Universe Creation 101

How to create unique entertainment properties that traverse media platforms

Archive for ARG

Ep 004: Tim Wright Interview

icon for podpress  ep004_TimWright: Download

 

Another podcast! Yay! At this rate I might even crack three podcasts a year. hehe. Joking aside, I’m excited about our guest today. UK digital writer Tim Wright shares his vast experience with over a decade with online interactive drama and more recently multiplatform storytelling. Below is a time guide showing you topics Tim touches on a certain points. Everything Tim (and I) refer to is in the show notes.

00.00: Online Caroline
11.10: Lonely Girl 15
13.18: closure
15.58: Balancing world creation and fan fiction
19.56: Mount Kristos
25.33: The Search of Oldton
39.32: Multiplatform storytelling
52.09: Scaling
Happiness…

 

Show notes:

More info about Tim:

Other interviews conducted at UC101:

Postscript:
Sorry about the technical difficulties with the podcast. The video editing software I use doesn’t let me do edits to the second, and I’m still trying to figure out how to get both myself and the interviewer at the same sound level. Tim teases me about being in a black room (it was midnight for me!), and being close to the screen with bad lighting. What can I say, I’m an interactive drama cliche. I’ll have to increase the drama with a call to save the world or something. :)

Death of a Blog, Birth of a Podcast

Well, not quite ‘death’ but an indefinite hiatus. I’m powering down this blog for a few reasons, one of which is my desire to finish my PhD. I’ve tried for the last year and a half to do PhD writing and work and this blog, but found the mindsets are somewhat incompatable. I’ve decided therefore to close this blog down. I don’t know if I’ll bring it up again and if I do when, or whether I’ll start another one. But I do know that I have thoroughly enjoyed blogging here these past few years. I have especially enjoyed meeting many of you because of the blog, and seeing ‘cross-media’ (etc) projects become ubiquitous. Thankfully, the area has alot more people looking at it now, from alot of different perspectives. Here are some blogs that will keep you informed:

  • Networked Performance: research blog that posts about emerging network-enabled practice;
  • You can read and listen to news about alternate reality games and just about any online extension of a film, TV or book property on the ARGNet blog and ARG Netcast (podcast);
  • Henry Jenkins personal blog and the Convergence Culture Consortium blog has lots of goodies from a media studies perspective about ‘transmedia storytelling’ and ‘convergence culture’ in general;
  • DeMontfort University share their investigations into what they term ’Transliteracy’ at their PART blog;
  • Jeff Gomez, the CEO of Starlight Runner and longtime practitioner of ‘trans-media’ projects, is now blogging regularly about his insights and experience over at the Producers Guild of America blog;
  • Monique de Haas blogs about ‘crossmedia communication’ occasionally;
  • Tony Walsh posts semi-regularly on alternate reality games;
  • Valentina Rao blogs about crossmedia games and anything related to that at Games Across Media, and will hopefully be starting her PhD on the subject soon;
  • Johnathan Gray, Derek Johnson and Ivan Askwith are blogging about everything around TV and film at The Extratextuals;
  • Crossmedia Dialog is a group blog that post regularly on crossmedia in Amsterdam and worldwide;
  • Faris Yakob, Adam Crowe blog about ‘transmedia planning’ and other changes to the marketing industry;
  • Jak Boumans posts every single day about stuff happening in the Netherlands and worldwide at Buziaulane
  • Max Giovognoli runs everything to do with cross-media in Italy;
  • MobileCrossMedia is a blog that looks at the different ways mobile phones can network with different devices and the real world;
  • If you don’t already get it, the Convergence Newsletter has regular interesting newsletters about convergence in journalism and has been my favourite newsletter for the past few years;

I don’t plan to be blogging here about events or publications I’m involved in, instead I’ll pop them on my bio site. But for now, here are some events I’m involved with, in the not-too-distant-future:

  • I’ll be on the ‘expert panel’ with Mark McCrindle and Tim Flattery at Mitchell Communications Group ’s launch of ‘While You Weren’t Watching’, a documentary on changes to branded entertainment etc in which I was interviewed. The launch is private but the documentary will be put online I believe in Nov; 
  • I have my own panel on ‘Designing, Experiencing and Analysing Games in the Age of Integration’, and I am a panelist in Darren Toft’s panel on ‘What Happened to New Media Art?’ at the Australasian Conference on Interactive Entertainment in Dec;
  • I’ll be on the panel on ‘Cyber-Born Film’ at Megan Spencer’s Destination Festival (or DestFest) in Dec;
  • In Jan 08, I’ll be a guest lecturer again for Sue Thomas and Kate Pullinger’s Online MA in Creative Writing and New Media, De Montfort University, UK;
  • In Feb 08, my essay on ‘Tiering in Alternate Reality Games’ will be published in the special issue of Convergence edited by Henry Jenkins and Mark Deuze.

For now though, I will continue to be online in a different way. I’ve started a podcast, a podcast where I’ll interview talented people working in this area. My ‘birth’ podcast is a bit awkward, but the second is a great one: an interview with Stitch Media’s Evan Jones. At the site, I also provide sneak preview information about Stitch Media’s latest project.

UC101 Podcast

That is it for me here, thankyou all for sharing this time with me. I’ll see you on the other side of my PhD.
:)
Check it out: www.ChristyDena.com  

Check it out: www.UniverseCreation101.com

David Varela on Writing for ARGs

David Varela, one of the writers who worked on Mind Candy’s alternate reality game Perplex City , has an article on writing for the ARG in the September issue (36) of Scriptwriting Magazine.

Check it out: http://www.scriptwritermagazine.com/

SilverLadder ARG

[youtube qdUC1tSUtT8]

Now this looks interesting. Check out Bryan’s post and this and if you want, delve into the Unfiction gameplay.

“10 Books That Began Your Journey Down the Rabbit-Hole”

“Cadeveo” has posted about “10 Books That Began Your Journey Down the Rabbit-Hole”:

This one’s for all of the others who reside in any of the hundreds or thousands of disreputable parallel worlds that our more “reasonable,” brethren and sister-en refer to as the domain of those “tin-foil hat types.” For the uninitiated, I’ll clue you in. No one actually wears those tin foil hats, not even the supposed tin-foil hat types. [CD: Hasn't heard of Who is Benjamin Stove? or Sammeeeees obviously]

[...] What are the ten books that first initiated your journey down the rabbit-hole? Maybe they were the books that sparked your search for the truth about JFK or some other world event, about yourself or about that whole elusive thing called Reality. Perhaps these are the ten books that got you questioning all the received truths fed to you in school, by the media and by the well-meaning and equally deluded folks around you. Or maybe these are the ten books that brought you to that jaw-drop moment. You know, the moment when where your tiny bubble of consciousness exclaimed to itself, to everything and nothing: “Wow…reality is sloppy, messy, poetic, fun, crazy and,generally, a million times more maddening, frightening, beautiful, love-filled and awe-inspiring than the very boring version I’ve been led to believe in!…And I’m part of it!”

Check it out

Adrian Hon’s Google Presentation: How to Make an Alternate Reality Game

On March 5th this year, ARG designer Adrian Hon presented to Google on ‘How to Make an Alternate Reality Game, Or, Perplex City: A Look Behind the Scenes’. His abstract: 

Alternate Reality Games not only exist on the web - they call you up, invade your TV show and fly helicopters outside of your house. This talk will provide a quick introduction in ARGs, and focus on how we’re using lessons learned from Perplex City Season 1 to make Season 2 a much more fun, more accessible and more immersive experience. 

Thanks to Google, here is the video!:

New Transmedia Blog: “The Extratextuals”

Ivan Askwith, Jonathan Gray, and Derek Johnson have started a group blog called The Extratextuals, which they explain in their birth post as:

This is a blog about the media. However, with other blogs on television, film, and the media in general, we wanted to carve out a specific niche. So our blog will focus primarily on the extratextuals that surround the media. By this, we mean everything but the show itself: previews, merchandising, industry buzz, branding, interviews, posters, spatial context, temporal context, related websites, ARGs, spinoffs, spoilers, schedules, bonus materials, transmedia extras, games, YouTube clips, etc. But we’re interested in these things not to be arcane or eccentric; rather, we believe that the extratextuals often make the show what it is. Hence this blog is about the mediation of media.

I want to note Ivan Askwith (with no slight intended to Johnathan or Derek!) is a recent graduate of the Comparative Media Studies programme at MIT, mostly known to readers of this blog through the Convergence Culture Consortium. As I posted before, his thesis online, but he is now lead strategist (coolness) at Big Spaceship (double coolness). Big Spaceship is behind great projects such as The Ultimate Search for Bourne with Google, diegetic websites such as Oceanic-Air for Lost and immersive websites such as those for the films Stranger Than Fiction, Silent Hill30 Days of Nights  (that is in the ilk I cover in my article on Filmmakers that Think Outside the Film) and games such as the 30 Days of Night Multiplayer Game.

Askwith posted about a great panel he participated in for the Producers Guild of America:

CREATING BLOCKBUSTER WORLDS: TRANSMEDIA DEVELOPMENT & PRODUCTION

Wednesday, September 26 (6:30PM - 9PM)

As exemplified by TV series such as Lost and Heroes , video games such as Halo and the work of creators such as JJ Abrams, Joss Whedon, Zach Snyder and Kevin Smith, storytelling has made a quantum leap in the 21st century. Development and production of a single rich narrative across multiple media platforms is the next exciting challenge being faced by producers in the digital age. Right now, major studios, advertising agencies, video game publishers and dozens of Fortune 500 companies are incubating concepts and developing intellectual properties capable of both enthralling and interacting with audiences who will enjoy them on their TV sets, computer screens, game consoles, as well as in the form of theatrical films, graphic novels and toys. There are only a handful of producers with extensive experience in the lucrative field of trans-media storytelling and production, and the PGA will be bringing them to you in this exciting seminar.

Producers who attend this seminar will become familiar with the following:

  • The definition, history and near-future of trans-media storytelling, development and production
  • Success stories and notorious trans-media failures
  • Creative and technical elements that form successful trans-media franchises
  • What (and who) you need to know to understand the ambition and scope of trans-media production
  • The conceptual building blocks for successful trans-media development and implementation
  • Facing the challenges of working with large conglomerates
  • Rollout strategies
  • The role of product placement, sponsors and promotions
  • What goes into developing a trans-media deal
  • Examples, illustrations and models

Check out: The ExtraTextuals

Serious ARG: “Let’s Change the Game”

Adrian Hon, ARG veteran player and designer (was with Mind Candy for Perplex City, now in Six to Start), has founded an altruistic ARG competition (text from email to the IGDA ARG SIG listserv):

This is a serious game with a difference. Not only will we be measuring its success *directly* through how much money it manages to raise, but we’re inviting teams from around the world to submit game designs. The team behind the winning design, as chosen by judges who include Sean Stewart, Rhianna Pratchett and James Wallis, will then be invited to develop the game.

They’ll have guidance and advice from the judges, plus the full resources of Cancer Research UK; that’s over 600 stores, monthly TV ads, hundreds of races and live events, and mailings going out to over 20 million people. It could be the biggest ARG, ever - and we’re giving new designers the chance to create it.

As for funding, I’m donating £1000 ($2000) towards the development of the ARG. It may not be enough, and hopefully we’ll get in-kind donations from other sources, but it’s my belief that this £1000 will be multiplied many times by the ARG into a much larger donation for Cancer Research UK.

We’re really excited about this project, not only because it has the potential to help cancer research, but it’ll also help provide experience to aspiring game designers. People always used to ask me how they could become ARG designers, and I would always say that they should try and gain experience - but with such a small field, the only way to do that is through grassroots games. While people might have plenty of time to volunteer, grassroots games still cost *some* money which people often can’t spare. This is a way to give lots of people experience in thinking about game design, and one team the opportunity to make a really significant game.

I’m very pleased with the way that Cancer Research UK have gotten behind this project. It’s a big organisation, and big organisations are prone to ‘not invented here’ syndrome; however, the idea of an ARG that will combine every arm of the charity has really caught on, and I think there’s a real opportunity for something amazing to happen here.

Anyway, there’s plenty more information at www.letschangethegame.org

Finally! A Comprehensive ARG Report from the PMs

Although I mentioned this in my last update of ARG Stats (of which there is more to come), I felt the report deserved highlighting. In 2007 Hazel Grian was awarded a place in the Arts Council England Interact programme, Diffraction:

Diffraction, the pilot title of Arts Council England Interact programme, offered placements to already established artists in innovative research and industry contexts for up to 9 months between the end of 2005 and the end of 2007. Aiming to unlock artists’ professional potential and demonstrate their vital contribution to the social, cultural and economic landscape, the placements offered inspiration and support to participants to continue to produce work that is challenging and innovative. A sum of £10,000 was allocated to each placement by Arts Council South West, with additional funds available for advertising, recruitment, project management, mentoring and documentation.

Hazel decided to do an ‘alternate reality game’ to specifically explore the narrative-possibilities of the genre:

In January 2007, Hazel moved into an office in Watershed and launched MeiGeist, an Alternative Reality Game created from the research undertaken as part of the residency. Blending fiction with reality by telling its story across different media including websites, text message, live events and email, 30,000 people around the world took part in the game which lasted eight weeks.

A report was issued with two parts. The first section includes feedback and observations as gathered by Watershed, and the second was ‘written by Hazel Grian, Jonathan Williams and Kenton O’Hara and summarises feedback and learning around the production of the game’. In the report, the difference between a commercially-funded and publicly-funded ARG is outlined:

ARGs have two main benefits for contemporary creative practitioners. They are conducive to multi-media,
multi-contextual expression whilst also having a commercial application. [...] We see therefore that MeiGeist, as the first ever publicly funded ARG, has unusually taken a form of innovative advertising and turned it into a piece of work for its own sake. An interesting question here is whether there are any real differences between the commercially funded and the publicly funded ARG. From the creative practitioner’s point of view, public funding for MeiGeist gave the makers a free hand in the content and time-scale of the project. MeiGeist reached a wide audience and the feedback shows they considered it to be a highly successful additional to the genre. This is very good news for those who supported the game financially. From a practitioner’s point of view it is obviously also very satisfying. However despite the great critical success of MeiGeist the producers have been left without anything to show financially for what was in effect a twelve-month project with global impact. Having said that, there is a postscript – the increased reputation gained from the game’s success has drawn in valuable commercial work for the producers. 

Another difference between a commercially funded and publicly funded ARG is the sharing of data and insights afterwards! The report includes data collected from 400 players through the following channels:

• MeiGeist Sign-up form – name, address, email, phone numbers.
• Sphere Research Institute (Eva’s fictional college) student enrolment test – in the form of a spoof
psychological questionnaire – contact details, marital status, personal/political interests and
opinions, reading habits and state of mind.
• End of game feedback form.
• Website activity statistics.

The report also outlines the role of the player-created meta-sites, points that support my arguments in my forthcoming paper about Player-Created Tiers in ARGs:

This documentation serves an important role in the experience that relate to the pragmatics of playing this and other ARGs. A good example here concerns the long timescale of the game and the fact that they are played out only once from a particular start date. For this reason, many players do not experience the game right from the beginning either through lack of awareness, practical constraints of getting involved, or through a deferred commitment to a game until it had received a sufficient stamp of credibility from other players on the ARG forums. Consequently as the game evolved momentum and credibility overtime, new players continued to join throughout its lifecycle. Joining the game in this way could be an arduous task given the complex and  distributed nature of the game elements and characters and the vast amount of player supposition accompanying the story. These meta sites provide an easier way in for new players to join in the game without getting bogged down in the forum history. Given the importance of player participation for everyone experiencing the game (whether actively or passively), the addition of new players is helpful for the ongoing experience of the game. A second example concerns the practicalities of time management in relation to playing the game in the context of everyday life. Following and contributing to the forums, visiting the chat room, accessing the web sites, participating with the characters and solving the puzzles can potentially consume a vast amount of time for any player. Even for the most dedicated player this time has to be managed. In the forums we saw examples of postings where people had been away from the game for a few days and unable to contribute due to work and family commitments. For more casual players, too, they would experience the game by dipping in and out of it.

Apparently Hazel is now working with Jan Libby, another talented ARG creator who was also snapped up, to work on Kate Modern (by the creators of LonelyGirl15). 

Some more info:

Epilogue to ‘Creating Alternate Realities’ in Space Time Play

I received my copy of Space Time Play the other day. Wohoo! It is a great looking book with a great mix of short pieces, with some games listed that I haven’t heard of before. Cool. There are a few errors, however, in my short article that I missed due to not being attentive enough during the editing process:

  1. The first sentence says ‘Augmented Reality Games’ and not ‘Alternate Reality Games’. sigh. I didn’t have that in my original text obviously, but it was in the editors version that was sent to me –which I didn’t catch. :(
  2. I refer to Perplex City as a perpetual ARG — which it was at the time of writing.
  3. I do not cite the photographer of the Sammeeeees photograph: SpaceBass. I’ve sent an apology to SpaceBass.
  4. I do not make it clear that the Google map of Perplex City created by Daffy was an assemblage of the maps provided at the back of Mind Candy’s Perplex City cards.

Doh! These are the ramifications of being too busy. No more though, I’ve reduced my efforts down to a manageable volume and everything is improving because of it. Other than these errors, I hope you enjoy the article. It was written at the request of the editors, with specific topics they wanted me to cover. I tried to fit in as much information as I could about this wonderful contemporary form: ARGs. If you haven’t ordered the book yet, I encourage you to do so: there is a smorgasboard of information in there.