How to Design an ARG in 20 Easy Steps

Posted on 17th June 2011 in ARG, Humor, Personal, Transmedia
So, since I continue to be an open-source kinda guy where Alternate Reality Games are concerned, here are (apparently) the simple steps to building an ARG, to save everyone the trouble of re-inventing the wheel every time:
  1. Distribute mysterious, cool SWAG out to bloggers, previous players, or crowds at huge events that contains…
  2. A PUZZLE (or even better, a QR Code, OMG) that leads to a flashy website with a…
  3. COUNTDOWN that, when it hits zero, launches a…
  4. WEBSITE for a nefarious corporation, with links to…
  5. SOCIAL MEDIA accounts for various characters, one of which is…
  6. A HOT BRUNETTE ASKING FOR PLAYERS’ HELP, so she directs them to…
  7. A SIGNUP PAGE (or even better, Facebook Connect) so players can have the hope of getting…
  8. FREE SWAG in exchange for spamming their friends and giving up their contact information, which is then used to…
  9. EMAIL everyone with a link to a…
  10. CASUAL FLASH GAME that 5000 people (give or take) have to beat to reveal…
  11. GPS COORDINATES/CITIES and TIMES on a big list that will cause players to spend valuable time and petrol to attend…
  12. LIVE EVENTS (preferably a scavenger hunt…with helicopters), where you can get lots of photos/videos, generate lots of buzz, give out even more free swag (first come, first served), and reveal clues to another website where players can submit…
  13. USER GENERATED CONTENT, which you reward by sending them…
  14. MORE FREE SWAG, which contains a puzzle that leads to a…
  15. PHONE NUMBER, that reveals someone getting killed somewhere, but after they hang up, they get a…
  16. TEXT MESSAGE that reveals pieces of a photograph that players must…
  17. SHARE INFORMATION TO SOLVE, and when they do, they find an…
  18. EXCLUSIVE DIGITAL TRAILER that has a…
  19. HIDDEN LINK to a page where they can sign up (first come, first served) for a…
  20. PREVIEW SCREENING OF A FILM where they will receive even MORE SWAG and a SURPRISE PHONE CALL.

Take all of the above, bundle it up in a Light Narrative Wrapperâ„¢, and voila! You’re now an ARG Designer! Congratulations!

Note: This list can also be used as an ARG Drinking Game.

Enjoy! And, you’re welcome! :)

Nostalgic ARG definition of the day

Posted on 16th May 2009 in ARG, Links

Looking through old posts and articles, I ran across this gem that still holds up after 4 years or so…

Part puzzle-infused scavenger hunt, part interactive fiction, ARGs are among the first entertainment forms genuinely native to the Net, culture watchers say. Unlike the online cartoons or games that differ little from their offline counterparts, ARGs…are woven from the fragmented, deeply community-driven fabric of the Web itself.

via A novelist turned gaming innovator – CNET News.

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Defining the ARG

Posted on 22nd April 2006 in ARG, Uncategorized

There’s been a lot of renewed discussion on defining what exactly an ARG is, lately. I know this has been touched on here before, but I just want to make a little point on what it seems everyone who’s talking is missing.

Oh, and lest I be accused of putting ARGs in boxes, I’m talking in terms of the “classic” ARG model as it exists right now, not necessarily what it will be blossoming into in the years to come. I do however think that what I have to say here will still apply then. Time will tell. :)

Most discuss (and rightly so, for the most part) that ARGs are made up of three major componenets: narrative, puzzles, and interaction. Take away any one, and whatever’s going on starts to resemble an interactive novel, or a puzzle trail. I would go beyond that and say that, really, the story’s the thing. The puzzles and interactions exist as vehicles to propel the storyline.

OK, so here’s the subtle yet important point that I think quite a few people continue to miss. It’s what Sean Stewart calls Internet Archaeology. I call it Connecting the Dots. The pieces of story are out there for players to find and dig up, not presented in a flow directly to them. The dots are presented to the players, but it’s up to them to connect them correctly.

Sean quotes Jordan Weisman, who’s #1 assumption about what The Beast (the first ARG in its current form, for the movie A.I.: Artifical Intelligence) would be:

“The narrative would be broken into fragments, which the players would be required to reassemble. That is, the players, like the advanced robots at the end of the movie, would be doing something essentially archaeological, combing through the welter of life in the 22nd century, to piece a story together out of fragments.”

An example of this: A series of emails sent to players (or IM sessions) that’s merely a journal, or a bunch of exposition, telling the story directly, isn’t ARG, it’s an electronic novel, which, while enjoyable for some, is definitely not good ARG.

On the other hand, if an email contains subtle clues to things that can be found elsewhere (another website, a password hint, a family member’s name, etc.), that’s much better. ARGs shouldn’t be telling a straight narrative as much as they’re delivering the results of said narrative. A series of artifacts that, when put together, reveal what’s really going on. The players connect the dots, not the puppetmasters.

This is the most common reason for in-context puzzles. They can easily serve to point to, or unlock, these narrative dots. Sometimes they can point to where they are, or they can serve to be the dots themselves, or both, depending on what the solve is.

The big challenge in all this is determining fun and effective ways to deliver all these dots. How do we tell this story? Sure, a lot of times it’s just straight narrative, but it can also take the form of doodles on napkins, audio files, photos, intercepted emails, voicemail, surveillance video, etc.

In Metacortechs, for example, we told the entire story of the underwater resort Aquapolis in a series of incident logs ostensibly generated by its state-of-the-art security and maintainence system. Elsewhere, in a particularly brilliant bit of work by Andy Aiken, a conversation from a broken AI’s point of view was told in the form of captured XML code.

Methods like this are much more effective and compelling from a storytelling point of view (not to mention fun for the players) than simply having them find a diary of an Aquapolis worker saying “Today, level 3 flooded for some unknown reason, killing Stavros.” or the mysterious robo-guy saying “Bethh…..I…m……brken…Pls….fix…..mee.”

Finding things is a lot more fun than being handed things. While the narrative is the heart of the ARG, this Archaeology or Connecting of the Dots is what makes ARG different from an electronic novel, interactive fiction, or what have you.

Take it away, and even if you do have puzzles, narrative and interaction, you have no ARG.