Site Changes & Status

Don’t worry, I won’t fill up the blog by announcing every change and update to the site, but as this one may affect urls that you may have bookmarked or linked to (including category RSS feeds), I figured I best mention it. The permalink structure will now include “archives”. While many of the pages (ie the Quickstart Guide) will not change, anything posted to the blog will.

Pages for an individual post will look something like this:
http://www.giantmice.com/archives/2006/10/changes

Categories will also change and will look like this:
http://www.giantmice.com/archives/category/giant-mice

It’s a simple change but something that will help me out a bit in the future. Best to change the url structure now, while there’s so little here, than later.

The other changes around here are a bit more obvious for anyone that’s seen the site in the past week - a number of the pages are now formated correctly and the style has been changed quie a bit. There are still some trouble spots, but it should all be rendering correctly. If you notice any big problems, please let me know.

Obviously, this is very much a work in progress. I know that a bunch of you have gone to my portfolio. I’m flattered and a bit shocked that so many of you have wanted to see what I’ve been working on the past few years. Unfortunately, I’ve been kept busy by work and out of town guests - both of which deserve my attention far more than the portfolio. As things settle down over the week and my routine returns to a state of semi-normalcy, I’ll have the time to put it up as well as write a post a bit more substatial than “changes & status”. Until then, if you’re so interested, you can check out my old portfolio. It’s a bit out of date as it was last updated about 2 years ago, but it’s something.

Alternate Reality *Gaming*?

Recently, I had the pleasure of talking to fellow ARG freak, Jackie Kerr, about whether or not ARGs were games. It’s an interesting question and I understand why people would doubt that or think that the genre was misnamed. Not only is the genre mantra “This is not a game”, but so many of us talk about the importance of story and how these are great interactive narratives. In fact, the first thing that I say in my Alternate Reality Gaming - A Definition is “Alternate Reality Games are, essentially, a big collaborative story.” If they are just a big collaborative story, are they really a game?

In The Study of Games, Brian Sutton-Smith says, “Each person defines games in his own way - the anthropologists and folklorists in terms of historical origin; the military men, businessmen, and educators in terms of usages; the social scientists in terms of psychological and social functions. There is overwhelming evidence in all this that the meaning of games is, in part, a function of the ideas of those who think about them.” That’s not unreasonable. We all bring our various biases to whatever we are defining. When the word “game” is mentioned, it will have a very different meaning to a football star than a poker player or board game enthusiast or video gamer. Though the difference between football and World of Warcraft may be great, they have some common traits. Traits that are also seen in Alternate Reality Games.

Alexander Galloway provides us with a rather simple definition of a game in Gaming: Essays on Algorithmic Culture. “A Game,” he starts off the book with, “is an activity defined by rules in which players try to reach some sort of goal.” Where the football player has the ultimate goal of scoring the most points in a specific amount of time, the World of Warcraft player may be attempting to reach level 60. In Alternate Reality Games, the goal is to piece together the collaborative story.

But what about rules? It’s not uncommon to hear ARG players exclaim that there “are no rules.” Frankly, that’s just not true. Beyond the general social rules that preside in any community, the Puppetmasters do provide rules for their players. They aren’t necessarily stated as such, but they do exist. One of the most common rules is “work together”. I Love Bees did this quite blatantly by requiring players from all over the United States to collaborate in answering phones. If nobody answered the phones, the game could not have continued (at least not as it was designed). So, not only did the game have the rule of “work together” it also had the rule of “answer payphones”. When players state that there are no rules, what they really mean is that the rules will likely vary from game to game and make no preconcieved notion on what the rules may be.

For a long time, I had problems with something put forth by Espen Aarseth. In the first issue of Game Studies, he wrote that “[g]ames are both object and process; they can’t be read as texts or listened to as music, they must be played.” Like many of you, I suspect, I wondered what this meant for the majority of ARG players. They are lurkers. They, essentially, do read the games as texts and they do not take an active role in building the collaborative story. I was a lurker during The Beast. While the game was live, I did not make a single post to the community site. I rarely attempted to solve a puzzle. I, essentially, looked at what others did and read the story. Yet, when telling people about the game, I would say that I was playing it. In some way, that was how I initially related to the idea that it was a game that was not a game. But what I misunderstood was that I was not just reading them as a text. While I was not taking an active role in the collaborative work of building the story, I was gathering the pieces of the story in my own way. I was visiting the websites and I was gathering the various story clips. I was taking that information and adding it to the speculations and finds of other, more vocal, players. I was playing. Alternate Reality Games may just be big collaborative stories, but they require action on the part of the reader to do so. That action turns the readers, whether they are actively collaborating or not, into players.

Chris Crawford has been rather vocal on the idea of puzzles versus games. Where puzzles are static - giving players the clues and structure to complete the objective, games are dynamic and change because of player actions. For the sake of argument, let us assume that there’s a great term for the more static narrative forms such as novels and films and throw that in with the puzzle category. Much like puzzles, novels and film are static. They may be a means in which to tell a story but they do not change and adapt to the players. They are not dynamic narrative. Alternate Reality games, on the other hand, do. The stories change and grow because of the player actions and input. Entire subplots have been created because of player input. Characters have lived or died based on player actions. In building the story, it is often integral for players to take information from one website or character and give it to another character in order to receive more story information and/or propel the story forward. They are not just stories and they are not just puzzles, but they are games.

When it comes right down to it, I don’t see that there is much of an argument here. It may be a game unlike any you have ever played, but it is certainly a game.

ARGN is reborn as ARGNet

This is a small but important change for the premier website on Alternate Reality Gaming. Way back when in 2002, there wasn’t a whole lot going on in the world of ARG. In fact, when ARGN was born, it and unFiction were the only sites dedicated to the genre and you could count the total number of games on one hand. Steve Peters, who started ARGN, knew how important it was to get ARG players and sites to work together. So, he had a grand vision that included linking the various ARG related sites - whether their focus was players or designers and whether they offered news or forums or guides and trails. Now there are dozens of sites and dozens of games. It’s easier than ever to find others playing and talking about ARGs. It’s time to refocus the site on what it does best - offering up news. And Jonathan Waite, current owner and editor of the site has taken the steps to make sure that we, the staff of the site, get focused and do just that.

So, the change is small and one that many of you will never miss the way things were. The strange banner on the top of various ARG sites will be gone, but the news and coverage will be better than ever. And to help celebrate the birth of ARGNet at argn.com, the site launched its inaugural netcast. I’m pleased to be part of it along with Sean Stacey/SpaceBass and Jonathan Waite/jamesi and really excited about the possibilities with the netcast. So head on over to ARGNet, check it out (pretty new logo and all), and download the first netcast.

Welcome to GiantMice.com!

After 5 years at mirlandano.com, it felt like it was time for a new and, hopefully, permanent home on the web. I love the uniqueness of the mirlandano domain and it’s meaning fit me so well (a resident of Wonderland) as a fan of all things Alice and constantly in wonder of the possibilities of the internet. But, it always bothered me that it wasn’t easy to remember or spell. So, when it came time to redesign the site and update the ol’ portfolio, I figured it was also time to move on to something bigger and better. But to what?

I played with a lot of variations of things that were meaningful to me and was trapped, for a bit, on getting something from the lyrics “the sky was yellow and the sun was blue”. From one of my favorite songs, Scarlet Begonias, it’s my personal reminder that everything is masked by our own perceptions. Not only do perceptions color the way in which we look at things, they can be really fun things to play with - especially in ARGs. But something kept drawing me back to an an old domain I purchased for a game that never came to be. So, here we are, at giantmice.com.

The enigmatic nature of the phrase Giant Mice has always cracked me up. After all, mice aren’t giant. They’re tiny and cute and still able to inspire a wide range of emotion in people. The shock of seeing a harmless little mouse scurry across the floor is really one of the great joys in life. It’s a fun term that’s a riddle and story in and of itself - just like the games that so many of us love to make and play.

As you can see, I’m back to blogging. I can’t say that there will be a whole host of new and fresh content on any sort of regular basis. I will promise, however, that when the mood strikes and I have something to say, that I’ll put it up here. I’ve also developed quite the habit of writing long postmortems after each and every project. They’re casually written and have never been written for eyes other than my own - tips, tricks, and things that I’ve learned that might help me in the future. One of my goals with this site is to share such thoughts with others making these experiences. By sharing and talking about them, we’ll all learn something and be able to push ourselves further - to the benefit of our audience. Over the next few months, as time allows, I’m going to be cleaning up my old notes and making them readable to people other than myself. So, keep an eye out for them and whatever else manages to find its way here in the meantime.