Month: March 2007 (Page 4 of 4)

“I’m a WHATmaster?” The Lonelygirl15 Creators Appear at ARGfest-o-Con to Tell Us Why They Love Their Fans in Spite of Themselves

A week before a much publicized appearance at SXSW, Lonelygirl15 creators Miles Beckett and Greg Goodfried, and Glenn Rubenstein, the Puppetmaster for the official Lonelygirl15 ARG, OpAphid, appeared at ARGfest-o-Con to talk about the Lonelygirl15 phenomenon and their introduction to the alternate reality of fame, fans, and the internet community’s dogged pursuit of information.

The Creators (as they label their forum posts on the Lonelygirl15 website) never intended to get into ARGs at all. Miles said they just wanted to “tell an interesting story on YouTube.” There were no puzzles at first, just the mystery about whether Bree was real, and if not, who was behind it all. They didn’t count on the fan community’s voracious appetite for information–“Is this a game, and if so, what are we supposed to solve?” Since there weren’t really any clues in the story itself, the community focused on finding the people behind the story, trying to figure out who they were.

In Greg’s case, this meant a surprising amount of information about his personal life was dug up and posted online. The first thing found was the registered trademark Greg’s father had applied for as the team’s lawyer. Then within a few weeks, it was his father’s name, his mother’s name, his sister (who superficially has a lot in common with the character of Bree), and eventually even his wedding pictures became the stuff of internet posts. “It became frightening,” he admitted. “I’d wake up wondering what was going to be on the website next.” His wife, who was the person answering Bree’s email, was caught in an online trap and revealed to be an employee of Creative Artists Agency.

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Games That Alter Reality

logo_gdconf.gifIf you’ve ever played a game through to the end, you know that strange mix of excitement and depression that hits as you realize that the characters that you’ve loved for the last few weeks or months have completed their story leaving you with no more websites to obsessively check or forums to read or fellow players to talk with. It’s bittersweet and it’s what I call the ARG Hangover. I woke up with a doozy of one on Monday morning. ARGfest was over and here I was still in San Francisco.

I suppose that I shouldn’t complain. I’m here for the Game Developers Conference (GDC). It’s a huge and amazing conference that’s the highlight of the year for many game folk. But it is no ARGfest and after such an amazing weekend, I wasn’t expecting much. Boy, was I surprised.

It’s something to sit in a conference room filled with ARG folk – everyone there knows about the magic of Alternate Reality Gaming. We can get excited and discuss or debate the nuances in a way that only those familiar can. It’s filled with our own experiences and, even, biases. It’s something completely different to sit in a conference room filled with folks with a passing awareness, with experiences completely different. And, when the panelist in the front of the room is discussing the power of Alternate Reality Games to alter our own reality for better, it’s absolutely inspiring as you look over the crowd and see their eyes get bigger, their curiosity aroused.

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My ARGFest

SFimage.pngAs the wheels of the small commuter plane touched down on the tarmac of San Francisco International Airport, the rush of excitement I felt having arrived for ARGFest-O-Con 2007 was almost overwhelming. It had been less than two years since I had attended the large-scale conference dedicated to alternate reality gaming – the 2005 event in New York City was my first ARGFest – but the anticipation for this event had me giddy as a schoolgirl. As I navigated through the weaving maze of gates and security checkpoints, I knew that in less than an hour, I would be meeting up with people from around the globe, some of which I had seen in late 2005 at the Last Call Poker finale, and some that I had never even had the chance to talk to in the online chat rooms that dot the ARG community landscape.

I had the benefit of arriving in San Francisco within minutes of Unfiction owner Sean Stacey and 42 Entertainment’s Elan Lee. After some careful coordination, we were able to share a cab to the convention’s home, the Holiday Inn Fisherman’s Wharf in northern San Fran. We began to talk, and it was obvious that despite a bit of fatigue, the other two were just as excited about the conference as I was. We chatted as though we had seen each other only days earlier, and as we traversed the streets leading to the hotel, fifteen minutes elapsed before Elan finally said, “Hey, San Francisco is really pretty.” We hadn’t even looked out the window of the cab, too busy talking with each other.

The rest of the evening went by much faster than I would have liked. Arriving at the hotel to see old friends and meet those I had previously talked with online, events quickly led to a wonderful Chinese meal, a regrettable absence from the Cruel 2 B Kind game that over 50 teams enjoyed, and a number of beverages at the hotel lounge. It was great to see people I write with on this site, people like Jackie Kerr and Marie Lamb, people who I had never met with in a real-world setting previously. Smiling faces and loud, raucous cheers littered the gathering place, and the festival moved forward, full tilt.

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The Sedulous Amalgamation of Alexis Wright, Senior

eggrem.jpgAfter over four months of completing puzzles via the Postal Service, participants in the innovative ARG The Committee of the Sedulous Amalgamation (tCotSA) received cryptic notes that eventually decoded to reveal the history and purpose of the organization behind the mailings – the same organization that funded the creation of Deus City’s Time Communication Project.

According to the information revealed through the cryptic mailings, the Committee for Sedulous Amalgamation was established five hundred years ago to protect fragments of Nostradamus’ folio. They then funded Adam Brackin’s Time Communication project and charged its members to join the agents of Deus City and collect the missing pieces of the Nostradamus’ work.

Further investigation reveals additional parallels between the two games. An arithmetic symbol used by the Deus City PM, known as “Hank Eggrem,” appears on many tCotSA messages, including its trailhead. tCotSA also makes reference to the death of one of its members, which parallels Alexis Wright Sr’s plane crash in Alabama from the Deus City story.

The impact of this merging of games remains to be seen, as both ARGs have employed very different gameplay styles, with Deus City relying heavily on character interaction while tCoSA utilized “snail mail” to great effect. A similar merger of ongoing games happened in the past with Wildfire Industries and Synagoga. Watching these two communities interact will be an interesting study in merging gaming cultures, whether the games merge completely or continue running concurrent plotlines.

DeusCity resources:
Click Here for the Deus City website
Click Here for the unfiction forum thread
Click Here for the Deus City wiki
The Committee of the Sedulous Amalgamation
Click Here for the tCotSA unfiction forum thread
Click Here for the tCotSA story so far

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