Alternate reality game


An alternate reality game is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions.
The form is defined by intense player involvement with a story that takes place in real time and evolves according to players' responses. It is shaped by characters that are actively controlled by the game's designers, as opposed to being controlled by an AI as in a computer or console video game. Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities. ARGs generally utilize multimedia, ranging from websites, social media, videos and sound files to offline media such as telephones and mail. They usually rely on the Internet as the central binding medium.
ARGs tend to be free to play, with costs absorbed either through supporting products or through promotional relationships with existing products. Pay-to-play models exist as well. Later games in the genre have shown an increasing amount of experimentation with new models and sub-genres.

Definition

There is a great deal of debate surrounding the characteristics by which the term "alternate reality game" should be defined. Sean Stacey, the founder of the website Unfiction, has suggested that the best way to define the genre was not to define it, and instead locate each game on three axes in a sphere of "chaotic fiction" that would include works such as the Uncyclopedia and street games like SF0 as well.
Several experts, though, point to the use of transmedia, "the aggregate effect of multiple texts/media artifacts," as the defining attribute of ARGs. This prompts the unique collaboration emanating from ARGs as well; Sean Stewart, founder of 42 Entertainment, which has produced various successful ARGs, speaks to how this occurs, noting that "the key thing about an ARG is the way it jumps off of all those platforms. It's a game that's social and comes at you across all the different ways that you connect to the world around you."
Most ARGs do not have any fixed rules—players discover the rules and the boundaries of the game through trial and error—and do not require players to assume fictional identities or roleplay beyond feigning belief in the reality of the characters they interact with.

Scholarly views

Overall, academics have been intrigued by ARGs' potential for effective organizing. Across the board, a diverse range of organizations, such as businesses, nonprofits, government agencies, and schools "can learn from the best practices and lessons of ARGs to similarly take advantage of new media and collective problem–solving". As such, implementation of ARGs in these different settings involves finding best practices for honing the collaborative, transmedia elements of ARGs for these respective institutions.
Much of this scholarly interest stems from the evolving media ecology with the rise of new media. In sustaining cooperative online communities, ARGs build on "an alignment of interest, where problems are presented in a fashion that assists game designers in their goal while intriguing and aiding players in their goals". This returns to ARGs' framework of transmedia storytelling, which necessitates that ARG designers relinquish a significant degree of their power to the ARG's audience, problematizing traditional views of authorship.
The majority of the scholarly review on ARGs analyzes their pedagogical advantages. Notably, in the classroom, ARGs can be effective tools for providing exigence on given topics and yield a collaborative and experiential learning environment. By the same token, weaknesses of classroom learning through ARGs include the need for a flexible narrative conducive to collaborative learning in large groups and a sophisticated web design.
In a contribution to a volume focusing on play and cities in Springer's Gaming Media and Social Effects series, Eddie Duggan provides an overview of pervasive games, and discusses characteristics in ARGs, LARPs, RPGs, assassination games and other games where the notion of the "magic circle" as elaborated by Salen and Zimmerman is confounded.

Development and history

Early examples

Ong's Hat / Incunabula was most likely started sometime around 1993, and also included most of the aforementioned design principles. Ong's Hat also incorporated elements of legend tripping into its design, as chronicled in a scholarly work titled "Legend-Tripping Online: Supernatural Folklore and the Search for Ong's Hat". Some scholars disagree on the classification of the Ong's Hat story.
In 1997, a year prior to the release of Douglas Adams' computer game Starship Titanic, The Digital Village launched a website purporting to be that of an intergalactic travel agency called Starlight Travel, which in the game is the Starship Titanic's parent company. The site combined copious amounts of Monty Python-esque writing with ARG-type interactivity.

''The Beast''

In 2001, in order to market the movie A.I. Artificial Intelligence directed by Steven Spielberg that finished Stanley Kubrick's unfinished project to adapt Brian Aldiss's short story "Supertoys Last All Summer Long", and also a planned series of Microsoft computer games based on the film, Microsoft's Creative Director Jordan Weisman and another Microsoft game designer, Elan Lee, conceived of an elaborate murder mystery played out across hundreds of websites, email messages, faxes, fake ads, and voicemail messages. They hired Sean Stewart, an award-winning science fiction/fantasy author, to write the story and Pete Fenlon, an experienced adventure game "worldbuilder", to serve as developer and content lead. The game, dubbed "the Citizen Kane of online entertainment" by Internet Life, was a runaway success that involved over three million active participants from all over the world during its run and would become the seminal example of the nascent ARG genre. An early asset list for the project contained 666 files, prompting the game's puppet-masters to dub it "the Beast", a name which was later adopted by players. A large and extremely active fan community called the Cloudmakers formed to analyze and participate in solving the game, and the combined intellect, tenacity and engagement of the group soon forced the puppet-masters to create new subplots, devise new puzzles, and alter elements of the design to keep ahead of the player base. Somewhat unusual for a computer-based game, the production drew players from a wide spectrum of age groups and backgrounds.
Although the Beast ran for only three months, it prompted the formation of a highly organized and intensely engaged community that remained active years after the game concluded. Perhaps more significantly, it inspired a number of its participants to create games adapting and expanding the model, extending it from an anomalous one-time occurrence to a new genre of entertainment and allowing the community to grow even after the Beast itself concluded. Members of the Cloudmakers group went on to form ARGN, the primary news source for the genre, and Unfiction, its central community hub, as well as designing the first successful and widely played indie ARGs, such as LockJaw and Metacortechs, and corporate efforts such as Perplex City.

Community and genre growth

Influenced heavily by the Beast and enthusiastic about the power of collaboration, several Cloudmakers came together with the idea that they could create a similar game. The first effort to make an independent Beast-like game, Ravenwatchers, failed, but another team soon assembled and met with greater success. With very little experience behind them, the group managed, after nine months of development, to create a viable game that was soon seized upon eagerly by the Cloudmakers group and featured in Wired magazine.

Massive-scale commercial games and mainstream attention

After the success of the first major entries in the nascent ARG genre, a number of large corporations looked to ARGs to both promote their products, and to enhance their companies' images by demonstrating their interest in innovative and fan-friendly marketing methods. To create buzz for the launch of the Xbox game Halo 2, Microsoft hired the team that had created the Beast, now operating independently as 42 Entertainment. The result, I Love Bees, departed radically from the website-hunting and puzzle-solving that had been the focus of the Beast. I Love Bees wove together an interactive narrative set in 2004, and a War of the Worlds-style radio drama set in the future, the latter of which was broken into 30–60-second segments and broadcast over ringing payphones worldwide. The game pushed players outdoors to answer phones, create and submit content, and recruit others, and received as much or a more mainstream notice than its predecessor, finding its way onto television during a presidential debate, and becoming one of The New York Times catchphrases of 2004.
As such, I Love Bees captivated enough fans to garner significant press attention, and partly because of this publicity, Halo 2 "sold $125 million in copies the first day of release." A slew of imitators fan tributes and parodies followed. In 2005, a pair of articles profiling 42 Entertainment appeared in Game Developer magazine and the East Bay Express, both of which tied into an ARG created by the journalist and his editors.
The following spring, Audi launched The Art of the Heist, developed by Audi ad agency McKinney+Silver, Haxan Films, to promote its new A3.
Roughly a year after I Love Bees, 42 Entertainment produced Last Call Poker, a promotion for Activision's video game Gun. Designed to help modern audiences connect with the Western genre, Last Call Poker centered on a working poker site, held games of "Tombstone Hold 'Em" in cemeteries around the United States—as well as in at least one digital venue, World of Warcrafts own virtual reality cemetery – and sent players to their own local cemeteries to clean up neglected grave sites and perform other tasks.
At the end of 2005, the International Game Developers Association ARG Special Interest Group was formed "to bring together those already designing, building, and running ARGs, in order to share knowledge, experience, and ideas for the future." More recently, an ARG was created by THQ for the game Frontlines: Fuel of War around peak oil theories where the world is in a crisis over diminishing oil resources.
In 2008, the American Art Museum hosted an alternate reality game, called Ghosts of a Chance, which was created by City Mystery. The game allowed patrons "a new way of engaging with the collection" in the Luce Foundation Center. The game ran for six weeks and attracted more than 6,000 participants.