This is a response to Michael Andersen’s opinion piece for ARGNet and an endorsement of Jan Libby’s comments thereon.
I’m pretty new to the developer community of ARGs (transmedia gaming, pervasive games, immersivisated gaming experience-stories, or whatever buzzwords tickle your fancy). I attended my first ARGFest in Bloomington last year, where I had the pleasure of meeting many pleasant, accepting, and talented game creators and players. For the most part, my life in ARGs has been limited to creating rather small-scale games with my closest friends and family. We’ve made a few, and each time we’re shocked at the new complications we find. It’s a rich and rewarding kind of game design, and a challenging way to tell a story.
I’ll always contend that what makes telling a story through an ARG so hard is the constant flux introduced by players. An open mind and nimble creativity are essential. However, I believe that a firm, guiding philosophy like TINAG (however you interpret it) bears equal importance.
Now, I’m definitely part of this second (third?) wave of “newbie” developers and designers who know too little about the genre’s roots and probably misuse the term, at least in the eyes of the ensconced veterans. However, I’ve been through the design and development process several times. I’ve had successes and failures. I’ve gone back to school to learn more about storytelling, and now I teach undergraduate students storytelling for games. Timid as I’ve been in the past about getting into such discussions, I think I’ve earned the chance to weigh in on this one, if for no other reason than that I may well be part of the group named in Andersen’s final move to retire the term.
So here’s where I stand: Jan Libby was right when she commented on the post, saying, “…when someone, like an aspiring PM or Dev, latches onto the idea of TINAG and twists your definition or my definition (and so on), they are testing the boundaries of the idea.”
That’s the essential element here, in my view. Trying to retire a term this way, especially one that serves as a succinct and comprehensive design philosophy, smacks of an elitism I’ve heard several indie designers lament. Who cares how new developers and designers interpret the term? If it inspires them as storytellers, I’m all for it. If they tell terrible stories without structure, they shouldn’t expect that anyone will pay much attention.
Andersen has responded to Libby’s comment, saying that he thinks confusion over the term serves as a barrier to innovation in the ARG space. I can’t imagine that’s true, though I doubt there’s much evidence to support one view or the other. I’m open to the discussion.
For the record, I love ARGnet, and I enjoy the coverage Michael Andersen offers. I know first hand what a good thing the site does for indie developers. The times our games were featured on the site, our traffic and player enthusiasm saw considerable spikes. Moreover, I think the majority of the post in question provides an informative history of the term.
I don’t want to offer my own definition of TINAG any more than I want the undisputed ARG news site of record telling designers to drop the idea. For my part, though, TINAG will remain a guiding principle as I design my games and write my stories. I will continue to tell my students to mind its implications when they express interest in ARGs as a creative outlet. Finally, I suspect that should we abandon the term altogether, this community would miss TINAG as shorthand for a game’s ability to immerse the player without overt betrayals of its fictional, ludic nature. Let’s be honest; #TINAG is much easier to tweet.
If you care about this discussion at all, you should follow both Michael Andersen and Jan Libby on Twitter. I’m fond of both feeds.

