Tag: Dan Hon

Video Games and ARGs – What Can they Learn from Each Other?

Note: This article covers two SXSW Interactive 2008 events: Cross-Media Cross-Pollination: Mashing Up Video Games and ARGs (Saturday, March 8th, 3:30-4:30 p.m.), and its follow-up, Core Conversation: What Can the Video Games Industry Learn From Alternate Reality Games? (Monday, March 10th, 3:30-4:30 p.m.).

A last-minute change in programming on Saturday, March 8th, at SXSW Interactive 2008 brought together familiar faces from the Alternate Reality Games development community: Dan Hon of Six to Start, Tony Walsh of Phantom Compass, and Dee Cook, a freelance writer and designer who has written and developed content for games such as “The 4400” Extended Reality, World Without Oil, Unnatural Selection, and many others. Hon, Walsh, and Cook presented the panel “Cross-Media Pollination: What Video Games can Learn from ARGs”. The follow-up conversation on Monday afternoon with Steve Peters from 42 Entertainment, and input from Jane McGonigal, Ken Eklund, Hazel Grian, and others, rounded out Saturday’s panel.

Currently one of the most popular past-times world-wide, video games have an audience both extensive and diverse. Gamers are consistently asking for more from game designers – better AI, more content, more interaction, more story and narrative, more immersion. What can Alternate Reality Game designers learn from video game design and the needs of video game players (many of whom also play ARGs), and what elements of ARGs might video game designers consider when making games for gamers in a world of rapidly-evolving technology and techno-culture?

The panel opened with the question: what elements of ARGs might interest and engage video gamers? “I Love Bees”, a well-known ARG, tapped into the fan base of Bungie’s Halo video game by providing a glimpse into Halo’s (and its predecessor, Marathon’s) detailed backstory. Many Halo players enjoyed ILB because of the opportunity to explore more of that game’s mythology. The puppetmasters presented a Halo story that the players could interact with in a different way, affecting the game not by moving the controller but by problem-solving with other players, answering payphones, emailing the Sleeping Princess, and convincing an AI that they were, in fact, human, and one of her crew.

Perhaps, Steve Peters pointed out in Monday’s follow-up conversation, cross-media is one answer to a demand for more interaction and individualized response. A player’s progress through a game could be tracked, with content delivered not only through the console but also through SMS, phone calls, or even the post office! Similarly, Tony Walsh raised the idea that ubiquitous computing, the imperceptible integration of computing systems and functions into every day life, might indeed be the next game platform, heralding the end of the “couch-potato” gamer.

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Transcript Published for SXSW ARG Panel

plat.gifDan Hon was kind enough to send us an email letting us know that the transcript from the 2007 SWSX panel discussion “ARG! The Attack of the Alternate Reality Games” is pubished on his blog, Extenuating Circumstances. Alice Taylor, the Vice President of Digital Content at the BBC, was the moderator for the panel which included Hon (also the COO of Mind Candy), Brian Clark (Founder/CEO, GMD Studios/IndieWire), Evan Jones (Creative Director/Producer at Stitch Media) and Brooke Thompson (Giant Mice and ARGNet).

There is a lot of information to sift through, as the panel talks about everything from how ARG is still “emerging” to how budgets are created. Thanks, Dan.

The 2007 ScreenBurn Festival

We are happy to announce that ARGNet is an official media sponsor of the 2007 ScreenBurn festival, taking place at the South by Southwest (SXSW) Interactive festival this weekend in Austin, Texas. The ScreenBurn festival is an initiative dedicated to providing programming about the newest developments in the gaming community, and we are honored that the festival’s coordinators are recognizing alternate reality gaming as an important piece of the gaming landscape. The festival will run from March 9th through the 13th, and will feature panelists many ARG fans are already familiar with. Brian Clark from GMD Studios and Tony Walsh from secretlair.com will be there, as well as Evan Jones from Stitch Media and Dan Hon from Mind Candy Design. We are fortunate to have representation at the festival as well, as staff writer Brooke Thompson (representing giantmice.com) will be talking on the panel entitled, “ARG! The Attack of The Alternate Reality Games,” which will be moderated by Alice Taylor of the Wonderland blog.

For those looking for a more robust experience (you know, the kind that goes beyond the realm of ARG), you’ll be happy to know that, according to the ScreenBurn website, “panels cover topics such as blogging, business models, content creation, digital convergence, e-learning, entrepreneurism, open source, ubiquitous computing, web design, web hacks and web standards.” With such a depth of topics and panels, the festival should be one of the can’t-miss events of the year.

So, with all of those superstars in attendance, how do you get in on the festivities? Easy! You show up at the door of the Convention Center in Austin, and you pay your money to get in. For the sheer amount of panel discussion and events taking place this year, the $350 cost for the weekend is a bargain. So, if you want in on one of the greatest cutting-edge festivals of the year, get down to Austin and get in to SXSW Interactive. Oh, and if you see Brian, Evan, Dan, Tony or Brooke, say hi for us.

McGonigal Chat Transcript is Online, and the Second Life Future Salon

mcgonigal.jpgOn December 19th, 2006, Jane McGonigal was interviewed by CNET‘s Daniel Terdiman at the CNET Bureau in Second Life, as we previewed the day before. As a follow-up, readers who were not able to get into the live audio interview may want to know that the chat transcript has been posted online for the past two weeks in the Newsmaker section at CNET. McGonigal talks about her history with alternate reality gaming, the possibilities of ARG within Second Life, Cruel 2 B Kind and the Nintendo Wii.

Speaking of Second Life, it’s been quite a while since we were supposed to have reported on the Second Life Future Salon podcast, so now’s just as good a time as any. On November 27th, 2006, the Second Life Future Salon podcast series recorded its second episode. Tony Walsh (Clickable Culture), Elan Lee (42 Entertainment), Adrian Hon and Dan Hon (Mind Candy) joined Jerry Paffendorf of The Electric Sheep Company for a discussion of alternate reality gaming and its relation to Second Life, which also gave the panel an opportunity to pontificate about the future of ARGs in the Second Life universe. While the audio quality is not the greatest, it’s an interesting discussion and is worth taking a listen to.

Digital Communities 2006 Conference

dc06.jpgIn three days, the Digital Communities conference will be taking place in Bristol, UK. Clare Reddington, the project manager for the conference, was kind enough to give us a heads-up about the event, as well as a special promotional rate for those of you interested in attending! Here’s what Clare had to say about the gaming segment of the conference:

Broadband, mobile devices and wireless connectivity have transformed the world of gaming from a solitary sofa-based pursuit to a multi-player, multi-media community forum. From Google’s Da Vinci Code Quest to the labyrinth of forums, fake websites and additional content that exist to solve the mysteries of ABC drama Lost, increasingly sophisticated consumer marketing campaigns are contributing to the blurring of lines between gaming, media and real life. This session explores how the latest incarnation of the gaming phenomena attracts a broader demographic and is creating virtual communities who share knowledge, pool resources and establish new markets.

Speakers for the gaming discussion (called All In The Game) include Hugh Hancock, the Chief Executive of Strange Company (Machinima Production Company), Maurice Wheeler of Digital Outlook (represents Xbox 360), and Dan Hon, the Chief Operating Officer of a little company we’ve heard of once or twice before — Mind Candy. If you are new to alternate reality gaming, Mind Candy is the company producing the Perplex City ARG, which we continue to watch closely as the search for the Receda Cube carries on.

As far as that promotional rate goes, here’s the scoop: ARGN has secured a special 10% discount for the Digital Communities Communities Conference. To book tickets at the discounted price of £89, phone Watershed Box Office on 0117 927 5100 quoting ARGN. We really appreciate the offer Digital Communities has given us and our readership, and encourage you to book your tickets soon.