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Getting Played

longnoseRecently, I’ve learned that the author of a article here on ARGNet isn’t who he said he was. According to this post at the Unfiction forum, the person we thought was Martin Aggett isn’t really a person at all; it turns out that Martin Aggett is a persona, a character to be featured in an upcoming alternate reality game. Martin Aggett is, as the person responsible for creating him claims, “a complete work of fiction.” This caused me to take a step back last night, to take time to examine the situation and think about what it means here. This is what I’ve come up with:

  1. Although Martin Aggett isn’t real, the article will stay put. I’m going to trust that the person that wrote the article didn’t have a hidden agenda when he wrote the content, although submitting it in the guise of a future ARG character was… how do I say this… not the best option. The content is still a great read, and I have enjoyed the comments added after publishing it.
  2. Needless to say, I won’t be accepting any more articles from Martin Aggett. Our web site shouldn’t be regarded as “in-game,” and I’m disheartened to find out that we were deceived about the fictional nature of the author before publishing the article. I hope that our readers understand that our goal here at ARGNet is to deliver news and report on games, not to be used as a promotional device for any past, present or future campaign.
  3. We are going to change the byline on the article submitted by Martin Aggett. One of the troubling aspects of this situation is that I asked the person I thought to be Martin what name he wanted for the byline, he said, “Martin Aggett will be fine.” This was only two weeks ago. I had no idea that Martin was a fictional creation, and would have never published the article under that byline had I known.

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Chasing Down a Healthier Heart: Cryptozoology is Hard Work

ninja-rabbitI saw a ninja rabbit this weekend.

Even for San Francisco, that’s a little out of the ordinary. But if Jane McGonigal and the American Heart Association have their way, you’ll be seeing a lot more of the elusive ninja rabbit and its cryptid compatriots over the coming months as part of Cryptozoo.

Cryptozoo (pronounced crypto ZO-oh) asks players to put themselves in the role of cryptozoologists, searching the city streets for cryptid tracks in the hope of a rare encounter with an elusive cryptid. Each cryptid has a particular method of running, and will be scared away unless the cryptid chasers match its movements. For example, cryptozoologists searching for a Slamina run backwards, making sure they don’t step on any cracks. More competitive cryptozoologists can challenge teams to a race mimicking one of the thirteen different species of cryptids. Players keep track of their steps with pedometers, and after completing 5,000 steps are inducted as official Cryptozoologists.

The first two official Cryptozoo chases occurred in San Francisco on June 5th and June 7th. Next week, the game is moving to New York City, where cryptic cryptid clues will be broadcast on the MTV screen in Times Square on June 12th from 11PM to 1AM. A second chase will occur in New York City on June 13th.

The game was spawned due to a prediction from the Institute for the Future that by 2019, the dividing line between exercise and play would erode. The American Heart Association challenged IFTF to make it happen sooner, and Jane McGonigal and her team picked up the gauntlet. Drawing heavily upon parkour for inspiration, Cryptozoo lowered the barrier for entry of the activity by focusing on simple tasks that transform urban environments into playgrounds such as running along curbs, sliding under railings, using parking meters as vaults, and spinning around trees. Natalie Cartwright created character designs and costumes for the various cryptids to add an additional layer of adventure to the experience. San Francisco cryptid chasers encountered a Slamina, Triptree, and Ninja Rabbit. Large gatherings of players organized on the Cryptozoo homepage may lead to additional appearances of wild cryptids.

Chasing cryptids is tiring work, but the experience is fun. Really fun. A number of random passerby joined the group for Friday’s late night run through the SoMA streets and gardens. And although this past weekend was the official launch of Cryptozoo, multiple groups met up in the United States, England, and New Zealand to give the game a try. Jane McGonigal explains that as people interact with their environment more in their day to day lives, there’s less of a need to go to the gym to get a workout. Her hope is that players will start to look around their communities and wonder:

Wouldn’t it be fun if I…

Mazda 33 Keys – The soul has been found

mazda33_03
On May 15th, 2009, over 60 participants in the Mazda 33 Keys ARG met in a Montreal warehouse, led by Pat Martin. Their goals: defeating the Unifos (the ARG’s bad guys), liberating Xira and, ultimately, to finally understand that the soul they were given the mission to recover by Reperio was none other than the Zoom Zoom of the new 2010 Mazda 3.

This ultimate stage in the interactive fiction (developed by Doner Canada and 1976 Productions on behalf of Mazda Canada) gathered all the players who had collected the keys — using various clues dispersed online, on television and radio broadcasts, on posters and in the field — to finally find out which of those keys would unlock the coveted car. Amélie Tremblay was the lucky owner of the winning key. Amélie and her famliy were very active players in the ARG and managed to find a total of seven keys!

It is obviously quite a satisfaction for the puppetmaster — as well as for the winner! — when that person worked really hard for the prize.

This ARG was developed exclusively for the French speaking market in the province of Quebec and was 1976 Productions’ first experience in the genre, and they got the bug! I met with Stéphane Raymond and Guillaume Bilodeau who told me the story behind the Mazda 33 Keys project.

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A Particularly ARGish Summer Reading List

pileofbooksThe idea of cross-media convergence is anything but a new concept. In the introduction to Rethinking Media Change, media studies scholar Henry Jenkins noted that in the 11th century, the Bayeux tapestry “combined both text and images, and was explicated in spoken sermons–a multi-media bridge between the oral culture of the peasants and the learned culture of the monasteries.” Many novelists are rediscovering the joys of crafting stories that go beyond the book in some form.

Back in December, Dr. Jamie Campbell Naidoo predicted that “[i]n the future and especially in 2009, the books that are popular will be much more interactive between the reader and the book.” Her theory will be tested over the next few months, as a plethora of cross-media books are hitting local retailers near you. If you’re interested in exploring a potential future for the publishing industry, here are a few recommendations of books that use cross-media elements to enrich the narrative.

Cathy’s Ring, by Sean Stewart and Jordan Weisman

On May 4, Jordan Weisman and Sean Stewart released the third and final book in a series of cross-media novels about an ordinary teenaged girl and her not-so-ordinary boyfriend. Each book comes with an evidence packet that continues the story through a series of clues that the novel’s protagonist encountered, in addition to intricate doodles in the margins. Some clues add depth to the story, while others forshadow the shocking revelations in future books. The first book in the series came under fire from consumer activists for its cross-promotional arrangement with Cover Girl.

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Anatomy of an Implosion

Editor’s Note: The original byline for this article had to be changed, as have some details in this article. Please see this article for an explanation.

If you’ve been playing indie ARGs for more than a couple days you’ve probably experienced a game that started off with a bang but ended with a whimper and a quiet death rattle. Most of us take a few moments to grieve the loss of the imploded game but quickly get over it and start looking for the start of another game. As someone who is drawn to the idea of creating my own games, I dwell over the loss of a game a little longer and crave a eulogy that helps me understand why the game didn’t reach it’s full potential. One of the biggest challenges in analyzing a failed game is that the creators of failed games rarely come forward afterward to share the behind-the-scenes missteps so that the rest of us can learn from their mistakes. So, with that said, I’d like to share why I stopped playing a recently staged game Tyler Greek (also named PHH Interception) and invite the creators of the game (and anyone else in the community who’s interested) to join the discussion.

Background:
Tyler Greek was the story’s protagonist who led a group of paramilitary soldiers in an alternate timeline where the TR Corporation unleashed an army of “super soldiers” on the world and destroyed most of the major US cities. Tyler, along with his tech support guy Jacob, were trying to provide humanitarian supplies for survivors and planning a counter-offensive against the TR Corporation minions.

The story was introduced and played out primarily on Twitter, YouTube, and through instant messenger chat clients like Skype and MSN Messenger. There was an attempt to deliver story elements on a TR Corporation website and on Tyler’s MySpace page along with some leaked documents which filled in some of the backstory, but those delivery mechanisms went stale soon after they were discovered.

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Spring Cleaning, Part Two

streetsweeperAs promised, here is our second installment of the spring cleaning of the ARGNet inbox, with game tips and news items dating back to the beginning of the week. Enjoy!

May 21: “N” sent us in the following game tip which he found on “this new site online”: I found this article below on this new site online. There have been random texts with riddles going around about it. What do you guys make of it? I figure this is your area. ——————————— Is When they were Pharaohs really an A.R.G. in disguise? by E.A. Wallis First there was The Beast, then there was I Love Bees and Lost Experience, now an A.R.G. in a story on ancient Egypt? In an age where alternate reality gaming has taken on many forms, there are practically no limits in the way that mass online adventures are now being played, but in the novelization of an upcoming theatrical stage play? In a way When they were Pharaohs might represent the ultimate in reality fact finding, puzzle-solving missions, in what is looking to be another world-hopping adventure, but you’ll need to be an Egyptologist or hieroglyphics expert to crack some of these modern takes on ancient riddles, because though some clues are hidden out in plain sight with hieroglyphic translations conveniently included, others are presented completely without. Of course the ancient Egyptians themselves had games and other leisurely pastimes to remedy their boredom (although without Facebook) but a modern-day reenactment of the mythological quest of Horus and Isis to revenge Osiris? With the re-discovery of the mummy of Hatshepsut in 2007, this real life saga has enough drama and irony, worthy of a Greek Tragedy. I may have found the eye of Horus, but if you can tell me where Osiris is laid, you might as well solve the riddle of the Sphinx. We did a little Google-fu and found this exact text (save for one line) on Craigslist ads from Los Angeles and Baltimore. After looking at the web site from the ad, I’m going to go out on a limb and say no, not an ARG in disguise. However, prove me wrong and earn a place in my heart.

May 21: The good and wonderful Tony Walsh send in this tidbit about an upcoming event: Hi guys, just wanted to let you know about this upcoming event in San Francisco. Tony Walsh (Phantom Compass), Lance Weiler (the WorkBook Project), and Ken Ecklund (sic) (World Without Oil) will all be appearing at KQED in San Francisco next Saturday. http://www.bavc.org/index.php?option=com_registrationpro&Itemid=935&func=details&did=903 On Saturday, May 30 at 1:30PM Pacific in the KQED ATRIUM, Tony Walsh (Phantom Compass) and Ken Eklund (World Without Oil) will present on the topic of games for change: Games for Change has turned into its own movement of creatives, technologists and gamers who are developing interactive and game projects driven by social issues.Tony Walsh, CEO of Canadian game design firm Phantom Compass, and Ken Eklund, developer of the award-winning ARG World Without Oil unpack some of the most successful social change games and related creative experiments and provide a blueprint for filmmakers looking to get into “game space.” Hey, that’s only three days from now! Hopefully this meas that some of our Bay-area readers can make it down to see this presentation!

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