Friday, 04 May 2007

Wayback When

Want to reminisce about Season 1, or really just want to find out what happened? Check out Wayback @ Perplex City Stories for an archive of all the Season 1 story sites.  Too overwhelming?  We have also archived the Story So Far and the old walkthrough.

The premise behind all this is that as Season 2 starts you will be seeing some new designs and new content, and we wanted to make sure that all the hard work from Season 1 was preserved.  This is something a bit different to what others have done before us.  Often when a new chapter in an ARG starts, old sites are overwritten and the content is lost save cached pages and forum posts, but not in Perplex City.

Hope you like it.

PS: If you want to make sure old links stay current you should add the following prefix to them:

http://wayback.perplexcitystories.com?season=1&url=

Tuesday, 01 May 2007

Keep your eyes open...

Quick post for now, but in the next few days we'll be announcing something about the Season 2 ARG of Perplex City. No, it's not the launch of the replayable episode - that's still due in June - but it will be part of the ARG. If you've wanted to be in at the start of a Perplex City story, now's your first chance in two years...

Thursday, 26 April 2007

Testers Wanted

Want to help test Perplex City Season 2? Do you live in London and have some free time over the next few weeks? Then you might be the right person for us. Check out the details on our forum. This is a great opportunity to contribute towards the Season 2 ARG and see how ARGs are developed.

Tuesday, 10 April 2007

Difficulty

One of the trickiest problems any ARG designer has is in judging the difficulty of puzzles. Putting aside the question of whether puzzles are actually desirable in ARGs, they provide a degree of interactivity in the story that - ideally - all players can enjoy.

But here's the issue. Many experienced ARG players, especially those in Perplex City, are very good at solving puzzles. They can recognise certain forms of puzzles extremely quickly and have practically internalised the Have you Tried?... list (PDF). They're looking for challenging and original puzzles, and even better, puzzles that require teamwork. However, just catering to experienced players would intimidate newer players, or simply players who aren't as in to the puzzles. So we're always trying to walk a fine line in terms of puzzle difficulty, and it's not easy getting it right.

On top of this is the fact that puzzles are often used as 'blockers' to prevent players from getting to the next juicy bit of content. Sometimes this is done to give the poor ARG designers a bit of a rest (although I think everyone is trying to prepare puzzles in advance these days), and sometimes it's done because it suits the storyline - we want a particular task to take a couple of hours or a couple of days to complete, maybe because there are other events happening that'll take that long as well.

Of course, it doesn't matter what we want - people will solve puzzles in their own time. I remember asking Eric, one of our puzzle designers, for a puzzle where players had to find the Third Power's base of operations. He came up with a rather nice network puzzle, which he confidently said would take at least several hours, and maybe a day or two, to complete. Certainly the players would have to write a computer program to solve it.

Within about two hours, we had an email from someone who'd solved it by hand. Maybe it was luck, but Eric still felt pretty bad about overestimating the solve time. On the other hand, I was very pleased with the puzzle - judging by what people were saying on the forums, a lot of new players had enjoyed the puzzle, immediately understanding the task and seeing that they had a chance at solving it. Sure, it was easier than we thought, but it was also enjoyable for an awful lot of people. That's the ultimate criterion for success.

While planning the single-player parts of Season 2, we spent a lot of time thinking about puzzle difficulty, using our experience with adventure games as a benchmark. I'm not sure whether we've gotten the difficulty correct, and I'm certain that the puzzles will be too hard for some, and too easy for others, but I think we've put into practice a lot of what we've learned from puzzles in Season 1 - plus a few ideas completely novel (and probably scandalous to some) to ARGs.

What are your thoughts about puzzle difficulty? What puzzles have you enjoyed in Perplex City and other games? How are they best tied into the story in a believable manner? We'd love to hear your thoughts.

Tuesday, 27 March 2007

Yes, it's June

Unfortunately the first post on this blog will be a disappointing one: Yes, we are delaying the launch of Perplex City Stories to June.

There are a few reasons for this. Firstly, as often happens with developing brand new bits of technology, unforeseen problems crop up. Creating an engine that will run a replayable ARG for tens of thousands of people in parallel is quite tricky, and we want to spend the time to get it right.

Secondly, we want to build in plenty of time for testing. That includes load-testing (because we don't want our servers to crash or even slow down if ten thousand people begin playing simultaneously) and playtesting (because the gameplay is a little different from what's been done before, and we want to see how players cope with it). Testing has traditionally been a foreign concept to ARGs, and we want to bring it back.

All of this means that we'll be spending a couple more months to make sure everything works fine. The good news is that we're making steady progress - the websites are looking great, the interface is exceptionally slick and writing is tight. Perplex City Stories is really shaping up to be a unique experience that really kicks things up a notch - it's just going to take a little more time getting to you.