise, it is roleplaying - reading, being told, writing, and being in a story.

What, then, is a roleplaying game?

A game in which the players must interact with other characters to accomplish things. This ranges from killing orcs to bribing the gatekeeper to carefully convincing a night watchman to save the Red King's life. If you interact with other characters only to recieve more parts of the plot through the interaction, you are not playing a game. You are interacting with the characters in a story.

Are gAIMes/SNARGS/Interactive Fiction games?

Nope. They certainly are interesting experiences and another way to avoid work while on the internet, but considering the things I have argued, they are not games. You do not have to accomplish things to achieve a goal - you interact with characters in a story.

What about gAIMes/SNARGS/IF in which you DO accomplish things by interacting with characters?

I haven't encountered any, but I suppose I have to allow for their existance. In that case, sure they're games. They're roleplaying games in which most of the players play themselves. RPGs are a kind of ARG, but they are not nearly as immersive as they could be.

Why are you so awesome?

We may never know.
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PostPosted: Tue Apr 05, 2005 2:27 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
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Location: Is not Chicago

I am for good or for awesome.

Reading a book may not be playing a game, but do recognize that a book has already been written, edited, and published in a static format, before you ever lift it off a shelf and crack the spine to the title page.

Alternate reality, on the other hand - it's happening in relative real-time, unfolding as your day progresses. Fictional characters living through events that happen concurrently with you brushing your teeth in the morning, having your six-month review with your boss, asking that girl out for coffee.

The story becomes the game when it truly is the game. When it stops nodding at itself, when it tends towards organic empathy towards itself, rather than gratuitous roadblocks and deus ex machina.

At this point, ideally (for me, I know not everyone shares my vision), the game becomes not a game. The characters and events in it are just as important unto themselves and their reality as you signing your name to a down payment on a house, or finding out that someone you know has passed away. The stakes are high, and immediate.

There's a lot of meta in the games I am seeing lately, and I think that's why it's been difficult for me to play some of the new efforts out there.

I don't know why Josephine kept messaging me in AIM, repeatedly, despite my attempts, in-game (in character, even! gah!) to let her know I didn't appreciate the methods used to get me involved ... I was constantly reminded that the ONLY reason she even pinged me in the first place was because her puppetmaster creator found my AIM info on my profile here.

Tell me, how am I supposed to believe in that alternate reality? I might not even mind the AIM thing so much, if it weren't so blatantly whacking me over the head that I am being played. I'd rather be a player.

PostPosted: Tue Apr 05, 2005 2:43 pm
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krystyn
I Never Tire of My Own Voice


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

not a playa, mind you

I'd need more bling

PostPosted: Tue Apr 05, 2005 2:45 pm
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Alzheimers
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Joined: 02 Aug 2004
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strife777 wrote:
The other issue I have with IRC/AIM, etc. chats are they're reliant on specific scheduling, whereas E-mailing etc. are less time restrictive (yet less personal as well). There's nothing hugely to discuss here, its just an observation.


Which was my opinion at first, too. See above: SD2's planning stage was more about Email and the Forum then it was about chat. The problem? Very few bites at the bait. My "player of the game" was Phaedra, up until she decided to just quit the mail convo she was involved in. And that was still in the first week. (ps, love your LJ, hate the petty bs in comments, and no I'm not really that arrogant in real life.)

strife777 wrote:
As a further mini-side note...its all pretty much overdone to this point, and thats why less people are playing the games. IMming, Emailing, Blogs (Blogs suck), etc. as a standard are just getting boring at this point.


Except for IMing, which until Synagogia was used extremely sparingly, I would tend to agree with you. The problem is, it's hard to get people to buy into new techniques if you're not casting the widest possible net. ILB's payphones worked because it had such a wide market; that many players would quickly overwhelm a small game. And if it failed to generate interest? If the PMs are footing the bill and not MS, then it's doubly risky.

strife777 wrote:
Urban Hunt gets a giant golden star, as well as acts as a good example, for both their Rabbithole looking like an actual reality game as well as using an actual published book to further plot/puzzles. Money isn't an issue in either of those cases (I believe Lulu only takes $$ from what you sell, not to pre-post), and they we're really really damn cool to kept people interested.


No argument here--Urban Hunt was the game that sold me on ARGS--but it doesn't really address the issue of game interactivity balance. Urban hunt used mail and prerecorded phone calls, both ALREADY USED, to interact with their players. The emails I got were few and far between. Their only innovative idea was Puzzlecards, and even that just boiled down to another excuse for solving puzzles. Harbingers was my homage to the Unraveling, still my favorite event in any ARG to date.

strife777 wrote:
Finally, the mention of people having less interst in puzzles...I don't think this is true at all.


The same people have the same interest as a year ago. There are just more people now, so the ratio of Puzzlers to Nonpuzzlers has dropped significantly. I'm talking about keeping as many players interested as possible, not just satisfying those great oldtimers who hang around to solve puzzles and lurk in their caves. If I'm performing for a crowd, I might as well sing the songs they want.

strife777 wrote:
Overall, I think any PM is making a mistake if they think they can make a genre-specific ARG and have the same size player-base as some of the more successful "grassroots" ARG's had. Keeping everybody happy/interested is a humongous challenge, but the blend is almost necessary at this point.


And that was the whole point of my response. I *tried* to be everything for everyone. I had puzzles, I had emails, I had chat and forums and newsletters. When I diversified too much, people lost interest. The chatters didn't want to read the emails. The puzzlers didn't want to read the chat logs. The feedback I got was that there were more people interested in talking to the character then there were interested in writing emails or solving their puzzles. That's not to say I gave up completely on those areas. Players who couldn't participate in chat still kept up active email threads (God, I love Gmail!) Puzzles continued to appear. But the main issue of plot advancement fell to those who were willing to push the issue with the characters via chat. Since then, forum activity and server hits both spiked.
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If at first you don't succeed, blame the cruel PM.

PostPosted: Tue Apr 05, 2005 2:46 pm
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