ARGs Are Not A Narrative Design Problem
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Lately I’ve been working on Get In The Game for Northwest Vision and Media, and as a part of that I’ve been listening to pitches for games. Several companies have pitched ARGs, and it occurred to me during the last pitching session that absolutely everyone I heard speak about or pitch ARGs seems to approach them as a narrative form. Story is what they stress during the pitch, and mostly, telling stories is exactly what ARGs do (The best so far, like World Without Oil, let people tell their own stories and run through their own what ifs).
ARG design at present is really backward. Another company pitching at Get In The Game were not making an ARG, but had a really, really clever idea of how to tie in social media with their game. I’m really sorry to be vague in this paragraph, but I won’t divulge the concept since, as far as I’m aware, noone has done anything like it yet. It’s really very intelligent: Appropriate to the theme, aesthetics and audience of the game, somewhat obvious in retrospect, and it serves both the user and the publisher.
Alone, it does not make an ARG, but it’s a smart interaction between one platform and another. Someone, at some point, is going to make a good ARG, not just with a story told competently on multiple platforms, but with sensical, worthwhile interactions between those platforms. Things that truly feed into each other rather than merely referencing each other, or hosting a jumping story. It will also do a lot more than funnel a larger base of casual users down to an infinitesimal amount of deeply engaged players, as most ARGs do.
I think a large part of the problem with ARGs at the moment is that they’re essentially research projects rather than viable commercial ones. Too many of them remind me of the way many PR companies quantify value, i.e. exaggeration and bullshit over engagement, column inches, financial value, and so on.
We can make a lot of compelling media right now, but we’re rubbish at gluing it together. It’s not about taking TV and print skills into new media, it’s about taking game and interaction design skills out into all media. It’s extremely risky, unexplored territory, but how do you make it work without investment?
We know very little about these interactions so far, and they’re unlikely to emerge plentifully from a narrative led approach. Someone’s going to manage it eventually, but when they do, it probably won’t even be called an ARG. It will emerge from a heritage of many individual, clever interactions. Late 00’s ARGs seem to be houses of straw; what we need is to establish how to make individual bricks.
(CC image by umjanedoan)
December 7th, 2009 at 8:38 pm
Good blog! Heard of 7th Son Oblivion. It was a podcast sequel to J.C. Hutchins’ 7th Son Trilogy set during two weeks of complete blackout in the USA. It clearly ISN’T an ARG, but I think proves your point as it’s more ARG than some of your pitches, being strongly narrative driven and clearly influenced by World Without Oil; J.C. Is a well known player of ARGs BTW
I agree with your thesis though, as what I think makes an ARG – and I’ve been writing/puppetmastering them since the mid-80s! – is the ability for the players to affect/radically change the “plot” by their actions.
December 7th, 2009 at 9:19 pm
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December 11th, 2009 at 1:03 pm
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