Category: Interviews (Page 5 of 6)

Beyond the Rave: Humans vs Vampires

Beyond the Rave logoFilmmaker Lance Weiler, who recently promoted the VOD release of his film Head Trauma alongside an alternate reality game called Hope is Missing, was kind enough to talk with me about his current project, Beyond the Rave. For the first time in almost 30 years, Hammer Films is releasing a feature-length horror movie, and Lance and his company, Seize the Media, are producing a companion alternate reality game in conjunction with Hammer and MySpace.

The feature will be released in twenty installments on MySpace, with new episodes every Monday and Wednesday. The plot revolves around a British soldier trying to find his girlfriend who was taken by a group of vampiric, night-time ravers. According to Weiler, the game aspect is broken down into two paths, with hints and clues strewn across the videos and MySpace: “Find the Wraith,” based around the movie’s vampire-centric plot, and “Humans vs Vampires,” a combat-based system that allows players to hunt down weapons and trophies, and battle to increase their collection.

In stark contrast to “Hope is Missing,” where the gameplay led players through a variety of websites such as MySpace, XBox Live, Twitter, Stage 6, and Opera, “Beyond the Rave” is much more centralized. Lance claims this allows the developers to take advantage of the MySpace Developer’s Platform in order to receive finite information on gameplay that helps the team optimize the experience, and suggests we’ll be seeing a lot of innovative uses of the underlying API.

Bringing alternate reality games to social networking sites has exposed the genre to new audiences, with over three hundred players discussing the game so far on the MySpace forums and over 14,000 users listing the main page for the experience as a friend. Due to mature content, access to the videos and the game is restricted to anyone 18 or older.

Lance notes that bringing alternate reality games to social networks can also help bring people together. On their own, social networking sites let you set up a page, deal with your friends, and occasionally meet a new person randomly. “What’s cool about an ARG is the ability to work through things together, and to become friends.” Since Beyond the Rave has multiple levels of interactivity, players can choose the level of involvement that suits their interests, whether that involves leaning back and enjoying the first new movie from Hammer Films in decades, or progressing through the videos frame-by-frame to isolate subliminal clues leading to websites that can provide weapons helpful in battling for supremacy.

For those of you looking for prizes, you can answer twenty questions about the episodes on Faustino‘s profile for a chance to win “a truly vampiric top prize” or one of forty goody bags.

Click Here to visit the Beyond the Rave page on MySpace.
Click Here to check out the MySpace forums for the game.
Click Here to join the chat channel for Beyond the Rave.

Ludium II Follow-up: An Interview With Studio Cypher

ludium.jpgLast month I reported live from the Synthetic Worlds Initiative‘s Ludium II conference at Indiana University in Bloomington. The Ludium was designed by one of Indiana’s finest ARG companies, Studio Cypher.

At this point you’re probably wondering what a Ludium is exactly. Thomas Malaby, the spokesperson elected at the conference, explains it best on the Terra Nova blog, “The Ludia are conferences structured as games, and this one was modeled on a political convention, the first Synthetic Worlds Congress.” The goal of this Synthetic Worlds Congress was to develop a set of guidelines pertaining to virtual words that would be sent to all of the major 2008 presidential candidates along with members of Congress.

In the beginning, I wasn’t sure if Alternate Reality Games were at all similar to virtual worlds like World of Warcraft or Second Life. I was reporting on the event purely because it was a Studio Cypher project and I was looking for ARGish elements in the Ludium’s game design. By the end of the conference, I had become a full and willing participant in the Ludium fighting for what I thought fair and just much like the other attendees. I realized that many of the issues facing virtual world designers are the same or at least quite similar to the issues facing alternate reality game designers–issues like developer liability and freedom of expression.

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ARG Netcast, Episode 18: Studio Cypher

argnetcast.jpgIn the eighteenth installment of the netcast series, we are pleased as punch to have special guests Will Emigh and Nathan Mishler from Studio Cypher joining us for a fantastic discussion. Will, Nathan and I are joined by Brooke Thompson of Giant Mice, Nicko Demeter of ARGNet and Sean C. Stacey of Unfiction.com. Subscribe to the ARG Netcast feed through this link or via iTunes. Contact us at our special netcast email address, [email protected] with your tips, suggestions, concerns and submissions. Call us on the ARGNet voicemail at 630-274-5425.

To Immerse or Not To Immerse

free_immersion.jpgEditor’s note: Alternate Reality Gamers debating whether to explore the newfound Interact-Fic site will be glad to know ARGNet staff writer Jessie Greene recently caught up with the creators to see what they could tell us about the not-entirely-new concept.

ARGN: With the interest generated by your site, prospective players would like to know about the creators. Tell me about your team.

IF: Well, this is an easy one. There are three of us: Tyler, Dalton, and Christine. We’re all 27, and we met in college. We became best friends. We live in the same town now. We all have different jobs, but we get together on weekends and some days after work to work on Interact-Fic, writing and planning and stuff.

ARGN: What’s your inspiration in creating Interact-Fic?

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The Hour of Needing a Title for This Article – Cathy’s Book Answers Call, Delivers Hot, Extra-large Pizza Pie of Awesome

cover.jpg.JPGI have a secret that I wasn’t planning on sharing. It’s almost too embarrassing to put into type on a site such as this, but my dedication to the readership is too great for me not to – and so I entrust you with this meaty nugget of shame: when I first read Cathy’s Book, I didn’t look at the evidence packet AT ALL. Even worse? I didn’t even go onto the internet and hunt for websites OR dial the phone numbers. Faced with the chance to read a book while surfing the internet and playing with a metric crap-ton of awesome evidence – a dream of mine, really, as I can barely keep my head together long enough to complete anything linear in one shot – I managed to overcome my attention deficit, which usually compels me to do all three of the above mentioned activities while also watching TV, for 2 hours as I read (and finished) the text of Cathy’s Book.

So there you have it: I am a Bad ARGer. I failed in my mission to hunt, explore, and solve, instead drooling excitedly over only one part of a narrative specifically MADE for hunting, exploring and solving: the static text. Simply because it is That Good. On the second, third and fourth readings, the narrative only gets better with the internet presence and the evidence packet adding fine layers of buttercream frosting onto an already scrumptious, many-tiered cake of delicious prose. Cathy’s Book is an absolute treat to read: narratively and visually striking, the text melds magically with the tactile pleasure of picking up bits of newsprint and old photographs and the intellectual pleasure of seeking new information on the internet and dialing in to someone else’s voicemail, hearing their messages.

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