Puppetmasters Revealed
Published by Christy Dena July 22nd, 2005 in Off Topic, games, Fictionality. If you don’t already know about them, ARGs (alternate reality gaming) are huge. They are ‘games’ that traverse reality by delivering events through realistic websites, actors, faxes, phone calls and so on, over months. Some puppet-masters (people who create and orchestrate these games) are presenting at the ARGfest NYC: The Art of the Game event this weekend in New York. For those who cannot attend, the sessions will be webcast live at 9:30am to 3:00 pm (EDT) on Saturday, July 23rd. There is a Wiki on the event with info, but here are the sessions:
Saturday Schedule - July 23rd
9:30 - 10:45 - Mind Candy Presentation in group meeting room at the Hotel Penn
11:00 - 1:00 - The Art of the Game featuring the creators of Audi’s innovative and groundbreaking campaign THE ART OF THE HEIST in a panel discussion of the campaign and alternate reality games, in the group room.
1:00 - 1:30 - Lunch break (go grab a bite and bring it back for…)
1:30 - 2:00 - Metacortechs - A Large Scale Game on a Grassroots Budget, a presentation from a grassroots/indie PM team that created perhaps the most successful indie ARG of all time.
2:00-3:00 - THE FIRST ANNUAL ARGFEST ADDRESS: “There Is No Such Thing as an ARG” by Guest of Honor, Jane McGonigal
3:00 - 6:30ish - A secret FUN event leading up to,
7:00 - Dinner at a soon-to-be-revealed location.
The event is sponsored by Dave Szulborski, New-Fiction Publishing (the publisher of Dave’s book, This Is Not A Game) and Abacus Video.
What is extraordinary about these games is the way they are delivered across time and space, and the way they employ immersive devices. For the botmasters out there, you will recall or like to know that ARGs reached mainstream fame with an ARG dubbed The Beast, which was assisting the marketing of Spielberg’s film A.I. , which had a movie website with an Alicebot on it.
Christy,
Is you haven’t already, can I get you to do some comparisons between the use of “immersion” in ARGs and “immersion” say in First Person Shooters?
Yep, I’d love to chat about this. I don’t have background ‘immersion’ papers at hand right now — I’ll post about it soon though, since I’m research for another project at the moment. But as for the specific difference btw ‘immersion’ in FPS and ARGs, that is easy:
ARGs are designed to be as realistic as possible. They break the fourth wall/ the magic circle by employing real world devices (mobile phones, faxes, websites…); deliver the content in a nonfiction manner (sites look like actual corporations and blogs); don’t keep to the time that you are ready to experience them (you receive calls in the middle of the night, a fax at work, an SMS); you do real-world actions rather than simulations (you actually make a phone-call rather than pretend, you actually hack a page rather than pretend thorugh a GUI — it is for this reason that you will not find the need for guns to be used in ARGs!); there is little ‘framing’ of the game as a game: the TING or TINAG method is employed — This Is Not A Game (although the popularity of the games and the commencement of them through the players sites makes this approach somewhat redundant now).
The very definition of ARGs — alternate reality games — is based on the concept that these games are not fiction, they’re not a game, but another real world. McGonigal explains this effect in her analysis of The Beast:
Dave Szulborski describes how videogames and ARGs differ in his book:
Obviously, the assumption from all of this is that reality is the most immersive device there is. But, like the ebb and flow of artistic practice and experience over time, I believe this will shift to fictionality again.
McGonigal, J. (2003) ‘‘This Is Not a Game’: Immersive Aesthetics and Collective Play‘ presented at MelbourneDAC, the 5th International Digital Arts and Culture Conference, RMIT, Melbourne, Australia, May 19 - 23, 2003.
Also check out the free chapter of:
Szulborski, D. (2005) This Is Not A Game: A Guide to Alternate Reality Gaming (2nd Digital Edition), Lulu.
I also briefly discuss McGonigal’s points on pages 5-7 in this paper:
Dena, C. (2004) ‘Current State of Cross Media Storytelling: Preliminary observations for future design‘ presented at ‘Crossmedia communication in the dynamic knowledge society’ networking session in European Information Society Technologies (IST) Event 2004: Participate in your future, The Netherlands, 15 Nov, published by IST.
Thanks for the excellent references, Christy - Jessica Pressman and I actually accepted one of Jane McGonigal’s papers to the 2004 UC Digital Cultures Grad Conference - it was called “Suspension of Belief: Performance in Pervasive Play,” and I just dug out the abstract, because it seems highly relevant to this question of immersion:
“Suspension of belief” seems like a nuanced take on the normal suspension-of-disbelief/immersion formula. It actually came up for me recently while commenting on a related idea about constraint over on Jeff on Games, something he calls “Suspension of Freedom.”