Category: Features (Page 20 of 37)

Exoriare: Exploring the Darknet

exoriareBoingBoing suggested it. The Guardian praised it. Jay is Games recommended it. And now, I’m adding my voice to the resounding chorus: if you like alternate reality games, you should check out Smoking Gun Interactive‘s new transmedia experience, Exoriare. While the experience has only recently launched, it has already drawn together successful elements from a wide array of alternate reality games to create a compelling narrative.

Smoking Gun Interactive introduced their world through a graphic novel created by Douglas Rushkoff and drawn by in-house artists Cheoljoo Lee and Younger Yang. Rushkoff notes that the graphic novel serves as both the trailhead of “at least” one alternate reality game and as a back story for an upcoming videogame series. As he explains, “[t]his is a big big universe – a giant war for the future of humanity, of course – with maybe one overall timeline but many different pathways through the material.” Smoking Gun CEO John Johnson told The Guardian that Exoriare‘s story involves “hundreds of pages of backstory documentation, mixes ancient technologies, military conspiracies and that old favourite, covert alien invasion…[i]t’s sort of X-Files meets Dan Brown, with a dash of academic research.” Sold? Head over to Exoriare.com and begin the adventure. Still not sure? Read on to find out what to expect.

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PICNIC ’09: Day 3, Rebuild

PICNIC 2009The final day of PICNIC’s three day conference was themed “Rebuild” and focused on world-changing developments and the visionary people behind them. The day started with Start Breathing, a short presentation by independent writer and consultant Linda Stone. Stone told us about the importance of breathing and the dangers of a phenomenon called “E-mail apnea.” 

E-mail apnea refers to when people hold their breath while reading and writing e-mails or text messages. Stone put a lot of research into this common condition, and was told by several medical specialists that irregular breathing can contribute heavily to stress-related diseases. Stone suggests that we do not suffer from information overload, but rather from information overconsumption. If you want to know more, check out her op-ed on the subject for the Huffington Post.

Next, Nicholas Negroponte delivered his keynote speech, which served as the highlight of the third day and possibly even of the entire conference. Negroponte is co-founder of the MIT Medialab and spearheads the One Laptop Per Child program. He’s considered a true visionary and, especially with OLPC, has been working on projects that literally change the world. Although it has been over 15 years since Negroponte asserted “computing is no longer about computers, it is about life,” the sentiment remains highly relevant today.

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PICNIC ’09: Peter Molyneux on Innovation in Entertainment

molyneux1In our previous coverage of day 2 of the PICNIC conference, I skipped over Peter Molyneux’s session called Innovation in Entertainment because it warranted additional attention. In case you’re unfamiliar with his work, Molyneux is a computer/video games mogul who has been working in the games industry for over 20 years now. His work pioneered several genres of video games through projects like Populous, Theme Park and Syndicate  for Bullfrog Production, now integrated into EA UK.

Molyneux later moved on to Lionhead Studios, where he created ground-breaking games including Black & White  and Fable. Molyneux is currently the head of Lionhead Studios, which was acquired by Microsoft Game Studios in 2006. Since June 2009, Molyneux has also been head of the European division of MS Game Studios.

Molyneux started his speech by showing his passion for games and the games industry. He declared that games are one of the most creative endeavours in existence because they take technology and use it to present a story in the most engaging and immersive way imaginable. For Populous, this involved using a 5×4 pixel grid for a characters face, making it rather hard to show emotions. Molyneux noted that the distance between the screen and the player is still huge: current resolutions are still far from reality. Moreover, games today mostly seem to be for one of only two categories: either for corporate use, or for the hardcore gamer. Games require a lot of manual dexterity, use complicated controllers and create other barriers that prevent players from having an enjoyable experience.

This is where Project NATAL comes in. You have probably heard of NATAL, the new technology allowing you to use your body as a controller, from Microsoft’s showcase of at the 2009 E3. NATAL is not just a motion detection technology, however. It also offers the possibility of facial and voice recognition. Molyneux and Lionhead have been working on taking these technologies and combining them with advanced versions of the AI and adaptive learning systems used in games like Black & White to create a whole new entertainment experience called Milo. Milo is a little boy that lives in your Xbox who interacts with the user in several very interesting ways. The best way to get an idea of what Milo can do is to watch Molyneux discuss the project.

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Prank Marketing and the Toyota Matrix: How Far Is Too Far?

yourotheryouIn 2008, Toyota Motors paired up with Saatchi & Saatchi Los Angeles to release Your Other You, an advertising campaign promoting the Toyota Matrix. Targeting male twentysomethings, the campaign crafted an elaborate transmedia prank experience to overcome the demographic’s strong aversion to advertising and corporations. Saatchi’s creative director told OMMA Magazine that the campaign was all about “empowering the customer…we wanted them to be involved and to feel like they were part of the process.”

According to a complaint filed in the Los Angeles Superior Court on September 28 of this year, Amber Duick did not feel empowered after experiencing the campaign firsthand. The complaint accuses Toyota, Saatchi & Saatchi, and fifty individuals associated with the campaign of: (1) intentional infliction of emotional distress; (2) negligent infliction of emotional distress; (3) negligence; (4) unfair, unlawful, and deceptive trade practices, (5) false, deceptive, and/or misleading advertising; (6) violation of the Consumer Legal Remedies Act; (7) fraud; and (8) negligent misrepresentation. Duick is seeking $10 million in compensatory damages.

Starting in February 2008, print, outdoor and banner ads drove traffic to yourotheryou.com. There, users were encouraged to prank a friend by providing personal information about them including their address, phone number, and alma mater. According to Nicholas Tepper, Ms. Duick’s attorney, the prank’s target would receive an email with a “personality test” containing a link to an “indecipherable” consent form. For the next five days, one of five maniacs would contact the target with personalized texts, emails, phone calls, and videos. The user could track the prank’s evolution through a dashboard indicating which messages their target received over the course of the campaign.

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Out of Breath: A Night at Pleasure Principled

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Lewis Murphy agreed to share his spine-tingling experiences at Pleasure Principled: A Night of Xcess in this guest post. So sit back and listen to his harrowing tale…if you dare.

On October 14th, the first part of Yomi Ayeni and Expanding Universe’s Breathe was shown for the first time at the Power to the Pixel party, at London’s County Hall. However, that was not the only thing happening that evening – previously, players who had joined the mysterious secret society Clamamus Pro Aeris received a message to be there holding a copy of TimeOut magazine. Amongst the mingling and drinking at the party, one or two suspicious waiters approached people holding the magazine and offered them a free drink. Upon receiving their free drink, they were given a VIP invitation to the Pleasure Principled Night for Xcess party… and told to arrive at 9pm, one hour before the stated opening time of the party, for free entry. A message was posted to the Clanamus group, requesting players to arrive at the venue by 9pm for “challenges.” I attended the event along with several players.

Once the shutters of the front entrance to the club opened, our group entered the empty club with trepidation. We were soon greeted by a man covered head to toe in a white bodysuit that covered his face. He silently beckoned us into the club, where we were guided by many more people in white bodysuits, including one filming us throughout with a small video camera. This was our first hint of exactly how creepy the evening would become; the people wearing bodysuits were breathing very heavily and audibly, but not saying a single word. Instinctively we followed suit, remaining silent as we approached a series of chairs in one corner of the room. There, printed sheets on a clipboard informed us the reason we were there. We would take part in a test of our strength to see if we were able to join the Clamamus Pro Aeris sect fully. Failure was a distinct possibility.

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Interview with Tom Salamon, Accomplice Co-Creator

Accomplice
Below is an interview that ARGNet’s own Michelle Senderhauf conducted with Tom Salamon, co-creator of Accomplice: New York, Accomplice: The Village, and Accomplice: Hollywood. You can find details on participating in Accomplice at AccomplicetheShow.com.

MS: What made you decide to do theatrical performances in the wild rather than in a traditional theatre setting?

TS: A lot of the inspiration came from just loving to people watch in NYC, and all the quirky, crazy people that you see on any given day.  We thought that if we could figure out a way to develop characters that would blend into the woodwork of the various neighborhoods, and have a way that our actors could identify our audience but not vice-versa, we could create an effect that felt like the city was filled with extras in our little story.  We were also watching a lot of the reality TV of the day, and were interested in the sociological aspects of it, and thought that we could emulate the feeling of being on one of those shows for our audience.  
 
MS: Where did the idea for Accomplice come from?

TS: My sister (co-creator Betsy Salamon-Sufott) and I were on a walking tour throughout lower Manhattan a few years ago.  While we were seeing all of these cool, out of the way spots, we found the tour guide boring, and thought that there might be a more exciting way to experience these locations.  We thought we could design a program where people would get dropped into the middle of an adventure throughout the city.  And while there were various gaming events that incorporated quick bits with actors, I don’t think anyone had really taken the time to structure a story and cast legit improv actors, and give them room to breathe and be funny and engaging, and have a narrative unfold that the audience would be in the middle of.  

MS: After signing up for an Accomplice performance, what should the customer expect?  Do you have any suggestions on how to get the most from the experience?

TS: Come to have fun and play along – the cast loves it when you participate.  You’re not role playing, you’re just being yourself, so have fun with it and get involved.  Also, a group of 10 is the best way to attend because you’re with all of your own people, but if you don’t have 10 it’s no problem – you’ll be paired with others – just work together!  

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