[arg_discuss] Trends in ARGs, 2007

Tony Walsh tony at secretlair.com
Tue Aug 21 14:19:20 EDT 2007


"Shallower" is in the eye of the beholder. I'd have less issue with
trend #1 being games with a lower barrier to entry and/or lower level of
commitment for a wider audience, but I wouldn't pass judgment on the
quality of the experience, personally.

--
Tony Walsh
email tony at secretlair.com
mobile/sms +1 416 894 0894
home http://www.secretlair.com
blog http://www.clickableculture.com



Andrea Phillips wrote:

> I have a bit of an idea knocking around in my head - I'd like to put

> together a paper outlining trends in ARGs right now. I'd be happy to

> edit such a paper, and if nobody bites I just might have to write it

> myself - in which case I'd love to get some feedback and editing help

> from others.

>

> Ideally I would prefer to be done with this paper by the end of the year.

>

> Just to get the ball rolling, here's a bit of a brainstorm on things

> I've noticed,

> feel free to debate these broadly and volunteer to write about them:

>

> * Shallower games for a wider audience (Heroes, Save My Husband)

> * Physical artifacts are becoming more common, especially in grassroots games

> * To go along with physical artifacts: There seems to be new interest

> in slower-moving games

> * More ARGs with serious messages (ex. peak oil)

> * A new look at an ARG expanding into more traditional forms of media,

> with Year Zero being explored to be turned into a movie (an

> interesting development, even if it falls through.)

> * A proliferation of independent, commerical ARG studios

>

> Anything I'm missing? Am I just dead wrong in thinking some of these

> are trends? Speak and I shall listen!

>

> Thanks, everybody. :)

>

> --Andrea

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