The Curious Crate is a transmedia adventure; a physical object subscriptionservice that delivers a unique experience to children 8-12 and their parents.Rigby Hale, a scientist’s teenage son, stumbled into a time portal and onlyyou - the recipient of his mailings, video dispatches, and puzzles - can helphim find the legendary object that will return him to the present day.The adventure takes place over six centuries of history and spools out overthe course of six real months. Eleven physical objects and correspondingdigital experiences follow the discovery and opening of the Curious Crate.
PurposeRemember the joy of getting mail or having to wait for the next comic bookor catalog to arrive? Remember when the answers to puzzles weren’tmerely a Google search away? Remember using so-called “modernantiques” like floppy disks, VCRs, drive-in theaters, and paper maps?Modern technologies and the internet are wonderful - absolutely - but so tooare some of the invaluable lessons we learned as kids because of things likesnail mail and physical objects:• surprise• delayed gratification• long-term problem-solving, and• integrating old-fashioned bits and new-fangled bytes
Goal Our goal for The Curious Crate is to deliver: A journey of The gift of curiosity anticipation An appreciation of exploration Some delight in A discovery ofperseverance interconnection
IdeaThe Curious Crate is an immersive exploration story that unfolds over thecourse of a half year, delivered by way of 12 mailed objects and 12corresponding digital experiences.As the surprise recipient of a curious wood box and its miscellaneous (andmysterious) contents, your child will stumble into a role assisting 15-year-oldRigby in his accidental quest back in time. With your son’s or daughter’s helphe will find and activate a series of “date posts,” markers that triggersubsequent mailings and dispatches - each one using the communicationsmethods of decades and centuries past.Part book, part subscription, part game, The Curious Crate is designed forkids aged 8-12, with their parents in on the adventure too.
StoryYour daughter/son opens the curious wood crate to find a thick, fauxleather-bound journal tucked inside. The book looks dusty and care-worn,its antique pages brittle with age. The journal is filled with technical drawings,diary entries, symbology and hand-drawn maps. At first, it appears to be thework of an old explorer, field notes from some long-forgotten scientistbut, upon closer inspection, it seems that things are much more puzzlingthan that.As she/he begins to page through the astonishing manuscript, your childdiscovers that much of the text inside the journal is also muddled, words re-arranged, unaligned and out of order, as if assembled after-the-fact. Severalitems appear to be missing; a bundle of opened envelopes are withouttheir letters, while places in the book that once held specimen samples arenow conspicuously empty. As many questions as answers. And when she/hereaches the bottom of the box, there’s the most surprising element of all: ahandwritten note, addressed to her/him and inviting them into the story!
FrameworkThe story begins with the core crate. We’ll deliver that to you (the parent) inDecember for you to give to your child for Christmas.A couple of weeks later the first of 11 deliveries will arrive by post. We’llsend these out roughly every 2-3 weeks and we’ll send a heads-up email toyou with each shipment.With each dispatch, the protagonist moves back in time - at first by decadesand later by centuries. Each dispatch’s object and experience relate tothese different times and places.The core crate and each subsequent dispatch package will variously includehints, clues, tips, red herrings, as well as codes linking to text and videomessages from the story’s main character.
FrameworkUsing the Warms platform, text messages, audio clips, photo galleries,videos, and links to closed games/apps can be accessed along with Rigby’smessage. Each month’s mailing reveals one such multimediacomponent. Some may be passive entertainment while others areinteractive and consequential.Often the dispatches require puzzles to be solved - everything from figuringout a virtual VCR or typewriter (comical to us, perhaps perplexing to kids) tofinding clues hidden in music box melodies or 15th-century paintings.Parents will receive an email before each delivery which includes cheatnotes should they need to provide a nudge.
A small wood crate delivered inDecember (to parents) contains amysterious and incomplete fieldbook and various artifact clues.A code entered online reveals anintro video and dispatch from themain character.An envelope mailed in earlyJanuary includes an old floppydisk with coded label.Another dispatch is revealed aswell as clues hidden within aseries of ASCII art.An envelope arrives in lateJanuary containing a VHScassette tape.A code on the tape label unlocks avirtual VCR on which to view aninteresting short film.
An envelope arrives in earlyFebruary containing an old IBMcomputer punch card.After decoding the card using textin the field book, an interactivefiction Q&A terminal is presented.An envelope arrives in lateFebruary containing a 35mm filmslide with an elaborate clue-filledphoto.The video dispatch invites viewersto visit a virtual drive-in theaterand to “pay special attention to thenewsreel”.An oversize envelope arrives inearly March containing a 7” recordwith two exclusive songs relatingto the plot.A code on the label gives accessto an online virtual record player.
An airmail-style envelope arrivesin late March with an officiallooking typed letter.Access to a typewriter app allowsfor a form to be filled in andsubmitted to the proper (in-game)authorities.A box arrives in early Aprilcontaining a hand-crank musicbox which plays a classical song.Per the video dispatch, the songmust be transcribed note-by-noteon a piano app to unlock anotherstoryline.An aged and wax-sealed envelopearrives in late April containing ahandwritten letter.Instructions within the letter reveala small online gallery of 16th-century paintings, each depictingkey scenes in the story.
A tube arrives in early Maycontaining part of a canvas map(half of what was in the crate).The map corresponds to aspecial-access “old worldexplorer” iPad app in which thewhereabouts of a key item can bediscovered.A small crate arrives in late Maycontaining a real brass pocketwatch, the object which returnsour protagonist home.After solving a riddle related to thetimepiece, a video plays outconcluding plot lines.Finally, in June, a success posterarrives in the mail which recapsthe many scenes and charactersin the story.A farewell thank-you dispatch isfollowed by access to a virtualletterpress where “I was here”posters may be created.
The RewardsThe Main package includes the core crate and its contents, 11 letter/objectmailings (including postage), 12 video dispatches, and 12 digitalexperiences.The Deluxe package includes the same elements, plus the following: • One of Rigby’s video messages - at random - will be personalized. The actor playing Rigby will specifically say your daughter/son’s name and other inside references (which you provide us). • The prized pocket watch received near the end will have your daughter/ son’s name engraved on it. • The adventure poster received at the end will have your daughter/son’s face drawn in (based on a photo you send us). • The digital letterpress message that your daughter/son creates for the final task will be printed by us and mailed to another random Deluxe member (with your consent, of course), hopefully beginning a penpal collaboration between curious young minds.
Requirements• A computer with internet connection and the parent’s email account• An iPad and iTunes account• A postal address (countries to be determined)• A kid with insatiable curiosity, ingenuity, and a little patience
CollaboratorsThe Curious Crate will be produced by the creators of Warms giftboxes(givewarms.com); a team with toy industry, web/app dev, andmagazine publishing experience.We plan to work with a variety of talented artists and suppliers.