Tag: argfest (Page 4 of 6)

ARGFest 2008 in Review: The Live Events (Stealing Sleep an Hour at a Time)

ARGNet Writers pose at ARGFest 2008

There were so many game launches, puzzles, and events at ARGFest this year, it’s a wonder anyone had any time to attend any of the panels. What follows is a brief summary of some of the events that robbed this columnist of his much-needed beauty sleep.

Alpha Agency
The first game launch of the night was a subtle one. Upon arriving at the Cocktail Party at 7pm, Lewis Murphy handed me his business card. He even went through the trouble of writing my name on the card before handing it over. Upon closer inspection, there was a symbol on the back of the card. Sixteen other specially marked business cards were handed out over the next few hours. Thanks to some quick footwork by Mapmaker, the symbols were all collected and assembled to reveal the website for Alpha Agency.

Eight Days
Eight days before the start of ARGFest, a number of players received emails leading to a series of highly technical puzzles and a countdown page. When the countdown ran out, something happened at the cocktail party. The general buzz of conversation was replaced with the rantings of a mad man with a manila folder sticking out of his pants. The natural reaction, of course, was to steal the folder from the crazy man, which is just what EGo did. Inside the folder was a CD containing a video as well as a photo that led the partygoers away from alcohol and into the streets, where they eventually found the following letter marking the end of the scavenger hunt.

The Dark Knight
Luckily, the scavenger hunt ended with just enough time to make it to Loews theater to catch a screening of The Dark Knight, courtesy of ARGFest sponsor 42 Entertainment. Watching the film, I appreciated how aspects of the alternate reality game added to the movie viewing experience.

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ARGFest 2008 in Review: Rules of Engagement with Steve Peters (Brunettes with Glasses are Hot)

ARGNet Writers pose at ARGFest 2008

This article is the third in a series, providing summaries of the presentations at ARGFest-o-Con 2008 in Boston

Steve Peters left ARGNet a few years back, but he still sticks around. Supposedly, he works for some company named 42 Entertainment that sponsored ARGFest 2008 and purchased tickets to The Dark Knight for attendees. In this Showcase Presentation, Steve Peters explained how to deal with Alternate Reality Gaming audiences using the Microsoft Vista-sponsored ARG Vanishing Point as an example.

According to Peters, there are Five F’s of Fantasticness necessary for every alternate reality game: Find, Focus, Fun, Freedom, and Fear.

The first step to every alternate reality game is the FIND: discovering the game. With Vanishing Point, 42 Entertainment targeted early adopters with puzzle boxes, puzzle graphics on Windows and technology blogs, and a taunting message suggesting that the readers wouldn’t be able to solve these. Solving the puzzles led to the main page for Vanishing Point, where, explains Peters, players found the ever effective and tantalizing countdown. So effective, in fact, that Vanishing Point included dozens of countdowns scattered around the website, each one culminating in a live event.

Which brings us to the second step: FOCUS. Players need to know what to expect when they’re entering a game. While you can pick up a book and anticipate the commitment it will involve by the number of pages, size of the font, and reputation of the author, the same does not necessarily apply to alternate reality games. Sticking to regularly scheduled updates helps generate expectations for the players. Setting more explicit boundaries through iconic touches to the websites can also help guide players and protect the developer’s sanity.

The third factor is both the simplest and the hardest: FUN. Under the direct assault of hundreds or even thousands of skilled players, puzzles often need to be difficult. However, they still have to be fun, and often building upon previous puzzles can help with that process.

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ARGFest 2008 in Review: Serious and Independent Games (Move Over, MoveOn)

ARGNet Writers pose at ARGFest 2008

This article is the second in a series, providing summaries of the panel presentations at ARGFest-o-Con 2008 in Boston.

The second panel discussion featured Ken Eklund of World Without Oil as moderator, Brian Clark (GMD Studios), Alice Leung (BBN Technologies), and Dave Szulborski. The panel discussed a little of everything, from projects born from passion to penny-pinching PMs and politics.

Dave Szulborski noted that independent games are the mainstay of the genre, and kept it alive when marketing executives were questioning its effectiveness. He noted that successful games of any type tend to inspire new developers to try their hand in development. Independent ARGs also encourage developers to innovate in new and surprising ways. As Brian Clark noted, “the riskiest things we do are those we do for ourselves,” and grassroots games are the ideal testing grounds for aspiring developers, as long as the project doesn’t serve as a resume of technical development skills that avoids the critical “fun” factor necessary for independent and serious games alike.

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ARGFest 2008 in Review: Extended Media Experiences (The Mustache Strikes Back)

ARGNet Writers pose at ARGFest 2008

This article is the first in a series, providing summaries of the panel presentations at ARGFest-o-Con 2008 in Boston.

The first panel discussion featured Evan Jones of Stitch Media as the moderator, Yomi Ayeni (Expanding Universe), Elan Lee (Fourth Wall Studios), Lance Weiler (Seize the Media), and Blair Erickson (Millions of Us). The panel explored the challenges and advantages that arise from cross-media productions.

Blair Erickson started the discussion with a description of an early project, an alternate reality game promoting World Wrestling Entertainment. Recognizing that a major draw of wrestling is the love of a fight, Erickson moved the rivalry between two wrestlers onto virtual worlds, with a game that played out over more than 100,000 threads, with players contributing in support of their favored athlete. The game culminated in Summer Slam, a pay-per-view match between the wrestlers. More recently, Millions of Us developed an ARG for the Sarah Connor Chronicles, which delved deep into the franchise’s mythology.

Yomi Ayeni discussed his work with Violette’s Dream, an ARG running as part of the upcoming video game, Velvet Assassin. The video game is based on the true story of a female soldier in World War II. The alternate reality portion of the game operates under the assumption that the game’s protagonist repurposed Nazi gold to help undercover agents in need. The aim was to make the game as real to life as possible: the first gold bar was found by former ARGNet writer Dee Cook in Fredericksburg, Texas, a town with deep historical ties to Germany. Ayeni described the project as a “fingerprintless” project that runs parallel to the video game.

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ARGFest Panel Videos on YouTube

Without the work of Ben Wochinski (encoding and uploading), Celina Beach (filming) and Sean C. Stacey (transcribing), among others, these videos would not have been made possible. A huge thanks to everyone who worked hard to get these videos up and available.

The 2007 ARGFest-o-Con in San Francisco had some brilliant speakers, and now you can watch the panel discussion from the comfort of your own homes! Click on the YouTube link above to get to the playlist that contains all of the videos that were recorded in San Fran, including:

  • The Introduction
  • Panel 1: Developing an ARG
  • Panel 2: Running an ARG, Part 1
  • Panel 3: Roundtable with 42 Entertainment
  • Panel 4: Running an ARG, Part 2
  • Panel 5: Defining ARGs and the Future of ARG
  • Keynote Presentation: Sean Stewart and Elan Lee, 42 Entertainment

Some of the videos had to be split due to length of discussion, but everything that the panelists discussed is right there on YouTube for your viewing pleasure. Also, transcriptions are currently in the process of being completed at the ARGFest-o-Con wiki, and if any of you have a few extra minutes through the day, help them out by transcribing a few minutes of video.

ARGFest 2007: Cruel 2B Kind

c2bklogo.jpgWelcome to beautiful downtown San Francisco!
Did you see that amazing cable car?
You’re looking gorgeous tonight!

You’re too kind.

I should know, of course, since teammate Elan Lee and I are the Cruel 2 B Kind World Champions. We achieved this renown by carefully plotting our strategy weeks in advance: we monitored traffic patterns in the play area from a helicopter, had minions who quietly attached GPS tracking devices to ARGFest participants so we could locate them easily during the Friday night game, and brought in an industrial psych firm to do detailed profiles on our competitors so we’d be able to out-think them.

C2BK.jpgThere’s a vicious rumor going around that we ended up partners by accident, hadn’t read the instructions in advance, and won only through sheer dumb luck, but I will of course categorically deny the truth of said rumor. And you should believe me. After all, I’m the world champion in a game of sneaky assassination, so you know you can trust me.

Cruel 2 B Kind is a game of “benevolent assassination” in which you slay other players with compliments and other kind phrases. You don’t know who else may be playing, so you have to be kind to random strangers as well, often with entertaining results. The three phrases listed above were our weapons, which we deployed against other teams in a sort of verbal rock-paper-scissors encounter to determine who was victorious and who was dead of an overdose of kindness. At ARGfest, we played the “Booty Variant” in which each player carried a piece of booty to award to the assassin who killed them most impressively. The booty ranged from the bizarre (a length of rubber tubing) to the edible (cookies and gourmet chocolate) to the truly entertaining (the “It’s Just A Flesh Wound” shirt Elan acquired from one of our first victims). Each time you kill another player, they are absorbed into your team.

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