A million penguins typing…

Penguin Books has set out to see if the novel, an art form so thought of as a singular endeavor, is immune to the benefits and enjoyments of social collaboration. Is it possible for just anyone to contribute to the writing and editing. Talk about Chaotic Fiction! The experiment, A Million Penguins, began last week with a wiki and a few (very few) guidelines.

I can’t help but agree with Ben Vershbow over at if:book that the true story is in the discussion pages. The struggles and triumphs as people attempt to come together to create something whole. He’s right in that it is far more a novelty than a novel, but I’m fascinated by the project and anxious to watch it unfold.

I wonder what we’ll see in five weeks when it’s over. Will there be a coherent novel? Will the project continue by those unhappy with the final result? Will it turn into an experiment in hypertext storytelling? What themes will emerge from a novel written by people from all over? What themes will provide the greatest controversy? The more I think about it, the more the questions come. Add your own below, if you’re so inclined.

Common Sense

Last week, we had Boston’s reaction to the Aqua Teen Hunger Force guerrilla marketing campaign. This week, we have Portsmouth, NH’s reaction to a geocache.

Common sense, people.

Do not put light brights on highway overpasses and do not duct tape Altoid tins to electrical panels.

I’m not saying this because it could lead to a “chilling effect.” I’m saying this because it’s stupid.

Geocaching is a fun and, sometimes, challenging activity that gets people outside where they may go places they wouldn’t otherwise go and see things they wouldn’t otherwise notice. The location of the cache caused concern not only to the police but also to the first person to find the cache who noted his discomfort in the cache log (in geocaching, it’s common practice to sign a log and, sometimes, trade items in the cache box).

There are thousands of caches out there in the wild waiting for people to find them and new ones are appearing every day. This incident will not put a stop to the activity and the overall effect of this will be an awareness that people think that placing a cache on an electrical box is stupid - the person that might have considered it will now be a bit more creative and that is a good thing.

Fortunately Police Captain Janet Camplin seems to get it. As she pointed out, activities such as these are on the rise and people just need to use a bit of common sense.

I couldn’t have said it better myself.

Overreaction - ARGs & guerrilla marketing

As we all know by now, there was a little incident in Boston last week. Something about a non-bomb with a light bright-esque cartoon alien. The internet is a buzz. The blog world is going crazy over the idea that a few glowing signs could cause so much fear - I mean, really, does no one in the Boston Police Department watch Aqua Teen Hunger Force? And do they really think a terrorist would put out bombs that say “Hey! Look at me! I’m a Mooninite all lit up and flippin’ the bird!” Wouldn’t making it less noticeable be a bit more effective? Don’t even get me started on the fact that these were out there for weeks before anyone panicked. So, yeah, that’s what the blog world is talking about. The ad and ARG worlds are talking about it, too, but they’re also concerned with a statement by the mayor.

Facing a large bill over the city’s reaction (which, Turner will likely have to cover - a fair price for all this internet traffic on a campaign that only took place in a few cities), the Mayor has stated that “this nitwit guerrilla advertising” has no place in the city of Boston. A joke, really. How do you ban something that has no clear definition?

Over at Clickable Culture in a post titled Boston Guerrilla Marketing Scare’s Chilling Effects on ARG Design, Tony agrees with me about the lack of enforceability, but then questions what would happen if other cities follow suit. He goes on to say that, “[i]f any good can come out of the Boston incident, it’s that ARG designers will more carefully consider how the public is engaged, perhaps involving local people–and local authorities–earlier on in the development process, even at the expense of breaking the “this is not a game” mantra some hold dear.”

That statement troubles me on a number of levels, but especially in the way that it implies that designers currently do not fully consider how they are engaging the public as well as their players and that they do not take steps to retain a certain amount of control over the situation or to provide security. Perhaps I am playing the “wrong” games, but in every game that I have played or designed, I cannot think of any examples where designers did not show such concern.

In Art of the Heist, players had to go on a mission at a car dealership and distract the salesmen while another member of the team looked through a vehicle to find a memory card. Not only was the dealership informed of what was going to happen but the diner across the street, where players met, was also informed. People on the design team were present, unbeknownst to the players, and overseeing the situation. Another incident occurred in Chicago when players were taken out on a boat, at night, and in the dark. Again, unbeknownst to the players, members of the design team were hidden on the boat as well as on land overseeing the situation and ready to act as needed.

I Love Bees is notable not only for the amazingly rich story it told but for it’s incredible use of pay phones to tell it. It sent players to phones all over the United States in dozens of cities every week. Unlike Art of the Heist, game designers were not present for each phone call, but they did their best to ensure players safety by flying “payphone scouts” all over the country to find suitable working payphones. This kept players in safe areas and shows that concern was not only given to the game design but also to the public and the players.

Last Call Poker held playful events in cemeteries throughout the country. While the events were organized games and very obviously had members of the team present to oversee and photograph them, they were held in an environment that many don’t see as a playful environment. And, as a matter of respect to the public, not only were cemeteries carefully chosen but the boundaries in which we could play were carefully considered. If someone was mourning, we backed off and let them have their time with their loved one in peace. Every cemetery had agreed to the event knowing full well that it was rather unconventional and, from what I understand, they welcomed the activity provided that people were respectful. In addition, there were separate “missions” that people could take on and perform at any cemetery and these included things like cleaning up a grave site or leaving flowers or finding interesting epitaphs. The designers not only showed great concern for the greater public but encouraged their players to do so as well.

Granted, none of those events dealt with leaving battery operated objects with wires and blinking lights on highway overpasses and the like, but I cannot fathom that the same care and concern for both the public and the players would not be met if the games had included such things. To imply otherwise, is selling those of us involved in the genre short and is rather shocking, if not disconcerting, coming from someone that is involved.

It is important to remember that while ARGs are often part of marketing campaigns, when we engage in public play the goals are very different from that of your average guerrilla marketer. We are not out just to get some attention or after any sort of shock value. Our campaigns are complex and spread out over weeks at a time. We are telling a story and engaging the public in play as part of a play. We act in a spirit of collaboration and community. Therefore, our activities are more carefully designed to elicit a different type of response.

And while Tony was reminded of a similar over-reaction to the Mario Brother’s blocks in Ohio and Zombie Dance Party in Minneapolis, I can’t help but wonder how many dozens or hundreds of displays of public play occurred after those events that didn’t elicit any fear - including the number of cities that did not react to the Mooninite campaign as Boston did, and it took weeks for Boston to react in this way. Stating that these events have a “chilling effect” on ARG Design and/or public play is overstating the situation and, dare I say it, about as reactionary as the Boston police were last week.

Project MU Archives

You know, sometimes it’s really hard to keep a secret. I’ve struggling with this one for a while now (though I broke down and told a friend or two, it’s just that good!)

THE PROJECT MU ARCHIVES ARE IN PRINT!

huh?

Well, if you haven’t already seen the online version, I suggest you head over there right quick. One of my favorite websites, it’s all about Metacortechs (code named Project MU) but from the players perspective and written in the weeks and months following the actual run of the game. This allowed them to create a unique walkthru of an Alternate Reality Game with the insights of having gone through it. So, unlike the more comprehensive guides and trails, they were able to reduce some of the confusion and speculation as far as the story was concerned - making it much more readable. So readable, in fact, that it’s the first website that I refer to people interested in ARGs.

I was gushing about the website to Giskard, one of the Metaurchins, while staying at his place at the end of September. We were laughing and reminiscing over the game, in part because that was how we met (me a PM, him an active player) but more because it was the third anniversary of the game. Three years. Wow. So, when he handed me a wrapped present at midnight of October 1st, I was flattered and a bit embarrassed. When I opened it and saw this book, I was rendered near speechless. For a good 15 minutes I was unable to say anything but “wow.” As I flipped through the book, my eyes got a bit watery. It wasn’t just the flood of memories or the shock that the players were so drawn to the world that three years later they put a book into print, it was more about the pride and care in which they took in doing it. It shows on every page.

As the ability to talk returned, I came to learn that the copy in my hand was a prototype - they wanted to make sure that they had our (the PM team) permission to take it to print and to check the fonts, cover, etc. Then they explained that they wanted the proceeds of the sale to go to unfiction (wow!). Of course, the moment each of the team saw it, they gushed and immediately agreed to let it go in print. The next few weeks they spent making the few changes that needed to be made and assuring that the referenced websites were in order. So, for 8 weeks, I’ve been sittin gon this secret, quietly admiring the work that they did. But, now, it’s been announced and I can shout it from the rooftops.

So, right quick like, I want to thank all of the metaurchins for this but there are three that really stand out in this effort - Yanka who tirelessly gathered and formatted the original website, xnbomb who somehow managed to translate all of that work to print, and Giskard who has been a wonderful support to both of them and who placed the first prototype in my hands. Over the last three years, you’ve become friends and that’s really been the greatest part of all of this.

So, now, go and check out the book. It really is gorgeous and your grubby little paws would love to get a hold of it!

Reality and the Game Reality

Reality is the leading cause of stress amongst those in touch with it. - Jane Wagner

Gupfee mentioned that quote to me earlier and it’s a perfect quote to reflect what happens in games when discussions of what’s in-game and what’s out-of-game pop up. It’s on my mind quite a bit because of the design of Deus City. On the one hand it’s trying to be a cooperative game and, on the other, it’s encouraging competition and segmentation. This, of course, results in confusion and discussion. It can work to an advantage, but unfortunately, unless or until Deus City deals with it in the game itself, I fear that it may become more of a distraction.

I’m far too busy this weekend to write a proper post on the subject - perhaps Sunday night if we get home from dinner and I’ve not had a few glasses of wine (Fogo, oh yeah!), but probably some time next week. Please, brainstorm with me if you’d like. Are there any great examples - both positive and negative? Any personal anecdotes? Any thoughts or tips on just how to harness that stress? I’m really interested in opinions other than my own and they don’t need to be ARG related - other games or media that have dealt with these issues have many lessons to teach. And, I’ll try my best to come up with a good post summarizing the comments and/or emails and/or discussions that come in. Hopefully tying it all together in soemthing coherent. So, poste em if you got em and I’ll do the same.