Hi all,
Definitely an interesting interview. I certainly agree with this section:
'The company wanted to solve the "player experience" problem --
frequently, people who are not already familiar with ARGs are confused
when they attempt to engage with one, due to the medium's frequent
"intentional ambiguity" and obfuscation.'
There are far too many ARGs out there that make things difficult for
players under the mistaken assumption that this is what's interesting
about the genre. Sure, it's interesting for some people - a minority -
but the obfuscation is one of the biggest things limiting mass uptake.
It's not just ARGs that suffer from the story > puzzle > story
problem, it's practically all games with any semblance of story,
whether that's something like Tomb Raider or ITV's new Primeval game.
It's not something that's easy to pull off, particularly in ARGs,
given the novelty of the genre (as opposed to, say, FPSes where people
already know the conventions).
We are tackling these problems head-on in our next game for Channel 4;
it's too early to say how we'll do, but we have some interesting (and
in retrospect, pretty obvious) solutions we're going to try!
Adrian
--
Adrian Hon -
mssv.net
Chief Creative at Six to Start -
www.sixtostart.com
Founder of Let's Change the Game -
www.letschangethegame.org