Wednesday, December 17, 2008
Final Post (for Fall class)
Next semester's ARG lab aside, this class is done and over, so I suppose this is farewell (for now) unless we do it all again next Fall.
As for the other, well we shall be pulling the proverbial curtain closed for a semester... (nudge nudge wink wink)
Oh, and thanks for taking an interest those who weren't being... y'know... graded!
-Doc B.
EDIT:
INFO FOR FALL CLASS LISTING FOR UT-D ARG DEVELOPMENT LAB:
ATEC 7V82.501 Advanced Projects in Interactive Media Alternate Reality Gaming ATEC 1.104 Wednesdays 7:00 – 9:45
http://emac.utdallas.edu/?q=node/101 (Apparently my name is Al now)
Monday, December 8, 2008
WKs 13 & 14 (11-20 & 12-4 ) "Current Game" Presentations II & III
Dharma Wants You
ARG presentation: Lost - Namaste
LG15 Res.
ARG Presentation: LG15
Quantum Code
ARG Presentation: Quantum Code
Code 9
(coming soon)
Thursday, December 4, 2008
FINAL CLASS ASSIGNMENT REMINDERS
It is 1/5 of your grade and DUE TO ME by 11:59(& 59 sec) WED night, DEC 10 - NO EXCEPTIONS!
Your blog postings (another 1/5) are self-explanatory and many of you are hovering at 80% because of it.
(GRAD STUDENTS: YOUR FINAL PAPER IS DUE at this same time on THURSDAY NIGHT, DEC 11! You can NOT PASS the class without it.)
Tuesday, November 18, 2008
WK 13 (11-13) "Current Game" Presentations I
Project Abraham
New ARG presentation: Project Abraham
39 Clues
ARG Presentation: The 39 Clues
Deleted
(coming soon)
Thursday, November 6, 2008
WK12 (11-6) "Current Game" Presentation Dates:
39 Clues - Sherri & Mateo (11-13)
Project Abraham - Nitin (11-13)
--------------------
Dharma/??? - Candace (11-20)
Dharma/??? - Zen (11-20)
Muggle Q - A. Nonymous
LG15 Res. - Robert (11-20)
--------------------
Superstruct - Leslie (12-4)
District 9/Quantum Code - Perry (12-4)
Code 9 - Jax (12-4)
Friday, October 31, 2008
WK11 (10-30) "Welcome to the World of Tomorrow!"
Friday, October 24, 2008
WK8 (10-23) extended experience games - presentations
PRESENTATIONS:
Year Zero
Ocular Effect
Lost / Find 815
Heroes 360
HW: Dig into UF and your games for the second round of presentations and also get caught up on your blog posts (for this blog).
Monday, October 20, 2008
Thursday, October 16, 2008
WK7 (10-16) indie games - presentations
Thursday, October 9, 2008
WK7 (10-9) - Mainstream Games – Presentations
Hex 168
PRESENTATION:
Hex 168 ARG Presentation - 10-9 - Upload a Document to Scribd
I Love Bees!
PRESENTATION:
i Love Bees ARG Presentation - 10-9-08 - Upload a Document to Scribd
--------------------
HW:
Watch 2007 ARGfest: 42 entertainment: "Play My Game!" (both parts) and blog about it in light of tonight's presentations. (Also, Jonathan and Sean want to know the code word.)
Tuesday, October 7, 2008
flOw and "Flow Theory"
The game I was playing flOw: "...is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss. As part of Jenova Chen's thesis research, flOw inherits an embedded design of active DDA (dynamic difficulty adjustment), players with differing skill levels can intuitively customize their experiences in the zone and enjoy the game at their own pace. “Addicting” is the most common word its fans use to describe it." I'll vouch -it was addicting. (And yes there IS a connection to "Spore" - search the forums and you'll find it.)
Cool. Now, how does this relate to ARG? Specifically, how does "Flow Theory" apply to the self-organizing nature of the player base and the 42 Entertainment inverted triangle model of player participation?
Monday, October 6, 2008
WK7 (10-2) - Pregame – Presentations
The Beast:
PRESENTATION
The Beast ARG Presentation 10.2.08 - Upload a Document to Scribd
Majestic:
PRESENTATION
Majestic ARG Presentation 10.2.08 - Upload a Document to Scribd
The ARG statistics reference:
http://mssv.net/2006/02/10/args-just-the-facts-maam/
Friday, September 26, 2008
ARG Technology
ARG Tech. presentation by Fundi Technologies for your note-taking pleasure.
Thursday, September 25, 2008
WK6 (9-25) - ARG IN CONTEXT
(HW: Blog about Szulborski's TINAG Appendices C through E on this post. Presentations begin this week. )
This is Not a Game?
Jane McGonigal’s seminal 2003 essay “This Is Not a Game: Immersive Aesthetics and Collective Play” was the first serious academic examination of the genre. She writes:
It is reasonable to argue that nothing about this virtual play was simulated. The computer-driven alternate reality ‘The Beast’ created was make believe, but every aspect of the player’s experience was, phenomenologically speaking, real.[1]
The essay succeeded in fueling the fire of ARG, addressing the questions of what it is, what it means, and where it was going. At this early stage, McGonigal even hesitates to call “The Beast” a game, but summarizes the reality aspect of the budding genre quite well, showing a profound understanding between the virtual or simulated and the immersive. This concept of immersive elements is explored in greater depth in chapter 3, “The Elements of ARG.”
The first academically qualified book to investigate and critically analyze online storytelling across interactive media from both a classic and historical narrative technique approach and an in-depth look at modern technology within the genre was Digital Storytelling: A Creator’s Guide to Interactive Entertainment.[2] The author begins with what is described as the “campfire model” of ancient interactive entertainment, and brings the reader quickly through to modern times for a comprehensive overview of the genre, and even ending with a glancing blow at Alternate Reality Games. While a number of other titles which examine the broader genre of Online Interactive Entertainment do exist,[3] most do not contain more than a small mention of the Alternate Reality Game genre subset if at all, since the primary focus of interactive entertainment is the multi-billion dollar video game industry including Massive Multiplayer Online Role Playing Games, and this reality is reflected in the related literature as might be expected.
ARG in Print
A very small number of books have been written on the subject of ARG specifically as of yet, barely providing a working definition of the genre, an in-depth look at the history and evolution of various games successful and failed, and making some small projections as to the future of ARG. Perhaps it is not surprising that corporate Commercial ARG developers have not revealed their secrets or business models in print, as they have been too busy building their own reputations and high quality Commercial ARGs veiled in secrecy. This is an understandable business practice and not a bad thing at all from a commercial standpoint, but it does create a disadvantage for those who would seek to study academically the multi-faceted and complex ARG phenomenon. Fortunately for the academic community, however, independent, grass-roots, and similar Non-Commercial ARG creators are not limited by a corporate agenda, and these books are easily discussed.
J. W. Gosney’s 2005 book Beyond Reality: A Guide to Alternate Reality Gaming was the first proper ARG publication[4]. Gosney gives a brief history of ARG, but also includes an instructional guide for players with advice on approaching an ARG; including an annotated real ARG (“The Beast”), a sample rabbit hole and an example ARG (called “Route 66”) with analysis of each. The author is an experienced player with a unique perspective, but in many ways the book is still an incomplete glancing blow at ARG, if for no other reason than its admirable early entry into the field with so few usable references at the time, in a genre that was still defining itself. Also included in the book is a simple and somewhat dated, but clear outline for designing an ARG and suggested web design for would-be puppetmasters, which is more useful now as an archive of older web technology methods than as a practical, modern how-to guide.
Dave Szulborski’s This Is Not a Game: A Guide to Alternate Reality Gaming is in many ways the more academic and useful book[5], having been written by the experienced puppetmaster of a number of acclaimed grassroots ARGs. The book is an in-depth list of ARGs through 2005, focusing on not only the theory and history behind the genre but also the practice of making and playing ARGs with a look to the future of the genre and numerous references and resources for further study including various articles and academic insights, which predate and include the inception of the genre. Szulborski also implies that another reason that ARG should not be ignored as a form of online diversion is that it is the first form of entertainment that has been produced exclusively “by the Internet, and for the Internet”, though as mentioned it does spill over into the real world too – a bold claim either way.[6]
Szulborski’s 2005 follow-up book Through the Rabbit Hole: A Beginner's Guide to Playing Alternate Reality Games was written as “an introduction for newcomers to the exciting genre of alternate reality gaming.”[7] There is not much new content in the book to speak of as compared to his first book, but the games discussed are more recent and the rule-book style tone makes it a better choice for new players in the genre who are interested in breaking into ARG game theory without slogging through the meta-discussion of other books. Through the Rabbit Hole uses a simple and concise manner to lay out many of the game-elements and some general guidelines for playing Alternate Reality Games, using the games and his own experiences from the first five years of the ARG genre, as reasonably well as can be expected in the rapidly changing game environment of ARGs.
What is Lacking
What the current body of study regarding the genre of ARG lacks is an in-depth critical and statistical academic analysis of an ARG’s most critical elements, those qualities which make it by definition an Alternate Reality Game. This is a difficult and monumental task that will likely take years of collaborative work and access to data that is currently a closely guarded secret. Past ARGs have been determined to be either a success or a failure based on those factors which have been outlined in the above literature and resource studies, or as often as not by their commercial returns and simple website visit counts. Though a number of possibilities exist, it is also phenomenologically unclear at this time why the ARG player base seemingly prefers the reality of the player’s experience versus the computer-driven virtual and simulated reality environments such as those presented by newer generation video games or other virtual worlds like “Second Life.” Invariably ARGs set within these false constructs are short-lived and unremarkable, a phenomenon which is [...] well worthy of study at some point in the future.
[1] Jane McGonigal, “This Is Not a Game: Immersive Aesthetics and Collective Play,” Melbourne DAC, 2003, http://www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf [accessed January 15, 2008].
[2] Carolyn H Miller, Digital Storytelling: A creator’s Guide to Interactive Entertainment. 1st ed. [
[3] Andrew Glassner, Interactive Storytelling: Techniques for 21st Century Fiction, [
[4] John W. Gosney, Beyond reality: A guide to alternate reality gaming, [
[5] Dave Szulborski, This Is Not a Game: A Guide To Alternate Reality Gaming. 2nd digital ed. [New-Fiction Press, 2005].
[6] Dave Szulborski, This Is Not a Game: A Guide To Alternate Reality Gaming. 2nd digital ed. [New-Fiction Press, 2005], 1.
[7] Dave Szulborski,Through the Rabbit Hole: A beginners Guide to Playing Alternate Reality Games, [Lulu.com Press, 2005].
Friday, September 19, 2008
Hasbro: Master of the Game Universe?
Compare this:
http://www.hasbro.com/default.cfm?page=ci_history_hasbro
with these:
http://boardgames.about.com/od/companies/a/hasbro_timeline.htm
http://en.wikipedia.org/wiki/Hasbro
...and discuss if you dare.
Thursday, September 18, 2008
WK5 (9-18) - Collaborative Storytelling
Social Networking (Tools)
Real World (Immersive) Elements
Collaborative (Interactive) Storytelling
Historical ARG game presentations start in 2 weeks!
HW: Finish TINAG and BR books for discussion next wk! (Grads be prepared to enlighten us on the other two too!) Email me your second project topic if you haven't yet. Also feel free to read http://www.utdallas.edu/president/graduation/spring2008.html and play the “find the ARG elements” game by finding the ARG elements in the UTD alum's speech.
Thursday, September 11, 2008
WK4 (9-11) - Real World Elements
This week we talked about "real" interactive elements, from performance art to advertising that walk the fuzzy line between "real" Reality and Alternate Reality.
This week's HW:
Keep working on your presentations. You should already have started contributing to the ARG meta and forum sites. Aside from Blogger (this class blog) which is 1/5 your grade, you should be contributing to Unfiction, ARGn, Despoiler, and any others you are using for class-related ARG social networking that you wish to share. In order to get credit for your posts to these sites (another 1/5 of your grade!) you MUST keep track of what aliases you are using to post and keep a log of your interactions to send to me later.
