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it's an alternate REALITY!
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rowan
Unfictologist

Joined: 12 Apr 2004
Posts: 1966

strife777 wrote:
It makes absolutely no sense whatsoever, unless your server has magical psychic internet trolls with purple boots, or has an alliance with the Care Bears.


I can wholeheartedly attest that the only reason people played my puzzle trail was because of the Care Bears. If more people had the Care Bears in their games, ARGs would be a better place. Now if I could only find a way to make an ARG with Care Bears, My Little Ponies, Lesbian Pixies and Ferrets - I would make a fortune. Very Happy
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PostPosted: Tue Apr 05, 2005 4:48 pm
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imbriModerator
Entrenched


Joined: 21 Sep 2002
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evil roboferrets!

PostPosted: Tue Apr 05, 2005 4:54 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

strife777 wrote:
"I'm just saying that just because it didn't work for you, it isn't fair to use that as a law for the trend in players."


I think observing trends is the only logical way to determine what people like and what people dislike. The trend right now seems to be towards live interaction, and it isn't unique to my game. The whole explosion of message-focused gaming is what's led us to where we are now. If it wasn't something people were interested in, we wouldn't be having this discussion.

I think the meat of the argument is the importance that such a feature plays in the popularity of a game. Specificly, the role of immediate individual player feedback on game flow. Because really, after all the fluff, that's what this is. It's about a player communicating to a character in a direct manner, and how that changes the group dynamic and the narrartive style of the game.

What you would argue is that most players prefer to remain in the shadows and watch the action from a distance. They like static content because it's safer, and easier to digest at their convenience. They don't like reading chat logs because it's hard to read, informal in tone, and they don't get to experience the same feedback as the players involved in the discussion.

What I'm saying is that players are trending towards wanting to participate in a more direct manner, that they're going to lengths to make themselves available for characters to communicate with, and that the level of immersiveness for these players is higher and therefore more Realistic than fumbling through corrupt webpages with purposefully hidden clues stuffed in them like Easter Eggs. I'm not talking about "IF", or letting the players write their game. What I'm saying is that, within the ARG Universe I've created, players are more interested in communicating with the characters in a real and personal manner than they are about reading asides and running obtuse mental obsticle courses.

I don't mean to imply that it's what *everyone* wants. I've already said that my goal was to make the game as accessable to as many people as possible. I have puzzles. I have blogs and forums. What really seems to get the most people interested is when my characters come to life for them.

And really, isn't that what an ARG is? If the characters aren't "real", then it doesn't matter if the interaction is IM or carrier pigeon. If I can get a more effective response from the players by talking to them through IRC instead of email, then why not? And the more players that decide that this is how they want to interact with the world, the less complaining there will be about having to read chat logs, because they'll already have experienced it.
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PostPosted: Tue Apr 05, 2005 5:51 pm
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weephun
Entrenched


Joined: 25 Aug 2004
Posts: 908
Location: Fuquay Varina, NC

Alzheimers wrote:
...
Everyone wants to be Weephun.
...
Like I said, everyone wants to be Weephun.


Well of course they do! Wink

J/K

Actually most people that I know here, while they respected the role that I played, were very happy with their own. There are many here for the puzzles, many for the great stories, many here of a myriad of other reasons, and a large majority (from my experience) of lurkers just watching it all go down.

It's also true that there were and are people who would love to have my kind of visibility in a game. And it may be that a larger percentage of those new to the ARG scene want that type of thing as a lot of them were drawn here by ILB. But ILB was great long before and after weephun. ILB would have been great without weephun altogether. It would have been different yes, but still great.

What made it great in my opinion and what drew me in? The story, the characters, the feelings and the emotions. Interacting directly with the characters was wonderful, but only because they were already wonderful characters to begin with. If that had not been there to begin with no amount of direct interaction through AIM, phone, email whatever would have created a good game.

I personally see AIM as another form of what happened in ILB with phone calls. The problem with AIM is that, unlike what we received through professionally acted (and not so professional recorded players speaking on the phones) sound files on a website, there isn't such a nice way to make AIM conversations available to the rest of the players.

During ILB almost every interaction made with any one player by the in-game characters was made available to all the players by means of sound files and blog posts. These type of things are much easier to propogate information with than trying to get everyone to read through multiple AIM conversations. And while it appears that there are people willing to do that in order to keep up on a game, I doubt it will ever appeal to a larger audience.

Another caveat that I experience is the fact that I cannot access AIM while here at work. Hitting a few websites and a forum on occasion gets OKed, but again, not in excess. I wouldn't be surprised if this is the case for many.

Anyway, my 2 cents (since I seem to be invariably brought up in all these meta discussions).
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- Sean Stewart: "generally people like seeing their names on TV, although probably no one has had a more mixed experience with that then weephun, God bless him.
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PostPosted: Tue Apr 05, 2005 6:35 pm
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yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
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Alzheimers,

You keep making these blanket statements - like:

Quote:
Synagogia had changed everything.
Suddenly, everyone expected and wanted face-to-face communication with the characters.

,
Quote:
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.

,
Quote:
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.

,
Quote:
People want more interaction.

, the metaphoric
Quote:
Because the diner serves New York style cheesecake; because that's what most people want. And hey, who am I to turn down cheesecake?

,
Quote:
The trend right now seems to be towards live interaction, and it isn't unique to my game.

, and
Quote:
I don't mean to imply that it's what *everyone* wants.


Perhaps, but you DO imply that it's what people in general want, as will be seen from the below.

This collection actually doesn't include any quantitative statements you made within the context of the discussion of your game (where statements like "most people" are easily understood to be as "most people playing your game").

You can't expect to hold a debate by speaking in absolutes once you're past 7th grade. In every one of the above statements, you should be saying "everyone who is playing my game" and "players of my game" every time you say "everyone" and "players".

Why don't you, despite strife's numerous attempts to point that out to you? Is this due to oversight, poor phrasing, simple disregard for conventions of logic? I'm afraid not - as can be seen from this:
Quote:
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.


So, you do actually mean to say "players" and "many people" - not "players of my game" or "many people playing my game". You even go so far as to lump PC players in there, blissfully ignoring the fact that there is not a single post on the syzygy board that says anything along the lines of "I want more AIM/IRC interaction".

Perhaps you meant "PC players want updates, they want the game to start, they want the story to get going - they want to start playing" by "Players want to get on with the story, already! Players want to be IN the story."??

No, you couldn't have - as this statement is made within the context of "old methods weren't working", "shifting the priority from web/email to IRC/AIM", and "Everyone wants to be Weephun". Thus, you do actually mean: "PC players are disillusioned with the game because they are not getting the interaction" (namely IRC/IM based interaction, since that's what the whole post is about).

Such persistence in claiming that players/people/everyone want - nay, demand - interaction (again - namely, chat-based interaction, since that's what we're talking about) made me extremely curious! Just how many people are into these AIMgames? Is it really the majority of them (well, us), or even a large proportion? Is interaction-heavy, IRC/IM-based gaming really the new trend you claim it to be? Is this what most of us are now "interested in"?

I decided to pick your game as a case study Smile I counted 32 unique nicks under which people posted on your game boards - here and on Immersion Unlimited. Let's say that there are twice as many that go to IRC and don't post at all. My total is now 96. Let's also account for lurkers - given that it's an interaction-heavy game, I can't imagine the ratio of lurkers/players to exceed 2. That brings the grand total to 288 - but let's make it a nice round number, like 300.

I'm not going to attempt a guess as to the number that comprises "people/players/everyone", but I feel very safe in saying that you'll be lucky if 300 is 5% of that number. 5% is not trend-setting. Observing the behavior of 5% is not the "the only logical way to determine what people like and what people dislike." 5% is not a valid statistic to base your "players are trending towards wanting to participate in a more direct manner,.. they're going to lengths to make themselves available for characters to communicate with" statement on.

I am afraid that even you summed up ALL the players of ALL the currently running interaction-heavy games, you would be hard pressed to come out with a number that passes the 1/3 mark of total player base.

In conclusion, I am not convinced. I tried to find every possible evidence to support your claim that "The trend right now seems to be towards live interaction", and, as you can see, I couldn't. I suggest you look at the situation objectively, and revise your opinion - or at least your claims Smile
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PostPosted: Tue Apr 05, 2005 6:56 pm
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Varin
I Have No Life


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

Quote:
Are gAIMes/SNARGS/Interactive Fiction games


hehe, gAIMes. AIM isn't really a believable rabbithole for me. Like others have said, how did the character get my AIM name? I'll give kudos to the one gAIM (was it Albrecht Wasser?) that msg'd hkdl and said that they meant to message someone with a similar name (like hkld or something). At least they had a clear explanation for the AIM contact. I can forgive alot as long as there is a believable explanation.

Quote:
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,


No, you're not alone. I'll be honest with my personal opinions here. I dread, absolutely dread, reading lengthy chats that someone else had with a character. It's...just...not...fun. I can put up with it a couple times in a game, but not for an entire game. It's just not for me. I'm sure there are others who don't mind it at all, but reading about an interaction isn't that exciting to me. ARGs are all about the immersion for me. I don't personally become immersed by reading what someone else talked about with a character. It's like listening to someone tell me, in detail, the plot of an entire movie. I know what happened, but I'm not really emotionally invested in any way.

But on the other hand, I don't mind reading through blogs at all. I kind of enjoy getting extra background information out of the character without them knowing it. So it's not really a matter of reading lengthy text that gets me. It's what the lengthy text is, I guess. A bunch of blog entries (if done well) were well thought out by the PMs and written ahead of time. I can actually believe that I'm peeking in on a part of the character. I still feel a sense of immersion because I'm the one doing the research on the character. A lengthy chat with one player, if the PM isn't well prepared, seems too planned. I don't want to see a character try to goad a player into asking the right questions so they can reveal the information they need to for the plot to progress. And most of the time, it's not all that believable for me. If my sister is kidnapped by the government and being held against her will, I'm probably not going to randomly start IM'ing people. I don't know those people. How would I know if they could help me in any way?

Quote:
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.


I wonder if some of the different views result in this giant mass of new players whose only full ARG experience was ILB? I wish more of the ILB'ers had played Urban Hunt so they could get a taste of what else can happen in an ARG. I, of course, liked ILB - don't get me wrong. But it didn't have a wide variety of tools. It probably didn't really need more of a variety since they were calling payphones across the entire US. I think the more ARGs a person gets under their belt, the better Razz...but...

Quote:
The new players that these games bring in haven't seen everything that we've seen - perhaps our seasoning has made us hyper-critical of tradition and the tried and true because we've seen both the wonderful and the horrid ways these devices can be used.


...I think this is probably true also. To use the movie example again - The first movies that used special effects wow'd everyone out of their seats. Now special effects are a dime a dozen. We're all overcritical, I think, when we see a special effect in a movie that just doesn't look real enough. It can certainly ruin a movie that would otherwise be decent.

I guess I'm lucky that my first was Chasing the Wish. It had a variety of tools and exposed me to quite a bit early on so from the start I had an idea of what could happen. It had a great story that intrigued me that I wanted to follow through until the end. It had characters I cared about and actually wanted to help. No, it wasn't perfect. But if 90% of a game is excellent and immersive and interesting, I can overlook a few things I don't like.

Quote:
If we have to download a special application through which all the gameplay must pass through (such as Majestic did), then that lessens the immersion factor. Using the phone to call someone isn't old and hackneyed, rather it's a way to break into our real world, because we ALL USE PHONES. Get it? That's the alternate reality part, people. It's another reality that breaks into our everyday, real life, established realities.


Yes! One of my fondest ARG memories was getting a phone call from Dale while I was at work. I'm trying to sell stuff on the sales floor while I'm explaining to Dale what he should do. Woo! Everyone thought I was crazy. I get immersed when the line between the game and my life is blurred. I don't want to live in a fantasy world where I think Dale Sprague is real, but I want it to immerse me enough that I can forget at moments that he isn't.

Whew. So in summary - I want to be excited by an ARG. I want to be interested in the characters. I want to feel immersed. I want to believe. I want to explore. I want to exercise my brain with some problem/puzzle solving. I don't care if I have a direct personal impact or not. I don't want to see the curtain sway back and forth every time there is a problem. I just want to be there to experience the story as it unfolds and hang out with some friends while I do.
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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 Apr 05, 2005 7:11 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

As usual, Yanka hits it on the head. As someone who loves numbers, Alzheimer, you must know that a sampling is only representative of the pool it's taken from. The pool must be a lot bigger than one game before you can imperically assert a trend. Very Happy

It's all about perspective, I guess.

Why am I suddenly reminded of the Indian proverb about the 6 blind men and the elephant?
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PostPosted: Tue Apr 05, 2005 7:13 pm
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strife777
Guest


1) I heart Yanka. You rock.

2)
Quote:
I think observing trends is the only logical way to determine what people like and what people dislike.


When you do a study, that includes more things that just your game (or two games, whatever), and includes some sort of real physical player response, rather than relying on server stats (since once again you CANNOT give the exact reason for the popularity spike), come back and talk. Seriously, I'm very interested to see if you're right.

[Edit] On a more Meta note...
In general, I don't really understand why we can't accept ARG in general as a growing definition rather than pointing in one direction or another. There's a place for "classic" games, and a place for AIM games, and a place for cybernetic implant games, and certainly a place for Lesbian Pixies. To sit there and waste time determining what "Players want" is both short-sighted and pointless. PM's are going to make what they want to make, and players are going to play what they enjoy to play. If AIM conversations do become all the rage, then they do. People who enjoy that type of thing will enjoy it, and players that don't will jump at the next great thing thats something different that they will enjoy. Nothings going to stop the evolution of this genre (save apocolypse, or a Care Bear invasion), and NOBODY knows where its going to end up. How bout we just enjoy it rather than trying to pin it down and mount it on the wall?

PostPosted: Tue Apr 05, 2005 7:34 pm
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ScarpeGrosse
Site Admin


Joined: 30 Nov 2002
Posts: 1678
Location: The Shiny Castle in the Sky, Full of Cotton Candy and Hazelnut Lattes

I'm going to throw something else out to mull over:

The idea that storytelling is an active thing and what makes a good story/storyteller is a dynamic and interactive relationship with the people you are telling the story to.

For example, think back to your college lectures, or that really boring family member who speaks in horrible runon sentences in a bland, dry, soulweeping monotone voice. They may be telling you the most hilarious story you've ever heard, but you'd never know it because you were so very bored with the delivery that you were unable to become engaged in the story itself. Had your lecturer/reallyboringfamilymember danced around, or make sweeping motions with his hands, or interacted with you in an engaging and thrilling fashion, you'd probably have learned more/cared more about what was being said. It's like the friends that you go to the bar with: you want the ones who will be entertaining and engaging - not someone who's going to sit there like a lump and stare into his/her pint glass all night, mumbling about American Idol, very dully and with no flare or fashion.

Now let's draw a rather distant parallel: IRC/AIM chats.
To me, these are the ARG equivalents of my boring history professor. How do you portray exuberance or anger in these chats? BY USING CAPITAL LETTERS! FEEL MY EMOTION! Some PMs might even be able to use BOLD CAPITAL LETTERS TO EXPRESS ANGER! ARRRRGGGHHH! I'M MAD!
However, despite the appearance of emotion in these chats, I don't actually feel the emotion, like I would in the physical presence of a storyteller or character (hence, why I've always considered phone usage to be fabbity cool - you can hear the emotion in the voice and become physically responsive to that emotion yourself).
Similarly, ARGs that use blogs and are more website-driven allow glimpses into a character's emotional state. The web media allows much more freedom of expression with the use of color and pictures and font changes and depth of website structures that tunnel you into the mind of a character, and by doing so, visually express the emotional state of a character, in a state that is both visually and emotionally engaging for the player. A good example of this in my opinion comes from MetaCortex (MU) and Dina's blog. As the player discovered the hidden pages within Dina Nakota's website, they were clued in to her emotional state: The pages her darker thoughts/dreams were displayed on were encoded with black backgrounds and red text, her drawings were dark. You could tell just by looking that the woman. was. upset. The visual context to the verbal content.

In my opinion, if the ARG isn't working in a traditional format, it may not be the fault of the players, but in faulty storyTELLING. The more engaging the world of the characters (through the format of how the story is told "online"), the more "sticky" the story and what's happening to the characters will be in the players' minds. The Stickiness factor is what essentially "sells" the ARG - Some ARGs are like those annoying Band-Aid commercial jingles "I am stuck on bandaid brand cause bandaid's stuck on me" - that jingle is stuck in my brain for the rest of all eternity because of effective marketing - BandAid "sold" me on the idea that they really work! If the ARG story is told effectively, you will sell the ARG to the players from the onset, and that story will stick in their brains and will engage them emotionally and physically, and in turn, they will engage the storyteller (PM) in their love for the game.

(have I rambled enough yet?)
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PostPosted: Tue Apr 05, 2005 8:26 pm
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imbriModerator
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Joined: 21 Sep 2002
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and we must never forget the international instant messaging standard for "I've just been Posessed":


akesrahwlrhealkjdsfnlasuidyrlakwjenglkajghrlkewuirlhawkejfnalsier


-b

PostPosted: Tue Apr 05, 2005 8:42 pm
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ScarpeGrosse
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How could I forget? I still have Pepsi stains on my wall from snorting it out my nose...
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PostPosted: Tue Apr 05, 2005 8:43 pm
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Phaedra
Lurker v2.0


Joined: 21 Sep 2004
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Location: Here, obviously

Alzheimers wrote:
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.)


Wow, randomly scanning down a thread I haven't been reading, and my name pops up.

Alzheimers, I'm sorry, I feel like a total bitch. The day I posted that, I was going on either my third or fourth night with 0 hours of sleep, and I was testy.

Basically I quit the mail convo because I was tired, I was working on some other things, and the utter lack of response on the forum to everything I posted about the mail, and all my speculation about the mythology of the game convinced me that I was indulging my own interests rather than being a good player. I'm not a puzzler, and I don't really hang out in chat, so the storyline was pretty much the point for me. But I'm an obsessively social person (if you didn't notice) and the lack of a conversation on the forum really discouraged me.

I do hope to someday find out the Whole Story of What Was Going On, but right now I've got other RL stuff on my plate and can't really devote the time to playing an ARG. Sad

P.S. -- shocked and flattered that you read my LJ! If you have an account, let me know your username so I can friend you so you can read (and see) the locked entries! Smile
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PostPosted: Tue Apr 05, 2005 10:02 pm
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Alzheimers
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Joined: 02 Aug 2004
Posts: 339

Since this is quickly turning from a conversation on the merits of PM techniques into a personal attack, I'll just take the opportunity to apologize to Phaedra for calling her out like that, apologize further for the lack of conversation in the SD forums (although I recognize that there's really nothing in the UFTOS that I could have done about that), and finally apologize to those who wasted countless hours of productivity in the hopes of dragging this out even longer.

Let me just say that when I provide entertainment for the community, I try very hard to provide the best experience to the utmost of my meager abilities. You may not agree with my methods or my style, you may not even like me or my game. But I'll never be accused of ignoring the needs, wants and desires of my audience.
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PostPosted: Wed Apr 06, 2005 12:07 am
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Nightmare Tony
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I would beg to differ in terms of the previous format which was more the traditional ARG format with websites and puzzles and very little interaction. Alz found the interactive AIM to garner more player interest and it worked. That doesnt mean the original format was bad at all.

Maybe consider that players are finding it more exciting. you can always go back to PPC crowd scene and endlessly spec on very little storyline compared to where it is potentially is going to go., PPC also appears to have no real player affectation for the story change as of yet.


Tranquil Valley relied on journals and some AIM chatwork as well as a couple of puzzles. But it was WI that helped bring the interactive to the forefront.

Alz was first in the game merge which WI/Syn followed thereafter but got more glory. Alz ran teh two seperate games in the different formats for different player interests. Player interest definitely shifted over to teh interactive SD2 side of things.

The entire genre evolves. Players are wanting and needing more interaction in their games. And PMs are changing their games to supply the need.

If you wish, you can go back with the old ACE argument back claiming that the only true rollercoasters were wood and that steel rollercoasters were simply not rollercoasters. Or the more recent, as in 1996 fracas about Superman: The Escape. The world's first rollercoaster to reach over 100 miles an hour. Couple here and there claiming it to not be a . Which it definitely is. The basic is running by gravity.

The basic for ARG is the storyline told from behind the curtain. The methods evolve with new ways of storytelling.
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PostPosted: Wed Apr 06, 2005 1:07 am
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catherwood
I Have 100 Cats and Smell of Wee

Joined: 25 Sep 2002
Posts: 4109
Location: Silicon Valley, CA

How did this get up to 4 pages without my opinion?

Interactivity: If a player wants interaction with a character, the AIM is for their personal enjoyment, not the rest of the player base. While it is generous for them to share their chat logs with the rest of the community, I don't see the point. Players who want immersion via chat/IM will have their _own_ logs; players who don't like such a direct contact with the characters won't be reading the logs. (Same could be said for emails, to a lesser degree.) Reading a conversation does not make me feel immersed; it is a passive experience.

Alternate Reality: It's about the creation of an illusion. For me, the deeper the world, the more real the illusion; for another player, the illusion is created by conversations. Unfortunately, for me personally, the conversations actually break the illusion. Does the creation of a website (with or without puzzles) break the illusion for other players?

Genre: We're still experimenting. We are also using one particular forum which might not be able to cater to a widening population, if their common interests diverge too far. Is it such a bad thing when players who enjoy one flavor of game choose to hang out on another forum, with people who share a similar opinion? I don't make you all go out and register at www.thestone.com to play those kinds of puzzles, because I do not expect all of you to enjoy that mode of play. It doesn't mean we cannot play other games together here.

ack! time for another TV show...

(later edit to add): I'm not saying the IM's are bad; I'm saying that the _posting_ of _logged_chats_ are bad in a tedious way. Twenty different players might enjoy having their own version of the same basic conversation with a character, but there is no need for them to post every log. Doesn't anyone know how to summerize the essence of what was said?

PostPosted: Wed Apr 06, 2005 1:58 am
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