In November 2012, Google introduced its Ingress scanner app to the Google Play store. And for almost two years, the central point of interaction for Google’s deeply immersive alternate reality game has been an Android exclusive. That changes today: with the release of Ingress‘s scanner app to the iTunes Store, the world of Ingress has officially rolled out on iOS devices.
The Ingress scanner app asks players to join the green Enlightened or blue Resistance faction in a battle for control over portals tied to real world landmarks. The game has a sizeable player base within the Android community. Over 12,000 players have gathered for the game’s frequent live events in cities across the globe so far in 2014, and the game boasts over 4 million downloads. With the expansion into iOS devices, an influx of new players is likely.
To help ease new players into the game, Ingress is introducing new elements to ease the transition into a deep narrative running beneath the game’s surface, and a community that continues to blossom as they take on increasingly extravagant challenges. The primary conduit for introducing new players to the world of Ingress is a new web series featuring two sisters who signed up to play the game for opposite factions, Ingress Obsessed, complementing the existing Ingress Report videos.
Disclosure: Google paid for my flight and lodging for the Recursion event.
The morning of March 29th, two rival factions gathered at Los Angeles’ Grand Park in anticipation for a pitched battle. As noon approached, it became obvious to any passerby that something was going on. Hundreds of people prominently wearing blue and green streamed in through the park steps, conspicuously segregating themselves into colored clumps: blues to the right, and greens to the left. To any random passerby, it must have looked like the staging area for a flash mob. But look a little closer, and you’d see the telltale signs of the virtual battle about to take place. Headphones tapped into private communications channels to coordinate movement. A row of cyclists primed and ready to deploy at a moment’s notice. Pennants proudly bearing faction insignia. And more smartphone chargers and batteries than people.
This gathering was an Anomaly event, one of the live events organized by Google’s Niantic Labs team for players of their geo-locative mobile game Ingress. Since early February, 25 Anomaly events took place in countries including the United States, Mexico, Belgium, France, Germany, Italy, Croatia, Egypt, Israel, and India for a series of events collectively referred to as the Recursion Anomalies. Los Angeles was the final Anomaly event in the series, and Google invited me out to Los Angeles to experience Google’s approach to designing a live event for a massively multiplayer game. Previously, ARGNet explained how Ingress is played at a more casual level. This article explores how gameplay changes for its most ardent fans.
Ingress at a ZipCar location in Philadelphia. Sorry Ingress players, this is not a new passcode.
It’s been over a year since Google introduced the world of Ingress. At its core, the project is a locative mobile game spawned out of [email protected], an internal skunkworks team based out of the search giant’s San Francisco office. In Ingress, players compete to capture and connect virtual portals situated at real world locations to control the globe for their team. Ingress isn’t the first game to explore this geolocative game mechanic: games like Plundr and Shadow Cities paved the way for Ingress by conditioning “field agents” to take mobile gaming out to the streets. What makes Ingress distinct is Niantic’s narrative ambitions: in the past year, daily updates from the production team through an alternate reality game have introduced players to a sprawling narrative told across websites, videos, novels, live events, and even hidden within the game itself.
Ingress recently opened up to all Android users, and plans to expand out to iOS devices in 2014. With over a year of story to catch up on, entering the world of Ingress may seem daunting. Familiarity with the story isn’t essential to gameplay, but it does add staying power to a game that runs the risk of turning tedious over time. For those looking to take the plunge, here’s a few helpful pointers.
Comic-Con has served as the launch platform for more than a few alternate reality games in the past. At the San Diego convention, Why So Serious held its first live event promoting The Dark Knight at the convention in San Diego, using attendees as the Joker’s patsies by getting them to don the criminal’s signature clown make-up and stage minor crimes. Showtime kicked off its Dexter-themed ARG with a scavenger hunt leading to a grisly kill room, while Disney’s Flynn Lives campaign transformed a nearby warehouse into the End of Line Club from Tron: Legacy. While most of these affairs have been major events centered around entertainment properties, Google appears to have shaken up that trend by slipping their Comic-Con launch of the Niantic Project under the radar, only to have it resurface in force this month.
On July 12th, self-proclaimed “ghost comic book artist” Tycho started working the crowds at San Diego Comic-Con near Artist’s Alley, handing out flyers inspired by his inexplicable visions, dominated by scenes of global landmarks and enigmatic encrypted messages about parasitic “Shapers.” As crazy as Tycho seems, the folks at Niantic seem interested in his ramblings.
These visions drove Tycho to confront Flint Dille about hidden messages regarding extra-dimensional portals implanted for decades in Buck Rogers stories, before security threw him out of the convention. A few weeks later, a university professor teaching his students about visualizing portals with cell phone cameras was escorted away from his inattentive audience, but that was largely the end…until earlier this month, when mystery blogger P.A. Chapeau started updating his virtual conspiracy theory corkboard at NianticProject.com.