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 Forum index » Meta » General META Discussion
Where Reality Ends and That Other Reality Begins...
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maxim
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Joined: 18 Feb 2005
Posts: 149
Location: United Kingdom 333#: 287

The question is, is an ARG no more than a pantomime? Occasional audience participation, the fact that they do not need you, the story will not change, and all they want is your response to pull you in a bit? Or is it more that the story WILL NOT go on without participation?

Perhaps a game will some day be divised in which the outcome depends entirely on the audience's participation. Or maybe, just the illusion of control within the game could be improved, so that where you *think* you are playing a part, the result will always be the same, however since the 'game' plays one time only, you can never know the results of your actions?
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PostPosted: Thu Apr 21, 2005 2:04 pm
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strife777
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Too many words from other people to read right now, so I apologize if I repeat any. I'll catch up later.

Does "Blurring the Lines" work for me? Yes, and no. My main issues are.

1) The blurring of the lines isn't obtrusive into my own daily life. As cool as it might sound to some other people, I don't want a character researching me, then contacting me without my permission. Lack of boundaries sound great, but it takes a great deal of proper handling by the PM's, and I'm not sure every one of them would handle the responsibility properly.

2) Believability of the "blur". WI had characters posting on the boards on IU. Great, fine, part of the style of game. Right now to the forum is another forum called "WI Out of Game". To me, that totally wrecks the whole point of having the characters be able to post. I understand that there is a place for in-game chat, and out-of game chat, but if they're both in the same place, the blur shatters. How would a character notice one and not the other? I mean no disrespect to WI or IU with that, its just an example in a game thats meant to blur a bit more.

3) Using the "blur" to manipulate players unfairly. Characters should NOT be able to lie about solves/spread rumors or misinformation about the storyline/other characters, for shits and/or giggles. Yes, its realistic, but if I was playing a game that was purposefully wasting my time (as if ARG's aren't the greatest timewaster ever...but you get my point), I would drop it immediately. If we, as players, tried to do that, we'd be viewed as trying to hijack the ARG.

4) For a HUGE positive, it really DOES expand the believability of the storyline and the immersion. I WANT to see characters comment on current events. I WANT characters to respond believably to the story, and to the players (and to the fact that 10,000 people are helping find Fido the Wonderous Talking Puppy).

To me it all comes down to one thing: Respect. If the PM is respectful, and knows his/her actions will not offend/upset and person/site, I really don't see how the blurring could go wrong, or could be negative. I refuse to believe that people honestly cannot figure out real from fake, and I refuse to believe that they cannot tell right from wrong.

As for the Confusion thing...I thought that was the point of any good ARG...or Mystery film...or mystery book. Keeps you guessing, so the end is a surprise. Unless I'm missing something?

PostPosted: Thu Apr 21, 2005 2:25 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

maxim wrote:
Or is it more that the story WILL NOT go on without participation?
Is this what some people are hoping for? Not me.

As I said, i LIKE worlds in which the action continues without me -- that's what makes it real to me, much more believable that their lives exist outside of my existence. In fact, that draws me in _more_, knowing that if i do not watch it today and continutally, i miss out.

When a game just sits there in idle mode, waiting for us to solve a puzzle, then I am free to tune it out (or let others solve it for me). I really tend to lurk in those ARGs more than anything. That is the ultimate pause button.

PostPosted: Thu Apr 21, 2005 2:39 pm
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GuyP
Unfettered


Joined: 15 Sep 2004
Posts: 584
Location: London, UK

You know, I always quite liked the idea that there was a real need for players to crack puzzles. That rather than PM's slowly revealing hint after hint to move things forward, the lead characters kicked the bucket and that was it. ARGs are a little less pressured than computer games in that it's impossible to 'lose.'

Then again, if *I* was a PM, I wouldn't be too keen on wasting all my hard work just for the sake of a little added realism.

PostPosted: Thu Apr 21, 2005 2:49 pm
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Phaedra
Lurker v2.0


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

maxim wrote:
The question is, is an ARG no more than a pantomime? Occasional audience participation, the fact that they do not need you, the story will not change, and all they want is your response to pull you in a bit? Or is it more that the story WILL NOT go on without participation?


I want a story that will go on without *my* participation, but I don't want a story that will go on without *any* participation, I guess.
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PostPosted: Thu Apr 21, 2005 2:58 pm
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yanka
Fickle


Joined: 06 Oct 2003
Posts: 1214
Location: undesirable

colin wrote:
As far as TINAG goes: ...the players know it's a game, the Puppet Masters know it's a game, but everything in-between doesn't know it's a game.

Colin, I absolutely love this. I think this is the best attempt to capture the essence of this whole TINAG thing I've ever seen.
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PostPosted: Thu Apr 21, 2005 2:58 pm
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Katsurame
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Joined: 02 Nov 2004
Posts: 113
Location: Perpetual Motion

I think that ARG's should be dependant on players, or why make it in the first place? By making the ARG dependant, you make the players feel important, and more involved with the story. Players feel that without them, all is doomed. It's a great way to suck players in and make them feel good about the game. Anything to elicit real emotions from players, anger at a character, sadness because of a death, happiness at a good result of a puzzle, is worth the extra time to make the players say "Wow, this game rocks".
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PostPosted: Thu Apr 21, 2005 3:01 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

Phaedra wrote:

I don't know -- there were a lot of people who only observed during ILB, and yet I think they would still say they participated or "played" it.

Also, "take a role in the universe that's being presented" sounds an awful lot like "role-play."


When you're experiencing events that take place in-game, where do you imagine yourself? Are you a disembodied head, floating in the aether, watching events unfold from ten feet above? Or are you, as I put it, a "Mildly Curious Bystander," one face in a crowd, stage left and a bit out of focus, intended (or unintended) witnesses to the events of the day? While there might not be much distinction in the end, the belief that you might have to duck if things start flying is what makes all the difference.

Does role-play insinuate interaction -- ie, if you can immerse yourself in the game without taking an active role, are you still role-playing? You could argue that the difference above lies but in the experience's ability to make you *duck*, like when those 3D movies have things flying at you and it looks like it's really coming at you.

Role-Playing is just the extreme case of what I'm talking about. If you don't see yourself as a part of the world, you'll never know the feeling that comes with being able to throw something *back*, if you wanted to. I guess, in some way you *are* playing a role -- you're being yourself, projected into a different situation than you would normally find yourself. You could almost make the case that ARGs are the first great 2nd person storytelling method.

I guess then the greater question becomes, can you actually participate in an ARG if all you do is reference out-of-game resources? If you're not actually digesting information from the source, if you're just regurgitating what other people have already processed for your convenience, does it count?

I'm not saying you have to fly solo and do all the groundwork yourself. After the first solve, everything else is pretty redundant. But if you don't read the puzzles, if you don't help in the search, if you avoid all contact with the Alternity (I'm going to keep saying that until it catches, I swear) then are you even participating?

I know a lot of people were "observers" of ILB, and they had fun reading the experiences of the Axon hunters and the clever exploits of the puzzle crackers, and even found amusement in listening to the spliced and merged and prepared for mass consumption. But if you've never seen the countdown pop up on the corrupted main page; if you've never heard that eerie Buzz accompanied by the cheezy javascript mousetrails; if you've never mistyped a webpage and been shocked by the 404 images; if you've never done any of those things, then I don't believe you've ever played ILB.

You've merely read about others who have.
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PostPosted: Thu Apr 21, 2005 3:01 pm
Last edited by Alzheimers on Thu Apr 21, 2005 11:22 pm; edited 3 times in total
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

maxim wrote:
Perhaps a game will some day be divised in which the outcome depends entirely on the audience's participation. Or maybe, just the illusion of control within the game could be improved, so that where you *think* you are playing a part, the result will always be the same, however since the 'game' plays one time only, you can never know the results of your actions?


This reminds me of that great scene in Minority Report, where the two men are arguing over the merits of precrime:

MinorityReport wrote:
John Anderton: Why'd you catch that?
Danny Witwer: Because it was going to fall.
John Anderton: You're certain?
Danny Witwer: Yeah.
John Anderton: But it didn't fall. You caught it. The fact that you prevented it from happening doesnt change the fact that it was *going* to happen.


Events in an ARG should follow along their logical route -- until an intervention occurs to change it's course. Having a storyline that moves along regardless of player interaction is just as intolerable as a storyline that requires player interaction to move forward. The Alternity must go on, but it must also be responsive and flexible.

It's a difficult balancing act; some projects solve this by only offering limited player input. The problem is that players can push too hard and cause unpredicted outcomes which could damage the rails the poor PMs had so dilligently laid out. Some projects rely on players to solve puzzles or riddles in order for the story to procced; the danger being if the puzzles aren't solved or interest diminishes, events can't proceed and the whole project becomes deadlocked.

I think the key is to give players the information (hidden in puzzles or riddles, if necessary) they need to make a decision, then let them decide which way the outcome should follow. If they make a left, plan for that. If they make a right, plan for that too. If the players make an unpredicted choice and lead off in a brand new angle, even better! And if they don't decide -- well, whats going to happen, happens.
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PostPosted: Thu Apr 21, 2005 3:16 pm
Last edited by Alzheimers on Thu Apr 21, 2005 11:20 pm; edited 1 time in total
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catherwood
I Have 100 Cats and Smell of Wee

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

Alzheimers wrote:
... the Alternaty (I'm going to keep saying that until it catches, I swear)...


Perhaps we need to standardize the spelling of this word. I like 'Alternity' better. Where should I set up the poll? Under Glossary might work?

PostPosted: Thu Apr 21, 2005 6:50 pm
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SpaceBass
The BADministrator


Joined: 20 Sep 2002
Posts: 2701
Location: pellucidar

catherwood wrote:
Where should I set up the poll? Under Glossary might work?

Please don't.

Alzheimers wrote:
Having a storyline that moves along regardless of player interaction is just as intolerable as a storyline that requires player interaction to move forward.

Uh, what's your solution to this paradox, no story?
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PostPosted: Thu Apr 21, 2005 7:21 pm
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

catherwood wrote:
Perhaps we need to standardize the spelling of this word. I like 'Alternity' better. Where should I set up the poll? Under Glossary might work?

You're right, that does look better -- I'll be sure to change it from here on out.
SpaceBass wrote:
Uh, what's your solution to this paradox, no story?


I don't see a paradox -- I see two extremes that need a middle ground. The storyline of a game needs to be able to run independently, but it also needs to be able to react to changes instigated by the players. Like the ball rolling along the table, it's up to the players to act and cause a new outcome, but if they don't then intertia and gravity continues anyway. It's really all about Newton, isn't it?
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PostPosted: Thu Apr 21, 2005 11:19 pm
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