[arg_discuss] Greetings and a Question
Tony Walsh
tony at secretlair.com
Thu Jun 21 09:29:37 EDT 2007
Incidentally, David, many of your suggestions and observations are also
applicable to Live Action Role Playing (LARPing). There's a lot
ARG-makers can learn from the LARP genre (hands-on learning
recommended). If I recall correctly, there were a handful of actors
involved in bringing TorGame to life--in some ways, the game crept into
LARP territory (a good thing, I thought).
--
Tony Walsh
email tony at secretlair.com
mobile/sms +1 416 894 0894
home http://www.secretlair.com
blog http://www.clickableculture.com
fono at dgp.toronto.edu wrote:
> Hi Alex,
>
> It's about a month overdue, but I've got a few suggestions as well, beyond
> the excellent ones that Christy already contributed. My experience in this
> area comes from working on TorGame, which was a large ARG situated in
> Toronto. Hopefully this is still of some use!
>
> CONTEXT-SPECIFIC GAMEPLAY
>
> It's really easy to create puzzles and challenges that simply exist within
> the environment. This is the natural way of doing things, since most games
> are completely constructed. A standard puzzle brings together elements
> that are strictly of the designers' choosing; any limitations are
> self-imposed. If you take a puzzle like that, and put it in the sort of
> situated ARG you want to do, that's a puzzle that "simply exists with the
> environment" -- it's independent from the particular physical context of
> your game, and could just as easily be transposed to another locale.
> Conversely, you could create puzzles and challenges that depend highly on
> the unique features of your environment. Here's another way to look at it:
> when solving a puzzle, are players looking closely at a piece of paper, or
> the world around them? I don't think there's anything inherently wrong
> with the former, but the latter is undeniably cooler. Being forced to
> engage thoroughly with the physical world has a couple of payoffs: One, it
> heightens the sense of being involved in an actual event -- something that
> is truly happening, as opposed to a story that someone is merely telling.
> Two, it can be genuinely powerful when some sort of concrete artifact is
> implicated in whatever context-specific plot you develop. Imagine being
> able to suspend your disbelief enough to feel that a 50-year old sculpture
> was built specifically to act as a key for some sort of cipher. It can do
> huge things for immersion.
>
> Of course, the space between environment-independent challenges and
> environment-specific challenges is a continuum. It's a relatively simple
> matter to take a standard template and replace the specifics, such as
> generating a trail or crossword with clues from your surroundings. At the
> other end of the spectrum are challenges that couldn't be even conceived
> outside of the given context. Coming up with those sorts of ideas can be
> hugely taxing, mind you. My general approach has been to work backwards --
> start by exploring the environment in which the game will take place, and
> see what piques your interest. If you're trying to make puzzles, look for
> coherent patterns of information that can be used to build some sort of
> code.
>
> PHYSICAL GAMEPLAY
>
> In my experience, people are looking for a different sort of experience
> when they play a situated ARG vs. an online ARG. A big part of the
> former's appeal is the get-off-your-butt-and-onto-the-streets angle. This
> is the same angle that "big" games tap, like urban capture-the-flag or
> C2BK. This is the "it's fun to run around" angle.
>
> Physical activity releases the endorphins and provides a tactile
> experience that strictly celebral online games just can't match. I'm not
> talking about playing touch football or anything. I'm talking about
> walking around, exploring. I'm talking about climbing a tree to find a
> clue. Although some sort of high energy intelude might not be a bad idea
> either. In TorGame, one of the 13 game days was dedicated to a 1-hour game
> of modified Payphone Warriors. The great outdoors is one of the great
> things a game like this has going for it, and it's important to play to
> your advantages. On that note --
>
> SOCIAL GAMEPLAY
>
> Unless you're building this game to be a strictly solitary experience,
> which would not be a good idea for so many reasons, you're going to want
> to build in opportunities for collaboration. This happens almost
> automatically in online ARGs because of the nature of the online space. It
> will also happen automatically in a situated ARG, because people like to
> play games with their friends, and they will invite their friends to join
> in -- regardless of whether you specifically build in mechanisms to
> exploit or support this behaviour. However, including such mechanisms can
> improve the experience.
>
> You can, for instance, create challenges that specifically require
> collaboration. One fun thing to do -- which is generally impractical in
> online ARGs but quite feasible in situated ARGs due to the limited player
> base -- is to give each player one piece of a particularly important
> puzzle. But more specifically, you should try to cater to the actual
> *process* of collaborative play. This is as much a usability issue as it
> is one of game design. I once played a game where puzzles were distributed
> on paper -- and despite the fact that players were all in groups of about
> 8, each group only got a single copy of each puzzle. This made playing
> together immensely frustrating. To me, this game said "screw you and your
> buddies." Your game should say, "go ahead, hang out, play together." Your
> game should say, "It's a sunny day, why not find a nearby picnic table,
> lay everything out, and spend some time figuring it out?"
>
> Cheers,
> David
>
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