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 Forum index » Meta » General META Discussion
ARG Grammar
Moderators: imbri, ndemeter
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imbriModerator
Entrenched


Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

ARG Grammar

Basically this is just a "what's the stereotypical arg" post, but you all know me, I can't just ask that so...

For one of my classes, we were discussing story grammars. Basically, you go through a bunch of stories in the same series or genre and figure out the various rules (this happens and so this must happen). If done well, you can then create any number of stories from those rules. They can be great for finding patterns, both good and bad, in the genre.

I have no idea if this would be a fun activity for people that aren't as insane as me, but I thought it could be pretty interesting to come up with an ARG Grammar. It might help us to see what's overly used, where some frustration points are, what works well and what doesn't, etc etc. And, well, for those only half as insane as me, what are some of the stereotypical elements that you see in the games? Perhaps adding those could help those of us wanting to play w/the story grammar think of things and refine our own thoughts.

For those needing/wanting an example, a simple grammar for the teen scream genre might be:

Act 1:
Killer introduced
- First attack and/or
- History of the killer
Protagonist introduced (female teenage virgin)
Protagonists friends introduced (aka the victims)
Killer surveys the victims

Act 2:
First of the friends is killed, thus starting the killing spree
- Victim gets lost in the vicinity of the killer
Someone knows about the killer
- Does not fear the killer
- Is terrified of the killer
Two people die together
- Killed after having sex
- Killed after a fight
Strong Guy gets killed
Close relationship of the Protagonist gets killed
- boyfriend
- crush
- best friend
Protagonist looks for help
- pleas are ignored
- helper gets killed
Killer motivation revealed

Act 3
Serial Killer attempts to kill the protagonist
- The protagonist runs away
- The protagonist hides
The protagonist faces the killer
Struggle between protagonist and killer
The killer is defeated
Relief the killer has been defeated
Uncertainty about whether the killer has been defeated

(rather directly stolen from my friend's homework as it was far more general and less involved than my grammar on the Andy Griffith Show... thanks Clara, hope ya don't mind!)

Do you think that this sort of set up could be used for ARG? Should we give it a go?

- b

PostPosted: Thu Apr 21, 2005 2:49 am
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

An ARG grammer.

Prelude: The Secret Cabal.
PMs meet based on the GREAT IDEA.
PMs work hard as heck on it, bringing it to life.
(note that PMs may also be singular)
This leads to:


ACT 1a: The Rabbithole
PMs officially open the ARG for business by the following methods.
a GIGANTIC and moneyed trick to announce the new game.
Swag sent to Nash and VPISteve and SpaceBass
An AIM conversation with HKDL

ACT 1b: The Players Get Together.
Die hards and newbies take interest and get together.
The amount of spec is a proportion relation to the relative strength and exposure of the rabbit hole and how many players get interested and how many forums get devoted to the new ARG.

ACT1c: Open For Business
The new rabbit hole blooms into the full game. the websites hopld the puzzles, the conversations to go strong and the players go wild.


ACT 2: The Full Swing
Every player's attention is riveted like hot melt glue.
The PM(s) are hard at work running through everything.
Spec is rampant.
IRC conversations are nuts and have their own room.

ACT 3a: Endgame
The clues all lead to the finale. The players are fastened with cryonalate super glue.
The final showdowns occurs, the storyline moves into its exciting ending.

ACT 3b: Curtain Call
The curtain is swept aside
All PMs are revealed.
A post game chat is attended mightily with a ton of questions.




As a curious aside, someone once posted about a curtain being so perfect that at the end of a game, the curtain simply disappears, and you will never know who was responsible for the game....
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PostPosted: Thu Apr 21, 2005 4:02 am
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krystyn
I Never Tire of My Own Voice


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

Nightmare Tony wrote:

As a curious aside, someone once posted about a curtain being so perfect that at the end of a game, the curtain simply disappears, and you will never know who was responsible for the game....


I dunno that I would call that a 'perfect curtain.' If anything, I'd call it a 'non-functional curtain,' or perhaps a 'brick wall.'

Part of the essence of a curtain is that there is the expectation of drawing it aside at some point, and seeing what is on the other side.

Here's your thread back, imbri. Smile

PostPosted: Thu Apr 21, 2005 10:21 am
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Alzheimers
Unfettered

Joined: 02 Aug 2004
Posts: 339

You forgot:

ACT 2B: the near meltdown

The players begin to whine and moan about lack of constant updates.
Flamewars start over spelling errors and grammatical mistakes.
The wrong name in a puzzle solution creates a contradiction.
Shares of Maalox producer jump 200% on news.
Fans revolt.
Lead PM Goes on 3-day drinking binge.
Rest of PM team quits.
Lead PM comes back, forms new team.
New plotline written to include contradiction.
Some fans come back; some just to heckle futile efforts.
Someone whispers "What if this is made by Microsoft or 4orty2wo?"
Rumors lead to multipage spreads in gaming magazines.
Lead PM cancells appointment with Dr. Kevorkian
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PostPosted: Thu Apr 21, 2005 10:42 am
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imbriModerator
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Joined: 21 Sep 2002
Posts: 1182
Location: wonderland

wow, so much negativity! where's the love? Razz

I do find it interesting just how "meta" those examples are? After all the talk about "ARGs are about the story!" it seems as if both of you point out the development side first and foremost. Are ARGs really about the design?

A simplegrammar feel free to flesh it out or point out where you think it's right or wrong:

Rabbit Hole

Act 1
Subplot introduced
Call for help
Player friend introduced

Act 2:
Protagonist (generally a female and occasionally the 'player friend') introduced
Big evil corporation/plan of evil revealed

Act 3:
Secret info about big evil corporation/plan of evil revealed

Act 4:
Protagonist fights big evil corporation/plan of evil

Act 5
Crazy twist, revealing that big evil corporation is only kinda evil and the real evil is still out there

Act 6
Protagonist fights the real evil

Act 7
Protagonist wins
- world is saved!
- result unknown
- - protagonist won the minor battle, but the 'war' is still going on

PostPosted: Thu Apr 21, 2005 12:30 pm
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catherwood
I Have 100 Cats and Smell of Wee

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

imbri wrote:
Rabbit Hole

Act 1
Subplot introduced
Call for help
Player friend introduced

Yep, i was just about to say, the grammar is the "reality outline", the framework for the immersive experience.

The call for help has quite often been:
"Hello, my name is X, and my friend Y is missing. Help me find Y!"

I Love Bees had a similar entry point:
"Hello, my name is X, and my relative Y is having troubles. Help me to help Y!"

In both cases, we don't deal directly with "Y", the subject of the plotline, but we play it out thru the eyes of a second-person perspective by what "X" reports to us.

MetaUrchins did have some missing persons, but they were more symptomatic of the mystery to be investigated rather than the goal.

PostPosted: Thu Apr 21, 2005 1:16 pm
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maxim
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Joined: 18 Feb 2005
Posts: 149
Location: United Kingdom 333#: 287

Here is a basic outline that applies to many stories of different types, which could be applied to an ARG as well. It's a bit prescriptive for my tastes, but is useful as a guideline.

Part I (roughly 25% of total)
  1. Develop protagonist [~2%]
  2. Glimpse of other world [~6%]
  3. Protagonist meets helper [~5%]
  4. Journey about to begin [~10%]

Part II (roughly 50% of total)
  1. Committed to journey [~3%]
  2. Tests by Antagonist's helper(s) [~22%]
  3. Tests by Antagonist [~11%]
  4. Crisis of Protagonist [~12%]

Part III (roughly 25% of total)
  1. Transformation of protagonist [~3%]
  2. Preparation for 'fight' [~11%]
  3. 'Fight' [~10%]
  4. 'Death' of antagonist (literal or metaphorical) [~5%]


This may serve as a guideline for any story.
_________________
MAXIM³

"You complete the jigsaw puzzle
to discover it is a picture of yourself,
finishing that same puzzle."


PostPosted: Thu Apr 21, 2005 1:35 pm
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Phaedra
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Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

imbri wrote:

Rabbit Hole

Act 1
Subplot introduced
Call for help
Player friend introduced

Act 2:
Protagonist (generally a female and occasionally the 'player friend') introduced
Big evil corporation/plan of evil revealed

Act 3:
Secret info about big evil corporation/plan of evil revealed

Act 4:
Protagonist fights big evil corporation/plan of evil

Act 5
Crazy twist, revealing that big evil corporation is only kinda evil and the real evil is still out there

Act 6
Protagonist fights the real evil

Act 7
Protagonist wins
- world is saved!
- result unknown
- - protagonist won the minor battle, but the 'war' is still going on


Hmm. But it doesn't really hold true for all ARGs.

I mean, there wasn't really much of an evil plot in ILB -- at least not in the part with which the players were involved.

I'm not sure that it can be said that there's always a Big Evil Plan.

Some ARGs have been murder mysteries, right?
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World Champion: Cruel 2B Kind


PostPosted: Thu Apr 21, 2005 1:41 pm
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Phaedra
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Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

maxim wrote:
Here is a basic outline that applies to many stories of different types, which could be applied to an ARG as well. It's a bit prescriptive for my tastes, but is useful as a guideline.

Part I (roughly 25% of total)
  1. Develop protagonist [~2%]
  2. Glimpse of other world [~6%]
  3. Protagonist meets helper [~5%]
  4. Journey about to begin [~10%]

Part II (roughly 50% of total)
  1. Committed to journey [~3%]
  2. Tests by Antagonist's helper(s) [~22%]
  3. Tests by Antagonist [~11%]
  4. Crisis of Protagonist [~12%]

Part III (roughly 25% of total)
  1. Transformation of protagonist [~3%]
  2. Preparation for 'fight' [~11%]
  3. 'Fight' [~10%]
  4. 'Death' of antagonist (literal or metaphorical) [~5%]


This may serve as a guideline for any story.


LOL, the Hero's Journey.
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World Champion: Cruel 2B Kind


PostPosted: Thu Apr 21, 2005 1:41 pm
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maxim
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Joined: 18 Feb 2005
Posts: 149
Location: United Kingdom 333#: 287

It just occured to me... in an ARG, could you say that 'you' are the hero/protagonist? I was just trying to apply my own layout to PPC so far... in which case Sente might be the protagonist, Scarlett the helper, the hints of the journe still to come. And then I thought - what if YOU are the protagonist, you have met Sente, he is helping you along the way, you may soon be committed to the adventure you have begun, the tests, the build up.. and so on. I think you could look at it that way.
_________________
MAXIM³

"You complete the jigsaw puzzle
to discover it is a picture of yourself,
finishing that same puzzle."


PostPosted: Thu Apr 21, 2005 1:56 pm
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Phaedra
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Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

maxim wrote:
It just occured to me... in an ARG, could you say that 'you' are the hero/protagonist? I was just trying to apply my own layout to PPC so far... in which case Sente might be the protagonist, Scarlett the helper, the hints of the journe still to come. And then I thought - what if YOU are the protagonist, you have met Sente, he is helping you along the way, you may soon be committed to the adventure you have begun, the tests, the build up.. and so on. I think you could look at it that way.


Hmm. The Hero's Journey archetype, however, doesn't work that well with the community orientation of ARGs, IMHO, since the Hero's solitude is an important feature of the Hero archetype.

It would need to be tweaked considerably to actually be analogous -- the Heroic Collective's Journey, perhaps. Razz
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PostPosted: Thu Apr 21, 2005 3:03 pm
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krystyn
I Never Tire of My Own Voice


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

I dunno, the Pious Flea/Covenant are pretty frkn evil, if you ask me.

PostPosted: Thu Apr 21, 2005 4:30 pm
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Phaedra
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Joined: 21 Sep 2004
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krystyn wrote:
I dunno, the Pious Flea/Covenant are pretty frkn evil, if you ask me.


True, but the Covenant wasn't really present in the *game* itself as an evil we (or the characters) were fighting. It was just in the backstory and in the explanation at the end. The connection to it was pretty attenuated.

And as for the Flea, yes he was evil because he was a Covenant tool, but in the actual game in which we could play, he was a *good* guy. He reintegrated Melissa and the SP. He helped transfer information. And so on. We weren't exactly fighting him, and neither were the game characters. His evil role was sort of after-the-fact: "oh, and btw, the Flea was a Covenant construct..."
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World Champion: Cruel 2B Kind


PostPosted: Fri Apr 22, 2005 1:46 pm
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krystyn
I Never Tire of My Own Voice


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

The Pious Flea helped to break Melissa, and keep her hobbled for much of the duration of the game. He hacked SPDR, and set a chain of events to keep everyone strictly on the path towards activating the artifact and signaling the Covenant invasion to happen anyway.

That's still pretty frkn evil, if you ask me. Even if he was this sort of faceless, highly-adaptable simple routine set that we, in a roundabout way, tricked into reconstructing the SP. He wouldn't have done it if he didn't think it would help him Reveal the Truth.

PostPosted: Fri Apr 22, 2005 2:53 pm
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Phaedra
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Joined: 21 Sep 2004
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krystyn wrote:
The Pious Flea helped to break Melissa, and keep her hobbled for much of the duration of the game. He hacked SPDR, and set a chain of events to keep everyone strictly on the path towards activating the artifact and signaling the Covenant invasion to happen anyway.

That's still pretty frkn evil, if you ask me. Even if he was this sort of faceless, highly-adaptable simple routine set that we, in a roundabout way, tricked into reconstructing the SP. He wouldn't have done it if he didn't think it would help him Reveal the Truth.


I know, but we didn't know that while we were playing the game. It was only at the end that we really learned it.

Our experience of the game, for most of the time we were playing it, was basically the audio drama, and dealing with Dana, Melissa and the Sleeping Princess. The Flea was pretty benign in our interactions.

The most "evil" character we were dealing with was Melissa.

In hindsight, oh yeah, the Flea was evil, but while we were playing it we didn't really have a consistent antagonist.
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PostPosted: Fri Apr 22, 2005 4:25 pm
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