Month: July 2008 (Page 1 of 3)

The quick and dirty: New ARGs pop up, like, everywhere!

Truckload of ARGsDon’t mind us — we’re just catching up on the latest round of alternate reality game launches, via the ARGNet tipline/inbox/mailbox. Here is what we know of, in no particular order:

(1) Eklipse Global: We first heard about this game through the LiveJournal blog of staffer Geoff May, and were reminded again of its existence when we picked up our post-ARGFest mail. After sitting at the post office since the 18th of July, the USPS Priority Mail envelope was opened to reveal a letter, and a mysterious message: IF YOU HEAR THE HUM IS TOO LATE!!

hearhum.jpg

The letter notified “ARGN” that the decision committee did not select our marketing campaign bid as the winner. We’d be crushed, had we actually submitted a bid, but since we didn’t, um, yay? Later in the letter from Reinhart, the president of Eklipse Global, he assures us that their decision is not a reflection on our expertise or professionalism, which is a relief, because personally, I’d never work for a company run by a one-name person — and yes, that includes Madonna Inc.

This is only the start of the crazy amount of new ARGs that have appeared out of the chaotic fiction ether in the past few weeks — head on over the jump for the rest of the list.

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Tying up loose ends in fairyland

HETFET logoNot only was it a tight box office for Hellboy II, releasing just one week before Batman: The Dark Knight, but the alternate reality game running in its shadow was also competing against TDK’s massive viral campaign. As a result, the game, which was a joint venture between Hellboy II director Guillermo del Toro and Double-20, found itself flying in under the radar for the most part. However, the community following it very much enjoyed it, myself included. There is, however, still one minor piece of content that never got a chance to see the light of day, which is revealed at the end of this article.

For those unfamiliar with Double-20, they were part of the team that created the alternate reality game known as Ocular Effect for ABC Family’s Fallen last year. For this campaign, the story focused on Lexi Lloyd, a girl who loves fairies and whose father disappeared years ago. Living with her mother, Lexi worried about a cat she had found and returned to a mysterious old lady, was bothered by prank calls and a stalker on YouTube, and was eventually led to try to contact her father.

Action also revolved around an organization named HETFET, an acronym for Humans for Ethical Treament of Fairies, Elves, and Trolls. Backed by Guillermo del Toro himself, HETFET ran rallies in a couple of cities to bring awareness to Troll abuse, and was instrumental in bringing down Augustine Pharmaceuticals – the creator of the miracle “anti-aging drug” Uthyntrol, or “glamour” as described in Hellboy II.

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ARGFest 2008 in Review: ARG International (Lost in Translation)

ARGNet Writers pose at ARGFest 2008This article is the fourth in a series, providing summaries of the panel presentations at ARGFest-o-Con 2008 in Boston

The third panel discussion featured Brian Clark of GMD Studios as moderator, Patrick Moeller (ARGReporter, vm-people GmbH), Alexander Serrano (vm-people GmbH), and Genevieve Cardin (Baroblik communication et multimedia). The panel discussed the blossoming ARG market in countries that have yet to enjoy the wonders of Fried Oreos.

The discussion started with a brief history of the alternate gaming market in Germany, from its humble beginnings as a student project about the World Cup to the present day, with three grassroots projects running concurrently, and commercial ARGs both international and domestic targeting the country. Cardin noted her experiences entering a market she didn’t even know existed through her multi-lingual games.

Often, the developers noted, the decision to go International is more of a matter of budget than that of language barrier concerns. The panelists noted a few differences in play styles. For instance, the media involved for projects with target audiences with limited access to flat-rate internet service plans need to be adjusted accordingly. Additionally, the popularity of devices with GPS capabilities has led to the popularity of geo-caching in Germany.

Creating international ARGs as opposed to region-based games may present its own difficulties. A member of the audience noted that creating games spanning more than one language requires highly skilled translators, since they must create adaptations of the game that take into account its subtle nuances. Furthermore, navigating the international legal quagmires may mean a significant amount of time is spent talking with lawyers. The challenge of finding people in other locations also becomes grander on the global stage.

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UPDATE: Dharma Wants You, but not quite yet

Dharma Wants You logoAs soon as the Octagon Global Recruiting ad flashed across the television screen during the final commercial break of the season four finale of Lost, fans were on their computers, headed towards the advertised web site. It wasn’t more than a few moments before the world figured out that something big was bound to happen at Comic-Con 2008, which is happening right now in San Diego. True to their word, the Dharma Initiative is actively recruiting new members for its global corporation, and quite a few lucky attendees have had the chance to take the test to become part of the Dharma team. For those unable to attend, a sister web site is all we get for now, but rumors swirl that claim that the new Lost ARG is scheduled to make a move to the mainstream starting tomorrow.

The events at Comic-Con were disclosed through an email sent out to those who submitted their emails to the Octagon Global Recruiting (OGR) web site, which also appears at the site itself. One thing to note here — if you view the source of the web page version, an interesting message from someone calling themselves RuckusGuy shows up — we won’t spoil it for you, but it involves Bluetooth, which we’ll get to later.

Reports about the events in San Diego are still coming in, but according to the fine folks at Lostpedia, the team from Dharma have Australian accents and are vehement as to their purpose at the Con — a member of the Lostpedia forums claims to have overheard one of the recruiters saying, “Yes. We’re an actual REAL organization currently trying to recruit new members,” to a curious onlooker. The test itself takes about five minutes, and involves a few oddball questions as well as some interesting images shown on audio/visual equipment. To make sure everyone at the Con was aware of the campaign, Dharma ‘sponsored’ Saturday’s panel discussion at which executive producers Cartlon Cuse and Damon Lindelof were joined by actor Matthew Fox to answer questions about the hit television series. However, the sponsorship was quickly pulled when a test applicant — most likely a paid actor — interrupted the discussion to show a new video featuring Dr. Marvin Candle, aka

Our own Celina Beach has been on the scene at Comic-Con all weekend, and we expect her reports to start trickling in sometime today or tomorrow. Hopefully, she has a chance today to take the Dharma test — she’s on a waiting list — and can tell us about her experiences. That Bluetooth reference we hinted at earlier? Well, there’s a video floating around showing what happened when someone enabled their device within proximity of the Dharma area. As for the next stage of the game, we’re optimistic about new content tomorrow, so watch those web sites!

ARGFest 2008 in Review: The Live Events (Stealing Sleep an Hour at a Time)

ARGNet Writers pose at ARGFest 2008

There were so many game launches, puzzles, and events at ARGFest this year, it’s a wonder anyone had any time to attend any of the panels. What follows is a brief summary of some of the events that robbed this columnist of his much-needed beauty sleep.

Alpha Agency
The first game launch of the night was a subtle one. Upon arriving at the Cocktail Party at 7pm, Lewis Murphy handed me his business card. He even went through the trouble of writing my name on the card before handing it over. Upon closer inspection, there was a symbol on the back of the card. Sixteen other specially marked business cards were handed out over the next few hours. Thanks to some quick footwork by Mapmaker, the symbols were all collected and assembled to reveal the website for Alpha Agency.

Eight Days
Eight days before the start of ARGFest, a number of players received emails leading to a series of highly technical puzzles and a countdown page. When the countdown ran out, something happened at the cocktail party. The general buzz of conversation was replaced with the rantings of a mad man with a manila folder sticking out of his pants. The natural reaction, of course, was to steal the folder from the crazy man, which is just what EGo did. Inside the folder was a CD containing a video as well as a photo that led the partygoers away from alcohol and into the streets, where they eventually found the following letter marking the end of the scavenger hunt.

The Dark Knight
Luckily, the scavenger hunt ended with just enough time to make it to Loews theater to catch a screening of The Dark Knight, courtesy of ARGFest sponsor 42 Entertainment. Watching the film, I appreciated how aspects of the alternate reality game added to the movie viewing experience.

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ARGFest 2008 in Review: Rules of Engagement with Steve Peters (Brunettes with Glasses are Hot)

ARGNet Writers pose at ARGFest 2008

This article is the third in a series, providing summaries of the presentations at ARGFest-o-Con 2008 in Boston

Steve Peters left ARGNet a few years back, but he still sticks around. Supposedly, he works for some company named 42 Entertainment that sponsored ARGFest 2008 and purchased tickets to The Dark Knight for attendees. In this Showcase Presentation, Steve Peters explained how to deal with Alternate Reality Gaming audiences using the Microsoft Vista-sponsored ARG Vanishing Point as an example.

According to Peters, there are Five F’s of Fantasticness necessary for every alternate reality game: Find, Focus, Fun, Freedom, and Fear.

The first step to every alternate reality game is the FIND: discovering the game. With Vanishing Point, 42 Entertainment targeted early adopters with puzzle boxes, puzzle graphics on Windows and technology blogs, and a taunting message suggesting that the readers wouldn’t be able to solve these. Solving the puzzles led to the main page for Vanishing Point, where, explains Peters, players found the ever effective and tantalizing countdown. So effective, in fact, that Vanishing Point included dozens of countdowns scattered around the website, each one culminating in a live event.

Which brings us to the second step: FOCUS. Players need to know what to expect when they’re entering a game. While you can pick up a book and anticipate the commitment it will involve by the number of pages, size of the font, and reputation of the author, the same does not necessarily apply to alternate reality games. Sticking to regularly scheduled updates helps generate expectations for the players. Setting more explicit boundaries through iconic touches to the websites can also help guide players and protect the developer’s sanity.

The third factor is both the simplest and the hardest: FUN. Under the direct assault of hundreds or even thousands of skilled players, puzzles often need to be difficult. However, they still have to be fun, and often building upon previous puzzles can help with that process.

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