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August 19, 2008

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Agent Lex

Amen, sistah!

I would like to point out that I'm not the first to be blogging during the game. Nighthawk's been blogging about his game (nicknamed Bringer of Light/Shadow in Darkness) over at his custom blogging service, at http://www.brainclouds.net/Darklight/

Andrea A. Phillips

Oh, I'm sure there are even more examples than that, too. If you've got 'em, links 'em up for us. :)

vpisteve

Heya Andrea,

Very thoughtful post, and there are a lot of interesting points about maintaining a curtain. But I don't agree that "it has to stop" at all! :)

Two considerations here, (albeit one only applies in the "promotional ARG" category): First, there's the client. Typically there is actually a stipulation that, as a vendor, you *can't* announce publicly that you're doing the project (as is currently the case with a certain caped dude) . Plus, the whole point is to shine a spotlight on their property, not yourself. But the bottom line is, most times Game Developers don't promote themselves is because they *can't.*

Secondly, and this applies to all projects, I think there *is* validity to the idea that in stepping out to promote one's self, you're yanking players out of the immersion of your very game, since it's taking place in the same space (ie reality). To me, it's the same as if, while reading a novel, you were suddenly reading "Do you like this part? I wrote it while on the seashore in Maine - Love, Stephen King." It'd be like not being able to turn the commentary track off on a DVD.

Admittedly, this is a fine point, but still a valid one, I think.

Anyway, for your list above of ARGs that have outed themselves, I'd only gently point out five notable ones that maintained an iron curtain with much success (leaving the measure of success to be discussed elsewhere): The Beast, Metacortechs, I Love Bees, Year Zero, The Dark Knight.

Sorry, but I don't see any battle being won here-not yet, anyway. :) I think *both* techniques are still valid, depending upon the circumstances.

Andrea A. Phillips

Thanks for stopping by, Steve. :)

On your first point, there's an underlying philosophic question here; do we want to be more like ad agencies, or more like movie studios? What we're doing right now is often a hybrid of both worlds. That said, it's not even the standard in advertising for an agency not to be able to take credit for their work.

Viral marketing is the one big instance... and yeah, to some extent our client expectations are sticking us in that viral marketing cubbyhole. It's a struggle to escape it, but I think it's not a cubby we belong in anymore. Me, I'd rather be a movie studio.

I'd think 42 has enough star power now to negotiate contract terms a bit -- and I would imagine that your reputation is something a client might want to piggyback on. But that's an outsider point of view, obviously, and hey, there's a reason I try to stay out of that part of the business...

On your second point, yes, you're absolutely right. There's something I didn't make clear in that original post. I'm not lobbying for studios to make themselves freely available to players during a run, and certainly not suggesting that you pop the bubble of the game world by sticking your fingers in it. Keeping the story world intact and separate to maintain immersion is always going to be a high priority. But as far as I'm concerned, unless you're putting links to your dev blog into your character's podcasts, it's a totally separate issue. (And if you ARE doing that... well, I question your design, but I might be interested in taking a look to see what the heck you think you're doing.)

What I AM suggesting is that more studios be open about what they're up to. Send out press releases ahead of time saying, "Hey, we're going to do an awesome thing. If you want to join in the fun, keep your eyes on our.mysterious.url.com on Nov. 13." Keep a list of links to running projects on your home page. It's no mysterious package to Jonathan Waite, but it's honest. Those packages to ARGN ultimately don't scale very well. (Sorry, Jonathan. :)

And you don't have to blab about your design goals and whatnot to the press (though I think that doesn't hurt much when it happens, either). But getting to the point where you can acknowledge your own work and say "Yeah, it's ours, but we don't like to discuss a project until it's over," has a value.

That list of mine, BTW, is a list of games launched or announced or outed *just since ARGfest*, and not a comprehensive survey of the genre. Sure, there have been a lot of major games with an iron curtain. There probably will be more. The trend definitely seems to be pointing toward more transparency from where I'm sitting, though; and I find I like it better that way.

John Evans

There are a couple of things I want to say here...

First, I've run a couple of projects where glitches expose my identity to players. I usually respond with something like "Oh, yeah, I'm hosting that strange application on my webspace but I don't know much about it so you'll have to contact those guys running it". The "nudge nudge, wink wink" is implicit. My point is, tearing the curtain has never seemed too harmful to me, because players *want* to preserve their own immersion and will happily go along with your excuses (as long as they don't feel like you're trying to manipulate or disrespect them). Not only that, I'm sure there are ways to reveal authorship without breaking immersion *too* much. Just a hair.

On the other hand...Why don't you try thinking about it in the other direction: If you want to create an anonymous work, ARGs are amenable to letting so.

krystyn

"On your first point, there's an underlying philosophic question here; do we want to be more like ad agencies, or more like movie studios? What we're doing right now is often a hybrid of both worlds."

Ahhh, the good old 'we,' which happens to be made up of people who think ARGs started with the Beast, others still who think it started with Publius Enigma, and still others who have been telling stories for years and years who are now being told by people 'in the know' that what they've actually been doing is creating ARGs.

Trends and growth may be one thing, but it's fairly apparent that the game itself is the most important thing, and by 'game' I mean the player's experience with the story. The curtain issue is one that needs to be applied anew with each project.

To propose a blanket policy for a genre that has no real borders is really weird, and not very useful! I suppose it might feel good to be able to tout yourself and know that it will bring an audience, but ultimately the play's the thing, and we're capturing the conscience of the King -- er, the world the story lives in.

To each their own, honestly. But color me reluctant to put *anything* else ahead of the story (or, if it were a pro game, what the client wants).

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