Month: November 2008 (Page 2 of 2)

I Swear, I’m Not Claiming All Girl Gamers are Fake: Personal Effects Goes Live

pixelvixen.jpgBack in September, podcast novelist JC Hutchins tweeted about a friend’s new gaming blog. A little over a week ago, he did it again. And I’m glad he did — since January 2008, Rachael Webster has posted some rather insightful and snark-filled articles critiquing recent game releases under the moniker “PixelVixen707”. The blog has attracted some attention, and Pixelvixen707 even had the impeccably good taste to list ARGNet on her blogroll.

Only one problem: Rachael Webster isn’t actually real. Although the blog’s archives go back to January 2008, the domain was only registered in June. Compounding the problem, her employers at the New York Journal Ledger have a tendency to report news that hasn’t actually happened. Some of that news involves her boyfriend Zach Taylor, a rather popular art therapist at Brinkvale Psychiatric Hospital. With the recent addition of personal posts to the PixelVixen707 blog, a simple gaming blog slowly yet subtly drags you into the rabbithole, as GameSetWatch noted earlier today. For a bit of irony, check out Rachael’s article on Matt Hazard, an action gaming franchise that never existed, as described by Ralph Tokey, a game developer that never existed.

These assets set the stage for JC Hutchins’ upcoming supernatural thriller, Personal Effects: Dark Art. The story revolves around Zach Taylor, an art therapist who uses his patients’ personal effects to help decipher their mental problems. However, according to JC Hutchins, “Zach gets far more than he bargained for when a new patient is admitted to the facility: a man who is a suspected serial killer.” The thriller will showcase a spooky storyline featuring a young optimistic hero, in addition to a relentlessly cruel villain with a secret.

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Player Review: Prototype 161 Mare Vitreum

Editor’s note: The following is a recap of the Prototype 161 event on October 31, 2008 in New York City. Originally brought to our attention via a lovely piece of glass swag, the game took players to the streets of NYC on the spookiest night of the year, and intrepid player Jim Babb covered the event for us. Thanks to Jim for his eye-witness account of what transpired.

This past Halloween night, I was member of a group of elite investigators that brought down an evil cult mastermind and his super genetic computer. Yep, a first for me, but just another night for Prototype 161. The event had an online pre-game that Prototype assured us was not necessary for the game and which I enjoyed. The pre-game even had a clue drops in five cities across the country.

At 7pm the event started in New York City’s Central Park when investigators were each handed a folded piece of paper, sealed with wax (a nice touch in my book). The first part of the night was a foot race around Central Park solving simple clues in order to build a map that would come in handy later when we moved over to Roosevelt Island. For those of you that have never been, Roosevelt island is accessible by means of a Tramway and was also the home of New York’s abandoned mental institutions. The Tramway offers an excellent view of the city and was my favorite part of the night — I am glad that the Puppet Masters included this in the game. Roosevelt island offered an excellent backdrop for the rest of the night, because of its size, roughly 0.3 square miles. However, despite the amazing setting of the game the night quickly hit some snags.

We were met on the island by a “professor” giving a lecture on the occult at the local youth center. The youth center would become our home base for the rest of the evening and into the morning, which was decent enough until the soda machine ran out. Most, if not all, of the teams became stuck on the first puzzle (my own team was out of commission for 2 hours). The puzzles were difficult and fun if not entirely related to the premise of the event. One of the major problems I had with the game was after the first clue was finally solved: it provided an answer with which we didn’t know what to do. We were supposed to be looking for a six-letter word, but there were not hints to this effect.

Finally, my team got back on track as we split up to get the rest of the clues. The island was used to full advantage by the PMs. They had us running up and down the area, from a Chinese restaurant to get puzzle containing fortune cookie, to a garden that was totally creepy and dark at night. I am pretty sure that the drunk guys outside the garden were out-of-game, but nevertheless they provided a nice atmospheric element. Other snags included one of the puzzles being vandalized (pumpkins smashed), restaurants used in-game that closed because it was too late, and the police breaking up the big groups of people.

However, my team was determined not to give up, but we were far too frustrated and tired to put in the needed effort to finish with a bang. We all received text messages informing us to stop what we were doing and see the finale. We had lost, but everyone did get to see the end acted out. The problem here was that the finale only made sense to those that had played the online pre-game, but was interesting enough even if a little anti-climatic.

I was excited to try my hand at an alternate reality game and I thought Prototype 161 would provide a good crash course in the genre, and while it did provide me with a feel of ARGs I wish it had gone a little smoother.

PICNIC ’08, part four: Clay Shirkey – Here Comes Everybody

argnetpicnic2008.jpgEditor’s Note: Daniël van Gool, an administrator at the Unfiction forums, was on the scene at PICNIC ’08 on behalf of ARGNet. We were impressed with Daniël’s work covering PICNIC ’07 and, as media partners of the annual cross-media festival, were invited to a number of special events in addition to the speaker sessions. This is the fourth part of Daniël’s comprehensive look at this year’s event, a look at the beginning of day two of the event. All pictures are courtesy of Daniël as well.

Kicking off the second day of the conference was a hugely interesting keynote address by Clay Shirky, famed author of Here Comes Everybody, a highly recommended read documenting the way society is rapidly being changed by emerging social tools.

The theme of Here Comes Everybody is “Group Action Just Became Easier” and Shirky gives 4½ examples of this:

1. The social dynamics behind Flickr

Not too long ago, a Flickr pool on high-dynamic range photography (HDR) was created. What followed was a conversation in the photos’ comments about who uses what software to create HDR material. People found out that it was possible to insert pictures into the comments and kept exchanging ideas on how to improve techniques. The stream of comments slowly turned into a “lecture” on HDR photography, making it a “social object” that attracted a community. It is the process of a social gathering in reverse: instead of starting by getting people with the same interests together into a large group, the social object acts as a catalyst which slowly gathers interested people around itself.

In the past, this would have taken years: a photo shows up, people document it in magazines, it gets picked up by amateurs, people get together in meetings discussing the topic, etc. The HDR on Flickr phenomenon happened within three months and became a vital part of the rapid progression of HDR photography techniques — much faster than would have ever been possible in the past.

There’s was another example illustrated which shows the downside of the same mechanic and it’s also Flickr-based. A separate photo pool exists called the Black & White Maniacs. The name is pretty self-explanatory, and the pool has rules on posting and commenting on black and white photos. The most important rule is that in order to post a picture, you had to comment on the previous two pictures in the pool. It turned out that people either ignored the rule, or found ways around it by just leaving a simple, non-descriptive comment like “nice.” This lead to an expansion of the rule set that was meant to be really simple, which prompted some big fights between moderators and users who just wanted to show the world their pictures.

The bottomline: Flickr has introduced a service of sharing photos, but creates a whole new dilemma on the social dynamics behind the actual sharing. Shirky’s firm statement was that you cannot solve such a dilemma, you can only optimize it. The new design challenge seems to be in how the social organization takes place.

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