Tag: panel

Video Games and ARGs – What Can they Learn from Each Other?

Note: This article covers two SXSW Interactive 2008 events: Cross-Media Cross-Pollination: Mashing Up Video Games and ARGs (Saturday, March 8th, 3:30-4:30 p.m.), and its follow-up, Core Conversation: What Can the Video Games Industry Learn From Alternate Reality Games? (Monday, March 10th, 3:30-4:30 p.m.).

A last-minute change in programming on Saturday, March 8th, at SXSW Interactive 2008 brought together familiar faces from the Alternate Reality Games development community: Dan Hon of Six to Start, Tony Walsh of Phantom Compass, and Dee Cook, a freelance writer and designer who has written and developed content for games such as “The 4400” Extended Reality, World Without Oil, Unnatural Selection, and many others. Hon, Walsh, and Cook presented the panel “Cross-Media Pollination: What Video Games can Learn from ARGs”. The follow-up conversation on Monday afternoon with Steve Peters from 42 Entertainment, and input from Jane McGonigal, Ken Eklund, Hazel Grian, and others, rounded out Saturday’s panel.

Currently one of the most popular past-times world-wide, video games have an audience both extensive and diverse. Gamers are consistently asking for more from game designers – better AI, more content, more interaction, more story and narrative, more immersion. What can Alternate Reality Game designers learn from video game design and the needs of video game players (many of whom also play ARGs), and what elements of ARGs might video game designers consider when making games for gamers in a world of rapidly-evolving technology and techno-culture?

The panel opened with the question: what elements of ARGs might interest and engage video gamers? “I Love Bees”, a well-known ARG, tapped into the fan base of Bungie’s Halo video game by providing a glimpse into Halo’s (and its predecessor, Marathon’s) detailed backstory. Many Halo players enjoyed ILB because of the opportunity to explore more of that game’s mythology. The puppetmasters presented a Halo story that the players could interact with in a different way, affecting the game not by moving the controller but by problem-solving with other players, answering payphones, emailing the Sleeping Princess, and convincing an AI that they were, in fact, human, and one of her crew.

Perhaps, Steve Peters pointed out in Monday’s follow-up conversation, cross-media is one answer to a demand for more interaction and individualized response. A player’s progress through a game could be tracked, with content delivered not only through the console but also through SMS, phone calls, or even the post office! Similarly, Tony Walsh raised the idea that ubiquitous computing, the imperceptible integration of computing systems and functions into every day life, might indeed be the next game platform, heralding the end of the “couch-potato” gamer.

Continue reading

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.

Continue reading

ARGFest 2007: 42 Entertainment Roundtable Discussion — The Big Picture

After a number of panels featuring discussion between independent puppetmasters and members of different design companies, 42 Entertainment‘s Jim Stewartson (Chief Technology Officer), Elan Lee (Co-Founder, Vice President of Experience Design), Sean Stewart (Co-Founder, Creative Director), Steve Peters (Game Designer) and Michael Borys (Visual Design Director) sat down for a roundtable discussion, moderated by Kristen Rutherford, about how their team works together.

Stewart began the roundtable with a discussion of a chemistry puzzle in the Beast that was intended to look “cool and spooky” but be relatively easy to solve, and 42’s subsequent efforts to reproduce that effect in their other games. One of these attempts was Flea++, the “programming” language used in I Love Bees. In a similar vein, players would “teach” the character of the Sleeping Princess to speak as she cobbled together words and phrases from their emails and replied to them. Stewart’s favorite draft reply was “I want a cupcake.” Lee told him they couldn’t use it because it was too ambiguous — it could be a call to action for the players. According to Stewart, one of Lee’s main roles within the company is removing ambiguity from what the players see (Stewart’s summary: the creative process at 42 consists mainly of Lee saying, “That’s really good but can we have another draft?”).

Continue reading

ARGFest 2007 Panel I: Developing an ARG

ARGFest attendees were privileged to be able to sit in on — and participate in — dialogues between many of the field’s leading developers during the panel discussions held on March 3rd. The first of these panels, Developing An ARG, consisted of Adam Brackin (Fundi Technologies — Deus City), Brian Clark (GMD Studios — Art of the Heist, Who Is Benjamin Stove), Adrian Hon (Mind Candy Design — Perplex City), Evan Jones (Xenophile Media/Stitch Media — Regenesis, Ocular Effect), Jan Libby (Sammeeeees), and Dave Szulborski (Chasing the Wish, Urban Hunt). Unfiction’s Sean Stacey (a.k.a. SpaceBass) moderated the discussion.

As one might expect from such a gathering of alternate reality gaming’s better-known puppetmasters, the discussion was packed with information and insights from behind the curtain (although Brian Clark’s frequent wryly humorous interjections kept it entertaining as well as informative).

Continue reading

SXSW Interactive: Serious Games for Learning

ARGN at SXSW

sxsw.jpgThis afternoon’s South by Southwest Interactive panel entitled Serious Games for Learning provided a fascinating look at how immersive gaming is bringing new opportunities into learning environments.

Moderator Jim Brazell from the IC^2 Institute opened the program with a reference to how quickly technology has developed in the last several years. In 1995 there was a Teraflop Challenge, asking supercomputer manufacturers to develop a computer which was capable of teraflop operations (one trillion operations per second). At that time, the cost to upgrade a computer to that capability cost $100 million. Today, the XBox 360 is teraflop-capable and has a MSRP of $299.99. He projects that by 2011, a teraflop computer will cost one dollar.

Continue reading