[arg_discuss] Software for managing games/events/player communication
Thomas Maillioux
thomas.maillioux at gmail.com
Sun Nov 7 13:02:41 EST 2010
I do not have anything to contribute right now, but thanks to the two of you
for all these tools and links !
T.
2010/11/7 Necole Duncan <neekono at gmail.com>
> We (Pistolsniffer Industries <http://pistolsniffer.com/>) have used Ning
> for
> all of our games, and it accomplishes most of what you’ve mentioned. If you
> would like to take a look at how we use it, we have a game running now for
> which we’ve set up a network.
>
> Here is the main website for the game. It leads to the Ning network and a
> YouTube channel:
>
> http://larp-hard.com/
>
> Ning is a great way to keep all of the most important information needed
> for
> game play in one place. We use the discussion boards to issue player
> challenges, which adds to the game element of the story. LARP Hard is a
> murder mystery. Sophia the Soft was killed during a LARP festival when a
> mechanical dragon head fell on her. The other LARP Hard founders decided to
> expand the group after her death, so the network was created. Players
> discovered through a Sticky
> Itchers<http://www.youtube.com/user/StickyItchers>video that the death
> was not an accident, and they must interact with the
> characters (mostly through the Ning, which also has a private messaging
> function) to discover which one of the founders did it.
>
> Jane McGonigal’s most recent game, Urgent Evoke<
> http://www.urgentevoke.com/>,
> also used Ning as the center of the game. It’s customizable, so by the time
> they were done with it only those familiar with the platform would really
> know it for a Ning network. It works very well for a game in which player
> interaction is important. It allows them to easily share their own thoughts
> and creations with each other and with the characters in the game. One of
> the problems we’ve had with the forums is that players don’t always post
> their interactions, which excludes the other players from that part of the
> experience. However, Ning makes all communication except private messages
> available to anyone on the network.
>
> The only problem I see with using Ning is that it is possible that the most
> casual lurkers, the largest section of the target audience, might not join
> the network. The content of the network is not visible unless a player
> signs
> up, and that might discourage some people.
>
> Hope that helps!
>
> Necole Duncan
>
> On Sun, Nov 7, 2010 at 10:18 AM, Kim Plowright <kim at mildlydiverting.com
> >wrote:
>
> > Hello
> >
> > I'm having a bit of a poke around trying to find useful bits of
> > software / cloud applications for folk making ARGlike things.
> >
> > I've had a look back through the list archives which tends to point to:
> >
> > Scriptwriting / Storyplanning software:
> >
> > Word / Excel
> > Celtx - http://www.celtx.com/
> > Scrivener - http://www.literatureandlatte.com/scrivener.php
> > Final Draft - http://www.finaldraft.com/
> > FiveSprockets - http://www.fivesprockets.com/fs-portal/
> > Storyist - http://storyist.com/index.html
> > Novamind - http://www.novamind.com/
> > Tinderbox - http://www.eastgate.com/Tinderbox/
> > With more listed here; http://www.literatureandlatte.com/links.php
> >
> > Project Management/Coordination Software:-
> >
> > Basecamp - http://basecamphq.com/
> >
> > ProjectPier -
> > http://www.projectpier.org/
> > CoMindWork - http://www.comindwork.com/
> > OpenAtrium - http://openatrium.com/
> > Yammer - https://www.yammer.com/
> >
> > These are all great for internal team coordination, and for planning
> > the story, but there's a piece that seems to be missing from this
> > suite: running the experience.
> >
> > Broadly, I think this is 'things which help manage communications with
> > players and time-sensitive cross-platform content rollout.'
> >
> > The sort of use cases I'm after are:-
> > - associating a player with a facebook id, twitter id, mobile number,
> > and being able to track all of their interactions with the game in one
> > place.
> > - Smart use of external APIs to publish once to many places, and
> > aggregate responses centrally
> > - being able to send an SMS message to multiple players from a central
> > point
> > - being able to store story content objects centrally, and manage
> > player progress through those objects: sending the right
> > email/SMS/tweet at the right time, from the right character
> > - cue tracking during live events: team notifications, progress
> > tracking, content release
> >
> > I suspect that there are tools out there that do this sort of thing,
> > but I don't know about them (I'm SURE that the social media marketing
> > crowd use them all the time!). I've used Cover It Live
> > http://www.coveritlive.com/ to run a live event in the past, for
> > instance. I'm fairly sure that someone announced they'd created
> > something like this here on the list, but my email search foo is
> > failing me.
> >
> > So - my questions...
> >
> > - Does anyone know of any products designed specifically for
> > transmedia/arg/crossplatform/social storytelling?
> > - Have you experience of using them? Good? Bad? Indifferent? What were
> > the catches? What did they do well?
> > - If you've bodged this kind of thing together from existing tools in
> > the past, what different things have you used?
> > - Have you used any tools that helped you manage the realworld-online
> > bridge successfully?
> >
> > Hopefully this is useful stuff to share on the list, too!
> > _______________________________________________
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> >
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