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JOUNI SMED – UNIVERSITY OF TURKU

A LT E R N AT E R E A L I T Y
GAMES
PLEASE, FOLLOW ME…
INTRIGUED?
A LT E R N AT E R E A L I T Y G A M E ( A R G )
• interactive narrative which uses the real world as a platform
• utilizes often different media and game elements
• intensive player participation
• the story happens in real time
• can change according to the players’ ideas and choices
• game designers create characters that can be controlled

by a human or an AI
T H E P L AY E R S

• interact with the game characters
• solve challenges and puzzles related to the plot
• work often as a community to analyse the story and to

co-ordinate events in the real world and in the net
ARG TERMINOLOGY

• puppetmaster(s)
• the curtain
• rabbithole
• trailhead
TINAG AESTHETICS
• “This is not a game” – TINAG
• the game does not behave as a game
• anything in the game really works (e.g. email

addresses or phone numbers)

• the players are not provided with an over-designed

game environment or a strict set of rules
DIFFERENCES TO OTHER GAME FORMS
• computer games: ARG can reside outside of

computers and does not require any game-specific
software

• RPGs and LARP: the players do not assume any role

but are themselves

• MMOGs: no avatars nor specific software required
• viral marketing: does not hide real products but

implicates indirectly its fictitious nature
HISTORICAL EXAMPLES AND
I N S P I R AT I O N S I N L I T E R AT U R E
‣ G. K. Chesterton: “The Tremendous Adventures of Major

Brown”, 1905
‣ John Fowles: The Magus, 1966 (revised edition 1977)
‣ Thomas Pyncheon: The Crying of Lot 49, 1966
‣ Robert Shea & Robert Anton Wilson: The Illuminatus!

Trilogy, 1975
‣ Samuel R. Delany: Triton, 1976
HISTORICAL EXAMPLES AND
I N S P I R AT I O N S I N O T H E R M E D I A
• movies
‣ The Game, 1997

• urban legends
‣ “Paul is dead” (The Beatles)

• conspiracy theories
• others
‣ Pink Floyd: Publius Enigma
E A R LY E X A M P L E S O F A R G S
• 1996: Dreadnot: a web game by the San Francisco

Chronicle

• 1997: Starlight Travel: a web site promoting Douglas

Adams’ computer game Starship Titanic

• 1999: the marketing of The Blair Witch Project
• 1999–2005: Nokia Game
THE BEAST & MAJESTIC
• Majestic
‣ produced by Electronic Arts and EA Online
‣ development began 1999; launch 31.7.2001; discontinued 30.4.2002

• The Beast
‣ produced by Microsoft
‣ connected to the Steven Spielberg movie A.I.
‣ lasted 12 weeks in the spring/summer 2001
THE BEAST
• a murder mystery
• comprised hundreds of web pages, e-mails, faxes,

fake commercials and voice mails

• gathered over 3 million active participants
• the players formed Cloudmakers community to collect

and co-ordinate the solution efforts
THE TRAILHEAD
THE RABBITHOLE
• Jeanine Salla is a character in the ARG taking place in 2142 (in the

world of the A.I. movie)

• the players could find Jeanine's biography at the website of a fictional

university and personal sites of some of her family members and
friends

• from the material the players could find Jeanine’s phone number and

email address

• contacting Jeanine returns a message revealing that her friend Evan

Chan has died in a boating accident aboard an AI-enhanced vessel

• the players also found evidence that Evan was actually murdered
THE GAME
• featured characters like anti-robot activists, rogue AI trackers and robot

sympathizers
• game development happened at the same time as the players explored it
• the developers incorporated many of the players’ actions into the plot
• in the climax, players were invited to Anti-Robot Militia rallies in New York,

Chicago and Los Angeles
• online players co-operated by solving special puzzles (e.g., keywords being

shouted by rally leaders or an email address found on a bathroom mirror)
• at the end, news broke of the passing of legislation that recognized the civil

rights of robots
I LOVE BEES
• developed by 42 Entertainment (the creators of The

Beast)

• July–December 2004
• promoted the Halo 2 video game
• trailhead: Video
• rabbithole: http://www.ilovebees.com/
I LOVE BEES (CONT’D)

• 5½ hour radio drama divided into one minute

segments that were being sent to public pay phones

• the players had to answer the phone in the right place

at the right time

• the drama was reconstructed from the segments by

the player community
OTHER ARGS
• The Art of Heist (2005)
• Last Call Poker (2005)
• World Without Oil (2007)
• Why So Serious (2007)
• Year Zero (2007)
• Traces of Hope (2008)
D E C O N S T R U C T E D N A R R AT I V E
• begin with a story with interesting characters and setup
• decompose the story into pieces
• analyse the pieces and create evidence that would

exists had the story happened
• hide the evidence into puzzles
• when the players find a piece and share it with the

community, the community reconstructs the story
ARG OR HOAX?

• in-content clues (e.g. takes place in a fictive world or

has unrealistic claims)

• around-content clues (e.g. rabbithole through a fictive

world, registrations, disclaimers)
THE STRUCTURE OF ARGS

• exposition
• interaction
• challenges
S E A N S T E W A R T: T H R E E I N T E R A C T I O N
S T R AT E G I E S
• how the players can affect the narrative
‣ power without control: give the players the control over the

narrative only in specific situations; give up the power but
not the control
‣ voodoo: let the player to create “raw material” where you

create the story components
‣ jazz: build in enough empty spaces and leave yourself

enough time and resources to go towards the players
N O W, W H AT E V E R H A P P E N E D T O A R G S ?
• the reality-TV trap: each new production must outdo its

predecessors?

• not a mass entertainment: more successful as a subculture?
• elitism: ARGs are getting beyond the skills of average players (cf.

Cicada 3301)?

• funding: too costly to create a globally spread game?
• monetization: players willing to pay or to crowdsource for the ARG?
• lack of developers: “traditional” game genres are more interesting

(and lucrative)?

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Alternate Reality Games

  • 1. JOUNI SMED – UNIVERSITY OF TURKU A LT E R N AT E R E A L I T Y GAMES
  • 4. A LT E R N AT E R E A L I T Y G A M E ( A R G ) • interactive narrative which uses the real world as a platform • utilizes often different media and game elements • intensive player participation • the story happens in real time • can change according to the players’ ideas and choices • game designers create characters that can be controlled by a human or an AI
  • 5. T H E P L AY E R S • interact with the game characters • solve challenges and puzzles related to the plot • work often as a community to analyse the story and to co-ordinate events in the real world and in the net
  • 6. ARG TERMINOLOGY • puppetmaster(s) • the curtain • rabbithole • trailhead
  • 7. TINAG AESTHETICS • “This is not a game” – TINAG • the game does not behave as a game • anything in the game really works (e.g. email addresses or phone numbers) • the players are not provided with an over-designed game environment or a strict set of rules
  • 8. DIFFERENCES TO OTHER GAME FORMS • computer games: ARG can reside outside of computers and does not require any game-specific software • RPGs and LARP: the players do not assume any role but are themselves • MMOGs: no avatars nor specific software required • viral marketing: does not hide real products but implicates indirectly its fictitious nature
  • 9. HISTORICAL EXAMPLES AND I N S P I R AT I O N S I N L I T E R AT U R E ‣ G. K. Chesterton: “The Tremendous Adventures of Major Brown”, 1905 ‣ John Fowles: The Magus, 1966 (revised edition 1977) ‣ Thomas Pyncheon: The Crying of Lot 49, 1966 ‣ Robert Shea & Robert Anton Wilson: The Illuminatus! Trilogy, 1975 ‣ Samuel R. Delany: Triton, 1976
  • 10. HISTORICAL EXAMPLES AND I N S P I R AT I O N S I N O T H E R M E D I A • movies ‣ The Game, 1997 • urban legends ‣ “Paul is dead” (The Beatles) • conspiracy theories • others ‣ Pink Floyd: Publius Enigma
  • 11. E A R LY E X A M P L E S O F A R G S • 1996: Dreadnot: a web game by the San Francisco Chronicle • 1997: Starlight Travel: a web site promoting Douglas Adams’ computer game Starship Titanic • 1999: the marketing of The Blair Witch Project • 1999–2005: Nokia Game
  • 12. THE BEAST & MAJESTIC • Majestic ‣ produced by Electronic Arts and EA Online ‣ development began 1999; launch 31.7.2001; discontinued 30.4.2002 • The Beast ‣ produced by Microsoft ‣ connected to the Steven Spielberg movie A.I. ‣ lasted 12 weeks in the spring/summer 2001
  • 13. THE BEAST • a murder mystery • comprised hundreds of web pages, e-mails, faxes, fake commercials and voice mails • gathered over 3 million active participants • the players formed Cloudmakers community to collect and co-ordinate the solution efforts
  • 15. THE RABBITHOLE • Jeanine Salla is a character in the ARG taking place in 2142 (in the world of the A.I. movie) • the players could find Jeanine's biography at the website of a fictional university and personal sites of some of her family members and friends • from the material the players could find Jeanine’s phone number and email address • contacting Jeanine returns a message revealing that her friend Evan Chan has died in a boating accident aboard an AI-enhanced vessel • the players also found evidence that Evan was actually murdered
  • 16. THE GAME • featured characters like anti-robot activists, rogue AI trackers and robot sympathizers • game development happened at the same time as the players explored it • the developers incorporated many of the players’ actions into the plot • in the climax, players were invited to Anti-Robot Militia rallies in New York, Chicago and Los Angeles • online players co-operated by solving special puzzles (e.g., keywords being shouted by rally leaders or an email address found on a bathroom mirror) • at the end, news broke of the passing of legislation that recognized the civil rights of robots
  • 17. I LOVE BEES • developed by 42 Entertainment (the creators of The Beast) • July–December 2004 • promoted the Halo 2 video game • trailhead: Video • rabbithole: http://www.ilovebees.com/
  • 18. I LOVE BEES (CONT’D) • 5½ hour radio drama divided into one minute segments that were being sent to public pay phones • the players had to answer the phone in the right place at the right time • the drama was reconstructed from the segments by the player community
  • 19. OTHER ARGS • The Art of Heist (2005) • Last Call Poker (2005) • World Without Oil (2007) • Why So Serious (2007) • Year Zero (2007) • Traces of Hope (2008)
  • 20. D E C O N S T R U C T E D N A R R AT I V E • begin with a story with interesting characters and setup • decompose the story into pieces • analyse the pieces and create evidence that would exists had the story happened • hide the evidence into puzzles • when the players find a piece and share it with the community, the community reconstructs the story
  • 21. ARG OR HOAX? • in-content clues (e.g. takes place in a fictive world or has unrealistic claims) • around-content clues (e.g. rabbithole through a fictive world, registrations, disclaimers)
  • 22. THE STRUCTURE OF ARGS • exposition • interaction • challenges
  • 23. S E A N S T E W A R T: T H R E E I N T E R A C T I O N S T R AT E G I E S • how the players can affect the narrative ‣ power without control: give the players the control over the narrative only in specific situations; give up the power but not the control ‣ voodoo: let the player to create “raw material” where you create the story components ‣ jazz: build in enough empty spaces and leave yourself enough time and resources to go towards the players
  • 24. N O W, W H AT E V E R H A P P E N E D T O A R G S ? • the reality-TV trap: each new production must outdo its predecessors? • not a mass entertainment: more successful as a subculture? • elitism: ARGs are getting beyond the skills of average players (cf. Cicada 3301)? • funding: too costly to create a globally spread game? • monetization: players willing to pay or to crowdsource for the ARG? • lack of developers: “traditional” game genres are more interesting (and lucrative)?