[arg_discuss] Looking for Resources on Engaging Casual Players in ARGs
Vujevits Márk
vujevits.mark at gmail.com
Fri Jun 7 04:53:13 EDT 2013
I think what you mean with controllers, is rather the interface. In
traditional games it's rather something well defined, hence the way the
interact is obvious, and you don't have a choice if you want to
participate. Even classical RPG-s have a well defined interface, it's the
speech between the players and the game master, and a few dice.
This is one of the the reasons what makes ARG a special experience, that
you have to discover this interface, which can also change during the game.
Mark Vujevits
On Fri, Jun 7, 2013 at 9:54 AM, Wendy Despain <wendeth at wendydespain.com>wrote:
> I just realized in my rambling I forgot to explain my exception!
>
> I said: "But what I realized is that videogames -do- have exactly the
> same
> problem (with one exception, I'll get to in a minute) and they have
> solved it [with tutorials]."
>
> The difference/inherent advantage that videogames have vs. ARGs
> (leaving aside the approach of teaching players how they are expected
> to participate and giving them "permission" which I went on about in
> my other email) - is that videogames have devices called *controllers*
> and the audience has this physical device connecting them to the game
> experience and it has buttons heuristically designed to make you want
> to push them.
>
> Videogame players come to the experience knowing and expecting
> interaction, partly because they have been taught that trope over 30
> years of tutorials in games - but also because there is a physical
> thing to pick up that literally controls the game.
>
> I'm jealous of that hand-held, physical controller games have but ARGs
> don't. Some people are trying to use cell phones, in some ways, as ARG
> controllers.... the problem is that videogame controllers have only
> one purpose... and phones have a million.
>
> There's symbolic power in the game console controller, as well as
> programming power.
> When a player picks it up - they lean forward to get into and interact
> with the game. It's instantly not a "lean back"/passive entertainment
> experience, both for the player and for those observing the player.
>
> Anyway, I haven't fully formed this idea either - but as long as we're
> tossing out things we're thinking about as it relates to getting
> players more involved (or getting more players involved) I thought I'd
> get it out there.
>
> Wendy Despain
>
>
> On Thu, June 6, 2013 3:19 pm, John Maccabee wrote:
> > Thank you, one and all, for this. Wendy - great point*: overcoming
> > the
> > default setting of inaction in an entertainment experience*.* *That's
> > a big
> > one. I don't know if the number for ARGs [circa I LOVE BEES] still
> > holds
> > but it is that 10% of players are playing daily, 30% play weekly, and
> > 60%
> > are watching the other 40%. What I have been doing with mission-based
> > games, games that ask players to do for the game, is beginning with
> > people
> > used to doing and making, i.e. DIYs. That could help blending
> > tutorials
> > into the games. And I agree with Jamey - people who participate may
> > not
> > care about the artifice in a game if it is presented as part of the
> > engagement. I'm trying to get the first romcom game going. The
> > original
> > impetus for me to design ARGs/transmedia/whathaveyou had to do with my
> > association with the SF Public libraries. Ahead of the curve on that
> > one.
> > Went with a museum instead. Best, John Maccabee
> >
> > On Thu, Jun 6, 2013 at 12:17 PM, Thomas Maillioux <
> > thomas.maillioux at gmail.com> wrote:
> >
> >> 2013/6/6 Ian Pottmeyer <ian at studiocypher.com>
> >>
> >> > If you want to see more of this tutorial style of gameplay, Valve
> >> games
> >> are
> >> > an absolute treasure trove. Check out Portal 1, I'm pretty sure
> >> the
> >> in-game
> >> > developer commentary talks about how they designed the levels to
> >> teach.
> >> >
> >> > Put short, they'll have one level where they teach you a concept
> >> very
> >> > explicitly: "DO THIS" Then they'll immediately follow that with a
> >> level
> >> > where you have to use the skill you were just taught in order to
> >> progress.
> >> > They don't tell you that's the case, they let you figure it out
> >> yourself.
> >> > Since the new technique is still fresh in your mind, you're more
> >> likely
> >> to
> >> > be still thinking about it, and using it in the next area feels
> >> natural,
> >> > and that solidifies it in your gameplay repertoire.
> >> >
> >>
> >> Teaching your players something, then giving them the opportunity to
> >> apply
> >> what they have juste learnt works great in video games design,
> >> especially
> >> adding little variations one on top of the other to help players
> >> develop
> >> their manoeuvers repertoire : Edmund McMillen of Team Meat breaks it
> >> down
> >> really really well in Indie Game : The Movie - you can find the
> >> excerpt
> >> where he explains all that over at Critical
> >> Commons<
> >>
> http://www.criticalcommons.org/Members/fearv/clips/indie-game-the-movie-edmund-mcmillen-discusses
> >> >.
> >> The parallel between Super Meat Boy and ARGs might make even more
> >> sense in
> >> that, much like the main character, players don't necessarily learn
> >> new
> >> moves along the course of a game.
> >>
> >> Regarding what Wendy said about tutorials not being too hamhanded -
> >> the
> >> most subtle tutorial I've ever seen is for Left 4 Dead. In fact,
> >> there is
> >> no tutorial : the trailer for the game, that people got to see over
> >> and
> >> over before launch, had all the information one needs to understand
> >> basic
> >> tactics and the behaviours of the different types of zombies. You
> >> can find
> >> it over YouTube <http://www.youtube.com/watch?v=UF1HVlcXBmA> among
> >> other
> >> places. Such a tutorial doesn't require much effort to soak it all
> >> in, and
> >> it might work well with casual, passers-by audiences.
> >>
> >> Regarding ARGs and casual player engagement in general : good luck !
> >> That
> >> audience can be especially hard to woo, even moreso with the
> >> competition
> >> with other forms of entertainment (and Candy Crush Saga) ! At what
> >> point
> >> would you consider your audience "engaged" ?
> >>
> >> Good luck and keep us posted ! It's a great time for ARGs to explore
> >> different roads and themes and I'm looking forward to reading about
> >> your
> >> project here and there :) And I'd love to read more about the
> >> library ARG
> >> as well (I'm a librarian and ICT trainer by day) !
> >>
> >> --
> >> "We do it because we are compelled."
> >> http://www.tommaillioux.fr
> >> Twitter :
> >> @JTMaillioux - Documentation et actualité académique
> >> @Bookmore - Culture digitale, gaming, DIY
> >> +33669245239
> >> PGP : 0xCE442D1D
> >> _______________________________________________
> >> ARG_Discuss mailing list
> >> ARG_Discuss at igda.org
> >> http://five.pairlist.net/mailman/listinfo/arg_discuss
> >>
> >
> >
> >
> > --
> > John Maccabee
> > citymystery.info
> > johnmaccabee at gmail.com
> > (c) 415-377-6839
> >
> > <http://pheon.org>
> > game archives: ghostsofachance.com
> > PHEON <http://app.pheon.org/dashboard>
> > mission-based training/learning: mission-demo.info
> >
> > mission-demo.info/admin[password: demo]
> > _______________________________________________
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> > ARG_Discuss at igda.org
> > http://five.pairlist.net/mailman/listinfo/arg_discuss
> >
>
>
> Wendy Despain
> quantumcontent.com
>
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--
-----------------ooo------------------------
...........................Vujevits Márk
....................tel.:+36304453736
email: vujevits.mark at gmail.com
-----------------ooo------------------------
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