“Think of it as an alternate world Cold War era spy adventure, if that kind of thing included stuff like blood sacrifices packed with dark beings.”
– Andrea Phillips, Balance of Powers Kickstarter campaign video.
Before Adrian Hon and Naomi Alderman took to Kickstarter to fund the mobile app Zombies, Run,Â there wasÂ Balance of Powers. The Kickstarter campaign sought to reunite Hon and Alderman with formerÂ Perplex CityÂ collaborators Andrea Phillips and David Varela to tell an “alt-history Cold War-era spy adventure.” Finally, almost a year after meeting its funding goals, Balance of Powers is ready to see the light of day.
An update to the Balance of PowersÂ Kickstarter page on August 1st alerted backers to the opening of the story’s website. On the first of August, a short but intriguing prologue gave a quick glimpse into the beginnings of the story and the mind of Major Sonja Slade. The August 1st update also included details on an upcoming live online event, which is scheduled to take place on August 25th at 7pm London time (4pm EST, 1pm PST).Â Details about the live online event and how to participate will be announced in the weeks leading up to the event.
A few days later, the first chapter posted, introducing character John Noon, the insurance clerk, while providing readers some insight into the shape and flavor of the world.Â The story weaves together the lives and adventures of an ex-spy who asks too many questions, an insurance clerk who is out of his depth, the daughter of a man accused of terrible deeds, and a major in the Prussian Army pursuing an investigation of the Bulgarian ambassador’s murder. In a city called Midway, the characters will come together â€“ but for what purpose?
Disclaimer: While I was interviewed for my thoughts about transmedia storytelling forÂ A Creator’s Guide to Transmedia Storytelling, I received no compensation save for a review copy of the book.
Andrea Phillips stumbled across alternate reality games 11 years ago when a friend pointed her towards a website for the Anti-Robot Militia. The website, part of the proto-alternate reality game for Spielberg’s film Artificial Intelligence, opened Phillips to the possibility of taking a single unified story, splintering it across multiple media, and crafting a rich tapestry combing narrative, experience, and game. Transitioning from player to creator, Phillips went on to work on many critically acclaimed forays in the emerging field including Perplex City, Routes, The Maester’s Path, and Floating City.
While Phillips was working on these projects, quite a few trees were killed discussing the potential of these experiences. Jane McGonigal’s Reality is Broken and Frank Rose’s The Art of ImmersionÂ each provided an overview of successful projects of the past and the elements that made them work, while novels like Cory Doctorow’s Little Brother and Walter Jon Williams’ This Is Not a Game gave glimpses of a future where these immersive experiences find their way into mainstream forms of entertainment. These books serve as powerful sources of inspiration for compelling new ways of storytelling, but were not designed to guide creators from idea to execution. This is the niche that Phillips’ new book, A Creator’s Guide to Transmedia Storytelling, hopes to fill, opening up a practical discussion of best practices for the industry. A Creator’s Guide to Transmedia Storytelling is guaranteed to stand out on your bookshelf; and not just because the book’s extra-wide pages will dwarf your standard paperback and hardcover books.
Andrea Phillips has excellent qualifications to talk about ethics in transmedia. In addition to designing a number of transmedia narratives, she, or rather, one of her transmedia campaigns, has been condemned by NASA. In 2009, Sony Pictures launched a website for The Institute for Human Continuity promoting Â 2012, their disaster movie for the year. Soon after the websiteâ€™s launch Dr. David Morrison of NASAâ€™s Astrobiology Institute began receiving emails about the site from people who failed to notice the references to Sony Pictures and the film in both text and logos, leading him to declare the site to be “ethically wrong.”
This was not the first time Phillips encountered ethical quandaries in transmedia. Her interest in this issue began in 2001, after finishing an alternate reality game called The Beast. Shortly after the game ended, a smart, empowered, close-knit group of players behind who call themselves “Cloudmakers” were faced with the events of September 11. In the aftermath, some of the Cloudmakers discussed the possibility of combining their skills again, this time to track down the perpetrators of the attack in the real world. This was a source of concern for Phillips. Following a breadcrumb trail of clues in a game does not equate to the skills for dealing with global terrorism. She and other feared that people trying to “solve” 9/11 would in fact be placing themselves and others in danger.
Phillips prefaced her talk with the disclaimer that, while she intended to share some cautionary tales from the history of alternate reality games and transmedia campaigns, her intent was to highlight concerns, not call anyone out on their mistakes or cast aspersions on the campaigns or the industry in general.
So, what are the ethical concerns that today’s transmedia creators should keep in mind? In her talk, Phillips took the audience through some history of attempts at blurring the line along with more than a few war stories, focusing on the risks and consequences of excessive realism in transmedia campaigns. She followed this up with some suggested solutions.
On May 14th from 6:30-9:00 pm, the New York City Chapter of the International Game Developers Association (IGDA) will host a meeting entitled “Alternate Reality Games: Is This a Game?” The announcement describes the meeting as follows:
Alternate Reality Games blend the real world with the online world and fuse the players’ creativity with that of the designers as the story unfolds. A genre that began just a few years ago, ARGs have been used for marketing, for independent and self-funded storytelling, for serious games, and for no other purpose than to have fun.
This panel will address the genre’s roots in games and with gamers, explore what ARGs and traditional video games have to learn from one another, and even speculate on how the ARG is changing the face of 21st Century entertainment.
The panel will be moderated by Andrea Phillips, best known for her work on Perplex City, and a leadership council member of the IGDA ARG SIG, and will include panelists Frank Lantz, a founder and director of area/code, the creators of the Chain Factor (Numb3rs) game; Catherine Herdlick, creator of the grassroots game, Lawn Games for Life, co-organizer of the Come Out and Play Festival and a designer for The Case of the Coveted Bottle; and Mike Monello, co- founder of Campfire Media, who has been involved in transmedia storytelling since the Blair Witch Project.
You do not need to be a member of IGDA to attend, but you do need to RSVP.
Thanks to Rose from unFiction, the meeting’s organizer, for letting us know about this event.
Earlier today it was revealed on the Perplex City game site that the expected June relaunch of the popular alternate reality game would “no longer be possible.” Season two was scheduled to be released this month, but the statement on the site makes reference to the quality of the experience, and how Mind Candy believes in holding off on releases until “they’re ready and… [they’re] entirely happy with them.”
The landscape of Mind Candy itself has also undergone major changes, as Story Team members Adrian Hon, Andrea Phillips, David Varela and Naomi Alderman, as well as COO Dan Hon, have all left the company within the last 48 hours. In blog posts, Dan Hon notes that he wants “to try something new,” while his brother Adrian remarks that “it’s time… to move on.” Phillips and Alderman echoed sentiments of celebration, sadness and thankfulness for the players of PXC, and Varela chose the Unfiction forums to sum up his thoughts on the turn of events.
Details are still emerging, so watch ARGNet for further details. The story will be part of the discussion on the upcoming 26th episode of the ARG Netcast as well.
Thanks to Brian Enigma at Netninja for the summary post and links.