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FLmutant
Re: GypsySoft Post-Mortem by the PM

Rogi Ocnorb wrote:
jjason wrote:
Wait, Seriously? I want hear more about the time that GMD studios crashed the Korean stock market.


http://www.nothingsostrange.com/press/pressrelease011904.html
http://news.bbc.co.uk/2/hi/business/2916135.stm


LOL, I don't keep as close a touch on the forum, complete accident I stumbled in here today. Here's the story in a nutshell.

As part of the NNS universe, we were doing some parody of media. One of those was a set of "articles" both explaining the assassination and mocking the level of media coverage in America. They looked like they were plucked from the major news sites. One of those was dated within hours of the assassination and mocked CNN's "nothing to report, coming to you live" coverage style.

We launched them all with dates that were at least 2 years old. A fan took one of them, the CNN one, and replaced the old date with a Javascript widget that made it "now" whenever you looked at it. That's the one that caused all the havoc -- you can see by the time it makes it to the BBC, there is just this strange universe of fake sites out there.

I found out about it when my phone rang and it was the secret service. You can imagine how confused they were. They thought I might be some horrible new kind of Asian currency devaluer. They asked the most amusing but (in the context) not funny questions, like, "Well, is there really a movie, or are you making that up to?"

Eventually, as the secret agents realized we were probably "mostly harmless" it became more casual and they started asking me when the movie would hit theaters. I suddenly found myself explaining the way film festivals work to people who were probably deciding whether they might want to pick me up for questioning just 10 minutes earlier.

It has become my example for how you can have unintended consequences even when you're careful and considerate with what you do. Someone might always be flattering in their imitation and yet totally miss that you chose not to do something on purpose, so as not to push that line and appear to be shouting "FIRE" in a crowded theater.

PostPosted: Tue Dec 11, 2007 3:33 pm
Rogi Ocnorb
Re: GypsySoft Post-Mortem by the PM

jjason wrote:
Wait, Seriously? I want hear more about the time that GMD studios crashed the Korean stock market.


http://www.nothingsostrange.com/press/pressrelease011904.html
http://news.bbc.co.uk/2/hi/business/2916135.stm

PostPosted: Wed Dec 05, 2007 2:59 pm
konamouse
Jas0n wrote:
I'm curious about that as well, but -- for meta purposes - what ever happened to the PM who started this thread? Are they still PM'ing?


Last we saw, he was "picked up" by a PM team (unidentified). The original poster in this thread has not posted since 7/05.

PostPosted: Wed Dec 05, 2007 2:40 pm
Jas0n
I'm curious about that as well, but -- for meta purposes - what ever happened to the PM who started this thread? Are they still PM'ing?

PostPosted: Wed Dec 05, 2007 2:07 pm
jjason
Re: GypsySoft Post-Mortem by the PM

So I know this thread is like two years old but:

FLmutant wrote:
You know what? That's totally the right approach as a creator. In reality, some things could go worse (we once kinda crashed the Korean stock market with an immersive narrative, but it was entirely on accident and even the Secret Service were laughing ... eventually) but the right attitude is to assume that the worst you're really responsible for is making an ass out of yourself Smile

Wait, Seriously? I want hear more about the time that GMD studios crashed the Korean stock market.

PostPosted: Wed Dec 05, 2007 1:47 pm
SpaceBass
Jas0n wrote:
...it's not like a straight chain, it's more like a web... if you're by yourself and you break - that's it... if you've got 8 or 9 supports and 3 or 4 break, you've still got several holding strong.

This is a great metaphor, and applies just as well to the player side of the equation.
Jas0n wrote:
(OH WOW - Just realized how long ago this thread was... sheesh)

A considered response, indeed. Wink

PostPosted: Tue Dec 04, 2007 11:17 pm
Will 2.0
I believe that it's great to create ARG grassroot games. If you have a great story and innovative way to do it, it's a great way to do something you like. This form of entertainment is becoming increasingly popular.

I admit I did do 2 games with a very small team or two or three, both times I was left by myself. I did learn from my own experiences and that's really what it's about. practice makes perfect. Not all of us are skilled enough to get it right first shot.

I talk with jason somewhat frequently and I completely agree with him. Grassroots games should be praised for what they are. Simple, creative art.

PostPosted: Tue Dec 04, 2007 8:16 pm
Jas0n
I spoke with one aspiring PM last night in regards to his/her desire to develop a game from the ground up by themselves, and the fact that he/she saw the veterans within the community as extremely vocal against him/her getting a start in developing a game. Most of the apprehension came from this thread as they saw what they assumed was hostility against new PMs.

How I explained this is fom a point of "vast" experience with dealing with this community as a PM. I say vast and I put it in quotes because I'm still a noob developer, but I've had my taste of both sides of the fence on this issue and at points it felt like I got more than my share of the taste - (I am not complaining at all).

From my experience there is not a hostility against new and inexperienced developers producing a grassroots game for an audience with the goal of entertaining said audience. This community loves games that are put together with a good bit of thought and determination to conclude the game and the story encompassed in the game. What irks many in the community is when a game comes out and the developer realizes they got in over their head (for whatever reason) and kill the game off.

To me the majority of the games that fail FEEL as if they're being developed by someone who is vain and is looking to make a name for themselves, to see their name in highlights and to show off for their friends. They look at this and think they can do it, then they jump into it. This was similar to how I approached the game, less for getting my name into highlights - more for just thinking "this is easy and I can do it better than they can." The individual I was talking to was planning on developing a game by themselves and I explained how that was a mistake.

The biggest mistake I faced when developing a game by myself was the fact that I could not do all the work I needed to do and as players began becoming disinterested in some of the puzzles I slapped together quickly to fill space while I worked my butt off on other aspects of the game, I became disinterested. This eventually led to me terminating the game because I couldn't spend 14 hours a day developing puzzles and content.

They then told me that they saw a PM team as only as strong as the weakest link and I had to dig up more of my personal experience. I developed the game Ny Takma in 2006 and it was my first opportunity to work on developing a game with a team. We were able to get content developed more easily than when I was solo. I was able to get more types of content because there was a vast knowledge base around me that I could pull from, various experiences and whatnot. When I started to feel a little burnt out, someone else would step up and give that extra nudge to keep everything going strong. It was amazing working with so many people who had such vast experience with so many things. The key to this though is finding the right people that will help and not hinder. With the same game we had 3 or 4 staff members which pretty much idled in the group and didn't do much, but some that wanted to claim they did everything... I used this as the example that you're able to do a good job with a team even with some weak links. You're stronger for all your strong links --- it's not like a straight chain, it's more like a web... if you're by yourself and you break - that's it... if you've got 8 or 9 supports and 3 or 4 break, you've still got several holding strong.

From my own perspective my first game was a huge mistake for how to approach developing a game. I saw myself as my best resource and I refused to have other people in the group that might give away answers to puzzles. I was paranoid on that aspect. I can say that this game was a huge learning experience and that if I did not fail at that game I probably would not still be in the community (because in order for me to have never failed on that game I would never have created it).

I'm personally not going to try to diminish anybody's attempts at creating a game. I've been there and I screwed up too. I really think everyone who has interest in developing a game should do what they can to get a game developed. I do, however, think that more caution should be taken by these potential developers to avoid failing their audience.

I suggest to everyone who wants to develop a game, to follow the many suggestions the community has given throughout the years... a small preview:

1. Do not develop a game by yourself (few have succeeded many have failed)

2. Prepare yourself for what's to come. You will be spending a lot of time developing content for the game.

3. Get a good team, find people with motivation and dedication for the genre and not just people that want their name in the spotlight.

4. Be patient, some launch methods (such as the one described by the original poster) take some time to get noticed and may not immediately impact the community... some puzzles take some time to solve...

5. Let the game be natural. The most important thing for storytelling through a game is to let things unfold naturally. Don't have a 50 year old farmer suddenly be sending hex codes to players, find a reason for everything... Why does the character do this, why does this happen in the story, why do we want this to happen.

-------

That's a small preview. If you're looking to get involved in developing a game, I sure hope you take the time to do it right, and if you fail - learn from your mistakes and build yourselves back up. There's a lot of stories out there waiting to be told and just as many games waiting to be made. I wish you all the best of luck and an understanding of why the many within the community get disheartened when aspiring PMs fail.


(OH WOW - Just realized how long ago this thread was... sheesh)

PostPosted: Tue Dec 04, 2007 5:16 pm
addlepated
Phaedra wrote:
I'm sorry, Addlepated, I assumed everyone had seen the trailers on TV by now. Embarassed I have spoilered it.

Heh, it's ok, I don't get out much. We need a toadstool smiley. Pony?!

PostPosted: Mon Aug 01, 2005 3:40 pm
krystyn
UV lamps for this many people is going to be expensive.

PostPosted: Mon Aug 01, 2005 3:39 pm
rose
The next steps

FLmutant wrote:

Quote:
I don't for a second believe that anyone who would take the time to care about the genre's growth would then be against nurturing creativity. I think that's an important point to underscore for the whole community. Incubation of new PMs is an important task to focus on, but so is the incubation of new ARGers (IMHO).


Cool - so we have three related tasks:

1. Nurturing creativity.
2. Incubation of new PMs
3. Incubation of new ARGers

Maybe we need a seperate thread to talk about how to move forward with these tasks? I know we all have some great, constructive ideas. And I am very enthusiastic about getting to work on them!

PostPosted: Mon Aug 01, 2005 2:57 pm
Phaedra
addlepated wrote:
Phaedra wrote:
But we'd all seen the previews. Kristen Rutherford saw it before there were previews and in response to Ozy_y2k's review wrote:

GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!

Warn a girl about movie spoilers next time?? Crying or Very sad

Somehow I'd managed not to see any spoilers for The Island until just now.


I'm sorry, Addlepated, I assumed everyone had seen the trailers on TV by now. Embarassed I have spoilered it.

PostPosted: Mon Aug 01, 2005 2:52 pm
oliverkeers13
Guess who is now not going to see a film that they wanted to see and successfully managed to evade all spoilers until now?
Evil or Very Mad
ME!!!
YOU CAN SPOILER QUOTES!
The thing that gets me angry, Phaedra, is that the quote says that the film was spoilt by giving away too much info in the advertising. THis quote, seemingly from another topic, while necessary to express your point, has, in effect, snuck up on people and ruined their enjoyment of the film.
I'm sorry if this seems aggressive, but you really pissed me off!!!! Cursing Flaming Nutter Bang Head

PostPosted: Mon Aug 01, 2005 2:09 pm
addlepated
Phaedra wrote:
But we'd all seen the previews. Kristen Rutherford saw it before there were previews and in response to Ozy_y2k's review wrote:

GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!

Warn a girl about movie spoilers next time?? Crying or Very sad

Somehow I'd managed not to see any spoilers for The Island until just now.

PostPosted: Mon Aug 01, 2005 1:57 pm
Phaedra
krystyn wrote:
That's ... not very immersive.

I wish I had a better solution, though.


Flidget Jerome wrote:
I could see this eventually turning into a trailer-type thing, though. How many trailers have you seen that were a lot more fun than their movies?


I think these two quotes hit on the main problems, but there's another one I see.

As much as I hate the movie The Forgotten, I would have hated it less if I hadn't seen a trailer that gave away all the "surprise" plot reveals in the first 3/4 of the movie.

A lot of people said that The Island was predictable.

But we'd all seen the previews. Kristen Rutherford saw it before there were previews and in response to Ozy_y2k's review wrote:

Kristen wrote:
Spoiler (Rollover to View):
I told you, I told you, I told you! When I went to that event thingie or whatever - we didn't know ANYTHING about the story or the movie (except who was in it) and it was INTERESTING! AND COMPELLING! We couldn't figure out where they were! Or why they were talking a bit infantile at first -- so I was HELLA shocked when the previews started coming out and saying IT'S SCARLETT! IT'S EWAN! THEY'RE CLONES! Ummmmm I thought that was the MYSTERY of the MOVIE. My friend who worked on the costumes was shocked as well - I told her about the previews giving the whole "clone" thing away and she said - "um, but in the script that was the TWIST!". I then predicted the following: "This movie will 'suffer' thanks to marketing".


ARGs, to a large part, are about suspense. The community bonds, in part, by sharing the surprise at plot twists, by speculating about what it all means, by trying to predict what will happen next.

As I've said many times, there are many different types of puzzles in a good ARG, and one of them is the plot itself, the central question of "What is going on here?"

So, to extend the trailer analogy, I do worry about spoilers.[/spoiler]

PostPosted: Mon Aug 01, 2005 1:01 pm
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