[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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