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January 13, 2009

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John Evans

I really like your new theory about the elements of an ARG-ish experience.

Hmmmm...I feel the urge to write up little design proposals for projects that would fulfill 4 or 5 of those criteria but not all of them. The point being, we'd see how ARG-ish each one would be. Let's see, there are 6 possibilities that include 6 elements and 15 possibilities that include 4 elements...

Wendy Despain

Hmm. I think your model leaves out the cross-media/cross-platform/whatever-you-want-to-call-it nature of ARGs.
That's one of my personal favorites, I guess. Heh.

wendy despain

WriTerGuy

Hmm, I find it instructive to plot WORLD WITHOUT OIL (http://worldwithoutoil.org) within your system. As written, it would seem to score maybe 3.5 (no puzzles, no story archaeology, and no real time). I'm sure many people would agree with WWO = 3.5. I would suggest, however, that WWO should actually score 7 - that "visualizing our next oil shock" was its puzzle, that "historical pre-enactment" was its story archaeology, and that it scored double in audience volition.

Andres

outstanding post!

Andrea

Thanks, John and Andres.

Wendy, I considered cross-media a sort of constellation of story archaeology, interactive story world, and real-world elements. Cross-media is a big category, and sometimes means different things to different people...

WriTerGuy, I'd call WWO as having story archaeology. People were assembling the narrative themselves, by fabricating it -- but they also had to read the contributions of other players to get a clear idea of what was going on in the story world, right? And so far as I know, it did unfold in real time (though the story-year and real-year were different). A week in the game was a week in the real world. Correct me if I'm wrong!

Glad to see nobody's after me with torches and pitchforks yet. ^_^

Brian Clark

I think much of this stems from people desire to think what they make or what they play is somehow new or different. I'm less convinced of that and, somehow, the conversation makes me feel less and less connection with the "community of practitioners".

Any strong definition will be one that unites creators around a shared vision. These discussions do more to divide them, in my humble opinion, by trying to define what ARGs are by what they are not (as if "woo! we're not X!" will become some kind of motivating vision for the next generation of experimentors.)

Andrea

*nodnod*, Brian. There's the desire for every little curve and wrinkle of our baby to be something new and exciting. But tons of babies have had those same curves and wrinkles before ours.

I think one of the problems with the whole definition discussion is it seems to take on an exclusionary spirit after a while -- an exercise in choosing what does and doesn't qualify as an ARG, with a subtext of "and if it isn't, it's not worth paying attention to." But whether something meets the definition and whether something is worth my/your/our time are entirely different questions.

Brian Clark

Perhaps the better methodology ... I mean cat skinning technique ... would be adopted from evolutionary biology.

Grab 10 projects that are widely considered to be ARGs and their dates. Grab 10 projects that are widely considered to NOT be ARGs and their dates. Cluster them visually in clumps of how similar they are, then identify the differences in traits that separate one clump from another.

The clumps that are "more ARGish than non-ARGish" are all of genus "ARG" ... the clumps that contain as much ARG as NOT ARG are genus "ARGish" ... the clumps that contain more NOT ARG than ARG are the genus of the label you'd normally think of (film, novel, game).

Still leaves room for each individual project to have its own species, as AOTH is not equal to Perplex City ... but are they just different species, or do they fall into entirely different genus clumps?

Maybe it teaches us nothing, but it at least it doesn't start with a set of categories that might be prebiased towards including somethings and not others.

Andrea

One of the things I'm struggling with here is the feeling that I'm simply not capable of doing more than rationalizing what I *think* I know an ARG is already. That would certainly be an interesting exercise... I'll have to keep it in mind the next time I feel a chart-making frenzy falling upon me.

Jay B.

Wait, does this mean I don't have to pay all those citations? :)

I *heart* the term Story Archeology, and shall appropriate it forthwith.

Riccardo

Deeply inspiring post. thank you.
Will come back with more.

Craig Harkness

I really found this post useful Andrea, thanks :) Although I would perhaps change the "puzzles" element of your final diagram to "challenges" as I feel this might be more inclusive of those activities that players undertook that weren't necessarily out and out puzzles.

Andrea

Jay! I do believe I stole 'story archaeology' from Bryan Alexander. I suspect it's an academic term that's been in use for a while. But yeah, I want to do *that.*

Thanks for the kind words, Riccardo, looking forward to hearing your thoughts.

Thanks, Craig. :) You're right -- I generally am of the 'challenge' school of thought, too. But in this case I ran afoul of trying to unravel where audience volition and challenges become separate things, and decided to punt that headache for another day.

This is some fairly rough thinking on the whole thing, and as more heads are scratched over it, I'm sure numerous improvements will be discovered.

JCS

Thanks for the great post, Andrea. Ditto what Jay said; the moment I read "story archeology," it was instantly part of my vocabulary.

Ditto also what Craig said. "Puzzles" is too specific a term for what I usually mean when I say it. "Activities" is too general. We're constantly trying to find the right term for this with p161. Often, we just call them "nodes," because of how they fit on charts of our games. Occasionally, I call them "ludemes," but that's too atomic. "Challenges" is the best so far, but it's not quite right.

What term do other designers use?

Merzmensch

Great post! We need more essays like this on ARG. Thank you!

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