Category: Features (Page 15 of 37)

A Look Back at the Year in Alternate Reality Games: 2010 Edition

At the end of every year, I like to set aside some time to take stock of the alternate reality gaming space. Last year, I satisfied this rather unwholesome urge by making a list of some of the most talked-about alternate reality games of 2009: I even checked it twice. This year, I’ll be focusing on some emerging trends facing the industry, along with a few highlights from successful campaigns that you might have missed.

The State of the Industry

Alternate reality games aren’t dead, but they have certainly evolved over the past year, as terms like “transmedia storytelling” and “gamification” have insinuated their way further into the developmental lexicon. In April, the Producer’s Guild of America added the “transmedia producer” credit to their Code of Credits, swiftly followed by the formation of the rival Transmedia Artists Guild in July, which aims to provide a support structure for creators. Prominent figures in the entertainment industry including Anthony Zuiker, Tim Kring, and Guillermo del Toro have all publicly committed themselves to transmedia production. Meanwhile, Jane McGonigal’s TED Talk on gamification as a means of leveraging our penchant for play for social good has reignited interest in serious games.

Jay Bushman does an exemplary job of articulating the industry’s formative state in his article about his time as a Cloudmaker, a name affectionately adopted to describe players of the genre-defining alternate reality game for the film A.I.. Bushman notes that the state of the industry can be analogized to the film industry circa 1926, before the release of The Jazz Singer manifested the argument for talkies. As Bushman explains, The Jazz Singer “was not the first film with sound, but it was the first one to make its benefits obvious and to show that sound was the way forward.”

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The Clock Without a Face Treasure Hunt: One Jeweled Number Remains

The race is on to find the final emerald-studded number from the treasure hunt children’s book, Clock Without a Face. Over the past seven months, treasure seekers have found eleven of the twelve numbers buried at highway rest areas across the United States. And the final hidden number, the twelve, is rumored to be more valuable than all the other numbers combined.

Each of the numbers was once a part of a priceless (and rumored cursed) clock named the Emerald Khroniker. According to legend, the clock was built by a pirate named Friendly Jerome. The greedy pirate looted twelve different cities in twelve different countries, and stripped a jeweled number from each city’s grandest clock for the Emerald Khroniker. The most valuable number, the twelve, is thought to have been stolen from the tomb of an Egyptian king. It wasn’t long before thieves stole this valuable clock from Friendly Jerome.  The clock was then stolen again and again, until it ended up in the hands of its most recent owner, Bevel Ternky. The Emerald Khroniker was not stolen from Ternky; instead thieves ingeniously pried off the numbers and buried each one in a separate location.

Within a month of the book’s release, treasure hunters deciphered the clues that led them to eight of the numbers in eight different states – Florida, Washington, Virginia, Ohio, Indiana, Illinois, Connecticut and California. Since then, three more have been found, but the number twelve is still buried in the ground somewhere, waiting to be found.

On May 25th, I found one of the numbers myself, an emerald-studded silver beauty. I had read the book several times with my daughter, but the puzzle-cracking grind was a bit too much for a seven-year-old. She cheered me on and hoped that I would find her lucky number seven. With help from a group of Unfiction treasure hunters, I pinpointed the location of the number seven to just 30 miles from my home in Indiana.

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A Peek Behind Previously Closed Doors with Power to the Pixel

Unless you’ve presented a slide deck to potential production partners and financiers, the process of pitching a transmedia property probably seems like a foreign concept. Since 2007, Power to the Pixel’s Cross-Media Forum has sought to make this process more transparent. The centerpiece of the conference was The Pixel Pitch, where nine transmedia projects were pitched in an open forum before a jury of decision-makers, commissioners, and industry executives with a £6,000 prize on the line.

Michel Reilhac, the Executive Director of ARTE France Cinéma, gave the first of two keynotes kicking off Power to the Pixel’s Cross-Media Forum on October 12, discussing The Game-ification of Life. In his keynote, Reilhac recognized that the ubiquity of gaming culture is a reality that cannot be ignored in storytelling and experience design.

Reilhac traces the gamification of life through cash incentive, loyalty, and status reward systems. He notes that in gaming culture, the status / bragging mechanic is the most powerful tool for interaction, citing the prestige of having a platinum airline mileage card, earning Foursquare badges, and gaining social equity through Twitter followers as examples. Just as players turn to games to satisfy different motivations, transmedia participants seek different methods of interacting with stories. Specifically addressing alternate reality games, Reihlac celebrates the genre’s ability to empower players, not through an avatar, but as themselves. Alternate reality games engender trust that extends beyond the game and into the real world.

The second keynote was delivered by Campfire Media’s Mike Monello with the alliterative title Babies, Buns and Buzzers, a historical look at the last century of experiential entertainment told through the framework of Coney Island, and running through an ARGFest-spawned obsession with tiki bars (along with a brief mention of Campfire’s work, including the multi-platform viral campaign leading up to author Andrea Cremer’s Nightshade).

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Jeff Gomez Reveals Secrets to Transmedia Franchise Development at CineKid

This past week, Amsterdam played host to Cinekid, the annual international film, TV, and new media festival for young people. The festival also provides separate sessions for professionals working in these entertainment media. One of these sessions, the Junior Cross Media Market, brings together producers of transmedia content for children with international financiers and co-producers, including broadcasters, networks, and entertainment companies.

The Junior Cross Media Market was held on October 28th, and while ARGNet was unable to attend the Market in its entirety, we were able to attend and report on Jeff Gomez‘s transmedia masterclass.

Gomez has made quite a name for himself in the field of transmedia. He’s the President and CEO of Starlight Runner Entertainment, a company that has been developing cross- and transmedia strategies for big Hollywood companies including Disney and 20th Century Fox along with other major brands such as Coca Cola, Hasbro, and Mattel. Most recently, SRE worked on campaigns for the Tron, Transformers, and Pirates of the Caribbean franchises.

Gomez has been on the advisory board for Cinekid for a few years, and was invited to speak on the subject of transmedia with the specific goal of educating an international audience of professionals in the television and movie industries about transmedia storytelling techniques and devising a transmedia strategy for specific brands or products. Monique de Haas, one of the driving forces behind From Story to Legend, introduced Gomez, remarking that Gomez was a key player in the push to arrange accreditation for transmedia producers with the Producers Guild of America.

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Exploring the World of Collapsus with Director Tommy Pallotta

In March of 2010, the Dutch broadcasting company VPRO released the documentary Energy Risk as part of its Future Affairs programming. The Dutch-language documentary explored the impending transition from fossil fuel to alternative energy sources. Recognizing that the average documentary viewer is over the age of 55, the network approached SubmarineChannel to create a more engaging experience that would appeal to younger audiences. Tommy Pallotta was brought on board to direct the experience, and the Collapsus experience was born.

Staying true to the project’s documentary roots, Collapsus presents a global narrative that plays out in the near-future. Told through the eyes of activist vlogger Vera and a cast of supporting characters, Collapsus depicts a complex world of profiteering, geo-political maneuvering, and conspiracy centering around dwindling oil reserves. Stylistically, the experience combines live action film with rotoscoped scenes that should be familiar to viewers of Pallotta’s previous projects, Waking Life and A Scanner Darkly. Pallotta notes that “we settled on a hybrid of live action and animation as an aesthetic choice, but also one made for time and budget. The story takes place all over the world so we had to find a way to tell a global story that didn’t show the limitations we had.” This core narrative, combining live action and animation, forms the root of the Collapsus experience. And while this passive experience can provide a complete narrative arc, the story is peppered with a host of opportunities to take a more active role in the story.

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Will Wright’s Bar Karma: One Step Closer to Collaborative Entertainment?

How often have you thought to yourself I could have written that better after watching an episode of your favorite television show that fell below your expectations? Game designer Will Wright‘s new television series may give you the chance to do just that.

Earlier this month, Current TV announced its new tv series, Bar Karma, scheduled to debut in the first quarter of 2011. Created by game designer Will Wright, known for his popular video games including The Sims and SimCity,  Bar Karma‘s production model promises to provide a high level of audience involvement with the show, giving viewers direct control of the plot as the story evolves in 30-minute episodes.

Wright has designed interactive technology for Current TV’s audience-produced material that will be adapted to the production of Bar Karma. Current TV’s press release for the show lists four steps in the episode development process:

  • Step 1: Joining – viewers register and log on to the Bar Karma website.
  • Step 2: Creating – participants submit their own storyboards based on a basic outline provided by the producers, which all participants can then comment on, discuss, merge ideas, and hammer out a final plot.
  • Step 3: Voting – participants will vote on the finalized story proposals.
  • Step 4: Producing – Once voting is closed, the studio will produce the winning storyline, and the episode will then air. Episodes will be 30 minutes in length.

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