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Odina Nova: Back (again) with More Norse Mythology than a Wagnerian Opera

valkyriehero.jpgWhen Dan Cook coined the phrase “it ain’t over until the fat lady sings”, he may have been discussing the 1978 NBA playoffs, but the expression has become rooted in the operatic tradition and Norse mythology. And like that final aria from a singing valkyrie, Odina Nova has returned to the ARG world.

Continuing as scheduled on March 21, the vernal equinox, Odina Nova has returned from the depths of Niflheim to continue following Hermod’s quest to prevent disaster in our world at the hands of the Eyes of Woden. A war in an alternate world known as “Vanaheim” threatens to spill over into our own realm of “Midgard,” and humanity’s only hope lies with the Tanais Apparatus and possibly Hermod’s new job at Heimdall Industries.

This game offers an intensive look at Norse mythology, with many puzzles and solutions relating to ancient runes and Norse figures from days of old as well as a plot heavy on Asgardian references. Although the pacing of the game is fitful at best with a recent two-week lull in the game mere days after its relaunch, the puppetmaster appears committed to seeing the game to its conclusion.

Click Here for the Unfiction thread.
Click Here for our previous coverage of Odina Nova.

Two More Awards for ReGenesis Extended Reality

It’s been a crazy month for the guys at Xenophile media. It started off back in March at the 10th Annual SXSW Interactive Awards when Occular Effect (The Fallen Alternate Reality Game) won the award in the Experimental category. But it was not about to stop there. The nominations were just beginning to roll in. Fallen was nominated for a Banff World Television Award and Regenesis was nominated for both an Interactive Emmy (pdf) and a CNMA Award. The CNMA and Banff World Television awards will be announced in the next few months, but last night the Interactive Emmy went to(pdf)… Xenophile Media for Regenesis Extended Reality Game!

Clearly, they’re going to need to build themselves a bigger trophy case. But the real question is, how are they ever going to get any work done with all this celebrating? We want more!

42 Entertainment to be Featured on Spike TV Program

unseen.jpgAlternate reality gaming has enjoyed a great deal of mainstream press lately, particularly for games like Year Zero and World Without Oil. Tomorrow night, 42 Entertainment will be featured on Spike TV’s Game Head, a “half-hour weekly program dedicated to everything that is happening in the world of video games,” according to the Spike TV web site. While the show description is interesting enough, a more intriguing tidbit of information game in a game tip sent in to ARGNet which states to watch the show closely, as there may be “something you are missing!”

If you are able to watch Spike, the show airs at 1 AM EST on “Friday” (technically, Saturday) / 10 PM PST on Friday. If you happen to miss it, there is a video archive on the show’s web site, but there’s no indication how long this episode will take to show up there after airing. So, just watch it!

The Unseen: A Thank You to A Few of the Individuals Who Help Make the ARG Community A Great Place

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It takes a lot of people to keep the ARG community running. ARGNet is a news organization, and as such we tend to focus our reporting on the people who grab headlines, to indulge in a cliché: puppetmasters, players who win prizes, and so on.

However, many of the people who make the community what it is — and ARGs what they are — work nearly invisibly, quietly creating essential resources, keeping websites updated, and using their skills and talents in other ways to benefit the community and games that they love.

ARGNet would like to take this opportunity to recognize some of these individuals and their contributions. We would like to make this a regular series, and hope our readers will keep us informed about other people from whose work we all benefit but who may not get the credit they deserve.

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ARGFest 2007 Panel IV: Defining ARGs and the Future of ARG

In the fourth panel discussion at ARGFest, titled “Defining ARGs and the Future of ARGs”, I was fortunate enough to moderate what turned out to be a lively and entertaining discussion from a panel full of people I have professional and personal admiration for. The panel consisted of Brian Clark (GMD Studios), Adrian Hon (Mind Candy), Jane McGonigal (Avant Game, The Institute for the Future), Sean Stacey (Unfiction), Brooke Thompson (Giant Mice) and Evan Jones (stitch Media).

There was an opening round of statements in which McGonigal talked about her latest project, The Institute for the Future, and spoke about how alternate reality gaming can have an impact on the real world by delivering messages about important world issues. She also discussed World Without Oil, which is poised to launch in two weeks. In his opening remarks, Clark went on to state that he was interested in the idea of sustainability, noting that the community needs to find ways to embrace and celebrate all forms of ARG.

The first question for the panel was, “When asked by others outside of the industry, how do each of you describe what alternate reality gaming is?” Clark described ARG as “platformless gaming,” while Thompson focused on the story and narrative and how pieces of the story can be broken up and distributed in many different forms. Stacey agreed, and as he talked about the “collaborative storytelling process,” he added that player actions ultimately color the experience and make it unique. McGonigal focused on the idea of “massively-scaled collaboration,” where game elements “can’t possibly be solved alone,” and real-time game design. Hon interjected with humor as he talked about a “decision tree” approach that he had used in the past, and discussed the ideas of controls and using real-life interfaces within game design. Jones wrapped up responses by bringing up the accessibility and cross-platform aspects of ARG, adding that talking about the idea that “characters believe that they are real” is one of the ways he describes ARG to others.

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A Return To Play

play.jpgAs a kid, I spent countless hours with my friends pretending to explore a new planet, fight a dragon, or save the world. Little did I know that such play also helped me explore and develop emotional responses in a safe environment. After all, if it got too intense, too real, I could always quit playing.

Growing up, we leave that kind of play behind. “Pretend” is frowned upon, making it more difficult to get people together without a definite purpose in mind. Like most kids, I allowed video games to take the place of more freeform play.

Unfortunately, there’s something more that video games still don’t capture: the emotional aspect of play. Video games are entirely mediated before the game begins, whereas freeform play is mediated by continuing consensus. As with books and movies, video game designers determine what actions and reactions will be available to their audience. This makes it easy to call up great, sweeping emotions but at the expense of the more personal emotional experience that freeform play encourages.

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