Category: Info (Page 1 of 16)

Great Gotham Challenge Goes the Extra Mile to Deliver Outdoor Puzzle Hunts

A seemingly ordinary delivery truck used as part of Great Gotham Challenge’s 2024 puzzle hunt

“I…think one of us needs to crawl into the delivery truck?”

A few minutes earlier, the four of us received a message on our phones from GGC headquarters: go down a particular street, and be on the lookout for a delivery truck. Once there, we should be prepared to open up a cardboard box. The delivery truck was parked on the street corner as expected, packed floor to ceiling with packages. But there was no package waiting for us to grab. Instead, the bottom left corner of the truck featured what almost looked like a tunnel, just big enough to crawl through.

So, we sent a volunteer through the hole, into the unknown. When they emerged on the other side, a man handed over a UPS envelope, and told them the password to unlock the next set of instructions. It provided descriptions of a series of five individuals we’d need to encounter in order to proceed further. Assuming the UPS envelope might contain further instructions, we opened it up.

A rotating wheel of colorful characters that popped up out of our very special UPS delivery

Upon unsealing the envelope, a three-dimensional papercraft contraption popped out of the envelope thanks to the tension releasing on a series of cleverly concealed rubber bands inside the puzzle. This time, we had to solve a logic puzzle to figure out the code word to unlock the next step in our journey.

This sequence of events took place as part of GGC:MMXXIV, an outdoor puzzle hunt that serves as Great Gotham Challenge’s flagship event of the year. Over the course of 4-5 hours, the game leads teams of up to four players through a neighborhood in NYC in order to complete a series of puzzles that take full advantage of the city and its history. Great Gotham Challenge is somewhat unique in the puzzling landscape for its focus on creating a spectacle out of its puzzles while also making the solving process feel just a bit more transgressive than it actually is.

Because this type of adventure isn’t just about solving a papercraft logic puzzle: it’s about walking down the street and realizing that even that truck on the side of the road might be part of the game…and then receiving enough validation to feel safe crawling inside.

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Dinn’s Card Game Mystery Draws on Legacy of TCGs to Elevate Story

Charlie Neil, investigating the deck of cards she received in the mail following her sister Natalie’s disappearance

In 2017, the computer programmer Natalie Neil disappeared without a trace from the quaint town of Rock Springs, Wyoming. Despite making national news and triggering a statewide search, Natalie appeared to have vanished without a trace, and the investigation was closed. But recently, individuals close to the investigation started receiving mysterious packages in the mail, containing a USB drive with an old voicemail message from Natalie, and a personalized decks of cards.

  • Charlie Neil, Natalie’s sister, received a deck of cards pulled straight from Arthurian legend, featuring figures of myth and legend;
  • Don Horn, the detective who investigated Natalie’s disappearance before getting pulled off the case, received a deck of cards with more beastly and animalistic attributes;
  • Ava Whitehall, Natalie’s former boss at Whitehill Mining, received a deck with a more demonic bent.

All told, six people close to Natalie received these mysterious packages. And buried within those decks just might lie the secret behind The Disappearance of Natalie Neil, the first season of the trading card game Dinn. By following along with the investigation through Dinn‘s alternate reality game embedded into the cards players can unravel the mystery themselves, and even exert a degree of influence over the story’s progression.

Currently available Dinn decks include three themed starter decks and two expansion “chapter packs”.

Deconstructing Dinn: A Brief Overview of the Card Game
On its face, Dinn is a relatively fast-paced trading card game for two players. The goal of the game is to shatter the opponent’s three heart cards by defeating their heroes. Weaker heroes may only shatter one heart when defeated, while more powerful heroes end the game upon a loss, while equipment and action cards are played to give heroes an edge in the battle.

While many trading card games rely on asynchronous gameplay where players take turns driving the action, with Dinn players make their choices simultaneously. Every round starts with both players selecting a hero, and placing them face down on the table. Both players then reveal their hero cards, before activating any abilities written on the card. The process repeats two more times for action and ability cards placed face down, before determining which hero emerges triumphant.

A sample board state featuring a Sentient deck vs a Horror deck, after all the cards have been revealed

Themed starter decks provide pre-constructed decks that allow players to start playing immediately, while “chapter pack” expansions provide players with additional cards they can integrate into their decks to level up the gameplay experience. There are no card rarities in Dinn: buying a starter deck or expansion pack gets players all the cards in that set, similar to the model used by Fantasy Flight Games with their “Living Card Games”, where seasonal releases give players full access to the game’s card evolving card library.

The Story Behind the Cards: Dinn’s “Artificial Reality Game”
The narrative framing for Dinn is that each of the six “starter decks” of cards in the game are associated with one of the key figures associated with Natalie Neil’s disappearance, and represent a facsimile of what those characters actually received. Accordingly, every starter deck has a meta-puzzle scattered across the cards that helps reveal and advance the character’s story.

For instance, solving the puzzle scattered across the cards from Charlie Neil’s “Sentient” deck of cards involved players mapping out the cards that gave a series of alphanumeric characters – adding that text string to the partial URL added to the footer of all the cards in the deck leads players to discovering Charlie’s blog, What’s Wrong with Rock Springs.

In it, Charlie notes that strange things have been happening in the town of Rock Springs for a while, and that her sister wasn’t the first to disappear. A town with a population of ~23,000 people had over 300 of their residents disappear in the last three years alone. Finally, Charlie blogs about receiving the package with her own personal deck of cards, and a USB containing a voicemail from Natalie, shortly before her disappearance. If players check out Charlie’s “Contact” page, they can register the fact that they solved the puzzle (with the first to solve celebrated for the feat on Dinn‘s website), and even vote on how the story should progress.

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Stern Words from No Man’s Sky ARG

On July 8th, Hello Games will run a radio advertisement on at least one of Howard Stern’s Sirius channels, stations 100 and 101. The radio spot won’t be promoting the company’s game of interstellar exploration, No Man’s Sky…at least, not directly. Instead, if past ads are any indication, it will serve as a signal to the game’s fans that the website of yet another fictional company has unlocked, delving deep into the game’s lore as part of the alternate reality game Waking Titan.

From Hype Machine to Stealth Launches
When the video game No Man’s Sky launched last August, it was prefaced by over three years of hype, showcasing the game’s flexibility in creating an entire universe of procedurally generated worlds, promising an unprecedented sandbox for exploration and discovery. The game’s bold promises encouraged half a million players to load up the game on launch day, although many fans left disappointed when comparing the promised release against its reality. Pre-release hype promised gamers the moon, the stars, and everything in between, and the version of the game that shipped failed to measure up to those expectations.

Over the next year, Hello Games took a considerably more measured approach to the No Man’s Sky‘s major updates seeking to bridge the expectation gap for the game’s dedicated fans. News of the game’s free Foundation and Path Finder updates were only announced a week before the versions went live, helping to add greater depth to the game’s almost zen-like gameplay of planetary hopping. The communications strategy around the game’s relatively frequent updates fit well with the overall tone of the game, with its gradual discovery process.

As a game, No Man’s Sky is a plodding journey of revelation, as the player’s character gradually builds a vocabulary to understand the three other intelligent species that populate the game’s universe. Understanding the Gek, the Korvax, and the Vy’keen and their troubled history with the enigmatic planetary guardian Sentinels only leads to the game’s broader mystery: what is Atlas, and what is your character’s relation to it? The game provides partial answers to these questions. It’s here that Waking Titan makes its entrance.

Cassette Tapes and Radio Broadcasts
Last month, Hello Games reached out to the moderators for the game’s subreddit to distribute a series of six numbered cassette tapes– installments in a 16 cassette series. Messages hidden in the spectrograms of each tape spell out the word “PORTAL”, hinting at one of the game’s main enigmas: a series of monoliths located on certain planets within the game with portals reminiscent of Stargate, with no Daniel Jackson to activate them.

Around the same time, project-wt.com started directing people to listen for something on a series of global radio stations, with broadcasts. Starting on June 8, a series of radio stations all aired a radio spot declaring, “We are the mystery hiding in plain sight. You will find us. This broadcast is the first clue.” As with the cassette tapes, examining the commercial’s spectrogram led to a website that would serve as the hub for the alternate reality game, WakingTitan.com.

Future radio spots introduced a series of fictional companies. Echo Software is a company that specializes in bringing back voices of the dead using home video recordings as source material. Multiverse Technologies focuses on topological mapping technologies. Myriad provides satellite-based storage solutions, while Superlumina specializes in temporal communications, sending messages through the past.

Exactly how these companies fit together is a mystery, but poring through the websites has slowly revealed a loose web of connections tying the four companies together.

HAM Radio Enthusiasts and Regularly Scheduled Programming
The Waking Titan website itself is deceptively simple: it features six triangular sigils arranged in a hexagon along with a series of sixteen glyphs lined up along the bottom of the screen. Solve a sigil, unlock a garbled message and the next sigil in the sequence, along with information on where and when to listen for the next radio ad. Solving glyphs doesn’t currently do anything beyond changing the glyph’s color from white to red, but additional puzzles on the assorted websites will often unlock PDFs of internal communications between the various companies.

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The Puzzling Rise of the Escape Room Game

the-tomb-boston

Image of Tomb’s sarcophagus illumination puzzle. ©2015, 5 Wits Productions, Inc.  Used by permission.

The first time I visited Boston, I met up with a group of friends and broke into an ancient Egyptian burial chamber. The tomb’s resident pharaoh was not exceptionally happy about our flagrant act of trespass, and forced our group of amateur archaeologists to solve a series of puzzles before barely escaping with our lives.

The rooms in the tomb were designed with a family-friendly audience in mind, and our guide throughout the experience embraced his role with an exuberant gusto I had only seen before from a skipper on Disney’s Jungle Cruise. The experience managed to make even familiar puzzles feel extraordinary: no matter how many times you’ve solved Tower of Hanoi puzzles in the comfort of your own home, it’s a completely different experience when you’re passing oversized pieces across the room while the ceiling is slowly crashing down overhead.

When 5 Wits‘ puzzle adventure Tomb set up shop in Boston in 2004, it was something of a rarity. The interactive exhibit mixed theatrics with physical puzzles to make its guests feel like swashbuckling adventurers narrowly escaping danger thanks to their collective intelligence. And the design was flexible enough to reward that success, allowing for multiple endings based on groups’  performance. While the original location is now closed, the 5-Wits moved Tomb to Tennessee, launching additional puzzle experiences in Washington DC, Massachusetts, and New York covering themes ranging from undersea exploration to espionage. Over the past decade, this type of immersive puzzle experience has expanded exponentially, with hundreds of locations putting down roots across the globe. For many, visiting the nearest real-life escape room is a day-trip away.

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This ARG Brought to You by the US Intelligence Community?

internet_archiveIn recent years, the United States Government has launched a number of experiments in alternate reality games and collective intelligence. To celebrate the 40th anniversary of ARPANET in 2009, the Department of Defense hid ten red weather balloons across the country with a $40,000 prize to the first organization to verify the location of all ten balloons. That same year, the Centers for Disease Control and Prevention funded an alternate reality game designed to help set Hawaii’s pandemic priorities. And now, the intelligence community is interested in exploring how alternate reality games could serve as a platform for social, behavioral, and psychological research.

As initially reported on WIRED’s Danger Room blog, the Intelligence Advanced Research Projects Activity (IARPA) issued a Request for Information on “Using Alternate Reality Environments to Help Enrich Research Efforts” (UAREHERE). IARPA is particularly interested in collecting information on the practicalities of running research in tandem with alternate reality games, managing privacy and safety concerns amongst alternate reality game players, and designing a game that balances free play and interactions with more controlled data collection.

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Imagineering New Transmedia Projects with Disney’s Living Worlds Program

Walt Disney Imagineering has been using the Disney theme parks and resorts as centers for innovation in storytelling for decades, finding interesting ways to create rich experiences that play out across media. And while the team may be better known for joining narrative with animatronics and special effects for rides like the Haunted Mansion, the team has developed a number of more subtle transmedia experiences that experimented with location-based storytelling. For Phineas and Ferb: Agent P’s World Showcase Adventure (previously the Kim Possible World Showcase Adventure), Walt Disney World visitors use a mobile phone to activate a series of clues hidden in Epcot’s architectural design, while Sorcerors of the Magic Kingom uses collectible cards to allow Disney World visitors to battle against Disney villains at magic portals scattered across the resort. And thanks to Walt Disney’s Living Worlds program, you might have the chance to collaborate with the Disney Imagineers on your own great idea.

Walt Disney Imagineering Research & Development (WDI R&D) announced the Living Worlds program during last month’s StoryWorld Conference as an effort to catalyze and support the growing transmedia community. Interested applicants are tasked with submitting a high-level proposal by December 1st for a location-based narrative experience intended to run for at least two weeks that gives participants the ability to influence the story without costing “more than the GDP of any single nation to mount.” The story cannot use any existing intellectual properties, including Disney properties. During the second round, select participants will be asked to flesh out the concepts into a more developed proposal for consideration.

Scott Trowbridge, Creative Vice President at WDI R&D, says he sees the program as an opportunity for applicants “to gain experience and expertise by giving them an opportunity to produce their work at a professional level.” He adds, “[w]e’re on the cusp of a significant evolution in narrative form. The combination of emerging technologies, societal shifts and audience expectations all combine to make this an exciting time for artists interested in breaking the frames for traditional storytelling.”

While the opportunity to collaborate with Disney Imagineering to realize your dream project is compelling, it’s important to be familiar with the terms and conditions that come attached to the application. While all applicants retain full ownership of their intellectual property, all submissions should be considered public and non-confidential, and applicants grant WDI “a fully paid-up, transferable, non-exclusive, perpetual, worldwide, irrevocable, royalty-free license” to their submissions, along with the right to sub-license the work to third parties. When asked for clarification on the terms, Trowbridge explained that “given that we are engaging [the] artists with the intent to produce their proposal, we must be granted the rights to do so, or in other words, a license to use their creative work, which must be transferable and perpetual.” Trowbridge stressed that WDI R&D would work with artists whose proposals were selected to set up an agreement and working relationship to develop the proposal through to complete concept and potential production.

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