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Can you believe it?
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Duckie
Unfettered


Joined: 17 Oct 2004
Posts: 401
Location: Drifter

Can you believe it?

Alternate reality games overwhelmingly occur in Sci-Fi and Fantasy genres (it should be noted that other genres CAN be explored.) As a PM, you are free to explore and create an alternate reality-- to bring something from your imagination to its own alternate reality, and then open it up and let people play in your own imagination.
Pretty freakin cool. But at what cost?
For people to play in this world they need to believe it. Ilovebees largely managed to let us believe an intelligence from the future had crash landed here for several reasons. They avoided the subject whenever possible, but had rules set up to explain it if anyone asked. You can spend hours digging around, and progressively find more and more information that leads you to believe it is possible, at least *within the world they set up*. Thus, even when it seemed unreal, you were faced with the fact that you might just not be searching hard enough for the facts.

When you are creating your game, make sure you have spent a significant amount of time figuring out questions against the strenght of your game. Plot out stories that explain inconsistencies-- it will not only add depth to your work, but you will see these stories start to work together, start to show you things even you didn't know about the workings of your idea; they may even prove interesting enough to lead your story in a completely different direction.

Predict what problems might nevertheless come up (i.e. no matter how careful you are, a character that is a "perfect machine" has spelling errors.) In this example, the machine may be malfunctioning-- something you hadn't considered. Think about it more, and maybe the entire story is about a malfunctioning machine that *seems* to function as it should (The SP and the Queen seemed complete, but they were fragments of each other).

When this DOES happen-- when a character who was supposed to be gone all weekend suddenly shows up online because you hit the "AIM" button by mistake-- DO NOT, DO NOT explain it then and there. If someone contacts this character where they should not be, leave. Get out. If you stay and try to say "oh, I came home early" you may find that the event the character was conveiniently missing suddenly must occur under his nose... and the problems can escalate from there.

Under no means am I against evolving your gaming style-- Synagoga being a great example. The character adapted to us; when we taught her about Ducks and Kittens, she became enthralled with them-- they became a fun element of the game.
But don't fix problems right away.

Now, finally (I know, I'm saying a lot...) If you DO attempt an ARG on, say, the Matrix, you are only making all the problems above many times more likely to occur. A well known story may draw players who know FAR more about the subject than you do-- in this case, they are no longer PLAYING IN YOUR IMAGINATION, but extending thier own-- and when expectatoins don't meet, the game seems flawed.


Thoughts? Comments?

Quack!
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PostPosted: Fri Mar 11, 2005 1:42 pm
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

Which is a problem with a ride on rails, the rails are supposed to be the be all and end all of the game, and with players who know more, they can get all over the place.

bees adapted very little, with only one event being changed from the timetable.

Synagoga is an algamation. With a much smaller but harder core group of players, the game continues to evolve, possibly far in expectation from the PM's original storyline. One advantage there is in the PMs learning each of the players through research, the puzzles are more fin tuned to indivudal skills rather than coming up with a WHERE.GIF scenario.

I wonder if we will eventually be able to characterize a fairly rigid ARG as compared to free form possibilities which can also be characterized more like a jazz jam session with each player working from the other and creating new melodies based on their time together....
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PostPosted: Fri Mar 11, 2005 2:31 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

I'd just like to follow up on what Sarah's saying here with a bit of a rebuttal. Not that I'd really know about making mistakes *cough*, but I believe that the unexpected is the most fertile ground for innovation.

For example, if players hesitate to solve a particular time-critical puzzle, it might become necessary for the PM to reach beyond his intended storyline and add content which might not have been created before. This sudden source of inspiration must be handed extremely carefully, as an introduction of a new idea into a set story must not conflict or contradict established canon. But, that's no excuse to avoid the addition. Sometimes your slipup can actually *improve* your game, as it gives you an opportunity to budge from elements you might not have been pleased with. I agree with Sarah insofar as that you need to maintain the "Reality" of your universe, but I don't think it needs to become the excuse for not improving the story midway.

Or, say a character says something that disagrees with established canon. Look at it from the Character's perspective -- he or she may only have first-hand knowledge of some in-game events. If another character admitted to something, and it's plastered all over the forums and becomes common knowledge to the players...the first character *DOESN'T KNOW THAT*. He/She could be lying to players (who already know the truth) for their own schemes. It's a popular misconception that the players and the characters are all on the same page. Just because you know something, doesn't mean all the characters do.

ARGs should NEVER be approached by PMs as "Games on Rails." It is this very freedom of direction that separates our genre from Interactive Fiction. A player being able to follow along with events as if they were a character in the story is interactive. A player actually being able to influence events...that's reality.
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PostPosted: Fri Mar 11, 2005 3:24 pm
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Katsurame
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Joined: 02 Nov 2004
Posts: 113
Location: Perpetual Motion

When I was doing Project Ashcroft 1, I had a completely different idea for the story line, but the players made decisions and comments I didn't expect, and it went far beyond my wildest dreams for a first ARG. PM's should let the players mold the storyline like clay or something. Firm, but malleable.
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PostPosted: Fri Mar 11, 2005 9:05 pm
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SarahKiddo
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I think it would be best at this point to make a distinction between two types of "evolution" in your ARG.
Without a doubt, an ARG that stays exactly as you want it will not be fun. you need to adapt to how people play. Do keep in mind that you have invented a world for people to play in, but remember that your world changes with the addition of these players. It *must*. If what your mind set up does not take on its OWN LIFE, whats the point of making it a game? Just write it as a book and be done with it.

But there is another type of evolution, and its something quite common for first time PMs. I am embarassed about my first try at anything like an ARG (I had very little idea about rules and proper conduct), which was my attempt to make a site linking to ILB (i know, I know... bad.)
I made a blog which had a few mistakes and several inconsistencies to the story. When I saw people listing the mistakes, I changed them as I read them-- A GIVEAWAY to me not being legit. Better to leave these errors in than to comment on them.
As a better example:
When we noted in a Matrix ARG forum that the Agents-- which should be perfect beings-- had bad spelling, the PM immediatly commented about it, but it wasn't very convincing. I'm not saying this kind of error can't change your ARG for the better. But rather than jot off an excuse, think about it. Let the players forget about it and then reveal that new bit of the story you evolved later-- surprise them with WHY the agents have bad spelling, make it one of those "I should have known all along!" moments.

Thats all I have to say for now.
As ALWAYS, I welcome comments and both positive and negative critiques-- its what makes these discussions interesting and complete.

PostPosted: Mon Mar 14, 2005 1:25 pm
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Katsurame
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Joined: 02 Nov 2004
Posts: 113
Location: Perpetual Motion

My idea of ARGs:


The Pre-Made ARG: These games were slaved upon by the PMs for weeks or months before the public caught site of it. It has a set beggining, middle, and end. All puzzles are made, all websites are up, everything is ready. Seems good, yes? Not so, as one single mistake can throw these games so far out of whack that it's irretrievable. The story cannot bend far enough to accomodate mistakes. Just won't happen without contradictions.

The Wingin' it ARG: An ARG made up completely on the spot. Usually starts with some people randomly getting together and starting an ARG. Easy to get away from contradictions, but usually fall apart in the middle due to PM boredom or laziness.

The Clay ARG: In between the two. It has most things set, but things are constantly changing. Suffers from few contradictions, as a PM can change the story just a bit and still maintain a good flow.
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PostPosted: Wed Apr 20, 2005 12:59 am
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