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August 25 2010

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August 13 2010

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ARGFest’s Artifact Academy Puzzle Trail

At ARGFest 2010, Michelle Senderhauf and I ran a workshop on game artifacts – how to use them to tell a story, deliver puzzles, and reward players.  We invited our workshoppers to create artifacts to continue an ARG scenario I cooked up, and lead the players to the next part of the game using physical objects.

The facts were these:

The players had been asked to help a hot brunette recover his grandfather from mysterious kidnappers who have also stolen his uncrackable safe and hidden it in an unknown location.  After remotely blowing up a courier car sent to retrieve the safe, and getting the coordinates of its destination from an apparently indestructible GPS unit, the players find themselves in the woods, unearthing the safe.  It’s contents may reveal a secret about the hot brunette’s grandfather that he never would have guessed, or they may raise even more questions.

We brought in the tools and materials for a little ARG propmaking jamboree, and what the ARGFesters came up with was truly remarkable.  As you can see, we left the prompt wide open for participants of the workshop to create as much or as little content as they desired, and to take the story in any direction they chose.

I never expected that at the end of a frantic hour and a half of crafting, we would have a complete puzzle trail, leading players to the next “live event” in our game.

Let’s rifle through this box of treasures.  What you’re about to see is written, conceived, and assembled by the workshoppers.  Michelle and I just facilitated.

First, we have a postcard that looks like it was shot in the 1960’s, but the caption on the back says it’s from the 1919 Indy 500 race.  Curious.

Michelle found these postcards (front and back) in an antiques store in her native Chesterton, IN, on an artifact shopping trip.  Michelle gave herself a $20 budget and was able to procure a good stock of old photographs and other things to modify to tell our story.

Next, we have a compass with no directions on it.  Also curious.

I found these toy compasses in the party supply aisle of my local dollar store, with the pirate hats and paper eyepatches.  I think they were six to a pack.  They did have a direction sticker on the bottom, which was removed for the purposes of the game.

A letter about secret government research into…time travel?

“Dear Adrian,

You were not yet born when it all started, so I do not expect you to predict what will happen should the UNRC’s predictions be incorrect.  But despite the agreement I signed and the importance of the information, I feel morally obliged to tell you what our last hope is.  If the speculation of our scientists – my coworkers – is correct, we will be able to change history.  Time can be changed, and if it cannot then it is already too late for us.  I am writing to tell you that despite my distracted behavior recently, your father loves you.  Tomorrow I move to the facility constructed in the late Piedmont Park in Atlanta.  There everyone is gathering to complete the Algorythm.  I only hope we are correct.

God help us.

~ Stefan”

It has a mysterious glyph at the bottom – is it a map?

This letter was hand written at the workshop on some paper that I enoldenated en masse a few months ago.  I bought a cheap writing pad from the dollar store and steeped it in tea and coffee at near-boiling temperature.

The scroll unrolls into a nearly unreadable map.

I drew this as a “bonus” at the end of the workshop.  The “scroll” is a roll of thermal paper I saved from an old thermal fax machine.  Thermal paper is cool in that it “antiques” itself when it is exposed to heat.  It is also translucent, like vellum.

There’s also this strange device – is it from the future, or the past?  It has a blue monocle on a reel, and a UV LED on the side.

This is cobbled together from a dollar store intrusion detector toy, a UV keychain light from an invisible ink kit, and a real antique monocle that Michelle had picked up (along with a pair of glasses) on her shopping excursion.

And here we have the easiest puzzle of the bunch.  Look through the monocle, and you’ll see a US map denoting some ominous and bizarre landmarks.

However, the most interesting thing in the safe is this framed photo – is this the hot brunette’s grandfather as a younger man?

The back of the frame has scuff marks where the backing is held in place.  That’s odd.  It’s not like you open and close picture frames a whole lot.  Or do you?

The image is a real old photo -another of Michelle’s finds.  According to her, photos like this usually run a few dollars at antiques stores.  The frame is from the dollar store, and was roughed up with a pair of scissors.

Oh-ho!  Secrets!

There is a page with letters and holes, and clock drawn on the back of the photo – but it has no hands!  However, the shape in the middle looks familiar…

This is the real back of that photo.  I love it – its so pretty, and its even more gorgeous with the hand-drawn clock face on it.  The letter page was done with stamps for the letters, and hand written numbers.  More antiqued paper.


The compass has a notch in it – and it turns out that we can use that to line it up perfectly with the “map” on the letter.  We point the compass to the arrow on the letter…

And when we line it up with a similar mark on the clock, we get a time.  6:30.  Perhaps this is the time of Stefan’s meeting in Piedmont Park (two blocks from the convention.)  But Stefan is a time traveler?  What day are we supposed to meet him on?

At this point, we know we’re missing a piece in the puzzle.  We have that piece of paper with the holes in it, but the holes don’t line up with anything on the letter, or the clock piece.  Where could the missing key to this puzzle be?

Hmm….


Found it!  The glue holding the two cards together separates without damaging either, and now we can see that there is a secret star chart inside.

When we stack them, we can see that some of the letters are marked with red dots.  From left to right and top to bottom – J, 2, Y, 8, 0, 0, U, 1, L, 1.

I’ll leave that one little puzzle for you to solve.  If anyone has spotted time travelers at Piedmont Park, please drop us a line.

The ARGFest workshop was attended by @Ancalime, @DavFlamerock, @egotist, @JimBabb, @TheBruce0, and many others, who made these awesome things.  Michelle and I mostly just watched.

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July 31 2010

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July 27 2010

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July 26 2010

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July 07 2010

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June 30 2010

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June 28 2010

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My Thoughts on E3

At a spectacle known as E3, I witnessed everything from 3D games without glasses to controller-free gaming. Before this conference I didn’t think Star Trek-like technology could be available in 2010. Can Hollywood learn from the constantly evolving game industry?

Below are some highlights from E3 and how I think they will impact filmmakers.

X-Box 360’s Kinect created by PrimeSense

Audience members could place themselves into scenes and those clips will automatically be shared on Facebook. How many girls would love to have an appearance in Twilight? Maybe, Kinetic could track where a viewer is in a living room to change the perspective of how they watch a movie. Additionally film environments could be interactive e.g. you can pause a film and then run your hand through raindrops.

Nintendo 3D DS

There aren’t any TVs on the market that deliver 3D film viewing on a budget. 3D DS gives consumers an incentive to purchase a movie vs. watching it through Netflix, pirating, or Red Box. With over a 125 million of the previous DS models sold, this could be a big market. The LA Times reports that Nintendo has already made deals with Warner Bros, Disney, and DreamWorks.

What are your predictions? Let us know in the comments.

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April 30 2010

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April 27 2010

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April 20 2010

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March 27 2010

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Real-time Audience Feedback

Remember the choose-your-own-adventure (CYOA) books? Those old childhood standbys are being recycled in the form of audience participation in movies, theatres, and online. Does she or doesn’t she? You get to decide…

In movies, CYOA has taken several forms. In 2006, Lean Forward Media, a company started by two Harvard Business School grads, created The Abominable Snowman, a CYOA-based DVD designed for children. In 2008, SilkTricky created the online movie Survive the Outbreak, a zombie flick that lets you CYOA. (A heist movie – Bank Run – is in the works.) Survive the Outbreak has a total of 21 scenes, with 10 total decision points: six options lead to death, and two lead to survival. (h/tTubefilter.tv) More recently, creators have linked YouTube videos based on user clicks, a kind of DIY CYOA (examples). And just a couple of weeks ago? The web series Spade.

Some obstacles to uptake of this new format are familiar: audience familiarity with the medium, new ways of thinking by designers and filmmakers, technical issues with managing clicks. Moreover, these experiments raise some interesting artistic questions: what is the ideal ratio of decision points to scenes? Where should those decision points be placed? Does it differ for adults vs. children? One terrific feature of new media is that its easy to gather data to learn more about what works best – but it also means that there is still a lot of experimentation is left to do.

From a business perspective, the question, as always, is monetization. SilkTricky solves this problem by simultaneously formatting the online movies as iPhone games (which I couldn’t find in the online store for some reason); Lean Forward Media is selling children’s DVDs to parents (but they haven’t produced a movie since 2006, so I’m not sure how well that’s going). An interview with Lynn Lund of SilkTricky noted that they spent $35k on their movie, not including pre- or post-production, which they did themselves. These movies are not cheap.

But audiences really seem to like them. Web reviews of Survive the Outbreak were quite positive, with many lamenting only that the movie wasn’t longer (and some that the acting was bad – but that’s not exactly new for a zombie flick). That’s another possible problem with these new technique – they must stand on their own as movies and cannot rely on exclusively on a gimmick. So a filmmaker has to make 21 scenes to get to 8 endings, instead of (if we assume a similar ratio) three scenes to get to one. Making more scenes is more expensive, and demand will have to justify that cost.

What hasn’t been done on a wide scale are CYOA movies in movie theatres. CYOA has been used in live theatre productions (for example, the 2007 run of Intimate Exchanges, reviewed in the NYT) and in screenings at SXSW (The Weathered Underground, 2010). The question, though, is whether this technique could be used to bring people back to the theatres from their Netflix and their online gaming. And no one has yet put up the money to resolve that question. If audiences like it (as they seem to so far, at least on their own computer screens), this could lead to greater participation and engagement and perhaps a boost to the theatre-going experience.

There’s a reason why we all remember the CYOA books – they’re lots of fun. The next few years will undoubtedly see more attempts to transfer that sense of power and enjoyment to the big screen.

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Tags: gaming movies
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[SXSW] Rushkoff: Program, or be Programmed

The thesis: Our society is running on obsolete code.  In order to keep the world working, we need social programmers.  Douglas Rushkoff’s warning, and his call to action:

“If you are not a programmer, then you are one of the programmed.”

Rushkoff described Programming as a sort of daoist constant.  He said the same type of action can be applied to the programming of computers, the construction of language and literature, the way people think about God, and the development of culture.

Player, Cheater, Author, Programmer

Programmers, according to Rushkoff, arise naturally from a society’s population through a series of gradual steps.

Rushkoff applies the analogy of a game player.  At first, a person merely plays the game experimentally, seeing what can be done with it.  At some point, they may hit a roadblock, and so the game player becomes a cheater – by looking things up on the cosmic GameFAQs, as it were.  Once they glean all there is to be had from cheating at a game, this cheater may become an author, using the game’s engine to express their own ideas.  Eventually, the author realizes that the game engine he uses is too rigid to express his ideas, and he becomes a programmer – they write their own game.

As a group, programmers also comprise a certain section of society, on the cusp of each wave of societal change.  Rushkoff warned that the programmed are always one step behind the programmers.

To do any kind of programming, Rushkoff said, we have to learn to work through and around the biases of our tools.  In recent years, he said, the culture of literature as delivered through books provided those biases.  But now, the biases of digital media are supplanting them.

“We write in the box that Google gives us,” Rushkoff said, and to that end, he prescribed ten social commands (yes, instead of commandments) as antidotes to those biases.

Rushkoff’s Prescriptions

1. Thou shalt not be always on.

Although digital media is extremely adept at allowing us to have asynchronous, centralized conversations through its most basic forms – message boards and email – internet culture has become increasingly synchronized and time-sensitive in the past few years.  The Twitters, Facebooks, and Instant Messengers of the digital world deliver realtime remote communication to our fingertips.  They are always available to us, but we neither can nor should be always available to them.

2. Thou shalt not do from a distance what can be better done in person.

The internet is biased toward long-distance communication, but careless use leads to people texting across a room.

3. Exalt the particular.

The internet also has a bias of scale, but not everything CAN scale.

Specifically, production on the level of the individual can’t be scaled.  Trying to do so creates a system of aggregation, not production – or as Rushkoff said, “businesses are becoming more bank-like.”

4. You may always choose None of the Above.

“Digital is symbolic as text is,” Rushkoff said.  Since our interactions with programs, and with others through programs, are processed digitally, they do not reflect the analog nature of the real world. This leads to what Rushkoff calls discreteness, “a digital landscape of forced choice.”

Rushkoff cites the options on Facebook for “relationship status” as the ultimate example of a discrete choice mapped to analog reality – one which will likely never fully fit the options available.  Rushkoff said that withholding choice from available options does not denote failure, and described that withholding as “life, not death.”

5. Thou shalt never be completely right.

As a parallel to the discreteness bias, Rushkoff says the net is biased toward simplicity.  He cites a study showing young people who grew up listening to compressed MP3 audio can’t perceive certain nuances of sound.  “Our perceptual apparati are declining,” he said, and went on to say that if Second Life is indistinguishable from reality in the near future, it will be because we have lost the ability to percieve the difference.

6. Thou shalt not be anonymous

The inherent anonymity of an internet user, Rushkoff says, is good for political refugees and software pirates, but it is bad for our sense of community in a number of ways.  When we are anonymous, we become parts of polarized mobs.  Rushkoff said in spite of the assumption that anonymity can negate prejudice, it is often used merely to sidestep the issue.  He pointed to the figure that 80% of human communication is nonverbal.

Rushkoff said he exists under his own name online and that the experience is “liberating.”

7. Remember the humans

This speaks to the bias of anonymizing the source of the things that exist online.  “We don’t have to deliver everything unto the hive for free,” he said.  Rushkoff distinguished between making content available to a community and making it available to Google.

8. As above, so not below

The net has a bias toward abstraction, and abstraction is not reality.  Rushkoff used hedge funds as an example.

9. Thou shalt not steal -or- Nothing is free

The digital space is the stage for a million kinds of content aggregation, but creation requires real work that can’t be discounted.  When everyone is an aggregator, there are no producers, and no content to share.

Rushkoff said that being “open” to a large content aggregator like Google is equivalent to being “open” to a large wealth aggregator like the World Bank.

10. Program or be programmed

The internet has a bias toward serving end users.  Rushkoff encouraged listeners to see not what a tool such as the internet can do for the user, but what the user can make it do.  He said that end user culture surrounding the automobile has led to a transportation and energy crisis.

We are always one step behind our programmers, so, Rushkoff said if we stay there, we will be not the users, but the used.


Note: Rushkoff is the author of many books on the intersection of technology and society, including his latest, Life, Inc. In his SXSW keynote, “Program or Be Programmed: Ten Commands for a Digital Age,” he noted that its contents were originally a book idea, but were now intended to be part of a  post-publishing age transmedia narrative event.  For better or worse, I am throwing my own words on the pile here.

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December 02 2009

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CULTURE HACKER: ARG Takes Center Stage

By Haley Moore – Smoking Gun Interactive is taking its new ARG Exoriare very seriously.

Just because the game is intimately tied to the release of a new graphic novel and a planned console game, they aren’t about to treat it like an advertising campaign. In fact, they’ve been sending out press releases, writing stories for BoingBoing, and talking to The Guardian in anticipation of the ARG, rather than waiting to cover it in triumphant retrospect.

Exoriare's comic book tie-in adds human visuals to an otherwise transparent experience.

Just from looking at Exoriare, you can tell that this game is meant to be the center of an experience.

Your first interaction with the game is breaking your personal computer out of the conventional network (through an adventure game that takes its first line from Zork) and into the Darknet, a staging ground for the game’s rebel alliance of hackers. As in portions of other ARGs – recent examples include Jejune and Project Abraham – the flash components of the game represent a computer terminal in an alternate world, with an alternate set of rules.

The genehack game allows you to break out of the regular net, into the Darknet.If you manage to break into the Darknet, you’ll be given a universal username for the Exoriare forums that will also track your progress in the game, and grant you access to a slew of programs for working through the story. There’s a space-age radio tuner that delivers audio snippets, a remote server hacking widget reminiscent of Uplink, and a punishingly hard DNA game that’s used to hack your computers biometric systems. For the moment, the experience culminates in a cooperative puzzle game called Global Forager, whose ultimate goal is to pull computers into the Darknet.

The greater storyline is a mashup of ARG staples, involving the Knights of Malta, ancient temples, government cover-ups, obelisks, and a looming alien invasion.

Smoking Gun says that the ARG is just the first element of a new property that will eventually encompass a graphic novel, codenamed X and scripted by author and old-school cyberpunk Douglas Rushkoff, as well as a traditional console game. (If you aren’t familiar with Rushkoff, you should be. We have him to thank for the term “viral media.”) The three narratives will intersect and interact to create a single pervasive story. According to Rushkoff, this has led to a fluid method of writing collaboration inside the Smoking Gun team.

I build a character, and then they stick her into one of their squads in the game; or they build a weapon that I then steal for the climax of one of the scenes in my comic. If we were trying to figure out whose IP was whose, we’d be sunk before we began – which is why we’ve developed a more “communal” model of creative control and ownership.

In other words, the connection between the three will be more than skin deep. The design of the ARG’s puzzle games, which are both original and challenging, already seems to signal a strong connection between the ARG design team and Smoking Gun’s traditional game designers.

For interactive story developers, the main question is, will it take? Will we see more ARGs and other pervasive media moving to the center of large extended experiences with other, commercial branches (such as this comic)? Will that mean a final end to the “curtain” of anonymity that separated ARG creators from their players in the games that defined the medium? Will more of our work get this kind of top billing?

Read More at Culture Hacker

RELATED: Douglas Rushkoff DIY DAYS PHILADELPHIA keynote

Haley Moore is a mild-mannered reporter by day, super spy by night: an Alternate Reality puppetmaster whose game credits include Catching the Wish and Monster Hunters Club, and a news writer and columnist for the Coppell Citizens’ Advocate. When she isn’t sculpting chain-smoking midgets out of polymer clay or plopping pirate hats on unsuspecting passers-by, she writes for Culture Hacker from her Texas home.

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