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parn:alternate_reality_games_tutorial [2013-04-16 14:24] alkanparn:alternate_reality_games_tutorial [2013-05-17 12:31] (current) alkan
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 ====Alternate Reality Games Tutorial==== ====Alternate Reality Games Tutorial====
  
-Based on the [[:ARG Tutorial]] by Adrian Hon and Matt Wieteska((Adrian has a background background in neuroscience, Matt in theatre. They work together at Six to Start in London, creating game-like stories and story-like games, both serious and fun.  ’After several years of working for hire’ said Adrian, ’we started making our own games, such as Zombies, Run! – an audiobook, game and ARG that you can play while running. We are curious about how to make games at the crux of gameplay, social interaction and storytelling. We are not pushing new technologies but using existing technologies in the context of storytelling.))+Based on the [[ARG Tutorial]] by Adrian Hon and Matt Wieteska((Adrian has a background background in neuroscience, Matt in theatre. They work together at Six to Start in London, creating game-like stories and story-like games, both serious and fun.  ’After several years of working for hire’ said Adrian, ’we started making our own games, such as Zombies, Run! – an audiobook, game and ARG that you can play while running. We are curious about how to make games at the crux of gameplay, social interaction and storytelling. We are not pushing new technologies but using existing technologies in the context of storytelling.))
  
 ===The prehistory of alternate reality games=== ===The prehistory of alternate reality games===
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 From The Beast to Perplex City it turned out that playing ARGs is very difficult and demands a lot of commitment. There was much disillusionment for a while, but then ARGs began gaining popularity again. In the last years there was a rise in period ARGs, often set in the near future (far future or past requires a lot of world building). The ARG for the TV series Lost (The Lost Experience((http://en.wikipedia.org/wiki/Lost_Experience))) is an example that takes into account that people like dressing up and talking to each other. There are ARGs playing with alternate histories (//what if…//) and many ARGs about conspiracy theories – players understand how a conspiracy theory is supposed to work and are excited to get involved. From The Beast to Perplex City it turned out that playing ARGs is very difficult and demands a lot of commitment. There was much disillusionment for a while, but then ARGs began gaining popularity again. In the last years there was a rise in period ARGs, often set in the near future (far future or past requires a lot of world building). The ARG for the TV series Lost (The Lost Experience((http://en.wikipedia.org/wiki/Lost_Experience))) is an example that takes into account that people like dressing up and talking to each other. There are ARGs playing with alternate histories (//what if…//) and many ARGs about conspiracy theories – players understand how a conspiracy theory is supposed to work and are excited to get involved.
  
-<html><a href="http://www.flickr.com/photos/foam/6685446531/" title="matt by _foam, on Flickr"><img src="https://farm8.staticflickr.com/7153/6685446531_2c913fe762_z.jpg" width="466" height="640" alt="matt"></a></html>+<html><a href="http://www.flickr.com/photos/foam/6685447897/" title="screens by _foam, on Flickr"><img src="https://farm8.staticflickr.com/7028/6685447897_d407b80aa3_b.jpg" width="1024" height="245" alt="screens"></a></html>
  
 Over the years designers understood that the TINAG approach was perhaps not the best way to engage players; not knowing what it takes to play the game proved to be frustrating and alienating for many people. Nowadays ARGs have become more about context-specific personal experiences. Smart phones make it easier to contact the players wherever they are and adapt the story to their context and location. There is a large collection of location-based ARGs, ranging from a focus on gameplay to story generation and storytelling: Over the years designers understood that the TINAG approach was perhaps not the best way to engage players; not knowing what it takes to play the game proved to be frustrating and alienating for many people. Nowadays ARGs have become more about context-specific personal experiences. Smart phones make it easier to contact the players wherever they are and adapt the story to their context and location. There is a large collection of location-based ARGs, ranging from a focus on gameplay to story generation and storytelling:
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 The majority of the ARG audience are casual participants. They don’t want to make long-term commitments. If the game is based on mandatory interactions, there is a risk of losing many audience members. Players like to have an illusion of being able to make choices, but most of them just want a good story. In online fantasy games the players’ choices impact their ending. Choices can remove a lot of subtlety from the story, thereby creating many options, but the plots and characters can become black-and white or one-dimensional. When the story is forked, more content needs to be generated. If it’s a story with just one ending, as in a lot of games, this allows for creating multiple perspectives on the same narrative. The majority of the ARG audience are casual participants. They don’t want to make long-term commitments. If the game is based on mandatory interactions, there is a risk of losing many audience members. Players like to have an illusion of being able to make choices, but most of them just want a good story. In online fantasy games the players’ choices impact their ending. Choices can remove a lot of subtlety from the story, thereby creating many options, but the plots and characters can become black-and white or one-dimensional. When the story is forked, more content needs to be generated. If it’s a story with just one ending, as in a lot of games, this allows for creating multiple perspectives on the same narrative.
  
-The important question to ask when making an ARG is: are you telling a story that is exciting to be told, or a story you want to construct together with the players? The first job (of both designers and players) in an ARG is to assemble the information and make sense out of it, to understand the scope of the problem. Too much ’and-and-and’ in an ARG can be dangerous. As Brenda Laurel writes in Computers as Theatre:((This abbreviation can be found on http://www.lespagesauxfolles.ca/index.phtml?pg=29&chap=1061))+The important question to ask when making an ARG is: are you telling a story that is exciting to be told, or a story you want to construct together with the players? The first job (of both designers and players) in an ARG is to assemble the information and make sense out of it, to understand the scope of the problem. Too much ’and-and-and’ in an ARG can be dangerous. As Brenda Laurel writes in Computers as Theatre:((http://www.lespagesauxfolles.ca/index.phtml?pg=29&chap=1061))
  
 ‘The number of new possibilities introduced falls off radically as the play progresses. Every moment of the enactment affects those possibilities, eliminating some and making some more probable than others… At the final moment of a play…all of the competing lines of probability are eliminated except one, and that is the final outcome… Thus, over time, dramatic potential is formulated into possibility, probability and necessity.’ ‘The number of new possibilities introduced falls off radically as the play progresses. Every moment of the enactment affects those possibilities, eliminating some and making some more probable than others… At the final moment of a play…all of the competing lines of probability are eliminated except one, and that is the final outcome… Thus, over time, dramatic potential is formulated into possibility, probability and necessity.’
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 Making stories about alternate realities is an idea that won’t die. With ARGs we can experiment with different ways of telling these stories across physical and online worlds. The stories in ARGs are told in familiar ways, akin to the way we learn about the world our daily life. Players can become engaged in an alternate reality of an ARG while remaining themselves. As ARGs encourage us to discover and explore the real world while being immersed in a fictional reality, they make us think about ourselves and how we engage with others. By doing this, ARGs have the potential to bring large communities together to experience, generate and tell stories. In their community-building capacity, ARGs are different from entertainment and literature. They are a new medium in its infancy, with its screen being the entire world. Making stories about alternate realities is an idea that won’t die. With ARGs we can experiment with different ways of telling these stories across physical and online worlds. The stories in ARGs are told in familiar ways, akin to the way we learn about the world our daily life. Players can become engaged in an alternate reality of an ARG while remaining themselves. As ARGs encourage us to discover and explore the real world while being immersed in a fictional reality, they make us think about ourselves and how we engage with others. By doing this, ARGs have the potential to bring large communities together to experience, generate and tell stories. In their community-building capacity, ARGs are different from entertainment and literature. They are a new medium in its infancy, with its screen being the entire world.
  
-<html><a href="http://www.flickr.com/photos/foam/6685447897/" title="screens by _foam, on Flickr"><img src="https://farm8.staticflickr.com/7028/6685447897_d407b80aa3_b.jpg" width="1024" height="245" alt="screens"></a></html>+<html><a href="http://www.flickr.com/photos/foam/6685446531/" title="matt by _foam, on Flickr"><img src="https://farm8.staticflickr.com/7153/6685446531_2c913fe762_z.jpg" width="466" height="640" alt="matt"></a></html>
  • parn/alternate_reality_games_tutorial.1366122279.txt.gz
  • Last modified: 2013-04-16 14:24
  • by alkan