by Tom on Sun Dec 30, 2012 6:38 am
I've said privately many times that, if I were to do the game again, many decisions would remain unchanged. The IP we worked in lent itself fantastically well to an ARG, especially the traits of Mr. Administrator as an employer... et cetera.
But the biggest thing I would not change are the people we brought on board to make it, or the jobs we had them do.
In the beginning, it was four of us, Dana, me, Connor, Eric, meeting on Skype. Eddie would poke us frequently for signs of progress. He was patient, supportive, and gave us the assets we needed in order to do what we needed to do. It was slow going, and it was hard to tell one week from the next. We worked in messy Google docs with me as secretary.
(Google Drive hadn't yet come around. It would come into being about a month before the ARG went live, and it was our salvation. I'm getting ahead of myself.)
This situation lasted for the first six months. The four of us were pretty good with concepts, and decent writers, designers, filmmakers, etc. But we couldn't build something as big as we wanted to build. It was just too sprawling and too technically ambitious for us.
So we opened it up. We had people send in resumes through TV Tropes. We talked to our game designer friends. We put writing samples in a big ol bucket and sifted carefully through them all (great practice for reading refic's).
Someone very smart once said that good management is hiring people smarter than you, and giving them jobs you could not possibly do.
The team we ended up with was this oddball mixture of students and teachers, professionals and amateurs, led by the second youngest member of the group, spread over five countries (our four, depending on how you count Puerto Rico--a question soon perhaps to finally be settled).
The writers all had clear strengths and weaknesses. Raikes was prolific and purple in a very Victorian way, perfect for Sherlock and Poirot, who needed to explain their inner thoughts and machinations in great detail. Ben's writing was bizarre, off-kilter, and surprising: Quixote. Val was used to collaborating on game projects, and had an eye for dramatic twists and turns, so we gave her Gulliver and Romeo. Mark's work was versatile, so we gave him a plateful of pathos with Adam and a more comedic role in Long John. Elizabeth was a tireless researcher with a rich understanding of the human condition, and we trusted her most to impersonate a therapist. Megan's strength was emotionally-expressive poetry, which is exactly how I'd describe Juliet's monologues. Bill had an overabundance of enthusiasm and energy that immediately suggested him for Pan.
We tried to give writers characters they loved. This was a big factor, though not everyone had all the source material memorized at first. In the course of research, some of us rekindled old loves, others found new ones.
We'd written up outlines for each character's arc, but the writers were now loosed on them. They proceeded to cut up the outlines and write new ones that were better.
There were two other people we added at this phase. Both were get-it-done types. Us writers could design, and occasionally build puzzles, but some people had areas of expertise that were suited to implementation. These folks, we added to what we called the "interactive team", led by Connor, Eric, and Eddie, whose job was building the things the rest of us dreamed up.
Rick had a breadth of experience that was not rivaled elsewhere. He'd played ARG's, he'd edited, he spoke French, he'd written... we wanted him to check the work everyone did, help keep it on track, and help make it work. His job was basically to be blunt to everybody, and get his hands dirty wherever he saw something wasn't happening.
Sophie got to do all the messy technical stuff with Eddie. She singlehandedly figured out how to build a phone system, built websites, edited sound, and fixed puzzles that were broken. She got these responsibilities because when we auditioned her for puzzle design, she pointed out a flaw in one of our test puzzles. We figured, if she could see something wrong in five minutes that we hadn't noticed at all, she should get a position. Outside of her job description, she was also an extremely cool head throughout crises.
Carl T. Rogers, a film director, was also added at this stage, though we didn't have anything for him to do for a few months, until Bill wrapped up the Pan scripts. We were relieved, because at the time, the only film crew we had was the Echo Chamber crew, and we could not handle the film needs of the entire ARG. Bill's ideas were best handled by putting cameras in a courtroom. Carl had both.
The last major addition to the team was Alex, in the last six months. He was brought on, originally, just to play Joe. But when Dana and I were departing Pittsburgh, and the Joe/Mr. A film work turned out not-completely-done, he volunteered to take it on. He did the directing, editing, casting, compositing, animating... all by himself. By the end, this meant singlehandedly creating Cthulhu.
There were many other people who contributed in large ways to the ARG. Actors, comic artists, film people... watch the credits again if you like. Typically, these people came and went as their job was assigned, and dutifully completed. The core of the game--its final year of development and operation--was built by the people on this list. And I am going to feel like an absolute ass if I've forgotten someone crucial. The group was always juuuust too big to remember everyone.
We had a couple people join who sadly didn't stick around. One was a guy who worked in a BDSM dungeon or something. His application was unlike anything I'd ever seen. None of us really knew what to make of the application, but his writing was great. We had our Dracula! We were all thrilled, and became really bummed out when he stopped returning emails after writing a few posts. Out of respect for what we presume were his wishes, we did not use them.
One last person should probably be mentioned. David Varela, who worked on (among other things) Perplex City, came in to voice Sherlock Holmes. I won't call it a "cameo" because he recorded a lot of material for us. It was like getting Joss Whedon to agree to hold a boom mic on a student film.
That's the team, pretty much. Lots of other great people worked on it whom I'd be happy to talk about, but I'm sure I'm boring you by now.