[arg_discuss] ARGs/Interactive Fiction
Michael Monello
mmonello at campfirenyc.com
Wed Jan 9 00:00:30 EST 2008
I agree wholeheartedly.
I think it's much more interesting to have players make moral
decisions or to guide characters through moral/ethical/narrative
problems than to put up some kind of puzzle or code, and I think it
makes for a much more interesting narrative.
Best,
Mike
On Jan 8, 2008, at 11:47 PM, Jason Chrest wrote:
> One of the arguments I have heard throughout is where is the game
> without puzzles? To me a puzzle doesn't have to be something quite
> as obvious as a cipher of some sort or some hex coding we see all
> the time from smaller games. Successfull games should have some
> sort of puzzle in the story, something that naturally fits into the
> story and evolves with it.
>
> I agree that they should not hinder from the process of the game,
> but for players there is a rewarding feeling when solving a puzzle.
> Video games are successful because they let the players have the
> individual sense of being the hero or heroine of the story being
> told. ARGs present a unique challenge because the typically have a
> community built to partake in the game. MMORPGs have similar
> communities in them and are quite successful, but you still get the
> feeling that you are a hero or can become one. With ARGs it is
> difficult to allow the plauers to have that personal experiance
> since the MMORPGs have various personal quests and those same quests
> would be compared to a live event in an ARG. We can't possibly have
> live events for everyone (guys like me in the middle of no where
> will often get left out). I don't know if this is a solveable
> problem for developers, but it's something we can definately try to
> work around.
>
>
> Jason Chrest
> Aporia Cross-Media Entertainment
> www.aporiacme.com
> jason at aporiacme.com
>
>
> -----Original Message-----
> From: Jay Bushman <jaybushman at gmail.com>
> Date: Tue, 8 Jan 2008 20:22:46
> To:Discussion list of the IGDA ARG SIG <arg_discuss at igda.org>
> Subject: Re: [arg_discuss] ARGs/Interactive Fiction
>
> I've always thought of the puzzles as analogous to TV commercials -
> albeit really neat, intriguing commercials. At the end of the day,
> they're impediments to the story progression, and the crucial bit is
> to make sure the audience/players care enough about the story to plow
> through/solve/wait for someone else to figure out the solution so they
> can get to that next little chewy bit of story goodness.
>
> ---------------------------------------------------------
> The Loose-Fish Project: <http:www.loose-fish.com>
> The Good Captain: <http://twitter.com/goodcaptain>
>
>
>
>
>
>
> On Jan 8, 2008, at 8:11 PM, Michael Monello 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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