[arg_discuss] Topic of the Week Aug. 31: Umbrella Term + ARG/larp

Markus Montola Markus.Montola at uta.fi
Thu Sep 3 03:20:00 EDT 2009



>> But fundamentally, I suppose, the question is: "what do you need

>> the umbrella for?"

>> Werewolf and Art of H3ist are certainly both social games, but I

>> don't see why they should fit under the same umbrella in most cases.

>

> I'll make a counter argument that an umbrella does matter.


Yeah, I totally agree. What I meant was that your choice of umbrella
depends on where you aim at. :-)


> Conceptually, we understand that a puzzle hunt is different than a

> LARP is different than an ARG is different than a "Big" Game.

> Yet, we still are left with the question:

> Do they represent forms within that umbrella? Do they represent styles?

> What attributes do they all share?


Yes, precisely. That's very much what we do with what we call
"pervasive games" in our book Pervasive Games. We discuss games that
defy the usual way of games being situated in a discreet spatial,
temporal and social context. And then we look into that umbrella. And
what do we have in there? ARGs, treasure hunts, scavenger hunts,
assassin games, big games, Come Out and Play style games, The Game
treasure hunts, street larps... Stuff from The Amazing Race to Mystery
on the Fifth Avenue and everything in between.

(And on the fringes there's stuff from flash mobs to BASE jumping,
trainsurfing and urban exploration.)

But, that might just be a little bit too broad umbrella for whatever
you need one for.


> Is a sufficiently well-designed ARG indistinguishable from a LARP (or

> a Puzzle Hunt)?

> (If not, how?)


Personally -- having been in Nordic larp scene for 15 years -- I think
one defining criterion of role-playing and larp is a character that is
separate from the player. I'm now Conan the Barbarian, not Markus the
Researcher.

However, in our pervasive larp (ARG-Larp hybrids in some sense)
experiments (Prosopopeia and Momentum), we have experimented on
various double life strategies and mixing of these personas. One of
the phenomena is that even if you play Christopher Amherst in a game,
the "real" Christopher Amherst starts to differ from the "game"
version early on -- one of them pretends to believe and the other does
believe, which makes them very different. Hence, your character is a
reflection of yourself, but you again role-play a character.

I think you would be interested in more about Prosopopeia and
Momentum. Here's a few links if you are interested.

- http://users.tkk.fi/~mmontola/prosopopeiakp06.pdf
- http://www.liveforum.dk/kp07book/lifelike_jonsson.pdf
- http://www.liveforum.dk/kp07book/lifelike_stenros.pdf


Best,

- Markus Montola


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