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March 31, 2009

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John Evans

...don't excessively reward players heading in the wrong direction -- the volume with which you respond is an indication as to whether they're barking up the wrong tree.

Unless you're willing to, if we extend the metaphor a bit further, grow a new tree. ;)

Read up on Dr. Bartle.

I've recently been reading Designing Virtual Worlds by Richard Bartle. I've been impressed with it so far; very well researched, accessible but insightful writing.

Never let realism get in the way of fun.

Haha! That applies to a lot of things. I feel like I should write that on a post-it and put it on my monitor. :)

I've always thought of it as...You can get away with pretty much anything, as long as you make the effort to sell it to the players. (Or readers, or viewers...)

Andrea

The new tree bit is a nice thought, when it's possible; but if your the wheels on your plot are packed in very tightly, there will of necessity be points where you need the players to zag instead of zig, or you won't move forward anymore. It's highly situational, I suppose.

The realistic != fun lesson is one I learned many years ago when I had friends designing paper RPGs for maximum realism. It turns out playing an RPG where you die of bleeding out or of shock the first time somebody gets a good shot at you with a crossbow... not actually very fun. Go figure!

This is also, of course, why there are no lavatories in Norrath.

Addlepated

This is really, really excellent information and should be required reading for anyone looking to create any sort of interactive experience. Kudos!

Jo

I think its hugely important that players know what they are supposed to be doing. The majority don't understand the conventions of ARGs - that the people and places that you encounter in passive viewing/play can be found and interacted with across the web. We did a great focus group last night with some late teens and they explicitly said (several times) 'I would have benefited from instructions'.

Andrea

Aw, thanks, Addle. :)

Jo, I think there's definitely a value in providing clearer instructions, particularly for younger players, and particularly for players who haven't done an ARG or anything like it.

It's a tussle between allowing depth of immersion and keeping the magic circle intact, vs. making sure people know what the heck they're supposed to be doing. But I think as a group, ARG designers usually err on the side of mysterious... the whole curtain/TINAG thing. I wonder if we'd grow audience faster if we erred on the side of more directly telling players what to do.

Jo

Yep - agreed. I think if you want to attract a broad mainstream audience you have to sacrifice the mystery at the point/s of entry. Having said that, once they're in and they understand the principles I think players can easily suspend their disbelief. In the same way that you understand a movie is not real, because you walk into the cinema, you can still immerse yourself in it. Once past an instruction screen, in an ARG, you're free to enjoy the game.

Andrea

*nodnod* Of course we agree on this, Jo. ^_^ Send out a press release! Run ads and flyers!

This is especially going to be necessary for the brave souls who will do the next round of subscription games. I firmly believe that will be a winning model, as soon as there's sufficient public awareness of the existence and playing methods for immersive games.

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