Category: Features (Page 2 of 35)

Welcome Home and the Construction of Nostalgia Through Fandom

The cast of Welcome Home. From left to right: Howdy, Frank, Julie, Wally, Barnaby, Sally, Eddie, and Poppy.

Starting in 1969, the Playfellow Workshop filmed a children’s television program called Welcome Home, following the antics of eight colorful puppet neighbors who lived in a town called “Home”. After the show’s abrupt end in 1974 the production company shuttered its doors, and all show footage and ancillary materials from Welcome Home was presumed lost. And that remained true for fifty years, until the Welcome Home Restoration Project (“WHRP”, for short) stumbled across troves of documents, the paint and ink-stained documents wrapped up in brightly colored envelopes. After compiling those documents and augmenting them with fan recreations, the Welcome Home website was born.

Over the past few months, the WHRP reclaimed more and more artifacts from the show: branded children’s toys, vinyl records, advertorial standees, animation cels, and even audio from a live television interview recorded early on in the show’s run. Many of these items were shipped out to be featured as part of a public exhibition in partnership with a museum curator. Curiously, despite mounting piles of evidence, no one associated with the museum curation team had ever heard of Welcome Home prior to the WHRP team’s efforts at resurrecting the lost media.

More concerning, something seems to be amiss with anything touching on Welcome Home, if you scrape beneath the surface. Cryptic messages hidden on the website tell a much more chilling tale than the bright and cheerful kid’s show Welcome Home should have been, people who come close to the project complain about the incessant noise of phones ringing, and the Playfellow Exhibition itself seems to have been infected by some mysterious substance after the display.

The Welcome Home neighborhood, with residents added near their homes or businesses

Welcome to Welcome Home
Welcome Home is an alternate reality game and experimental multi-media horror project created by an artist who goes by the pseudonym “Clown”. And while the Welcome Home page serves as the in-game entry point to the project, an out-of-game page also exists to warn fans of the game’s themes, as well as to credit the cast.

Every few months, the Welcome Home page updates with new content allowing fans to delve deeper into the Playfellow Workshop’s long-forgotten children’s show. On the surface, everything is sunshine and rainbows and players get to learn more about the show’s vibrant personalities of the show’s puppet cast. The first update focused on providing character descriptions and art, while the most recent update in July brought the characters to life with audio excerpts from archival shows and ancillary materials that celebrated their jovial interactions with each other.

Offset letters and overlapping text on the Welcome Home “About Us” page

However, elements of the website train players into how to explore more deeply into the darker side of Welcome Home. For instance, offset letters provided a hint to visitors Welcome Home fans that the website’s text might contain hidden messages in transparent text – and by signaling that messages might be hidden in that fashion, players are given a window into the WHRP team’s inner remorse and terror over their involvement with the project.

The Welcome Home homepage, zoomed out to show the site looking back at you

Similarly, the homepage for Welcome Home prominently features an interactive crayon drawing of a house that draws itself on pageload. The house (and subsequent drawings scattered across the website) direct listeners to audio messages from Wally that feel vaguely threatening, when voiced in Wally’s monotone drawl. These drawings are Wally’s window into communicating with the players, both through the audio clips themselves as well as the file names of pictures Wally drew in response to comments left on the site’s Guestbook.

Eagle-eyed visitors might also notice that a similar sketchy image can be seen just at the corner of the browser, however: zooming the browser out reveals a giant pair of eyes staring back at players.

Evidence of the Welcome Home bug infestation

The final recurring site element left for players to discover are a series of bugs that will pop into the frame after players linger on a page for long enough: clicking on those bugs leads to a series of “behind the scenes” videos that seems to depict Wally’s silent interactions with the Welcome Home cast on a particular day, shot from his first-person perspective, with the page title of “answer”.

This puzzle structure makes Welcome Home an experience that can be explored solo, hunting across the site’s pages for secrets that might help unveil the dark secret behind the show that may not have ever even existed in the first place. By making specific instances of how to interact with the site overt, players are trained on what methods to employ to dig further and uncover the site’s more hidden gems.

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BBC1 Presenters Play Hooky for “Great DJ Hunt”

BBC1 Radio’s Greg James has theories on where his fellow BBC presenters have gone in the Great DJ Hunt

When BBC1 Radio presenter Greg James went into work on Monday July 17th, thirty of his coworkers decided to play hooky, leaving him in charge of the station’s hosting duties for the foreseeable future. He was greeted by a message written in Comic Sans from a “sentient office printer” providing the following instructions written in Comic Sans:

Happy anniversary, Greg! This time last year, Radio 1 took your show away from you and you had to win it back by completing the Giant Jigsaw. You traveled the length of the country, swam with sharks, and jumped off a 10 meter diving board (sorry about that). This year, you don’t need to worry: you’ve not lost your show. But every other Radio 1 DJ has lost their show. You’re the only one left. You’re on your own until you work out where the others are.

All of Radio 1 is in your hands. You need to read every text. Play every song. Speak to every caller. This is your dream come true! Non-stop Greg…until you can find a DJ to replace you. Would you like to know how to find your fellow Radio 1 DJs? You’ll need to go and get the next piece of paper.

That next piece of paper laid out the rules of Radio 1’s Giant DJ Hunt: Greg (with more than a little help from his loyal listeners) has to track down clues to the location of his missing colleagues scattered across the internet, and confront them with a simple question: “are you a Radio 1 DJ?”

Status of the Giant Radio DJ Hunt at the end of Day 1, along with the clues that caught Danny and Nat

The Giant Radio DJ Hunt So Far: A Dash of Geoguessr, A Sprinkle of Puzzling
At the time of this article, 11 out of 30 presenters have been found, with listeners tracking down clues left by presenters across their social media at a rapid clip. Charlie Hedges was the first to be found at a Tayto’s crisp factory in Northern Ireland after sharing an Instagram Story of herself outside the building’s four distinctive turrets (along with a picture of some potatoes). Meanwhile, Danny Howard and Pete Tong were tracked down because fans knew he had a DJ set in Ibiza, making it easier to track down the poolside photo he shared. Nat O’Leary and Dean McCullough had the most puzzle-heavy clue so far, with Nat’s Roman toga combining with Dean’s rugby gear directing listeners to the Caerleon Roman Fortress and Baths in Wales.

So far, the Giant Radio DJ Hunt has followed a similar flow: Radio 1 presenters (either alone or in groups) drop cryptic clues to their location in Instagram Stories, and listeners track down the clues. What makes the Giant Radio DJ Hunt so special is how leads and false starts are being documented, live on the radio.

Greg James kindly gave up his WhatsApp number, allowing fans to message with updates on the leads they’re chasing and their progress through the hunt. Accordingly, that allows the show’s producers (who have not joined their fellow presenters on the run) to follow up and facilitate live interviews about the hunt’s progress. So when a listener traveled out to the Roman bath house in Bath, they were able to report that an employee at the bath house checked out the picture and recognized it as the bath in Carleon, live on air.

Highlights from the Hunt are being syndicated on Greg James’ All Day Breakfast podcast, and vicariously experiencing tales from the hunt make for scintillating listening even if you don’t dive into the hunt yourself.

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Generation Loss Brings Analog Horror to Livestreaming

Two weeks ago, Showfall Media released a media keynote sharing the news about their exciting new horror comedy project, The Social Experiments. The live experience gives viewers at home control over aspects of the broadcast. The keynote was marred by some unexpected glitches and ominous messages about how “it got everyone…everyone but me”, but a subsequent press release from the team at Showfall Media confirmed that those rogue frequencies are completely untrue, and can be ignored. So there’s absolutely nothing to worry about when the show premieres tomorrow, May 24th at 6pm EST, on the RanbooLive Twitch channel.

It’s worth noting that Showfall Media is a fictional company and The Social Experiments is the show-within-a-show for a new analog horror series called Generation Loss (GenLoss, for short). However, this Wednesday’s livestream is real, with the Wednesday premiere followed by additional streams on the 26th and 28th to extend the story. The series is created by Ranboo, a Twitch streamer who already has experience with semi-scripted livestreaming through his involvement as a character within the Dream SMP Minecraft server.

A scene from the Generation Loss teaser game

Early Glimpses at Generation Loss
While the team has kept fairly tight-lipped about exactly what Generation Loss will be, there have been a number of teasers hinting at things to come. In May 2022, the series released its first teaser trailer – a 30 second video with flashing messages that inspired a 16 minute Game Theory episode theorizing about what the project might bring. In the video, MatPat notes that “generation loss” is likely a reference to the gradual degradation of quality as analog media gets copied over time.

Recent teaser content posted to the Generation Loss Twitter account supports that theming, with a video of “The Hero” switching from 16-bit avatar to photorealism, just as the audio switches from an ominous 16-bit tune to a more orchestral version. Players can even take direct control of that avatar through a game on the Generation Loss website, where players can guide the Hero to talk with three characters, before encountering a glowing orb that further degrades the 16-bit world.

Two scenes from Connected, a video that highlights a Missing Person poster

One video in particular implies that the show is dangerous: a series of five posters warn players to ignore The Social Experiments – “It has all changed. It has changed everything. It will change everything. I will stop it.” These warnings are soon covered over with Missing Person posters. Calling the number leads to a voicemail from Showfall’s Missing Person hotline that says “we appreciate your call, but you are not able to help us”.

Ranboo staring at the Times Square banner for Generation Loss that ran over the weekend

Over the weekend, Generation Loss even took out a banner on Times Square featuring the message “SAVE HIM” superimposed over the Hero’s face – Showfall Media’s press release begging their fans to pay no mind to “rogue frequencies” from an individual who wants to destroy their horror-comedy experience was in response to the outdoor advertisements as much as it was addressing the hijacked keynote.

So, the setup for Wednesday’s premiere: Showfall Media is outwardly promoting a lighthearted horror comedy series called The Social Experiments. But something has gone wrong enough that even watching the show on RanbooLive at 6pm EST on March 24th is dangerous.

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Excuse Me, There’s A Puzzle on Your Jacket: The Wearable ARG Experience

Puzzle shirts featured in Hung Out to Dry, via Edoc Laundry co-founder Shane Small

During its third season, CSI: NY aired the episode Hung Out to Dry, revolving around a series of grisly murders. Each victim was found wearing a mythologically inspired t-shirt, with the logo Kodecon emblazoned on the collar. Solving the puzzles embedded in the shirt’s design would reveal information about the motive for murder, both through the hidden meanings woven into the shirt’s design and through a video clip unlocked on the Kodecon website.

Hung Out to Dry was inspired by the real world company Edoc Laundry, founded by a number of 42 Entertainment veterans to use a line of designer clothing to introduce players to the band Poor Richard, and unravel the mystery of who killed its lead singer. And while Edoc Laundry’s narrative puzzle shirts may be over a decade out of print, there’s been a recent resurgence of experiences that hide stories in fashion.

Solve Our Shirts’ games Escape From the Maze of the Minotaur and The Treasure Trove of Pirate Cove

Solve Our Shirts: This T-Shirt Comes With Its Own Sea Shanties
When the pandemic shut down escape rooms and immersive theater companies across the globe, designers explored different ways to recreate the escape room experience for players in the comfort of their own homes. Many rooms translated their existing rooms into online Zoom experiences, where players instructed in-person avatars on how to navigate the room’s challenges. Some experimented with audio escape experiences, mashing up escape rooms with tabletop gaming. Still others effectively re-invented alternate reality games, by asking what an escape room experience would look like if the narrative was no longer enclosed within a single building.

While Illinois escape room company CU Adventures also created their own series of more traditional “play-at-home” escape games, their foray into fashion with Solve Our Shirts is what really sets their at-home offerings apart.

Introductory postcards from Solve Our Shirts games, along with unlockable envelopes

To play a Solve Our Shirts game, “wish you were here” postcards themed to the game provide login instructions to CU Adventures’ at-home player portal, where players are tasked with a series of tasks that ask them to more deeply interrogate the secrets hidden within the shirt. After completing certain puzzles, players might also be instructed to open a series of marked envelopes to aid them in their journey through the shirt.

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ARG Coverage and Where to Find It

A selection of sources for ARG news and coverage, from outlets past and present

ARGNet has been publishing news about alternate reality games and the extended immersive space for over twenty years now. But at no point in that history was it the only outlet reporting on the space: websites dedicated to the space like MovieViral, Web Series Today, 4DFiction, Despoiler.org, WonderWeasels, and Unfiction.com‘s own blog were complemented by frequent coverage and updates from international outlets like Germany’s ARG Reporter and Japan’s (still running) ARG Information Bureau.

And after twenty years, it’s past time to highlight some of the other places ARG coverage can be found.

Examples of ARG coverage across Theorist Media properties

The Real MCU – MatPat’s Cinematic Universe
Over the past fifteen years, Matthew Patrick has steadily grown his YouTube channel Game Theory into an entire ecosystem focused on ARG theories and lore breakdowns, adding Film Theory, Food Theory, and the newly created Style Theory to his coverage repertoire. While MatPat is probably best known for the dogged tenacity of consuming every piece of media ever created within the Five Nights at Freddy’s franchise to assemble a comprehensive timeline of events for the game about creepy robot jumpscares, his network of channels have covered indie and blockbuster ARGs alike.

Game Theory, Film Theory, and Food Theory regularly integrate narrative summaries and explainer videos on ARGs, and while Style Theory hasn’t gotten around to reporting on Edoc Laundry yet, MatPat has launched a series of limited edition “Quest Jackets”, using fashion as a platform for puzzling in much the same way that Solve Our Shirts has done, literally weaving puzzles into the very fabric of its design. The original fantasy-themed Quest Jacket was released in April 2022, with a sci-fi themed sequel coming soon.

The Quest Jackets aren’t MatPat’s first time working on puzzle experiences: he served as host of Push, Nevada‘s spiritual successor reality television show The Runner in July 2016, and ran a multi-week puzzle hunt that sent groups of Theorist fans down a rabbit hole learning a custom cipher text, digging through past videos for clues, and even finding hidden messages in show merch.

Recommended Viewing: The provocatively titled Game Theory video Are Theories KILLING Video Games is a remarkably nuanced look at how creator-audience dynamics can shape the direction of stories, for better and for worse

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Puzzles Designed for a Crowd at the MIT Mystery Hunt

3024‘s “Controller” puzzle, where players need to coordinate pressing 35 keys on a Discord server

Recently, an alternate reality game called I’m looking for 3024 people released. And while 3024‘s core narrative and puzzle experiences are contained within a Steam game and the website FranksComputer.online, the puzzle that players are currently struggling through is one that plays out on the game’s Discord server: in order to hack into a remote PC, players need to button-mash 35 keys in a Discord chat at the same time, to match the pattern pictured on the screen.

Getting a single column to align with its targeted zone is fairly easy: every time a player posts a letter in a specific channel of the Discord, a pixel at the bottom of the screen hops up, for about a second. Posting it again repeats the process, so with enough practice it’s possible to find a cadence to keep the pixel in range. However, in order to complete the puzzle, players need to achieve that 35 times, simultaneously. All of a sudden, 3024‘s puzzle becomes an exercise in coordination more than anything else: scheduling a play session 35 puzzlers is the first (and possibly hardest) challenge of the game.

A screenshot from a recent live attempt at 3024’s Controller puzzle, where players caused two of the letters to “jump up” with a single key press each

MIT Mystery Hunt: The Perfect Playground for Puzzles Designed for a Crowd
Outside of alternate reality games, there are relatively few opportunities for people to engage in large-scale collaborative puzzle solving: in part because scheduling more than a dozen people to tackle a puzzle together can be a daunting task. The MIT Mystery Hunt is one of the notable exceptions to that rule. For over 40 years, the puzzle event has been an excuse for increasingly large teams to converge on the MIT campus for a weekend of puzzling.

2023’s Mystery Hunt was the puzzle competition’s first year back at the Cambridge campus since 2020. According to the Hunt designers, there were over 6,000 puzzlers participating across over 300 teams, and over 1,600 players were on campus for the event. Multiple teams threw over 100 players at a series of extremely difficult but wildly creative puzzles. Which raises the question:

What can puzzle designers do when they know teams will be able to throw dozens of players at a puzzle, working together at the same time?

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