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JOUNI SMED  UNIVERSITY OF TURKU

A LT E R N AT E R E A L I T Y
GAMES
PLEASE, FOLLOW ME
INTRIGUED?
A LT E R N AT E R E A L I T Y G A M E ( A R G )
 interactive narrative which uses the real world as a platform
 utilizes often different media and game elements
 intensive player participation
 the story happens in real time
 can change according to the players ideas and choices
 game designers create characters that can be controlled

by a human or an AI
T H E P L AY E R S

 interact with the game characters
 solve challenges and puzzles related to the plot
 work often as a community to analyse the story and to

co-ordinate events in the real world and in the net
ARG TERMINOLOGY

 puppetmaster(s)
 the curtain
 rabbithole
 trailhead
TINAG AESTHETICS
 This is not a game  TINAG
 the game does not behave as a game
 anything in the game really works (e.g. email

addresses or phone numbers)

 the players are not provided with an over-designed

game environment or a strict set of rules
DIFFERENCES TO OTHER GAME FORMS
 computer games: ARG can reside outside of

computers and does not require any game-specific
software

 RPGs and LARP: the players do not assume any role

but are themselves

 MMOGs: no avatars nor specific software required
 viral marketing: does not hide real products but

implicates indirectly its fictitious nature
HISTORICAL EXAMPLES AND
I N S P I R AT I O N S I N L I T E R AT U R E
 G. K. Chesterton: The Tremendous Adventures of Major

Brown, 1905
 John Fowles: The Magus, 1966 (revised edition 1977)
 Thomas Pyncheon: The Crying of Lot 49, 1966
 Robert Shea & Robert Anton Wilson: The Illuminatus!

Trilogy, 1975
 Samuel R. Delany: Triton, 1976
HISTORICAL EXAMPLES AND
I N S P I R AT I O N S I N O T H E R M E D I A
 movies
 The Game, 1997

 urban legends
 Paul is dead (The Beatles)

 conspiracy theories
 others
 Pink Floyd: Publius Enigma
E A R LY E X A M P L E S O F A R G S
 1996: Dreadnot: a web game by the San Francisco

Chronicle

 1997: Starlight Travel: a web site promoting Douglas

Adams computer game Starship Titanic

 1999: the marketing of The Blair Witch Project
 19992005: Nokia Game
THE BEAST & MAJESTIC
 Majestic
 produced by Electronic Arts and EA Online
 development began 1999; launch 31.7.2001; discontinued 30.4.2002

 The Beast
 produced by Microsoft
 connected to the Steven Spielberg movie A.I.
 lasted 12 weeks in the spring/summer 2001
THE BEAST
 a murder mystery
 comprised hundreds of web pages, e-mails, faxes,

fake commercials and voice mails

 gathered over 3 million active participants
 the players formed Cloudmakers community to collect

and co-ordinate the solution efforts
THE TRAILHEAD
THE RABBITHOLE
 Jeanine Salla is a character in the ARG taking place in 2142 (in the

world of the A.I. movie)

 the players could find Jeanine's biography at the website of a fictional

university and personal sites of some of her family members and
friends

 from the material the players could find Jeanines phone number and

email address

 contacting Jeanine returns a message revealing that her friend Evan

Chan has died in a boating accident aboard an AI-enhanced vessel

 the players also found evidence that Evan was actually murdered
THE GAME
 featured characters like anti-robot activists, rogue AI trackers and robot

sympathizers
 game development happened at the same time as the players explored it
 the developers incorporated many of the players actions into the plot
 in the climax, players were invited to Anti-Robot Militia rallies in New York,

Chicago and Los Angeles
 online players co-operated by solving special puzzles (e.g., keywords being

shouted by rally leaders or an email address found on a bathroom mirror)
 at the end, news broke of the passing of legislation that recognized the civil

rights of robots
I LOVE BEES
 developed by 42 Entertainment (the creators of The

Beast)

 JulyDecember 2004
 promoted the Halo 2 video game
 trailhead: Video
 rabbithole: http://www.ilovebees.com/
I LOVE BEES (CONTD)

 5遜 hour radio drama divided into one minute

segments that were being sent to public pay phones

 the players had to answer the phone in the right place

at the right time

 the drama was reconstructed from the segments by

the player community
OTHER ARGS
 The Art of Heist (2005)
 Last Call Poker (2005)
 World Without Oil (2007)
 Why So Serious (2007)
 Year Zero (2007)
 Traces of Hope (2008)
D E C O N S T R U C T E D N A R R AT I V E
 begin with a story with interesting characters and setup
 decompose the story into pieces
 analyse the pieces and create evidence that would

exists had the story happened
 hide the evidence into puzzles
 when the players find a piece and share it with the

community, the community reconstructs the story
ARG OR HOAX?

 in-content clues (e.g. takes place in a fictive world or

has unrealistic claims)

 around-content clues (e.g. rabbithole through a fictive

world, registrations, disclaimers)
THE STRUCTURE OF ARGS

 exposition
 interaction
 challenges
S E A N S T E W A R T: T H R E E I N T E R A C T I O N
S T R AT E G I E S
 how the players can affect the narrative
 power without control: give the players the control over the

narrative only in specific situations; give up the power but
not the control
 voodoo: let the player to create raw material where you

create the story components
 jazz: build in enough empty spaces and leave yourself

enough time and resources to go towards the players
N O W, W H AT E V E R H A P P E N E D T O A R G S ?
 the reality-TV trap: each new production must outdo its

predecessors?

 not a mass entertainment: more successful as a subculture?
 elitism: ARGs are getting beyond the skills of average players (cf.

Cicada 3301)?

 funding: too costly to create a globally spread game?
 monetization: players willing to pay or to crowdsource for the ARG?
 lack of developers: traditional game genres are more interesting

(and lucrative)?

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Alternate Reality Games

  • 1. JOUNI SMED UNIVERSITY OF TURKU A LT E R N AT E R E A L I T Y GAMES
  • 4. A LT E R N AT E R E A L I T Y G A M E ( A R G ) interactive narrative which uses the real world as a platform utilizes often different media and game elements intensive player participation the story happens in real time can change according to the players ideas and choices game designers create characters that can be controlled by a human or an AI
  • 5. T H E P L AY E R S interact with the game characters solve challenges and puzzles related to the plot work often as a community to analyse the story and to co-ordinate events in the real world and in the net
  • 6. ARG TERMINOLOGY puppetmaster(s) the curtain rabbithole trailhead
  • 7. TINAG AESTHETICS This is not a game TINAG the game does not behave as a game anything in the game really works (e.g. email addresses or phone numbers) the players are not provided with an over-designed game environment or a strict set of rules
  • 8. DIFFERENCES TO OTHER GAME FORMS computer games: ARG can reside outside of computers and does not require any game-specific software RPGs and LARP: the players do not assume any role but are themselves MMOGs: no avatars nor specific software required viral marketing: does not hide real products but implicates indirectly its fictitious nature
  • 9. HISTORICAL EXAMPLES AND I N S P I R AT I O N S I N L I T E R AT U R E G. K. Chesterton: The Tremendous Adventures of Major Brown, 1905 John Fowles: The Magus, 1966 (revised edition 1977) Thomas Pyncheon: The Crying of Lot 49, 1966 Robert Shea & Robert Anton Wilson: The Illuminatus! Trilogy, 1975 Samuel R. Delany: Triton, 1976
  • 10. HISTORICAL EXAMPLES AND I N S P I R AT I O N S I N O T H E R M E D I A movies The Game, 1997 urban legends Paul is dead (The Beatles) conspiracy theories others Pink Floyd: Publius Enigma
  • 11. E A R LY E X A M P L E S O F A R G S 1996: Dreadnot: a web game by the San Francisco Chronicle 1997: Starlight Travel: a web site promoting Douglas Adams computer game Starship Titanic 1999: the marketing of The Blair Witch Project 19992005: Nokia Game
  • 12. THE BEAST & MAJESTIC Majestic produced by Electronic Arts and EA Online development began 1999; launch 31.7.2001; discontinued 30.4.2002 The Beast produced by Microsoft connected to the Steven Spielberg movie A.I. lasted 12 weeks in the spring/summer 2001
  • 13. THE BEAST a murder mystery comprised hundreds of web pages, e-mails, faxes, fake commercials and voice mails gathered over 3 million active participants the players formed Cloudmakers community to collect and co-ordinate the solution efforts
  • 15. THE RABBITHOLE Jeanine Salla is a character in the ARG taking place in 2142 (in the world of the A.I. movie) the players could find Jeanine's biography at the website of a fictional university and personal sites of some of her family members and friends from the material the players could find Jeanines phone number and email address contacting Jeanine returns a message revealing that her friend Evan Chan has died in a boating accident aboard an AI-enhanced vessel the players also found evidence that Evan was actually murdered
  • 16. THE GAME featured characters like anti-robot activists, rogue AI trackers and robot sympathizers game development happened at the same time as the players explored it the developers incorporated many of the players actions into the plot in the climax, players were invited to Anti-Robot Militia rallies in New York, Chicago and Los Angeles online players co-operated by solving special puzzles (e.g., keywords being shouted by rally leaders or an email address found on a bathroom mirror) at the end, news broke of the passing of legislation that recognized the civil rights of robots
  • 17. I LOVE BEES developed by 42 Entertainment (the creators of The Beast) JulyDecember 2004 promoted the Halo 2 video game trailhead: Video rabbithole: http://www.ilovebees.com/
  • 18. I LOVE BEES (CONTD) 5遜 hour radio drama divided into one minute segments that were being sent to public pay phones the players had to answer the phone in the right place at the right time the drama was reconstructed from the segments by the player community
  • 19. OTHER ARGS The Art of Heist (2005) Last Call Poker (2005) World Without Oil (2007) Why So Serious (2007) Year Zero (2007) Traces of Hope (2008)
  • 20. D E C O N S T R U C T E D N A R R AT I V E begin with a story with interesting characters and setup decompose the story into pieces analyse the pieces and create evidence that would exists had the story happened hide the evidence into puzzles when the players find a piece and share it with the community, the community reconstructs the story
  • 21. ARG OR HOAX? in-content clues (e.g. takes place in a fictive world or has unrealistic claims) around-content clues (e.g. rabbithole through a fictive world, registrations, disclaimers)
  • 22. THE STRUCTURE OF ARGS exposition interaction challenges
  • 23. S E A N S T E W A R T: T H R E E I N T E R A C T I O N S T R AT E G I E S how the players can affect the narrative power without control: give the players the control over the narrative only in specific situations; give up the power but not the control voodoo: let the player to create raw material where you create the story components jazz: build in enough empty spaces and leave yourself enough time and resources to go towards the players
  • 24. N O W, W H AT E V E R H A P P E N E D T O A R G S ? the reality-TV trap: each new production must outdo its predecessors? not a mass entertainment: more successful as a subculture? elitism: ARGs are getting beyond the skills of average players (cf. Cicada 3301)? funding: too costly to create a globally spread game? monetization: players willing to pay or to crowdsource for the ARG? lack of developers: traditional game genres are more interesting (and lucrative)?