1. ‘SUPER 8’ ARG letter in my mailbox! Now, let’s see what I can make of the code.

    Got a letter too?

     

     ARG  ARGs  super 8  jj abrams  movies  viral  campaign  physical content  objects  letter 

  2. Wookie Links #2

    • Because it’s Monday: a game about being in the head of a man who’s stood up at a dinner date.

    Dinner Date puts you in the shoes of Julian Luxemburg, a man who has been stood up on a date. You must now sit and watch as he gathers his thoughts.

    Developer Jeroen Stout compares the game to Tale of Tales’ The Graveyard, stating that “You are not merely witnessing - by interacting with Julian and his world you gain a clear vantage point on his life.” In other words, you can be certain that the game will divide opinions and attract a fair amount of trolling when it appears on November 17th.

    @IndieGames.com

    • I have never played a HALO game, but I am positively enthralled by the narrative and fictional universe of the franchise (especially because of the I LOVE BEES ARG). Gaming Viral has written a couple of posts about the recent release and campaign for HALO REACH. This one about the REACH “Legendary” Edition is pretty interesting, especially all the pictures showing the different artefacts present in the box.

    The amount of detail and design in this particular package is stunning. Labels, stickers and myriad extras are loaded with details from the entire expanded Halo universe. References to S-051 (Kurt), Elite armor markings, hand-drawn sketches, and notes from other Halo universe personae leave you with an amazing sense of value.

    • Words of caution on gamification:

    A presentation by Dan Hon from Wieden + Kennedy about “Our Grim Dark Future of Games” against the Double Rainbow Effect. @PSFK London Conference. If you want to learn more about the “gamification” double-edged discourse, there’s a couple of interesting links on the topic @Hide&Seek.

    There’s been an awful lot of talk about gamification lately – the process of adding points and badges and game-like systems to different parts of everyday life. Some of the talk is about how it’s extremely exciting and incredibly powerful and is going to be, perhaps already is, the best thing ever. Some of the talk is about how it’s endearingly misguided or arrant nonsense or is going to, perhaps already has, ruin everything.

    Augmented reality bridges the Internet with the real world as a functional reality. It takes the information you can find on the Internet—from directions and prices to history—and superimposes it onto reality.

    Current TV has tapped famed game designer Will Wright (“The Sims”) to help create a futuristic new TV series scheduled for Q1 2011 that will encourage viewers from around the world to join an online network to aid in the creation and plotting of the show. Tentatively titled Bar Karma, the social network will provide a communication platform developed by Wright that will allow producers to ping the crowd for input regarding the storyline and set designs, offering the ability to vote on prospective storyboards and plot twists. Worldwide Biggies’ Albie Hecht, a former top executive at MTV Networks, will executive produce (excellent Albie!!).

     

     wookielinks  games  entertainment  arg  alternate reality games  augmented reality  technology  media  internet  digital  storytelling 

  3. A note on artefacts


    “Just a barrel, a dark depository where are kept the counterfeit, make-believe pieces of plaster and cloth, wrought in the distorted image of human life. But this added, hopeful note: perhaps they are unloved only for the moment. In the arms of children, there can be nothing but love. A clown, a tramp, a bagpipe player, a ballet dancer, and a major. Tonight’s cast of players on the odd stage known as the Twilight Zone.”

      Five Characters In Search of An Exit, The Twilight Zone, S3E79


    This note is based on a Culture Hacker article about a artefact workshop that took place during this summer’s ARGFest. Also based on some of my dissertation’s analyses on ARGs (humanities point of view).

    Making physical objects / clues to fit your transmedia plot.

    “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.”


    It’s interesting to see that it is possible to spend nearly nothing in object and artefact production: most of the objects created during the workshop seemed ready to use without any more modifications. Most of these were found in flea markets or second-hand shops (also antiques shops), and were then fiddled with for dramatic, play and aesthetic purposes. This “wear” (meaning used, old aspect) grants these objects “artefact status”: they’ve been used, they feel personal. There’s a great article about patina and the emotional load (la charge émotionnelle) contained in worn objects, that you can read on BERG’s blog.

    From a storytelling point of view, artefacts always tell a story, whether in archeology or in a museum. In ARGs and transmedia narratives, they have this transitional purpose: they’re UFOs from this other world that we’re exploring, playing with, as we get acquainted with a fictional universe of an ARG. They’re familiar to our world but they come from another one.

    Artefacts are also a piece of craftsmanship, which may be different from ours. Ultimately, they need to testify, materially, of a human’s touch, of a person’s use.

    They’re unique. And it is this emotional bond, from belonging and being a piece of someone’s life to being found and given - from a thing of the past to a present - that turns them into precious, valuable items, no matter how trivial they actually seem.

    That’s what makes them powerful alternate reality objects. They’ve been used so they must be true, they must be real.


    In a way, I’d also say they resemble totems, more or less like the ones in “Inception” (NB: totems in that interpretation have a specific role: to discriminate reality from “non-reality”, call it dream or fiction) or Harry Potter’s portkeys. They’re immersion facilitators incarnating the audience relation to the fiction, that is made palpable but hidden. Hence the hacking process (détournement des objets) when making transmedia artefacts and using them on the players’ end. In transmedia fiction, whether subtle or blatantly obscure, these objects display some oddities (“something not quite right” - you can verify that with the pictures’ captions) that one can spot after a closer look. Because artefacts need to be looked at, handled, hacked, deconstructed again. They are puzzles in disguise, a piece of game mechanics, and sometimes a means of communication: in the workshop, all these objects form a system, a map delivering a message to get to a certain location at a certain time.

    For the audience, they can also represent valuable objects that can last beyond the time of the game or the telling of a story, like a nice souvenir. Artefacts embody a universe, a world in all its complexity (relations, history, use, culture): the persistence of a moment that somehow happened or simulate this “coming into existence”. They’re a memento, a personal object: like toys you liked playing with and withholding secret stories.

    From a philosophical and anthropological point of view, all artefacts are fakes, even archeological ones: they’re all manmade, artificial, cultural items. “Something viewed as a product of human conception or agency rather than an inherent element”. Paradoxically, in this example (artefact-making) they emulate reality under a fake “naturalness” (triviality, patina, use, wear, etc) but also offer a reflexion on what is reality, since even “real” artefacts, from the distant past or objects which use we don’t understand, are “artificial”, a concentrate of images, something that is not “natural”.

    Artefacts are non-objects: “A structure or finding in an experiment or investigation that is not a true feature of the object under observation, but is a result of external action, the test arrangement, or an experimental error.” A simulation, an icon: an indexed reality (like ARGs as an artistic form of reflexion of reality?). A sign, an image, made into a trivial thing by the hand and imagination of man.

    Le règne de l’imaginal sensuel (realm of the imagery, of the trace) et le désert du réel (desert of the real, Baudrillard).

     

     transmedia  ARG  festival  workshop  physical content  objects  artefacts  anthropology  narrative 

  4. falseeeyelashes:


IT’S THE END OF THE WORLD AS WE KNOW IT; I FEEL FINE.


Très à propos.

    falseeeyelashes:

    IT’S THE END OF THE WORLD AS WE KNOW IT; I FEEL FINE.

    Très à propos.

     

     dissertation  arg  apocalypse  Aesthetic  mémoire 

  5. Dissertation Update: - 3 Weeks

    #goffman+4days #maffesoli

     

     dissertation  mémoire  research  sociology  communication  philosophy  anthropology  cognition  ARG 

  6. Reflections on Evoke (via PaxSims)

    On May 19, the first iteration of EVOKE—the World Bank’s pioneering online social networking project/game on social entrepreneurship—came to an end. […]

    Some data:
    19,324 people from 150 countries registered
    Total number of Agents (as of March 20): 11,474 
        * 2990 women (26.1%)
        * 8484 men (73.9%)

        * United States: 5656 (49.3%)
        * Canada: 944 (8.2%)
        * South Africa: 871 (7.6%)
        * United Kingdom: 436 (3.8%)
        * Other: 3567 (31.2%)

    23,500 blog posts (about 335 each day), 4,700 photos and over 1,500 videos highlighting challenges and solutions to the development issues featured each week.

    What do those numbers mean? Since EVOKE was especially aimed at African youth, critics are sure to point to the fact that the vast majority of participants were in the US, UK, Canada, and likely elsewhere in the OECD countries. […] Presumably, it represents a contribution to both development education and cross-cultural dialogue, as well as contributing substantive content in terms of EVOKE blog-posts.

    […] The peer review process built into the system provided some degree of quality-check, in that Agents could “vote” approval of ideas posted by others. However, such net populism doesn’t always assure that what receives approval is all that sensible or grounded in international development experience. (Had it been, there would have been an EVOKE revolt at the silly storylines featured each week.) […] Any experienced teacher knows that classroom discussion is a good thing. However, they also know that if you leave a class to discuss issues without any support, they’re at significant risk of accepting trendy stereotypes or allowing inaccuracies to go unchallenged.

    Source: PaxSims: Reflections on Evoke

     

     activism  arg  development  digital literacy 

  7. Alors que dans le cross-média on décline, en l’adaptant, une œuvre principale sur un certain nombre de supports secondaires, l’univers transmédia est généré par plusieurs médias qui apportent tous, grâce à leur spécificité, un regard nouveau sur l’univers et l’histoire. Chaque média a sa propre autonomie, sa propre temporalité, mais en même temps, chacun apporte sa pierre à l’ensemble de l’édifice. C’est le cas des courts métrages Assassin’s Creed, sortis récemment, qui offrent un éclairage sur l’histoire familiale du héros principal du jeu et donnent un sens à ses motivations.

    Si le transmédia inaugure une nouvelle façon de raconter des histoires sur plusieurs médias, on s’aperçoit qu’il ne rime pas forcément avec interactivité. Encore trop souvent, il n’est, en ce sens, qu’un système de cross-média amélioré.

    Dans ce qu’on appelle les ARG (Alternate Reality Game : jeu en réalité alternée), ou les jeux qui s’y apparentent comme In Memoriam, l’interactivité est, au contraire, le moteur de l’expérience.

    Qu’on le veuille ou non, la multiplication des supports, l’influence de plus en plus grande des jeux vidéo, le développement foudroyant des réseaux sociaux modifient considérablement notre façon de vivre et de raconter des histoires.

     

     transmedia  arg  alternate reality games  narrations  eric viennot 

  8. transforms:

year zero
“When Trent Reznor of Nine Inch Nails finished his album named “Year Zero,” he wanted to create an experience to parallel the world created through sound and lyrics in the CD. As a result, the game Year Zero was created to engage fans in a participatory experience that took place in the world of the album, as well as in their everyday lives.”
“The game story began when a set of scientists in the future sent the Web sites of different government agencies back in time, to convince people to take action and change the future. Fans were thus catapulted into a participatory role, where they could change the world if they found and shared clues found in Morse Code, scattered across Web sites, listened obsessively to the songs and closely examined fliers and murals.”
“The album features a thermo-chrome heat-sensitive CD face which appears black when first opened, but reveals a black binary code on a white background when heat is generated from the album being played. The binary sequence translates to “exterminal.net”, the address of a website involved in the alternate reality game.”via storytelling in new media, Jeffrey Kim, Elan Lee, Timothy Thomas, Caroline Dombrowski (image wikipedia)

    transforms:

    year zero

    “When Trent Reznor of Nine Inch Nails finished his album named “Year Zero,” he wanted to create an experience to parallel the world created through sound and lyrics in the CD. As a result, the game Year Zero was created to engage fans in a participatory experience that took place in the world of the album, as well as in their everyday lives.”

    “The game story began when a set of scientists in the future sent the Web sites of different government agencies back in time, to convince people to take action and change the future. Fans were thus catapulted into a participatory role, where they could change the world if they found and shared clues found in Morse Code, scattered across Web sites, listened obsessively to the songs and closely examined fliers and murals.”

    “The album features a thermo-chrome heat-sensitive CD face which appears black when first opened, but reveals a black binary code on a white background when heat is generated from the album being played. The binary sequence translates to “exterminal.net”, the address of a website involved in the alternate reality game.”
    via storytelling in new media, Jeffrey Kim, Elan Lee, Timothy Thomas, Caroline Dombrowski
    (image wikipedia)

     

     alternate reality games  ARG  music  concept  wordbuilding 

  9. « JC, my brother, I haven’t forgotten you. Goodbye – Fred ».

    This message, hidden in an encrypted note found in a Parisian hotel room, finally gave some closure for JC, the protagonist in Supernatural Oddities. JC embarked on a journey to investigate the supernatural after his brother JC disappeared 20 years ago, driven by the motto : “Supernatural is Normal!” On April 29th, JC discovered that Fred became a matchmaking angel, and that they would probably never see each other again. Nicolas, one of the players of the Finding Fred alternate reality game joined JC, his mother-in-law Simone, and his wife Muriel in the hotel room for the discovery. A few days later, the community watched the epilogue to the ten-day long investigation on JC’s mockumentary webisode Life Really Is a Funny Thing, guest-starring Nicolas as a full-fledged character in the fiction.

    — 

    Cocorico! For ARGs in France: A Point of View on Supernatural Oddities

    My latest article, published on ARGnet, sums up the French transmedia experience Faits Divers Paranormaux (Supernatural Oddities)

     

     arg  argnet  supernatural oddities  faits divers paranormaux  transmedia 

  10.  

     ARG  transmedia  narrative  privacy  internet  teens  channel4  six to start