Category: Features (Page 14 of 37)

A Little Taste of SerennAide from America, 2049

In America 2049, the former land of the free has degenerated into the Divided States of America, where sexuality, religion, speech and culture are all controlled and restricted. On the upside: the entire population is on a drug  that inhibits aggressive behavior called SerennAide, administered automatically through the water supply. This has led to a decrease in crime rates, an increase in the population’s happiness, and has purportedly helped people to rise above their worst impulses.

Depending on where you stand, this is either a Utopian dream or an Orwellian nightmare. And it is up to you to decide where you stand: alongside the Council for American Heritage (CAH), or with Divided We Fall (DWF).

America 2049 is an immersive 12-week episodic experience that will play out across a new social network as well as using video, fictional websites, and real life locations across the U.S. Once this alternate reality game (ARG) officially launches on April 4th, 2011 at 12am EST, you will be able to interact with characters and other players in real time as you uncover the story and clues. The game is designed to be replayed or revisited at any time, so players who join after launch don’t have to worry about falling too far behind. However, for those interested in a sneak peek, America 2049 has seeded quite a bit of content across a number of websites.

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Patrick Carman Grabs Young Readers with “Trackers”

Adam Henderson is a technical wizard. Growing up working and tinkering at his father’s computer repair shop located in the shadow of Microsoft meant Adam had access to the latest and greatest technology. By fifth grade, Adam was engaged in white-hat hacking, finding and reporting security holes to companies. By sixth grade, his attention focused on Trackers–spy devices cobbled together from video game controllers, cameras, joysticks, and even remote-controlled cars. Adam called upon three of his friends to test these Trackers, not knowing that the four would quickly get sucked into a world of crime obscured by layers of subterfuge and deceit. This is the world of Trackers, a multimedia book series by Patrick Carman that almost seamlessly weaves short cinematic sequences, puzzles, and video games into the reading experience. As with Carman’s previous books, these elements emerge organically from the narrative, playing an essential role in the story’s development.

The two books in the series, Trackers and Trackers: Shantorian, are framed as the transcript of an FBI interrogation conducted by special agent Gantz. As Adam recalls the events that led to his arrest, he periodically provides Gantz with codes to access multimedia files he prepared to support his story ranging from site rips of websites he encountered to video footage recorded using his team’s Tracker devices. Readers can enter these codes on the Trackers Interface or read the text transcripts Gantz entered as appendices to the FBI’s interview transcript, located at the back of the book. While this process may sound complicated, in practice reading Trackers is fairly straightforward: every time you see a code, either go online to watch the action unfold, or read the text transcript if you don’t have internet access.

I recently had the opportunity to discuss the series with Patrick Carman, who explained, “Kids will find a way to get to the material. Kids don’t have a problem with stopping and starting . . . that’s the way they’re wired.” This non-traditional reading experience appears to be resonating with young audiences. According to Carman, the online videos from Skeleton Creek, his previous multimedia book series, received over eight million views. Carman referenced receiving “…hundreds and hundreds of emails from educators, librarians . . . talking about how these kinds of formats are helping to bring readers that we had lost back to books.” Readers are becoming similarly entangled with the mini-games created for Trackers, competing to earn top scores. The scores have become so high, in fact, that the PC Studio team has been “trying to figure out over the past couple of months if there’s some way that [players are] hacking this thing so that they’re able to get these kind of scores, and we cannot figure out how that’s possible . . . the top three or four people are way beyond what we can do here at the studio.”

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Your Princess is in Another Game: The 2011 MIT Mystery Hunt

Editor’s Note: Alex Calhoun shares his experience participating in the 2011 MIT Mystery Hunt in this guest post. Calhoun’s team, Codex Alimentarius, was the first to finish this year’s Hunt, earning the privilege to design the 2012 Hunt.

The time is 12:17pm on Friday, January 14th, 2011. A string quartet is playing in Lobby 7 at the Massachusetts Institute of Technology in Cambridge, MA. Hundreds of guests are present for the wedding of Mario and Peach, now in motion. But as any video gamer might expect, just as the couple begins to recite their vows, Bowser sweeps in and kidnaps Peach: I’m sorry Mario, but your wedding is in another Chapel!

Attendees to the opening ceremonies for the 2011 MIT Mystery Hunt were greeted with this disrupted ceremony, kicking off an annual competition that pits teams ranging in size from five people to over a hundred as they attempt to solve more than a hundred puzzles in a race around the clock to find “The Coin,” the amorphous victory trophy that signals the end of the year’s Mystery Hunt. Every competition is guided by an overarching theme. For the 2011 hunt, teams were tasked with assisting Mario rescue his bride-to-be. “Mario is great at jumping on mutant mushrooms but lousy at solving puzzles,” we were told by the representative from team Metaphysical Plant, the 2010 Hunt winners.

Puzzles in Mystery Hunt are structured in rounds. As teams solve puzzles, they unlock additional puzzles and additional rounds. Each round has one or more meta puzzles, formed from the answers from each regular puzzle. Mario World had three rounds and the first was “World 1-1”, with seven regular puzzles. The answers to those puzzles were all types of mushrooms or other fungus (Oyster, Orange peel, Charcoal Burner, Panther, Cannonball, Jack O’ Lantern, Fried Chicken). By looking up the genus names of each of these species and reading the first letters down vertically, the following word appears:

OYSTER: Pleurotus ostreatus
ORANGE PEEL: Aleuria aurantia
CHARCOAL BURNER: Russula cyanoxantha
PANTHER: Amanita pantherina
CANNONBALL: Sphaerobolus stellatus
JACK O’ LANTERN: Omphalotus illudens
FRIED CHICKEN: Lyophyllum decastes

“PARASOL” is another species of mushroom, and the first meta-puzzle solution. My team, Codex Alimentarius, eagerly attacked the twenty or so puzzles in “Mario World,” unlocking the World One castle in a few hours. In doing so, we learned the Hunt ranged far beyond the domain of the Mushroom Kingdom.

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A Commentary on Jane McGonigal’s New Book, “Reality is Broken”

In 2008, Jane McGonigal delivered a rant at the Game Developer’s Conference entitled “Reality is Broken” that galvanized developers into tackling real-life problems. McGonigal has since refined her thesis through presentations delivered at venues ranging from South by Southwest to TED. She has also put her theories to practical use with alternate reality games and interactive experiences including The Lost Ring, Top Secret Dance Off, Cryptozoo, and Evoke. Jane has taught audiences how to do the Soulja Boy dance, snuck on stage for a Flynn Lives event, and used game mechanics to help recover from a concussion.

McGonigal’s new book, Reality is Broken: Why Games Make us Better and How they Can Change the World, hits bookstores on January 20th, and expands upon the central point of her presentations: reality is broken, because games do a better job of making us happy. Rather than attacking games as an escapist outlet for avoiding real-world troubles, why don’t we subvert those game mechanics to make the world a better place? The book draws upon a healthy mix of psychological research isolating specific tactics for induce happiness (“happiness hacks”) alongside practical examples of those tactics utilized in both traditional and “serious” game design. The net result? A list of fourteen “fixes” that can help readers improve their lives through play. The book did a superb job of outlining concrete examples of why we like games in the first place, and how we can transform that interest into something that will make our lives and the lives of others better. While reading through the book, I often found myself cheering along with the “epic wins” documented in the book, ready to proudly declare, “We can do this! We can make the world better, if only a little bit!” Reading this book about happiness feels good: don’t be surprised if you catch yourself grinning from ear to ear a few times each chapter.

The book is structured in three sections: the first delves into what makes us happy, the second embraces the notion of entering alternate realities, and the third addresses the challenges and potential embodied in massive collaborative projects. Each section could easily be a book in its own right, with the first section providing a game developer’s how-to guide that should be on every development team’s required reading list, explaining key concepts like flow and failure in easily digestible language. Another section addresses how massively collaborative projects like Wikipedia and Folding@Home use gaming elements to achieve “epic wins.”

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Sundance Film Festival is Ground Zero for Lance Weiler’s “Pandemic 1.0”

There is an empty lot in Scranton, Pennsylvania on Madison Avenue, located at 41.410806° North, 75.654259° West. Despite its wholly unremarkable appearance, the site may be ground zero for a pandemic that will consume the planet. To find out the truth, exercise this opportunity to make the trek to Park City, Utah, where Lance Weiler’s short film Pandemic 41.410806, -75.654259 will grace the silver screen for the first time on January 24th at the Sundance Film Festival. However, keep in mind that the nine-minute short film is only a small part of Pandemic 1.0, a “storyworld experience” playing out at the film festival from January 20th to 30th. Sundance has already released the Pandemic 41.410806, -75.654259 short film in its entirety online, which serves as an extended teaser trailer for the full fright-filled experience. After watching the video embedded below, read on to learn more about the context for this universe that is equal parts compelling and terrifying.

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A Glimpse Behind The Curtain with Cisco’s Game “The Hunt”

In mid-August, I had the opportunity to work with No Mimes Media, one of the major players in the ARG/Transmedia-creation world, co-founded by ARGNet founder Steve Peters.  My role: to “scrub” the websites and puzzles for an alternate reality game (commonly known as an ARG) – what I call “QA” in my day job, consisting of assorted tasks like verifying website content against design documents, and playtesting puzzles to make sure they can be solved as designed.  However, it also afforded me the opportunity to see how ARGs are designed and run – a glimpse behind the curtain, and into the inner workings of a development team (often referred to in the alternate reality gaming space as “Puppetmasters”).

Background

The Hunt is the second game by Juxt Interactive and No Mimes Media created for the Cisco Global Sales Experience (GSX), Cisco’s annual sales meeting.  For the second year in a row, Cisco has conducted this meeting virtually, using their own products such as Telepresence and WebEx to virtually gather their sales force together for training and information sharing. Including an alternate reality game enhanced the experience while providing education and experience using Cisco’s products by putting the sales force in the center of the action, using Cisco tools to help solve the mystery.  An important game mechanic involved players discovering “Key Asset Codes” which are entered into the game’s Hub for points, where the player with the most points at the end of the game is declared the winner.

This year’s experience centered around Isabel Travada, a Cisco System Engineer on a leave of absence to do volunteer work with the Red Cross. Upon returning home one day, she discovered that her apartment has been ransacked, and her father’s journal stolen.  Isabel’s father, Ferdinand, traveled the world as a cartographer before his death, and kept a journal of his adventures which he shared with Isabel when she was a child.  She was recently featured holding the book on the cover of a magazine that covered her father’s work on an important communications project in Africa, and someone who saw the article broke into her house to take it. Curious about why anyone would want such a private journal, she went through his papers and realized there was more to his writings and drawings than she had noticed as a child. Being very familiar with the book, she is able to recreate some of it from memory, but some portions like the pictures from the places Ferdinand visited are beyond her ability to recall. However, as she pieces her memories together, she realizes the journal is filled with puzzles and clues, and calls upon her friends in the worldwide Cisco sales force to help her solve the puzzles, follow the clues, and send pictures to replace the ones lost. As the players solved the puzzles and figured out the clues, Isabel found herself traveling the world with her father’s former colleague Keith, retracing her father’s steps and coming closer and closer to solving the mystery of the journal, and the man who stole it – and why.
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