Alternate Reality Games
An alternate reality
game (ARG) is an interactive networked narrative that uses the real world as a platform and uses transmedia storytelling to deliver a story
that may be altered by players' ideas or actions.
The form is defined by
intense player involvement with a story that takes place in real time and
evolves according to players' responses. Subsequently, it is shaped by
characters that are actively controlled by the game's designers, as opposed to
being controlled by artificial intelligence as in a computer or
console video game. Players interact directly with characters in the game,
solve plot-based challenges and puzzles, and collaborate as a community to
analyze the story and coordinate real-life and online activities. ARGs
generally use multimedia, such as telephones, email and mail but rely on the
Internet as the central binding medium.
ARGs are growing in
popularity, with new games appearing regularly and an increasing amount of
experimentation with new models and subgenres. They tend to be free to play,
with costs absorbed either through supporting products (e.g. collectible puzzle
cards fund Perplex City) or through promotional relationships with existing products
(for example, I Love Bees was a promotion for Halo
2, and the Lost Experience and Find
815 promoted the television show Lost). However, pay-to-play models
are not unheard of.
Contents
- 1 Defining alternate reality
gaming
- 1.1 Unique terminology
- 1.2 Similarities to and
differences from other forms of entertainment
- 1.3 Influences and precursors
- 2 Basic design principles of
ARGs
- 3 Scholarly views on ARGs
- 4 Development and history
- 4.1 Early examples
- 4.2 The Beast
- 4.3 Community and genre
growth
- 4.4 Gathering Worldwide
Gamers
- 4.5 Massive-scale commercial
games and mainstream attention
- 4.6 The rise of the
self-supporting ARG
- 4.7 The Serious ARG
- 4.8 New developments
- 4.9 Permanent ARG
- 5 Awards won by ARGs
- 6 See also
- 7 Notes
- 8 External links
Defining alternate reality gaming
There is a great deal of
debate surrounding the characteristics by which the term "alternate
reality game" should be defined. Sean Stacey, founder of the website Unfiction, has suggested that
the best way to define the genre was not to define it, and instead
locate each game on three axes (ruleset, authorship and coherence) in a sphere
of "chaotic fiction" that would include works such as the Uncyclopedia and street games like SF0 as well.[1]
Several experts,
though, point to the use of transmedia, “the aggregate effect of multiple
texts/media artifacts,”[2] as the defining attribute of
ARGs. This prompts the unique collaboration emanating from ARGs as well; Sean
Stewart, founder of 42 Entertainment, which has produced various
successful ARGs, speaks to how this occurs, noting that “the key thing about an
ARG is the way it jumps off of all those platforms. It’s a game that’s social
and comes at you across all the different ways that you connect to the world
around you.”[2]
Unique terminology
Among the terms
essential to understand discussions about ARGs are:
- Puppetmaster – A puppetmaster
or "PM" is an individual involved in designing and/or running an
ARG. Puppetmasters are simultaneously allies and adversaries to the player
base, creating obstacles and providing resources for overcoming them in
the course of telling the game's story. Puppetmasters generally remain
behind the curtain while a game is running.[3] The real identity of
puppet masters may or may not be known ahead of time.
- The Curtain – The curtain,
drawing from the phrase, “Pay no attention to the man behind the curtain,”
is generally a metaphor for the separation between the puppetmasters and
the players.[3] This can take the
traditional form of absolute secrecy regarding the puppetmasters'
identities and involvement with the production, or refer merely to the
convention that puppetmasters do not communicate directly with players
through the game, interacting instead through the characters and the
game's design.
- Rabbithole/Trailhead – A rabbithole,
or trailhead, marks the first media artifact, be it a website, contact, or
puzzle, that draws in players. Most ARGs employ a number of trailheads in
several media to maximize the probability of people discovering the game.
Typically, the rabbithole is a website, the most easily updated, cost-effective
option.[4]
- This Is Not A Game (TINAG) – Setting the
ARG form apart from other games is the This Is Not A Game sentiment
popularized by the players themselves. It is the belief that “one of the
main goals of the ARG is to deny and disguise the fact that it is even a
game at all.”[5]
Similarities to and differences from other
forms of entertainment
- Computer/console/video games. While ARGs generally use
the internet as a central binding medium, they are not played exclusively
on a computer and usually do not require the use of special software or
interfaces. Non-player characters in ARGs are controlled in real time by
the puppetmasters, not computer AI.
- Role-playing games (RPGs) and Live action role-playing games (LARPs). The role of the
puppetmaster in creating ARG narratives and the puppetmaster's
relationship with an ARG's players bears a great deal of similarity to the
role of a game master or referee in a
role-playing game. However, the role of the players is quite different.
Most ARGs do not have any fixed rules—players discover the rules and the
boundaries of the game through trial and error—and do not require players
to assume fictional identities or roleplay beyond feigning belief in the
reality of the characters they interact with (even if games where players
play 'themselves' are a long standing variant on the genre).[6] Also, the This Is Not
A Game aesthetic is distinctive to ARGs, not being present in the RPGs or
LARPs.
- Massively multiplayer online role-playing games (MMORPGs). As outlined
above with computer games and traditional role-playing games, non-player
characters in ARGs are controlled by real people in real time, not by
computer AI; ARGs do not generally require special software or interfaces
to play; the games do not require players to roleplay or create characters
or avatars; and ARGs generally use multiple media and real life in
addition to the internet to distribute their narratives.
- Viral
marketing/internet hoaxes. While ARGs are often used as a type of viral marketing, they diverge sharply
from the philosophy behind "sponsored consumers" or other viral
marketing practices that attempt to trick consumers into believing that
planted shills for a product are other independent consumers. Similarly,
they also diverge from sites or narratives that genuinely try to convince
visitors that they are what they claim to be. Puppetmasters generally
leave both subtle and overt clues to the game's fictional nature and
boundaries where players can find them (e.g. through clearly fictional
names on site registrations) and many ARGs openly flaunt obviously
fictional plots. The puppetmasters of the genre's seminal example, the
Beast,(see below)[7] made it a point of pride
never to pretend to be players in order to solicit publicity or nudge
players along, and the Terms of Service of Unfiction, the central
community site for the ARG genre, strictly prohibit individuals involved
in creating games from posting about them without disclosing their
involvement.[8]
Influences and precursors
Due to factors like the
curtain, attempts to begin games with "stealth launches" to fulfill
the TINAG aesthetic, and the restrictive non-disclosure agreements governing
how much information may be revealed by the puppetmasters of promotional games,
the design process for many ARGs is often shrouded in secrecy, making it
difficult to discern the extent to which they have been influenced by other
works. In addition, the cross-media nature of the form allows ARGs to
incorporate elements of so many other art forms and works that attempting to
identify them all would be a nearly impossible task.
Possible inspirations from fiction and other
art forms
G. K. Chesterton's 1905 short story "The Tremendous Adventures of Major Brown" (part of a collection
entitled The Club of Queer Trades) seems to predict the
ARG concept, as does John Fowles' 1965 novel The Magus. The combination board and
card game, Vlet, that many of the main characters in Delany's science fiction novel Triton (published in 1976) play throughout his novel appears to
be a type of ARG. (The game's name was borrowed from a similar game in short
story by Russ entitled "A Game
of Vlet".) Ludic texts such as the popular Choose Your Own Adventure children's novels may
also have provided some inspiration. Reader-influenced online fiction such as AOL's QuantumLink Serial provides a model that incorporates audience
influence into the storytelling in a manner similar to that of ARGs, as do
promotional online games like Wizards of the Coast's Webrunner games. Other possible
antecedents include performance art and other theatrical forms that attempt to
directly engage the audience.
The
One Game, a British television drama serial screened in 1988, was entirely based on
the premise of the protagonist being forced to play an ARG (referred to as a
"reality game" in the script).
Due to the influence
the Beast exerted over the form of later ARGs and the willingness of its
creators to talk about its development, its sources of inspiration are both
particularly relevant to the evolution of the modern ARG and somewhat more
verifiable than other possible antecedents. Elan
Lee, one of its creative principals, cites the 1997 movie The Game as an inspiration, as well as the
Beatles' "Paul is dead" phenomenon. Sean Stewart, another of the three
principal designers, notes that designing and running an ARG bears some
similarities to running an RPG, and the influence of that particular game form
is further suggested by the fact that Jordan Weisman, the game's third main
designer, was also the founder of leading RPG company FASA. Stewart also noted that the sort of "creative,
collaborative, enthusiastic scavengering behavior"[9] upon which the Beast depended
has its antecedents outside the arts: the Beast just "accidentally
re-invented Science as pop culture entertainment."[10]
The conspiracy in Thomas Pynchon's The Crying of Lot 49 may be an ARG set up
by Pierce Inverarity to bedevil Oedipa Maas, as may be the hallucinatory
Turkish frontier across which A.W. Hill's Stephan Raszer tracks his
quarry in the current literary thriller Nowhere-Land.
Basic design principles of ARGs
ARGs are sometimes
described as the first narrative art form native to the internet, because their
storytelling relies on the two main activities conducted there: searching for
information, and sharing information.
- Storytelling as
archaeology. Instead of presenting a chronologically unified, coherent narrative,
designers scatter pieces of the story across the Internet and other media,
allowing players to reassemble it, supply connective tissue and determine
what it means.
- Platformless narrative. Stories are not bound
to a single medium, but exist independently and use whatever media is
available to make itself heard.
- Designing for a hive
mind. While it might be possible to follow games individually, designs are
directed at a collective of players that share information and solutions
almost instantly, and incorporate individuals possessing almost every
conceivable area of expertise. While games might initially attract a small
group of participants, as the participants come across new challenges they
try to find others with the knowledge needed to overcome an obstacle.
- A whisper is sometimes
louder than a shout. Rather than openly promoting games and trying to
attract participation by "pushing" it toward potential players,
designers attempt to "pull" players to the story by engaging in
over-the-top secrecy, have elements of the game "warn" players
away from them, and eschew traditional marketing channels. Designers do
not communicate about the game with players or press while it is in play.
- The "this is not a
game" (TINAG) aesthetic. ARGs themselves do not acknowledge that
they are games. They do not have an acknowledged ruleset for players; as
in real-life, they determine the "rules" either through trial
and error or by setting their own boundaries. Narratives present a fully
realized world: any phone number or email address mentioned works, and any
website acknowledged exists. Games take place in real time and are not
replayable. Characters function like real people, not game pieces, respond
authentically, and are controlled by real people, not by computer AI. Some
events involve meetings or live phone calls between players and actors.
- Real life as a medium. Games use
players' lives as a platform. Players are not required to build a
character or role-play being someone other than themselves. They might
unexpectedly overcome a challenge for the community simply because of the
real-life knowledge and background they possessed. Participants are
constantly on the lookout for clues embedded in everyday life.
- Collaborative storytelling. While the
puppetmasters control most of the story, they incorporate player content
and respond to players' actions, analysis and speculation by adapting the
narrative and intentionally leave "white space" for the players
to fill in.
- Not a hoax. While the TINAG
aesthetic might seem on the surface to be an attempt to make something
indistinguishable from real life, there are both subtle and overt
metacommunications in place to reveal a game's framework and most of its
boundaries.
Scholarly views on ARGs
Overall, academics have
been intrigued by ARGs' potential for effective organizing. Across the board, a
diverse range of organizations, such as businesses, nonprofits, government
agencies, and schools “can learn from the best practices and lessons of ARGs to
similarly take advantage of new media and collective problem–solving.”[4] As such, implementation of
ARGs in these different settings involves finding best practices for honing the
collaborative, transmedia elements of ARGs for these respective institutions.
Much of this scholarly
interest stems from the evolving media ecology with the rise of new media. In
sustaining cooperative online communities, ARGs build off of “an alignment of
interest, where problems are presented in a fashion that assists game designers
in their goal while intriguing and aiding players in their goals.”[4] This returns to ARGs’
framework of transmedia storytelling, which necessitates that ARG designers
relinquish a significant degree of their power to the ARG’s audience,
problematizing traditional views of authorship.[11]
The majority of the
scholastic review on ARGs analyzes their pedagogical advantages. Notably, in
the classroom, ARGs can be effective tools for providing exigence on given
topics and yield a collaborative and experiential learning environment.[12] By the same token, weaknesses
of classroom learning through ARGs include the need for a flexible narrative
conducive to collaborative learning in large groups and a sophisticated web
design.[12]
Development and history
Main article: History of Alternate Reality Games
Early examples
Dreadnot was a
(non-commercial) ARG produced with a grant from the San Francisco Chronicle and published on sfgate.com in 1996. It
included most of the aforementioned design principles. The game included
working voice mail phone numbers for characters, clues in the source code,
character email addresses, off-site websites, real locations in San Francisco,
real people (including then-Mayor Willie Brown), and of course a fictional
mystery.
Ong's
Hat/Incunabula was most likely started sometime around 1993, and also
included most of the aforementioned design principles. Ong's Hat also incorporated
elements of legend tripping into its design, as chronicled
in a scholarly work titled "Legend-Tripping Online: Supernatural Folklore
and the Search for Ong's Hat".[14] Some scholars disagree on the
classification of the Ong's Hat story.[15]
In 1997, a year prior
to the release of the Douglas Adams' computer game Starship Titanic, The Digital Village launched a web site purporting
to be that of an intergalactic travel agency called Starlight Travel, which in
the game is the Starship Titanic's parent company. The site combined copious
amounts of Monty Python-esque writing (by Michael Bywater) with ARG-type interactivity.
The marketing for the
1999 movie The Blair Witch Project resembled ARGs in many
ways (and some of its makers went on to create the 2005 Audi promotional ARG The Art of the Heist), expanding the world of the
movie online, adding backstory, and treating the fiction as reality through
real-world media such as fliers and a fake documentary on the Sci-Fi Channel.
However, perhaps in part due to the subject material and the absence of overt
metacommunications that this was fiction, it also resembles an internet hoax or
attempt to create an urban legend.
Pervasive play games
like the Go
Game and the Nokia Game also incorporated many elements similar to ARGs
(although they tended to lack the narrative element central to ARGs) and
prefigured the public play components of large-scale corporate ARGs like I
Love Bees, The Art of the Heist and Last Call Poker.
Electronic Arts' Majestic began development in 1999,
although it didn't launch until after the Beast had concluded, in 2001.
Featuring phone calls, emails and other media that involved players in a
multiplatform narrative, the game was eventually cancelled due to lack of
players. This was due to many factors, ranging from the monthly subscription
fee (as part of Electronic Arts' EA Online venture) to Majestic's unfortunate timing
and subject matter in relation to the September 11 attacks on the World Trade Center. Many players also criticized the absence of the
TINAG principle (e.g. in-game phone calls were preceded by an announcement that
they were part of the game, although these announcements were optional based on
user preference).
The Beast
Main article: The Beast (game)
In 2001, in order to
market the movie A.I.: Artificial Intelligence directed by Steven Spielberg and based on Stanley Kubrick's unfinished project but also a planned series of Microsoft computer games based
on the film, Microsoft's Creative Director Jordan Weisman and another Microsoft game designer, Elan
Lee, conceived of an elaborate murder mystery played out across hundreds of
websites, email messages, faxes, fake ads, and voicemail messages. They hired Sean
Stewart, an award-winning science fiction/fantasy author, to write the story and
Pete
Fenlon, an experienced adventure game "world builder," to serve as
developer and content lead. The game, dubbed "the Citizen Kane of online
entertainment" by Internet Life,[16] was a runaway success[17] that involved over three million
active participants[18] from all over the world during
its run and would become the seminal example of the nascent ARG genre. An early
asset list for the project contained 666 files, prompting the game's
puppetmasters to dub it "the Beast", a name which was later
adopted by players.[19] A large and extremely active
fan community called the Cloudmakers formed to analyze and participate in
solving the game,[20] and the combined intellect,
tenacity and engagement of the group soon forced the puppetmasters to create
new subplots, devise new puzzles, and alter elements of the design to keep
ahead of the player base.[21] Somewhat unusual for a
computer-based game, the production engaged equal numbers of male and female
participants,[22] and drew players from a wide
spectrum of age groups and backgrounds.
Although the Beast ran
for only three months, it prompted the formation of a highly organized and
intensely engaged community that remains active[23] years after the game
concluded. Perhaps more significantly, it inspired a number of its participants
to create games adapting and expanding the model, extending it from an
anomalous one-time occurrence to a new genre of entertainment and allowing the
community to grow even after the Beast itself concluded. Members of the
Cloudmakers group went on to form ARGN, the primary news source for the genre,
and Unfiction, its central community hub, as well as designing the first successful
and widely played indie ARGs, such as LockJaw and Metacortechs, and corporate
efforts such as Perplex City.
Community and genre growth
The years immediately
after the Beast saw independent developers who had played it extend the form
from a one-time occurrence to a new genre of gaming, and the formation of an
ever-growing community devoted to playing, designing and discussing ARGs.
Grassroots development
Influenced heavily by
the Beast and enthusiastic about the power of collaboration, several Cloudmakers came together with the
idea that they could create a similar game. The first effort to make an
independent Beast-like game, Ravenwatchers, failed,[24] but another team soon
assembled and met with greater success. With very little experience behind
them, the group managed, after nine months of development, to create a viable
game that was soon seized upon eagerly by the Cloudmakers group and featured in
WIRED Magazine.[25] As players of the Beast,
members of the Lockjaw development team were extremely aware of the community
playing the game and took steps to encourage the tight bonding of the player
base through highly collaborative puzzles, weekly Euchre games, and the
inclusion of player personas in the game. While the numbers never rivaled those
of The Beast, the game proved both that it was possible for developers to
create these games without corporate funding or promotion, and that there was
interest in the ARG form beyond a one-time audience for a production on the
Beast's scale. Lockjaw marked the start of the ARG as a genre of gaming, rather
than simply a one-time occurrence.
Shortly before
Lockjaw's conclusion, players discovered a game that seemed to revolve around
the movie Minority Report. Despite speculation to the contrary, the game (known as
Exocog) was not an official promotion for the film, but an experiment in
interactive storytelling by Jim Miller.[26] Inspired by the independent
Lockjaw effort, Dave Szulborski introduced ChangeAgents, a spinoff of EA's
failed Majestic ARG, to the ARGN audience, then followed it with two
additional installments. During this time, Szulborski also created a successful
grassroots game not based on the Majestic universe, called Chasing the Wish.
Just before the release of the third and the final Matrix movie, the team that
developed Lockjaw launched Metacortechs, an ARG based on that
universe. The fan fiction effort was very successful, reached a larger and more
active player base than many professionally produced games, and was at first
assumed by many to be an officially sanctioned promotion for the movie.
Metacortechs was followed by an ever-increasing number of grassroots ARGs.
In the wake of these
successful, low-budget independent ARGs, an active "grassroots"
development community began to evolve within the genre. While the quality of
the grassroots games varies wildly, amateur storytellers, web designers, and
puzzle creators continue to provide independently developed ARGs for the active
player community.
Community development
The term Alternate
Reality Gaming was first used by Sean Stacey, one of the moderators of the
Lockjaw player community, in the Trail for that game. Stacey and Steve Peters, another of the moderators,
created the two websites that have become the central hub of the ARG community:
ARGN and UnFiction. Due to their efforts,
when Lockjaw ended, the players had a new community resource allowing them to
assemble to play the games that were soon to follow. Unfiction now boasts over
32,000 members, and ARGN employs a staff of 15 volunteer writers to report on
new games and other topics of interest to the community, as well as producing a
weekly netcast.
A first experience in video games
Although not considered
as a pure Alternate Reality Game, Missing Since January ("In
Memoriam" in Europe) is a video game based on the same principles that
appear in an ARG: an online enquiry, the game entering into the players real
life environment, willingly confusing reality and fiction (real fact-based
sites, emails…). Developed from 1999 onwards by the French studio Lexis
Numérique, Missing Since January was launched by Ubisoft in Europe in October 2003
and by Dreamcatcher in the US in January 2004. In Missing Since January, using
the internet, the player must attempt to decode a mysterious CD ROM broadcast
by the police in order to find two missing people abducted by a serial killer.
More than a hundred sites were created for this purpose. By and large, as the
player advances in the enquiry, they are contacted by different characters that
send emails. The follow-up, which appeared in 2006 under the title Evidence: The Last Ritual ("In Memoriam 2,
The Last Ritual" in Europe) also allowed players to receive text messages
and to speak on the phone with certain characters in the game.
Gathering Worldwide Gamers
Because of their
similarities, video games and ARGs continued to be associated through many
projects, In 2009, Funcom, a game development studio from Oslo, Norway, hid a gate on
its corporate website, which led to an ARG which would be part of the
pre-launch campaign for The Secret World, a game released in 2013. The
gate was discovered only in 2013, therefore requiring the puppetmaster to adapt
the scenario to its actual setting.[27]
Funcom has done a total
of 16 ARGs that tie in with The Secret
World, with the first one starting on May 2007. The ARGs focussed on several
different storylines, such as: The Expedition of Roald Amundsen, The Sanctuary
of Secrets and the Secret War.
The company behind
Funcom's last 2 ARGs, Human
Equation, a Montreal-based entertainment studio who also created an independent ARG
called Qadhos, has even further
purchase the rights to a special class of characters, The Black Watchmen to
create their own independent ARG, announced to launch in late 2014.
Massive-scale commercial games and mainstream
attention
After the success of
the first major entries in the nascent ARG genre, a number of large
corporations looked to ARGs to both promote their products, and to enhance
their companies' images by demonstrating their interest in innovative and
fan-friendly marketing methods. To create buzz for the launch of the Xbox game Halo
2,[28] Microsoft hired the team that
had created the Beast, now operating independently as 42 Entertainment. The result, I
Love Bees, departed radically from the website-hunting and puzzle-solving
that had been the focus of the Beast. I Love Bees wove together an interactive
narrative set in 2004, and a War of the Worlds-style radio drama set in the
future, the latter of which was broken into 30–60 second segments and broadcast
over ringing payphones worldwide.[29] The game pushed players
outdoors to answer phones, create and submit content, and recruit others, and
received as much or more mainstream notice than its predecessor, finding its
way onto television during a presidential debate,[30] and becoming one of the New
York Times' catchphrases of 2004.[31]
As such, I
Love Bees captivated enough fans to garner significant press
attention, and partly because of this publicity, Halo 2 “sold $125 mil in
copies the first day of release.”[32]
A slew of imitators[33][34]
fan tributes[35]
and parodies[36][37]
followed. In 2005, a pair of articles profiling 42 Entertainment
appeared in Game
Developer magazine and the East
Bay Express, both of which tied into an ARG[38]
created by the journalist and his editors.[39]
The following spring,
Audi launched The
Art of the Heist, developed by Audi ad agency McKinney+Silver, Haxan Films
(creators of The
Blair Witch Project), to promote its new A3.
Roughly a year after I
Love Bees, 42 Entertainment
produced Last Call Poker, a promotion for Activision's video game Gun. Designed to help
modern audiences connect with the Western genre, Last Call Poker centered on a
working poker site, held games of "Tombstone Hold 'Em" in cemeteries
around the United States—as well as in at least one digital venue, World of Warcraft's
own virtual reality cemetery[40]
– and sent players to their own local cemeteries to clean up neglected grave
sites and perform other tasks.[41]
At the end of 2005, the
International Game Developers Association ARG Special Interest Group was formed
"to bring together those already designing, building, and running ARGs, in
order to share knowledge, experience, and ideas for the future." More
recently, an ARG was created by THQ
for the game Frontlines:
Fuel of War around peak oil theories where the world is in a crisis over
diminishing oil resources.
In 2008, the American Art Museum
hosted an alternate reality game, called Ghosts of a Chance, which was created by
City Mystery.[42]
The game allowed patrons "a new way of engaging with the collection"
in the Luce Foundation Center.[42]
The game ran for six weeks and attracted more than 6,000 participants.[42]
The rise of the self-supporting ARG
As the genre has grown,
there has been increasing interest in exploring models that provide funding for
large-scale ARGs that are neither promotions for other products nor limited by
the generally small budget of grassroots/indie games. The two major trends that
have emerged in this area are support through the sale of products related to
the game, and fees for participation in the game. A third possible model is one
using in-game
advertising for other products, as in The LOST Experience, but at this time
no large-scale game has attempted to fund itself solely through in-game
advertising.
The first major attempt
(other than EA's failed Majestic) to create a
self-supporting ARG was Perplex
City, which launched in 2005 after a year's worth of teasers. The ARG
offered a $200,000 prize to the first player to locate the buried Receda Cube
and was funded by the sale of puzzle cards. The first season of the game ended
in January 2007, when Andy Darley found the Receda Cube at Wakerly Great Wood
in Northamptonshire, UK. Mind
Candy, the production company, has also produced a board game related to
the ARG and plans to continue it with a second season beginning 1 March 2007.
This model was delayed till 1 June, and has again, been delayed to an
unspecified date. Mind Candy's acceptance of corporate sponsorship and venture
capital suggests that the puzzle cards alone are not enough to fully fund the
ARG at this time.
In March 2006, Elan Lee and Dawne Weisman
founded edoc laundry, a company
designed to produce ARGs using clothes as the primary platform. Consumers
decipher the codes hidden within the garments and input the results into the
game's main website to reveal pieces of a story about the murder of a band
manager.
Reviving the
pay-to-play model, Studio Cypher launched the first chapter of its
"multiplayer novel" in May 2006. Each "chapter" is a
mini-ARG for which participants who pay the $10 registration fee receive
earlier access to information and greater opportunities to interact with
characters than non-paying participants. VirtuQuest, a well-known corporate
team, also attempted a pay-to-play model with Township Heights later in the year, but
despite initial enthusiasm on the part of the ARG community, the game was not
well-received due to the design team's use of player Hybrid-Names based on
their real life names. Also the short run time frame was not appreciated by some
seasoned players.
In June 2006, Catching
the Wish launched from an in-game website about comic books based on its
predecessor, 2003's Chasing the Wish. 42 Entertainment
released Cathy's Book, by Sean Stewart and Jordan Weisman, in
October 2006, shifting the central medium of this ARG from the internet to the
printed page. The young-adult novel contains an "evidence packet" and
expands its universe through websites and working phone numbers, but is also a
stand-alone novel that essentially functions as an individually playable ARG.
Neither the cost of creating the book nor sales figures are available (although
it made both American[43]
and British bestseller lists) to determine whether the project was successfully
self-funded.
It is difficult to
judge the efficacy of self-funded ARG models at this time, but it seems likely
that exploration of ways to fund large-scale ARGs without using them as
marketing for other products will continue as the genre grows.
The Serious ARG
In a 2007 article,
columnist Chris Dahlen (of Pitchfork Media) voiced a much-discussed ARG
concept: if ARGs can spark players to solve very hard fictional problems, could
the games be used to solve real-world problems?[44]
Dahlen was writing about World Without Oil, the first ARG
centered on a serious near-future scenario: a global oil shortage.[45]
Another ARG, Tomorrow
Calling, appears to be a testbed for a future project focused on environmental
themes and activism.[46]
Serious ARGs introduce
plausibility as a narrative feature to pull players into the game. People
participate to experience, prepare for or shape an alternative life or future.[47]
The games thus have the potential to attract casual or non-players, because
’what if’ is a game anyone can play.[48]
Serious ARGs may therefore be sponsored by organizations with activist or
educational goals; World Without Oil was a joint project of the
Public Broadcasting Service's Independent Lens and its Electric Shadows
Web-original programming.[49]
Their serious subject
matter may lead Serious ARGs to diverge from mainstream ARGs in design. Instead
of challenging collective
intelligence to solve a gamemastered puzzle, World Without Oil’s puppetmasters acted as
players to guide the “collective imagination” to create a multi-authored
chronicle of the alternative future, purportedly as it was happening.[50]
By asking players to chronicle their lives in the oil-shocked alternative
reality, the WWO game relinquished narrative control to players to a
degree not seen before in an ARG.[51]
In October 2008 The British Red Cross
created a serious ARG called Traces of Hope to promote their campaign about
civilians caught up in conflict.[52]
There are possible
future Serious ARGs described in fiction. In his novel Halting State, Charles Stross
foresightedly describes a number of possible ARGs, where players engage in
seemingly fictional covert spy operations.
In 2008 the European
Union funded an ARG to support motivation for multilingualism within European
secondary school students called ARGuing
for Multilingual Motivation in Web 2.0 [1].
As noted above in World Without Oil, to complete this ARG it was necessary to
move away from the strict definitions of an ARG as listed. The ARG was by
invitation only and players (students) knew they were going to play a game.
This project is now completed and papers on the project and the resources produced
for education (a Methodology and Teacher Training guides)are available and have
been presented at the 3rd
European Conference on Games Based Learning.
In 2008–2009 the MacArthur
Foundation supported an ARG The Black
Cloud to teach US high-school students about indoor air quality.
The project is active and allows teachers to rent sophisticated air quality
sensors to run the game locally.
The USC School of
Cinematic Arts has run a semester-long ARG called Reality Ends Here for
incoming freshmen since 2011. The game involves players collaborating and
competing to produce media artifacts. In 2012, Reality Ends Here won the Impact
Award at IndieCade,
presented to games which "have social message, shift the cultural
perception of games as a medium, represent a new play paradigm, expand the
audience, or influence culture."[53]
UCLA Film Department
had its first Alternate Reality Game class, taught by Game Designer/Writer Flint Dille in 2011 Winter
Semester. The Class Built an ARG in one semester, culminating in a real world
event which resolved the story. http://www.slideshare.net/dorianrichard/asek-core-arg
New developments
2006 produced fewer
large-scale corporate ARGs than past years, but the ARG form continued to
spread and be adapted for promotional uses, as an increasing number of TV shows
and movies extended their universes onto the internet through such means as
character blogs and ARG-like puzzle trails, and as an increasing number of
independent and grassroots games launched, with varying levels of success.[54]
One of the more popular indie ARGs to launch in the fall of 2006 was Jan
Libby's dark yet whimsical "Sammeeeees". lonelygirl15, a popular series of
videos on YouTube, relinquished an unprecedented amount of control to its
audience by recognizing a fan-created game as the "official" ARG. In
December 2006, another indie ARG launched called "Bristel Goodman"
which featured creative yet creepy videos made by an internet killer. Eddie
Dees, the fictional character who is being sent these videos, posted them at
YouTube and other video sharing sites, asking for help. The ARG community
responded and the game began. As of March 2013, the game continues as obsessed
players search for the truth about RHINO.
In August 2006, Hoodlum
produced PSTRIXI for Yahoo!7 Australia. PSTRIXI was designed around a
young DJ Trixi and her boyfriend Hamish. Players were engaged across all of
Yahoo!7's platforms and asked to help solve the mystery of Trixi's missing
sister Max. The multi-platform ARG ran for 12 weeks and used websites, email,
Yahoo!360 forums, Yahoo Radio and viral television to engage the audience in
the game. PSTRIXI was a major success with the Yahoo!7 community; players
spent an average of 16 minutes per session on the websites and returned more
than once a week.
2007 got off to a
strong start immediately, with Microsoft's Vanishing Point to promote the launch
of Windows Vista. The
game was designed by 42
Entertainment and, due in part to many large-scale real-world events, such
as a lavish show at the Bellagio
Fountain in Las Vegas as well as a prizes of a trip into space[55]
and having a winner's name engraved on all AMD Athlon 64 FX chips for a certain
period of time,[56]
received large media attention.[57]
It was followed almost immediately by another 42 Entertainment production for
the release of the Nine
Inch Nails album Year Zero, in which fans
discovered leaked songs on thumb
drives in washrooms at concerts,[58]
as well as clues to websites
that describe a dystopian future occurring in 2022. Year Zero, in turn, bled
out into the real world through players flyering neighborhoods and creating
graffiti supporting the game’s fictitious Art Is Resistance movement.[59][60]
Monster Hunter Club, a promotion for the U.S. release of the movie The
Host,
launched by sending action figures and other items to prominent members of the
ARG community.[61]
Perplex City concluded
its first season by awarding a $200,000 prize to a player who found the game's
missing cube.[62]
They plan to continue the ARG into a second "season" under the name Perplex City Stories,
although they have said that there will not be a large grand prize this time[when?] around.[63]
Meigeist, produced by a new professional puppetmaster team, garnered a great
deal[clarification
needed] of community attention and affection with a light, humorous
storyline and numerous references to past ARGs. The teaser site for World Without Oil, the first major
"Serious ARG", was unveiled in March 2007; the game itself launched
on 30 April and ran through 1 June, gathering over 1500 videos, images, blog
entries and voice mails to document the "Oil Crisis of 2007."[49]
In May 2007, 42
Entertainment launched Why So Serious, an ARG to promote the
feature film The Dark Knight. Hailed as being the
single most impressive viral marketing campaign of all-time,[64]
it played out over 15 months, concluding in July 2008. Millions of players in
177 countries participated both online and taking part in live events, and it
reached hundreds of millions through Internet buzz and exposure.[65]
Notably, Why
So Serious prompted a great deal of collaborative organizing and action; players went
to the streets campaigning for Harvey Dent and gathered in New York City as a
part of gameplay.[66]
In March 2008,
McDonald's and the IOC launched Find The Lost Ring, a global ARG
promoting the 2008
Summer Olympics in Beijing, China. The game was run simultaneously in six
languages with new story lines developing in each, encouraging players to
communicate with residents of other countries to facilitate sharing of clues
and details of the game as a whole. American track and field athlete Edwin Moses acted as a
celebrity Game Master, and McDonald's Corporation promised to donate US$100,000
to Ronald
McDonald House Charities China on behalf of the players.
February 2009 saw the
launch of the ARG Something
In The Sea, designed to promote the videogame Bioshock 2 by immersing players
in character Mark Meltzer's quest to find his missing daughter. In addition to
the messages, documents, photos and puzzles on the website, those following
along on 8 August 2009, were given the coordinates of 10 beaches worldwide and
told to go there at dawn. Those who did found objects planted by the game
runners designed to look like they had washed ashore from Bioshock's fictional underwater
city of Rapture. Players who wrote letters to Mark, whose address was
advertised on the website, also sometimes received items such as wine bottles,
records, or masks.
On 1 March 2010, Valve Corporation released an update via
Steam to their game Portal, adding a nondescript
new achievement and some .wav files hidden within the game GCFs. The .wav files
actually contained morse code
and SSTV
encoded images, some including certain numbers and letters. When pieced
together in the correct order, these numbers and letters formed a 32-bit MD5 hash of a BBS phone number.
When traced, it was found to originate from Kirkland, Washington,
where Valve was based before moving to Bellevue, Washington
in 2003. Accessing the number as a bulletin board system yielded large ASCII art images.[citation needed]
Also launched in March
2010, an ARG produced by David Varela at nDreams featured the 2008
Formula 1 World Champion Lewis
Hamilton; entitled Lewis Hamilton:
Secret Life, the game ran throughout the 2010 Formula 1 season, in nine languages,
with live events in a dozen cities around the world.
In July 2013, Walt
Disney Imagineering Research & Development and The Walt Disney Studios,
launched The Optimist, built around
"a story of Walt Disney, the Imagineers and other visionary thinkers and
their potential involvement in a secret project that sought to build a better
future." The game culminated at the D23 Expo in Anaheim, Calif., August
9–11, 2013. Players participated over a six-week period, using social media,
mobile devices and apps, while visiting locations from the story in and around
Los Angeles.[67]
Television tie-ins and "extended experiences"
Before the development
of the ARG genre, television sought to extend the reality of its shows onto the
web with websites that treated their world as real, rather than discussing it
as fiction. An early example was Fox's Freakylinks, developed by Haxan, creators of The Blair Witch
Project, who would later go on to develop the well-known ARGs The Art of the Heist
and Who
Is Benjamin Stove. Freakylinks employed a website designed to look like it
had been created by amateur paranormal enthusiasts to generate internet
interest in the show, which gathered a cult following but was canceled after 13
episodes.[68]
In September 2002, following a successful initial foray into ARG-like territory
with 2001's Alias web game,[69]
ABC
brought alternate reality gaming more definitively to the television screen
with the show Push,
Nevada. Produced and co-written by Ben Affleck, the show
created a fictional city in Nevada, named Push. When advertising the show, LivePlanet advertised the
city instead, with billboards, news reports, company sponsors, and other
realistic life-intruding forms.[70]
During each episode of the show, highly cryptic clues would be revealed on
screen, while other hidden clues could be found on the city's website. The show
was cancelled mid-season, and all of the remaining clues were released to the
public. Clever watchers eventually figured out that the show would still be
paying out its $1 million prize during Monday Night Football. The last clue was
revealed during half-time,
prompting those fortunate enough to have solved the puzzle to call a telephone
number. The first person to call received $1 million.[71]
In October 2004, the ReGenesis
Extended Reality game launched in tandem with the Canadian television series ReGenesis. Produced by Xenophile Media in
association with Shaftesbury Films, clues and stories from the series sent
players online to stop a bioterrorist attack.[72]
In 2006, the TV tie-in
ARG began to come into its own when there was a surge of ARGs that extended the
worlds of related television shows onto the Internet and into the real world.
As with Push, Nevada, ABC led the way,
launching three TV tie-in ARGs in 2006: Kyle XY,[73]
Ocular Effect (for the show Fallen)[74]
and The LOST Experience (for the show LOST).[75]
ABC
joined with Channel 4 in
the UK and Australia's Channel
7 in promoting a revamped web site for The Hanso Foundation.
The site was focused on a fictitious company prevalent in the storyline of the
TV series, and the game was promoted through television advertisements run
during LOST episodes. The Fallen Alternate Reality Game was launched in tandem with
the Fallen TV movie for ABC Family and was originally conceived by Matt Wolf and created by Matt Wolf (Double Twenty
Productions) in association with Xenophile Media.
"I am humbled by this honor..." said Wolf when accepting the Emmy for
The Fallen Alternate Reality Game at the 59th Annual Primetime Creative Arts
Emmy Awards, live at the Shrine Auditorium in Los Angeles on September 8, 2007.
NBC followed suit in January 2007,
beginning an ARG for its hit TV series Heroes[76]
launched through an in-show reference to the website for Primatech Paper, a company from the
show, which turned out to be real. Text messages and emails led players who
applied for "employment" at the site to secret files on the show's
characters.[77]
In May 2007, the BBC commissioned Kudos and Hoodlum
to produce an interactive ARG for their flagship drama series Spooks, "Spooks
Interactive". The game enlists players to become MI5 agents who join the
Section D team on missions crucial to the security of the UK, and launched on
26 September. In 2008 it won the Interactivity Award at the British Academy
Television Awards and the Interactive Innovation -Content Award at the British
Academy Craft Awards.
The 9 November 2007
episode of Numb3rs entitled
"Primacy" featured alternate reality gaming, and launched the ARG Chain Factor, which centered on players
using a flash-based puzzle game to unknowingly destroy the world's economy on
the whim of one of the characters from the "Primacy" episode.
In January 2008, BBC
launched "Whack the Mole"[78]
for the CBBC show M.I. High, in which viewers are
asked to become M.I. High field agents and complete tasks to capture a mole
that has infiltrated the organization.
Permanent ARG
ARG are traditionally
punctual events, mostly because they first appeared as promotional stunts and
as their reactive nature requires massive resources to keep running. Human
Equation, the company behind Funcom and Warhammer 40,000 Eternal
Crusade ARGs however started a crowdfunding campaign in 2014 to create a
"Permanent" ARG (PARG) which would run until players stop subscribing
and funding the project. The campaign started with a smaller ARG in which a
player flew from Dallas to Montreal to live the final mission in real-life.[79][80]
The results of the crowdfunding campaign and the confirmation of the upcoming
PARG have not yet been disclosed.
Awards won by ARGs
ARGs have been
recognized by the mainstream entertainment world: The Ocular Effect, an ARG
promoting the TV movie The Fallen and produced in the fall of 2007 by Xenophile
Media Inc.[81]
was awarded a Primetime Emmy for Outstanding Achievement for an Interactive
Television Program.[82]
Xenophile Media Inc.'s ReGenesis Extended Reality Game won an International
Interactive Emmy Award in 2007 and in April 2008 The Truth About
Marika won the iEmmy for Best Interactive TV service.[83]
The British Academy of Film and Television Arts recognizes Interactivity as a
category in the British Academy Television Awards.
Likewise, Year Zero was
widely heralded following its release. Such acclaim is signified in the ARG’s
Grad Prix Cyber Lions award, viewed as “the most prestigious of all advertising
awards,” at Cannes.[84]
Adweek published a quote from the selection committee on the award decision,
explaining that "42 Entertainment's [viral campaign for Nine Inch Nails]
impressed the jury because of its use of a variety of media, from outdoor to
guerrilla to online, and how digital [media] can play a central role of a big
idea campaign."[85]
In turn, Why So Serious
also won a Grand Prix Award,[86]
alongside a Webby for interactive advertising.[87]
World Without Oil was recognized for its achievements, too, earning the
Activism award at the 2008 SXSW Web Awards.[88]