[arg_discuss] Accounting for Player Disruption?
Mark Heggen
markheggen at gmail.com
Thu Mar 13 20:50:11 EDT 2008
*** clarification ***
Jane McGonigal didn't really say anything like "Meanwhile, we will be over
here playing this really great Big Mac ad. Your call." in a press release
for her latest project. I just meant to imply that through the very act of
issuing a press release explaining who was involved in the project she
communicated something along those lines. Also, there are plenty of other
examples of being straight-forward at the same time as maintaining a tight
fiction. Her example is just a new one that came to mind.
_Mark Heggen
On Thu, Mar 13, 2008 at 8:45 PM, Mark Heggen <markheggen at gmail.com> wrote:
> Ivan_
>
> Interesting question and you are wise to be cautious about coming down
> with an iron first, or conversely letting bozos run wild over your story.
>
> One thing to keep in mind: essentially no one actually plays these things
> without realizing what they are. Players are almost always totally aware (on
> some level) that the conversation they are having with a kidnapper is really
> a promo for a new candy bar or whatever. At the end of the day, this
> awareness that Fox is paying for your game isn't going to run it for a vast
> majority of the kind of people who will be playing along anyways. So while
> you don't want a lot of obnoxious spam (of any sort) mucking up your boards,
> I would say that spam explaining the business plan of the game is actually
> far less damaging than we tend to imagine.
>
> I can think of three reasons that players aren't all that bothered by
> "this isn't real guys, its just for Pepsi" talk. First; that is how most
> ARGs have worked. Players would actually be much more surprised and stunned
> if they never heard that kind of meta discussion going on. People just don't
> feel so shocked at being "used" or "duped" by this type of advertising any
> more, particularly in the ARG world.
>
> Second; people are amazingly good at enjoying a story without getting
> bogged down in the metafictional consequences. Our brains are just good at
> that. When Zack from Saved By the Bell freezes time and talks directly to us
> about his classmates, we don't get confused. Seconds after the jerk in your
> game tells everyone that they are playing a game made by Fox, almost all
> those people will have no problem immediately returning back into the
> fictional world of your plot.
>
> Third: it is actually quite comforting to know on some level that you are
> taking part in a controlled fictional experience. That way you don't have to
> actually call the police when a character goes missing or witnesses a crime.
> It is fun to get creepy cryptic emails from strangers when you actually know
> that this is all a game. It is far less enjoyable to get creepy emails from
> genuine strangers.
>
> I guess that some small percentage of players would actually be upset by a
> reminder that they are being feed advertisements, but a huge majority of
> people (especially the people who will likely be playing your game) don't
> really care. They are just there for the free content. All this is assuming
> that your client is a typical brand that people are familiar and somewhat
> comfortable with. I guess if Blackwater USA or the Earth Liberation Front is
> paying for your game, things get more complicated.
>
> In closing, maybe look to Jane McGonigal's latest project for guidance?
> She is working with McDonald's (a brand that plenty of people dislike or at
> least make jokes about) but after some initial mystery she just came right
> out with a press release and said something to the effect of; I am making a
> game with McDonald's and the Olympics. If you play, you will be taking part
> in a Big Mac ad. If that is a problem then sorry. Meanwhile, we will be over
> here playing this really great Big Mac ad. Your call.
>
> Well handled if you ask me.
>
>
> _Mark Heggen
>
>
>
>
>
>
>
>
> On Thu, Mar 13, 2008 at 7:41 PM, <libfli at aol.com> wrote:
>
> > hey Ivan,
> >
> >
> >
> > it has been my experience that players (or audience) usually handle this
> > very well by themselves. players usually reign in anyone who tramples down
> > this path. i recently created a storyworld and forum to promote a film.
> > when it was announced to the press that this was for a promotion the
> > character's blog as well as the forum had many "this is fake" & "this is for
> > Fox" messages. the character i created ignored some of the more obnoxious
> > postings.. but there were a few posts that she did address. she was able to
> > address these questions directly because she was created to be a part of the
> > audience. she too questioned what was going on... so, for this project, it
> > was solved by design. the audience did a great job coming to the aid of
> > this character they were so fond of.. it was like someone was messing with a
> > friend. in another game i had a stalker. this stalker was madly infatuated
> > with my evil character and sent hundreds and hundreds of emails and phone
> > messages telling him he knew he was a fake character but still wanted to
> > talk with him or meet him. my evil character scoffed at the idea that he
> > was "a fake"... because the characters in our alternate realities really
> > don't know that they exist only within a work of fiction. hope that helps.
> >
> >
> >
> >
> > best
> >
> > Jan
> >
> >
> >
> > -----Original Message-----
> > From: Ivan Askwith <iaskwith at MIT.EDU>
> > To: Discussion list of the IGDA ARG SIG <arg_discuss at igda.org>
> > Sent: Thu, 13 Mar 2008 4:06 pm
> > Subject: [arg_discuss] Accounting for Player Disruption?
> >
> >
> >
> >
> >
> >
> >
> >
> > I was wondering if anyone, either from experience or untested theories,
> > might have advice on how PMs can handle or be prepared for disruptive
> > participants.
> >
> >
> > Has anyone found particularly good ways of dealing with players (or
> > trolls) who post comments on in-game blogs or forums with comments like
> > "THIS IS JUST A GAME," or "THIS IS A PROMOTION FOR X"?
> >
> >
> > It seems like a behavior that it's important to be respectful of -- or
> > rather, that it could be dangerous to censor -- but you also don't want
> > those sorts of comments destroying interest in the game for players who are
> > trying to play along.
> >
> >
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> >
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