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Jul
19

Designing my own ARG (post-mortem)

So this summer I am teaching at the Academic Talent Development Program (ATDP), hosted by UC Berkeley, as usual. And as usual, the class meets MWF, with one Friday falling on July 4th. The program's policy is to cancel the July 4th session and make it up at a later date. I was struggling to think of something fun for our class to do at this make-up session, since the computer lab we are usually assigned would be unavailable.

Originally I wanted to take them on a field trip, but the only viable candidate (the San Jose Tech Museum) was prohibitively far away. So instead, I came up with the seemed-sane-at-the-time idea of designing an alternate reality game for the students to play, revolving around the UC Berkeley campus. The class would be split up into groups of 4-6, each led by a TA, and given a laptop from ATDP's mobile computer lab for accessing the online portion.

It took me about two to three weeks to come up with the entire game, from the puzzles to storyline to actually planting online hooks and goals. I looked at some existing ARGs for inspiration, but for the most part I think the game is fairly original (at least I think so -- I admit I did not do very much indepth research).

The day before yesterday (07/18) was the make-up session where the game actually took place and I was relatively pleased with the results. In general, I think the puzzles might have been a little on the tougher side, but that did not stop a couple groups from steamrolling through it anyway.

Some notes on the process of designing TAJA (TIC And Java Adventure -- the instructor of the Java class wanted his class to do it too, since he was afflicted with the same make-up day woes as us)...

Thus far, the responses have ranged all over the spectrum... some students really loved it and had a lot of fun, while others have admitted to completely hating the experience. In general the reactions have been mostly positive, with a couple of pockets of frustration at the more difficult puzzles. Perhaps not so surprisingly, my students did not enjoy the one puzzle that was about Java because they couldn't solve it themselves and Java students seemed to struggle with it. (I did try to offset this by having one puzzle that I thought was TIC-centric, but since I'm not getting direct feedback from Java students, I don't know if they were equivalently irritated by that one puzzle.) Many stated that they would play the game, or one like it, if given the chance. Some said they would prefer a regular scavenger hunt.

Reactions to the story specifically were polarized. Either the players absolutely loved it and thought it enhanced the entire experience by a lot (campy as it was), and the remainder thought it was completely pointless.

Admittedly it's been a teensy bit painful to see the really negative reactions (selling your soul to make something big does that), but I guess it's good that I get used to seeing such things, since it's not going to be possible to please everyone and negative criticism is just as important as positive for improving one's work.

Overall, this has been an extremely positive design experience for me, in coming up with good puzzles, learning how to get useful feedback from testers, planning and documenting, and actual development and execution.

Formal thanks to my TAs who playtested for me and put up with my nagging questions about "how they felt when...". Also to my co-instructor, who trusted that I knew what I was doing even when he had no idea what I was proposing at the very beginning. XD And finally to Alex, who followed some of the players around with a mini-DV to get video documentation of the experience.







posted at 1:12 AM | alternate reality, design, games, internet

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