Author: Michael Andersen (page 1 of 49)

Diving Into Thickett to Re-Right Grimm Tales

Long ago, in a world very different than ours, a princess convinced God and Death to write a book with the answers of how to live a perfect life. In response, the pair gave her The Book of Turns, a collection of stories providing guidance on how to live well. But after the princess spread pages of the story through the land, the stories changed, stripping away the moral lessons that gave them their power. To fix matters, the princess founded THICKETT: an organization dedicated to dive into the tales, and rewrite the wrongs.

In Cirque du Nuit‘s serial immersive production Thickett, players join one of three departments tasked with re-assembling The Book of Turns through a combination of immersive theater, puzzle-solving, and exploration. Each installment of the game’s six chapter run is intended to function as a stand-alone “Quest” exploring a different theme, with a new 90-minute episode coming out on Fridays and Saturdays every two weeks. The second installment goes live later this week, on November 27th and 28th.

A Glance Beyond the Thickett Fence: Anatomy of a Quest
When prospective players sign up to participate in a Thickett Quest, they are asked to fill out an intake form to get sorted into the appropriate department as a “Seeker”. Once accepted, they are provided with their department, an employee identification number, and login credentials to a departmental-specific resource page with an “Employee Handbook”, providing the in-game and out-of-game rules for the experience, as well as a link to the game’s optional Discord server.

Players started out on a Zoom call with Thickett corporate, before splitting out into departmental breakout rooms to be briefed on the department’s objectives for the mission. The Department of Foxes encourages the use of cunning to advance their personal agendas, the Department of Rabbits are focused on helping others and cultivating friendships, and the Department of Ravens is dedicated to the dogged pursuit of truth. After undergoing a brief onboarding and initiation process, players are thrust into the game world to immerse themselves in the Quest’s theme, before returning to Departmental breakout rooms to compete for the best re-write of the underlying folktale.

Episode 1 thrust players into the story of Godfather Death, although the corrupted tale players were presented with omitted a key element of the tale that stripped it of its morality. However, scattered throughout the world were hints of other Grimm tales, ranging from modern classics like Cinderella to lesser-known tales like The Brave Little Tailor. Each faction had separate objectives to achieve in the world, although the mechanisms were the same: find ways to assist the various non-player characters inhabiting the world, and unlock more chances to alter sections of Godfather Death. As THICKETT CEO, the Princess would go on to select one version of the story to re-write (and hopefully, re-right) the narrative.

Topia: The Heart of Thickett’s Multi-Player Point and Click Adventure
The bulk of Thickett takes place on Topia, a video chat platform layered on top of a point-and-click virtual world: audiovisual feeds from other players and NPCs only come into view when your digital avatar is nearby, and gradually fade away as your avatar walks away.

Thickett‘s world is littered with a handful of clickable items: some items expand to display images or videos, while others are portals that transport players to other sections of the realm. In the first episode, there was even a portal with restricted access: directly entering the location could only be accomplished by talking to the right NPC and getting express permission to enter.

And while players didn’t assume the roles of characters when entering Thickett for the most part: functionally, gameplay resembled other NPC-forward Larp-adjacent experiences like Evermore Park and Star Wars: Galaxy’s Edge. While characters were happy to respond to more active roleplaying when players sought it out, their primary role was sending players out on quests, challenging them to games and diversions, and providing helpful information to arm players for their upcoming revisions.

This spatially-aware system for interacting with the world was incredibly effective at creating a sense of presence in the world, in part due to the resonance of the visuals. Topia’s minimalistic art style plays particularly well with Thickett‘s fairy tale theming, evoking nostalgic memories of EH Shepard’s illustrations of Winnie the Pooh‘s Hundred Acre Wood.

Topia (and Gather, its 16-bit competitor in the spatially aware video chat space) are a powerful tool for creators looking to simulate the joy of exploration and serendipity that lies at the heart of many location-specific immersive theater and Larp productions. While platforms like VRChat, Minecraft, and even Second Life have delivered more sophisticated avatar-mediated virtual spaces, there’s something viscerally satisfying about turning a corner and gradually seeing a human face coming into view.

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A Spoiler-Free Unpacking of Neil Patrick Harris’ BoxONE


There’s an often-repeated contemporary folktale: if you try and place a frog in a boiling pot of water, it will immediately jump out. But if you place the frog into cool water and slowly turn up the temperature, it won’t notice the gradual change until the water is boiling hot. This apocryphal tale may not apply to actual frogs, but it makes for one heck of a compelling metaphor. With Neil Patrick Harris’ single-player puzzling experience BoxONE, the heat is turned up so deftly, you’ll barely notice the game’s evolution from trivia game into…well, that would be telling.

ARGs and the Slow Burn Narrative
Since alternate reality games play out in real time across platforms, ARGs will frequently throw their players into a ludo-narrative pot: start by introducing players to something that’s relatively normal and familiar, and then gradually introduce fantastic elements as the story progresses. This has the side effect of making players sound mildly unhinged when describing their experiences, since what they experienced as a slowly unfolding narrative is an abrupt shock to the system for the listener.

Lonelygirl15 started out as a teenage girl’s vlog, before evolving into a story about a death cult harvesting human blood in the quest for immortality. I Love Bees started with a beleaguered beekeeper struggling with a glitching website before turning into a story about a time-travelling artificial intelligence struggling to piece itself back together. I Am Sophie started with an out-of-touch influencer’s YouTube debut before teasing players with potentially fatal plane crashes, brainwashing video games, and murderous entities.

The indie game scene has produced projects with similar trajectories, albeit at a quicker pace: James Lantz’ Discord-powered game SmileBot may start out as a simple chatbot that measures a server’s emoji usage, into a multi-phased text adventure that’s a single player game, except for when it isn’t. Frog Fractions may start out as a childish edutainment game of arithmetic, but it hops rapidly through increasingly ridiculous genres and scenarios until the game’s sequel is launched as a secret easter egg in the game Glittermitten Grove.

Which brings us back to BoxONE: a game coyly described on its website as “an ever-evolving game of trivia, codes, puzzles, and discovery only from the mind of Neil Patrick Harris.”

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BEN Drowned, Again…and Again…and Again

Ten years ago, a college student purchased a used copy of The Legend of Zelda: Majora’s Mask from an old man at a garage sale. The blank cartridge had no label: just the word MAJORA written on it with a black permanent marker. Over the next few days, under the username Jadusable, the fate of this nameless college student unfolded through a series of posts to 4chan’s /x/ board, the anonymous message board’s home for all things paranormal.

The story of Jadusable’s haunted Majora’s Mask cartridge remains one of the most iconic examples of internet creepypasta stories, under the name BEN Drowned. One of the things that set BEN Drowned apart from its peers was its use of video game footage as evidence to support the first-person narrative of Jadusable’s explorations of an increasingly cursed cartridge, culminating in a dramatic twist when followers opened the arc’s conclusion contained within the downloadable file, TheTruth.rtf.

The Haunted Cartridge arc that concluded the initial creepypasta story was followed by The Moon Children arc, an alternate reality game that gave players direct control over the fates of a forum of cult members tangled up with the malevolent force behind the first arc. But that wasn’t the end of BEN’s story. For that, fans would have to wait almost a decade for series creator Alex Hall to bring the project back from the dead.

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The Aeternus Trailhead: Return to Center

Yesterday, ARGNet received a letter in the mail from an anonymous party. Inside the outer envelope was a letter wrapped around an unsealed envelope, containing what I would soon learn is the trailhead to an alternate reality game centered around the company Aeternus Center. And within an hour of opening the letter, I mailed the contents off to make this someone else’s problem. But to explain why, it’s necessary to learn a little more about this enigmatic trailhead.

The letter contained within the outer envelope was straight to the point:

Subject: Aeternus Center

Hi ARGNet,

Received the following in the mail a couple days ago regarding some sort of ‘company’, though the contents seem ARG-ish and the name it was addressed to was only used in ARG contexts. Unfortunately I don’t have time to investigate with classes going on, but also want it somewhere accessible in case the contents are important for whatever thing is going on.

Out of concern for their privacy, the anonymous sender took a permanent marker to blank out their return address and postmark before forwarding the letter they received from the Aeternus Center. Even if someone claimed they were the original sender, I’d have no way of verifying that fact. The only unredacted information on the envelope was the Center’s return address: a PO Box in Cambridge, Massachussetts.

The contents of the Aeternus Center’s letter was thankfully more forthcoming, and included:

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Satisfying Your Wanderlust at Mesmer and Braid

On September 30th, Aconite is launching the story-driven puzzle game HoloVista, where players assume the role of a young artist documenting “an opulent building on orders from a mysterious architecture firm…[where] the house is getting to know you too, better than you know yourself.” The game’s trailer depicts a game of almost meditative exploration in the spirit of Myst. Given that context, it’s more than a little fitting that the past few weeks have introduced players to the world of HoloVista through an alternate reality game centered around Mesmer and Braid, the architecture firm at the center of the mystery.

During the trailer for HoloVista, a Mesmer & Braid offer letter addressed to Carmen flashes on screen, inviting her to join the company as a Junior Architect at the firm. Mesmer & Braid’s phone number is listed, instructing her to call to receive her first field assignment. Calling that number leads to a voicemail from the company directing players to the MesmerandBraid website to take a mandatory Collaborator Assessment that sorts anyone who interacts with the company into fancifully named personalities: Nookfinder, Arkadeer, Glowright, Egressquire, and Chronoservator. An artfully framed QR code later in the trailer leads players to the same assessment. Weeks prior, Steve Peters provided yet another route to the Assessment by hiding the phone number as a puzzle on his bookcase during a live interview with Constructed Adventures. Many routes, for many personalities.

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Beyond the Secret Society: It’s Influencers All the Way Down

I honestly couldn’t tell you how many secret societies I’ve joined in the past decade. After going through a series of harrowing tasks, I’ve managed to accrue at least tentative membership status in secret societies like Sentry Outpost, the Jejune Institute, PLUS ULTRA, the Leap Year Society, the Gray Matter Sodality, the Koschei Society, Pizza Time Pizza (not a cult), and the Conspiracy for Good. Within the last month alone, I was initiated into the first circle of the Cipher Organization and restarted my application process for the Leap Year Society. Recently, however, there has been a surge of influencer-driven ARGs that provide a different model.

The First Rule of Fight Club Doesn’t Lend Itself to Virality
Secret societies are a bit of a trope within the alternate reality gaming space, and for good reason: investigating and infiltrating secret societies gives a diagetic excuse for locking information behind a series of puzzles and challenges. Want to know what’s really going on by joining the fictional cult? Complete the initiation ritual first, proving that you’re worthy of admittance into an elite circle. Ferreting out evidence from an evil organization operating out of a series of fronts? Find vulnerabilities in their systems, and then pore through confidential documents to find incontrovertible proof of their malfeasance.

While secret societies make a perfect narrative construct for ARGs, the trope also creates barriers to encouraging players to share the alternate reality game without stepping out of the narrative. Prospective secret society members shouldn’t proudly proclaim “I joined another secret society today” on social media – those recruitment efforts are best conveyed by surreptitiously passing notes at coffee shops, or through whispered conversations in church pews at an abandoned church. And when the organizations are evil, publicizing their crimes becomes outright dangerous, within the narrative conceit.

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