[arg_discuss] ARGs/Interactive Fiction
Jason Chrest
jason at aporiacme.com
Tue Jan 8 23:55:59 EST 2008
Exactly :)
Jason Chrest
Aporia Cross-Media Entertainment
www.aporiacme.com
jason at aporiacme.com
-----Original Message-----
From: "Ian Millington" <ian at nearworlds.com>
Date: Wed, 9 Jan 2008 04:40:58
To:"Discussion list of the IGDA ARG SIG" <arg_discuss at igda.org>
Subject: Re: [arg_discuss] ARGs/Interactive Fiction
Hmmm... I don't buy it. Slidey blocks, cyphers and library-hunting
aren't the only puzzles.
Working out what to say to a character to get them to take action.
Finding out back-story that opens up new areas of play. Discovering
that an in game character will meet the players. Finding the name of a
new character. Anything that holds up progression until the players do
something works the same way.
And in fact, for our purposes they can be worse - these kind of
'puzzles' are highly knowledge based. If team B have the benefit of
knowing what team A discovered, they can use that to push forward the
story faster (and with less challenge) than otherwise. For example,
team A spend a week writing back and forth to a particularly nervous
character who finally reveals that they are being coerced by their
boss, Mr B. Someone in team B starts the week saying 'What's Mr B up
to?'
Story-developements are as easy to spring as combination locks. A rose
by any other name would feel as thorny.
Ian.
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