Month: February 2007 (Page 2 of 4)

Perplex City: How the Cube Was Found

Editor’s note: This article is reprinted with permission from the Unfiction forums (1, 2, 3, 4 and 5) and from Andy’s own website. Thanks to Andy for allowing us to reprint this fantastic story, in his own words. The photo for this article can be found on Andy’s Flick stream.

darley.jpgI’d like to say the reason I found the Cube was because I solved all the meta puzzles, cracked the number strings, and have all the answers. Alas, no. None of us did. As far as I’m aware, the reason all of us who were involved in the endgame found ourselves in Rockingham Forest is because cjr22 and Chippy nailed the amorphous blobs as being the Jurassic strata, which led by a series of inevitable steps to the Jurassic Way and the red kite centre on Forestry Commission land at Fineshade Wood.

There were more elegant ways of getting there that didn’t involve the Library of Babel, according to Kurt later, but we were at lunch when he told me and six people were talking at once (including Violet, loudly) so the details haven’t stuck. But I’ll do my best to talk about what we missed later. (TIAG – I mean, of course, the writers who scripted kurtnviolet.)

I’ve been thinking about why it was me that found the Cube and not one of the teams that came so close, and I’ve come up with a combination of four reasons. One is obviously luck: it didn’t take luck to find it, but it took luck not to be beaten to it and luck not to be chased away by the Forestry Commission, other players or inquisitive children. Two more reasons are archaeological training and some literal mindedness, of which more later. The fourth reason is lifestyle: I am self employed and am currently working Mondays, Tuesdays and Wednesdays. I could afford both the time and the petrol to visit the woods from London on both Thursday and Friday, when others were stuck behind desks, or scraping together the money for a weekend visit with friends.

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Update on Monster Hunter Club

Editor’s note: All of the information contained within this article is courtesy of Zach, also known as molecularr in the Unfiction forum community. This summary was originally sent in on February 10, 2007, so some of the information may have changed since then, and we have made some changes to the article to reflect this. We thank Zach for his dedicated work in getting this information to us!

mhc_thing.pngA lot of stuff has happened in MHC since the last podcast, so I’ve tried to summarize it in sections below. The main things are that the MHC dealt with some aftermath of the Today show incident (Matt still isn’t really speaking to Derek, it seems), and players have been in contact with the mysterious GesamteSeele (Painted Soul) who was the last person to know the whereabouts of Jon Paine.

In more general news, there’s been some speculation in chat that this is a GMD production, though I don’t think that has been proven or really substantiated beyond a general feeling that MHC is similar to their past work.

Cryptidtruth has continued to post videos of the mysterious fish-like creature, including one containing a puzzle (see below). Derek has also started receiving envelopes under his door, containing a new puzzle (see below, “5 Per”).

This week’s Puzzles:

Video – cryptidtruth’s most recent video of the fish-like creature contained some frames with pieces of text on them. When collaged together, they revealed a message explaining why cryptidtruth prefers to remain anonymous.

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All is fair in cards, love, and ARGs

StudioCypher4.jpgAfter a brief break, Studio Cypher has launched Episode 4 in their “multiplayer novel.” High Stakes is described as a “comedic love story of cards, kings… and accountants,” and the players have already been introduced to a podcast producer by the name of Vox Diaboli. In his latest broadcast he explains the merits of playing (and losing) the mayorship of a city in a game of cards. And if you listen carefully some new characters are making a power play to steal City Hall.

Again, following their (now) traditional pay-to-play system, StudioCyphers have split the game into the people that pay (also called Wakeful Agents) and those that do not and presumably won’t get to experience everything this episode has to offer.

If you are interested, head over to the StudioCyphers website to sign up. It’s definitely early in the game, and the plot’s not yet to thick for you to comfortably dive in. Now, where did I put my smoking jacket?

Links:
StudioCyphers
In Game Website
Unfiction forum

ARG Netcast, Episode 12

argnetcast.jpgEpisode 12 of the ARG Netcast series is supersized! Why, you might ask? The answer lies within the netcast itself, with three monster discussions on ginormous topics that found their way into this week’s agenda. So, if you don’t want to hear about how the Receda Cube was found in Perplex City, or how the Deus City creative team has responded to one of their players, or about the true meaning of This Is Not A Game, then stay away! However, for those interested, listen in as the panel consisting of Jackie Kerr, Jessica Price Brooke Thompson, Sean C. Stacey and Jonathan Waite and first-time panelist Nicko Demeter discuss these topics, and more. Note: we’re having substantial problems with audio lately, so we’re sorry for the quality of this netcast, which is not the best. Subscribe to the ARG Netcast feed through FeedBurner or via iTunes.

Game News

  • Oh joyous day, the Receda Cube has been found! Of course, we talk about the center of attention in the Perplex City game, which officially ended (Season One, anyway) with the discovery of the Cube by Andy Darley, an admired and loved Unfiction forums member (Rand0m). Darley writes about his adventure here, and here. Also, here and here. Finally, here is the end of his tale. He’s a great storyteller. Aside from Darley’s discovery, we dish on how clues might have been given to one particular group and not the overall player base, and wonder why Violet was Combed Thunderclap, and how she knew about quirkyacuity.com months in advance of the site being registered.
  • Deus City has responded to a player who offered suggestions, help and bug reports by asking her to leave the game, citing Terms of Service violations. We’ve got the details! We also discuss how players might become confused by the gameplay, given that two of the characters in the game are real people.

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Doom Skull Looking Simply Fabulous

skullgroup2.jpgTed Allen might be the only person protecting this world from death and destruction. Then again, he might be the person who will bring about our doom. I’m not talking about that suave Queer Eye co-host Ted Allen, although I do consider his cuisine to be earth-shatteringly delicious. No, I’m talking about the character in Doom Skull (alternatively titled Thirteen Crystal Skulls), a grassroots alternate reality game that has gathered a dedicated following over the last two months.

Doom Skull follows the search for thirteen legendary crystal skulls from outer space that may be responsible for the destruction of Atlantis. With the aid of “The Chosen” — four people cursed with the ability to communicate with the skulls — players prove their worthiness to each skull by solving a variety of puzzles. So far, they’ve successfully collected seven of the thirteen skulls. But now, Ted Allen is warning the masses that helping the skulls will lead to a cataclysm of epic proportions, so the players must decide how to proceed.

Exploring the Doom Skull universe is like taking a romp through an alternate reality gaming tutorial. Each skull has its own unique method of communication, ranging from Britskull‘s steganographic images, to Skyskull‘s pig latin, to Goldenskull‘s chessboard cipher. Not all puzzles are “traditional” ARG fare, though. Skyskull had the players work on a jigsaw puzzle, Goldenskull sent a crossword puzzle, and Roseskull had participants collecting image files from past websites, characters, and other players. Since each skull seems to have a distinct personality, these often lighthearted challenges help complement the overall character of the game.

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Embrace Feedback… at Arm’s Length

feedback.gifBeing a Puppet Master is a hard, often thankless job. If you do things wrong, your players complain about the content you’ve put out. If you do things right, they tell you that there isn’t enough content. Dealing with the inevitable crises under this sort of scrutiny and feedback is draining.

When I worked on Ares Station, I woke from a nightmare about our players. They were huge, fuzzy spiders, chasing after me through endless hallways. Finally, I made it to a helicopter and jumped aboard, only to have the spiders jump up and pull it down. In desperation, I tossed a spherical puzzle to the ground. They converged on it, allowing me to escape. From then on, any player who complained or demanded content from us was labeled a ‘Puzzle Spider’.

In an odd way, my nightmare made things easier. When our players got into the story or said good things about what we were doing, I let it give me a boost of energy. When our players criticized, I pretended it came from Puzzle Spiders to make it easier to take. After all, Puzzle Spiders don’t mean things personally. They’re just voracious consumers of good puzzles and story. As a PM, you can take their interest as a compliment. After all, if your story wasn’t any good, they’d move on to something else.

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