Month: December 2010

A Look Back at the Year in Alternate Reality Games: 2010 Edition

At the end of every year, I like to set aside some time to take stock of the alternate reality gaming space. Last year, I satisfied this rather unwholesome urge by making a list of some of the most talked-about alternate reality games of 2009: I even checked it twice. This year, I’ll be focusing on some emerging trends facing the industry, along with a few highlights from successful campaigns that you might have missed.

The State of the Industry

Alternate reality games aren’t dead, but they have certainly evolved over the past year, as terms like “transmedia storytelling” and “gamification” have insinuated their way further into the developmental lexicon. In April, the Producer’s Guild of America added the “transmedia producer” credit to their Code of Credits, swiftly followed by the formation of the rival Transmedia Artists Guild in July, which aims to provide a support structure for creators. Prominent figures in the entertainment industry including Anthony Zuiker, Tim Kring, and Guillermo del Toro have all publicly committed themselves to transmedia production. Meanwhile, Jane McGonigal’s TED Talk on gamification as a means of leveraging our penchant for play for social good has reignited interest in serious games.

Jay Bushman does an exemplary job of articulating the industry’s formative state in his article about his time as a Cloudmaker, a name affectionately adopted to describe players of the genre-defining alternate reality game for the film A.I.. Bushman notes that the state of the industry can be analogized to the film industry circa 1926, before the release of The Jazz Singer manifested the argument for talkies. As Bushman explains, The Jazz Singer “was not the first film with sound, but it was the first one to make its benefits obvious and to show that sound was the way forward.”

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Media Theorist Douglas Rushkoff on Alternate Reality Games

Author, media theorist, teacher, and winner of the first Neil Postman award for Career Achievement in Public Intellectual Activity, Douglas Rushkoff is well-known for his insightful books and documentaries about how cultures, people, and institutions shape values in the digital age. Since his 1994 observational book Cyberia, Rushkoff has often been at the forefront of digital counterculture. His latest book, Program or Be Programmed: Ten Commands for a Digital Age, provides clear, actionable ways to master technology before it masters us.

Recently, Rushkoff collaborated with games production company Smoking Gun Interactive to create an experimental alternate reality game (ARG) and graphic novel “proof of concept,” Exoriare. After chatting very briefly about ARGs at the eBook Summit last week in New York City, I thought our readers would enjoy a more focused e-mail interview with Rushkoff about his experience with Exoriare, ARGs, and play.

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The Elephant in the Room: Talking Transmedia at the eBook Summit in NYC

This week, I attended the eBook Summit, an event organized by Mediabistro, GalleyCat, and eBookNewser, here in New York City, aiming to usher in the “New Era of Publishing” with a program of experts through a one-day extravaganza of digital publishing. Although geared more toward professionals in the “traditional” book publishing industry, a few overarching transmedia, digital, and storytelling themes emerged from talks by excellent mix of speakers, from agents to publishers to app developers, including Jason Ashlock of the Movable Type Literary Group and NYU Journalism professor and contributor to Fast Company, Adam Penenberg.

I was particularly enthralled by media theorist Douglas Rushkoff’s talk, “Ten Commands for the Digital Age,” giving an overview of his latest book Program or Be Programmed. He discussed the generational shifts in how people relate to their technology, making the point that the younger generation of so-called “digital natives” are not necessarily jumping into the industry as producers. So what bearing would this have on the future of consumption? To bring in an important first call to action in his book: “In the emerging, highly programmed landscape ahead, you will either create the software or you will be the software. It’s really that simple: Program, or be programmed. Choose the former, and you gain access to the control panel of civilization.”

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Flynn Lives Reaches End of Line with Final Puzzles and Free Screenings

On December 8th, Flynn Lives treated players to a final live event as the alternate reality game promoting the upcoming release of Tron: Legacy came to a close. As the previously discovered Digital Pulse timer hit 00:00, the site updated with information about multiple transmissions that members of the Flynn Lives organization had discovered and believed to be connected to Kevin Flynn. Organization members identified sixteen cities within the United States from Kevin Flynn’s 1989 book tour that contained evidence concerning the signals. The hope was that, once secured, the evidence would fill in the missing pieces and allow the group to begin a side channel attack to contact the missing genius. Once the countdown reached zero, coordinates with directions to the locations of hidden evidence were posted every hour in groups of two, starting on the eastern seaboard and working west with each pairing, with each drop site marked by a TRON sticker initially seen on the fictional Flynn Lives message boards.

While the Digital Pulse page originally indicated that a team effort would be needed to complete the event prior to the end of the countdown, Flynn Lives organizers later clarified on their Facebook page that only one operative was needed in each city. International players were unable to participate on the ground, but provided online support to the stateside players as they scrambled to make the pick-up, as it was now apparent that it was a race to be first to the sites.

As reports began to filter in from the participating cities, the story began to emerge. Players who were fast and fortunate enough to get to the drop and find the sticker were greeted by a phone and tracking number. Upon calling the number, players reached a Flynn Lives representative who, after receiving the tracking number, informed the player to await a delivery. Within minutes, deliverymen, dressed in Dumont Shipping company attire, arrived at the various locations and delivered a manila envelope after getting a signed release from the player. The release had directions from Kevin Flynn himself, noting that the package was only to be retrieved by the first person to call in and report the tracking number. Judging by the note, the packages had been awaiting pick-up since 1989, shortly before Kevin’s disappearance.

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The Clock Without a Face Treasure Hunt: One Jeweled Number Remains

The race is on to find the final emerald-studded number from the treasure hunt children’s book, Clock Without a Face. Over the past seven months, treasure seekers have found eleven of the twelve numbers buried at highway rest areas across the United States. And the final hidden number, the twelve, is rumored to be more valuable than all the other numbers combined.

Each of the numbers was once a part of a priceless (and rumored cursed) clock named the Emerald Khroniker. According to legend, the clock was built by a pirate named Friendly Jerome. The greedy pirate looted twelve different cities in twelve different countries, and stripped a jeweled number from each city’s grandest clock for the Emerald Khroniker. The most valuable number, the twelve, is thought to have been stolen from the tomb of an Egyptian king. It wasn’t long before thieves stole this valuable clock from Friendly Jerome.  The clock was then stolen again and again, until it ended up in the hands of its most recent owner, Bevel Ternky. The Emerald Khroniker was not stolen from Ternky; instead thieves ingeniously pried off the numbers and buried each one in a separate location.

Within a month of the book’s release, treasure hunters deciphered the clues that led them to eight of the numbers in eight different states – Florida, Washington, Virginia, Ohio, Indiana, Illinois, Connecticut and California. Since then, three more have been found, but the number twelve is still buried in the ground somewhere, waiting to be found.

On May 25th, I found one of the numbers myself, an emerald-studded silver beauty. I had read the book several times with my daughter, but the puzzle-cracking grind was a bit too much for a seven-year-old. She cheered me on and hoped that I would find her lucky number seven. With help from a group of Unfiction treasure hunters, I pinpointed the location of the number seven to just 30 miles from my home in Indiana.

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Flynn Lives Goes Through an Epiphany

The week following Thanksgiving is usually a slow one as folks readjust to their daily routine post-turkey and gravy, but Flynn Lives players found themselves back in the thick of things. After a week’s hiatus, presumably to give thanks for all the buzz fans have been creating, Flynn Lives was back with some flash today; a Flash-based puzzle, to be exact.

The main page for Flynn Lives updated with a link to a new puzzle, Gygax, which featured a cut-out pattern for a 3-dimensional Bit from the original Tron film as an homage to Dungeons & Dragons co-creator Gary Gygax’s love of multi-sided dice. Additional information in the read-only Flynn Lives discussion forums helped players crack the puzzle in no time and in turn discover flynnlives.com/epiphany. With a few additional twists and turns players found themselves staring into pulse of a count-down timer.

End Game has begun with flynnlives.com/digitalpulse, a a call to action to retrace Kevin Flynn’s steps during his final book tour. The site advises all Flynn Lives operatives to be prepared to hit the ground next Wednesday, at 11 am EST, in a final push to retrieve the remaining evidence and finally uncover what has happened to Kevin Flynn. A total of sixteen cities will take part in the final mission but the cities themselves have yet to be identified (excepting Los Angeles, New York, Chicago, and San Francisco which were named on the poster), a tactic reminiscent of the beginning of this viral and its first outing, Operation Zero Hour.

Flynn Lives is going out in style, so make sure you have your shoe laces tied and your GPS units handy, because when the time comes next week, Flynn Lives operatives will finally get the chance to find out what happened to Kevin Flynn: and that’s one ride you do not want to miss out on. Keep your finger on the digital pulse, and be ready to hit the ground running next Wednesday.