Stewart, Sean
Foreword in Montola, M et al ~ Pervasive Games
xiii
Definition ARG: “[ARGs] are interactive stories in which you, in the audience, are also a crucial character, and your decisions drive the narrative.”
xiv
“In my career as a novelist, at best I have gotten the occasional fan letter. After several of our ARGs, I have been invited to the weddings of people who met and became engaged in the course of the game.”
“The nature of a pervasive game, in all the many varieties discussed in this book, is to make the “magic circle” of a game not a barrier, but a membrane; to let game and life bleed together so that game becomes heavy with the reality of life, and life becomes charged with the meaning of game. As Elan said, “The player’s life should be the game board.” An interviewer, talking to one of the players, asked, “When you are playing one of these games, who are you pretending to be?” To which the player replied, “Basically, you’re playing someone who is exactly the same as you in every way, except they think it’s real.“”
xv
“”Come. Play with us. If you are willing to suspend your disbelief, we will make it worth your while.””
“To live, this kind of entertainment needs access to your life. Pervasive games, like vampires, can only enter if you let them in.“
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