no shit
category: PhD sources
tags: , ,

Doust, Sam
2010
Spotlight: Bluebird AR, part of allscreenz ~ TV>Web Report 2010

Sam Doust, creator and executive producer of ABC’s Bluebird AR, answers a lot of questions on Bluebird AR.

category: PhD sources
tags: , ,

ABC
2010
About Bluebird AR (20.12.2010)

“Just as Literature, Radio, Television and Cinema offer well established mediums for drama, Online is reaching a level of maturity as a medium to offer its own compelling stories. But with a new language that involves interaction, reactivity and scenario-game play, alongside the more traditional languages of storytelling.
In addition, Bluebird AR offered a compelling way to educate and engage audiences in a very current and contentious real world issue that was on the fringe of entering mainstream debate, i.e. geoengineering. The blurring of real and virtual worlds around an issue on the verge of changing the world forever as it edges closer and closer to becoming a reality would offer an immersive and powerful experience.”

Lee, Elan
14.11.2006
Joystiq interviews Elan Lee of 42 Entertainment (19.12.2010)

“if you think of an ARG, the whole point of an ARG is to engage the audience member in kind of this bizarre ‘trust dance,’ this concept where they want desperately to believe that this stuff is real because it makes it more fun, and the role of an ARG is to do everything in its power to make them not feel stupid about taking that leap with us. And we are in this bizarre position where product placement actually enhances that. If the characters in your story are doing real things, are going to a restaurant that actually exists, that makes the game better, rather than worse. That kind of product placement lets you take that leap with us so much more easily. Because ‘Oh my god, what if this thing is real? What if this person does exist? What happens if I go to that restaurant? What happens if I buy that product? What if… what if… what if…’”

Lee, Elan
06.12.2006
Elan Lee’s Alternate Reality (28.09.2010)
Interviewed by Bonnie Ruberg

Page 4
“Typically marketing tries to get more new eyeballs on a product. What we try to do is get a product into venues they wouldn’t normally have access to.” Like CNN or New York Times.

category: PhD sources
tags: , ,

Audio of America
08.06.2005
The Art Behind “The Art of the H3ist” (19.12.2010)

“As The Art of The H3ist unfolds in real time over the course of three months, our audience experiences a story of theft, love and betrayal through every media imaginable. Print ads, billboards, television commercials, radio spots, Web Sites, live events, e-mails, videos, IRC chats, voice transcripts, machinima, puzzles, photos, scanned-in documents, and the list goes on and on.”

Audi of America
08.06.2005
Audi’s “The Art of the Heist” Campaign Launched With Stolen A3 (19.12.2010)

“The story develops into a narrative involving Nisha Roberts and Ian Yarbrough who are racing for their lives as they are being pursued by a pair of hit men. Ian’s tearing across America in a stolen car, the key to unlocking the mystery behind one of the biggest art heists ever planned. Now Nisha has to find out who’s behind the scheme. To complicate matters, Nisha has attracted the attention of legendary game designer Virgil Tatum. Virgil has set his eyes on a prize of his own – Nisha and a video game based on the adventures of Nisha Roberts and her company, Last Resort Retrieval (www.lastresortretrieval.com).”

category: PhD sources
tags: ,

Mitchell, Richard
20.08.2010
Canadian Xbox News app actually a Halo: Reach ARG (21.11.2010)

Talks a bit about Halo: Reach ARG.

“I never care for ARGs, mostly because a lot of them require effort and knowledge, like when I like bees made people go into the html code and what not, makes me feel dumb.”

category: PhD sources
tags: , ,

Dena, Christy
2008-2010
Cross-Media Management Technologies (17.11.2010)

Very good list of efforts to EA bible/process/coordination software.

For more hands-on advice, see Watson, J ~ Content management and delivery tools for indie ARG producers

category: PhD sources
tags: , ,

Watson, Jeff
09.02.2010
Content management and delivery tools for indie ARG producers (17.10.2010)

Gives a good list of tools one can use to coordinate EA. Often very practical advice (use whiteboard). For comprehensive software solutions, see Dena, C ~ Cross-Media Management Technologies

Szulborski, Dave
2005
This Is Not A Game: A Guide to Alternate Reality Gaming

Lots of definitions of play, immersion, ludology, narratology, etc.

1
“Regardless of which name we ultimately choose to apply, Alternate Reality Gaming is a rapidly emerging game genre and is one of the first true art and entertainment forms developed from and exclusively for the Internet.” It is not exclusively for the Internet, and he knows that: he mentions real life events, etc. later on.

47f
‘To be completely faithful to the TINAG philosophy, a game’s beginning (or launch, as they are commonly referred to) should be unannounced, although not all ARGs have followed this procedure and have still been successful.”
He is too prescriptive. ARGs are evolving. He published this in 2005, only 4 years after The Beast. How can there even be any categories or rules. Even in 2010 it is still Wild West out there. There is no such thing as a TINAG philosophy. Even the inventors of ARGs think they should never have invented TINAG. It is not a rule that people have to follow. It was an idea, and not the best one at that. And there are no shoulds in ARGs. Nobody knows enough to tell other people what they should do. Doing this would stifle creativity and evolution way too early!
He knows all this (see p. 191), I think, just has an inaccurate writing style.

66f
From Meadows, Mark Stephen ~ Pause & Effect: The Art of Interactive Narrative
“Meadows: What was the interaction between the authors – you guys – and the readers, or players? Was there an instance when you didn’t know what the outcome would be but had to keep writing anyway?
[Elan] Lee: Oh, definitely. There was one puzzle where there was no answer. We had no idea how it was going to resolve. There was an artificial character that thrived on nightmares and was born in a psychological institute that had become so addicted to nightmares, it was looking for what scared people the most. See, it had to generate more nightmares to feed itself. We opened up the doors to the players and wrote out a distress call: “Help me” came from a character that the players liked who Loki had overwhelmed, but we didn’t know what the response would be. We wanted to leave it to the players to come up with something creative. They wanted to find a way to trap Loki and put out bait and destroy him, so they all got together – thousands of people – and they made a dream database and put all of their own nightmares into this database (it was beautiful to see them all work together like that), so we directed Loki toward the site and there he died. We created the animation sequence of Loki living though one line of everyone’s nightmare and phrased it in a way that read from everyone’s paragraph, but it was a single series of a total, truly nightmarish experience.
Meadows: That’s a pretty unique form of authorship that gives a lot of control to readers.
Lee: Oh yeah. The players felt totally in control and totally powerful, so the game was changing the story based on their specific writing.”

71-92
“Chapter 6: ARG Pre-History”
Lots of precursors.
Categorises Ong’s Hat: Incunabula as the first ARG.

100
The Beast’s alleged budged was USD 1,000,000.
The same goes for I Love Bees’ budget.

105-117
History of Majestic.
Most details I have found so far.

112
“[...] EA [...] announced it would be offering a retail CD-ROM version of the game in November 2001, containing the introduction and the first four episodes for $39.99.” So it was not a flatrate fee for the online experience, but a last attempt to repackage what already existed.

191
“Currently, this whole genre is really still in its infancy. I liken where things are now with television in the early 1950s.”

342-377
Self-promotional EA called Errant Memories. Made for ARG newbies to read through and understand what an ARG is.