by Tom on Sun Dec 30, 2012 5:18 am
This entire post-mortem is full of stuff we learned. Cataloguing it is a big part of our motivation for doing the post-mortem at all.
Most of us had never run an ARG before. We all had some experience--playwrights, game designers, new media types. A few of us had worked on ARG's (Soph, Eric) and those who had played them were regarded as the elite few (Rick, Eric, and... maybe Sophie?).
We came into it with ambitious, untested game design principles and a willingness to work our asses off.
The biggest thing I learned involved crisis management. In a crisis, there's no time to panic, or be consistent, or be polite. If you're the ranking person on a project when something goes wrong, you gather whoever is around and you get them to do what has to be done. Damn their job descriptions, if they're the ones nearest to their phones, they're the ones who deal with it. But you save the dirtiest work for yourself.
You bring the engines to a halt until you determine how big the gash in the ship is, change course as soon as you determine the right one. No time to apologize if it was you that put in the wrong course. No time to be nice to the person who put the bad course in if it wasn't you. You can do that later. For now, you put everything else aside until the crisis is over, or you are relieved.
I also learned that the best way to avoid a crisis is to literally never stop working. Not sure that was the healthiest thing I could come away with, but you can't win them all.