Crikey, I was having a browse of the ‘unforums’ at Unfiction where I came across a list of ARG hints and tips. I’m amazed at the geniusity – checking the source code of sites and looking at inconsistencies in the html!? Amazing lengths, right? While I couldn’t use this level of complexity in an educational ARG, it’s a good place to start – think how these techniques could be reduced for a younger/less seasoned audience and test them out.
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June 21st, 2007 at 7:39 pm
I think that’s a large difficulty when producing an E-ARG, your player base simply won’t have the ‘life-experience’ (for want of a better word) than other ARG players. The player base won’t be able to build wikis or sophisticated computer programs to solve puzzles.
The complexity of the puzzles really needs to thought about in order to make E-ARGS accessible to a range of ages with a vast degree of interests and knowledge. Would a 12 year old be as interested in the same ARG as a 15 year old? Does this reduce the number of people in the player base and can a high quality game be produced as a ‘reasonable’ cost for a small demographic?
June 25th, 2007 at 2:04 am
Thanks for your comment Chris – how are you? I had the presnetation with the company by the way, it went well.
You are right about the complecity of puzzles, I think this has to be led by the narrative and by the Key Stage being targeted in each EARG – it wouldn’t make sense to make all the activities the same for each age group. What could be possible is the same narrative, but different activites – perhaps the school can have a day of time table and work their way through it like that?
Also, I’ve been thinking about delivery – we could either run the EARGs as afterschool clubs or as something for the gifted and talenteds, or perhaps as a one day event, where a company could bring in all the necessary technology…what are you thoughts on this?
June 30th, 2007 at 4:14 am
I think having the same narrative but with puzzles aimed at different age groups is a great idea, not only does it make it easier to write however would allow interaction between the age ranges as they have the ability to speak to each other about different characters/story arcs.
I think aiming at a particular group first is a good idea, possibly even a randomly selected group of students who could then ’spread the word about this great new game’. It would be a better hook than having their maths teacher telling them about ‘this great new game’. Then, if you wanted to spread the game to the wider population then you could.
Also, from a commercial perspective it allows you to provide a sample of the game to the audience before they play.
Lots fo big one off days do seem like a good idea though.