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Gupfee
Site Admin


Joined: 22 Sep 2002
Posts: 817
Location: Massachusetts

krystyn wrote:
Just as real, live human beings are more than the sum of their labels, I think that characters, in order to really grip the imaginations of your players, need to be more than, "Tragicomic ice princess stalker with a dash of melodrama and a beanie cap with rounded ears."


You forgot, "who suffered childhood trauma because of large green costumes with oversized infant accessories."

You're welcome.

PostPosted: Wed Apr 06, 2005 9:09 am
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strife777
Guest


Alz, you shouldn't feel personally attacked, because I really don't think thats was the point at all. I respect what you do and I really do think theres a place for what you want to do, and there is a player-base that will happily scoop up and play the type of ARG's that you create.

My point was, and still is, that your ARG does not represent the entire genre. The "trend" (and by trend, I mean the spike that you saw in your game alone) you showed can be explained by probably 300 other different reasons than "All new ARG players want Live interaction and no puzzles," and I just wish you would acknowledge that. By basing things on "server hits", I can sit there and say games like PPC MUST be what people want to play, since they have probably 1,000 times the server hits any grassroots game does. So since they have no live interaction(currently), ARG players must not want any interaction! It just wouldn't be fair to you. You don't have the advertising budget.

So all in all, I'm not attacking you, and hopefully you don't feel that way. I just heavily dislike when people make blanket statements based off of the way they personally want things to go, and have no real anything to back it up. I'm glad you're having successes as a PM, and I hope you keep at it, and have even more. Smile

PostPosted: Wed Apr 06, 2005 9:16 am
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Phaedra
Lurker v2.0


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

krystyn wrote:
Just as real, live human beings are more than the sum of their labels, I think that characters, in order to really grip the imaginations of your players, need to be more than, "Tragicomic ice princess stalker with a dash of melodrama and a beanie cap with rounded ears."


Gupfee wrote:
You forgot, "who suffered childhood trauma because of large green costumes with oversized infant accessories."

You're welcome.


Wow, poor Ozy gets no love from EITHER of you, huh?
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World Champion: Cruel 2B Kind


PostPosted: Wed Apr 06, 2005 12:22 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Phaedra wrote:
krystyn wrote:
Just as real, live human beings are more than the sum of their labels, I think that characters, in order to really grip the imaginations of your players, need to be more than, "Tragicomic ice princess stalker with a dash of melodrama and a beanie cap with rounded ears."


Gupfee wrote:
You forgot, "who suffered childhood trauma because of large green costumes with oversized infant accessories."

You're welcome.


Wow, poor Ozy gets no love from EITHER of you, huh?


/me spits his coffee out through his nose.
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PostPosted: Wed Apr 06, 2005 1:12 pm
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Phaedra
Lurker v2.0


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

vpisteve wrote:
Phaedra wrote:
krystyn wrote:
Just as real, live human beings are more than the sum of their labels, I think that characters, in order to really grip the imaginations of your players, need to be more than, "Tragicomic ice princess stalker with a dash of melodrama and a beanie cap with rounded ears."


Gupfee wrote:
You forgot, "who suffered childhood trauma because of large green costumes with oversized infant accessories."

You're welcome.


Wow, poor Ozy gets no love from EITHER of you, huh?


* vpisteve spits his coffee out through his nose.


I bet vpisteve thinks that was a joke.

I'll have to PM him the picture, since I'm not mean enough to post it on the forum.

Unless you have an LJ account and are a Friend of Ozy's, vpisteve?
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World Champion: Cruel 2B Kind


PostPosted: Wed Apr 06, 2005 1:27 pm
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Gupfee
Site Admin


Joined: 22 Sep 2002
Posts: 817
Location: Massachusetts

Phaedra wrote:
krystyn wrote:
Just as real, live human beings are more than the sum of their labels, I think that characters, in order to really grip the imaginations of your players, need to be more than, "Tragicomic ice princess stalker with a dash of melodrama and a beanie cap with rounded ears."


Gupfee wrote:
You forgot, "who suffered childhood trauma because of large green costumes with oversized infant accessories."

You're welcome.


Wow, poor Ozy gets no love from EITHER of you, huh?


Hey, Ozy gets all my love. I just have an odd way of showing it.

PostPosted: Wed Apr 06, 2005 1:53 pm
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Phaedra
Lurker v2.0


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

Gupfee wrote:
Phaedra wrote:
Wow, poor Ozy gets no love from EITHER of you, huh?


Hey, Ozy gets all my love. I just have an odd way of showing it.


Oh, all right then.

<reflects again on The Picture>

<snickers uncontrollably>
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PostPosted: Wed Apr 06, 2005 1:54 pm
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

One thing to counter, it really IS kind of hard to compare Bees, PPC and Beast to the grassroots efforts we are seeing. Those have more players because of the mass advertising involved. Movie posters, AICN, Halo2 trailer, how can a grassroots ARG possibly compete to bring in so many players? It really would be tough for a grassroots to work with over 1 million players on an AIM chat. so the communications techniques to these behemoths isnt valid in trying to invalidate the techqniques used in a grassroots.

(ok, personal opins here begin)
blogs I find more impersonal, actually. The AIM chats have the immediacy of the give and take to help shape where things need to go, for the game to respond to clues immediately instead of on a delay. And blog responses don't appear to create any game response from the players, merely commentary.

A more valid form which isnt available on UF to allow the give and take and blog format would be for allowing the game characters to post and reply in forums. That is why SD2 has their own forum for the game characters and a future project I am working on will also have its own forums for the game characters and players to interact with. The reasoning to that one is if a real life forum used for the purpose was utilized, the non players would over run it and destroy the game dynamic.
(end personal opin)


If I was going to put a base definition for an ARG, it would be:
1. A PM or set of PMS operating behind the curtain. Their identities may or may not be known. That does not matter. When they are behind the curtain and the game is in full force, they ARE the characters or settings for the game, similar to actors.

2. A set of players working together to solve and play through the entire game.

3. A compelling storyline. One that is advanced through the player's actions, whether it be direct interaction or static puzzles.

4. The rabbit hole entry, whether it be the website or AIM conversation, it is the signpost saying "THIS WAY IN".
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PostPosted: Wed Apr 06, 2005 1:58 pm
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Phaedra
Lurker v2.0


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

Nightmare Tony wrote:
One thing to counter, it really IS kind of hard to compare Bees, PPC and Beast to the grassroots efforts we are seeing. Those have more players because of the mass advertising involved. Movie posters, AICN, Halo2 trailer, how can a grassroots ARG possibly compete to bring in so many players? It really would be tough for a grassroots to work with over 1 million players on an AIM chat. so the communications techniques to these behemoths isnt valid in trying to invalidate the techqniques used in a grassroots.

(ok, personal opins here begin)
blogs I find more impersonal, actually. The AIM chats have the immediacy of the give and take to help shape where things need to go, for the game to respond to clues immediately instead of on a delay. And blog responses don't appear to create any game response from the players, merely commentary.

A more valid form which isnt available on UF to allow the give and take and blog format would be for allowing the game characters to post and reply in forums. That is why SD2 has their own forum for the game characters and a future project I am working on will also have its own forums for the game characters and players to interact with. The reasoning to that one is if a real life forum used for the purpose was utilized, the non players would over run it and destroy the game dynamic.
(end personal opin)


If I was going to put a base definition for an ARG, it would be:
1. A PM or set of PMS operating behind the curtain. Their identities may or may not be known. That does not matter. When they are behind the curtain and the game is in full force, they ARE the characters or settings for the game, similar to actors.

2. A set of players working together to solve and play through the entire game.

3. A compelling storyline. One that is advanced through the player's actions, whether it be direct interaction or static puzzles.

4. The rabbit hole entry, whether it be the website or AIM conversation, it is the signpost saying "THIS WAY IN".


Oh, FINE, undo my threadjack. Razz
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World Champion: Cruel 2B Kind


PostPosted: Wed Apr 06, 2005 1:59 pm
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vpisteve
Asshatministrator


Joined: 30 Sep 2002
Posts: 2441
Location: 1987

Nightmare Tony wrote:
One thing to counter, it really IS kind of hard to compare Bees, PPC and Beast to the grassroots efforts we are seeing. Those have more players because of the mass advertising involved. Movie posters, AICN, Halo2 trailer, how can a grassroots ARG possibly compete to bring in so many players? It really would be tough for a grassroots to work with over 1 million players on an AIM chat. so the communications techniques to these behemoths isnt valid in trying to invalidate the techqniques used in a grassroots.


Hmm, this brings up an important point to me, one that I've really not been able to quantify until now: Achieving a large player-base for a grassroots project has been done, and it can and should be done, or at least attempted, every time. This whole idea of "I'll do a grassroots game, and I'll just aim it at the ARG Community to pull my players from," is bogus, imho. Either aim it at a worldwide audience or don't do it at all. I mean otherwise, what's the point? We then become a little cadre of people on the internet who put on games for our own enjoyment (*shudder*).

OK, maybe there's a point to some people, but that's not what we are here, by any means. Nevertheless, that seems to be the direction the dynamic seems to want to be taking things with all these AIM games, etc. I'm sorry, but I don't want to be part of a weekend ladies group who performs Shakespeare scenes for each other, you know what I mean?

There have indeed been successful indie games that have generated pretty substantial numbers, and they've done it by innovative launch techniques and ultimately high production values and, most importantly, quality writing. Look at Dread House, Metacortechs, Acheron, Chasing the Wish, etc. For a grassroots PM team to say to themselves "Well, we'll just aim this game at this community or that community and, ooooh look, they have AIM info in their profiles!" is incredibly weak.

I mean, if you're an aspiring novelist or playwrite, you don't say to yourself "I'm going to create something just for my friends, with inside jokes, and they're my friends so they'll say they like it no matter what." No, you write for as wide an audience as possible, because you want your work to be as accessible as possible, right? So why should this be any different? When did this become the Weekend ARG Club???

That's the main problem with these primarily AIM based games, if you ask me. They end up being these pockets over in a side room with a handful of players (I think Yanka was being very generous in her estimate earlier in the thread) that end up just creating more background noise for the true signal to get lost in, and I don't care what people say at this point, but that's not a good thing.

So I guess at the end of the day, I'm agreeing with Imbri in that we can and should do better than this. Don't aim at the built-in audience of the "established" community, what's the point? There's no WTF factor in a game that does that.

Aim high, aim big, create something that the masses can get involved in and enjoy, or don't do it at all.
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PostPosted: Wed Apr 06, 2005 3:01 pm
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Ozy_y2k
Unfettered


Joined: 25 Sep 2002
Posts: 460
Location: Carmel, Indiana

Phaedra wrote:
Gupfee wrote:
Phaedra wrote:
Wow, poor Ozy gets no love from EITHER of you, huh?


Hey, Ozy gets all my love. I just have an odd way of showing it.


Oh, all right then.

<reflects again on The Picture>

<snickers uncontrollably>


..... Razz

vpisteve wrote:
Hmm, this brings up an important point to me, one that I've really not been able to quantify until now: Achieving a large player-base for a grassroots project has been done, and it can and should be done, or at least attempted, every time. This whole idea of "I'll do a grassroots game, and I'll just aim it at the ARG Community to pull my players from," is bogus, imho. Either aim it at a worldwide audience or don't do it at all.


Disagree. I think there is room out there for both large, commercial-esque, world-embracing efforts, AND small, community-centric stuff. As long as the people who are running the latter type of game don't get all bent out of shape that the people running the former type are getting all the glory and attention, everyone can be happy in their little (or big) niche.

PostPosted: Wed Apr 06, 2005 3:16 pm
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weephun
Entrenched


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

Ozy_y2k wrote:
Disagree. I think there is room out there for both large, commercial-esque, world-embracing efforts, AND small, community-centric stuff. As long as the people who are running the latter type of game don't get all bent out of shape that the people running the former type are getting all the glory and attention, everyone can be happy in their little (or big) niche.


I think I'm with Ozy and vpisteve on this one. This community provides a great place for new PMs to "get their feet wet" per se. I still think the eventual goal of any PM should be to create a world-embracing game, but not all PMs will be able to do that on their first try.

I think the problem I'm seeing here (and just echoing what others have said) is making generalizations about what direction world-embracing games should take based on the experience of one or two of the more community-centric games.
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PostPosted: Wed Apr 06, 2005 3:25 pm
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krystyn
I Never Tire of My Own Voice


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

I think it's fine if people want to target JUST the ARG community with their games.

But yeah, look at that list Steve posted: there's been plenty of grassroots games with comparable audiences. Mind you, these were games WITHOUT trailer tie-ins for first-run movies, or monies for various other forms of direct advertising.

I think that says something.



Also, I adore Ozy. /me pinches his cheek.

PostPosted: Wed Apr 06, 2005 3:27 pm
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Phaedra
Lurker v2.0


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

vpisteve wrote:
Hmm, this brings up an important point to me, one that I've really not been able to quantify until now: Achieving a large player-base for a grassroots project has been done, and it can and should be done, or at least attempted, every time. This whole idea of "I'll do a grassroots game, and I'll just aim it at the ARG Community to pull my players from," is bogus, imho. Either aim it at a worldwide audience or don't do it at all. I mean otherwise, what's the point? We then become a little cadre of people on the internet who put on games for our own enjoyment (*shudder*).


I think that's awfully...harsh, I guess.

Sitting here as someone who has never PM'd a game, if I were going to attempt it, even if I had An Amazing Idea To Attract The World's Attention, I think I'd try to run an intentionally small grassroots game, aimed at the audience here (more the newer players who hang around the General forum than the oldtimers here, obviously) to, as Weephun puts it, "get my feet wet", to get an idea for what it really feels like, than just go ahead with something massive.

I'd rather run a small, conventional, non-innovative, wink-wink-nudge-nudge-of-COURSE-you-don't-know-who-the-PM-is game here and then, having gotten my feet wet, move on to something massive and hopefully successive, then have my first attempt be something massive and have it flop because none of us knew what we were doing.

I think the large number of tiny ARGs of varying degrees of success is a *good* sign, not a bad one.

Not all PMs can be Karetao or 4orty 2wo, but hopefully some of the people here who are currently running small games, whether they succeed or flop, are people who will someday hook up with others and run the next Beast or Lockjaw or Metacortechs.

Lots of ARGs. Lots of sizes. Lots of different foci. Lots of different structures. Lots of different types of players.

Sort of like multiculturalism.

I agree that the AIM conversations were annoying, and probably the main reason I didn't get into any of those games.

But I don't see why all ARGs must be massive. As long as they're GOOD.
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PostPosted: Wed Apr 06, 2005 3:35 pm
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Dorkmaster
Unfictologist


Joined: 27 Jul 2004
Posts: 1328
Location: The People's Republic of Dork

I think this is just one of those times where we just have to agree that I'm right and you're all crazy and be done with it. Like every time. Laughing

I tend to take a centrarian view (is that the right word?) between Ozy and vpisteve's view on the grassroots args or arglets (GARGLES?). I tend to think that you can aim for a large audience and not EXPECT small showings, but any good PM should be able to modify their game for the audience involved... for example, if I were to make an ARG about oh, say a coffee bean-picker's rebellion in Guatemala, I would hope it would be a world-wide event, but if only ten people play, then I should keep the scope, but with a game tailored to those ten people (in hopes that the game will be so exciting for those ten, that later in the game, or future efforts will meet with more gamer excitement)

But also, I feel that with bandwidth, hosting, and domain reservation prices dropping or being already fairly cheap, there is always a way to put on a good arg for little money. For example, ILB (while obviously a decently budgeted game) had just two websites. One was absolutely free! And I don't think anyone would say that the game was too narrow in scope (those outside the US and London, hush up!) and that it was puzzly enough to not be considered a simple phone game, and that it was story-driven enough, to not be just a puzzle trail as well. It was a great, broadly imagined game, ready to play with 100 players or the thousands it actually got. My point, is that you can do it cheaply, or free.

I'm thinking back on the Project Gateway game. Obviously grassroots, and it did putter out at the end, but I thought it was a very enjoyable game, and obviously did not cost heaps of money to create. It could have handled many players, had good puzzles as well as at least a mediocre story line. Was it Beast-comprable? probably not. Did it try very hard to be "true" and give you the idea that it was thought through, involved different websites, multiple puzzles and games, AND chat/IM interaction, yes! It was really a great grassroots arg (while it lasted) and I think that is where the balance lies, and why I am centrarian here as well. (centaurian? centurian? sente? -anyway-) It's likely that the most successful and enjoyed games will be rich in content, and that is not limited by budget, just imagination and hard work of the PM(s).
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PostPosted: Wed Apr 06, 2005 3:35 pm
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