Sitting down with the one and only RedHatty

by Jason ~ April 30th, 2008. Filed under: ARG related stuff.

Welcome to the Player Question and Answer session we began arranging last week. If you recall, we allowed our audience to send in questions and then we would chose someone to interview us. To those of you who submitted questions we thank you for your submissions and we’ve answered a few of them for you.

The individual who sat down with us for our Q&A is pretty well known in the ARG community, her name: RedHatty.

So if you want to know our answer to questions such as:

When will “Summer” start?
How do you all like working on this project?

Then keep reading.

The following questions we selected from audience submitted e-mails:

The game is forecast to start this summer; when will “summer” start?

This is a good question, but we can’t really answer it with an exact date. The reason we can’t is because we want people to be somewhat surprised when they begin receiving the launch materials. This will let our audience feel a sense of “reward” when they realize that what they have or what they’re doing is related directly with the Aporia Agathon Project. Some players may realize it immediately as they haven’t registered to receive anything from anyone else, but the material will hopefully let them second guess themselves.

Can you give us any clues to the final name?

I cannot give away very much about our intended name for the game. Our audience has received a few clues regarding the name, allowing them to know that it starts with an “S” and ends with a “y.” Telling you now what we intend for the game to be called would be cruel. Players will be able to come up with their own name for it once it launches and can completely ignore our preference (or can even just stick with Aporia Agathon Project). When we ran Ny Takma there was a completely different name we had in mind for the game, but the players latched onto Ny Takma.

We’ve seen some of the characters already; what was the process for casting the characters or bringing on staff like?

We are still gathering some actors for a few roles, but these will be done locally for the convenience of our video production team. The current ones (such as Diego’s actor) were found through good fortune and good fortune alone. Many people who frequent the Unforums may have noticed the PM recruitment thread. This has been a good resource for us for finding actors and other individuals. Though we’ve gotten some good people this way, it’s a difficult process of finding the right people. Diego’s actor was a great hire who had actually come to me for advice about joining another team. I didn’t know him personally at the time and looked into what he had to offer; next thing you know, he’s on the team and he’s a perfect fit for one of the characters we were working on.

The other development staff came through the PM recruitment thread or were people we had worked with before (or who e-mailed us when we mentioned that we were seeking volunteers). They are all volunteers for this project, with the only promise for compensation coming through a learning experience,recommendations for work with other developers, and the potential to work with Aporia Cross-Media Entertainment, LLC on any corporate sponsored games we may handle in the upcoming years. For example, our lead writer for this project has done an amazing job with her work on the game. Her contributions to the creation of characters, scripts, and everything else she does for the game is something the rest of the staff has grown to truly appreciate. I have high recommendations for her for work with other developers if they come looking for someone.

This new ‘online learning environment’ platform, how long ago was this conceived and how long has it taken to develop this aspect of the game?

This has been one of the most difficult ventures for us in the development of the game. There are a number of interfaces available for similar approaches, but nothing we’ve found has met our needs. The online learning environment approach allows players to become more immersed with the characters they’ll be interacting with. Jason conceived this approach last August while brainstorming ways to make an ARG that can really feel as though it is an Alternate Reality. Jason used some of his experience from the past few years completing his Business Management degree through the University of Phoenix to formulate an approach to this aspect of the game.

We’re using this as a strong backbone for the entire game. It affords us the opportunity to approach a number of player involvement concepts that many other methods of supporting a game don’t allow for. This should be a great experience for the audience and for our staff, though we do admit that a corporate budget would make possible much more for our audience than is currently possible with our independent budget.

How has this slow teaser approach worked for you?

So far it has been a very rewarding approach for us. Selfishly, we get to feel some of the fruits of our labors rather than sit in our dark corner and silently work on the project. Beyond that we have received a large number of responses from players who have been somewhat skittish about joining in on other games for fear of utter confusion. One of our goals has been to be able to attract these new players to the genre and allow them to feel comfortable getting into the game, which we hope in turn helps them feel more comfortable getting into more games.

The number of individuals who have sent their physical addresses has been outstanding. We have received interest from people in thirteen different countries around the world. Being able to track the interest level helps us to gather our own information regarding where we can target specific happenings within the game’s environment. We want to make sure everyone feels as though they could have been involved in one way or another and knowing where they are located helps us with this.

Now let’s move on to the Q&A session with RedHatty!
*note this was performed in IRC and edited for content (grammar may not be proper)*

Jason: what we’re going to try to do is just let you come up with some questions about the game, ourselves… whatever - we’ll try to answer the best we can and I’ll try to let everyone opine

RedHatty: okay so let’s start with the basics, How do you all like working on this project?

**Staff members have been assigned with Letters for names for privacy**

B: How do I like working on the project: It’s been so much fun to see how the team has evolved and solidified from last year, especially now when we’re getting so close to the real launch. (and dribbling bits of content to the players is fun, too.)

C: I have been loving it. I’m just really grateful to Jason for giving me to opportunity to hang out behind the scenes. It’s been an extremely rewarding experience so far, and I’m thrilled for launch.

Jason: Personally, I enjoy the relationship with the staff so far. Everyone’s been great to work with. The thing I look forward to the most is seeing the player interaction/reaction to the content of the story we’re releasing.

RedHatty: how many of you are having a 1st PM experience?

C: I’m having a 1st PM experience, as is M

RedHatty: I thought you were C

C: :)

Jason: I think it’s B’s first go around behind the scenes as well, though I’m sure none of us over here can tell

B: This is my first time working behind the scenes on an ARG. I… did not expect to be doing as much as I am with this game, so I’m especially thrilled with all that I’ve had the opportunity to do so far.

RedHatty: so, early on, we were givin a hint about an online learning experience/environment - can you give the fans a little more about that yet, or is it still top secret?

*reposted same information as above*
Jason: This is one of the most difficult approaches for us in the development of the game. There are a number of interfaces available for similar approaches, but nothing we’ve found that meets our needs. The online learning environment approach allows players to become more immersed with the characters they’ll be interacting with. Jason conceived this approach last August while brainstorming ways to make an ARG that can really feel as though it is an Alternate Reality. Jason used some of his experience from his past few years of completing his Business Management degree through the University of Phoenix to formulate an approach to this aspect of the game.

We’re using this as a strong backbone for the entire game. It affords us the opportunity to approach a number of player involvement concepts that many other methods of supporting a game don’t. This should be a great experience for the audience and our staff, though we do admit that a corporate budget would make possible much more for our audience than we can currently do with our independent budget.

I don’t know if we can elaborate more on the player’s involvement in this.

B: Plus, there’s a couple of things in the “learning environment” that will encourage the players to go out and do stuff in the non-virtual world.
B: (I can say that right?)

*Yeah I suppose so since it now has been included in the blog!*

RedHatty: How about puzzle development? I know that it is a major part of the fun in ARGs, with this team is there a main puzzle creator or is it a collaborative effort?

B: definitely collaborative

Jason: Puzzle development is something we look at integrating in a very natural means through collaboration between all of us. Currently we’ve got a rather interesting puzzle the players are working on solving in some of the teaser content we have released. I feel they’ll be pleasantly surprised when they realize how easy the puzzle is even though the fact that there is a puzzle in what they’re looking at isn’t very obvious at first glance. Some may even kick themselves for missing it, but when they figure it out they’ll be rewarded with more background information.

B: I don’t know if any one of us is strictly a puzzle creator.

C: I’m definitely not a puzzle creator, can’t even solve puzzles, let alone create them. :D

Jason: I guess I’d be the main puzzle guy

B: I keep thinking of EE’s safeget puzzle - it melts my brain over and over and over again

RedHatty: That’s very interesting, different than many other PM teams, it will be fun to see how the puzzles evolve in your project

C: Yeah. We’re also trying to avoid unnecessary ROT-ciphers, and some of our ‘challenges’ will be a lot different than standard ARG puzzles. (Oh, wait, can I say that? XD)

RedHatty: sure you can - prepare folks for thinking outside the box

B: I think while we want to have puzzle content (’cause that’s fun for our players), we want to really give them a good story and interaction.

Jason: Most definitely, the story is the biggest aspect of our approach and any puzzles we have must fit the character that introduces it and the purpose for that particular moment of the story.

RedHatty: I take it that character interaction will be a large part of this game

B: A very large part. We have a large number of characters with various levels of interaction possibility.

C: Yeah. Character interaction will play into the game in terms of big picture stuff, as well as with a more personal relationship between the characters and players.

RedHatty: For the inquiring minds, how much time has been put into this project so far? from original concept through pre-launch?

Jason: a lot - lol

B: since last summer, right Jason?

RedHatty: no elaboration on that?

Jason: It began last August, but we’ve had various episodes of downtime, such as in February I was deployed to Guam for a month. We were able to continue production on some aspects of the game, but for the most part it was a slow month

RedHatty: 9 months, wow - you’re having a baby with this one :D

Jason: we hope so :)

B: puppies, maybe

Jason: lol - hopefully we don’t lose anymore pups. The one thing I want to point out about the amount of time we’ve spent on the game is that it has been primarily focused on generating a fictional history for a large number of individuals. To make the story as plausible as we can for the players with as few holes as possible.

RedHatty: without giving too much away, can each of you tell me what has been the most memorable or significant part of the development so far (each personally)

B: For me, it was writing a script, handing it over to C and G, and then watching them put it into motion and coming up with a finished product. That was a bit thrilling, especially since I’ve never done any script writing before.

C: Most memorable part of development so far for me has been working with the team and watching something be created from scratch and then come together into something that can be released. We all had a hand in the LagTV puzzle trail, for example, and seeing our efforts come together to create a positive experience was, for lack of a better word, magical.

Jason: I don’t know if I’ve had a most memorable moment, but I do know that the most significant moments has been every time I’ve brought on someone who just floors me with what they do. M hasn’t been given a script YET, neither have some of the actors, so I am in anticipation for that. When B began writing and putting her thoughts to paper I was absolutely stunned and amazed that I was able to get such a talent to volunteer on this project.

C agrees that B always amazes us with everything she does.

B: What they are not saying is that I am also a slacker sometimes. They’re way too nice to say that.

Jason: Then I ran across C in the PM guide chat when he was asking me for advice on whether or not to join another PM team. I stole him away and then I’ve been floored by his ability to thoroughly interpret what his character is supposed to do/say and I’m SO glad I didn’t brush him off like I had originally intended.

B: Seriously, C has been amazing.

C: Um, B is the least slackerish person on the team. :)

RK: I’m probably the most

Jason: RK is mostly busy with school - so excusable

B: well, we haven’t given you a lot to do yet, RK. Your time will come… oh, yes…

M: yeah…my most memorable moment was trying to do a theology paper…but I can’t focus. THE T-REX.

C: Oh, wait, we can’t talk about the t-rex yet! :p

B: …t-rex?

C: Shhh! It’s even a secret from the other team members!

Jason: lol

M: Well my idea was shot down by C today.

*There will be no T-Rex’s unless we allow M the opportunity to wear T-Rex laden clothes*

RedHatty: you seem to have a very good repertoire between you all, I am sure that helps when things are not going as well as hoped

B: everyone is so easy-going, and no one takes stuff personally, so we all sort of encourage each other. We haven’t really hit a crisis point yet, but when everything really gets started, I’m sure we’ll be tested. :)

RedHatty: this is a sponsored ARG, right? any info on the sponsor or again, is that top secret?

Jason: The ARG is sponsored by… each of us individually :)

RedHatty: really? Is this a grassroot effort?

Jason: it’s an independent development under the banner of Aporia Cross-Media Entertainment. We have no financial backing beyond our own contributions to the game itself, a true labor of love.

RedHatty: Ah yes, the ever punny ACME label - let’s keep Wiley Coyote far away

C: However, we are lucky enough to have a small sponsorship for an event this summer. And that’s all I can say about that.

Jason: Yes we do have opportunities for sponsors to assist with various events, such as one coming up in mid-summer ;)

RedHatty: How long is this ARG anticipated to run?

Jason: The game is anticipated to run between 10-12 months, with short breaks allotted at various points

RedHatty: wow, that’s a long one - how does that kind of long term commitment affect each of you in real life?

C: Well, it’s going to be my Senior year in High School, so better now than a year from now when I’m just starting college. :)

B: It means I have to work on my other projects concurrently with this one, but I think the year is going to go by quite quickly.

Jason: For me, this is what I love to do. I come home and I’d rather build an ARG than play games (the majority of the time) on my XBOX 360. It is also an effort to position myself to do this work full-time, so I call it an investment. Family comes first though, so I try to ensure I spend enough time with the wife and kids without alienating them. It is working out pretty well so far.

RedHatty: so, what interesting teasers can you share (other than the few you already have?)

* Jason sticks his thumb to his nose and wiggles his fingers teasing Redhatty

RedHatty: ROFL

B: The line between the good guys and the bad guys isn’t going to be totally straight or completely visible at all times. :)

Jason: her answer is better than mine, but as a reminder to players who have looked into Isobella’s little place where she talks with Diego - there is a good bit of story information waiting to be discovered with the information she’s made available to them.

RedHatty: good teaser! Has there been anything that has hindered the progress of the game other than deployments?

C: Jason’s deployment actually allowed us to have at least one interesting thing in the game that we wouldn’t have otherwise, though that’s pretty vague.

B: that’s true

RedHatty: hmmm, that said a lot without saying anything :)

B: I think there’s been a lot of “Oh, hey… wouldn’t it be cool if we did ‘x’ or ‘y’” - and the storyline and back story are flexible enough that we’re able to incorporate ideas into it that we didn’t have originally.

Jason: yep and we almost lost a PM to a situation that we couldn’t have even dreamed up

B: Oh yes, that.

Jason: We had a tornado roll through my town and nearly drop a bus on my house, the bus landed on the top of the school about 100 yards from my house. Nobody would have believed that as an excuse to terminate the development of the game though.

B: I was dreading that post… “Well, folks our head PM was killed by a flying bus, so we are not being able to deploy the game…” Players would have been, “Yeah, right!”

RedHatty: now for a shameless plug from my end - come visit www.wiseoz.com, try the puzzles, play the games 7 visit my circle of interest - nutrition & remedies

C: Link: http://www.wiseoz.com/nutrition

The conversation continued off track after this with some talk about the New Orleans Saints half-time show, some discussions related to Sammeeeees, and a discussion about who all will be going to ARGfest in Boston this summer. Redhatty is planning on going as are a good many of the staff members for this game. We must warn players though that unless we’re at a specific event for the game to please treat any of the actors they may run across at ARGfest as actors and not as their characters – we’ll try to make any separation of the two as clear as possible.

Red, thank you very much for your time and curiosity. For our readers who read the blog in its entirety we hope you enjoyed our discussion and we hope you were able to become further acquainted with our staff.

p.s. We’re not as arrogant as some might believe when reading the text of the website the players have found. The attitude on that website is rather tongue in cheek, and their services are only available for in-game content ;)

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