David wrote:

>
> * Apart from the environmental approach, I think that one thing which will
> be central in many missions and in the game in general is the management of
> information in general and on the web in particular. We should mention this
> 'expertise in treatment of information' (I'm not sure how to formulate it)
> somewhere in the core activity of the organization.
>

That is where the BTL agents come into play.  BTL is not "bacon, tomatoe,
and lettuce".  It means... Between The Lines .  Activists (the people who
want to play the game) who enter the BTL movement of the organization will
be asked to treat information readily accessible to all in a different way,
to read everything Between The Lines, in order to move forward with the
missions.




> * Maybe we could say a word about the mysterious founder who gives his name
> to the organization (Vincent Stark is the name currently. I'm not very fond
> of Stark as a name but I won't start the troll here and now :)). The typical
> demiurge i guess - He's the visionary founder, he's everywhere and he's
> nowhere, nobody knows him, etc.
> * There is also the question of linking the organization to
> economical/political powers/social work, giving us some possibilities of
> realism/conflicts of interests/ etc for future missions. Should we mention
> in the presentation that the organization is backed up by fictitious
> industries & gov agencies, what do you think ?
>
> 2) First mission
> * should explain to the player why he is contacted. It's not a regular
> recruitment process, recruitment processes don't happen this way. So we need
> an angle here.
> * by providing a first mission, should explain at the same time how it is
> done (tutorial which should not look like a tutorial)
> * should introduce the organization in brief (not repeating what is on the
> web site though), and the various departments, though the player won't have
> to deal with all departments at the beginning. But basically, his goal is
> going to build trust with each department in order to climb the ladder of
> the organization and learn more about it.
> * the text should be brief - people don't like to read too much when they
> start a game. If we feel that there are too many things we want to say here,
> we can perfectly break down this first mission into different ones.
> * the first mission could actually be very brief, the objective of this
> first contact being that the player wants to come back :) Actually, I
> discussed with Aurélien about this and he thinks that if it looks too much
> like a recruitment it will be boring - I tend to agree with him, and I think
> Xav was mentioning something similar too. We could be more radical, for
> instance : the player lands on the home page, and after a couple of seconds
> something weird happens on the page and the chat pops up, message asking for
> help to counter the attack by doing some action (i see this as very matrix
> like, first image of the movie, actually). Advantage is to give a more
> dynamic start. It could also of course still be a recruitment process (fake
> attack in order to test the reaction of the player). It doesn't have to be
> precisely this approach of course but the idea would be to be punchy and to
> hook the player some way or another.
>
> sorry for the long mail!
> D
>
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-- 
Best,

Alex Vachon

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