[arg_discuss] ARGs/Interactive Fiction
Ian Millington
ian at nearworlds.com
Tue Jan 8 23:13:49 EST 2008
Touche!
On 09/01/2008, Michael Monello <mmonello at campfirenyc.com> wrote:
> Well, the puzzles have always been the least interesting aspect of
> ARGs for me, since so few of them are truly integrated within the
> narrative. I think it's much more interesting to have the audience
> guide characters down different paths rather than solve puzzles to
> unlock another piece of story, so I do think the kinds of challenges
> we put into our narratives needs to be rethought -- regardless of
> everything else we are discussing here.
>
> But given that the tiniest sliver of the audience actually solves ARG
> puzzles and the vast majority of people get the answers from that
> group, if your ARG is boring because the audience is getting those
> answers then you have problems that go way deeper than how the
> audience is organized!
>
> Best,
>
> Mike
>
> On Jan 8, 2008, at 10:03 PM, Ian Millington wrote:
>
> > ARG-puzzle solutions tend to be liberally shared. Because once a
> > puzzle falls the whole world (clan in your case) rushes through to the
> > next state, what would stop the first team communicating the solution
> > to someone in the next team, and that second team then finding the
> > game boring? Most of team two wouldn't want to cheat - but the
> > communal nature of ARGs means that only one would have to.
> >
> > Having individual play trajectories seems to imply having individual
> > challenges. Which in turn suggests that the knowledge-based puzzles
> > that are the staple of ARGs would have to be minimized in favour of
> > skill-based challenges.
> >
> > Using TV metaphors another option would be the soap-opera - designed
> > to be very easy to drop into at any stage, with the corresponding
> > inability to build coherent dramatic story arcs.
> >
> > I dunno... even the clan idea feels a little too conservative to me...
> >
> > Ian.
> >
> >
> > On 08/01/2008, Michael Monello <mmonello at campfirenyc.com> wrote:
> >> I haven't thought this all the way through, I'm just spitballing with
> >> the group here, but I don't think it has to add that much staff if
> >> the
> >> game is structured from the ground up with this in mind. Everyone
> >> would be playing the game in real time, it's just that the community
> >> would be split into smaller groups, or clans, to allow for a wider
> >> variety of community cultures. Think of it in terms of Everquest --
> >> it's a big world and you can see what other clans are doing, but you
> >> are playing in your own group or clan with your own clan culture.
> >>
> >> You are aware of the other groups, especially when it comes to
> >> character interaction and live events, but you are really working
> >> closely in smaller clans which are not in competition with each
> >> other.
> >>
> >> Best,
> >>
> >> Michael Monello
> >> Partner, Campfire
> >> 62 White Street, 3W
> >> New York, NY 10013
> >> 212-612-9600
> >> http://www.campfirenyc.com
> >>
> >>
> >>
> >> On Jan 7, 2008, at 5:52 PM, libfli at aol.com wrote:
> >>
> >>> i really like this idea. my only concern would be dealing with
> >>> having enough manpower needed to run the game. if it's staggered
> >>> like this and the ARG has an interactive storyline, depending on how
> >>> many "groups" you have involved, you would have to staff each
> >>> group's game. and, depending on the choices of each group, i'm not
> >>> certain each group would end up in the same place. (but that might
> >>> make it even more interesting) :)
> >>>
> >>>
> >>>
> >>> happy happy new year!
> >>>
> >>> Jan Libby
> >>>
> >>> (labfly)
> >>>
> >>>
> >>> -----Original Message-----
> >>> From: Michael Monello <mmonello at campfirenyc.com>
> >>> To: Discussion list of the IGDA ARG SIG <arg_discuss at igda.org>
> >>> Sent: Mon, 7 Jan 2008 2:13 pm
> >>> Subject: Re: [arg_discuss] ARGs/Interactive Fiction
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> Perhaps there is a more organic way to do this. I'm thinking about
> >>> how time zones naturally divide up the television audience, yet by
> >>> the end of the day all the zones are caught up and everyone can chat
> >>> about the most recent episode.
> >>>
> >>>
> >>> In other words, you launch an ARG and the audience is divided up by
> >>> when they join in, yet you don't have to necessarily start at
> >>> episode 1.
> >>>
> >>>
> >>> A simple example: the first week, everyone who joins becomes "Group
> >>> A."
> >>>
> >>>
> >>> Week 2 starts a new episode, and Group A plays through it, but
> >>> everyone who joins in on it in week 2 becomes Group B. Group B has
> >>> all the community tools of group A, but they are not mixed in with
> >>> Group A in the game forums or the collaborative puzzles, which
> >>> forces that group to organically form it's own culture for the game,
> >>> independent of the culture developed by the more established Group
> >>> A.
> >>>
> >>>
> >>> Each week, a new group. At the end of an episode, all the groups can
> >>> discuss, because they are all at the same place in the story, but
> >>> those in the newest groups don't have to contend with the experts
> >>> who have been playing for a month when it comes to the actual game.
> >>>
> >>>
> >>> The groupings have to be completely organic and mostly behind the
> >>> scenes, as ultimately everyone is essentially playing "live", which
> >>> also allows you to have the events and non-repeatable elements that
> >>> are so important to these games.
> >>>
> >>>
> >>> Allowing new groups of players to form their own cultures would
> >>> eliminate many of the issues that ARG's face after launch, in my
> >>> opinion. It's not joining a narrative in progress that is difficult
> >>> -- TV viewers do that all the time and bringing people up to speed
> >>> on a narrative is easy -- it's trying to join a well-established and
> >>> dense community that is steeped in historical experience that
> >>> overwhelms and intimidates new people.
> >>>
> >>>
> >>> Best,
> >>>
> >>>
> >>> Michael Monello
> >>>
> >>> Partner, Campfire
> >>>
> >>> 62 White Street, 3W
> >>>
> >>> New York, NY 10013
> >>>
> >>> 212-612-9600
> >>>
> >>> http://www.campfirenyc.com
> >>>
> >>>
> >>>
> >>>
> >>> On Jan 2, 2008, at 4:31 PM, John Evans wrote:
> >>>
> >>>
> >>>> Nice analogy, Ian. And another pillar to support my argument that
> >>>
> >>>> finite automata should be taught in high school. ;)
> >>>
> >>>>
> >>>
> >>>> [snip]
> >>>
> >>>>> IMHO any solution would have to put people in their own rooms,
> >>>>> with
> >>>
> >>>>> their own challenges and individual agency, while keeping the
> >>>>> overall
> >>>
> >>>>> collaborative feeling of the ARG. As Michael wrote, that is a
> >>>>> radical
> >>>
> >>>>> restructure of the mechanism of the ARG.
> >>>
> >>>>
> >>>
> >>>> So you'd need some "rooms" that everyone had to go through on their
> >>>
> >>>> own. However, one of the great strengths of ARGs is the
> >>>> multiplayer/
> >>>
> >>>> collaboration aspect, so you'd also need "rooms" within which
> >>>> everyone
> >>>
> >>>> could congregate. Except that they're not really rooms, they're
> >>>
> >>>> "events" or "states".
> >>>
> >>>>
> >>>
> >>>>> Maybe it isn't a coincidence that interactive fiction is also a
> >>>>> genre
> >>>
> >>>>> that has almost no direct monetization. But then again, that
> >>>>> probably
> >>>
> >>>>> pushes the analogy too far.
> >>>
> >>>>
> >>>
> >>>> Well, IF used to be monetized. I remember owning Wishbringer for
> >>>> the
> >>>
> >>>> C128. Eventually it became "adventure games"...The point seems to
> >>>> be
> >>>
> >>>> that you can sell interactive fiction as long as it has game-style
> >>>
> >>>> graphics. I guess?
> >>>
> >>>>
> >>>
> >>>> http://www.steampowered.com/v/index.php?
> >>>> area=package&SubId=539&cc=US
> >>>
> >>>>
> >>>
> >>>> There's an interesting idea. What if an ARG had graphics the
> >>>> equal of
> >>>
> >>>> a "standard" computer game, but was organized like an ARG?...I
> >>>> guess
> >>>
> >>>> it would be Uru Live, I answered my own question.
> >>>
> >>>>
> >>>
> >>>> --John
> >>>
> >>>>
> >>>
> >>>> _______________________________________________
> >>>
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> >>>
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> >>>
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> >>>
> >>>
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> >>>
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