[arg_discuss] Accounting for Player Disruption?
Dan Hon
dan at sixtostart.com
Fri Mar 14 07:50:24 EDT 2008
This is something that I really do wish the ARG genre/audience would
grow up and accept.
I realise that there are issues with media literacy, but people don't
expect that everything they read in a book is true, and similarly for
television, movies and radio.
On the one hand, there are certain things that producing an ARG as a
hoax, or one that follows the 'this is not a game' philosophy brings
you, but then there are a whole bunch of things that not following
that philosophy brings you as well. Whether your game reveals itself
as hoax-like or not shouldn't either add or detract to it being part
of this new genre.
Rant over.
--
Dan Hon, CEO, Six to Start
m: +44 7870 600 828
t: +44 33 3340 7490, f: +44 33 3340 7494
On 14 Mar 2008, at 00:50, Mark Heggen wrote:
> *** 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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>>>
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>>>
>>>
>>>
>>>
>>>
>>>
>>>
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>>
>>
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