straight logistics yo…….ARG design

this week we’re dealing with tying up and finalizing all our ideas…..digitizing them….then determining an effective way to deploy the game between today and the Undergraduate Videogame Symposium that takes place on March 26th, 27th, and 28th. We’re not going live today, we’re not quite there yet, but we’re close!

So, today we’re considering logistics – what do we load in advance? how do we post a deployment schedule that students will actually read and revisit? how do we finish up all the last minute minor details quickly? how do we finish that last few quests now that we’ve modified and created the earlier ones? It’s interesting how many loose ends remain right before deployment. Before we had significant art work, and a site that could hold and embody that art work, and the links to quests, it was hard to actualize these last details. There are also very few ARG designs that create a game in this manner, so we really had no model to help us actualize these details. When Quest-to-Learn designs boss levels, the students create projects similar to our game site so the pedagogy and curriculum design includes significant information on support student engagement and questing, but very little on launching a game, understandably. Argosy includes similar details, but deployment was different since the questing should be completed over the course of orientation, instead of across weeks. So we’re muddling our way through engagement, advertising, and maintaining focus, while completing the game. My mom always said events are “hurry up and wait, then hurry up and wait.” She’s right, once again 🙂

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