[arg_discuss] Social Interaction in ARGs
Christy Dena
cdena at cross-mediaentertainment.com
Thu Jun 19 23:15:11 EDT 2008
Good thoughts Brian. Thanks for sharing them here...I'll be citing them. :)
I just realised one confusion of meaning though. When I referred to
"roleplay" I meant *performing a (fantastical) character* (or there
abouts) not 'playing a role' as in *participating*. These are related,
but two different things. I'm working interstate and so don't have all
my files & books with me...so I'll have to leave making this pattern
clearer for another time. And yes, I'm very familiar with Boal. Good
taste. :)
But also, on your point about 'social status' being player- and
designer-facilitated. Indeed, this is one aspect of ARGs that I find
fascinating: seeing how certain elements occur in ARGs no matter what.
Compared to many traditional artistic practices, ARG designers (for a
variety of intended and unintended reasons) remove a lot of things,
but because of the highly collaborative nature of ARGs (among other
factors) players often put a lot of them back in. I find this
interesting. Does this mean that there are certain things that an
artwork has to have?...And if so, why?...
On 6/19/08, Brian Clark <bclark at gmdstudios.com> wrote:
>
> "Are you saying that all the content in different languages was
> translations."
>
> Yup ... written in English, shipped to translators, published
> multi-lingually.
>
> "I'll have to look up a definition of 'roleplay' that fits this situation"
>
> I think the best ones are going to be in theater instead of gaming ... the
> origin is literally "to play a role". Interactive theater people sometimes
> use the word "spectactor" from Augusto Boal's work in Theatre of the
> Oppressed to describe that concept you're looking for:
>
> [It refers to the dual role of those involved in the process as both
> spectator and actor, as they both observe and create dramatic meaning and
> action in any performance.]
>
> "If 'play' is non-rules-based and involves freedom of choice, how do
> ARG designers facilitate play between players, or play between players
> and the designers?"
>
> There are some basic tools we're all familiar with. The mother of all "play
> between players" might be speculation (which is the cousin of narrative
> foreshadowing), while meta-gaming happens between players and designers all
> the time (such as the "hidden reference"). Most of the time, if people are
> having fun, they'll start playing in addition to gaming (and as a developer
> you just have to leave structure open enough to encourage and celebrate
> that.)
>
> "But how do you see this [constructed play] fitting in with 'social
> interaction' patterns?"
>
> To some extent, but in many ways this happens first and foremost among the
> players. I can't count the number of times of players have worried and
> fretted about some collective action, and in the process come up with a
> scenario they might face better than one we've written ... switching to
> adapt to that idea is certainly an iterative design philosophy from the
> developer's end, but it doesn't constitute a true collaboration with the
> players (in the way, say, the Joker "take a photo with your friends" did.)
>
> >From an experience design perspective, the ARG as developed is like a piece
> of clothing lying on a table: it is only truly "as designed" once it is
> being worn. So from my perspective, that player-player constructive play is
> actually the most magical element, the part that builds from the real-time
> distributed communities that the Internet is capable of. We're just giving
> you something to wear.
>
> Social status ... so many questions, let me try a provocative response, a
> theorem designed to be picked apart because any general statement is always
> going to fail:
>
> There is no difference between developer-designed social status and
> player-designed social status, but the two can work together to reinforce
> each other. Developers are just another kind of "super player".
>
> For example, if we as developers generate a "meta story site" (think
> StolenA3.com) we'll end up summarizing the action that's taken place, mixing
> both characters and players together. Or, in other cases, if you don't
> publish that as a developer, players will band together and end up doing
> essentially the same thing ... which is what you're hinting at in your
> questions. Sometimes this can happen even in the meta-game space, where I
> throw off a horrible limerick on my BTS blog to link to the Unfiction
> impromptu Eldritch Limerick contest that arose in cultural remix of the
> Cloverfield haiku contest Rose started.
>
> I'll leave it others to dissect what happens when it gets as explicit as
> completion or points like some games have had as that looks like muddy
> ground to me (for example -- were the points in Perplex City part of the ARG
> or just part of the card game or kinda sorta a little of both?)
>
> Ambitious chart, Christy, but a good way to tackle some of the issues.
>
>
> -----Original Message-----
> From: arg_discuss-bounces at igda.org [mailto:arg_discuss-bounces at igda.org] On
> Behalf Of Christy Dena
> Sent: Wednesday, June 18, 2008 11:37 PM
> To: Discussion list of the IGDA ARG SIG
> Subject: Re: [arg_discuss] Social Interaction in ARGs
>
> Hey Brian,
>
> Welcome back! I was wondering how you were.
>
> Thanks for taking the time to contribute detailed thoughts. :)
>
> And yes, the table is currently data and opinion. It is just an early
> draft of quick thoughts, that I thought would develop better (and more
> accurately) with input from others. Currently, my observations are
> prompts, not conclusions.
>
> Urns
> Are you saying that all the content in different languages was
> translations. In other words, you didn't try and get players of
> different languages working together? Whether it succeeded is another
> issue, which I'll indicate. If so, I'll take Urns off.
>
> Roleplay
> Yes, 'roleplay' does need to be complicated further. I simply wanted
> to make the point that in ARGs, designers don't usually require
> players to pretend they are fantastical characters. There is play, of
> course, but players aren't Orcs, Draculas or Knights (as yet). But,
> this position needs to be tempered, as you intimate, with an
> acknowledgement of how players *go outside themselves* to some degree.
> Some players in Perplex City became short story writers, players in
> Heist become retrievers etc. I'll have to look up a definition of
> 'roleplay' that fits this situation...unless someone on this list has
> one handy...
>
> Play & Game
> Roleplay and play are related but not interchangeable concepts. But
> the difference between play and game (ludics) is an interesting point
> to raise in the context of social interaction patterns. Let's have a
> look at Roger Caillois's definition of paidia and ludus:
>
> "At one extreme an almost indivisible principle, common to diversion,
> turbulence, free improvisation, and carefree gaiety is dominant. It
> manifests a kind of uncontrolled fantasy that can be designated by the
> term paidia. At the opposite extreme [.] there is a growing tendency
> to bind it with arbitrary, imperative, and purposely tedious
> conventions [.] I call this second component ludus." (27)
>
> If 'play' is non-rules-based and involves freedom of choice, how do
> ARG designers facilitate play between players, or play between players
> and the designers?...
>
> Constructed Play
> Oh yes, ARGs are co-creative and participatory. But how do you see
> this fitting in with 'social interaction' patterns? It seems that fits
> into player-designer interaction (which can be designer and player
> facilitated), as opposed to the designer-facilitated player-player
> interaction the chart currently concentrates on.
>
> Social Statuses
> I agree that social status is a part of communities, but there is
> player-facilitated social status and designer-facilitated social
> status. I'm interested to know the effects of designer-facilitated
> social status and whether it is necessary. What do players do to
> facilitate social status? Is there more player-facilitated social
> status when designers don't do any or little social-status activities?
> How do players react to designer-facilitated social status? How
> important is it to the game? How important is it social interaction?
>
> Yay! It's developing!
>
> Best,
> Christy
>
> On 6/19/08, Brian Clark <bclark at gmdstudios.com> wrote:
>> Great work, Christy ... a few bits of data and opinion :)
>>
>> I'm not sure Urns counts as "challenges are issued in different languages,
>> facilitating players sharing translations in order to reach a subgoal and
>> keep the game progressing" like you say. The narrative was translated into
>> all of those languages to allow players in each of those countries to
>> participate in a global experience, but in reality English remained the
>> lingua franca of the meta-narrative and the player community. I guess one
>> could argue that it helped create a more internationalized player base.
>>
>> Conversely, Heist did use elements in foreign languages that were intended
>> to require the community recruiting a new native speaker (there are bits
> of
>> that in many ARGs though, as it is a puzzle type that requires
> recruitment.)
>>
>> I also take some issue with the way you defined roleplaying: I'd make the
>> argument that a very large percentage of ARG players are roleplaying in a
>> transformative way. Jane McGonigal described that well as a player of
> Heist:
>> she was trying on an alternate Jane McGonigal. Eldritch players who went
> to
>> West Virginia also found themselves "roleplaying themselves". There's as
>> much "play" in an ARG as there is "game".
>>
>> I'd also argue that many ARGs involve the element of "constructive play"
> --
>> the ARG is being written in collaboration between the creators and
>> participants. Player's just don't often glimpse how much is or isn't on
>> rails on the "other side of the curtain".
>>
>> "Social statuses" is also the key to how community functions: there are
>> always "more famous players" than others in the legacy of a finished game
>> (which is an innate comprehension of "social status" with a coarse
> mechanism
>> like a scoreboard.)
>>
>>
>>
>> -----Original Message-----
>> From: arg_discuss-bounces at igda.org [mailto:arg_discuss-bounces at igda.org]
> On
>> Behalf Of John Evans
>> Sent: Thursday, June 12, 2008 2:14 AM
>> To: Discussion list of the IGDA ARG SIG
>> Subject: Re: [arg_discuss] Social Interaction in ARGs
>>
>>>Hey everyone,
>>>
>>>The following is a resource I've been working on myself, but am thinking
>>>I'll add it in some way to the ARG Design section of ARGology. In it I
> draw
>>>on existing game design patterns for social interaction, and see how they
>>>apply to ARGs. The listing I have is just a quick draft.
>>>
>>>http://www.christydena.com/Primer/ARGDashboard_Interaction.html
>>>
>>>I'd love to hear you thoughts on examples to add, anything you don't agree
>>>with, and also how I should present the information. I don't find the
>> manner
>>>I have presented it at the moment user-friendly. Should I move it to the
>>>ARGology wiki for instance?
>>
>> That's awesome, Christy. It *does* seem like a good topic for the wiki, in
>> the sense that people who are experts in one game or another will be able
>> to talk about the activities involved in that particular game. I could
>> help out with moving it to the Wiki if you need some "grunt
> HTML/Wiki-code"
>> work done. ;)
>>
>> Though, I have to be honest, I look at that chart and I think "So how can
> I
>> create a game that fills in some of these empty categories?". Hmmm...
>>
>> --John Evans
>> Chaoseed Software - http://chaoseed.com
>>
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