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Introduction – (Mrunal Patel)
Game or not a Game??? – (Priyanka Patel)
Types of ARGs – (Dhaval Patel)
www.reperio.ca
http://www.argn.com/
http://whysoserious.com/
http://www.mirlandano.com/arg-quickstart.html
http://news.bbc.co.uk/2/hi/africa/7638581.stm
http://www.youtube.com/watch?v=1pd74It-yVo
Telling and producing a story while the audience
interacts with ARG
› May converse with fictional characters
› Ideas produced by players might be incorporated into
plot
Direct interaction is not required to affect the
narrative
In simpler words
› New genre of games that encourages players to
interact with fictional world using the real world to
do it
You are spending some time exploring the
internet
Someone points you to couple of sites
Tells you it’s a crazy mystery about some missing
monkeys
So, you visit a site everyonelovesmonkeys.com
Everyonelovesmonkeys.com
› Pictures of monkeys
Everyonelovesmonkeys.com
› List of monkey zookeeper’s email addresses
[email protected]
[email protected]
[email protected]
[email protected]
Intrigued, you visit crazymonkeyman.com
› Concern that monkeys have been replaced by
robomonkeys!
What you have done?
› Used your real world computer to explore a bit of
fictional world
› You have also solved your first ARG puzzle
You decide to send a little email to
[email protected] to inquire
more about his concerns
You receive a reply
What you have done?
You communicated with the fictional world using
your real world email
You notice a contact number and decide to give
a call
› Someone answers your call
What you have done?
Now you are interacting
with a fictional world
using your real world
phone and your real
world i.e., “you”
Conclusion
› You were playing ARG when you were
Exploring the websites
Sending the email
Calling the phone number
What is a game?
› ….an activity which is essentially: Free (voluntary),
separate [in time and space], uncertain, unproductive,
goverened by rules, make-believe.”
- Roger Caillois (1961)
4 Paradigms of a Game
› Defined rules
› Defined playing space
› Set of components/game pieces
› Win/Loss scenarios
Rabbit Holes
Puppet masters
Interactions
Real World Events
Compelling Storyline
Collaborative Gameplay
Delivery tools
› Web pages
› email messages
› phone calls
› print-based mailings
Dreadnot (1996)
› http://web.archive.org/web/20000229151210/www.sfg
ate.com/dreadnot/index.html
Blair Witch project (1999)
Go Games and Nokia Games
The Beast
I love Bees
Promotional Campaign developed by Microsoft
and Dreamworks for Steven Spielberg's movie
"Artificial Intelligence”
Clues planted in the postersDiscussion group "Cloudmakers“ www.cloudmakers.org
3 million unique visitors by July
•Launched in July 2004 to promote Halo2
http://www.youtube.com
/watc
h?v=VeyskiiWRdI&featur
e=related
Aim: To attract gamer and media interest in the
Halo2 release.
Ilovebees.com seemed to be infected
Gamers help AI program (“the Operator”)
Operator’s Goal
› Fix the spacecraft
› Gather the crew members
› Deactivate strange artifact (“The Artifact”)
› Return to Halo time and fight (“The Covenant”) army
Successful experience with the ARG “The Beast”
3 storywriters
› Storyteller
› Community Lead
› Technology and Sound effects
Assemble the story of the Operator
3 primary channels
› Hidden HTML code, email exchanges, sound files, and
images
› Voice clips sent to payphones
› A blog maintained by an imaginary character in the
game
The main goal is to create a buzz for the new
product
Traditional marketing
› Traditional ads are expensive
› Time consuming
› Often highly ineffective
› Printed ads and commercials lacks power to create
necessary buzz
Advertisement with ARG
› Highly effective
› Fairly inexpensive
› Draws target audience into the story
› Treasure hunting
One of the successful ARG of recent times
ARG was one of the major reason for the
success of the film
Played across 75 different countries
More than 10 million participants
Used internet, mobile phones, real world events,
videos etc
Known as 33 keys ARG
Mazda’s most successful marketing campaign
More than expected people took part in the
ARG
Events occurred over four weeks
Took place across multiple platforms (Radio,
online, etc.)
Game took place in Quebec (Canada)
Main Goal: Solve puzzles to find 33 keys hidden
in different parts of Quebec
People win prizes by solving this ARG
Funded through participation fees, in game
advertisement of other products
Example
› Perplex City
200K prize money
Finding Receda Cube
Using ARG to solve real world problems
Introduce plausibility as a narrative feature to
pull players into the game
Serious subject matter distinguish Serious ARGs
from mainstream ARGs in design
Examples
› World Without Oil
› Traces Of Hope
› The Black Cloud
Binding medium
› ARG uses multiple media
› Video games uses special software
Non player characters
› ARG – Real time by puppet master
› Computer AI
RPG vs. LARPG
› ARG don’t have fixed rules
› Players discover rules through trial and error
How secured it is for a real person to play in a
real world?
Do alternate reality game damage children's
social skills?
If ARG's can spark players to solve very hard
fictional problems, could the games be used to
solve real world problems?