Alternative Reality Games to Teach Game-Based Storytelling

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Syllabus 4/1 (2015) D. O’Donnell and J. deWinter, “Alternative Reality Games” 1 ALTERNATIVE REALITY GAMES TO TEACH GAMEBASED STORYTELLING Dean O’Donnell, Worcester Polytechnic Institute Jennifer deWinter, Worcester Polytechnic Institute INTRODUCTORY ESSAY Alternative Reality Games (ARGs), sometimes referred to as pervasive games, layer puzzles and story elements into our everyday lives. In many ways, Nicholas Cage is playing an ARG in the movie National Treasure (Turteltaub, 2004), looking for clues and unfolding events that intersect with everyday life. McGonigal has spoken to the power of alternative reality games in her white paper “The Engagement Economy,” and she takes it up in her TED talk “Gaming Can Make a Better World.” While McGonigal is speaking to the ways that gamification can alleviate the problems and challenges of the world, we will make no such claims. Rather, ARGs are an excellent way to teach students how to make a storybased game without the substantial time and resource investment required to create simulated environments populated by computerized people and objects. This assignment is designed for a firstyear course in Interactive Media and Game Development (IMGD) entitled Storytelling in Interactive Media and Games, and it has been used successfully in sophomorelevel creative writing courses. This course fulfills a distribution requirement in IMGD for majors and can be taken to fulfill free electives in a student’s undergraduate course of study. The goals of this assignment are as follows: Students will be able to work in large groups to produce an alternative reality game for play. Students will marry storytelling techniques with game elements. o Storytelling techniques need to follow basic threeact structure and include characters from the classic hero’s journey cycle (villain, sidekick, mentor, goddess) o Game elements need to cater to multiple interests and skill levels to accommodate many types of users, such as encrypted puzzles, historical research puzzles, riddles, and so forth. o The game is time limited, and must end after five days. So while many traditional ARGs extend over months, students must constantly monitor their players and adapt the game to the level of play. Students will run and maintain an alternative reality game, responding to player actions promptly to provide an immersive play experience.

Transcript of Alternative Reality Games to Teach Game-Based Storytelling

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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A LTERNAT IVE  REAL ITY  GAMES  TO  TEACH  GAME-­‐BASED  STORYTELL ING  

Dean  O’Donnell,  Worcester  Polytechnic  Institute  

Jennifer  deWinter,  Worcester  Polytechnic  Institute  

INTRODUCTORY  ESSAY  

Alternative  Reality  Games  (ARGs),  sometimes  referred  to  as  pervasive  games,  layer  puzzles  and  story  elements  into  our  everyday  lives.  In  many  ways,  Nicholas  Cage  is  playing  an  ARG  in  the  movie  National  Treasure  (Turteltaub,  2004),  looking  for  clues  and  unfolding  events  that  intersect  with  everyday  life.  McGonigal  has  spoken  to  the  power  of  alternative  reality  games  in  her  white  paper  “The  Engagement  Economy,”  and  she  takes  it  up  in  her  TED  talk  “Gaming  Can  Make  a  Better  World.”  While  McGonigal  is  speaking  to  the  ways  that  gamification  can  alleviate  the  problems  and  challenges  of  the  world,  we  will  make  no  such  claims.  Rather,  ARGs  are  an  excellent  way  to  teach  students  how  to  make  a  story-­‐based  game  without  the  substantial  time  and  resource  investment  required  to  create  simulated  environments  populated  by  computerized  people  and  objects.    

This  assignment  is  designed  for  a  first-­‐year  course  in  Interactive  Media  and  Game  Development  (IMGD)  entitled  Storytelling  in  Interactive  Media  and  Games,  and  it  has  been  used  successfully  in  sophomore-­‐level  creative  writing  courses.  This  course  fulfills  a  distribution  requirement  in  IMGD  for  majors  and  can  be  taken  to  fulfill  free  electives  in  a  student’s  undergraduate  course  of  study.  The  goals  of  this  assignment  are  as  follows:  

• Students  will  be  able  to  work  in  large  groups  to  produce  an  alternative  reality  game  for  play.  

• Students  will  marry  storytelling  techniques  with  game  elements.  o Storytelling  techniques  need  to  follow  basic  three-­‐act  structure  and  include  

characters  from  the  classic  hero’s  journey  cycle  (villain,  sidekick,  mentor,  goddess)  

o Game  elements  need  to  cater  to  multiple  interests  and  skill  levels  to  accommodate  many  types  of  users,  such  as  encrypted  puzzles,  historical  research  puzzles,  riddles,  and  so  forth.      

o The  game  is  time  limited,  and  must  end  after  five  days.  So  while  many  traditional  ARGs  extend  over  months,  students  must  constantly  monitor  their  players  and  adapt  the  game  to  the  level  of  play.  

• Students  will  run  and  maintain  an  alternative  reality  game,  responding  to  player  actions  promptly  to  provide  an  immersive  play  experience.  

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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• Students  will  play  in  an  alternative  reality  game  with  consideration.  

To  accomplish  these  goals,  students  have  to  write  creative  stories  that  are  player-­‐focused,  create  art  assets,  create  web-­‐based  and  material  texts,  and  adhere  to  good  storytelling  practices.  

ALTERNATIVE  REALITY  GAME  ACTIVITY  

This  unit  often  comes  at  the  end  of  a  course  as  a  culmination  of  storytelling  techniques.  Previous  to  this  unit,  students  are  asked  to:  

• Train  and  improve  to  learn  character  development;    • Study  the  three-­‐act  structure  and  the  hero’s  journey  to  learn  narrative  development;  • Write  a  short  story  that  employs  the  hero’s  journey  structure  and  characters;  and    • Write  a  table-­‐top  role  playing  game  module  that  others  will  play  (such  as  a  D&D  [TSR,  

1974]  module).    

All  of  these  projects  are  either  individual  or  done  in  pairs.  Only  the  Alternative  Reality  Game  is  done  in  a  large  group.  

This  project  is  broken  into  two  one-­‐week  parts:  1)  building  a  game,  and  2)  playing  a  game  while  simultaneously  running  a  game.  When  the  game  comes  to  a  conclusion,  students  meet  together  in  a  class  period  to  conduct  what  is  referred  to  as  a  postmortem:  what  went  right?  Wrong?  What  would  you  do  differently?  

We  have  conducted  this  unit  in  two  different  ways.  One  is  to  run  two  concurrent  courses  of  Introduction  to  Interactive  Storytelling,  both  capped  at  twenty-­‐five  students  and  have  them  design  for  one  another,  and  the  other  is  to  take  a  single  course  of  twenty-­‐five  students  and  split  the  class  in  half  to  have  them  design  for  the  other  group  of  twelve.    

Week  1:  Students  spend  one  week  building  the  structure  of  the  game,  defining  the  narrative,  determining  the  first  set  of  challenges  and  puzzles,  and  creating  the  rabbit  hole  (see  terminology  later  in  this  paper).    

Week  2:  Students  launch  the  ARG  and  respond  to  player  actions  and  feedback  to  dynamically  create  the  game.  Simultaneously,  the  group  of  students  has  to  actively  participate  as  players  in  the  other  class  or  group’s  ARG.  The  game  can  only  run  five  days  and  must  resolve  by  5pm  on  the  final  day.    Puppet  masters  must  construct  a  “lose”  outcome  that  is  just  as  interesting  as  a  “win.”  

Final  Class:  Students  meet  together  and  have  a  postmortem  session,  a  time  when  they  talk  about  what  went  right,  what  went  wrong,  and  what  they  would  do  different  the  next  time.  All  secrets  are  revealed.    This  is  also  a  time  that  students  can  hear  from  the  other  group  and  get  player  feedback.  This  only  lasts  one  day.    Each  member  of  the  team  writes  an  essay  detailing  their  part  in  the  game  and  their  individual  observations  on  what  went  right  and  what  went  wrong.  

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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ARGS  &  NARRATIVES  

Reality  is  created  via  narratives;  thus,  narrative  structure  is  very  important  for  ARGs.  The  gamic  elements  of  ARGs  provide  the  rising  drama  and  the  tension  needed  for  narrative  structure,  but  ARGs  are  not  necessarily  defined  by  the  gamic  elements.  This  is  taken  up  strongly  in  these  two  books:  

Szulborski,  Dave.  This  Is  Not  a  Game:  A  Guide  to  Alternative  Reality  Gaming.  New  Fiction  P,  2005.  

Montola,  Markus,  Jaakko  Stenros,  and  Annika  Waern.  Pervasive  Games:  Theory  and  Design.  CRC  Press  P,  2009.  

Also  useful  in  teaching  ARGs  is  screenwriting’s  organizational  three-­‐act  structure:  

McKee,  Robert.  Story:  Substance,  Structure,  Style  and  the  Principles  of  Screenwriting.  New  York:  Harper  Collins  P,  1997.  

Three  Act  Structure  breaks  down  thusly  (there  are  images  available  online  for  teaching  purposes  as  well):  

 

 

 

 

 

 

 

• Act  1:  Step  Up  –   The  introduction  of  the  situation,  characters,  and  situation  that  leads  to  the  main  conflict  of  the  story.  

• Act  2:  Confrontation  –  The  continuation  of  the  conflict  and  tension,  along  with  character  building.  Romantic  comedies  are  an  easy  place  to  see  this.  The  twist  is  introduced  in  act  one  (“I  bet  you  $1000  I  can  date  her”)  and  the  second  act  is  all  the  relationship  building  and  the  main  conflict  (she  finds  out  you  made  a  bet).  

• Act  3:  Resolution  –  The  outworking  of  the  story  in  which  the  characters  are  able  to  close  the  narrative  (the  couple  forgives  one  another  and  ends  up  together).  

In  many  ways,  this  is  a  simplification  of  Campbell’s  “The  Hero’s  Journey”  or  the  monomyth.  Summaries  of  this  can  be  found  online,  but  germane  to  this  article  is  the  marriage  of  The  Hero’s  Journey  with  the  Three  Act  Structure:  

Act  2  

Act  1  

Act  3  

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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Act  1  

• Ordinary  world  • Call  to  adventure  • Refusal  • Meeting  with  the  mentor  • Crossing  the  threshold  

Act  2  

• Crossing  the  threshold  • Tests  of  allies  and  enemies  • Approach  to  the  inmost  cave  • Ordeal  • Reward  or  the  seizing  of  the  sword  • The  return  journey  or  the  road  back  

Act  3  

• The  return  journey  or  the  road  back  • Resurrection  • Return  with  the  elixir  

CHARACTERS  &  ARGS  

ARG  designers  often  design  characters  (both  Player  and  Non-­‐Player  Characters)  using  Campbell’s  structure  from  the  monomyth.  Just  to  jog  our  memories,  here  are  the  main  archetypes:  

• Hero:  The  protagonist  who  must  cross  the  threshold,  do  stuff,  and  return  with  the  elixir.  • Villain:  The  person  against  the  hero.  This  character  can  also  be  a  SHAPESHIFTER.  • Herald:  This  person  often  calls  the  hero  to  adventure.  Also,  this  person  acts  as  a  MENTOR  

(which  is  what  I  often  call  this  to  my  students)  or  as  a  SIDEKICK.  • Ally  (mentor  or  sidekick):  These  characters  often  teach  the  hero  important  facts  or  skills,  or  

they  help  by  doing  things  that  the  hero  cannot.  Sometimes  the  mentor  can  provide  supernatural  aid.    

• Shadow:  This  character  is  often  the  villain  or  one  of  the  subordinates  of  the  villain  and  is  interested  in  showing  the  hero  his  or  her  darkest  desires,  untapped  resources,  or  rejected  qualities.  

• Trickster:  This  character  disrupts  the  status  quo  and  often  forces  change.  • Goddess:  This  is  a  character  that  appears  briefly  to  offer  the  hero  a  way  to  recognize  his  or  

her  duality  and  reconcile  that  duality.  The  Goddess  stabilizes  the  hero  for  the  quest  to  continue.  Note:  Students  often  get  this  confused  with  the  mentor,  who  provides  skill  training,  not  spiritual  guidance.  

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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Some  ARG  designers  choose  to  put  the  player  into  the  Hero  role,  and  others  relegate  the  player  to  a  sidekick  role,  asking  the  player  to  do  things  that  the  Hero  is  incapable  of  doing.  Regardless,  the  trick  is  to  design  a  role  and  support  that  role  within  the  narrative  structure  that  people  tend  to  understand.  

SOME  SPECIALIZED  ARG  TERMINOLOGY  

• Puppetmaster  (PM)  or  Game  Master  (GM):  This  is  the  person  or  people  designing  and  running  the  ARG.  They  have  to  fulfill  a  number  of  narrative  roles,  asking  them  to  both  act  out  ally  and  adversary  roles.  

• The  Curtain:  This  is  the  separation  between  the  PM/GM  and  the  player  (pay  no  attention  to  the  man  behind  the  curtain).  Both  sides  are  meant  to  remain  true  to  the  alternative  reality  of  the  game  and  not  dispel  the  magic  circle  by  referencing  the  rule  structures  or  falseness  of  the  experience.  

• The  Rabbit  Hole:  This  is  call  to  adventure  and  the  threshold  at  the  same  time.  This  is  the  hint  that  kick  starts  the  ARG,  inviting  players  into  the  fictional  playspace.    

Also  consider  the  types  of  players  that  you  will  attract  with  a  rabbit  hole.  Not  everyone  who  sees  the  rabbit  hole  will  be  like  Alice  and  jump  on  in.  And  those  who  do  may  choose  not  to  actively  participate  in  the  game  as  a  whole.  Consider  this  triangle  first  proposed  by  McGonigal  in  “The  Engagement  Economy”:    

 

The  bulk  of  people  who  happen  on  the  ARG  will  probably  look  at  it  one  or  two  times  and  then  drive  on.  The  challenge  is  to  make  more  drive-­‐bys  become  casuals  (those  people  who  watch  but  

Hard  Core  

Casuals  

Drive  Bys  

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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don’t  necessarily  actively  participate  in  solving  puzzles,  going  to  live  drops,  and  so  forth),  and  more  casuals  become  hardcore  gamers.    

Another  challenge  is  creating  support  for  the  casuals  to  keep  them  interested  in  staying.  Most  ARGs  set  themselves  up  for  hardcore  gamers  only.  However,  good  PM/GMs  will  maintain  online  sites  where  communities  can  come  together  and  talk  about  the  ARG,  and  there  is  enough  of  the  story  unfolding  online  that  casuals  can  come  and  watch.  

ASSIGNING  ROLES  FOR  STUDENTS  

Having  done  this  a  few  times,  we  have  found  that  five  roles  lend  themselves  well  to  classrooms  and  can  be  scaled  up  and  down:  

1. Producer:  This  is  the  person  who  knows  what  the  deliverables  are,  what  people’s  skills  are,  and  what  the  timeline  is.  This  person  can  also  step  in  and  help  where  needed.    In  smaller  classes,  we  have  found  that  fewer  producers  work  better.  

2. Writer:  This  is  the  person  who  writes  the  narrative,  the  prose  for  websites,  and  any  other  necessary  materials  to  create  the  narrative  reality  of  the  game.  

3. Gameplay  Designers:  These  are  the  puzzle  and  challenge  creators.  They  can  create  the  ideas  behind  anything,  from  encrypted  websites  to  word  riddles,  and  depending  on  the  student’s  skill  levels,  they  can  make  the  puzzles  or  ask  the  writer,  artist,  or  tech  person  to  create  the  idea.  

4. Artists:  This  person  makes  all  art  assets,  such  as  2D  pictures  for  the  website  or  a  small  play-­‐do  sculpture  that  the  players  have  to  find.  

5. Tech:  This  is  the  person  who  can  provide  technical  support,  such  as  building  a  website,  coding  puzzles,  or  other.  

Depending  on  the  size  of  the  class,  you  can  then  sub-­‐assign  roles  to  characters:  

• Sidekick  • Mentor  • Goddess  • Villain  

 

   

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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Thus,  students  can  be  assigned  in  a  matrix  might  look  like  this:  

  Lead   Sidekick   Mentor   Goddess   Villain  

Producer            

Writer            

Gameplay  Designer  

         

Artist            

Tech            

 

A  COUPLE  OF  USEFUL  STRUCTURES  

RULE  OF  THREE  

Whenever  a  designer  needs  to  get  players  to  do  something,  they  should  carefully  scaffold  knowledge  and  skills.  One  way  to  do  this  is  using  the  rule  of  three:  

1. Show  the  player  the  dead  easy  way  to  do  something  (push  the  button  to  open  the  door)  2. Make  the  player  do  that  same  thing  at  least  one  time  unprompted  3. Make  it  necessary  to  do  the  same  thing  with  a  twist  (put  a  box  on  the  button  to  hold  open  

the  door)  

 

Once  the  player  learns  the  twist,  then  the  twist  becomes  the  next  #1,  so  for  example:  

1. Put  the  box  on  the  button  (that  time  that  you  learned  it  from  above’s  #3)  2. Put  the  box  on  the  button  again  3. Throw  the  box  over  the  chasm  to  land  on  the  button  

And  so  on.  

STORY  BEATS  AND  PUZZLES  

There  is  a  trick  to  balancing  stories  and  gamic  elements.  One  way  to  get  around  this  is  providing  the  following  structure  for  students:  

1. Introductory  story  beat  (“I  think  that  I  can  escape,  but  I  need  to  know  how  to  pick  this  lock”)  2. Puzzle  or  activity  that  responds  to  the  call  from  story  beat  (research  or  lock  picking  puzzle)  3. Reward  story  beat  (“Thank  you,  hero!  I  am  moving  through  the  catacombs  now”)  

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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The  reward  story  beat  can  set  up  the  next  intro,  but  the  danger  of  that  is  no  time  for  process  or  reward  for  either  the  player  or  designer.  It  takes  some  practice  to  get  pacing  down.  Also,  this  pacing  can  be  manipulated  to  increase  the  social  aspect  of  ARGs.  If  you  know  that  there  is  only  one  cycle  a  day  in  a  one-­‐week  ARG,  then  you  might  be  more  willing  to  tune  in  and  participate  (as  opposed  to  possibly  five  cycles  in  one  day  and  none  the  next).      

We  continue  to  play  with  how  many  cycles  seem  appropriate  per  day.    In  larger  classes,  we  have  tried  two  and  three  cycles,  as  sometimes  players  miss  only  one  and  tune  in  after  the  single  puzzle  has  been  solved.    Students  have  also  experimented  with  parallel  stories  and  “hub  and  spokes”  models,  where  players  have  concurrent  cycles  available  to  them  and  can  choose  from  multiple  puzzles  or  cycles  available  to  them.  

In  earlier  instantiations  of  this  class,  we  did  not  use  the  story  beat  structure,  and  we  saw  that  students  had  player-­‐participation  attrition:  they  stopped  playing  the  other  team’s  ARG.  We  saw  participation  uptick  after  starting  this  structure  two  years  ago.  

SOME  THINGS  TO  CONSIDER  STRONGLY  

When  we  teach  ARGs,  we  emphasize  two  things  fairly  strongly:  

1. Don’t  be  a  jerk  2. Don’t  get  the  professor  fired  (see  negative  achievements)  

It’s  really  the  second  one  that  you  would  need  to  sensitize  your  students  to  because  many  students  see  narrative  conflict  and  real  danger  as  similar.  Also,  they  might  not  conduct  adequate  risk  assessment  for  any  of  the  situations  that  they  are  setting  up.  For  example,  they  may  create  a  midnight  live  pickup  on  campus,  but  midnight  alone  anywhere  is  not  safe.  We  also  had  students  chase  a  car  and  try  to  manually  stop  it  because  they  thought  it  was  part  of  the  game.    The  rules  of  physics  still  apply  in  ARGs,  and  large  bodies  in  motion  can  still  hurt  players,  even  if  they’ve  got  an  imaginary  force  field  in  place.  

The  other  thing  to  be  aware  of  is  what  is  commonly  referred  to  as  scope  creep—the  desire  to  add  more  and  more  to  the  ARG  to  make  it  more  and  more  awesome.  This  will  lead  to  ARGs  that  are  large  and  unwieldy.    

ASSIGNING  GRADES:  ACHIEVEMENTS  AND  NEGATIVE  ACHIEVEMENTS  

ARGs  are  fun,  and  they  are  time  intensive  for  everyone  involved.  Everyone.  One  way  to  motivate  players  and  designers  is  through  the  use  of  achievements.  Here  are  ones  that  have  been  developed  over  the  years  that  we  have  taught  ARG  design  at  WPI.    As  new  technologies  and  social  media  sites  come  and  go,  the  list  changes.      

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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Dean  O’Donnell  has  been  refining  this  rubric  for  the  last  eight  years  and  we  have  used  a  number  of  different  measurements  to  determine  grades.  When  we  first  started,  we  stipulated  that  students  had  to  get  above  100  points  for  an  A,  and  both  groups  did.  We  thought  that  we  had  made  this  too  easy,  but  it  turned  out  that  was  an  exceptional  term.  Students  range  from  75  to  over  100  on  this  achievement  points.  The  larger  groups  also  tend  to  score  higher  and  they  have  more  person-­‐hours  to  throw  at  creating  content.    Point  values  are  somewhat  arbitrary,  but  are  meant  to  reflect  the  relative  difficulty  of  creating  that  content  or  accomplishing  that  task.      

This  list  also  provides  some  direction  to  students,  showing  them  what  they  may  consider  incorporating  into  the  ARG.  

Media  Use  posters/flyers   2      Use  sidewalk  chalk   2      Use  Facebook   2      Use  Twitter   2      Use  Myspace   2      Use  Google+   2      Use  Twitch.tv   2  Use  Snapchat   2  Use  a  Minecraft  Server   2  Use  a  3DS  Spotpass/Streetpass   2  Use  a  console  friend  message   2  Use  Foursquare  /Yelp/Check-­‐in  site   2      Use  Reddit   2      Use  photosharing  (Flikr,    Photobucket,  Imgr,  etc.)   2  Use  Tumblr   2      Use  a  wiki   2  Get  a  Wikipedia  page  for  a  character/place/thing   5  Use  public  Google  Doc   1      Safely  show  players  private  email  (so  that  they  cannot  send  email  as  that  person)  

5  

Make  a  video,  post  it  on  YouTube,  Vimeo,  etc.   10    Use  Spotify/Pandora/Last.fm   2      Use  DeviantArt/Concept  Art/Art  sharing  site   2      Use  a  blog   5  Use  some  other  Web2.0/3.0  site  professor  hasn’t  heard  of  

2    

Use  product  reviews  to  convey  information  about  characters/plot  

2    

Use  a  dedicated  domain  name  (www.evilcorporation.com)  

5      

Use  2  dedicated  domain  names   10    Use  3  dedicated  domain  names   15    Create  a  Facebook  app   20    

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

  10  

Create  an  iPhone  app   20    Create  an  Android  app   20    Create  a  Windows  Phone  app   30    Create  a  personal  message  for  a  player  (note,  sign,  whiteboard,  billboard,  etc.)  

5  

Use  phones  where  players  can  call  to  get  a  recorded  message  

5    

Use  phones  where  players  can  call  to  talk  to  characters  live  

5    

Have  characters  call  a  player   2    Have  characters  call  at  least  10  players   5    Use  SMS  messages   5  Use  video  with  a  single  character  or  voice   2    Use  video  to  show  a  scripted  event   5    Have  a  live  chat  over  IM  or  IRC  with  a  single  player   2    Have  a  live  chat  over  IM  or  IRC  with  a  group  of  players  

2    

Use  GPS  coordinates   2    Complete  a  successful  dead  drop   5    Complete  a  successful  live  drop   5    Stage  a  live  meet-­‐up  with  a  character   10  Create  and  use  a  newspaper  ad   2    Create  and  use  a  newspaper  story   2    Create  and  show  a  TV  commercial   5    Create  and  show  a  pre-­‐movie  commercial   5    Create  and  use  internet  radio/podcast   5    Create  and  use  broadcast  radio  ad/story   40    Create  a  book  for  your  players   5    Create  some  sort  of  art  installation  for  your  players  

5    

Create  a  painting  for  your  players   5    Create  some  artifact/thing  that  is  special  for  your  players  

5    

Create  a  safe  forum  for  your  players  to  talk  with  each  other  

5    

Create  an  online/offline  coop  event   5    Create  t-­‐shirts/merchandising  for  your  ARG   5    Give  players  cool  prizes   5    Get  through  entire  ARG  without  a  LoLcat  post   2    Create  a  Flash  game   10    Create  a  Java  game   10    Players  can  tell  the  story  you  wrote  at  the  end   5    Players  tell  an  interesting  story  at  the  end   2    Change  the  ARG  based  on  player  input   10  People    Have  5  unique  players  contribute  to  your  ARG   5    

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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Have  10  unique  players  contribute  to  your  ARG   10    Have  20  unique  players  contribute  to  your  ARG   20    Have  50  unique  players  contribute  to  your  ARG   50    Attract  5  players  who  aren’t  in  the  other  group   5    Attract  10  players  who  aren’t  in  the  other  group   10    Attract  20  players  who  aren’t  in  the  other  group   25    Someone  who  isn’t  in  either  class  finishes  your  ARG  first  

10    

Attract  5  people  for  a  live  event   5    Attract  10  people  for  a  live  event   10    Attract  20  people  for  a  live  event   20    Have  users  create  YouTube  videos  for  your  ARG—get  1  

5    

Have  users  create  YouTube  videos  for  your  ARG—get  5  

10    

Have  users  create  YouTube  videos  for  your  ARG—get  10  

20    

Have  users  create  a  physical  object  for  a  character   5    Have  more  than  5  users  create  an  object  for  character(s)  

10    

Get  1  player  from  outside  the  state   2    Get  5  players  from  outside  the  state   5    Get  10  players  from  outside  the  state   20    Get  1  player  from  outside  the  country   5    Get  5  players  from  outside  the  country   10    Get  10  players  from  outside  the  country   20    Get  5  players  over  age  30   5    Get  5  players  under  age  15   5    Negative  Achievements  (Unchievements)  

 

Get  professor  fired   -­‐100000000000000000    Get  professor  scolded  by  administration   -­‐50    Players  attempt    collusion  between  classes   -­‐20    each  ARG  who  attempts    to  collude  Players  look  behind  the  curtain   -­‐10    Use  of  zombies   -­‐5    Use  of  ninjas   -­‐5    Use  of  cafeteria  poisoning   -­‐5    Ask  players  to  do  something  illegal   -­‐20    Ask  players  to  do  something  dangerous   -­‐20    Being  a  jerk   -­‐5    Unjustified  player  banning   -­‐5    Get  banned  (justly)  from  forum   -­‐5    to  your  ARG  Publicly  post  broken  puzzle/activity   -­‐10    

 

 Syllabus  4/1  (2015)     D.  O’Donnell  and  J.  deWinter,  “Alternative  Reality  Games”  

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AND  FINALLY,  MORE  USEFUL  BOOKS  

Interactive  Storytelling  by  Andrew  Glassner.  

Pervasive  Games:  Theory  and  Design  by  Markus  Montola,  Jaako  Stenros,  and  Annika  Waern.