Rules of Engagement   Steve Peters Your audience can be your biggest ally, your fiercest adversary or your creative partner, depending on the design choices you make…
Rules of Engagement For Alternate Reality Games and all Immersive Entertainment, there’s a very unique relationship with an audience that’s available, unlike any other medium. Your audience can be specifically targeted, designed for and responded to. How do you initiate, build, and nurture that relationship?
Rules of Engagement To look at this, we’ll be looking at a game we did back in 2007…
Rules of Engagement   Five F’s of  Fantastic-ness:
Rules of Engagement   Five F’s of  Fantastic-ness: Find
Rules of Engagement   Five F’s of  Fantastic-ness: Find Focus
Rules of Engagement   Five F’s of  Fantastic-ness: Find Focus Fun
Rules of Engagement   Five F’s of  Fantastic-ness: Find Focus Fun Freedom
Rules of Engagement   Five F’s of  Fantastic-ness: Find Focus Fun Freedom Fear!
Find:   Let them  find  you….or at least  think  they did.
Find: -Down the   Rabbithole
Find: -Down the   Rabbithole   Aiming at a very specific audience of bloggers, early adopters and community  leaders, we threw out a challenge…
Find: -Down the   Rabbithole   O RLY? You think you’re smart? Prove it!
Find: -Down the   Rabbithole   In addition, key individuals got puzzle boxes and USB drives containing more clues, leading to the most compelling rabbithole today…
Find: -Down the   Rabbithole   In addition, key individuals got puzzle boxes and USB drives containing more clues, leading to the most compelling rabbithole today…
Find: -Down the   Rabbithole   No, not brunettes in distress… In addition, key individuals got puzzle boxes and USB drives containing more clues, leading to the most compelling rabbithole today…
Find: -Down the   Rabbithole   A COUNTDOWN! (teh internet loves ‘em)
Find: -Down the   Rabbithole -Discovery   Letting players find things themselves gives them a sense of ownership. Keys led to hidden pages…
Find: -Down the   Rabbithole -Discovery   Letting players find things themselves gives them a sense of ownership. Keys led to hidden pages…which gave puzzles which, when solved, revealed the “rules” and game intro …
©2006 42 Entertainment, LLC.
Find: -Down the   Rabbithole -Discovery   Let players dig, and discover stuff on their own. If the find it rather than it being given to them, it’ll make them feel smart and give them a huge sense of ownership over what they find. And always, always monitor progress.
Focus:   Let them  focus  on the level of experience they’re willing to invest themselves in.
Focus: -Create content for multiple levels of engagement.
Focus: -Create content for multiple levels of engagement.   Level 1 (casual) Spectacle at Bellagio
Focus: -Create content for multiple levels of engagement.   Level 2 (active) Puzzle Suites
Focus: -Create content for multiple levels of engagement.   Level 3 (enthusiastic) Meta Puzzle (ARG): Who is Loki?
Focus: -Create content for multiple levels of engagement. -Create a structure where the experience promises them things and then fulfills them.    There were even more countdowns here! Recurring update schedule of weekly Puzzle Suites
Focus: -Create content for multiple levels of engagement. -Create a structure where the experience promises them things and then fulfills them.    Create natural (but very subtle) boundaries or indicators, so players won’t make wrong assumptions, and will know what’s in-game and what’s not.
Fun:   Be sure that, above all else, they have  fun!
Fun: - Create a FUN experience.   Anyone can make a difficult puzzle, but a lot tougher to make a difficult puzzle that’s FUN.
Fun: - Create a FUN experience.   Create an environment where the experience allows players to learn and improve at the skills they’ll need as they go (don’t start off with the toughest stuff…keep a low barrier to entry at first).
Fun: - Create a FUN experience.   Create compelling characters and give players voyeuristic glimpses into their lives. .  Via emails, voicemail, video, etc. Show the  results  of your story, don’t just tell it in a bunch of blog posts.
Freedom:   Give them  freedom  to explore your universe on their own…and to play in their own way.
Freedom: - Let players affect the experience (even if it’s only in small ways).    In Last Call Poker, players helped Matt Viet out of a burning building…..or didn’t.
Freedom: - Remember that the experience really exists in the PLAYERS’ space.   Absolutely stay out of player spaces at all times, no matter how tempting.
Freedom: - If players are “playing wrong,” that’s your problem to fix via design. You can’t control how players play.   The term “puppetmaster” is a misnomer.
Freedom: - If players are “playing wrong,” that’s your problem to fix via design. You can’t control how players play.   If you love someone, set them free
Freedom: - Let players make their own tools, systems, resources.   Wikis, forums, etc. build community culture (let them play at home.
Freedom: - Player relationship   The developer/player relationship could be compared to a game of chess: outwit, outmaneuver, outrun your opponent…
Freedom: - Player relationship   … but that would be  so wrong.
Freedom: - Player relationship   Think of it more as a really good jazz session, or like dueling banjos. Dynamic, call and response.
Fear:     Give them a healthy attitude of  fear lessness. Give yourself a healthy  fear  of their attitude, and what they can accomplish.
Fear: - Instill trust and fearlessness.    Give players a sense of safety. Don’t punish them for loving your game. Make sure they’re safe and don’t ask them to do anything humiliating.
Fear: - For live events, make sure that there’s something for both the on-the-ground players and online players to do (preferably together).
Fear: - Don’t forget, they’re smarter than you.
Over  1 million  active players took part online, and according to Nielson Metrics, Vanishing Point had a reach of  20 million  people around the world.   Results:
Conclusion: Without successfully engaging an audience, an ARG doesn’t exist .      A true case of the tree falling in the forest with nobody to hear it. It doesn’t make a sound.
One last thing: Don’t forget to use cheap media tricks.     An unexpected phone call in the middle of the day does wonders.

Rules of Engagement

  • 1.
  • 2.
    Rules of Engagement Steve Peters Your audience can be your biggest ally, your fiercest adversary or your creative partner, depending on the design choices you make…
  • 3.
    Rules of EngagementFor Alternate Reality Games and all Immersive Entertainment, there’s a very unique relationship with an audience that’s available, unlike any other medium. Your audience can be specifically targeted, designed for and responded to. How do you initiate, build, and nurture that relationship?
  • 4.
    Rules of EngagementTo look at this, we’ll be looking at a game we did back in 2007…
  • 5.
    Rules of Engagement Five F’s of Fantastic-ness:
  • 6.
    Rules of Engagement Five F’s of Fantastic-ness: Find
  • 7.
    Rules of Engagement Five F’s of Fantastic-ness: Find Focus
  • 8.
    Rules of Engagement Five F’s of Fantastic-ness: Find Focus Fun
  • 9.
    Rules of Engagement Five F’s of Fantastic-ness: Find Focus Fun Freedom
  • 10.
    Rules of Engagement Five F’s of Fantastic-ness: Find Focus Fun Freedom Fear!
  • 11.
    Find: Let them find you….or at least think they did.
  • 12.
    Find: -Down the Rabbithole
  • 13.
    Find: -Down the Rabbithole Aiming at a very specific audience of bloggers, early adopters and community leaders, we threw out a challenge…
  • 14.
    Find: -Down the Rabbithole O RLY? You think you’re smart? Prove it!
  • 15.
    Find: -Down the Rabbithole In addition, key individuals got puzzle boxes and USB drives containing more clues, leading to the most compelling rabbithole today…
  • 16.
    Find: -Down the Rabbithole In addition, key individuals got puzzle boxes and USB drives containing more clues, leading to the most compelling rabbithole today…
  • 17.
    Find: -Down the Rabbithole No, not brunettes in distress… In addition, key individuals got puzzle boxes and USB drives containing more clues, leading to the most compelling rabbithole today…
  • 18.
    Find: -Down the Rabbithole A COUNTDOWN! (teh internet loves ‘em)
  • 19.
    Find: -Down the Rabbithole -Discovery Letting players find things themselves gives them a sense of ownership. Keys led to hidden pages…
  • 20.
    Find: -Down the Rabbithole -Discovery Letting players find things themselves gives them a sense of ownership. Keys led to hidden pages…which gave puzzles which, when solved, revealed the “rules” and game intro …
  • 21.
  • 22.
    Find: -Down the Rabbithole -Discovery Let players dig, and discover stuff on their own. If the find it rather than it being given to them, it’ll make them feel smart and give them a huge sense of ownership over what they find. And always, always monitor progress.
  • 23.
    Focus: Let them focus on the level of experience they’re willing to invest themselves in.
  • 24.
    Focus: -Create contentfor multiple levels of engagement.
  • 25.
    Focus: -Create contentfor multiple levels of engagement. Level 1 (casual) Spectacle at Bellagio
  • 26.
    Focus: -Create contentfor multiple levels of engagement. Level 2 (active) Puzzle Suites
  • 27.
    Focus: -Create contentfor multiple levels of engagement. Level 3 (enthusiastic) Meta Puzzle (ARG): Who is Loki?
  • 28.
    Focus: -Create contentfor multiple levels of engagement. -Create a structure where the experience promises them things and then fulfills them. There were even more countdowns here! Recurring update schedule of weekly Puzzle Suites
  • 29.
    Focus: -Create contentfor multiple levels of engagement. -Create a structure where the experience promises them things and then fulfills them. Create natural (but very subtle) boundaries or indicators, so players won’t make wrong assumptions, and will know what’s in-game and what’s not.
  • 30.
    Fun: Be sure that, above all else, they have fun!
  • 31.
    Fun: - Createa FUN experience. Anyone can make a difficult puzzle, but a lot tougher to make a difficult puzzle that’s FUN.
  • 32.
    Fun: - Createa FUN experience. Create an environment where the experience allows players to learn and improve at the skills they’ll need as they go (don’t start off with the toughest stuff…keep a low barrier to entry at first).
  • 33.
    Fun: - Createa FUN experience. Create compelling characters and give players voyeuristic glimpses into their lives. . Via emails, voicemail, video, etc. Show the results of your story, don’t just tell it in a bunch of blog posts.
  • 34.
    Freedom: Give them freedom to explore your universe on their own…and to play in their own way.
  • 35.
    Freedom: - Letplayers affect the experience (even if it’s only in small ways). In Last Call Poker, players helped Matt Viet out of a burning building…..or didn’t.
  • 36.
    Freedom: - Rememberthat the experience really exists in the PLAYERS’ space. Absolutely stay out of player spaces at all times, no matter how tempting.
  • 37.
    Freedom: - Ifplayers are “playing wrong,” that’s your problem to fix via design. You can’t control how players play. The term “puppetmaster” is a misnomer.
  • 38.
    Freedom: - Ifplayers are “playing wrong,” that’s your problem to fix via design. You can’t control how players play. If you love someone, set them free
  • 39.
    Freedom: - Letplayers make their own tools, systems, resources. Wikis, forums, etc. build community culture (let them play at home.
  • 40.
    Freedom: - Playerrelationship The developer/player relationship could be compared to a game of chess: outwit, outmaneuver, outrun your opponent…
  • 41.
    Freedom: - Playerrelationship … but that would be so wrong.
  • 42.
    Freedom: - Playerrelationship Think of it more as a really good jazz session, or like dueling banjos. Dynamic, call and response.
  • 43.
    Fear: Give them a healthy attitude of fear lessness. Give yourself a healthy fear of their attitude, and what they can accomplish.
  • 44.
    Fear: - Instilltrust and fearlessness. Give players a sense of safety. Don’t punish them for loving your game. Make sure they’re safe and don’t ask them to do anything humiliating.
  • 45.
    Fear: - Forlive events, make sure that there’s something for both the on-the-ground players and online players to do (preferably together).
  • 46.
    Fear: - Don’tforget, they’re smarter than you.
  • 47.
    Over 1million active players took part online, and according to Nielson Metrics, Vanishing Point had a reach of 20 million people around the world. Results:
  • 48.
    Conclusion: Without successfullyengaging an audience, an ARG doesn’t exist . A true case of the tree falling in the forest with nobody to hear it. It doesn’t make a sound.
  • 49.
    One last thing:Don’t forget to use cheap media tricks. An unexpected phone call in the middle of the day does wonders.