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An A R G Project



Puppetmasters: Thryn Henderson & Lauren Sanchez
What Is An ARG?
●   ARG stands for Alternate Reality Game, games that take place in an
    online/offline alternate world, attempting complete immersion
●   “Alternate Reality Games (ARGs) tell stories through narrative elements that are
    distributed across various platforms. These game variables are carefully
    concealed from players until appropriate moments determined by the game
    designer(s). *…+ Instead of requiring the player to enter a fictional game world,
    ARG designers attempt to enmesh the game within the fabric of the player’s real
    world by harnessing as many media technologies and interfaces as possible.”
     –   http://www.argology.org/_what-is-an-arg/

They can be used as complex viral marketing techniques, or simply for the sake of
   entertainment – our project falls into the latter category.
Aims & Objectives
Aims:
To create a strong multi-media starting point for an ARG launch
Promote an alternative style of gameplay with a more real-world focus

Objectives:
Create an engaging ARG trailhead [or ‘rabbit hole’].
Plot out the story line and background needed for game continuation, including
   concept art.
Create convincing web and print resources for the companies & characters
   involved in the game plot.
Research: Previous ARGs
The Beast
“ Considered to be the first fully fledged ARG. The Beast was an experimental
    marketing tool for the film A.I Artificial Intelligence. It was a murder mystery set in
    the future featuring human like robots.”
I Love Bees
“An AI from the Halo 2 universe is stranded in our world and needs help.”
Cloverfield
“ Set in a dystopian future where the government surveys everyone.”
Perplex City
“The Master of Perplex City Academy asks for help in finding the lost Receda Cube
    from the citizens of Earth.”
Year Zero
“A rebel group from the future attempts to prevent the American government from
    becoming an Orwellian state.”
Potato Fool's Day
“By collecting enough potatoes players were able to power up a supercomputer to
    achieve the early release of a game.”
Research: Resources
This Is Not A Game: A Guide To Alternate Reality Gaming - Dave Szulborski
Rules of Play – Katie Salen/Eric Zimmerman
Engineering Play – Mizuko Ito
Beyond Reality: a guide to alternate reality gaming - John W. Gosney
'This Is Not a Game': Immersive Aesthetics and Collective Play – Jane McGonigal

Online Resources & ARG Forums:
Alternate Reality Game Business Models - IGDA


http://www.unfiction.com/
http://www.reddit.com/r/ARG
http://www.argology.org

Planning Guides:
http://www.christydena.com/online-essays/arg-design-charts/
Faultlines: The story so far
The trailhead: players are contacted by Agent X, a low-level manager of an
   international organisation called FRACT:ION. He explains that FRACT:ION works to
   minimize the damage and disruption caused by the supernatural phenomena
   dubbed “Faultlines”, and he's concerned because a number of his staff are MIA.
   The first clue is left in this correspondence, as well as links to websites in which
   key information from the game will
   be displayed.
Over the course of the game the nature of the Faultline
   phenomena will be revealed to the player, and
   they will be introduced to a number of other
   organisations and characters, as well
   as becoming familiar with the
   internal workings and moral
   ambiguity behind FRACT:ION.


   (Pictured right: Concept art for Agent Z, who is introduced in more detail later in the game.)
Planned Schedule
          research


post-testing tweaks                                      Thryn
           testing                                       Lauren

     dvd authoring


   printed package


         web build


         animation


       web designs


       storyboards


puzzle development


          narrative


                      0   1      2   3    4      5   6            7
Faultlines: Artistic Inspiration
                                                                ●    Over the summer we gathered a lot of
                                                                     visual resources and plotted out the basic
                                                                     storyline, which has since continued to
                                                                     evolve.
                                                                ●    Much of our research was based on
                                                                     architecture, as faultlines tend to manifest
                                                                     through old buildings and places where
                                                                     there is a high concentration of human
                                                                     history.




●   Samples of some of the initial inspiration/moodboard images we collected on our pinterest account: Faultlines ARG Pinterest
Faultlines: Artistic Inspiration
 ●
                                    (cont.) the trailhead will mimic the style of
      The informative 2D animation sent to players in
      1950's educational cartoons. Here are some examples of the style we will be aiming
      to create:
 ●    Fallout
 ●    Ratchet & Clank
 ●    Portal 2




Pictured right: some very early concept art for one of the creatures.
Resources Required
So far we have either used or intend to use:

Hardware:
- DSLR Camera, Video Camera, Graphics Tablets
- Greenscreen Facilities, photographic studio
Software:
- Adobe Flash, After Effects, Illustrator, Photoshop, Paint Tool SAI, Corel
Painter XI, MS Office
Other Requirements:
- One actor confirmed so far, one more needed
- One confirmed audio technician
- Volunteers from ARG forums for beta testing and questionnaires
Problems Encountered
●   Keeping the Storyline immersive but not too complex
     – Players need to be entertained and captivated by the story, but must be
       able to keep track of it!
●   Narrowing the parameters
     – ARG games are enormous, where do we begin and what do we make?

●   Creating a flexible solution path
     – ARGs can bend to the will of the player, the starting material cannot be
        too dedicated to a specific, detailed solution
●   Defining a cutoff point
     ●  Since creating a whole ARG is beyond the scope of this project we will
        need to define a clear divide between the media we produce and the
        hypothetical rest of the game.
●   Developing cohesion
     ●   As our project is a series of mini-deliverables rather than a large single
         end product it will need to tie in neatly in terms of storyline, mood, and
         art direction .
Risks and Constraints
Finding public domain resources, & similar copyright issues
Health and safety – fieldwork risk assessment form required for film shooting &
  permission must be obtained


Availability of actors
Time constraints will limit how complex the game can be
Funding
Thanks!
If you think of any more questions or have any input we would love to listen. We can
                                   be reached at

                             argfaultlines@gmail.com
                             faultlinesarg.tumblr.com
                                          or
                                     ljs57 / cvh3

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Presentation final

  • 1. An A R G Project Puppetmasters: Thryn Henderson & Lauren Sanchez
  • 2. What Is An ARG? ● ARG stands for Alternate Reality Game, games that take place in an online/offline alternate world, attempting complete immersion ● “Alternate Reality Games (ARGs) tell stories through narrative elements that are distributed across various platforms. These game variables are carefully concealed from players until appropriate moments determined by the game designer(s). *…+ Instead of requiring the player to enter a fictional game world, ARG designers attempt to enmesh the game within the fabric of the player’s real world by harnessing as many media technologies and interfaces as possible.” – http://www.argology.org/_what-is-an-arg/ They can be used as complex viral marketing techniques, or simply for the sake of entertainment – our project falls into the latter category.
  • 3. Aims & Objectives Aims: To create a strong multi-media starting point for an ARG launch Promote an alternative style of gameplay with a more real-world focus Objectives: Create an engaging ARG trailhead [or ‘rabbit hole’]. Plot out the story line and background needed for game continuation, including concept art. Create convincing web and print resources for the companies & characters involved in the game plot.
  • 4. Research: Previous ARGs The Beast “ Considered to be the first fully fledged ARG. The Beast was an experimental marketing tool for the film A.I Artificial Intelligence. It was a murder mystery set in the future featuring human like robots.” I Love Bees “An AI from the Halo 2 universe is stranded in our world and needs help.” Cloverfield “ Set in a dystopian future where the government surveys everyone.” Perplex City “The Master of Perplex City Academy asks for help in finding the lost Receda Cube from the citizens of Earth.” Year Zero “A rebel group from the future attempts to prevent the American government from becoming an Orwellian state.” Potato Fool's Day “By collecting enough potatoes players were able to power up a supercomputer to achieve the early release of a game.”
  • 5. Research: Resources This Is Not A Game: A Guide To Alternate Reality Gaming - Dave Szulborski Rules of Play – Katie Salen/Eric Zimmerman Engineering Play – Mizuko Ito Beyond Reality: a guide to alternate reality gaming - John W. Gosney 'This Is Not a Game': Immersive Aesthetics and Collective Play – Jane McGonigal Online Resources & ARG Forums: Alternate Reality Game Business Models - IGDA http://www.unfiction.com/ http://www.reddit.com/r/ARG http://www.argology.org Planning Guides: http://www.christydena.com/online-essays/arg-design-charts/
  • 6. Faultlines: The story so far The trailhead: players are contacted by Agent X, a low-level manager of an international organisation called FRACT:ION. He explains that FRACT:ION works to minimize the damage and disruption caused by the supernatural phenomena dubbed “Faultlines”, and he's concerned because a number of his staff are MIA. The first clue is left in this correspondence, as well as links to websites in which key information from the game will be displayed. Over the course of the game the nature of the Faultline phenomena will be revealed to the player, and they will be introduced to a number of other organisations and characters, as well as becoming familiar with the internal workings and moral ambiguity behind FRACT:ION. (Pictured right: Concept art for Agent Z, who is introduced in more detail later in the game.)
  • 7. Planned Schedule research post-testing tweaks Thryn testing Lauren dvd authoring printed package web build animation web designs storyboards puzzle development narrative 0 1 2 3 4 5 6 7
  • 8. Faultlines: Artistic Inspiration ● Over the summer we gathered a lot of visual resources and plotted out the basic storyline, which has since continued to evolve. ● Much of our research was based on architecture, as faultlines tend to manifest through old buildings and places where there is a high concentration of human history. ● Samples of some of the initial inspiration/moodboard images we collected on our pinterest account: Faultlines ARG Pinterest
  • 9. Faultlines: Artistic Inspiration ● (cont.) the trailhead will mimic the style of The informative 2D animation sent to players in 1950's educational cartoons. Here are some examples of the style we will be aiming to create: ● Fallout ● Ratchet & Clank ● Portal 2 Pictured right: some very early concept art for one of the creatures.
  • 10. Resources Required So far we have either used or intend to use: Hardware: - DSLR Camera, Video Camera, Graphics Tablets - Greenscreen Facilities, photographic studio Software: - Adobe Flash, After Effects, Illustrator, Photoshop, Paint Tool SAI, Corel Painter XI, MS Office Other Requirements: - One actor confirmed so far, one more needed - One confirmed audio technician - Volunteers from ARG forums for beta testing and questionnaires
  • 11. Problems Encountered ● Keeping the Storyline immersive but not too complex – Players need to be entertained and captivated by the story, but must be able to keep track of it! ● Narrowing the parameters – ARG games are enormous, where do we begin and what do we make? ● Creating a flexible solution path – ARGs can bend to the will of the player, the starting material cannot be too dedicated to a specific, detailed solution ● Defining a cutoff point ● Since creating a whole ARG is beyond the scope of this project we will need to define a clear divide between the media we produce and the hypothetical rest of the game. ● Developing cohesion ● As our project is a series of mini-deliverables rather than a large single end product it will need to tie in neatly in terms of storyline, mood, and art direction .
  • 12. Risks and Constraints Finding public domain resources, & similar copyright issues Health and safety – fieldwork risk assessment form required for film shooting & permission must be obtained Availability of actors Time constraints will limit how complex the game can be Funding
  • 13. Thanks! If you think of any more questions or have any input we would love to listen. We can be reached at argfaultlines@gmail.com faultlinesarg.tumblr.com or ljs57 / cvh3