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Contents
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Applying Specific Text-Style Formatting .. . . . .• .• ..• . . . . . .282 Working with Fonts . . . ..... . . . . . .. . . . .. . • • . . . . . . .282 Setting Italics .......................... • ........ 282 Bolding Text ........................... •.. ...... 283 Adjusting line Height . ..... . . . . . .. . . ...• . .. . . . . . .283 Setting Text Color and Text Background ..... • ........ 284 Aligning Text ..........................•........284 Underlining Text .......................... . ...... 285 Changing the Text Case ..... . . . . . .. . . ...... .. . . . . .285 Working with Absolute and Relative Positioning ...........285 Preventing Image Overlap ............................289 .290 Hiding and Displaying Elements ............... .291 Specifying the Foreground Color and Backg rounds . . Specifying Text Wrap Options ....... . .292 .292 A Complete Style Sheet Layout Example .300 Summary
Appendix A
Online ARG Resources . . . ... . .. . . .. . . .... • . .... 301 Gaming Web Sites ........... .. . . •.•• . . .. •.. •.. ...... 302 ARGN.com ..... . . . ..... . .. . •. • . . ...• ... .. . . . . .. 302 Unfiction.com .......... •. ..... ••. ...... • ....... .304 Other Gaming Sites ...... .. . .• . •.. . ... .. ... ...... 307 ARG-Related Resources .... . .. ..... . ••. . ... ... .. ...... 310
Index . ........ .... . . . . .. .. . . .. . .. . .. ... .. . .313
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INTRODUCTION
Are You Ready for an Alternate Reality? The following is excerpted from one of the best alternate reality gaming Web sites, http://www.unfictio n.co m:
After a fOllg day of surftllg the web, yOIl crash hard and sleep sOl/tldly. Bllt suddenly YOII are awakened by the persistent ringing ofyOllr phone. YOLI CU!Slver it. and the voice at the other end speaks sitl isteriy. "If yOIl know whM'Sgood for YOII, you'll back off YOII don't want this. you really don't." You're sitting in the dark at 3:00 a.m., staring at the 'low-dead pho/le, thinking to yourself, "What 1wve 1gotten into?" Tllen YOIl remember the strange web site you signed lip for enrlier tlUlI evening 011 a lark. YOII realize that whoever they are, they already know a lot more about yOIl lIlan you do about thelll. YOll'd better get cracking. Welcome to the world of Altemate Reality Gaming. Sound interesting? Well then. let me tell you a little sto ry. I was int roduced to alternate reality gaming as I was driving ho me fro m wo rk one Friday afternoon. Since driving can often lead to its own unique state of alternate reality as the miles open your thoughts to extended reverie, it's not surprising that I would have become so fasc inated with this to pic at first while behind the wheel. I have a one-way work commute of about forty miles, so I depend o n my radio to help pass the time. More specifi cally, and when I'm not listening to a favo rite CD, I have the radio tuned to the local National Public Rad io station because there is always something interesting being discussed. xii
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Introduction
As it so happened on this particular Friday aft ernoon, the program I was listening to was doing a story on "number stations," and the intrigue and mystery that has built up arou nd them. Number stations are shortwave radio broadcasts th at have mysterious vo ices reading off non sequiturs as their only content, followed by long listings of numbers. A typ ical broadcast migh t consist of something like, "Yankee Hotel Foxtrot ... Yankee Hotel Foxtrot:' fo llowed by a few electronic beeps and blurbs, and then a lo ng listing of numbers. These numbers don't appear to have any recognizable meaning, nor do the words and phrases that precede them. Some of the broadcasts occur at the same time each evening, while o thers are more random. And to make these broadcasts even mo re perplexing, the voice reading off the numbers is often of a different gender and accent, and sometimes the voices are even children. Again, it was a Friday afternoon as I was listening to this story, and alii really wanted to do was get home and relax with a favorite beverage after a long week of work. I was about to turn off the stat ion when the narrator of the story men tioned two things that really piqued my interest. First, that someone-a Mr. Akin Fernandez-had actually been cataloging and recording these broadcasts for several years, and had released them as a boxed set of recordings. And second, that one of my favorite bands, Wileo. had taken the ti tle of o ne of their recent CDs, Yankee Hotel Foxtrot, from one of these shortwave broadcasts. The story went on to say that the Wileo CD actually contained short snippets of these broadcasts. mixed in wit h (for that band) the sometimes atonal, cacophonic transitions between songs. This was a CD I had owned for two years and had listened to repeatedly. How could I have never noticed these mysterious "number station" excerpts? Probably because it never occurred to me that there was a hidden or oth erwise larger meaning to these strange sounds; I was just wai ting on them to be over and the next typically catchy song to begin. Arriving at home. I immediately went to my computer and did a search on the term "Conet Project," which is the name of the audio boxed set of number station broadcasts that M e. Fernandez had compiled and released. To my surprise, there were severallinks on the Web related to this topic, and the issue of "number stations" in general. O ne li nk in particular was a link to an August 2004 story in the Washington Post, which described Mr. Fernandez's interest and research with number stations, and more specific backgrou nd (and inte resting controversy) on the release of "The Conet Project."
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As mentioned in the sto ry:
"Conet" gives off a whiff of the vaguely forbidden: Maybe the govertlment doesn't want YOIl to hear this. And your parents won't get it. A"d ifYO Il listen today, it, the age of Code Orange, it actllally sounds a little sinister, with echoes of tl'e "chatter" the Blish administration is always warning us abOllt. What could be more frig htening that, "chatter"? "Conet," it, other words, delivers a couple of the slightly subversive thrills that rock could once deliver willlOut breakillg a sweat. It feels new, a little dangerous, a ticket into a subCIIllrlre of sorts. That's all experience yOIl don't find in record stores milch anymore, in part because rock has beet! around for 50 years-(ltId cat! atlytlling that old really feel dangerolls?-and in part because corporate America long ago figured alit there's gold ill the lmdergrolmd, and now mines and mass-produces ;t faster every year. III a way, "Collet" is a meaSllre ofjust how [ringeward yOIl need to head these days to find something that delivers the frissot! of th e margins. (Excerpted from, "The Shortwave and the Calling." http://www.washingtonpost.coml wp-dynlarticlesl A3 564 7-2004Aug2. html )
Not e If you can't load the story from the link provided here, you might want to first visit http://www.washingtonpost.com and (freely) register to the site. You can probably guess fro m my reference to Wilco that I am a music fan . Actually, I am a music junkie, and am dedicated to alJ ge nres of music. Rock, jazz, country, classical- music is my thing. In reading the Post story, I was intrigued by the idea that "The Conet Project" might rep resent a new direction in music, and I absol utely loved the idea that it might be something "slightly subversive," which translates to me as truly innovative and exciting. The fact that it also carried wi th it a sense of intrigue and perhaps something forbidden only made me want to lea rn more about it.
Note For more information on the Conet Project, as well as other links to and information about number stations, see http://WVvW.irdial.comiconet.htm. I will talk more about the Conet Project and its potential ARG implications in later chapters, so stay -tuned in - for morel
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Introduction
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Enter Alternate Reality Gaming Later that eve ning, after the usual Friday night pizza and movies with the fam ily, and after everyo ne else had gone to bed, I decided to do some more searching around the Web and see what else I could find about number stations. And at some point that night, as my interest in the mystery of number stations and what they might represent was at a fever pitch, I happened to click on a link that presented me, for the first time, with the term "alternate reality gaming," or ARG for short. I recall that at first I didn't think much of it. Actually, I assumed that it was just a reference to the use of digital avatars, in such games as Tire Sims, or on Web sites like the virtual tropic paradise there.com. But it was late at night, and I was in that won derfu l trance of discovery and wonder that "free-form" Web surfing can often induce, when the magic of hyperlinked texts leads you in directions you never imagined. $0 I went ahead and clicked on the link, and I was taken to the Web site for the Alternate Reality Gaming Network, or www.argn.com.whichis highlighted in th e figure below,
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Intro-1 The home page for the Alternate Reality Gaming Network (ARGN) Web site.
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•
._.
.. ,,, ..
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Introducti on
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and also happens to be the most definitive, com prehensive resource for alternate real ~ ity gaming on the Web. In looking at the definition of ARG, the argn.com site had posted the CNET defini tion, which is as follows:
{An ARG] is an obsession-inspiring genre that blends real-life treasure hunting. interactive storytelling. video games and online cOllll1l1mity .... These games are an intensely complicated series of puzzles involving coded Web sites, real-world clues like the IJewspaper advertisements, phone calls in the middle of the night from game characters. and more. That blend of real-world activities and a dramatic storyline has proven irresistible to many." Obviously, I was instantly fascinated by that definition, since it seemed to imply something that was mysterious, subversive, intellectual, and challenging, just like the number station topic I discovered earlier th at afternoon on my drive home fro m work. Most of all, it all sounded like a great deal of fun. In furthe r exploring the site, I quickly came to two conclusions: • Alternate reality gaming had been arou nd for much longer than I thought, and its origins came from a very unexpected source. As you will discover in this book, ARCing first really came into existence as part of the 200 1 Steven Sp ielberg film, Artificial Intelligence (A. I. ). While that film is st ill only a few years old, I had not originally anticipated that ARCs were anything that had been around for more than just a few months. • I was immediately and absolutely fascinated by the concept of ARCing and wanted to learn as much as I could about this truly original genre of computer gaming. If players had somehow managed to cross the line between the virtual and physical worlds as they played the games, that to me implied all kinds of interesting things to consider, not the least of which was the question: Is there a "danger" in blurring the line between the real and the imagined? If my memory serves me right (I wish I had kept a record of my discoveries that evening ... ), I stayed up for most of the night reading about ARCing. I was also pleasantly surprised to discover that others had started writing on the larger intellectual ramifications of ARCing. Civen that I wo rk in higher education , I had already begun to think about applying the concept of alternate reality gaming in the classroom, so the articles I found by other researchers immediately caught my attention (a few of these researchers will be discussed within the pages of this book).
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Introduction
I'm getting a bit ahead of myself here, as all of these issues will be explored and discussed throughout the pages of this book. But the point I'd like to make for now is that ARG ing is a multifaceted genre of computer gaming, and o ne that has the potential to blow the doors off the way we define computer gam ing, as well as our cu rrent views of the Web as a tool for communication and collaboration. And like the descrip· tion of number stations from the Washingtoll Post story, those currently engaged with ARG ing are very much on the "frisson of the margins" in terms of the thing they are interested in and the incredibly provoca tive and fasci nating di rection this "thing" might take them.
What This Book Is About If you just read that previous section and are concerned this is going to be some kind of dry, boring academic discourse, let me assure you that this is most certainly not the case! Not that I have anything against dry, boring academic di scourses (I men· tioned I work in higher education, right?), but I realize that they are not something that most people tend to pick up to read, especially those who are interested in computing gam ing. And I'm assuming (of course!) that you are interested in computer gaming, and by picking up this book you want to learn more about one of the most exciting recent developments in this area.
So. that said, the focu s of this book is not to prepare you to write an academ ic thesis on what an ARG means to the future of Western civilization. Rather, what this book is about is discovering what alternate reali ty gaming is all about, considering the very interesting implications (e.g., blu rring of lines between real world and virtual) that can arise from this discovery, and of course learning how to play and enjoy ARGing, thus the focus on the phrase, "A Guide To" in the book's title. As you read through its pages, you'll be presented with all of the fo llowing: • What is ARGing and what are its origins? Again, don't worry about this history being presented as dry facts. Rather, the (relatively brief) history of ARGing is as interesting a topic as anything on computer gaming, or anything technology-related, to be quite honest. Understanding the development of ARGing is essential to becoming a better player and useful in becoming more involved in the larger ARG phenomenon. • Learning how to play. As you now know, I first was introduced to ARGs through a radio story about number stat ions. Perhaps your first introduction to ARGs will be this book (which would be great). The question of how you
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Introduction
learn to play an ARG is nearly as interesting as the games themselves. Ultimately, to be a successful ARG player, the key skill you need to acquire is how to think critically: despite the difficult (boring?) overtone of that phrase. you wiU be pleased to discover that you are already a critical thinker, and that you just need to see how you can focus you r critical thinking skills (and your other interests) into an ARG context. You will see examples of this through a review of how an actual ARG was played out (Chapters 3 and 4), as well as by playing an ARG simulation yourself (Chapters S-7). • An ARG example. As you read in the CNET definition above. the most devel-
oped ARGs blend fact with fantasy, and include (as you will soon discover) players receiving actual phone calls, e-mails, faxes, etc., Chapters 5-70f the book will give you a taste for what ARGing is all abo ut. And, as you will soon discover. new ARGs are coming online every day, so there's plenty of opportunity to play for those who are interested.
How This Book Is Arranged This book is divided into four general sections: • Chapters 1-2: These chapters lay the groundwork for defining what alternate reality gam ing is all about, as well as strategies and techniques for learning to play and othenvise becoming involved in the genre. • Chapters 3--4: These chapters present a summary of how the granddaddy of aUARGs--the game developed to help promote the film A. I.-was played and eventually solved by a group of individuals who dubbed themselves the C/olldmakers. These two chapters will present not only the unfolding of the game's fascinatjng story line, but also highlight the unprecede nted (and perhaps unexpected) level of collaboration and "collective intelligence" that was utilized by the Cloudmakers to solve the mystery of the game. • Chapters 5-8: In these chapters. you'll get a chance to participate in a simu lated ARG (Route 66). which will allow you to experience some of the flavor and fun of being involved in an ARG. While the ARG presented here is primarily con tai ned with in the pages of this book. you will nevertheless have a chance to interact with actual Web sites, and-as your inte rest dictates- perform a great deal of your own self-exploration and discovery, as you seek to answer the meaning of the statement. "The old road is the new road." Your "virtual ARG" will take you from the steps of the Monument to Westward Expansion (the "Arch") in 5t. Louis, through the desert Southwest, and finally to the beaches of Southern California.
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Introduction
• Chapters 9-10: To quote from a fa mous e~mai l (which you will learn about) in "ARC history," these two chapters will give you a peek behind the cu rtain as you learn about ideas and techniques for developing your own ARC- related story lines and Web pages, if you want to consider designing your own game at some point in your ARC discoveries. I would stress that these chapter divisions are very informal, and that I will take liberties in mixing different topics from one section of the book to the next. Actually, you can really view this book as being organized under o ne big section with a title, " Learn About the Fascinating World of Alternate Reality Gaming!" So don't get hung up on these chapter divisions-I've mentioned them here just to give you a general idea of how the book is organized and arranged.
Who Should Read This Book? This book has three potential audiences, and none of th em with the possible exception of the third (although that is debatable), assume you have any prior ARG experience . They are as follows: • Those readers who aren't computer garners, but who are interested in alternate reality gaming. The question of whether or not alternate reality gaming can even be considered "computer gaming" is an interesting one, and will be explored in more detail in Chapter I. However, if you don't consider yourself a computer gamer in the traditional sense of that term, don't worry, because you r enjoyment and interest in ARCing is not dependent on you being on the Halo 2 mailing list. • Those readers who are experienced computer garners and who are intrigued by how alternate reality gaming might be a radical new extension of the computer gaming genre. For those of you who have been involved with computer gaming for some time, you will find much to be interested in with alternate reality gaming. As you will see thro ughout the book, there are many similarities between how an ARC is played and, for example, liveaction, role-playi ng games (discussed in Chapter I) and role-playing games in general. • Those readers who are interested in designing their own ARG storylines and Web sites. The term "p uppetmaster" is often used to describe those people who are behind-the-scenes or "behind the curtain" and develop the story lines of an ARC and various co mponents of it. While this book is primarily aimed at players and especially those who are new to ARCing. there is
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spec ific material in Chapters 9 and 10, as well as general tips, techniques, and strategies throughout the other chapters of the book that will be of interest to aspiring puppet masters.
Special Elements Used in This Book The following special elements are typical of what you'd find in any computer gaming/technology book. All of them have been designed to provide yo u with su pplementary (and sometimes critical) related information to the topic at hand. A brief description of these special elements fo llows here: Tip
Tips provide helpful shortcuts and tricks to assist you with the topic at hand.
Note
Notes provide you with additional information about the product or technology being discussed.
Caution
Cautions provide you with warnings of potential pitfalls/problems you might encounter along the way.
Sidebars Sidebars contain additional information that is not only directly relevant to the chapter but which you might find interesting or helpful during your learning process.
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, CHAPTER
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1
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1:;-
UNREALITY: HISTORY OF
A
I BRIEF
ARG
I L.
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T
he world of alternate reality gaming, at least as we know it now, is a relatively young world, dating back to the spring of 2001 . While there were many precursors (at least conceptually) to this world, the gaming genre really did begin back in the spring of 200 1 when an otherwise innocuous advertising campaign for a science fiction film caught t he eyes and imaginat ion of some savvy moviegoers. A few
month s later, a group of these folks had collectively dubbed themselves as the "Cloudmakers," and the fascination with alternate reality gaming began in earnest. Now, less than five years later, the term ARC is slowly but surely starting to enter the popular computer gaming lexicon, as more and more people are becoming immersed in this st range and fasci nating world. Fact or fiction? Innocen t, provocative fu n or something more sinister? Mani pulative corporate marketing or legiti mate gaming genre? These are all question s that h ave been (and are continuaJJy) asked when it comes to what, exactly, ARG means, wh ere it came from, and wh ere it is headed. This chapter will provide yo u with a brief introduct ion to the world of alternate reality gaming and will take a shot at addressing (but certainly not answering) the abovementioned questions, as well as others. If you are looking fo r definitive answers, you won't find them here. Then again, if you are the type who needs definitive answers to puzzles and mysteries, yo u probably won't enjoy the world of ARGing. But, if you're willing to let go of you r othernrise st ructured and rat ional view of what constitutes reality (or more specifically, what const itutes the p ossibilities of gaming), then read on as I th ink you are going to like what you discover.
1
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2
Cha pter 1 •
Unreality: A Brief History of ARG
ARG Defined Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
So what exactly is alternate reality gaming? You might be asking yourself this question after reading the introductio n to this book with its talk of mysterious "number stations." the blurring o f the lines between the virtual and physical worlds, and strange references to Steven Spielberg movies. You also might have serious reservations about reading any fur ther. Let me put your fears aside and convince you that the world of alternate reality gaming is a world that is most definitely worth exploring. From experienced garners (computer or otherwise) to those who just enjoy a good mystery, perhaps the most enticing thing about ARCing is that. because of the content of the games and how those games are presented, th ey assume (indeed, demand ) interact ive collaboratio n betwee n several different players in order to solve the mysteries they contain. As you will see later in this chapter and especially Chapters 3 and 4, this level o f collaboration can be nothing sho rt o f mind blowing (a nd I use th at phrase in the best sense of the word )! And what's more, the collabora tive aspect of ARCing has already shown promise as a method of communication that can (and will) move out of the purely "game" arena and into other disciplines like academic. business, and marketing and any other area where p roblem solving and critical thinking are required. Note These -alternative- uses for alternate reality gaming will be discussed later in this chapter.
But getting back to the question at hand. what exactly is alternate reality gaming? I invite you to consider the following definition. as fo und on Wikiped ia.com:
An alternate rea lity game is a cross-media game tlrat deliberately blurs the line between tile in-game and ollt-of-game experiwces. While games may primarily be centered aralHld online resources, often events that happen inside the game reality will "readl Ol/t" into the players' lives ill order to bring them togeth er. Elements of til e plot line may be provided to the players in almost any form, some of those used have bew: • e-mail • Web sites, both those obviously connected with the game and those imlocent lookillg-often where the bulk of the game lies, these sites provide puzzles in many forms, e.g., cryptography
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ARG Defined
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• phone calls to a player's home, cell, or work phone • land mail • newspaper articles or classifieds • chat/instant messaging and so on-the games have been known to initiate conversation • IRe channels
• real-world artifacts related to the game in play • real-world events utilizing actors who itlteract with the players who attend These games often have a specific goal of not only itlvolving the player with the story mId/or fictional characters but of co1mecting them to each other. Many game puzzles can be solved ollly by the collective and collaborative efforts of multiple players. (Source: http://en.wikipedia.orgl wiki! Al terna te_reality...,game) If this sounds interesting, then you've come to the right place, because you will see some truly fascinating examples of these "elements of the plotline" throughout this book, as we take a dose look at how ARCs have been developed and played. However, I would emphasize th e dosing part of this definition , which suggests that because of the complex nature of the games, that solving them requires "the collective and collaborative efforts of multiple players." Understanding this issue of collective and collaborative team play is essential to understanding the meaning (and fun ) of alternate reality gaming. So, as you undertake the otherwise solitary, individual activity of reading this book, don't lose sight of how bein g involved in alternate reality gaming is anything but a solitary activity. Tip
Puppet master, defined: In ARG parlance, the puppet master is the person (or persons) who are behind the creation and execution of an ARG, and who are otherwise" pulling the stringsH in terms of rolling out the various clues and elements (like those listed above) that comprise the game's narrative flow. Figure 1.1 highlights the Wikipedia entry for alternate reality gaming. Note that in the highlighted section of the definition (shown in the figure), the various o nline and other references (many of which are discussed in this book) provide more information on this topic.
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3
4
Chapter 1 •
Unreality: A Brief History of ARG
..
~
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I '~ 0-·0
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Figure 1.1 The Wikipedia entry on alternate reality gaming is a great resource for continuing
your exploration of this topic. Now that you have some basic definition of what alternate reality gaming is, the best way to really illustrate what all the excitement is abou t is to prov ide yo u with an overview of what is still perhaps the most famou s ARG, from its development to the group of players who solved its central mystery. It all begins in the dista nt future and centers on a woman by the name of Jeanine Salla.
Beginnings: Paging Jeanine Salla It was the spring of 2001, and the Steven Spielberg film A.I. (ArtificiaI Illtelligence) was starting to make waves at the box office. The film, set in the distant future, fo l· lows the tale of a young robotic humanoid named David. Having tho ught they've lost their real son, Ma rtin, a young couple acquires David in an attempt to begin the healing process, hop ing that his presence will help them move o n with thei r lives.
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Beginnings: Paging Jeanine Salla
However, early in the film , their real son recovers from his near-dea th illness and returns home. Once there, it is not long before the robo tic David is quickly ignored and eventually left o ut in the world to fend fo r himself. The focu s of the movie is o n David's adventures through the futuristic world, in an atte mpt- not unlike a fu turistic Pi nocchio--to fin d some method of becoming a real boy. A.I. is a challenging film, both in terms of its ambitious conceptual scope and involved story li ne. Indeed, the last thirty minutes of the film alternatively pull o n your hea rtstrings, as well as your conscio us ability to follow what the ultimate point of the film really is meant to represent.
However, we are not concerned here with reviewing the film , but rather what it has to do with the birth of alternate reality gaming. As it turned o ut, the connection between the film and ARG was very subtle, at least initially. There was nothing done to consciously announce the presence of any type of game (ARG or otherwise) related to the film , but rather it was left up to attentive movi egoe rs to notice a few "hidden dues" that were st rategica lly, and in retrospect, ingenio usly, placed in advertisi ng material for the fi lm. Tip
The AI ARG was commonly referred to ominously as the ~ Beast. · What were those dues? So me moviegoers noticed that, on the backs of posters for the film , some of the lettering o n the posters was circled in curious ways. While this would become of interest later, this clue in and of itsel f certainly wouldn't grab the attention of most people, and perhaps not even those who were actively looking for a mystery. Rather, it was a mysterious name that appeared in the fi lm's credits that served as a much more intriguing ind ication that something else might be go ing on. Fo r those who happened to notice, a credit in the film was given to a Jeanine Salla. with her role in the film being that of "sentient machine therapist." Those curious enough to find out more about Ms. Salla quickly found that, not surprisingly, she had a presence on the Web, as shown in Figure 1.2. O ne of those who noticed these strange dues revolving around th e film was a person by the name of Cabel Sasser, a computer programmer from Oregon. Sasse r was curio us as to whether o thers had also noticed these dues and what might be behind all of the mystery. In an attempt to solve the puzzle, Sasser formed the "Clo udmakers," a Web-based discussion forum that had as its sole intent (at least initially) to solve
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5
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Chapter 1 •
.. . --- ... ~
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Unreality: A Brief History of ARG
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Figure 1.2 Jeanine Salla, who turned out to be a seminal figure in the world of alternate reality gaming.
the mystery of the A.I. riddle. Who was Jeanine Salla? Did those strangely circled let" ters on the movie posters have some sort of deeper meaning? What other clues might be unveiled by digging just a little deeper? These questions were the focus of the Cloudmakers' efforts. And soon (very soon, actually about 48 hours) after launching the Cloudmakers' discussion forum, there were over 150 other curious individuals who had joined the discussion. When the game ended in July of2001 , the group boasted over 7,400 members. Figu re 1.3 high" lights the Cloudmakers' Web site. as it can be accessed today. While the work of the Cloudmakers will be discussed more in this chapter, as well as Chapters 3 and 4, it's worth noting at this early point in our discussion what being a Cloudmaker represented, at least in several cases. Given the intrigue and mystery sur rounding this very unique and strange "game," the addiction to solving it became just that: an addiction. While you can attach various connotations to that word addic lion. the bottom line is that, for many of the Cloudmakers, the involvement in the game and in the larger collective group that comprised the Cloudmakers represented a truly unique and consuming experience. Reports of lost sleep, lost friendships, and lost jobs were not uncommon, as tremendous energy and devotion was put forth in 4
4
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Beginnings: Pagi ng Jeanine Sa lla
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0- '
-index
-----------_._------------_. __..._..__ .. _---_ .... -- . ....-._---. -----_.- ---_ . _-_ .. _-_ _--------------------_ -----_. _ _--_ ...---_. --.... -.. ... -.--.__ .....-_... ..._.,__---------_ .._. ---_ ..__ _.. ._ .... _-- .. _.. _._----_. -_........._..__-,.._._---_ ...
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Figure 1.3 Visit cloudmakers.org for a complete history and overview of the group's work on discovering and solving the Beast. trying to discover the answer to the q uestion. "Who killed Evan Chan?" (Chan was, as in itially tho ught , the mysterious character that had bee n murdered and was at the center of the game's mystery.) Tip Although referenced elsewhere in this book. be sure to read the article. "This is Not a Game: Immersive Aesthetics and Collective Play " by Jane McGonigal, University of California. Berkeley. The article provides an overview not only of the Cloudmakers' work. but also a discussion of what the group's work might mean in terms of the larger power and possibilities of "collective intell igence," not just for solving games, but also. potentially, for solving real-world problems. You can read this article online at: http://www.seanstewart.org/beastlmcgonigal/notagame/paper.pdf
Eventually, the Cloudmakers d id solve the mystery, and the A.I. ARG, mo re popularly refe rred to th en (and now) as the Beast, was history (although as shown in Figure 1.3, their journey of discovery through the A.I. ARG remains very well documented, not to mention summarized in Chapters 3 and 4).
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Unreality: A Brief History of ARG
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But what (or rather, who) was behind the Beast? And why did they go to such extreme levels to design a game to help market a movie? Read on ...
From Turkish Newspaper to Iowa Dinner Table The origins of the development of the Beast are nearly as interesting as the process that unfolded in solving it. Early in January of 2001, a group of talented writers and Web designers met within the Microsoft gaming development group (you knew Microsoft was going to come into this sooner or later, right?). One of these writers, Sean Stewart, has a terrific Web site devoted to his experiences with the Beast, as well as other projects he is involved with (all of which are interesting and worth checking out). Figure 1.4 highlights Sean's Web site (www·.seanstewart.orglbeastlintro.html) and the section devoted to the Beast. As Sean describes it. he and others involved in the development of the game were given the fo llowing des ign directives from Jordan Weisman, who was the head of development for the game (you can read more about this on the Web site listed in Figure 1.4). • The narrative of the game would not be presented in a structured. linear fashion but rather should be broken into fragments so that players would have to reassemble those fragments into a more cohesive whole. • The game, if it were to be solved, would require an unprecedented level of cooperation and "collective intelligence," made possible through the collaborative possibilities of the Web. • The game would be more interesting if the players really didn't have any idea of who or what was behind the game. including (as Sean Stewart points out) other Microsoft employees! • Finally, the game would be more interesting and engaging if information about the game were presented to players in a variety of formats, incl uding Web sites, e-mails, phone calls, newspaper clips, telev ision spots, and so on. lt is that second bullet here that is perhaps most important to draw attention to in this early discussion. The idea of using the Web as a large-scale collaboration tool was certainly not a new idea to those involved with designing the Beast. Indeed, the conceptual fram ework for large-scale collaboration has been in existence. in other forms. for many years. However, the Web through its unique format and popularity has raised the possibilities of this type of collaboration to an entirely new level. at least in terms of what had been perceived o riginally prior to this event. The game designers knew this, and wanted their game to be a refl ection of this collaboration. As Sean
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From Turkish Newspaper to Iowa Dinner Table
.....
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Figure 1.4 Sean Stewart's Web site and his discussion of his involvement with the Beast. Stewart comments on his site: " If we put a clue in a Turkish newspaper at dawn, it would be under discussion in a high school kid's basement in Iowa by dinner time." Also of interest is the co ncept that the game should not admit itself as a game. As the Beast developed through the late spring and early summer of200 1, television advertisements for the A.!. film actually started to carry the tag line, "This is Not a Game" for those who had become immersed in solving the mystery of the Beast. And as the ga me also sought (per the fourth bullet above) to deliver its content in new and unusual ways, players did, in fa ct, receive "real-world " clues through various realworld mechanisms, such as e-mails and phone calls. The concept that your "game" might call yo u at work was revolutionary and wi ldly successfull y. Speaking of that success, and by evidence of this book's existence (that is, the popularity of ARGing), the game designers we re successful beyond their wildest expectations. When the Beast ended in July of 2001, in addition to the 7,400 Cloud makers' membership, there were over 42,000 messages that had also been posted abo ut the game. Moreover, those people behind the production of the game estimated that more than one million people from around the world had played the game. Not bad statistics for a game that denied up until the very end that it wasn't a game!
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Unreality: A Brief History of ARG
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Note
So, why call it the Beast? As legend goes, one of the first content inventories of the game exposed the fact that there were 666 pieces of information. Given that the number 666 is known in various religious eschatology as the devil's favorite number, the moniker of the Beast was given, and ended up sticking to, the game.
But ... ls It All Just a Marketing Trick? The title of this section is. admittedly, a bit of a loaded statement. Personally. I want to become interested and involved in something (gaming or otherwise) thro ugh my own free will and not because I have been manipulated or otherwise duped into thinking my foc us of in terest is not what it appears to be. That being sa id, you could look at the Beast and indeed all ARGs as nothing more than very elaborate marketing gimmicks. And to some degree, that's exactly what they are. One term that has been used to desc ribe the seductive power of ARCs is the concept of viral marketing. Simply defined, viral marketing refers to any concept or strategy that encourages (and especially makes viable and possible in a uniq ue way) individuals to pass o n an arguably marketing-specific message to others. In the process, this has th e ability for that message to reach an exponentially large number of people, as the message, o r more precisely the process in wh ich the message is communicated, acts like a "virus," infecting the thoughts and buying hab its of those "infecte d" by the virus (as least that's what the companies doing the marketing hope will happen). Note
for a concise, informative overview of the concept of viral marketing (including examples), see the article, ~ The Six Simple Rules of Viral Marketing ~ (http://www.wilsonweb.comlwmtS/ viral 'pri nciples.htm). Those who are very active within the ARG commun ity would (a nd do) ada mantly deny being under th e influence of any dastardly marketing plot. or at the very least are qu ite voca l in sayin g that while they might see the marketing aspects of being involved in an ARG. that the games are, for them, ultimately much mo re than just a clever way of tricking them into buying a video game, seeing a movie. and so o n.
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But... ls It All Just a Marketing Trick?
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On What Side of t he ARG Marketing Fence Sh ould Vou Sit?
Ultimately, I would suggest that as you make your decision on where you stand on th is ~ debate ~ that. ultimately, you don't take the issue too seriously. I say that from the simple viewpoint that if you find something that gives you enjoyment, and-if while enjoying that something you aren't hurting anyone else, hurting yourself, or breaking the law-then that thing (whatever it is) probably is doing you more good than harm, and is something to continue to explore. And, ultimately, if you think for even one microsecond that you are immune from the effects of our media-crazed culture, where advertising jingles and campaigns often transcend the very thing that is supposedly the focus of interest (think: Super Bowl ads), that is a viewpoint I would most certainly spend a fair deal of time and energy arguing against! There is simply no way that anyone can escape the influence of mass-market culture and advertising. By that statement, I am not suggesting that you can't be aware of that influence (and in turn, try and gauge the level to which you are influenced by it). But to suggest that you are immune is. I would argue, not possible. But getting back to our specific discussion of ARGs, there is a tremendous amount of fun you risk losing out on if you take too critical of an outlook on the ~ bigger meaning ~ of ARGs. Don't forget that in all this conceptual and academic talk (much of which I am guilty of pandering to also, a nd-admittedl~f which I have included at least a bit of in this book), there is a key word that you simply cannot forget, and that word is. of course, GAME. Agame, by its very definition, is something to be enjoyed. Be it poker, chess. basketball, or an alternate reality game. That being said, I would suggest that this talk or • argument - over what percentage of ARGs are legitimate, exciting gaming and what percentage is marketing baloney has been overstated. Yes, the Cloud makers might have ultimately been yet another in a long line of unsuspecting folks who fell victim to yet another variation of the Microsoft juggernaut. but judging from their experiences, they had one heck of a good time, and their experiences with the Beast have led to some fa scinating new avenues of both gaming and exciting new ways of utilizing the Web. So, in bringing this discussion full circle and repeating the title of this section: Marketing ploy or gaming genre? Who cares, as long as you have fun being involved with ARGing! lecture over.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 11. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=32
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Unreality: A Brief History of ARG
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Tip
There are many discussion threads on this topic of whether ARGs are something in and of themselves or just the latest in a series of never-ending marketing gimmicks by our marketobsessed culture. For an example of one of the more interesting discussions, see the thread devoted to this topic on argn.com, available at: http://www.argn.com/forums/ viewtopic.php 1t=878 Despite how you may fee l about marketing, there is an undeniable marketing component to alternate reality gaming. And, as with all things related to ARG ing, how that compo nent has developed is a very interesting story in and of itself. It all starts back in 1999 with a little fllm about a nasty witch who lived on the outskirts of a small Maryland town. That same town/film is our next destination as we travel the road of ARG history, so let's go there now.
From Witches to Mind Control: The Immersive Marketing Connection In the summer of 1999, fans of horror/thriller films began to take notice of advertisements for a new film entitled The Blair Witch Project. The film , as it was billed, was the true account of three college st udents who had decided to make a film based on the legend of a witch who lived in the woods of Burkittsville, Maryland. What was so intriguing (and frightening) about the film was not just that it was a "true story," but that the film had been "found"-that is, the students had taken their cameras into the woods to film their documentary, and they were not heard from again. Three years later, footage of their expedition into the woods was d iscovered, which included segments of them preparing for their expedition and, very unsettlingly, their apparent final moments. Given this was 1999 and use of the Web was commonplace, it was not su rprisin g that a Web site was established to provide curious moviegoers wi th more information about this unnerving film. Figu re 1.5 illust ra tes the home page of www.blairwitch.com. Exploring this Web site reveals some very unusual information, most notably the lack of any kind of typical promotional material. There are no "actor bios," links to other studio fi lms, or any other information that would ident ify this as being a Web site devoted to a film. Instead, the site is constructed to give more detailed information about the events surrounding the fllm, so as to make it appear as if it were a true story.
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From Witches to Mind Control: The Immersive Marketing Connection
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·Fill
Figure 1.5 The Blair Witch home page. Note the lack of usual marketing detail that would mark this as a typical film promotional site. Figure 1.6 highlights the "Mythology" link that gives a detailed timeline of events surrounding the legend of the Blair Witch. Notice, too, in Figure 1.6 how many of the items that are listed are hyperlinked. If you click on these, you can see additional supporting information (often in the form of actual photos) that details the specific event/location in question. Figures 1.7 and 1.8 are two examples, allowing visitors to the site to gain a more thorough understanding of the story that the film itself details. Again, as you explore the site, there is nothing to indicate that this is not, in fact, a true story and a detailed overview of the events surrounding the disappearance of the students. Police reports, stills from the discovered film, and interviews with the missing stude nts' families can all be found within the site. If you are reading this and are becoming intrigued by what the story represents, then congratulations for you have fallen into the world of immersive marketing, which is both a critical element of the best ARGs. And, if you want to hop in your car and drive to Burkittsville, Maryland to take a little hike into the woods yourself, then even more kudos are in o rder as you clearly are of the ARG mindset.
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13
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Chapter 1 •
Unreality: A Brief History of ARG
Figure 1.6 A detailed timeline of events leading up to the disappearance of the three students and the subsequent discovery of their film.
But before you gas up the car, you need to know something about the Blair Witch, the disappearance of the students, and the subsequent discovery of their film- none of it is true! When TIle Blair Witch Project was first released back in the summer of 1999, it fright· ened a great number of people (myself included). The film was not "gory" in the tra· ditional horro r film sense of the word. but rather presented an ingenious twist on the horror ge nre: by shooting the film in pseudo-documentary fashio n, it gave the illu· sian of being an act ual accoun t of real even ts. The film 's studi o, Artisa n Entertainment, decided to further play up th is illusion by constructing the Web site you've seen illustrated in the previous figures, and otherwise treating the film as if it were a true story.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 14. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=35
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From Witches to Mind Control: The Immersive Marketing Connection
Figure 1.7 ~Coffin Rock, ~ the site of many gruesome events surrounding the legend of the BlairWitch .
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.
Figure 1.8 The discovered remains of a car belonging to one of the student filmmakers.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 15. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=36
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Chapter 1 •
Unreality: A Brief History of ARG
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N ote
Another interesting earlier example of larger ARG concepts was the classic 1938 radio broadcast of the H.G. Wells classic, The War Of The Worlds. For a few terrifying hours, there were many listeners who were not aware they were only listening to a fictional broadcast. and as a result they honestly believed the Earth was being invaded by some very nasty Martians with very bad attitudes. For a comprehensive (and very interesting discussion, especially in the context of ARGing) review of this classic moment in radio broadcasting, see http://members.aol.com/jeffl070/wotw.html as well as http://members.aol.com/jeffl070/ script.html for a complete transcript of the original broadcast.
Benefit s (and Drawbacks?) of Immersive Market ing An extraordinary number of people bought the story of the Blair witch as true-and for good reason. I remember getting into a rather heated argumen t with a fri end who was absolutely convinced the story was true. This friend was adamant that her "evidence" (including the Web site highlighted above) was proof that the story was real, and she pointed to the large numbers of Web forums devoted to a discussion of the Blair Witch legend. All of this leads to an interesting question, which I've al ready presented in earlier chapters of the book. That question is this: Is it unethical or potentially dangerous to present this type of"immersive marketing" (and ARCs in general) as real, even if the majority of those people involved are able to separate fact from fiction? And, for the discussion here, just how effective is all this as a marketing tool? An answer to that last question is difficult to ascertain. While the number of players of both the Beast and " ilovbees" has been fai rly well-supported, the effects of these ARGs on the number of tickets sold to the film A. I. or the number of purchased copies of Halo 2 are more difficult to measure. Still, it is clear that immersive marketing is here to stay. Moreover, the complexity of the marketing does not have to rise to the level of the Beast in order to be effective. Indeed, several exam ples of immersive marketing techniques, most involving films , offer no more than a single Web site. But on these sites the interested visitor can become part of the larger fi lm experience in a number of intriguing ways, usually through playing some type of multimedia-rich game that is themed around the film itself. Clearly, the Web site developed to promote The Blair Witch Project was an early pioneering example of the entire concept of immersive marketing. And more recent examples (that is, ARCs) have taken the concept to an entirely different level.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 16. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=37
From Witches to Mind Control: The Immersive Marketing Connection
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The immersive marketing used to promote the 2004 remake of the film The Manellurian Candidate is of particular interest. Figure 1.9 illustrates th e home page for the film itself. ,
~ ___
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.-"
Figure 1.9 The Web site for the film The Manchurian Candidate
Compare this home page to Figure 1.5. Clearly, Figure 1.9 is promoting a fi lm, as we can see indications of film reviews, information on tickets, and show times, as well as the MPAA rating given to the film. However, take a look at Figure 1.10, which illustrates the home page for the com pany Manchurian Global (http://www.manchurianglobal.com). As I'm sure you've guessed, there is a connection between the film and this Web site for "Manchurian Global." But, just as with the Blair Witch site, there is no indication in Figure 1.10 that Manchurian Global is not a real company. Indeed, the site is full of very realistic, legiti mate-appearing info rmation. Figures 1.11 and 1.12 highlight the level of detail the site designers have gone to in order to make Manch urian Global appear as if it is were an actual company.
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Cha pter 1 •
Unreality: A Brief Hist ory of A RG
Figure 1.10 The otherwise unremarkable Web site for the Manchurian Global company.
.
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Figure 1.11 Detailed information on the company's mission, as well as quotes from its senior management, can be found on the site.
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else? A link to the company's Mprivate extranet. •
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From Witches to Mind Control : The Immersive Marketing Connection
~
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Figure 1.12 A bio of the compa ny's CED, "Mr. Walter Stevenson:
Notice th e callout in Figu re 1. 11 to the "Private Extranet." When you click o n this li nk, you are presented with a typical secure login prompt, asking for a username and password, as shown in Figure 1. 13. This is an actual secure login prompt, because just entering any username and password (unless they are the correct ones, of course! ) will result in you seeing a typical "access den ied" page. What sec rets lie buried within Manchurian Global's extranet site? As expec ted, a thread was established on argn.com to try to break the secure login. Figure 1. 14 illustrates a snippet of that discussio n. Tip
To read the full argn.com discussion thread on Manchurian Global, see the following link: http://forums. unfiction.comtforumsfviewtopic.php?p=49252
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Cha pter 1 •
Unreality: A Brief History of A RG
Figure 1.13 Proper security credentials are required in order to access Manchurian Global's extranet.
__ .. _----,-_ __...--..__...__ ---_ ......_ . _---_ ...__._---._--_ ._.-. ... _ _-_ ..._......._----_. . __. _--_._--_ ..........-.-_ ....--...... ...-.---_--_ -....... ....... __.......--__---_ ...._._........ . . . ---------_ - .._._...._- ....__._.... -_---..__...... ...-._--_ ....... __...... ..-_-_
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Figure 1.14 So what's the username and password for the Manchurian Global extranet? Oh yes, I can give you that information. It's ...
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From Witches to Mind Control: The Immersive Marketing Connection Note
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For a nicety organized list of various film-related immersive marketing campaigns. as well as other great discussion on the entire topic of immersive marketing, see the following link: http://www.miramontes.com/studioslmuseumlbytitJe.php
What's the final consensus on these types of immersive marketing techniques? Well , to the consumer, I think you'd be hard pressed to say that , at Ihe very least, they are entertaining supplements to the larger product. And at the risk of editorializing, the immersive marketing techniques (that is, such Web sites as described above) are often more enterta ini ng and engaging than the films they have been developed to help promote. Ultimately, I would suggest that to answer the question of how effective these immersive marketing techniques arc really depends on what side of Ihe commercial fence you happen to find you rself. As a consumer (and by consumer I also mean ARG player), I think these types of marketing techniques are great. Personally, I didn't think The Manchurian Candidate was that great of a film , bu t the larger mystery of the "Manchurian Global" Web site was fascinating , and I found myself easily taken in by my interest in discovering what was hidden within the company's "private extra net." By default, this type of interest is going to lead to some related discussion of the film. For example, imagine that I'm discussing with friends my work in cracking the security code to access the Global Manchurian extraneI. Inevitably they are going to ask me how my interest in this came about, and-inevitably-I'm going to mention the fi lm itself. This is a great example of the "viral marketing" concept that was discussed earl ier in this chapter, since I have now referenced the name of the film and thus "infected" my fri ends so that the next time they are at the video sto re, wondering what DVD to rent, The Mallchurian Candidate might pop into their head. But how does all this play from a marketer's perspective? Or more spec ifically. what is the perceived value of immersive marketing, including fully-developed ARGs. from the company who is trying to sell their product, be it a film, video game, etc.?
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Chapter 1 •
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To answer this q uestion, you would probably want to conside r the fo llowing informat ion: • How complex or involved does the immersive marketing concept reaUy have to be in order to be effective? • What exactly is being promoted via the immersive marketing concept? • How can you differentiate publicity generated by the immersive marketing concept versus publicity generated about the concept? • Finally, what is the total temporal scope of the concept; that is, should it be designed to last for several months (or longer) o r would a "quick answerlsolution" be sufficient? (from "Exocog: A case st udy of a new genre in storytelling" by Ji m Miller. http://www. miramontes.co m/studios/exocoglindex. html) Again, you may be asking you rself why you, as an ARG enthusiast, need to be concerned with a marketer's perspective. I'd answer that comment, in an admittedly tongue- in-cheek way, by using an old saying, " Know your enemy." I don' t think it belittles or o therwise reduces your enjoyment of the ARG experience by keeping in mind that what you are playing is just a game, and one that has been developed, in many cases, to market a product. I would also suggest that the more you think about and become familiar with immersive marketing techniques, the more effective of an ARG player you will become. lust watch out for witches who live in the woods and presidential candidates with a weird gleam in their eyes .... Note
While the idea of viewing an ARG as a viral marketing technique is admittedly a bit distasteful, there are nevertheless some very interesting (and less nefarious) marketing implications of ARG concepts, which are leading to what may prove to be another type of communication that is not quite a full-blown ARG but at the same time more than just simple marketing. While this topic is discussed in more detail in Chapter 10. take a look at http://www.miramontes.com/studioslmuseum and the examples of immersive techniques" that have been collected there. Figures 1.15-1.17 highlight one example you can access from that site, which is the immersive game that has been developed for the film The Grudge (you can also access this site directly by visiting http://www.sonypictures.com/homevideo/thegrudge/index.html and click on the link. ~ Enter the Site"). Word to the faint of heart this is a vetyunnervingWeb site. combining the best design elements of the Web (did someone say marketing component of the Web 1) to deliver an engaging. albeit very creepy. Web experience. Check it out! M
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From Witches to Mi nd Control: The Immersive Marketin g Connection
'., -- -- - -
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~
-_.
- . --- .-.
.
..
.Figure 1.15 The site allows you to upersonalize wyour experience by entering your first name and last initial.
, ---.----_._-----
Figure 1.16 Furthering the personalization factor, you are presented with instructions.
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.
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Chapter 1 •
Unreality: A Brief History of A RG
Figure 1.17 Here you are inside the house, and you immediately get the feeling you shouldn't be there.
A Heist, a City, and a Bunch of Bees There are new ARGs coming online all of the time. How do you find the rabbit hole that leads to the inside? The best way to become involved with the world of alternate reality gaming is by visiting the Web sites and d iscussion forums devoted to the topic. Figure 1. 18 highlights the argn.com site, illustrating the breaking ARG news and updates that are frequently updated on the site.
Tip Rabbit hole, defined: In ARG parlance, a rabbit hole is the initial site, page, clue, posting, and so on that provides an entry to an ARG. Discovering a rabbit hole can be by chance, by paying very close attention to things which seem out of the ordinary (e.g ., the ~sentient machine therapist~ credit in the A.I. film), or-more than likely-by being well-connected with the larger community of players and Web sites devoted to alternate reality gaming.
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A Heist. a City. and a Bunch of Bees
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~
.. .
- .~
-----_. ==..-
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Figure 1.18 If you are interested in alternate reality gaming. you need to bookmark argn .com Tip
For a general reference guide to online ARG resources, be sure to check out Appendix A. "Online ARG Resources." At the time o f th is writing. the two major ARGs in play are known as "The Heist" and "Perplex City;" however. mo re are certainly in development and will be launched after this book goes to p ress. Bo th of these ARGs are pushing the bo undaries of the genre. and not witho ut some cont roversy (controversy that will be explo red in more detail in Chapter 2). In terms o f recently concl uded ARGs, the "ilovebees" ARG was yet another elabo rate and heav ily produced ARG, which was developed to help p romote and launch the Microsoft video game. Halo 2. Figure 1.1 9 highlights the home page o f ilovebees.com. The ilovebees ARG was a bi g hit and ended up winning several awa rds, not th e least of which was the 2005 Webby awa rd for best ga mes- related Web site. What was intriguing about this ARG was its significant use of real-world act ion (i.e., asking players to ventu re in to th e real world to search fo r d ues and to utilize geocaching and
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2S
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Cha pter 1 •
Unreality: A Brief History of A RG
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.. - _ .GeE)
Figure 1.19 Hot ARG wax flies at www.ilovebees.com.
other "real world" techniques to search for clues). Of course, the Web still served as a central tool for collabo ration and communication about the ARG, but this physical world component brought a new dimension and interest to the game. The "ilovebees" ARG, as well as "The Heist" and "Perplex City," will be discussed in more detail in Chapte r 2, as we look at the specific d irections these"second generation" ARGs are moving towards, and once again the potential controversies and concerns they may be generating. Tip
Geocaching is an interesting subject in its own right, as well as how it is being integrated into the world of ARG. For more information about geocaching, see http://www.geocaching.com/ faql
ARG Ancestors: An Extended History In addit ion to my work with technology, I teach literature at the college level. Of particular interest to me is twentieth century American and European literature. And of even more specific interest are the writings of a group of American writers from the
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ARG Ancestors: An Extended History
1950s, who are known collectively as "the Beats." Including such notable authors as Jack Kerouac, Allen G insberg, and William Burroughs, these individuals attempted to express in their writing the anxiety and desperate search for individualism that resulted in the years following the end of World War II and the onset of the Cold War. Much of their writing almost takes on a stream·of·consdousness style, as ideas and concepts Oow from one sentence to the next (or simply flow in one long sentence that can take up nearly an ent ire page of text). What do the Beats have to do with alternate reality gaming? In fact , they have quite a bit in common. Well, they have a lot in common if you are willing to look for the co nnections. but since I'm interested in both the Beats and ARGing, I've had no prob· lem making that connection , and I'd like to use it to illustrate the provocative impli· cat io ns of how ARGs can be used as powerful educational components that allow students to lea rn and have a great time while they learn. The following sections will describe this ARG·Beat connection , as well as high light other educational concepts that show a direct connection to alternate reality gam ing. Along the way, I will also highlight some classic novels that either have strong ARG overtones or could easily be used as a basis for a new ARG. So listen up aUyou aspir· ing puppet masters-if you're looking for content for your ARG. you might want to visit your local library and check out some of the titles I'm going to discuss here.
Pulling the Puppet Master's Strings The development of the term "puppet master" is interesting in and of itself, and worthy of its own consideration. Where did the term come from, at least in regard to how it is used within alternate reality gaming? As with most ARG terms, it has its origin in the Beast. Since the story line contained Pinocchio references, when those people behind the creation of the game revealed themselves, they were nicknamed "the puppet masters.· While that might be the official history, there are other interesting avenues to explore, in learning more about the larger implications of the term for ARGing. For example, what might be the connections between the term and the · puppet-play · described in Keith Johnstone's Impro: Improvisation and the Theatre (1981P In that work, Johnstone describes four ways of role-playing, one of these being puppet-play or ~ the manipulation of a character primar· ily as a puzzle·solver or token : Another interesting reference to check out is Paul Mason's ~ In Search of the Self: A Survey of the First 25 Years of Anglo-American Role·Playing Game Theory " (see hnp:llwww.ropecon.rilbrap/chl.pdf).
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Chapter 1 •
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finally, for another interesting consideration of not only "puppet mastering" but of the entire ARG concept, you might want to check out Antonin Artaud's classic essay on the theatre, The Theatre and Its Double. In that work, Artaud describes his concepts of breaking down the tra· ditional walls that separate the performer from the audience, and thus creating a more immersive (and powerful) context for experiencing art (and as a result, the real world, too) . And if you really want to go back in your " original ARG" analysis, you might want to consider Plato's Republic. and his various ruminations on the dangers of art. especially when used as a mimetic (representative) device for reality.
Taking ARG " on the Road" The sample ARG you will play in Chapters 5-8 is based o n the concept of taking a road trip across America. Not coincidentally, the road trip was an essential thematic concept in many Beat writings. For example, Jack Kerouac's classic On tile Road, which is considered by many to be the definitive Beat novel, saw its characters experiencing road trips as methods of self-discovery and personal freedo m, and no t simply lo ng rides in a car. Figure 1.20 highlights one of many Web resources devoted to this classic novel and its author.
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Figure 1.20 The National Public Radio (N PR) Web site and their show .. Morning Edition" have provided an excellent overview of Kerouac and On the Road. See http://www.npr.orglprogramsimominglfeaturesipatc/ontheroad/
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ARG Ancestors: An Extended History
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I teach a course on the Beats and have integrated an ARG component into the course structure. The concept of the ARG, and how I utilize it , are described below: • I utilize traditional material for my course, including novels and textbooks. However, I also ask that my students have direct access to a computer with Web access, so that they can connect the course's Web site. • At the beginning of the course, I assign my students into groups of four. The students will stay in these groups for the course of the entire semester. • Working in th eir groups, the students are presented (on the first day of the course) with a directive to take a road trip from 51. Louis, Missouri to Los Angeles, California. However, this isn't an actual trip, of course, but rather a virtual trip. Util izing carefully selected Web sites that correspond to various locations, the students will pass through an actual journey from 51. Louis to Los Angeles. The ARG requires that they "chart" their journey by finding clues o r making connections between these sites and the larger context of the course. • What is that larger context? Again, a recurring motif within Beat writing was the road trip (or more specifically, the concept of being mobile). In an attempt to give my students a taste of the Beat expe rience, I use this virtual road trip as a way of highlighting and otherwise clarifying the other course material they are studying. The ARG, then, is this journey and the subsequent learning issues are what they develop on their own and within their group, as they seek to define their own attitudes and impressions of the Beats (and in the process, of themselves). • Finally, the "answer" to the ARG is their term paper, which is a su mmat ion of everything they have learned throughout the course of the semester. I ask the students to write it in the form of a diary, chronicling their journey from 51. Louis (or the first day of the course) to their arrival (last day of the course) in Los Angeles, and everything they have learned through their experiences along the way. Admittedly, all of this is a very academic discussion of the benefits of utilizing an ARG in the classroom. But I think it highlights just how far-reaching and positive the impact and influence of ARG can and will be on areas outside of just the gaming world. While I don't want to hop up on a soapbox, I would suggest that, too often, the classroom environment can be a bit, shall I say, staid. Today's students have been raised on technology and are extraordinary media-savvy. They are capable of processing vast amounts of information coming at them from a variety of sources (television, the Web, radio, print). Given the culture they have been raised in, why not
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Cha pter 1 •
Unreality: A Brief History of A RG
exploit it so that the learning environment of st udents is a direct reflection of their culture? Put simply. if they are techno-savvy and strong interpreters of multimedia. then why not use these skills to help them learn? To me. all of this has obvious connections to alternate reality gaming. and it justifies ARGs both as things in and of themselves. as well as legitimate learning tools.
Using ARG to Develop Critical Thinking Skills I've already mentioned (and will mention throughout this book) that the ability to think critically is an essential skill for any successful ARG player. You need to think "outside the box" if you are to not only be a successful ARG player. but also to enhance you r enjoyment of the entire ARG genre. Of course. developing critical thinking skills is a central mission of education and especially so at the post-secondary (college) level. Again. it's already been suggested that the ARG process could be employed to tackle real-wo rld problems. For example. the Cloudmakers thought, momentarily, to try to use their collective intelligence to answer the multitude of questions that arose in the immediate aftermath of the 9/11 terrorist attacks. Clearly, viewing game-playing techniques as a method of addressing a problem as real and multifaceted as terrorist attacks implies quite a few things. To many people, these implications are not positive, nor are they to be encouraged. It takes a real sense of bravado on the side of the player in thinking that he can view a serious, real-world problem in "game" terms. Moreover, there have been suggestions (also discussed earlier in the book) that those who become too heavily involved in ARGing lose their ability to differentiate fact from fiction. and thus are in danger of becom ing lost in a fantasy world that might be nothing more than a clever marketing gimmick. On the other hand, the re are those people, of which r am one, who think that the implications of ARG techniques are not only legitimate fo r problem solving, but are perfect for use within the classroom. I should state here that I agree with the conclusion that was quickly reached by the Cloudmakers not to view 9/11 as a "game" to be solved. r believe that while their intentions were good. and that they wanted (legitimately) to see how far their collective intelligence could take them with regard to realworld problem solv ing, the scope of the event, not to mention (at the time) the infancy of their group would probably have combined to lead to more problems than solutions. Nevertheless, the idea that a group of people can pool their skills and resources via a medium such as the Web is just too fascinating and applicable an idea not to continue to explore it. One method of exploration that I think is of particular legitimacy
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ARG Ancestors: An Extended History
(which holds great prom ise) is applying the critical thinking skills required to play an ARG with in the classroom setting. While it's very possible I could have a wonder· ful cou rse o n the Beat without the above·described ARG compo nent, the benefits of integrating this compo nent, both in terms of the students' enjoyment of the class and their potential to learn , is too great not to explore. And since critical thinking ski lls are at the center of any ARG experience, it makes even more se nse to subversively exploit those skills in the classroo m (in the sense that students don't realize how much they are using their own innate talents to learn, i.e., if this "critical thinkin g" compo· nent were dryly and very directly forced upon them. they probably wou ld be much less open to it ). Not e
Problem·based learning (PBl) is an increasingly popular, student-centric teaching methodology for the development and implementation of critical thinking skills. For a concise yet comprehensive introduction to PBl, see the following link: http://www.otlf.com/html/pi/ 9B l 21pbl_l .htm.
A Novel ARG Concept As a kid I used to love the "Choose Your Own Adventure" book series. These were known as "game books" and were written so that at the end of each chapter you were given a choice as to what direction you wanted the plot of the story to head. For exampic, at the end of a chapter, you would be presented with the following:
If YO" decide to wait for tile bus to pick you up, trim to page 4. If you decide to ride your bike to school, tum to page 10. Depending on which o ption you selected, the story wo uld develop in a different manner. These books we re great because they engaged young readers with the text and were diffe rent (well, at least for a few times until you fi gured out the threc o r four possible plot lines) each time you read them. Not e
In some ways, the ·Choose Your Own Adventure Mbooks might be considered some of the ea r· liest versions of ARGs. For more information on this interesting (but admittedly nostalgic) series of books, see http://en.wikipedia.orglwikifChoose_Your_Own--Adventure. Predating the MChoose Your Own Adventure books by at least two years. you might want to consider the solo role-playing games, including M Adventure Mand · Zork · text-based computer games. For more information 00 these early ARG ancestors. see: http://www.csd.uwo.callnfocomiArticlesltimeline.html and hnp:/lwww.csd.uwo.ca/lnfocomiArticieS/NZT/zorkhist.html M
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Chapter 1 •
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I mention these books in the context of this chapter because, to me, they represent yet another way of approaching the "ARC mindset"-to be a success ful player, and to enjoy the gaming p rocess, you reaUy do need to open you r mind to the possibility o f not just multiple solutions to a problem, but how all of those solutio ns mighllink together to fo rm a more holistic, complete picture. Ultimately, the references I've discussed in this section may be of grealer interest to ARG designers and puppet masters than the average player. O n the other hand, all of these references highlight concepts, ideas, and techniques that are very much utilized by ARG players. Also, all of th ese references predate the emergence of alternate reality gam ing by several years. which in my opinion make them worthy of consideratio n and fur ther study. If enjoying and being successful at alternate reality gaming requires you to keep a critical eye fo r otherwise hidden or (on the surface) unrelated d ues/connectio ns, then being familiar with related ARG concepts, wherever those concepts m ight be fo und, is cri tical. That said, as you explo re these references and others, be aware of the larger ARG-related concepts that can be fo und within. Wh ile these novels, Web sites. games, and th eories m ight not necessarily lead you to the next rabbit hole, reading them in an "ARG state of mind" (a critical thinking state o f mind) will make them more enjoyable and satisfying.
Future ARG Directions In this chapter. we've looked at the larger implications of alternate reality gaming in such diverse areas as immersive marketing and educatio n. b ut those are just the tip of the iceberg. I'd like to d ose this introd uctory chapter to ARGing with a discussio n of what is perhaps the m ost intriguing d irection that ARG- related concepts might take us, and that is the po tential ability o f these games to be used as inst ruments of positive social change. O ne person who is already anticipating these larger ideas is Howa rd Rh eingold. A noted autho rity on the larger societal implications of technology, Rheingold has written extensively on to pics as diverse as virtual reality, smart mobs, and blogging. Note
To learn more about Howard Rheingold, visit his Web site at http://www.rheingold.com.
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Future ARG Directions
I-I o~
II'
-... -. . _. N__ .........__ '-"-"--_ _._--------_ ..----_.-_._-_ ... -_ .._--_......---'---"-'--::.::._---_ ._ _-. ==--=E .._... ....--_._---_ -_._---_._._---..... -_ --._--_.__._.......-..._-_ _.-
---
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c_
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~
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One of the more intriguing projects that Rheingold is involved with is the Institute for the Future (IFfF: http://www.iftf.org). The home page fo r the Web site is illustrated in Figure 1.2 1.
I"'_~
____ .
___
. __
•
•.
..••
Figure 1.21 Home page for the Institute for the Future. As a project for the IFfF, Rheingold has con tributed to "The Cooperation Project." The Project has as its stated goal the synthesis of knowledge through intellectual cooperation, and cooperation facilitated through a technological interface. However, the Project doesn't want the gathering and synthesis of this knowledge to be its final goal. Rather, it is ho ped that knowledge gathered in this more holistic, comprehensive fa shion can then be used to find new solutions for a variety of today's most pressing and difficult problems. This is heady stuff, and suggests methods of looking at technology o n a scale th at has, up to this point, been largely igno red.
Note Read more about The Cooperation Project at hnp:llwww.rheingold.comlcooperationICooperationProjecC3_30 OS.pdf.
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33
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34
Chapter 1 •
Unreality: A Brief History of ARG
What does this have to do with ARG? Quite a bit. actually. Remember how the Cloudmakers seriously considered using their collective intelligence to address the questions surrounding the 9/11 terrorist attacks? The power of organized groups (and organized through a technological interface like the Web) is becoming more and more apparent. I've suggested at various points in this book that the larger concepts involved with alternate reality gaming have obvious and relevant connections to what would be otherwise unrelated areas (such as. education, business, and so on). The Cooperation Project is yet another extension of this idea. in that the coll aboration and sharing of ideas/knowledge that are so critical to being involved with an ARG also have very practical applications. As it continues to evolve as both an exciting new genre of computer gaming. as well as having its underlying concepts applied to a broad spectrum of areas and topics, the future of alternate reality gaming is sure to be an engaging and fascinating one. Ultimately. a well-designed ARG is yet another example of the tremendous. fa r-reaching implications of how technology can help to faci litate unprecedented levels of communication on a global scale. If you just want to playa game and not think about the larger scope of ARG as discussed in this chapter, that's perfectly fine. of course. But. on the other hand. if you wan t to keep an open eye for where this topic might be headed in terms of an age nt for real social change. you might be surprised to find where it takes you. The futu re of ARG is indeed a bright one, and one that is full of intrigue, possibilities, and ... fun.
Summary This chapter presented an overview of the history and development of alternate reality gaming, with specific emphasis on the development of what most consider the first real ARG, which was the game, later to be termed the Beast. which was developed in conjunction with the film A.I. The chapter then moved to a discussion of the larger implications of alternative reality gaming by considering its (negative?) connotation as an example of "viral marketing," as well as its ability to utilize the Web in a truly groundbreaking fashion in terms of group collaboration and collective intelligence. Finally. the chapter concluded with a short discussion of recent games and a preview of what issues (some of them controversial) these new ARGs are presenting. both to those who develop and those who play them.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 34. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=55
, CHAPTER
-
2
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1:;-
I BEYOND
REALITY:
ApPROACHING
AN
ARG
I L.
-
N
ow that you have an idea of what alternate reality gaming is all about (or at the very least, a better idea of the history of this exciting new gamin g genre), you're probably wondering about the status of current ARGs-after all. the Beast was four years ago, so surely there must be something else going on. The good news is that ARGing is really starting to come into its own, and that at the
time of this writing is starting to show up on the larger computer gaming radar. Clearly, the success of the Beast and ilovebees has generated interest in the genre; however, so me recent (and, at the time of this writing, st ill ongoing) ARGs are moving things in an entirely new direction, with the games blending the virtual and physical worlds in unprecedented new ways.
This chapter will follow one of those new directions, as we explore the ARG known as, "The Art of the Heist." This ARG, which began in the spring of 2005, is blending virtual gaming (Web sites, e-mails) with clues and interactions in the real world. What is more exciting is that Heist is not alone in how it is app roaching this mix of the virtual and physical, as more ARGs have bee n announced that will do the same thing. We'll take a look at a few of these add itional games within this chapter, too. So, view this chapter as a kind of "rabbit hole" to the entire genre of alternate reality gaming, as you move from discovering an ARG to learning more about it to actually becoming involved in the game. The chapter is fra med in sequen tial order so as to try and duplicate the p rocess described above: • First, we'll pay a visit to a few of the well-known ARG-related Web sites, to see how ARGs are announced and how we can find out mo re information about them. 3S
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 35. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=56
36
Chapter 2 •
Beyond Reality: Approaching an ARG
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• Second, we'll pick one of the current (again, as of the time of this writing) ARGs from the list of identified current games in play and see what resources are available to Jearn more about th e game. • Next, we' ll review the information posted about the game and explore some of the Web sites and other supporting information that details the history and status of the game. • Finally, and as a preview to Chapter 4 (where you'll learn more about specifi c tools you can use to enhance your ARG experience ), we' Ulook at how you can become involved, as quickly as possible, in an ARG of interest. Caution It is commonplace in entertainment-related magazines to have a big ~Spoiler Alert! · icon at the beginning of a movie review, so as to warn those readers who would othelWise want to be totally surprised by the film that by reading deep into the review, they may come across details that would give away or othelWise spoil the outcome or central surprise(s) of the film in question. While this chapter in and of itself does not contain any specific ·spoiler· information, you might nevertheless proceed with caution in exploring the Web sites that are mentioned, lest you get too far ahead of a game that you would might othelWise enjoy exploring completely on your own.
Tip
Keep in mind that new games are constantly being developed, so be sure and keep a close eye out for those emerging rabbit holes by frequently visiting www.argn.comandotherARG· related Web sites!
Finding an ARG I have mentioned (a nd w ill con tinue to mention ) the Alternate Reality Gaming Network (www.argn.com ) many times th roughout this book. The reason is simple: the site p rovides wha t is perhaps the most direct, well-o rganized and freq uently updated listing of ARG- related news and information that is to be found. In fact, you can think of the site as a kind of "ARG portal" because it links to other ARG-related Web sites and general information abou t the gaming genre. As we begin our initial introduction to the world of alternate reality gaming, let's start our journey by paying a visit to www.argn.com. Within the site (which is illustrated throughout this book), you can find news and information on the latest ARGs as well as general links to ARG-related information.
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Introducing "The Art of the Heist"
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If you can imagine reading this chapter "in real time"-that is, reading it in a manner as if you were actually going through the processes described-you would see on the argn.com site a listing of current ARGs that are in play. For this chapter, I want to take a look at the recent ARC, The Art of the Heist (or just the Heist for sho rt), and to specifically highlight the various informational postings and "quick start" guides that have been posted about the game. In reviewing this kind of supporting material for Heist, I have two major goals: • First, I want to highlight how you can quickly and easily get involved in the game that interests you most. And at this po int, I'm indeed assuming that you are interested in alternate reality gam ing. • Second, and by working through the process of getting involved in a game, I want to also highlight no t only the vast amo unts of available information regarding some of the bigger games, but also to preview the actual ARC game-playing process, including critical thinking and specific tools yo u can use to enhance your gaming. Now, click over to wW\\I.argn.com and look at the direct link to Heist (which will actually take you http:/w\vw.stolena3.com.a site discussed in more detail later in this chapter). Let's begin by learning more about the origin of the ARC and what it's all about.
Introducing "The Art of the Heist" If you visit http://soogees.com/stuff/heist/. you will find a detailed introduction to the Heist ARC. Figure 2. 1 highlights this page. I'd like to draw your attention to the following excerpt from th e o pening text of this page:
Heist is what we like to cal1 an Alternate Reality Came (ARC). Simply pllt, it's an interactive story told using real life events, character i1lteract ions, and In/erflet websites. We know tiJ(lr Heist is spollSored by Audi, bUI don't tlliflk of il as a marketing campaign. Take it for what it is--{l very filii and enjoyable game which you can participate in for free. Heist is also unique in that elements from real life afld the game are seamlessly blending together. Some of the charaders are real people with realI/ames, others might be actors. Eve1lts could unfold i" front of our eyes itl real life. and differe1lt e1ltities who exist i" real life are preset/ted as part of the Heist universe. That is why this guide will make tlO disti"dion between which elements are real or fake.
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37
38
Chapter 2 • Beyond Rea lity: Approaching an ARG
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• D,
Th. Art of The Heist·
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Figure 2.1 A true quick-start guide to The Art of the Heist. Clea rly the Heist is an ARG, and it's important to denote th is immedia tely at the beginning of the page, if for noth ing else than to help those who are fam iliar with ARGs to realize this is an objective informatio n site and not, perhaps, part of the game itself. If that stateme nt sounds too obvious to even both er mentio ning, I would challenge you to reconsider you r thoughts on this issue after you've had more experience in the world of alternate reality gaming. Wh ile it can be great fun to "suspend your disbel ief" and immerse yo urself in a game, it can also be refreshin g to know (and know fo r certain) that a site is what it appears to be and not a clue to something else.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 38. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=59
Introducing "The Art of the Heist"
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Note It's probably worth mentioning that ~ an ARG about an ARG ~ surely can't be far away; as the genre seeks to further confuse (in a good way, of course) the division between the virtual and physical worlds. However, for the time being and as you begin your journey into the world of alternate reality gaming, it is indeed worth mentioning that sometimes it's in your best interest to approach a Web site just for information and to not assume that everything you come across is part of an ARG. That said, though, the idea of approaching various non-game-related problems from an ARG mindset (so to speak ... J is certainly worthy of further exploration. We mentioned this possibility in Chapter 1, with the brief discussion of how, immediately after 9/11 , some Cloudmaker members wanted to view that day as a puule to be solved. There are two other very interesting points in this text excerpt: • "We know that Heist is sponsored by Audi."'n case you don't know, Audi is a car manufacturer and their products (that is, their automobiles) figure predominantly in the ARG. While this sponsorship might lead some people to view the ARG as nothing more than a subversive marketing tactic, in my opinion it's in your best interest to view the ARG as what it implies-a game that you can greatly enjoy without worrying if an Audi is going to be your next car. • "Heist is also unique in that elements from real life and the game are seamlessly blending together." To me, this is the most fascinating aspect of alternate reality gaming, in that ARGs like Heist really are creating an "alternate" reality, by blending the virtual with the physical. Clearly, this type of blending requires some advanced planning and development, but it does lend itself to a truly original gaming experience. Note As a quick counterpoint to the earlier comment that ARGs might be nothing more than slick
marketing gimmicks, it's worth noting that the most developed (and interesting) games were, in fact, supported by some major corporate entities. The Beast was developed through Microsoft and OreamWorks studios; ilovebees was yet another Microsoft-based ARG (used to help launch its Hal02 video game); and now with Heist, we see a major automobile manufacturer entering the ARG arena. The point here is not to argue definitely on one side of the ARG-as-marketing-ploy debate, but rather to point out that corporate backing (and funding) can lead to some very interesting, engaging games. Enough said.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 39. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=60
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Chapter 2 • Beyond Reality: Approaching an ARG
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When the Unreal Becomes .. .Too Real? Back in October, 2004 there appeared in my local newspaper an Associated Press story with the title, "Game Not All Fun After Bomb Scare." I was heavily into researching the ARG phe· nomenon at that time, so naturally the story piqued my interest (you can read more about the story by checking out the following Iink:http://www.newslinkindiana.com/newsJ 00000004649.html). In a nutshell, the "Web game " in question was not really an ARG, but rather a geocaching game. One of the participants in the game had placed a small box underneath a train as part of the typical "scavenger hunt" component of geocaching. However, local authoritiesunaware of the game-treated the box with extreme suspicion, fearing that it contained some type of explosive device. When interviewed, the local sheriff indicated that in an age where even authorities of small towns are getting CIA and FBI briefings on terrorism, a game that requires its players to hide suspicious-looking packages under railroad tracks might not be the best idea. In fact, the sheriff was quoted in the story as suggesting that formal charges could have been brought against the man who placed the package under the tracks. While it is not my intention to scare you off or otherwise make you paranoid, I think it's worth pondering this situation for just a few minutes. Imagine that one fine Sunday morning you are reading an interesting story in the "Entertainment" section of the paper that details the geocaching craze. You've always been interested in technology as well as puzzles. and think that geocaching might be right up your alley. So, a few weeks later, you go out to you r local technology supply store, buy a GPS device, and become involved in the local geocaching club. Eager to be involved, you decide that a great place to hide one of the packages is underneath a railroad track. And then. just like that. thinking that you were only becoming interested in a new hobby, you find yourself sitting in a sheriff's office facing a potential terrorism charge! Admittedly, this is an extreme example. But, it did happen and other related incidents are occurring as well. For example, a person in Jacksonville, Florida who claimed to be innocently discussing (via a phone conversation) details about a game of "Grand Theft Auto" he was playing found himself under arrest on a felony bomb threat charge (see http://www.jacksonville.com/tu-online/stories/052604/me,-15701637 .shtml for more details).
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Introducing "The Art of the Heist"
Now, with these two examples in mind, imagine how local authorities might react if they overheard you discussing details of a typical ARG, especially if they had no idea that what you were discussing was a game. To be fair to authorities (or anyone, for that matter, who is unfamiliar with the genre), if the situation were right and their normal, everyday Nreallife « accidentally crossed paths with your alternate reality path, at the very least some confusion might result; or, at the very worst, you might find yourself in an interrogation room at your local police station, trying to explain that the murder you are investigating isn't a real murder, but rather just a game. Actually, the above scenario sounds like a great setup for an ARG! Seriously, while I wouldn't suggest you have to fear the Department of Homeland Security is going to come knocking on your door for being involved in alternate reality gaming, there is nevertheless something to be said for realizing that, especially since that fateful day in September, 2001, we are living in a very different age. In my opinion, ARGs represent yet another example of the wonders of technology and how that technology is leading to incredible breakthroughs in communication and collaboration (isn't it interesting these breakthroughs are coming in the form of games?). That said, you might keep in mind that while you don't have a problem suspending your disbelief in order to enjoy a game, others who aren't so ARG-savvy might not see it the same way. Definitely something to keep in mind, but at the same time definitely not something to discourage you from getting involved in the world of alternate reality gaming!
As is also stated on this page, the point for garners is to simply enjoy the game. And that is certainly the view I will take not only in this chapter, but throughout this book, too.
Discovering the Heist If you read through the opening text of Figure 2. 1, you can see that a link is provided to one of the earliest announcements of the existence of the Heist. Figure 2.2. highlights this announcement as it originally appeared on the argn.com Web site. Clicking on the link provided (http://www.virgilkingofcode.com) takes you to the Web site of Virgil Tatum, an apparent video game designer. This Web site is illustrated in Figu re 2.3.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 41. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=62
41
42
Chapter 2 •
----
~ "'''''.'
.....
1r!' 1·1
••0-' 0 Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Beyond Reality: Approaching an ARG
".,
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Figure 2.2 One of the early announcements regarding Heist. Not e
At this point in our discovery of Heist. there is nothing that leads us to believe we are going to be dealing with a stolen automobile or that this site (or ARG in general) is in any way associated with Audi. And for me, that is what is so great about alternate reality gaming, as it is a wonderful example of the marvelously capricious and unexpected manner in which, on the surface, unrelated subjects can be so neatly tied together. This is very similar to typical Web surfing in general, where clicking on one link can quickly take you to something completely unrelated but at the same time, something that makes sense in connection with the initial link, too. It's an interesting way to playa game, and an even more interesting way to approach information management and problem solving, as originally discussed in Chapter 1. As you enter the site, you are presented with a wealth of information about the designe r, including. as you can see in Figure 2.4. details about his latest foray into game design: "The Nisha Chronicles, Volume I."
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 42. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=63
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Introducing "The Art of the Heist"
Figure 2.3 The home page of lNWW.virgilkingofcode.com.
QIo .- .~
Figure 2.4 A link to the -Nisha Chronicles, Volume I- provides a clue too tempting not to explore!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 43. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=64
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44
Chapter 2 •
Beyond Reality: Approaching an ARG
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Note
Even though it might be tempting to skip over the introductory material since it has been so well documented, you should take the time, for a game you are interested in, to start at the beginning lest you miss out on some truly interesting background information, not to mention great Web design, as Figures 2.2 - 2.4 clearly highlight. Maybe you didn't know that Nietzsche said, ~Art is essentially the affirmation, the blessing, and the deification of existence: I know I didn't, but I do now thanks to reading through the text on this site l Clicking on the link to "Nisha Roberts" (identified as a close fri end of the game designer) takes us to the Web site of " Last Reso rt Retrieval," as illustrated in Figure 2.5. Note again the design of the site, the information provided, and the "real world " address given at the bottom of the page, as shown in Figure 2.6 .
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Figure 2.5 The home page of ~ Last Resort Retrieval. "
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 44. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=65
.......
-.
........ -.
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Introducing "The Art of the Heist"
... . _._---_ ... __ .---_ ._".... _.... _--... __.. _. . _ -....._ _-..--_ _ ..... _ . _--_ -_ ..._ ----,,----.. -_--_ . _---_ _...._ ... _." ... ...... . ... _
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Figure 2.6 Note the Mreal worW address as well as e-mail links for
~Nisha~
and "' lan. M
While the site is visually appealing, it is nevertheless rather ordinary in content. But if you do a little clicking around, things start to get interesting very qu ickly! Notice in Figure 2.5 that there are name and password fields at the top of the page. If you simply click in the "Name" field, an "error" occurs that changes the text box to a drop-down menu, as shown in Figure 2.7. When you select "client" from the drop-down list shown in Figure 2.7, the password field is automatically completed. Then, by clicking on login, you are presented with the screen highlighted in Figure 2.8. If you go back to the home page of the site, click within the Name field, but this time select either "Ian" or "Nisha" and then login, you are presented with much more in formation, as shown in Figure 2.9.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 45. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=66
4S
46
Cha pter 2 •
Beyond Reality: Approaching an ARG
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.. -_.GeE)
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Figure 2.7 The rabbit hole gets a little deeper by clicking within the ~ Name · fie ld.
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Figure 2.8 "Logging in " to the Last Resort Retrieval Web site presents you with .. . what?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 46. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=67
Introducing "The Art of th e Heist "
.... _._--
1__ H09_ ...... "
~ "· I
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••0-' 0
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Figure 209 Apparently, you now have access to a wealth of information/correspondence between Ian and Nisha.
If you start browsing through the links, you will realize there is a tremendous amount of information presented here. More interestingly. several of the messages have file attachments. including pictures, audio. and video files. Caution
Spoiler alert! Spoiler alert! While the following information doesn't necessarily give away any great secrets of Heist it does nevertheless quickly summarize information that you might otherwise enjoy reading and working through on your own. So proceed in reading this chapter at your own risk!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 47. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=68
47
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48
Chapter 2 •
Beyond Rea lity: Approaching an ARG
Wh ile it is certainly wo rth yo ur time to go through this information on your own, for the interest of this chapter let's skip back to http://soogees.co m/st uff/heist/ (see Figure 2.1) for a quick summary pointer. After reading through all this information, yo u discover th at on April 1, Ian received an e- mail from his friend, indicating that, "He's ready for their party at the car dealership on Park Ave after 7 PM." See Figure 2.10 .
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Fig ure 2.10 The virtual world meets the physical world at a real location in New York City is introduced as part of the ARG.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 48. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=69
Introducing "The Art of the Hei st"
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Mixing the Virtual with the Physical As you can see in Figure 2.10, there are actual photos of an Aud i car dealership in New York City. And th is dealership has apparently suffered a break-in , resulting in the theft of a new auto mobile. Now, suddenly, we have an ARG that is incorporating real-world physical elements (in this case, an actual car dealership) as part of the game. Great stuff, but what are the implicat io ns of this "mixing" of the vi rtual and physical worlds? Probably the most important thing to consider, at least in regard to this specific ARC, is that if you don't hap pen to live in close proximity to NYC, this would be one poten tial due that you couldn't actually follow up on, but would otherwise be required to rely o n other ARC garners to go out and explore, and then post what they find (which is exactly what happened). To me, this represents a terrific example of the interact ivelcollaboralive element of alternate reality gaming. And, from a marketing standpoint (remember, this game is sponso red by Audi), it represen ts a significant leap of faith on th e part of the sponsor in that they assume this type of collabo ratio n and sharing of ideas will actually transpire. And it has! At this point, the Heist really starts to get interesting. Again, in the interest of summarizing the info rmation presented at this early stage, we' ll reference the quick start gu ide at http://soogees.com/stuff/heist!. Bydoingso,wediscover the fo llowing important details: • Within the actual NYC dealership, actual fl yers were being distributed with the picture of a person wanted for questioning. As it turns o ut . this person is act ually Ian from Last Resort Retrieval. • Further exploration of the logs on the Last Resort Retrieval site (see Figu re 2.9 above) also highlights a press pass that Ian has apparently used for access to the 2005 New York International Auto Show. However, the name on the pass is not lan's but rat her John McGill 's. as shown in Figure 2. 11 . • Some intrepid ARG garners paid a visit to the Auto Show (as documented at http://soogees.com!stuff/heistl) and discovered that . where an actual Audi A3 wou ld normally be displayed. there was a poster requesting that anyone with in fo rmation regarding a speci fic 2006 Audi A3 (the VIN is listed o n the poster) should contact Audi of America via the listed phone number. Aft er further exploration . another Web site was di scovered that has as its focus th e tracking of the stolen A3. This Web si te. www.stolena3.com. is highli ght ed in Figure 2.12.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 49. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=70
49
SO
Chapt er 2 • Beyond Rea lity: Approachi ng an ARG
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... -_.GeE)
Figure 2.11 The ~press pass credentials of lan, but under the name of John McGill, journalist. W
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Figure 2.12 The www.stolena3.com site, devoted to tracking the apparently stolen Audi A3.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 50. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=71
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Introducing "The Art of the Heist" Is this a real site? At thi s point, the issue is more of what information can be found there, and the answer is plenty. Additional exploration points to the actual Audi Web site (www.audiusa.com). and the link under the section "New at Audi" that says, "Missing 2006 Audi A3': When you click on this link, you are presented with a screen similar to Figure 2.13. Note the callout concerning the stolen car.
Figure 2.13 Just as in other places, those with information regarding the stolen car are encouraged to call the listed phone number. By clicking further through the links on the Audi Web site, you are eventually presented with Figure 2.14, which presents several additional information links regarding the missing car, as well as video messages detailing the case (see Figure 2.1 5).
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 51. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=72
51
52
Chapter 2 •
Beyond Rea lity: Approaching an ARG
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- .~
Figure 2.14 Updates. news, and even a video dip from an Audi dired:or!
Figure 2.15 A video dip from an Audi director specifically asks that individuals with information pertaining to the case contact-who else ?-last Resort Retrieval!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 52. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=73
Introducing "The Art of the Heist"
Moving Ahead with the Heist
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At this poi nt in your exploratio n, let's assume that you are full y and completely hooked as to where this mystery might take you and your fellow ARC garners. Where do you go from here? If you return to the q uick start site that is refe renced throughout this chapter, you can see links to other sites fo r information/summaries regarding the "case"/game, as shown in Figure 2. 16.
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Figure 2.16 The Heist quick start guide ends with, not surprisingly, an encouraging invitation to join in on the fun of being involved in the ARG.
It's impo rtant to note here the friendly, inviting nature of the links and text that are illustrated in Figure 2. 16. The welcoming and collaborative spirit of those involved with the alternate reality gaming genre is, to put it sim ply, infect ious and if nothing else is a treme ndous example of the collaborative spirit and fun that being involved in this genre presents. If you are even the slightest bit interested in explo ring it, I would
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53
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Chapte r 2 • Beyond Reality: Approaching an ARG
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definitely encourage you to jum p right in! While you might be at first intimidated by the shear wealth of information and interest with ARGing, th at shou ld only serve to fur ther your interest in what this genre of gaming has to offer.
Summary Th is chap ter presented you with a detailed overview of how you m ight become involved in a speci fic ARG (in this case, the ARG "The Art of the Heist"). To highlight the process of discovery, we first visited argn.co m to see what information was available about existing ARGs in play, and we chose to explo re The Art of the Heist furth er. In doing so, we discovered an excellent quick-start tutorial to the ARG, which provided essent ial backgro und information about th e game, as weU as highlights (given this ARG mixes rea l-world situations with virtual clues) from other ga mers who we re able to visit actua l physical locatio ns involved in th e ga me, take pi ctures/notes, and repo rt back to others involved in the game. All of this information is posted on the qu ick-start site for easy reference. As we worked thro ugh the quickstart guide, we also examined some of the actual Web sites involved in the Heist ARG, highlighting the wonderful complexity of the game, as well as seeing the implied marketing effort by Audi (sponsor of the ARG), which is arguably very risky. Of course, as mentioned in the chapter, the "real world details" of the genesis behind the ARG need not concern you, as you can simply-if you wish- focus in on the ARG as a game and enjoy it as just that.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 54. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=75
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CHAPTER
PAST
3
REALITY:
ANNOTATED
AN
ARG,
PART
A
s you now know, the first of the well-known ARGs was the one developed for the film A. I. back in the sp ring of 2001. T his ARC, co mmonly referred to as the Beast, drew an unexpectedly large response, and also was the impetus for the fo rmation of the Cloudmakers. certainly the most well-known collabora-
tive ARG grou p and. as we have also discussed in ea rlier chapters. a group that , through its collect ive and collaborative problem-solving abilities, poi nted the way to implications of ARCing that went well beyond a simple game. But what was it about the Beast that made it such an irresistible pull for so many people? And how was it that a Web game developed into something that become not only so unique as a gaming genre, but, at least to some degree, so controversial? This chapter as well as Chapter 4 will seek to present an abridged overview of just how involved th e Beast really was by reviewing the long, winding (b ut fascinating) road that was necessary for garners to travel in o rder to solve the ga me. While the intent of these two ch apters is not to provide an exhausti ve ana lysis (the ana lysis found on the Cloud maker's Web site is the most complete analysis, and it is referenced later), the chapters do highlight several things about this seminal and in flu ential ARG . • The rich complexity of ARG design. Admittedly, the Beast was the product of some very powerful resources, most notably Microsoft Corpo ration and DreamWorks studios. Regardless of the fund ing and resources that were made possible in developing the game. it is still worth noting, fou r years on, the wonderful complexity and simply ingenio us design that went into not only the Web sites that made up a large component of the game. but also the
ss
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S6
Cha pter 3 •
Past Reality: An Annotated ARG, Pa rt I
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"real world" elements (that is. actual phone calls. e· mails. and faxes which players received). as well as the sto ryline itself. • The level of critical and collaborative thinking required to solve the ARG. It wo n't take you very long to realize that the Beast was not a puzzle that was going to be solved by only one person. Indeed, the very nature of ARG ing, as we have already discussed, is the collaborative and "team effort" that is requi red. Through their own formation and collective/collaborative game play, the Cloudmakers-that is, the organized group of players who estab· lished themselves as such an organized group in o rder to solve the mystery of the Beast- represented a turning po int in not only how Web· based games were played, but also how those games might lead to more provocative, non· game·related issues . • The larger implications (that is, beyond gaming) that being involved with alternate reality gaming represents. As mentioned in the point above, what the Clo udmakers were able to represent as a collective "thinking entity" was impressive enough in solving the puzzle of the Beast. However, the level of critical thinking they employed, and their ability to maximize the collabora· tive communication possibilities of this thing we call the World Wide Web, just might prove to be their greatest triumph, as well as the most beneficial and tantalizing outcome of this first ARG. Without further hesitation, then, let's jump into the mystery of the Beast and discover what may prove to be the most famous and ca ptivating storyline in the history of alternate reality gaming, both for now and well into the future.
The Evolving Mystery of Evan Chan We begin ou r review of the Beast by referring back to the rabbit hole for th is ARG, which was the credit in the film A .I. for Jeanine Salla and her role as a "sentient machine therapist." Ifhe r name is "Googled," a long listing of related Web sites is pre· sented, as shown in Figu re 3.1. Cli cking on the first link that is presented brings us to a page we're already famil· iar with: Salla's bio page, as it is part of Bangalore World University, as shown in Figure 3.2. While there is nothing especially spectacular about this page from a design page, the very interesting little piece of information, of course, is the date in which the uni· versity was founded-2028! Even if you didn't know this page was part of a game,
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 56. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=77
The Evolving Mystery of Eva n Chan
~
.. .
- .~
--_""'=...
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- e~· _ ,,·
Google ~::
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Figure 3.2 Jeanine Salla's bio page on the BangalorWorld University site.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 57. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=78
date.
57
58
Chapter 3 • Past Reality: An Annotat ed ARG, Part I
this future date would probably give you reason to pause and co nsider what might lie beh ind the page's otherwise ordinary facade.
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Note This overview of the Beast that is presented in this chapter, as well as Chapter 4, is an "abridged" version of more complete descriptions that are available on the Web. One of the best. if not the definiti ve guide to the Beast, can be found at http://'NWW.cloudmakers.orgl guide. The material presented there is neatly divided into individual chapters. as well as larger periods of time during which the game was actively being played, as shown in Figure 3.3.
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Figure 3.3 The complete, fu lly annotated guide to the Beast, as found on the cloudmakers.org site.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 58. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=79
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The Evolving Mystery of Evan Chan
Further exploration of the Bangalore University site leads to some interesting read ~ ing. not the least of which is the news story about a Bangalore alumn i. Martin Swinton. who creates homes that are completely run by artificial in telligent beings. or simpl y Als. This news story. found at http://bangaloreworldu-in.co. cloudmakers.orglbwu_news_3 .html. is highlighted in Figure 3.4.
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Figure 3.4 A write-up of a famous Bangalore alumni and ... a clue to something more?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 59. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=80
"
.....
59
60
Chapter 3 •
Past Reality: An Annotated ARG, Part I
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If you were to read through Jeanine's entire page and call the phone numbers listed, you would be made aware of the funeral arrangements for a dose friend of Jeanie. a Mr. Evan Chan. Apparently, there is quite a bit of controversy over Evan's death. It doesn't take much brainpower to assume that all of this detail must be of some
importance, so a Google on "Evan Chan" is in order. One of the links points to the Chan family home page, as shown in Figure 3.5. Given that we know at this point that Evan died on a boat, it is perhaps a little cu rious he would meet his fate in this manner, given that he was a "man of the sea"(as shown in Figure 3.5).
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Figure 3.5 Evan's page. as part of the Chan family Web page.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 60. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=81
-',
••
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The Evolving Mystery of Evan Chan
In exploring the page, a number of interesting things are discovered, not the least of which is that Jeanine SaBa was not only Evan's past classmate, but also his close friend. We also learn that Evan has a son, Derrick, married to someone named Lucy. The last bit of news that is posted on the site, dated February 2, 2142, indicates that Evan is goi ng on a four-day trip on his boat Tile Clolldmaker. Not e
In case you missed the significance of the name of Evan's boat, this is the same name, of course, that was adopted by the organized group of players who banned together to solve the Beast.
Connections: Visiting the Salla Family Homepage Given the obvious connection between Evan and Jeanine, it makes sense at this point to visit the Salla homepage. This site is illustrated in Figu re 3.6.
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Figure 3.6 The Salla fami ly homepage.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 61. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=82
ee ·" .. -,
,
61
62
Chapte r 3 • Past Reality: An Annotated ARG. Part I
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Clicking o n the SaBa Family Homepage sectio n of the page, and then clicking on the subsequent link fo r Jeanie, you are presented with Figure 3.7, a page rather strangely entitled, " Four Women."
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Figure 3.1 The -four women - page. with a link to Eva n in the middle. Clicking o n Evan's link, we are taken to an "In Memoriam" page, as shown in Figu re 3.8. Note the ghostly images of Evan that are superimposed (?) over otherwise real ph otos, and the somewhat bizarre epithet of "He was a super swimmer. He was a wonderfu l sa ilor. He died on the boat who loved him wit hin site of land ." What is most interesting about Figure 3.8 is the blurb in the lowe r right-hand corner:
Tlvo 1I0llrs before [l1eard about t" is "accident," and withollt Mepl/ista's kllowl· edge, tllis page appeared ;n my site.... and now t"is.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 62. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=83
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The Evolving Mystery of Evan Chan
M
Figure 3.8 The Hln Memoriam page for Evan Chan with, of course, some additional clues for further exploration.
Who is Mephista, and is there significance in the page appearing two hours before word came of Evan's death? If you click on the "this page" link, you will see Figure 3.9, which at first glance seems to be just a collection of symbols and element names. This page/puzzle will be revisited later. However, if you click the back button of your browser, a sudden, weird pop-up window appears (Figu re 3.10) that first fl ashes out, letter by letter, strange messages ("Get out. Deep Water. You would drown." and "Get out. Dark Dream. You will not wake up."). These messages evolve into a brief image of Evan's dead body, and then the window closes. Very strange, if not a bit creepy, as well. Tip If you have the Windows (or other) pop-up blocker active, you will not see the window that is illustrated in Figure 3.10.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 63. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=84
63
64
Chapter 3 • Past Rea lity: An Annot ated ARG, Part I
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...
- .~
Figure 3.9 The simple fact that each symbol and element name is ~ added ~ together (note ~ + ~ sign between each one) must indicate this is an equation of some kind.
Figure 3.10 Even clicking on the lead to more interesting clues!
~ back~
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 64. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=85
button in your Web browser can
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The Evolving Mystery of Evan Chan
Returning to Figure 3.7 and clicking on Laia's link, we see a variety of links, images, and text (note the reference to "Mann Act 2," which suggests that legal rights be given to sentient property, or AIs). Also found on this page is a link to ino urimage.org, which is highlighted in Figure 3.11. ,~
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Figure 3.11 The inourimage.org site calls for the · abolition of slavery in the modern era, · with specific emphasis on freedom for Als. At th is point, we dearly have a mystery on our hands, and it seems to be developing more and mo re as the mystery surrounding Evan Chan's death. Was his death an accident, or was there something more? Clearly, the strange pop-up (Figure 3. 10) with the om ino us wa rnings and the image of Evan's dead body seem to suggest othe r motives or actio ns in play. And the strange collection of links found within the Salla home page, from the "element puzzle" (Figure 3.9) to the link to inou rimage.org and the call for "abolition of slavery in the modern era" (Figure 3. 11 ), seem to suggest a larger mystery. Where is all this leading? Read on.
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The Deepening Mystery of Evan Chan Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
If Evan C han was a mysterious figure to begin the game, at this point he is even more of an enigma. An exploration ofDonu Tech, Evan's employer, lends itself to more information about Evan. Figure 3. 12 highlights the Donu Tech home page.
Figure 3.12 Doou Tech, or Evan Chan's employer.
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The Anti-Robot Militia
If you were to have been actively involved in the o rigi nal game, you wou ld have had the opportun ity to receive e- mails and oth erwise make mo re "real world" contact with the ga me in order to acquire clues and inform ation about where to go next. While you can read a much more detailed listing of th is in fo rmat ion on the c1oudmakers.org/guide site listed earlier in this chapter, for the sake of moving quickly, here is a summary of the information that is now known about Evan Chan at this point: • Evan is in a relationship with someone name Venus. • This Venus person is also the companion of Evan's acquaintance, Enrico Basta. • At some point in the past, Evan has had a relationship with Laia Salla. • A strange e- mail has been discovered that is from "Mother" and is addressed to "Not Evan." Th e e- mail makes reference to a specific pass code, and an allu sio n to Alice in Wonderland ("And I made the looking glass"). Moreove r, the e- mail seems to imply that whoever "Mother" is they know tha t we (that is, the players o r those now involved in this ARG) are snooping around, trying to find out mo re about the deepening mystery surrounding Eva n's death. Not e As mentioned here, this review of the Beast is a (very) condensed retelling of the events surrounding the initial game. As you know from reading Chapter 2 and the overview of The Art of the Heist ARG, actively playing one of these games can lend itself to a tremendous amount of information, both in the virtual and physical world. Clearly, the future of alternate reality gaming will be more in line with the Heist fonnat, involving not just Web sites and television ads. but staged real-life events. Is it any surprise then that the Cloud makers formed to bring their collective intelligence and overall collaborative abilities to bear on solving the Beast? If you aren't impressed yet with the level of design and complexity that goes into a major production ARG, you soon will be.
The Anti-Robot Militia What would a futu re wo rld fu ll of sentient machines be without a group of individuals wanting no thing more than to smash them into little pieces of useless metal? OK, perhaps it isn't quite to that extreme, but there's clea rly some anti-robot sen timent to be found on the Anti -Robot Milit ia (ARM) Web site. On the fro nt page of this site is a link to th e Sentient Crime Property Bureau, as shown in Figure 3. 13.
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Chapter 3 •
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.... _._--
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••
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Figure 3.13 The homepage of the Sentient Crime Property Bureau. When the page was originally viewed (that is, back in the sprin g of 2001 when the game was actively being played) , there was a news story titled, "Crazed Sex Robot Slays Scientist." The scientist, of course, was Evan Chan, and while the story implies there was not great mourning over Evan's death (he was coined a "robosexual" and thus deserving of the fate which befell him), the story went on to say that it wasn't a good thing that a dangerous robot was loose and in the wild. Note
If you decide to read the fully annotated history of the Beast as found on cloudmakers.org/guide (and I encourage you to read it), you will notice that some of the links are now broken or otherwise changed. Figure 3.14 and the information it now "gives awa( is evidence of this, as at this point in the original game, the players did not know that Venus was indeed a robot. This information shouldn't discourage you from following along with the game as it originally developed, but keep in mind that things change quickly on the Web, let alone pages developed for a game that was first played over four years ago!
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The Anti-Robot Militia
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If you look at th e page now illustrated in Figure 3.13, dick on the "News a nd Information" link, and scroll down midway in the page, you are presented with info rmation abo ut "Venus," as shown in Figure 3. 14 .
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Fig ure 3.14 Venus. we now know. is a robot and a dangerous one at thatl Scanning through the news bulletins, we find that: • The robot is wanted in the killing of Evan Chan . • Although initially captured by the Sentient Crime Propert y Bureau (SCPB), it has once again escaped. • Enrico Basta, the apparent owner of Venus, was found dead at his home, the victim of an apparent house fire from which he could not escape. Recall from earlier that Enrico Basta was an acquaintance of Evan.
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69
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70
Chapter 3 •
Past Reality: An Annotated ARG, Part I
There are a cast of other characters that have become visible at this point in the o ri g~ inal game, including names like the Red King, Foxtra, Fertor, Beate Bosch, Kate Nei, Sophia, and others (many of these nam es have associated Web sites, so a Google search would lead you to more information as well ). In a nutshell, the major issue at this point is that there are apparently several "rogue" AIs on the loose, and they may be working with militant, "pro" AI groups. The Red King is clearly pro-AI, and he is more than likely militant. Did he have anything to do with Evan Chan's death? And finall y, who is "Mother:' per the mysterious e-mail that was described previously? Lot of questions with few answers. Yet a still very confusing issue is the "Elemen ts" puzzle (see Figure 3.9). The solving of this puzzle was ingenio us, and where it leads to is even more interesting, so let's return to that now.
Solving the "Chemistry Elements" Puzzle As noted in the Cloudmakers guide notes for the game, a reference guide for shorthand names to all the chem ical elements provides the key piece of information that, ultimately, leads to the solving of this particular element of the larger game puzzle. Figure 3. 15 highli ghts this page, which is a typical guide to the elements (one of many that can be found on the Web). ~,.---
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Fig ure 3.15 The short name of the elements, not their atomic weight, is what turns out to be the key piece of information for solving the puzzle presented earlier in Figure 3.9.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 70. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=91
Solving the "Chemistry Elements" Puzzle
By replacing the full names of the elements shown in Figure 3.9 with the abbreviated name for each, we are presented now with the following:
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Co + (Rb-B) + 0 + N + E + R +5 + W + (Ce-c) + B + 0 + (Be-B) + (Hg- H) If you solve this "equation" (first performing the subtraction within the parentheses, so that, for example Rb-B becomes simply R), you are left with the following: ~+ R + O +N+ E + R +S+W+ E + B + O + R +G
This is a Web address: coronersweb.org Although this page is no longer active on the Web, it originally presented a form where you could enter a specific name to see if there was a specific case file associated with that name. When Evan Chan's name was entered, the following information was returned: • He died on March 8, 2 142. • Based on the final diagnosis report of his death, he died due to excessive head trauma. He had consumed no alcohol or drugs at the time of his death, and he had not drowned. However, his body had been in water near Durham, N.C. • He was 75-years-old and in otherwise good health.
• Upon investigation of his fingernails, scrapings of Dolce Vita IV, "a proprietary synthetic skin patented and manufactured by Belladerma" (reference from c1oudmakers.orglguide site) was found. • Other investigations of his body indicated that he had been involved in some type of sexual activity shortly before his death. What's up with Belladerma and what are they aU about? Figure 3. 16 highlights their home page. What was so amazing about the original duration of the Beast was the real-world interaction that it allowed with players. For example, on the Bellderma ho me page, if you clicked on the Contact Us link and followed the associated links through, you would have eventually come to a page that allowed you to enter your fax number. If you did this, you actually would have received a fax from the company! Again, this is testament to the inherent "cool factor" of being involved in the alternate reality gaming genre, not to mention the level of co mplexity and production that went into an ARG such as this one.
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Chapter 3 •
Past Reality: An Annotated ARG, Pa rt I
.... _._--
~ "· I
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Figure 3.16 The Belladerma home page. At this po int in the original game (that is, without knowing the information presented in Figure 3.14), it was obvious that Ven us was a robot, a rogue robot at that, and a robot that Belladerma desperately wanted to reclaim (Enrico Basta was also still assumed to be alive at this point, when the game was originally played). All of this was very in teresting, and there was obviously a mystery surrou nding Evan's death, but whe re to go next? Let's move on and see what di rection the Clo udmakers decided to head when faced with an apparent d ead -end.
The Mystery of Kent Whitman It really is u nfortun ate that all of th e original elements of the Beast, includ ing the real-wo rld interaction (for exam ple, receiving actual e- mails, voicemails, and faxes), are no lo nger possible. It would be terrific to be able to still play the game as if it were happening fo r the first time.
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The Mystery of Kent Whitman
On the upside, a game as complex as this one was, might be in the long run, best served by having some of its larger mysteries neatly summarized. This section represents one of those summaries, given that much of the in formation presented relates details we now know. Nevertheless, it is interesting to follow through o n these links to see how they fit into the larger framework of the game. The " Rogue Retrieval" o rganization was a name that was often mentioned in the ea rly stages of this ARG. Upon closer investigation, a Web site was discovered that was di rectly related to the organization (the site is no lo nger active). O n this site, a case fil e o n a Kent Whitman, an apparent bystander who was killed by anothe r rogue AI named Pasqual, leads to more quest ions. Kent's case fil e is illustrated in Figure3.l7.
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Figure 3.17 Pan American Coroners Office (PACO) file on Kent Whitman.
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._
0 -
..
... -
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Chapter 3 • Past Reality: An Annotated ARG, Part I
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Kent Whitman was part of some type of larger group o r o rganization, and he was apparently friends with Jenny Thompson, a robot. However, after Kent was killed, Jenny (who is probably the rogue robot Venus) remained elusive and evaded capture by Rogue Retrieval. Where to turn next? What followed in the actual game was yet ano ther interesting connection back to a real-world object, or in this case something that appeared o n the original movie posters for the A.I. film. (Remember that movie? All of this was a result of that fi lm!) Let's see what exactly that object was and how it proved to be a valuable connection in moving the Cloudmakers' investigatio n even furth er alo ng.
Riddles and Martin Swinton Designs During the timefra me when the game was originally played, updates to the various game- related sites (such as the Bangalore World Un ive rsity pages) were frequen t. Du ring on e of these updates, the following riddle was presented o n o ne of th e Bangalo re pages: After thc su mmer Ovcr th e moon And between the nets Sounds fairly innocuous, but as you probably are thinking at this point, nothing is innocuous (or at the very least, trivial) when it comes to being a po tential clue in this ARG.
So, how to solve th is riddle? In one of the original movie trailers fo r the A. I. film , the number "323" was visible aft er the words, "Summer 2001," and over the moon in the Amblin logo, and between the two visible Internet addresses. Note
Amblin refers toAmblin Entertainment which is Steven Spielberg's production company (A.I. was a Spielberg film).
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Riddles and Martin Swinton Designs
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As it turns out, 323 was the answer to the above· listed riddle (pretty cool, isn't it)? What information does this riddle ultimately lead to? After following a variety of links and other e·mails, we now know the following: • Venus has been captured by the SpeB. • Game·related Web sites (in the game universe, that is) have seen an increase in the number of times they have been hacked into. • AI·enhanced houses are starting to act very strangely (more on this later, via Martin Swinton Web site), and Martin has been asked in at least one case to remove an AI from a house. • On the home page for Metropolitan Living Homes (or sentient homes, or AI homes, or the types of homes designed by Martin Swinton), there is a news bul· letin fo r the"AnnuaiIASAlMLH Debutante Ball" (mo re on this later, too). What does this mean exactly, and who is the competition fo r? See Figure 3.2 1 below. There are other interesting riddles that are still active on the Web. One such example is on the home page fo r Martin Swinton designs. You will recall from Figure 3.4 that Swinton was described earlier in a news report on the Bangalore Web site. Swinton is an alumni of the university, and he designs exceptionally equipped AI·houses. As it has turned out (and has been seen/mentioned at various points in the game up to this po int), some of Swinto n's ho uses have suffered from "Mad House Syndrome," where the Als have gone hayvvire and trapped their owners inside (not unlike the sus· pected fate which might have befallen our friend Enrico Basta). See Figure 3.1 4. At any rate, some of the above·mentioned pu zzles and riddles are access ibl e on Swinton's home page, and are, in fact, different from when the game was first played. Figure 3. 18 illustrates the home page of Swinton Designs. If you click on either the sun or moon icons in Figure 3. 18, you will be presented with the pop·up screen as shown in Figure 3.19. The quote, "Alas, Poor Yorick!-I knew him, Horatio" is a lin e from Shakespeare's Hamlet. The rest of the line is, "a fellow of infinite jest, of most excellent fa ncy." Typing in this entire response in the field in Figure 3.19 doesn't work, but shortening it to just "a fellow of infinite jest" does the trick, as is evidenced by Figure 3.20.
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Chapter 3 • Past Reality: An Annotat ed ARG. Part I
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.;
..
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Figure 3.18 Home page of Swinton Designs.
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-
Figure 3.19 A random quote or a clue to give further access to the site?
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..
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Riddles and Martin Swinton Designs
Figure 3.20 The correct response leads to Martin's diary. There is more to be discussed regarding Martin's diary and Web site, but we'll get to this sho rtly. For now, consider the above path as yet another example of the ingen uity of the game. as well as how. even after four years. it is still interesting to work through (even if you know the outcome). Finally, and as mentioned previously, the home page for Metropolitan Living Homes is referencing some type of competition, known as the "AnnuaIIASA/M LH Debutante Ball," as shown in Figure 3.2 1. Where will the game go from this point? What is the ultimate mystery behind the death of Evan Chan ? What "real world" events (that is, events related to the game which took place in the physical world) were planned during the original timeframe of when the game was played, back in th e spring/early summer of 2001? All of these questions and more riddles will be discussed in Chapter 4, as we move on to Part II of our abridged overview of the history of the Beast!
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Chapter 3 • Past Reality: An Annotat ed ARG. Part I
~
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. -----
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- e ;).
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Figure 3.21 News announcement for the IASAlMlH Debutante Ball.
Summary This chapter is the first of a two-part abridged summary of how the original A.I. ARC (better known as the Beast) in itially unfolded and was played/solved by the Cloudmakers back in the spring of 200 1. A fully documented and more detailed history of the game can be found at http://c1oudmakers.orgtguide. At this point, we know there is a great mystery surrounding the death of an Eva n Chan, and that, apparently, there are various rogue sentient beings (that is, Als or robots by any other name) roaming wild and causing mischief. Various AI factions, both for and aga instlhe freedom and liberation of Als, are clea rly factors in this mystery, and both sides have factions that are militant in natu re. If solving Evan's death is the pinnacle of understanding the game, then so be it; however, it is clear that, once that riddle is solved, a much larger riddle (conspiracy) will also come into light, with ideally its answer not far behind. Chapter 4 will continue our review of the Beast as we move forward in understanding and solving th e game's deeper mysteries, moving ultimately towards the answer to the penultimate questions of "Who killed Evan Chan?': "Why d id they kill him?': and perhaps most intriguingly, "What else will we understand when we answer these questions?"
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CHAPTER 4
PAST
REALITY:
ANNOTATED
AN
ARG,
PART
II
T
hiS chapter continues the discussion of how the original ARC, the Beast fo r the A. I. film , was played out and solved by the Cloud makers. While there is no inherent requirement that you read the chap lers of this book in specific order, it's probably in your best interest. at least wit h these two chapters, to read Chapter 3 fi rst, followed by this o ne.
What will you discover as you read ahout how the puzzle that was the game was eventually solved? To begin . you will see that the game entered the real world when the puppet masters staged actual events in the real, physical world. While this is becoming mo re of a commo n occurrence in ARGs that are being played o ut today (most no tably, of course, the spectacular production of "The Art of the Heist," which you read about in Chapter 3), this concept was still very new in the spring of200 1 when th is game was unfold ing. $0 read o n 10 discover the continuing, developing mystery thai was the game, as well as how il was solved ultimately!
Caution
Spoiler alert! If you've already read Chapter 3, you know that while several Web sites that were related to the game are still active, many have been discontinued. That said, it is still possible to work through or ~ pla ( the game by following the complete guide notes available at WINW.cloudmakers_orglguide. So proceed through this second chapter with caution if you do want to try and ~solve~ the game itself, as there are several spoilers that might otherwise give away large pieces of information you could have fun discovering on your own.
79
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Chapter 4 •
Past Reality: An Annotated ARG, Part II
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Note The Cloudmakers guide is the most exhaustive resource for reading every detail about how the game originally unfolded. However, given the length of (real) time that has passed since the game was originally played in 2001, as well as the transient nature of Web pages in general. you should not be surprised if some of the Web sites referenced not only in these Beast chapters but for others, too, no longer exist. To that regard, we have enlarged several figures in the text for easier reading, so that even if the original Web pages no longer exist, you can still read the content. In fact. •original Web pages· is somewhat of a misnomer, as you will notice many of the URls for the game-related Web pages have been archived within the Cloudmaker site/guide (note the appearance of • cloudmakers- in many of the URls).
The Game Enters the Real World At this po int in the game, events started to happen in th e real physical world, whi ch were beyond the Web pages and online clues. Those who were involved in playing the game now had a chance to interact with it on an entirely different level, o r at least in Los Angeles, Chicago, and New York. A brief description of these events is as follows: • On Sunday, May 6, 200 1, the Los Atlgeles Times ran an advertisement for the A.I. film. As an example of just how detailed several elements of the game were, the "clue" that appeared on the advertisement consisted of an arrangement of letters in one corner of the advertisement. What might have appeared as a meaningless piece of information quickly turned significan t if you drew a box arou nd the lines using the available corner lines. When you the divided this box up into an 8 x 8 grid, the letters fit perfectly within the grid. (I told you thi s was detailed.) Chess notation seemed to be implied , because the letters-"P", "N': " K"-all had corresponding chess piece relationships-that is, "P" for pawn, "N" fo r Knight, and UK" for king. • O n the evening of the 6th in selected clubs in New Yo rk, Los Angeles, and Chicago, specific "A RM (anti-robot militia) Rallies" had been planned. According to the Cloud makers guide, approximately 40 people turned up for the "rally" in New York, 20 in L.A., and a dozen in Chicago. Each person who attended was given a leaflet and a bandana. The leafl ets contained va rious markings. What was more interesting, though, was that the events were actual events actively happening at that time for those who came to observe and participate. Terms and phrases (like "Fall in" ) we re being repeated to those in
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 80. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=101
The Game Enters the Real World
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attendance. Classic works o f science fi ctio n involving robots (Colossus, TIle Robots of DaMI) were being d istributed to those who attended the rallies. Of course, the books were marked up to contain potential clues and o ther gamerelated info rmation as well. As a result of these rallies, the ARM Web site (see Figu re 4.1) was updated on a regula r bas is. The site remain s active, so you ca n view in fo rmat ion as it o ri gin ally appeared.
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Figure 4.1 The Anti -Robot Militia (ARM) Web site. It was no ted at the time by several players how cool they tho ught it was to have actual
real-world events staged for the game. While actual telepho ne calls, e- mails, and faxes had been part of the game since it began, the types of events that occurred in the cities listed above clearly took the involvement of the game to a new level, and pointed to where th e genre of gaming could eventually lead (a directio n it clearly has fo llowed, given the pheno menal real-world elements of an ARG like The Art of the Heist),
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 81. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=102
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An Escape, a Temple, and a Tearoom While no sho rt descriptio n (for example, this chapter and Chapter 3) can really do justice to the sense of involvement and fun the Cloudmakers initially experienced in playing the game when it was o riginally unfolding, I hope that by reading through these chapters you'll get a sense of the level of involvement of the game and what was requi red to solve its many puzzles. Keeping that in mind, some of the descript io n provided in these two chapters can only strive to be general summaries of the multitude of clues and events (both real and virtual) that occurred during the initial run of the game. Keeping th is in mind and in o rder to con tinue to move our discussion fo rnrard, consider the fo llowing as a very abridged synopsis of an involved stretch of the game: • If yo u recall from Chapter 3, Venus the "killer robot " had been captured by the SPCB. At this point in the game, players were so mewhat surprised to learn she had escaped . While the SPCB is apparently no t making a distinctio n, at this point the idea was suggested that Venus had o nly been "programmed" to kill Evan Chan. • Altho ugh we know (as readers of the history of the ga me) that Enrico Basta is now dead, at this poi nt in the game this fact was not known. Add itio nal clues about his actio ns led players to believe that he might have more of an involve· ment in the death of Evan than othernrise anticipated. • We know that some of Martin Swinto n's "smart homes" (to put it mildly... ) are having problems, because some of them are malfunctioning and being diagnosed as su ffering from "Mad House Syndrome." News updates were posted o n the Metro politan Living Homes Web site, as illustrated in Figure 4. 2. • If you go all the way back to the beginning of o ur discuss ion in Chap ter 3, one of the first fi gures was of the now famous Jeanine Salla bio page on the Bangalo re World University site. It was noticed at this poin t in the game that if you scrolled all the way to the bottom of her page, in the lower left -hand co rner a small set of eyes would rando mly appear. Of course, these eyes were a hyperlink and when clicked would take you to a Web site called Sophia's Temple. Unfortunately, while the eyes still randomly appea r o n th e Jea ni ne $alia bio page, the link is no longer active. Still, we will follow with the ori ginal descri ptio n of the game to see who (or what) Sophi a was all about.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 82. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=103
An Escape, a Temple, and a Tea room
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Figure 4.2 Players became suspicious at the ~ unnatural ~ death of another Swinton home.
• Finally, at this point in the game players also discovered a Web site named Eliza's Tearoom. This site presented yet anothe r confusing puzzle, but ultimately led to perhaps a more overriding question: Who (or what) is Eliza? Is she a real person or an AI? As noted in the Cloud makers guide to the game, it was speculated at this point that Eliza is an AI therapist at the "Catskills Seaview Clinic." Of the in fo rmation presented here, the Sophia's Temple Web site would prove to be the most telling. The Cloudmakers event ually solved the riddle of Eliza's Tearoom, and when they did the Sophia's Temple site changed so that two dosed eyes, along with two text boxes, we re presented. After some investigatio n, it was lea rned that the first box corresponded to a name, while the second box corresponded to an emot ion. Depending
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 83. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=104
83
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Chapter 4 • Past Reality: An Annotated ARG, Part II
on the name and emotion entered, different responses would be generated. Again, a tremendous amount of information was uncovered concerning relationships of several characters (Basta, Kate Nei, Martin Swinton houses, and Venus). As to the identity of Sophia, that is still a mystery at this point, but it is speculated that she is also anAl. Note The cloudmakers.orglguide site offers, along with all aspects of the game, a terrifically detailed analysis of the various responses that the Sophia's Temple site gave to the various name/emotion word pairs. For a specific review of this wonderfully innovative aspect of the game (not to mention the savvy collaborative play of the Cloudmakers), see hnp:llcloudmakers.orgl guide/index2.shtml#6.0sophia. This discussion also contains direct links to the original discussion posts so you can follow along (if you decide to become a member of the Cloudmaker group) and read the original notes on this aspect of the game.
The Death of Enrico Basta and Cybertronics Corporation While you've known it since Chapter 3, the players only now originally learned of Enrico Basta's death. As usual, his coroner's report was posted on the PANO Web site, as shown in Figure 4.3. As many updates and discoveries were made from this point fornrard, I want to condense this period of the game (from May 23 through June 19 of the original game timeframe, as noted on the Cloudmakers guide). Specificall y, I'll highlight the emergence of the Cybertronics Corporation and how they will factor into the mystery of the game. Figures 4.4 and 4.5 show their Web site. From the Cybertronics page, there is a link to 7 to l.net, which will prove relevant both for the game itself and from a (real-life) historical perspective. Figure 4.6 highlights the 7 to l.net home page.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 84. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=105
The Death of Enrico Basta and Cybertronics Corporation
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- .~
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Figure 4.3 Coroner's report of Enrico Basta .
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Figure 4,4 Flash-based intro to Cybertronics Web site.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 85. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=106
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...
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Figure 4.5 The main home page.
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Figure 4.6 Home page for 7 to 1.net (http:lntol .cioudmakers.org/).
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 86. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=107
More Ma rti n
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Note the text that appears on this page:
Can a collection of gears arId programs trilly be said to be "alive!" Should machines be given "rigllts" at tile expense of your family? Reasollable people can disagree Oil tllis crucial issue. Wllat is not open to debate is that tile curre1lt Maml Act. as written, is a deeply flawed and poorly tllOugllr·ollr piece of legisla· rioll. While its supporters are no doubt in a rIlslI to correct wllat they see as an "injustice," tlte rest of I/S mllst be Sllre that any law which will fimdametJtally and irrevocably change the balance of political and social power i" Ollr 1Iation lias been pllt toget/ler with a great deal more thol/ght. Whether yOIl are "For" or 'j\gainst" tile emancipatioll of Als, YOIl need to vote NO on the Malin Act Referendum. This is interesting text, both fro m th e perspective of a clue, as wel l as further high· lighting the way the designers of the Beast so skillfully intertwined rea l history with various fa cts and aspects of the game. Indeed. this is relevant because the Mann Act is. in actuality, real legislation that was passed in 1910. The brief Wikipedia desc ri ption (http ://en.wikipedia.orgl wikilMann_Act) of the legislation is as follows:
The Mmm Act of 1910 prohibited so·called wllite slavery-the practice of Euro· pean girls working in American bordellos. It also banl1ed the interstate transport offemales for immoral purposes. Its primary intent was to address prostitutioll and immorality. It's not su rprising then that the "new" Mann Act would seek to essentially give rights and freedoms to Als. We'll come back to thi s page at the end of th is chapter (as it fac· tors into the conclusion of the game). For now, note this obvious "a nti·A I" sentiment of those behind the 7 to l.net page, and-sin ce the page is directly lin ked from Cybertronics-what it implies about the ultimate feel ings those at Cybertron ics have for Als.
More Martin Martin Swinton is clearly o ne of the more interesting and relevant characters within the game. After all, it is his AI · enhanced homes that have not o nly been killing them· selves but. as speculated, are also killing others (Enrico Basta perhaps the most promi· nent example).
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 87. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=108
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As the game continues to unfold at this point, Martin has several connections that make him someone to keep an eye on: • There is speculation at this point that possibly Cybertronics Corporation ordered the assassinatio n of Martin's houses (described earlier, both in this chapter and Chapter 3) to stop Martin from investigating the death of his AI brother, David. Apparently, David was a failure and made by-who else?Cybertronics. What is interesti ng, though, is that it is probably not Martin doing the snooping around but rather someone who has stolen his identity. • Martin's Al by the name of Brutus is in contact with a high-ranking member of ARM, and this member is aware that his son has been talking with Brutus. • Martin's mother has been a patient for several years at the Catskills Seaview Clinic, and has bee n speaking with someone by the name of Jane Sutter, a long-standing (and powerful) employee of Cybertronics. Indeed, quite a bit of the game clues, or at least the characters themselves, seem to be revolving around the character of Martin Swinton is some fashion or another. Martin's Web page and diary were first highlighted in C hapter 3 (see Figures 3. 18-3 .20). Martin was, at this point, updating his diary once agai n and makes a reference to o ne of his homes named Origen. As yet another example of the tremendous level of creativity, planning, and thought that went into the design of the Beast, walk through the following path of discovery: l. O riginally there was a link/infor mat ion about the Origen house on the Met-
ropolitan Living Homes Web site; however, if you read through the complete Cloudmakers gu ide to the game, you can find a direct link. Figure 4.7 illustrates a picture of the Origen house. 2. Nothing overly spectacular about this, right? But, what happens if you save this picture and then open it in a text editor like Notepad? Why would you want to do this, you ask? Normally yo u wouldn't, of cou rse, but this is the Beast and there are clues everywhere (some more conspicuous than o thers, of course). When you save the picture and open it in Notepad , you are presented with what looks like code, as shown in Figure 4.8.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 88. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=109
More Ma rti n
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Figure 4 .8 Gibberish ... or once again a clue to something bigger?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 89. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=110
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3. What does this mean? Consider the following quote from the Cloudmakers guide ( http://cloudmakers.orgl gu ide/index3 .sht ml #8.04 martin):
The 'rk' stands for Red King, 'Domicide' speaks for itself and 'Esspeeseebe' is SPCB. There are also lots of 8s either side of the line. Putting this altogether in our brain and giving it a bit of a stir, we might eventually come to the conclusion tflat we are supposed to go to http://www.spcb.org/8domicide8. And if we do go there, then we get a page full of the same easy code that we've seen the Red King use several times before. 4. So, if we visit the link described above, we are presented with Figure 4.9. What is the significance of Figure 4.9? This is code that had been translated earlier in the game, and points to additional clues (and points not surprisingly in the direction of Martin Swinton's diary), describing further characters and actions that seem to, at this point, contin ue to implicate Cybertro nics as having deeper connections in this evolving mystery.
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Figure 4.9 An intriguing, but confusing method of presenting information.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 90. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=111
-•
News Updates
You've seen many examples of how, during the course of the o riginal game play, various "news updates" were p rovided, usually in the form of specific Web sites being updated o n a weekly basis, but also changes and developments in characters' actions that caused them to either make new "posts" to their Web sites (for example, Martin and his diary entries) o r the delivery of new e-mails, and so on to players of the game. At this point in the game (which, incidentally, was nearing the end of the game in the summer of2001), th ere were several news updates. While perhaps none of them presented any critical information to players, they are interesting to highlight here if, for noth ing else, to show how the designers of the game went to such great lengths to develop such a cohesive (and complicated) narrative. Figures 4.10--4.13 highlight these "updates" as they originally occurred.
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
News Updates
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Figure 4.10 The first of two news stories. this one describing interstellar travel. Note the attention to realistic (7) detail in the style of the writing.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 91. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=112
91
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Chapter 4 •
Past Reality: An Annotated ARG, Part II
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Figure 4.11 Initial story about Mann Act II being introduced into U.S. Senate.
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Figure 4.12 More news on the Mann Act. but nothing new.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 92. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=113
News Updates
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Figure 4.13 A semi·interesting news story. but containing gold to any Cloudmaker: a new Web site (Clinique de lille) to explore I Again, while interesting. the news stories didn't particularly lead to any great revelation with the game except the final one, which contained a new Web site (to be explored next). While perhaps superfluous to the game, these sites nevertheless once again are testament to the level of detail utili zed in the game design, as well as how perseverance and critical reading skills were required by those who played the ga me, in o rder to catch those news stories that did include important information (for example, Figure 4.13 and the link to a new Web site to explore).
Tip
Clearly. the Cloudmakers had a very large amount of information to work through on all of these Web sites. and the ability to read efficiently and critically was a key component of their work. You'lI gain a more complete understanding of how ARG-related Web sites are (onstructed in Chapters 9 and 10.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 93. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=114
93
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Past Reality: An Annotated ARG, Part II
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Clinique de Lille and Watchtower Security Clinique de Lille turns out to be a Web site completely in French, and it is an impressively and intricately designed Web site. However, what is perhaps more interesting in our narrative at th is point is how, a bit later in the game (that is, after the Clinique de Lille site was discove red), there appeared on th at page a link to Watchtower Security. Figures 4.14 and 4.15 highlight the Clinique de Lille home page (illustrating the Watchtower Security link) and the Watchtower Secu rity page, respectively. Based on additional information gathered over the course of the game play, it was discovered that access to the Watchtower Security "Private Files" could be gained through the use of a password ("intrepid"). This site and functionality is still active, as illustrated in Figures 4.16--4.19. Full details about how the "intrepid" password was gained and the meaning of the clouds can be found on the Cloudmakers guide site. Suffice it to say that the information presented gave additional critical details on character development and led players to further speculate as to the intricacies of the game .
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,Figure 4.14 Home page for Clinique de Lille.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 94. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=115
.-
Clinique de lille and Watchtower Security
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...
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Figure 4.15 Home page for Watchtower Security.
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Figure 4.16 Secure login for Watchtower Security.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 95. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=116
a
• •
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95
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Chapter 4 • Past Reality: An Annotat ed ARG. Part II
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"
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Figure 4.17 login successful! like many sites for the game. there is a real sense of entering a -5e
Figure 4.18 Once in. more intriguing (if confusing) information is presented.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 96. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=117
Moving Towards Mann Act II
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Moving Towards Mann Act II At this point in the game it is (was) dear that the passing of the Mann Act II was going to be a critical (if not the critical ) focus of the game. Anoth er news story appeared indicati ng that the Mann Act II had passed in the Senate (see Figure 4.11 ) and that a referendum would now be held on "July 20. 2142" (in game world time) to determine if. in fact, sentient beings (that is. Als) would be granted their equal rights. Figure 4. 19 highlights this news story as it appeared on the AIT Web site. On a related note, there was an assassination attempt on Senator Julia Mann. The assassin was captured. based on informat ion given to officials by Brutus (Swinton's AI). Figu re 4.20 highlights the news story as it occurred. Note the great quote at the end of the story. att ributed to the would-be assassin, "Well, I guess I must have malfun ctioned." Also, note the information posted on the Coali tion for Robot Freedom Web site, which instructs readers on how to respond to the arguments made by the 7 to I group. See Figure 4.2 1.
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Figure 4.19 Countdown to freedom for Als?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 97. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=118
97
98
Chapter 4 • Past Reality: An Annotated ARG. Part II
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Figure 4.20 A wicked sense of humor is a trait that apparently continues in the future. ..-.~
Figure 4.21 Guided responses for arguing in favor of robot freedom!
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The Death of Jeanine Salla
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It's probably not that terribly surprising th at Jeanine would meet her demise. Figure 4.22 illust rates. albeit somewhat graphicaUy, the usual PACO autopsy repo rt.
Figure 4.22 Given the bruising marks, which are evident in the photos. Jeanine probably didn't experience an easy or peaceful demise. With the fir st and perhaps most famous character in the game now dead, where are things leading, and is there any way to take stock of what might be around the corner? At this point in th e actual game play, a great d eal of activit y was ongoing as th e endgame was rapidly approaching and players sensed a resoluti on to the puzzle that had so intrigued them for several months.
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99
100
Chapte r 4 • Past Reality: An Annotated ARG. Part II Note
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The following really is a very brief summary of a very large amount of information. Again. see http://www.cloudmakers.orglguide for complete and detailed notes on how the game originally unfolded.
To quickly summarize what was otherwise several pages of detailed notes from the Clo udmakers' guide. we now know the foll owing: • Evan Chan, as an employee of Donu Tech, had been assigned to help administer a critical business merger contract. Evan discovered impo rtant details that wo uld have sto pped the merger from going forward. • A cowo rker of Evan's discovered this, informed o ne of the principal groups (the Dalangs) involved in the merger, and this group had Eva n killed. • Another one of these members is also behind th e killing or "assignat io n" of the vario us Martin Swinton ho uses, which were described ea rlier in Chapter 3. • Interestingly, it appeared that the same member of the Dalangs who was orderi ng the killing of the Swinton houses might also have been the one member of the group to oppose the order to have Evan Chan killed. As such, there is evidence that this same person has been giving dues about th e real story behind Evan's death. • As mentioned by the title of this section. Jeanine Salla is dead. Did the same group that had Evan killed also kill Jeanine, given their dose relationship and the fear that what Evan knew (or was looking into) might soon fu ll into someone else's hands? Possibly... The ultimate development and proof of all the above points again involved a great deal of critical and collaborative thinking by the Cloudmakers. But at this point, the endgame is most certainly very near (as also noted in the Cloudmakers' guide), so let's move o n to see what , exactly, the conclusion to the game amounted to.
Game Over: The Passing of the Mann Act As you might expect, the game reached its climax with the referendum vote on th e Mann Act II. Figure 4.23 shows the results.
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Game Over: The Passing o f the Mann Act
.....
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Figure 4.23 The Mann Act II passes, through a vote of 58% to 42%'
Anti-climactic? Hardly. When you consider the eno rmous breadth of detail and effort that went into the game, both from a puppetmaster and player perspective, it remains easy to see-four years later-why this experiment in Web-based collaborative play quickly became something far more than its designers (or perhaps it s players) even envisio ned. As was discussed briefly in ea rl ier chapters (and will be revisited in Chapter 10), th e level of collective intelligence/collaborative play that was demonstrated by the Cloud makers most certainly took this game beyo nd the realm of a simple advertising gimm ick. I mention that o nly because th ere are many people who still fee l th at ARGs are nothing more than just that-advertising gimmicks. Perhaps, ultimately, the advertising world is where these games find thei r ge nesis, but th e people who play them are most certainly taking these "ads" and claiming them- and making them- as thei r own.
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101
102
Chapte r 4 • Past Rea lity: An Annotated ARG. Part II
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To quote the e-ma il received by players from the puppermasters themselves, once the game concluded: From : themanbehindthecu rtain
Subject : Surfacing Date: Tue, 24 Jul200 1 10:25:23 -0800 Dear Players: Now ou r play is ended. We have drawn aside the curtain, and let it drop for good. But we wan ted to write o ne more time, to say again what a profound pleasure and extrao rdinary privilege it has been to wo rk with you. We had a magical team to put this thing together. How lucky we were to find a team every bit as magical on the other side of the curta in! Your passio n and energy and intell igence has kept us going through more d ire emergencies and long nights than yo u can imagine. We always thought a community could form arou nd this project, but never dared to hope for an aud ience so engaged and so resourceful. You demanded that we expe rimen t, and were generous enough to stick with us when some of those experiments didn't work out quite as we had hoped. You made us work really hard. Which was only fair. The best audience an artist can hope fo r is one that fo rgives error but never cynicism; that demands you r best work and then appreciates it; that co ntributes energy and ideas to create something better than you could have ever made on your own. At this moment, we believe we have been blessed with the best, smartest, most passionate audience imaginable ... We think that all of us, puppetmasters and players alike, have been given a chance to be part of a truly original and groundbreaking experiment. There will be other projects that attem pt to use the web as a distinctive artistic medium, ones with bigger budgets and larger audiences: but we here were first. O nce again, ou r profound thanks. It was dazzling, wasn't it? The PMs (http://c1oudmakers.orglguide/ index4.shtml#1 O. 2pu ppet)
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Summary
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Note
For a final, very cool -what if" statement on what would have happened if the Mann Act II didn't pass, watch the video at: http://fam iliasalla-es.cloudmakers.org/credits/combreadlmervgriffin.html
Summary This chapter presented the second part of a very much-abridged histo ry of how the Beast originall y unfolded and was played/solved by the Cloudmakers. As is hopefully evident fro m this chapter as well as Chapter 3, the detail and forethought that went into th e design of this game was certainly unprecedented, especially when you consider the game was, to some degree, designed only as a suppo rting device for a larger advertisi ng campaign for the fi lm A.l. But, ultimately. that line of thinking o nly goes so fa r. The Cloudmakers, utilizing their own collective/collaborative abilities, and not to mention an extreme level of perseverance required to stick through a very involved game fo r several mo nths. were not o nly able to solve the game but point the genre of alternate reality ga ming in a new direction. In fact. they really created the ARG genre, as their ability to solve the mystery of the Beast was both inspiring in its own right, as well as justifying the amount of time and wo rk that went into the game design. While there are arguments (as discussed in Chapter 1) that ARCs arc, ultimately, no t worth the resource involveme nt from an advertising perspective, the simple fact that there are now several new ARGs. as well as a variety of related/supporting Web sites (most notably www.argn.com) indicate the genre is here to stay and continually mo rphi ng into something new.
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103
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, CHAPTER
-
5
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1:;-
I DOWN
THE
RABBIT
INTRODUCING
HOLE:
" ROUTE
66 "
I
-
Y
now h ave an understanding of what alternate reality gaming is all about, as you've been given a brief history of this exciting new gaming genre, taken a look at one of the very recent ARGs (The Art of the Heist in Chapter 2), and bee n taken on a wh irlwind tour o f how the first ARG was played out and solved by the C10udmakers (Chapters 3 and 4). OU
For the next three chapters, you will now have an opportuni ty to playa sample ARG within the pages of the book. While the storyline behind this ARG is interesting (or so I hope, as every puppetmaster ultimately ho pes ... ), there are som e things you should keep in mind as you work through it • As you know fro m your review of The Art of the Heist and the Beast, the bigger, heavily produced ARGs have really pulled out all the stops to present players with an engaging and engrossing gaming environment. While som ewhat off topic for this book (given it is ultimately a gu ide for those interested in playing ARGs), there is ongoing discussion about how successful a major ARG like Heist o r ilovebees is from a marketing perspective. While we've certainly raised this question of "ARG as a marketing gimmick?" in this book, the fact is that there aren't solid numbers yet to confirm or deny just how powerful of a marketing tool these games really are. At any rate, my point here is that the ARG you will see in the following pages is no t, obviously, o n the production level of the gam es you saw reviewed in Chapters 2, 3, and 4 because it is not (yetl) an ARG that has been designed to help market any product, other than this book, of co urse.
105
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106
Chapter 5 •
Down the Rabbit Hole: Introducing "Route 66"
• You also need to keep in mind that I am using the term "ARG" somewhat loosely, in terms of defining what follows. Again, if you have read Chapters 3 and 4, you know that the heavily produced and marketed ARGs utilized actual phone calls, faxes, and e-mails to players, as well as the staging of real wo rld events. Unfortunately, the ARG you are seeing in these pages won't be leaving you voicemails at work; still, it will ask you to go on an extended exploration of the Web and take a virtual journey across the United States, so that 's not too shabby for an ARG that depends primarily on the printed page! • Given the limitations of a printed ARG, you will be presented with additional information as if you had actually received it yourself. Again, since it isn't practical for this sample ARG to send you an actual e-mail, you will nevertheless see printed in the chapter the e-mail that you would otherwise "receive" if this ARG were actually being played out. Also, you will see communications and notes from other players you have teamed with to try and solve the ARG, not unlike the Cloudmakers who joined together to work through the Beast. • Keeping all of the above in mind, the "Route 66" sample ARG will, however, ask you to interact with a Web site (described later). And if you "successfully interact" with this site (that is, successfully guess a username and password to access the site), you will not only solve the puzzle of the ARG but-just maybe!-be presented with an award for aUyour hard work, critical or creative thinking, and perseverance. While this sample ARG might not take yo u months to figure out, it should give you an idea of what being involved in an ARG is all about. Ready to head down the rabbi t hole? I think I see it just ahead ...
Background: What 15 Route 66? Before the interstate system, "Route 66" was the primary artery for traveling west across the Uni ted States. Traversing more than a dozen states as it twisted and turned through America, the two-lane highway became legendary for the travelers and legends it produced. Indeed, "Route 66" became (and remains to this day) a major ingredient in the American "collective conscience," and our fascination with the open road. While keeping its legendary status, Route 66 is today primarily a memory for the vast majority of those who travel via automobile. Again, the interstate system made the character and charm of the old road outdated (and, unfortunately, undesirable) as
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Background: What Is Route 66?
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Get Your Kicks on Route 66 If an essential identifier of Americana is the open road. then there is no better example than Highway Route 66. As one of the most famous hi~ways in the United States (if not the world). US 66 originally began in Chicago. Illinois and ended in Santa Monica. California for a total stretch of nearly 2,500 miles. From its inception. the highway has enjoyed an interesting history. As one of the original U.S. highways, it found perhaps its strongest advocate in Oklahoman Cyrus Avery. who insisted that the highway be given a round number. but when this was not possible. decided to settle on -66 - because he thought it would be easy to remember. hear. and say. Although the route was anything but a -direct route- (it wound throughout the Midwest. plains. and Southwest). it quickly became popular to both long-haul truckers. as well as a favored road home for returning World War II Gis. As the call of the open road be
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107
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108
Chapter 5 • Down the Rabbit Hole: Introducing "Route 66"
travelers looked for faster (interstate) ways of driving to their destination. Today, while it is possible to piece your way across the country by following the old road, to do so requires a very good map, a lot of patience, and an ability to see through what are now ghost towns, back to a time when such places were vibran t, colorful stops on "the way West." Figure 5.1 illustrates the path Route 66 took across the western United States. With the advent of the interstate system, few people were inte rested in driving the old road, so it slowly began to slip away. Nevertheless, over the years, many enthusiast dubs and others interested in the historical preservation of the "old road" have sprung up, in an effort to keep this classic piece of Americana alive. Figures 5.2-5.5 highlight a great site-www.histo ric66.com----devoted to this mission (note the great title: "Where the Mother Road meets the Internet").
Note There are other great sites devoted exclusively to Route 66. You will see some of them over the course of this sample game, but if you simply Google the term· historic route 66, you will see a listing of many, including the one highlighted in the figures here. W
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Figure 5.1 Original Route 66 path across the United States.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 108. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=129
.. ...
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Figure 5.3 For those who want to drive the old road. detailed information on each remaining section is provided.
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109
110
Chapter 5 •
l
~
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~
Down the Rabbit Ho le: Introducing "Route 66"
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Figu re 5.4 As evidence to the continued interest in the old road, current
Route 66-related festivals are still ongoing. .. • - - ( i i l l
Figure 5.5 If you can only take a ·virtual · trip, the site provides many
terrific photos. short video clips. and text describing the road.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 110. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=131
Finding the Rabbit Hole
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Route 66 is clearly a major piece of Americana, and it has been featured in countless songs, stories, and novels. In other words, it presents fertile ground for being the focus of an ARG, so without furt her delay, let's jump into the game.
Finding the Rabbit Hole Since again our "printed ARG" requires you to assume or imagine some aspects of play that you otherwise might directly interact with if this were a "real world" ARG, you need to "suspend you r disbelief" for a momen t (which you should be doing, anyway, if you are really getting into this gaming genre!) and imagine that you are living in the vicinity of St. Louis, Missouri. As you know from your readings of actual ARGs, real physical locations can playa key factor in how the game is developed. For this ARG, we'll assume that you've caught the lucky break of living in St. Louis so that you can participate firsthand in the ARG that will be developed here. That said-and from this point forward-read the material in these chapters as if you were read ing it "in real life," so as to help simu late the experience of finding the rabbit hole for this ARG and, of course, playing it, too. As you play through this sample ARG, again keep in mind that because of the constraints of presenting it in printed text, I have taken several liberties in how the game is presented. A typical ARG would have an active, online collaborative discussion component and would play out "in real time," with specific dues and other piecesof information being given out on a regular (and well-organized basis). Since we can't really assume that kind of regimented approach in a printed book (since we can't, from all practical perspectives, update this book's content on a weekly basis!), I have again written this sample ARG from the perspective that you will suspend you r disbelief and imagine the ARG playing out as if you were actively involved, and that you will also accept printed e-mail messages and other" ... and then this happened" -type clues to simulate the typical ARG environment.
Let's Roll: Beginning the Game One fine summer morning, while sitting in a local cafe enjoying a morning cappuccino, you come across an interest ing (albeit short) news story in the local paper. Apparently, a certain group of mysterious travelers have been following the old Route 66 to Santa Monica, California. The group was first noticed in St. Louis. Over the last several months, every Tuesday afternoon, two or three group members would hold impromptu "town hall " discussions at the Monument to Westward Expansion (i.e., the St. Louis ''Arch''). Handing out cryptic flyers with mysterious sayings printed upon them (e.g., "The Old Road is the New Road"), the group members and their afternoon discussions became a local cult attraction.
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111
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112
Chapter 5 •
Down the Rabbit Hole: Introducing "Route 66"
Always speaking in vague (albeit interesting) generalities about their travels, the group members would proclaim that the "answers to all questions" could be found somewhere in the American southwest and only by traveling the old Route 66. What exactly those answers were-and who/what/where they were to be found-was never specifically mentioned. But the congenial nature of these strange people and the adamant conviction they expressed about their travels on the old road were engaging. Having these stories told at the Arch- a historic symbol, of course, to traveling west-only added to the intrigue. Since today happens to be Tuesday, you decide to go down to the Arch and see if the group is there because you want to hear them talk (they are there). The reports of their "talks" were indeed very true-they speak in riddles and generalities, and don't really seem to have much of a point other than that they have an obvious fascination with the old Rou te 66 and seem to be saying that many intriguing answers (although to what questions?) can be found on the old road . Despite not making a whole lot of sense, you are intrigued enough by the group to go back the next week to hear what they might say. However, upon going back, they are nowhere to be seen. You are disappointed (and perhaps a bit curious as to what happened), but have pretty much decided they were eccentric quacks who had moved on to so mething else, so you decide to do the same.
But then something else very strange occurs. A few days later, you read a news story about a famou s author, Martin Blackford, who is now making outrageous claims in support of what was being described as a "cult group." When questioned by authorities, Mr. Blackford said he and his group were preparing fo r what was to be "the ulti mate road trip, to find the meaning of life in the only place it can be found." Concerned that such a "journey" might have unsavory and/or illegal connotations, Mr. Blackford was brought in for quest ioning. As he was taken into custody, Mr. Blackford was photographed wearing a t-shirt that said, "The Old Road is the New Road." Intrigued by this connection to the group you had listened to in SI. Louis, you find the Web site for Martin Blackford. When the site loads, however, the only thing that appears on the site home page is the phrase, "Take a big gulp and swallow your blues." What does this phrase mean? You ponder it for a few days, wondering about some hidden meaning. Entering in various key word combinations into Google, you hap pen upon a link to "The Blue Swallow Motel" (http: //www. route66.com/ Blu eSwallowl), as shown in Figure 5.6. It 's location? Tucu mcari, New Mexico-a major stop in the glory days of Route 66.
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Finding th e Rabbit Ho le
.. 1!_·t..... H
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~
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Figure 5.6 Home page for the Blue Swallow Motel.
Is this all a weird coincidence? While you were never one to follow mysterious whims, you' re a big fan of Martin Blackford's writing. And, despite their general weirdness, there was something in what the "travelers" had to say at those Tuesday discussions th at intrigued you. What's going on out there in the vast expanse of the American southwest? What's going on out th ere along Route 66 that apparently has convinced o ne of the most well-respected autho rs of our time to heed its call? You decide to listen to that call for yourself. And as you listen, you step into the world of alternate reality ga ming.
How the Route 66 ARG Is Presented Obviously, this chapter presents the introduction/background material to the ARC and establishes the role you are asked to play (i.e., pretending you live in the St. Louis metropolitan area, and so on, as mentioned above).
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Chapter 5 •
Dow n the Rabbit Hole: Introd ucing " Route 66"
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Chapters 6 and 7 will be organized in the following manner: • First, you will note the titles of Chapters 6 and 7 are " Parts I and II," respectively. As we did in presenting an abridged history of how the "Beast" ARG was presented in Chapters 3 and 4, the Route 66 ARG will be divided into two major chapters, with Chapter 8 being an analysis/wrap-up of how the game might be played and its mystery solved if it were a real ARG. As I've stated previously, I've taken many, many liberties (again, because of the restrictions of a printed and otherwise static text) in presenting this material, but it should not overly dist ract from your enjoyment of reading through the materiaL • Both Chapters 6 and 7 will present large blocks of information as if it were happening in "real time." If you look at the Cloud makers guide page for a history of how the Beast was played, you can see that the entries are generally grouped into major timeline headings, based on when (during actual game play in the spring/summer of 200 1) the events happened in the actual game. See Figure 5.7. • As each chapter's section of the game is presented, each chapter will conclude with an " In Summary: What do we know now?" section.
• Finally, it should be noted th at in an effort to move things along, each chapter will, to some degree, "give away" the answer to a particular puzzle or turning point in the ARG . I will be sure to note each of these with a "spoiler alert" as I have done in earl ier chapters. That way, if you want to go away and think about a possible solution or just do some further investigation on your own , you'll be sure to have plenty of advance notice before you go forward in reading the material to learn the outcome. Note
While I certainly don't want to withhold legitimate information from your discovery and enjoy· ment of playing the sample ARG (not to mention reading the entire book), keep in mind that I will only go so far in presenting the ultimate solution to the ARG. As you will see later in Chapters 6 and 7, there is a game-related Web site you will need to go to, so that you can enter a usemame and password in order to unlock the ultimate, final answer to the puzzle of the Route 66 ARG. While dose reading of the chapters that follow will undoubtedly give you lots of critical information in discovering what that secret usemame/password combination is, that combination will nevertheless not ever be specifically stated within the text itself (hey, you gotta figure some things out on your own, right?).
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Beat Background : Unde rstanding Martin Blackford
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Beat Background: Understanding Martin Blackford Yo u've been a fu n of Martin Blackford's writing for some time, first d iscovering his books when yo u were a senio r in high school. Blackfo rd writes in the traditi on of the "Beat Ge neration" autho rs, including such names as Jack Kero uac and William Burroughs (see Figure 5.8 and 5.9).
Figure 5.8 Jack Kerouac, best known for his novel On the Road.
Figure 5.9 William S. Burroughs, the "grandfather· of the Beats.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 115. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=136
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Chapter 5 •
Down the Rabbit Hole: Introducing "Route 66"
Tip
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As I mentioned earlier in the chapter, having an ARG in printed book format does present
some limitations with regard to how you interact with the storyline. That said, you should assume that-as written here--in fact you do have a -history- with Martin Blackford and have been a fan of his writing since high school. Of course, Martin Blackford and his Web site (extensively illustrated through this ARG) is an entirely fictitious writer, so this history you need to assume is solely for putting the larger theme of the game into a more specific and identifiable context. If yo u were to ask any given person under the age of35 to summarize the 1950s. there is a good chance their response would include some element of popul ar culture. For example, they might reference Happy Days or Laveme mid SlIirley, two popular television shows for the 1970s that were (loosely) contextually based on the 1950s. But if you were to ask someone in their twenties to describe the 50s, their response would be even more vague, because they would try to define this period based o n their onetime (and little remembered) viewing of a film like Grease or so me ambiguous lyric from an Elvis so ng. And, if you were to ask older people who were actually alive during th e 1950s about their reco llections. their memo ries would probably revolve aro und drive-in movie theaters and a "simpler time," albeit memories juxtaposed against the omnipresent fear of the (nuclear) arms race and the specter of the mushroom cloud. Note
Just like Oliver Stone likes to do in his movies (the best example perhaps being his film JF/tO, I am taking -artistic liberties- in developing the storyline behind the ARG. While some characters/references are obviously real (Kerouac, Burroughs), others (Martin Blackford) are products of my imagination. The chances are indeed very good that none of these age groups would mention the Beat Generation as representative of 1950s America, despite the enormous effect this grou p of writers and artists had on the cultu ral and political landscape, and how that influ ence is still being felt today. Why aren' t the Beats more widely recogn ized and known today? So me of the answer involves how the Beats were eclipsed-in their own time and in the pop culture pantheon of the late twentieth century- by the 1960s. St ill another answer is that-especially for their time-the Beats were operating on both a metapho rical and geographical fringe. Those who considered themselves part of the " Beat Generation" were mostly located in New York and San Francisco (and
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 116. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=137
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Beat Background: Understanding Martin Blackford
later southern Cal ifornia), two locales that were. again, literally and figu ratively thousands of mi les away from the heartland and the prevailing (conservative) currents of Eise nhower's America. By the time the Beats really entered the larger collective conscience of the American public. a new group of revolutionaries-the hippies-were taking their place. Still the artists, music ians. and personalities of the Beat Generation remain some of the most colorful and vital individuals this country has produced. More importantly, and taken together as a single voice, they represent a group willing to speak out and revolt against a society they perceived as repressive and dangerous. And,just as importantly, they continue to serve as prime warnings of the dangers that rebell ion can present to both the individua l and the larger society to which it belongs. While the zeitgeist always fools us into thinking we are living in the penult imate days of history, few would argue that these first years of the new millennium are anything but co nfus ing and wo rrisome, not just for America but for the enti re world.
First Clue: The Martin Blackford Web Site Martin Blackford fell very much in with this group. His first novel, Crosstalk, was simila r to Kerouac's at! tile Road, but had a more quasi-sp iritual overtone. Now, Mr. Blackford (who is nearly 80 years of age) appears to be causing trouble with the establishment o nce again. and you have a real sense of delight at thinking of Blackford begin taken into custody, sporting a t-shirt with some typically " Blackfordian" saying ("The old road is the new road."). You've never looked at Blackford's Web site (indeed, you're not even sure if there is one), but a quick Google search quicldy points to his site. The site appears similar to Figure 5.10. When you first visited the site, you simply hit submit, and you were greeted with the usual, "This page can not be found" error. Trying other pieces of information, such as " Blackford" or " Martin," also resulted in the same error page. However, when you entered your e-mail add ress, you were greeted with Figure 5. 1 I. You aren't sure what this means, but in typical Blackford fas hion it certainly seems intriguing enough. There is something vaguely fami liar about that line, "That humanity at large will be able to dispense with Artificial Paradises seems very unlikely," but you can't place it.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 117. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=138
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Chapter 5 •
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Down the Rabbit Ho le: Introducing "Route 66"
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Figure 5.11 A response! But what does it mean?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 118. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=139
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Beat Background: Understanding Martin Blackford
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Tip As you've probably noticed through a review of the other ARGs. what first appears to be a meaningless clue turns out to be something very significant later. So while you can't place this line at the moment. it is something you'll want to consider. Actually, you will consider it in just a short while, so read on.
A few days later. when checking your e-mail . you notice the fo llowing message: TO: [email protected] FROM: The Travelers SUBJECT: Are you on the bus? The road to excess leads to the palace of wisdom. But the old road leads to a new destina tion in the golden state. Are you on the bus or off the bus? Please decide quickly. The Travelers Note
For the sake of documenting this sample ARG, I'll ask that you assume the e-mail address of -arg"[email protected] . No, this isn't a real e-mail address (really! ) so please don't try and send messages to it! A mysterious c-mail . no doubt about it. One thing to note. tho ugh. is that "golden state" is most certainly a reference to California. as that state's motto is "the golden state." But what is all this talk of being on the bus? A search on Yahoo of the phrase "on the bus" gives the followin g typical results. as shown in Figure 5.1 2. All of this or at least one specific link that is presented in the sea rch results could be significant. but where to begin? Clicking on the alternate sea rch phrase. "Get on the bus" results in Figure 5.13.
Tip
The results of Google and Yahoo searches are naturally subject to change, as the billions of Web pages these search engines index will change on a daily (hourly?) basis. That said, you should view the various search results illustrated in these -Route 66 - chapters as examples. and in turn feel free to conduct your own searches to find out what additional clues/links you can discover on your own. This -finding things on your own - constitutes a major percentage of the fun of ARGing, not to mention providing a great context for learning about all kinds of interesting things.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 119. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=140
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Chapter 5 •
.'
Down the Rabbit Hole: Introducing "Route 66"
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 5.13 A more specific search term. but still not much help.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 120. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=141
Where to go from here? One thin g you haven't yet considered is searching on the quote that was returned on Martin Blackford's Web site when you registered your email address. Going back to Yahoo, when you enter the sentence, "That humanity at large will be able to dispense with Artificial Paradises seems very unlikely," you are presented with a listing of results, many of which include the exact phrase, as shown in Figure 5. 14.
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Beat Background: Understa nding Martin Blackford
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Clicking through a few of them, you notice that the sentence is attributed to writer Aldous Huxley and is taken from his book, The Doors of Perception. This short work (which is really more of an extended essay) was notable and controversial fo r several reasons, not the least of which was because of its overt drug-related content. The book was Huxley's philosophical reflections on experience with taking mescaline, a very
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 121. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=142
121
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122
Chapter 5 •
Down the Rabbit Hole: Introducing "Route 66"
strong hallucinogenic drug (the book was also controversial because Huxley is con~ sidered one of the preeminent writers of the twentieth century, so for him to experiment with such a powerful drug was unprecedented). You know from your own interest in Blackford that he was interested in Huxley, but you don't know much about Huxley himself. Still, this must be an obvious and important reference, so you file this away for later when it probably will come into play. Making the connection to Huxley's book was somewhat of a move forward, but what about the whole "are you on or off the bus?" For the moment you are stumped, but things will most certainly change. You just don't realize how quickly they will change!
The Beauty of Collaborative Play While still pondering the clues from the previous sect ion, you notice that you've received another e-mail from an address you don't recognize, with the subject line "Martin Blackford." The e-mail reads as follows: TO: [email protected] FROM: ars-player_2@somewhere. net SUBJEcr: Martin Blackford Hello! I received your e-mail address in a message from some group calling themselves "The Travelers." Have you by chance sent your e-mail address to the Martin Blackford Web site? I did, and received some cryptic message about being on the bus or off the bus, and it included your e-mail address as someone who might be able to help with "the journey?" If any of this makes sense, please drop me a line. OK, this is a little freaky. What do they mean by having you r e-mail address included in the message that came from the Travelers? Clearly, whoever is behind this little mystery is also behind the Martin Blackford Web site, or at the very least has access to it in order to send your e-mail address along to someone else. Still, you are intrigued enough with this e-mail that you've received that you decide to write back and let them know that, yes, you did enter your address at the Blackford site, and have been trying to figure out the meaning of the "on the bus/off the bus" issue. A few hours later, after responding to ars-player_2 (again, this is an obviously fake e-mail address, used just for illustrating the game), you get this response:
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 122. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=143
The Beauty of Collaborative Play
TO: ar~playe [email protected] FROM: ar~ pl [email protected] Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
SUBJECT: RE: Martin Blackford Glad to make your acquaintance. I was a bit stumped by that whole bus thing, too, but then I remembered that question of, "Are you on the bus?" being a central question from that Tom Wolfe novel, The Electric Koof-Aid Acid Test, abou t the Ken Kesey/Merry Pranksters trip. If memory serves co rrect, the guy who drove the bus was Neal Cassidy, who of course was the real-life pal of Jack Kerouac and a strong inspiration for one of the characters in Kerouac's novel Ot! the Road. Since Blackford hung out with those guys, this surely must be a connection to the whole Beat thing? Ti p
Again, keep in mind that these e-mails you Mreceive: both from other players as well as the puppetmasters, are intended to be representative of the types of communication you would most likely receive if you were playing an actual ARG. For a terrific representation of the type of collaboration and Mcollective intelligence Mthat can result from these types of discussions, be sure to view the archived Cloudmaker discussions, available at hnp :Jr.vww.cloudmake~.org.
Note
Designing the Web infrastructure for an ARG, from the viewpoint of a puppetmaster, is an equally fascinating topic. While the conceptualization of a story line, the construction of various Web pages, and the overall coordination required of a puppetmaster to design an ARG is beyond the ultimate scope of this book. you should nevertheless see Chapters 9 and 10 and Mtake a peek behind the curtain " for a general introduction to these design concepts. Pondering this, you think to yo urself that this is an interesting co nnection . And since this mystery is obviously dealing with something to do with being on th e road/traveling, it makes sense th at the Kesey reference would be connected in here somehow. So you write back to ar~playec2, letting him know that you agree with the connection and that perhaps there is something more to the Kesey reference than initially thought? Not e
The introduction of this e·mail discussion is meant to illustrate, of course, the collaborative and M collective intelligence Mnature of alternate reality gaming. As you will see going forward in Chapters 6 and 7, a much greater collaborative network develops out of this initial e-mail.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 123. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=144
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Chapter 5 • Down the Rabbit Hole : Introducing "Route 66"
Enter the Fax Machine Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Having lunch in your office a few days later, you check your e-mail account to fin d yet another message from the Travelers. This message is described below: TO: [email protected] FROM: The Travelers SUBJECf: Are you on the bus? The bus is getting ready to leave. Do you have yo ur ticket? Are you o n o r off the bus? Please se nd a message to travelers@;ourney. net, leav ing the subject line blank and including your fax number in the message body, in this format: (xxx}-xxx-xxxx Directio ns for purchasing your ticket will follow. The Travelers Upo n receipt of this e- mai l, you send a message to you r (at this po int) mysterious "ars.-player_2 " collaborator, asking if they, too, received this same e- mail. They write back indicating that yes, they did receive it and have already respo nded with their fax number. When they did, and about an hour after sending the message, they received the fo llowing fax: Fa ncy poultry, parts sold here Backs are cheap and wings are nearly free Tickets are free, too, ;ust like the ride on the blimp. The blimp! The blimp! The Mothership! The Mothersh ip! The captain knows best. Even if it is just a replica. Now go back to the starting point and buy your ticket! You go ahead and respond to the Travelers message with your fax number, and sure enough you receive the same fax about an hour later. Sa me quest ion : What does it mean? Fancy poultry? References to blimps? Nothing is clear at this poin t, but it is definitely intriguing. Having learned from sea rching on the phrase fro m the o riginal Travelers e-mail, you do a search on the o pening tex t of this message, and find that these are lyrics to a song by the artist Suzanne Vega. See Figure 5. 15.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 124. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=145
Enter the Fax Machine
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 5.15 The Travelers apparently are Suzanne Vega fans! Again, there could be some type of significance to this song. but for now yo u move on to searching on the other text in the fax that you've received. Search ing on "The blimp the blimp the mothership the mothership" brings up a variety of hits, but nothing that looks specific. Thinking, though, that perhaps this is a song lyric (given the reference to the Vega song lyric), you try a search on the phrase "the blimp so ng lyric" and immediately see a direct hit , as shown in Figure 5. 16. Reading through this link, you see that these are indeed lyrics to a song entitled, "The Blimp," as recorded by an artist of the name Captain Beefh eart from his 1969 album Trout Mask Replica. Figure 5. 17 highlights what must be one of the truly original album covers of all time.
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125
126
Chapter 5 •
Down the Rabbit Ho le: Introducing " Route 66"
.-
-'
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. Figure 5.17 The classic (over to the 1969 classic Trout Mask Replica.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 126. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=147
Enter the Fax Machine
Wait a minute! The title of this CD is Trollf Mask Replica. Note the second part of the
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fax:
The captain knows best. Even if it is just a replica. Now go back to the starting po int and buy your ticket! With specific references to "the captain" and "replica," this must be a major clue. What does "back to the starting pint" mean? Perhaps where this all began, which is the Martin Blackford Web site? Upon revisiting that site now, you see it has changed and now appears as in Figure 5. 18. You try a few differe nt combinations before finally settling on "captain" as the username and "trout mask replica" as the password. When you do, you are presented with Figure 5.19 .
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Figure 5.18 A username and password are now required, but for what purpose?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 127. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=148
o·
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127
128
Chapter 5 • Down the Rabbit Ho le: Introducing "Route 66"
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"
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Figure 5.19 The username and password combination certainly wooed. but only resulting in more vague and puzzling text. Obviously. there is significance in the "first stop" reference. But that is to be discovered, along with a whole new level of game play. in the next chapter. Tip
The changing of the Blackford Web site. as illustrated in Figures 5.10 and 5.18. is indicative of the type of change you would see with a typical ARG. If you recall from how the Beast was presented. the puppetmasters would often perform weekly updates to various game-related sites, so as to keep the larger game narrative moving fOlWard and to othelWise allow players to interact more actively with the game. For the ARG presented in these chapters. you should assume again that you are playing the game in -real time - and the changes/updates to the various sites (but specifically the Blackford site) are a related effort by the puppetmasters of this game to keep the game moving forward.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 128. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=149
In Summary: What Do We Know Now?
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In Summary: What Do We Know Now? This chapter introduced us to the "Route 66" ARG, although at this point we still don't know that is what it is officially being called. Having followed an otherwise off-handed interest in some strange people who had been gathering around the base of the St. Louis Arch, this led us to the Web site of Martin Blackford. When we entered our email address, we apparently became involved in some kind of evolving riddle. But what is more interesting is that others who supplied their e-mail addresses also have become involved and at least in one case received the e-mail address we supplied. What do we know at this point? • This is definitely a mystery! If it's a game, or something more legitimate, or a combination of the two is yet to be seen. • Others are involved in the game, and we have made initial contact with them via e-mai l. • Those behind the game are apparently related to or behind the development of the Martin Blackford Web site, and are capable of receiving and responding to requests through (so far) e-mail and fax. • We are building a list of related names that apparently have some significance: Aldous Huxley, Ken Kesey, Tom Wolfe, Suzanne Vega, Captain Beefheart. We've also referenced specific works, including The Doors of Perception, The Electric Kool-Aid Acid Test, and Trout Mask Replica. • Finally, we know from our interest that Martin Blackford was closely associated with the Beats, a group of writers from the 1950s of which at least two of the references above (Kesey and Wolfe) have an indirect connection.
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129
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This page intentionally left blank
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CHAPTER
6
ROUTE 66 ARG, PART II
W
e are now fully immersed in what appears to be some type of ARG, as we are receiving both virtual (e- mail) and phys ical (fax ) communications regarding some type of puzzle/ mystery involving the author Martin Blackford. Also, we have established communication wi th another pe rson who has discovered the same rabbit hole into this mystery as us, and we've started to communicate with him as well. And while we've been able to make what appear to be some initial connections and successfu lly logged in to the Blackford Web site (see Figure 5. 18 in previous chapter), we still have lots of questions, including a new one that has become apparent from our successful login: What is the "adding machine" and is it releva nt or connected to Blackfo rd in any way? So, at this point , some central questions remain: • What is the "adding machine" referenced on th e Blackford Web site? • What larger connections should or need to be made between th e diffe rent figures and works summarized at the end of Chapter 5? • We assume that the mysterious group in 51. Louis that made reference to Route 66 is related somehow to this (are they "the Travelers")? But what is the connectio n and how do we find out more about them? • How exactly is Martin Blackford associated with this mystery? • Finally, we ass ume th is is an ARG, bUI. .. is it?
131
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Chapter 6 •
Route 66 ARG, Part II
Lots of questions, with no apparent firm answers.
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At least not yet . ..
The Adding Machine Let's take another look at the message presented to us on the Blackford Web site, after we successfully logged in using "captain" as the username and "trout mask replica" as the password. The resulting screen is shown once again in Figure 6.1 .
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Fig ure 6.1 The mysterious reference to the Nadding machine" on the Blackford site.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 132. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=153
hi • • 01
The Adding Machine
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Wha t is th is a reference to? As always, a Google search on the phrase "The Add ing Machine" might turn something up. Figure 6.2 illustrates the results fro m that very search .
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Fig ure 6.2 Results from a search on the phrase. "The Adding Machine."' A few things to no te about this figure. as with all search results: • First, note the links o n the right-hand side of the page. We see an automated link to Amazon.co m and the possibility that "The Adding Machine" might be a book title (more on this in a minute) . • Second, th e list of returned items includes th e search term as th e majo r heading, as well as how it is included as subtext in other links.
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133
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Chapter 6 • Route 66 ARG, Part II
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We decide to try the second link, given that it includes the phrase, "Adding Machines:' in the major title. When we dick o n that link. we are presented with Figure 6.3. Taking a little time to read through this. we immediately see that the first "wo rkable adding and listing machine" was patented in St. Louis in 1885. Could this be a coin· cidence that St. Louis-the city where we are currently residing and investigating this mystery, as well as the same city where the mysterious group had given talks at the Arch- is also related to the Adding Machine? Normally. you probably wouldn't see any larger connection, but the phrase "The Addi ng Machine" was again speci fi cally referenced o n the Blackford site.
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Figure 6.3 A historical description of the Burroughs Adding Machine Company.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 134. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=155
The Adding Machine
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Reading through the entire page gives some solid historical detail , as well as a time 4 li ne of the various developmen ts of this technology. But nothing overly specific (at least not to the extent that we can see it) is to be seen. Having exhausted thi s page, we decide to click over to the Amazon link a nd see if there is any book associated with the title, "The Adding Machine." Figu re 6.4 high4 lights what we fo und .
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Figure 6.4 The Adding Machine, a collection of essays and other writings by the author William S. Burroughs. Hmm ... this is rather interesting. The name of the author, William S. Bu rroughs, appears to be the same as the inventor of the adding machine as detailed in Figure 6.3. Is it the same perso n?
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13S
136
Chapter 6 • Route 66 ARG, Part II
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You decide to retu rn to Google and do a search o n the name William S. Burroughs. Figure 6.5 illustrates the results that were returned.
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Quickly scanning the search results, we no tice in the second link that Willi am S. Burroughs was born in 1914; however, in returning to Figure 6.3. we see that Will iam Sewa rd Burroughs was bo rn in 1857. Clearly, we are dealing with two sepa rate indi· viduals (perhaps a fat her and a son or a grandfather and a grandson?). Also, from th e list of results returned in Figure 6.5, it appears that this William S. Burroughs, author of TlleAtidillg Machine, was a prolific writer, having authored several different books, plays. and essays.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 136. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=157
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The Adding Machine
At this poi nt , we have two possible coincidences or connections: that Williams S. Burroughs is the author of a collection of essays entitled TJreAdding Machine, a phrase that is specifically referenced on the Blackford site; and that there is a St. Loujs connection, if only in family history (assuming the two Burroughs are related ). What to do now? That's right. see what we can find about William S. Burroughs. the author.
This Is (Most Definitely!) NOT a Game There was a March 2, 2005 Associated Press news story rAmateur Cybersleuths Flocking to BTK Case -) detailing one of the many issues revolving around the -BTK - serial killer case. The BTK killer was arrested in early 2005 and charged with killing 10 people in and around Wichita, Kansas between 1974 and 1991, and the AP story was a fo llow-up on the developments of the arrest. However, what made the story so interesting was not the grimly familiar details of the case, but rather how some individuals. described in the story as -cybersleuths, - had been trying to follow the trail of the case by researching and discussing various dues on the Web. What was even more interesting about these individuals was that most of them were about as farremoved as possible from the role of professional detective (or even expert computer user, for that matter). Some did have a more personal relationship to the case: one person, for example, had been the childhood friend of one of the killer's victims. But for the most part, these individuals had no such direct connection and were drawn into the mystery of the case as if it were a challenging, fascinating puzzle. While the case was most certainly a terrifying puzzle, it was by no means a game. Still, several aspects of what professional investigators were doing to try and crack the case-for example, problem-solving, collaboration, and critical thinking-are the same strategies that experienced garners (and yes, ARGers) utilize as a leisurely pastime. As these -cybersleuths continued their -game,· many of them caught the attention of law enforcement officials. One particularly interesting example was when a 27-year-old bank card company worker came home to find a detective's business card stuck in his front door, with the message, -Get in touch. Now! - Apparently, the worker had posted to a discussion forum the directions from the Wichita City Hall to the pay phone where the killer had placed a call to authorities after one 1977 killing. Ultimately, the young man was cleared of any suspicion as it was discovered that he was four years younger than the oldest BTK case. Nevertheless. it provided a sobering reminder of how it is sometimes best to keep the game world and real world very separate, especially in a situation like this one.
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137
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138
Chapter 6 • Route 66 ARG, Part II
On the other hand, it also presented an absolutely fascinating example of just how thi n the line might now be between the virtual and real world. And that. of course, brings up the issue of alternate reality gaming and what ~ dangers~ might be lurking for those who take the games too seriously. While the vast majority of ARG players would quickly say they have no problem in differentiating the rear from the fantasy, there has been commentary on this potential concem. Recall from Chapter 1, and how immediately after the 9/11 terrorist atlacks, some ctoudmakers considered trying to ~solve~ the mysteries of the day by treating it as a real-world game (recall, too, that this idea was immediately discounted). And, as was also described earlier in the book, remember the story of the man who had innocently placed a parcel by a railroad track as part of a geocaching game, and then found himself arrested on charges of terrorism. Ultimately, I would suggest that the real message behind these stories and issues is not to scare you from being involved in ARGing, but simply to remind you that, at least for the time being. the vast majority of the general public is not aware of how the real world is now being made part of the game world, and that they may react with suspicion (or worse!) when confronted with this mixing of the two realms. So, as you enjoy the wonderful challenges and fun of ARGing. don't forget that the famous tag line used to described the Beast nhis is not a game ~ ) is also a good way to think about ~puzzres ~ like 9/11 and the BTK case. Some things are most definitely not a game, and care should be taken to ensure they are not viewed as such.
Of Mugwumps and Beats By visiting the Wikipedia site and typing in William S. Burroughs, we are presented with this sho rt biograp hy, as shown in Figure 6.6. Reading through this desc ription, we discover the foll owing information: • Burroughs was a prolific writer. albeit one who apparently often wrote from a drug-i nduced (opium) perspective. • He was often associated with the Beat Generation and beat writers. • His grandfa th er was William Seward Burroughs. inventor of the adding machine described earlier. • His influence as a writer continues to be felt .
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Of Mugwumps and Beats
......
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_---
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Figure 6.6 Biography of Williams S. Burroughs. as found on the Wikipedia.com site. As you are reading this, another e-mail arrives: TO: [email protected] FROM: The Travelers SUBJECT: Mugwumps Date: July 29, 1974 The bus has left St. Louis, but don't worry- you are on it. Our next stop is the ranch. Remember: mugwump is not spelled with three w's. but if it were it would be in the middle. This is not a California Dream. The Travelers
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139
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Chapter 6 •
Route 66 ARG. Part II
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What is a mugwump? Before we get that fa r. you see another e-mail from your coplayer. Apparently, there is larger interest in this little mystery than you had at first anticipated: TO:
ar~player@yoube t.n et
FROM:
ar~ pl ayer_2@somewh ere. n et
SUBJECf: Travelers Group Forming! Over the past three days, I've received over a dozen e- mails from o ther people who apparently have gotten hooked up with this little mystery game of ours. We've decided to form a discussion group on Yahoo. and we are calling o urselves th e Roman Candles (will explain sho rtly... ). Interest is growing! Adm ittedly, a dozen people isn't a lot. but still for an otherwise unannou nced game (if, in fact, that is what we are involved in at this point). that is a pretty good number. If noth ing else, you think to yourself, there are at least a dozen peop le out there who are as crazy as you are! You respo nd to ar~playe r_2, inq uiring about the name of the gro up which is forming to pool information and try to make sense o ut of this game. Their respo nse is telling-in the Kerouac novel On the Road, there is a classic passage that makes reference to roman candles:
The only people for me are the mad ones, the ones who are mad to live, mad to talk, mad to be saved, desirous of everything at tile same time, the olles who lIever yawII or say a commonplace thing, bllt bllrn, burn, burn like the fabulous yellow roman candles exploding like spiders across the stars and ill the middle YO" see tile blue celller light pop, and everyone goes "awwww!" (Jack Kerouac, 011 the Road) Nice touch, and nice refe rence for this "mad" group, who are already full of mad talk! Everyone knows th at Blackford was strongly associated with the Beats. Now that we have another obvio us reference to another Beat (Burroughs) and of course the entire Route 66 symbolism, it makes sense that this quote would be used to give the group a mea ningful and, well, cool name. Note
The formation of the ~ Roma n Candles ~ group is an obvious and respectful reference to the Cloudmakers and their formation in the spring of 2001 to pool their collective efforts to solve the A.I. ARG. Although referenced extensively throughout this book. find out more about the Cloudmakers at http://www.cloudmakers.org
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 140. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=161
Of Mugwumps and Beats
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
But back to business: What are mugwumps? Rather than having to perform all these Google searches yourself, you can now review the Roman Candles' (henceforth referred to as simply, "the Candles") postings to learn more. Logging into the discussion forum, you find that the mugwumps were creatures from the Burroughs novel Naked Lunch. Hopefully, you won't encounter any live mugwumps along the way, as they are scary looking creatures. But aside from what they look like, what is their significance to the game? Tip
Not to give away too much of the fun of discovery, but a Google search on ~mugwu mps ~ reveals an interesting history of the term, especially in regard to the 1884 presidential election. Check it out for yourself and see if you might find a connection between the origin of the term and why Burroughs decided to use it for the name of the creatures in Naked Lunch. There are several posts on the Candles discussion forum about the last e-mail received from the Travelers. especially the line, " Remember: mugwump is not spelled with three w's, but if it were, it would be in the middle." One particularly savvy Candle suggests that the reference to three w's might be a not-so-subtle reference to "www" or the beginning of a URL? This is proven true, for when you visit ww\v.mugwu mp.com, you see the fo llowing as illustrated in Figure 6.7. There is some significant connection in the phrase, "California Dream," as it appeared in the last e-mail from the Travelers, as well as on the Web site illustrated in Figure 6.7. But what is the significance, and what about the reference to the "ranch?" Tip
Subtle differences in URLs often can make a very big difference in the content they contain. In the case of this discussion, you might try www.mugwumps.com (note addition of ~s~ to mugwump). For those of you who are fans of the popular music of the 19605, this might lead you a little more quickly to a possible solution for this section of the ARG.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 141. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=162
141
142
Chapte r 6 •
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Route 66 ARG, Part II
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Figure 6.7 Another Web site with obvious connections to the game. But what's the usemame and password?
Monday (Monday). Tuesday. Wednesday ... A week has passed, and there has been no fu rther co mm unication from the Travelers. Worse still, there has been no luck in logging in to the mugwum ps page. Various combinations of usernames and passwords have been tried , many feat uring " Burroughs" as the usc rnamc, and some popular item/term from o ne o f his novels as the password . But no luck. But then, a new mcmber of the Candles posts an interesting suggestio n. There m ust
be significance in the d ate (July 29, 1974) that was posted in the last comm u nication received fro m the Travelers. A search o n that date shows various events that occurred on that day, as highlighted in Figure 6.8.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 142. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=163
Monday (Monday), Tuesday, Wednesday..
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Figure 6.8 Major historical events for July, 1974.
While there are some very hig events here (most no tably the Watergate scandal), there is nothing that appears to be directly related to California. More discussion ensues, and an idea is suggested to see if there is any direct connec· tio n between 1974 and Californi a. by performing a mo re direct search o n these two terms. The results: no thing. And then. so mething interesting. Another Ca ndle suggests trying to find a connection between the terms "mugwump" and "California dream." A Yahoo search on the ph rase. "mugwump California dream" reveals Figures 6.9.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 143. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=164
143
144
Chapter 6 • ), _
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Route 66 ARG. Part II
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Figure 6.9 A predominance of musical references. which we've already seen in other clues. The one Candle who had initially suggested searching on the specific date makes the followin g post to the discussion forum: FROM: arg,..player_ [email protected] SU BJECT: This is a long shot, but ... If you do a sea rch on the term "mugwump California d ream" you get a list of so me obvious music/band references (Led Zeppel in, Eagles, Little Feat) . But if you do th is search o n Yahoo, about a half dozen links down the page you'll see a link to " Dream a Little Dream: That Was the Mugwumps." Check it out.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 144. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=165
Monday (Monday), Tuesday, Wednesday..
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
You do indeed perform this search and click on the link. which is referenced by the other Ca ndle member. You are presented with Figure 6.10. like dominoes starting to fa ll , you immediately make a co nnectio n: If an original band name of the Mamas and Papas (o r some variatio n, to be more exact) was the Mugwumps. then it might make sense to assume that "Califo rnia Dream" is a reference to what was probably the Mamas and Papas' biggest song, "Cali fornia Drea min'." You make this post to the Candles forum , and others immediately chime in that this must be right. So now the question becomes: What is the connectio n between th e Mamas and the Papas and the date, July 29, 1974, which was listed in the last communication from Travelers? It doesn't take long to discover that connection, as shown in Figure 6. 11.
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figure 6.10 AWeb devoted to the history of the well-known folk-rock band, the Mamas and the Papas.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 145. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=166
145
146
Chapter 6 •
Route 66 A RG. Part II
------
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Figure 6.11 - Mama- (ass Elliott. who passed away 00 July 29. 1974.
OK, all of th is is definitely connecting. Cass Elliott was in the Mamas and the Papas, whose biggest hit was "California Dreamin'." She was also previo usly in a band named the Mugwumps, and she passed away on July 29, 1974. All of this is consistent with the information presented in the last communication by the Travelers. Burning down th e DSL line to get back to mugwumps.co m, you and the rest of the Candles enter "Mama Cass" as the username and "Mugwump" as the password. And you are then presented with Figure 6.12. Wait a minute! Now this game/puzzle/thing wants you to call an actual phone number? Is this for real? Or sho uld we say. is this for un-real?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 146. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=167
Monday (Monday), Tuesday, Wednesday. ..
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 6.12 Another login puzzle successfully cracked by the Candles! Not e
Clearly, the phone number shown in Figure 6.12 is not a real number and is placed here (along with the described ~ message " ) as just a simulated example. Note, however. that many ARGs do include real phone numbers that players call in order to receive instructions on how to move forward in the game. No one has to tell you twice: you've got the number dialed before the mugwumps.com site fini shes loading. Upon calling, you are greeted with the following recorded message. The voice is monotone, but seems to be a woman's voice:
Dearest Candle, your flame is buming bright. YOII are Otl tile blls, traveling with liS to a desti"atiol1 as yet Imktlowtl. Your mind is clear, atld YO Il know that somethi,lg wa its tllat is worth the joumey. At the Cadillac Ranch, dOtl't miss tile opportunity to tmde in your dollars for a glass bead game.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 147. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=168
147
148
Chapter 6 •
Route 66 ARG, Part II
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This is really staring to get interesting! Being able to interact with this game through "real world" mechanisms like phone calls is just too much. Still, what does the recorded message mean? Fortunately, you are no longer alone in your journey, and can rely on the ever-growing number of Candles (membership now is over 250) to figure out each puzzle clue. Bringing the group's collective intelligence to bear on the recorded message is the next obvious task at hand, so let's proceed to that point now. Ca u tio n
Of the major ARGs that have been produced (and certainly the fictitious one you are playing now in this book), the - real world " contacts that players have made with the games have been both harmless and great fun. Still, you should always exercise caution-especially, if you have children or adolescents becoming interesting in the genre (and I can't imagine they wouldn't be interested)-in giving out your phone number, e-mail address, or any other piece of information that dearly identifies you as a person, and especially identifies where you live. ARG or otherwise, this is just good Internet sense, so in your excitement and fascination with alternate reality gaming, don't forget this golden rule of working, playing, and otherwise living on the Web.
At the Cadillac Ranch As it turns out, one part of the recorded message is an obvious reference, and that, of course, is the Cadillac Ranch. See Figure 6. 13. As excerpted from this page:
The Cadillac Ranch, located along the ratters of historic Route 66, was builr in 1974, brainchild of Stanley Marsh 3, rhe he/illm millionaire who owns rhe dusty wheat field where it stands. Marsl1 and The Ant Farm, a San Francisco art collective, assembled used Cadillacs representing the "Golden Age" of American Automobiles (1949 through 1963). The ten graffiti-covered cars are half-buried, nose-down, facing west "at the same angle as the Cheops' pyramids." ( http://www.roads ideamerica.com/attractITXAMAcadillac. h tml)
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 148. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=169
At the Cadillac Ranch
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Figure 6.13 The Cadillac Ranch, located in Amarillo, Texas.
We see now another reference to Route 66, so more and more the o bvious implication is that the "road" the game is taking is loosely fo llowing (or at the very least,contextually based) on the old Route 66 described back in Chapter 5. While there are several Web sites devoted to Cadillac Ranch, there is nothing specifi c that links it with the term "glass bead game." However, everyo ne is aware that the first stop in trying to figure o ut a clue the game throws at you is to do a Google/Yahoo search o n terminology. A search of the phrase "glass bead game" produces the fol lowing result s, as shown in Figure 6.14.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 149. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=170
149
150
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Route 66 A RG, Part II
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Figure 6.14 Yahoo results for the search phrase, "glass bead game: Clicking through a few of the links produces some interest ing results, as highlighted in Figures 6.15 and 6. 16. It appears that the "glass bead game" is both a type of game that was played on the Web, as well as the work of a Nobel prize-winning German author, Hermann Hesse. In reading about this novel and discussing it with the Candles (several members have read this book), you realize that Hesse's work was, in many ways, an eerie prediction of the structure and functioning of hypertext, and the Web in general. The basic idea behind the "glass bead game" was to show the meaningful, conceptual links betw"een one idea/concept and another, sort of like a very intellect ual version of the "Seven Degrees of Kevin Bacon."
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 150. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=171
At the Cadillac Ranch
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Figure 6.15 Opening page for a Web-based version of the game.
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Figure 6.16 A description of the concepts and ideas behind the glass bead game.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 151. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=172
151
152
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Chapter 6 •
• Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 6.17 The Glass 8ead Game by Hermann Hesse.
But if the Travelers have specifically mentioned this (if in fact this is what they mean by their reference to glass bead game), then it is no joking matter, as nearly all of their clues have contained something of significance in terms of moving the game fonvard. The question, tho ugh, is what to do with this reference? And then so mething else happens. For those Cand les who had provided thei r fax number in the early stages of the game, their fax machines start humming, delivering the following message: Words are flowing out like rain Into a paper cup You arc not old, but Jung Can one event be unrelated to another But still be the cause of all that is happening? Find the key, and get some shelter: www.blackford.html
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 152. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=173
At the Cadi ll ac Ranch
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This fax is quickly scan ned and posted to the entire Candles discuss ion forum, so those players who were not present at the beginning stages of the game can analyze it. After less th an an hour, the following comments are posted: • The opening lines are lyrics. Specifically, they are from a Beatles song, "Across the Un iverse." These Travelers sure like their musical references! • The second line, "You are not old, but Jung" is a rather lame pun, clearly pointing to the famous psychoanalyst Carl Jung. The second sentence is odd, but has to have some larger meaning. • In keeping in line with the Travelers affection for musical references, the phrase, "get some shelter," might just be a reference to the Rolling Stones so ng, "Gimme Shelter." • If the two music references in this fax play out, then it wou ldn't be surprising, given that Martin Blackford was known to hang o ut with predominant musicians of the 1960s, including both the Beatles and the Rolling Stones. • Finally, there were multiple posts about the sign ifica nce of the glass bead game/Hermann Hesse and how all of that must correlate with this new fax. Tip
Remember that since Martin Blackford is a fictitious character, you should take for granted that the various biographical details presented on him (- Hewas known to hang out with pre· dominant musicians of the 19605, including both the Beatles and the Rolling Stones-) are in fact true and accurate. Also, note the URL for his Web site: www.blackford.html. which is obvi· ouslya construed address (an actual Web address would not end with -htmn. Finally, there is the reference to www.blackford.html. or the same Martin Blackford site we've been visiting for clues since the game began. Loading this site now shows it has changed once again, asking for yet another uscrname and password, as shown in Figure 6.18. The Ca ndles decide to divide themselves into teams, to discover as much as possible about each one of the items listed above, and then report back to the rest of the group so as to pool all the information gathered and find some type of connectio n o r signpost to where to proceed next. You volunteer to go with the group investigating the lung reference, so let's see what you do and then at the end of this chapter, you'll post back to the entire Candles group and see what everyone else came up with.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 153. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=174
153
154
Chapter 6 •
Route 66 ARG. Part II
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 6.18 Another lock for which the Candles must find the key.
It's All About Synchronicity Starting from square one, you perform a Google search on "Carl lung" and are presented with the results you see in Figure 6. 19. Many of these sites are very general, and it would take a (very) long time to read thro ugh every th ing. However, and not surprisingly, there is anoth er Candle member who is interested and knowledgeable about psychol ogy. She isn' t quite sure it was related to lung. but she seems to recall one of her college English professors making some refe rence to lung and an album by o ne of the professo r's favorite rock groups, the Police.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 154. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=175
It's A ll A bo ut Synchroni city
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 6.19 Results for the search term,
~ Carl
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.
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Jung:
This post is actually met with q uite a bit of enthusiasm. as again we know that the Travelers are dearly music fa ns. Googling "Police Jung" returns the following results, as shown in Figu re 6.20. Cl icking on the fo urt h link down the page takes us to a detailed reference page on Jung. Doing a simple search within the page for the term " Police,"we are taken to th e " Influence o n Culture" section of the page, as shown in Figure 6.2 1.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 155. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=176
155
156
Cha pter 6 •
Route 66 A RG, Part II
.-
• ---GeE
~ ... i
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0--
Coogle ~-
-Figure 6.20 Note at least two of the links that make reference to the rock band The Police and Jung,
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--------~
.
_
Figure 6,21 Jung's influence on the rock band Police resulted in them titling an album after his theory of synchronicity,
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 156. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=177
It's All About Synchronicity
As is highlighted in Figure 6.21. the Police rock group titled what would become their
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biggest-selling album after Jung's Theory of Synchronicity. Another Candle member working within the group quickly finds information on what this synchronicity theory is all about. and reports back to the group with th e following information:
Synchrollicity is an explanatory principle, according to its creator, Carl Jung. Synchronicity explains "meaningful coincidences," such as a beetle flying illto his room while a patiellt was describing a dream about a scarab. The scarab is an Egyptian symbol of rebirth, he noted. Therefore, the propitiolls moment of the flying beetle indicated that the transcendental meaning of botll the scarab in the dream atld the itlsect itl the room was that the patient tleeded to be liberated from Iler excessive ratiOllalism. His notiOIl of synchronicity is that there is all acausal principle that litlks evetlts havillg a similar meaning by their coillcidetlce i,l time rather than seq uentially. He claimed that there is a synchrotly between the mind alld the phenomenal world of perception. (excerpted fro m http://skepdic.com/;ung. html) What is interesting from this description is the idea of an "acausal principle," which can allow for two seemingly unrelated events to, in fa ct, be related. This seems to tie in with the message in the Travelers fax: Can one event be unrelated to another But still be the cause of all that is happening? Everyo ne in the group who is looking at this clue is convinced that "synchronicity" or "acausal" is going to be a key term going fonvard. Someo ne else has also mentioned the possibility that "Police" could factor into this. given again the Travelers' enjoyment in referencing rock groups. Several people in the grou p are very fam iliar with the Police album of the same name, so everyone agrees to keep it in mind as they pool their information and report back to the rest of the Candles who are working on the other poss ible sections of the fax. Note
The collaborative nature of the ~ Candles. ~ as well as the critical thinking skills that are obviously required to play and enjoy alternate reality gaming, are hopefully becoming quite clear at this point in our sample ARG. As has been noted in earlier chapters, the collective intelligence/collaborative play aspects of an ARG can lead in some interesting new directions, not the least of which is potential uses for ARG principles in education, communication, business, and advertising/marketing. While you don't have to think of any of these other areas to enjoy playing the games, it is interesting to consider how today, aU of this just might be a fringe
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 157. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=178
157
158
Chapter 6 •
Route 66 ARG, Part II
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genre of gaming, but tomorrow it could be something else entirely. Of course, that transition would fit perfectly with the larger conceptual development of an ARG, so if the genre does end up ~ morphing ~ into something other than a gaming genre, it could be suggested that wouldn't necessarily be a bad thing.
In Summary: What Do We Know Now? This chapter saw the game develop from a mysterious Web site to a fully-blown ARG. with an organ ized gro up of players ("The Roman Candles") forming a discussion forum 10 coll aborate on the va riou s dues and updates given by th e mysterious Travelers, in an attempt to find out where this little game is heading. Several th ings have been made dear up to this point, but several very big questions rema1l1: • Given our "move" from 51. Louis to the Cadillac Ranch, and the strongly implied overtones of the old Route 66, we are d early o n a journey. Also, the vario us references to California would lead us to think our final destination is somewhere in the Golden State. • The Travelers have a very real, active interest in utilizing popular music references to their dues. From the Mamas and the Papas to (potentially) the Police, it is a good thing that several Candles are up to speed on their rock ' n' roll trivia. • Th e Martin Blackford site continues to be a central point of reference fo r finding o ut more in fo rmation, as the username/password combinations continue to be posted on that site. • Speaking of Martin Blackford, many of th e dues seem to be related to his involvement with the Beat writers. From Route 66 to the extensive William S. Burroughs dues, many Candles are beginning to speculate that some type of Beat-related issue (whatever that may be ... ) is going to come to fruition very soon. • Finally, the most recent due/development is potentially too co mplex for individ ual analysis, so the Candles have broken up into teams to discover what meaning lies behind the latest fax. Also, the larger question of how the glass bead game is going to figure into all of this remains to be seen.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 158. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=179
,
-
CHAPTER 7 Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
1:;-
ROUTE
66
ARG ,
PART
I
III
(CONCLUSION)
I L.
-
T
he endgame is afoot, as the Candles are becoming ever more susp icious (or perhaps aware) that something worth their efforts is waiting for them. What
that something might be is hard to ascertain. but given the well-known
humor of Martin Blackford, it should b e good. As the conclusion of the ARG is upon us, let's quickly summarize what we know
and ... what we don't know: • Having made the connection to the famous Cadillac Ranch in Amarillo, Texas, we can be fair ly certain that we are now following the old Route 66, and that our destination is probably going to be southern California. We know from a historical perspective that the road ended there, and we've also seen various California references (the "California Dreamin'" and "Golden State" references).
• It wouldn't surprise us if the Travelers were actually a secret group of music editors for Rolling Sto ne-from the Mamas and the Papas to Captain Beefheart and from the Beatles to Suzanne Vega, they definitely know (and like) their popular music! This is again co nsistent with what we know about Martin Blackford and his association with several of the major rock groups of the 1960s. • Speaking of Martin Blackford, his Web site continues to serve as a central point of reference, for continuing clues about where the game is headed.
159
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160
Chapter 7 •
Route 66 ARG. Part III (Conclusion)
• Finally, recent dues and updates from the Travelers have become sufficiently difficult to warrant having the Candles break up into smaller groups to try to address each set of dues individually and then come back together as an entire group to "co mpare notes" on what they've found and decide where to head next. Speaking of that last item, the larger meaning of the "glass bead game" reference is still no t known. It would appear to have some type of significance (as nearly every other major due from the Travelers has up to this point), but some Candle members have suggested that maybe it is just a reference thrown into the game because Blackford is a big fan of Hermann Hesse (who is the au thor of the novel. The Glass
Bead Game). Many questions remain at this late stage. Let's jump back in to the alternate reality that is the "Route 66" ARC and see where we end up.
Charlie's Good Tonight When we left the game at the end of Chapter 6, the Candles had broken o ut into sub· gro ups to uncove r possible dues o r meaning from the Traveler's latest fa x. This fax is again presented below: Words are Howing out like rain Into a paper cup You are no t old, but lung Can o ne event be unrelated to another But st ill be the cause of all that is happening? Find the key, and get some shelter: www.blackford.html You were assigned to decipher the reference to lung, which you know from Chapter 6 resulted in a linking to his theory of synchronicity, which in turn led several Candles to comment on the rock album of the same name, by the band The Police. Reporting back to the larger group this finding , you are not surprised to find that several other groups have made this connection as well (you are dealing with a very smart group of people, after all: this is one of the great pleasures of being involved in alternate real· ity gaming).
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 160. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=181
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Charlie.s Good Toni ght
Prio r to splitting up into these smaller groups, no one had much problem picking up on the reference to the Beatles lyric which begins the fax, as again these are lines from th e group's song, "Across the Universe." Now, it is has also been suggested that th e title of that song, along with the reference to synchronicity, all seem to tie together to imply a larger "cosmic order" of things. But what does that relate to? As the group is discussing all of this, several members (including yourself) receive yet another e-mail from the Travelers. This e-mail is described below: TO: [email protected] FROM: The Travelers SUBJECT: Charlie's Good Tonight They should have hired real Police, as the Angels couldn't handle the crowd. In the end, it's all just words in a paper cup. Or a bucket. Find the key, get your kicks, and get some shelter: WWl.... blackford.html As the group begins to discuss this e- mail, the foll owing points are decided upon as being relevant: • Given the reference again to the Beatles lyric, but this time (in the e- mail, that is) as a rather off-handed remark, it seems that this reference has been placed just to possibly mi slead the group. Someone else remarks that since the phrase "Or a bucket" is differentiated and placed on its own, that maybe it is significant. But the majority of the group feels this is not the case. • The fact that the wo rd "Police" is capitalized seems to give credence to the fact that the lung/Synchro nicity reference was most definitely pointing in the direction of making a connection to the band's "Synchronicity" album. You report what your group found in this regard, and based on your work, the rest of the group is confid ent this is indeed a relevant reference. • The reiteration of the last sentence as compared to the fax is of interestclearly, the Travelers are trying to make some point that this line is important. There is one difference between the fax and the e- mail, and that is the inclusion of the phrase "get your kicks," which was not originally included in the fax. • Finally, what is up with that weird subject line? Who is "Charlie?"
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 161. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=182
161
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162
Chapter 7 •
Route 66 ARG, Part III (Conclusion)
As you are reading the latest postings to the discussion for um, it is late in the evening and you are about to call it a night, when suddenly, something pops into your head. If " Police" is capi talized to (arguably) represent a reference to something more specific (e .g., a band ) rather than just a ge neral reference to the police, then maybe "Angels" is the same thing? Tinking through specific references, you come up with two, very unrelated items: the California Angels baseball team and the infamous Hell's Angels motorcycle gang. Posting this idea back to the discussion forum , replies come quickly and, to yo ur surprise, all seem to agree that this is a good way of thinking about what this might mean. The next morning, in checking the discussion posts, you find the fo llowing post from a new member: TO: [email protected] FROM: [email protected] SUBJECT: Traveler's "Charlie" e-mail I've been thinking about your "Angels" reference, and how that might be a reference to something more specific than just a general utilization of the word. Anyway, I've been thinking about the context of how it is used in the email and I was reminded that, in December of 1969, the Rolling Stones gave a free concert (somewhere on the West Coast, I think) where they hired the Hell's Angels to act as sec urity. Anyway, if memory serves, the concert did not go well, and I think someone was killed by members of the Angels. Maybe this is what that line, "They should have hired real Police, as the Angels co uldn't handle the crowd." was meant to reference? Also, if this is some kind of reference to the Rolling Stones, they had that song "G imme Shelter," which is also referenced in the Traveler's e-mail and fax. As you sit drinking your morning java, pouring over th is post, you can't believe what you are reading. Once again, the "collect ive mind" has hit upon something that, from the sound of it, must be true! Calling in sick to work (this stuff is far more interesting than work), you do the usual Google search on the term "Angels Rolling Stones:' the results of which are illustrated in Figure 7.1.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 162. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=183
Charlie's Good Tonight
~
.. I ! _
••
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·1 ..... 1·1
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Figure 7.1 Results of the search on "Angels Rolling Stones: Caution The narrative and your role as a gamer in the Route 66 ARG is meant to be realistic, but also very much fictitious, with an emphasis on making this sample ARG as enjoyable of a read as possible. That said, it has been well-documented in other places how serious gamers, espe· cially those first involved with the Beast, were apt to skip work, food, sleep, etc. in order to stay focused on the game. While this is certainly understandable, given how addictive and fun alternate reality gaming can be, it is probably not in your best interest to lose touch with your "priority reality, " which-for many of us-is doing the "8-5" thing five days week. So, get immersed in immersive gaming, but don't give up or forget about your day job!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 163. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=184
163
164
Chapter 7 •
Route 66 ARG, Part III (Conclusion)
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As you can see from the second link presented here. there is a reference to the Rolling Stones, the Hell's Angels and- interestingly- the phrase "gimme shelter." Clicking on this link takes you to an Amazon.com page, describing what appears to be a concert film about the Rolling Stones entitled, "Gimme Shelter." See Figure 7.2.
Figure 7.2 Cover of the Rolling Stones film, Gimme Shelter.
Clicking on the fourth link on the original Google search results produces a page that further describes the Rolling Stones concert, which the Gimme Shelter film documented (see Figure 7.3). Apparently, as their 1969 American tour began to wind down, they gave a free concert at the Altamont Speedway (see Figure 7.4); however, the concert was hastily planned without any real idea of what to expect in terms of crowd control, facility management, etc. The Stones, hoping to make a "Woodstock West" (the original Woodstock festival had occurred just a few months earlier of that same year), instead became forever identified with one of the darker days in the history of rock ' n' roll. Hiring the Hell's Angels as security, the lack of planning along with the Angel's well-known attitude resulted in the stabbing death of a young concertgoer while the band played on. Later in that day, several Candles have already gone out and rented the Gimme Shelter film, and have reported back that Mick Jagger says from the stage, early in the fi lm, "Charlie's good tonight" in reference to the Stones drummer, Charlie Watts. No doubt about it now that this is the reference.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 164. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=185
Charli e's Good Tonight
,
-.
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~~.
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Figure 7.3 A Web page detailing the dark events of the Rolling Stones free concert at Altamont Speedway in December, 1969. • -_·GeD
-_---___._---_. --.._-_ --:...--._---.. _---__--_ _-_.-
,-_ ..... ... __ .. __ ...__... _-"-::::=:-:: . . .... .... .. ... .. ........ .. .. .. . .. _--" ... _---" .. ...... _._--........._-_..__....._ .. ............ _---_-......._ . _ ... ............... .... _ ... ..... ..... __ _-_ __ .-. ..._----_ -_. ... __ ... ----_ ........ _..-..,,-_ ... .. .. ... _---_._-......._... _ ......_.... ... ... ........ ... . ..._---_.-.-._ ...._........ . ------_ ........... __ .__ .. .....__._-----,---_ . ... .. .. --.-..... .... --. ..... . _..... . _...M ----_ .._____ .. .. ... _.....-............-....-..-_ _ ... ......... ...-.._.----_ ..-._.,.,_ ... .._ _........ ..__.......,........__-... ........___ --_....__._-
--.__--_ __-- _-__---" __ --__-_._ --_. __ __ _--_._ _-_---_ __ ---. _ _-_ _ ___--__ __ _---___ ____ _____--_ _----_._--_._-------_ -___------_ ___---_ -----.--_---_._ _-_ __ __ __ --_ __----. -_ _-_ . _ -_ _ _ _ __ ._._ --....... _"' . -_ .... _.-..-
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.--
Figure 7.4 The Wikipedia reference to the Stones concert. All of this is clearly pointing to a connection to the Traveler's mysterious fax and e-mail.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 165. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=186
165
166
Chapter 7 •
Route 66 A RG. Part III (Concl usion)
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Tip
The Rolling Stones also recorded a version of the song. -(Get Your Kicks On) Route 66.- which you already know if you have been paying close attention to all the information presented in these game chapters. Quickly heading over to the Blackford site that is still asking players to enter the answer to the question, "What's the venue?" you try the word "Altamont." When you do, you are greeted with the following message:
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Figure 7.5 -Altamont " was apparently the correct word to enter the site. as you are presented with this message.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 166. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=187
"
''''''
1, 2, 3 ... Easy as ABC (Compute rs)
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Analys is of th is message by the Candles im mediately leads to the fo llowing suggestio ns: • There is another direct reference to the Huxley essay/novel, The Doors of Perception. That is clearly going to come into play with the solutio n to the game's ultimate mystery. • Another reference to a Rolling Sto nes song ("You can't always get what yo u want, but you get what you need") that is a lyric in their song, "You Can't Always Get What You Wan t." Someone remarks that Martin Blackford was a big Rolling Stones fa n, so perhaps that in itself explains the connections between the band and the recent events of the game. • The picture isn't immediately recognized, but surely that mystery wo n't last lo ng (Le., someone will pick it up). • Fi nally, the reference to "Tucumcari Tonight" is a clear reference to Tucumcari, New Mexico, ano ther stop on the old Route 66. Several Candles are quick to reference the news story fi rst noticed at the beginning of the game, where it was noted that, after Martin Blackford was taken into custody, the o nly thing then appearing on his Web site was the phrase, "Take a big gulp and swallow your bl ues." The connection was made between this and the "Blue Swallow Motel," located, of course, in Tucumcari, New Mexico. One th ing is certain- in looking at the map of old Route 66, we are certainly making progress. Hav in g gotten "on the bus" in S1. Louis, we have traveled thro ugh Amarillo, Texas and now, apparently, are in Tucumcari, New Mexico. Where's the next turn? That will soon be discovered.
1,2, 3 ... Easy as ABC (Computers) No one can immediately place the individual who is now pictured on th e Blackford site. However, keeping in mind that the pictu re itself might be a clue, a Candle member who was also a Cloudmaker thinks to try to save the fi gure to her computer and then open it not in an image viewing application, but rather a text edito r (this was utilized in the Beast as a way of hiding information-see Figure 4.8 in Chapter 4). When the image fro m Figu re 7.6 is opened in Notepad, the following appears: This is obviously a Web site. When the address is entered in a browser, you are presented with Figure 7.7.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 167. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=188
167
168
Chapter 7 •
Route 66 ARG, Part III (Conclusion)
__..........__..._.._'..T._.,.......... -.-__-....--------_
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--.
.......
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Figure 7.6 The '"tricky Travelers'" have hidden critical information within the code of a picture!
to ABC Computers, Inc. The
fl. }
retailer ofcompllters and cotnpllur-nlaud. accasoria
Your computer it mpposed to be your trusted workhollle, a useful can help bring your best ideas to fruition and allow you to enjoy all the fruit. of yoW" Jabor. But as with aU things mechanical, your computer can break down or suffer problems that can put a seriOUl crimp into your ben effOTtll to get that report on your bon' de8k before quitting time, It'. time lil:e thete when time becomet a real premium, and when you need m,w,,,, to computer qUettiont quickly. and from experta that you can trust.
I
Figure 1.1 The apparent home page for '"ABC Computers· and also the fi rst overt technology-related Web site or clue in the ARG so far,
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 168. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=189
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The Teachings of Don Juan
What would a com puter store have to do with the larger mystery of the game? Moving quickly in their analysis now, a Candle member suggests that the graphics on th e fi gure might be clues. Checking the image att ributes of the woman sitting al the co mputer, it is noticed that it contains yet ano ther Web address: http://www.courseptr.comlroute66. When that link is clicked , you are presented with a typical Windows-style login , asking for a username and password. While a variety of username and password combinations have been attempted, so far there has been no luck by any of the Candles in guessing the correct o ne. For now, this seems to be a dead end. But there is more discussion about who the fi gure on th e Blackford Web site might be. And then, another e-ma il from the Travelers arrives. Note
I'm dearly feigning disbelief at this point in the game's narrative, as the Web site listed here is obviously only for this book. What is behind the mysterious login? Hey, I told you this was going to be interesting and as dose to a real ARG as possible, given the confines of a printed book. Translation? You need to figure out this username/login on your own. Good luck and keep in mind that all the dues you need are contained within the chapters of this sampleARG.
The Teachings of Don Juan As the d iscussion about the Web site shown previously is brewing, another e-mail arrives from the Travelers: TO: [email protected] FROM: The Travelers SUBJECT: The Brujo is watching Fellow travelers, you are neari ng the end of your journey. The Brujo is watching, and waiting for your arrival. Knowing things that are useless is not power, nor is it knowledge. Clean yourself of the filthy lucre and see the blast muse um: this will remind you that your ultimate destination is one of purity of mind and spirit. Your only altered state will be your clear mind. See you on the pier.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 169. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=190
169
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Chapter 7 •
Route 66 ARG, Part III (Conclusion)
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Lots of things to uncover in this message. The "end of your journey" has gotten everyone excited, even though it seems that there are several unanswered questions: • We still don't know what connection (if any) is being made to the glass bead game. • We stiLI don't have a successful login for the Web site listed in the previous section . • We still are not su re whose picture is on the Blackford Web site. • Finally, we are not sure the end of the game is really near! As with the other fax that was initially received, the Candles break into smaller groups to perform a closer analysis of this e-mail. Summaries of the various postings from each group are listed in the followin g sections.
First Group Postings The first group decides to find out more about the word "brujo" and what kind of reference it might be making or what kind of due it might be. Doing the usual search on the term, Figure 7.8 highlights the results.
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N brujo. ~
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 170. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=191
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The Teachings of Don Juan
There is nothing overly specifi c about these search results, but clicking through a few of them ind icates that, among other things, the term means " magician" in Spanish. Figures 7.9 and 7. 10 highli ght some of the links from the returned results in Figure 7.8. There is nothing in either of these Web sites (or others) that seems to indicate any direct connection to the game. For now, the first group is stumped but is continuing to discuss the possible outcomes, and is waiting to see the postings of the other groups as well.
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Figure 7.9 Virtual archaeology. Interesting, but is it related to the game?
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 171. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=192
.-
171
172
Chapter 7 •
.....
1rt ~'"
_---
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Route 66 ARG, Part III (Conclusion)
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Figure 7.10 A link to a description of a prize horse. Again, is this in any way related to the game? Note
The progress of the · Cand l es~ has been remarkably quick throughout this sample ARG . Clearly, since this is just an example of the larger ARG process, I don't want to spend page after page describing unsuccessful attempts at cracking logins or other puzzles of the game. However, and as evidenced by the frustration that Group 1 is having at the moment, there are most certainly moments (some of them more extended than others) where dead ends are reached and frustration sets in. This is part of the entire ARG experience, though, and is also testament to why this genre of gaming is not something that is designed for a single person to solve on his own, meaning that you need the power of ~collective intelligence ~ to figure these things out!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 172. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=193
The Teachings of Don Juan
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Second Group Postings A second group decid es to take a shot at the references to " filthy lucre" and the "blast museum." Compared to the first group, this group has much luck (no pun intended there, as yo u will soon see). Someone in the group makes the half-joking reference about the reference to "filthy lucre" in the Tony Bennett song, "With Plenty of Money and You ," and how that might be a reference to Las Vegas. This actually strikes a chord in other members, who remembered hearing about the recent nuclear test museum in Las Vegas. Figure 7.1 1 highlights the home page of this museum. Is there a co nnection to be made here? Possibly. But for the moment, the postings of the second group do n't have much to say definitely, at least in terms of providing any guidance.
Figure 7.11 Home page for the Nevada Test Site Historical Foundation.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 173. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=194
173
174
Ch apter 7 •
Route 66 A RG, Part III (Concl usion)
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Regrouping, and ... a Breakthrough As has been the case throughout the development of the game, it seems that when a major e- mail or fax is se nt by th e Travelers, then the Blackford Web site changes. Keeping with the pattern established up to this point, the site has changed once again, and it now appears as in Figure 7. 12.
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Figure 7 .12 The Blackford Web site, asking for yet another secret password.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 174. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=195
.--
'0 '
"
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The Teachings of Don Juan
Googling on the term "Carlos C brujo" produces the following results, as shown in Figure 7. 13.
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As individual groups. neither Group I or 2 has much luck deciphering or co ming to any conclusions about the Travelers' e- mail. However, with the change to the Blackford Web site. things are about to change.
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Figure 7.13 Nothing overly specific in the listing of returned search results.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 175. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=196
. ~G' " " .....
175
176
Chapter 7 •
Route 66 ARG, Part III (Conclusion)
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You, as a matter of fact. notice one of the last links on the page. the one that reads, " Intervista Carlos Castenada." When you click on this link, you are presented with Figure 7.1 4. Tip
There are other combinations of key words that can be Googled in order to produce interesting (and game-related?) results. For example, if you Google the combination, ~ Carlos secret word~ you will find that the secret word is -KAH-WUNCW at the Web site found at http://www.aliciapatterson.org/APF001972/Hougan/Hougan 1O/Hougan 1O.html. Again, this entire process is one of fun and discovery, so let your mind (and mouse clicks) wander as you explore the various links that could be related either directly or indirectly to the Route 66 narrative.
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Figure 7.14 A transcript of an interview with the anthropologist/author Carlos Castaneda.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 176. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=197
The Teachings of Don Juan
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Note Incidentally, this process of find ing connections where none existed before is right in line with the ideas expressed in Hesse's, The G/ass Bead Game, as well as Jung's ~synchronicity~ theory. So in addition to the factor that both of these references play in the Route 66 ARG, they also represent interesting reading in terms of understanding and conceptualizing larger alternate reality gaming ideas. Check them out! Wow! As you read through this, you find that Carlos Castaneda wrote a series of anthropological field studies/novels, based on the teachings of the mysterious "Don Juan," who Castaneda described as being a Yaqui Indian brujo, or sorcerer. Over the course of several books, Castaneda describes his apprenticeship to Don Juan and all that he learned from him. See Figure 7.1S. CARLOS CASTANEDA M TEACHINGS Of DON JUAN: AYAQUI WAY Of KNOWlEDGE
Figure 7.15 The Teachings of Don Juan: A Yaqui Way of Knowledge by Carlos Castaneda. Could "Don Juan"be the password required to once again log in to the Blackford site? Indeed it is, for when you try it, you are greeted with Figure 7.16. Searching on Carlos Castaneda, you find his picture- the same picture that was on the Blackford site-on a page describing some of his work (see Figure 7. 17).
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 177. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=198
177
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Chapter 7 •
.. .. ---~ "Yf~1
Route 66 ARG. Part III (Conclusion)
1::0.-.... ,;
-.
0 ... ·0..!l"0;'-
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Figure 7.16 The most direct message yet from the Travelers.
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.
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Figure 1.11 Information page on the author/anthropologist Carlos Castaneda.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 178. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=199
ARG Endgame
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ARG Endgame The journey seems to be very close to an end . The message from the Travelers is their most direct and (for them) least ambiguous that the group has received. The o nly thing that remains, apparently, is to name the bus. Fortunately, there are several Candles members who have been annotating the journey through the ARG and remember one of the first discussions between members (actually, between you and "ar&-player_2", as discussed back in Chapter 5) where they were suggesting that the initial connections to being "on the bus" were a reference to the Ken Kesey/Me rry Pranksters group of the early 1960s, as documented in the classic Tom Wolfe novel, The Electric Kool-Aid Acid Test. See Figures 7. 18 and 7. 19.
• ...........i . .....·_........
at
WOLFE
Figure 7.1 8 TheE/eelric Koo/-Aid Acid Test by Tom
Figure 7.19 The Merry Pranksters en route to another ·furthur· destination.
Wolfe. The name given to the bus that the Pranksters traveled th rougho ut the count ry on was "Furthur." Could the fina l piece of the puzzle be this easy? Well , easy is a relative term , give n everything you've worked through to get to this point. But yo u enter "furthur" in the Blackford Web site. About an hour late r, the entire Candles group receives the fo llowing e-mail: TO: ar&-player@youbet. net FROM: The Travelers (aka the Puppet Masters) SUBJECT: The Journey is Ended!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 179. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=200
179
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Chapter 7 •
Route 66 ARG, Part III (Conclusion)
The Journey is complete!
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Dear Fellow Travelers, Your skill, perseverance, and interest in this little game of mine has far exceeded my wildest expectations. As kindred spirits of days gone by, you have made the link from glass beads to doors of perception to brujos, all the way making those connections along the wonderfully cohesive (if, unfortunately, largely forgotten ) Route 66. Won't you take that final, furthur step and joi n me on the Santa Monica Pier on July 21 as we gather for a group photo to be included on the back cover of my new book "Route 66?" You have been an inspiration to watch, as you discover the old road, both physical, virtual, and spiritual. The old road is the new road, again and again and again ... Martin Blackford X-RT Web Design Team (co-puppetmasters with Mr. Blackford) So there it is! Confirmation of the game's end and a wonderfu l sense of acco mplishment that you have been part of something bigger than the sum of its parts. You and your fellow Candles begin to discuss plans fo r meeting in July (a few months away), to "furthur" revel in the joy and fun of your collaboration and collective intelligence. And to remain on the lookout for the next rabbit hole, which undoubtedly must be right around the virtual co rner.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 180. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=201
, CHAPTER
-
B
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1:;-
A
PosT-ARG ANALYSIS
I I
--
N
ow that you've completed the Route 66 ARC, the fo cus of this short chapter is to provide a kind of post-game wrap- up.
You've al ready been p rese nted with a detailed analysis of the playing of an ARC in C hapters 3 and 4, as you reviewed the play of the Beast. Now that you've played your own ARG (well , at least simulated the play of an ARC, as closely as poss ible given the confines of the text), it will be useful to review the steps you went through to highlight specific elements of playing in this genre, as well as highlight how what you did was similar to what other ARC players (Cloudmakers or otherwise) have done before you . This chapter will highlight the following issues: • What specific elements of alternate reality gaming were utilized in the playing of the Route 66 ARG? • Although just a simulation and somewhat limited by the confines of the printed page, what "real" ARG experiences were best highlighted in the sampleARG? • Although relying on the fictitious "Roman Candles" group, what specifi c critical thinking o r analysis techniques might you have used in playing the sampleARG? • Finally, if the sa mple ARG were ever developed as an actual ARG, what elements might need to be changed or enhanced to m ake it a more effect ive ARG?
181
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182
Chapter 8 •
A Post-ARG Ana lysis
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Note
There is an excellent post-gamelwrap-up report on the Beast that, in addition to highlighting some of the more successful elements of the game, also gives some intriguing suggestions for the future of alternate reality gaming. Not surprisingly, this report was written by a Cloudmaker, the same person (Adrian Han) who wrote the terrifically comprehensive guide as to how the Beast was initially played and solved. His wrap-up report is available at http://cloudmakers.org/guide/indexS .shtml#2. 9.
Critical Thinking and Collaborative Play As I said many times through Chapters 5, 6, and 7, the Route 66 ARG was designed for illustrative purposes o nly. While it was certainly possible to work through or think about the various puzzles and challenges the game presented, there was clearly an omniscient player (that is, me) who was guiding you along and providing you with significant help, most notably in the fo rm of the "Roman Candles" discussion group and the various posts and suggestions that the members made to you and the discussion forum at large. Note
Several of the specific elements of the Route 66 ARG were first discussed in Chapter ,. If by chance you read through the Route 66 ARG first. you can now go back to Chapter 1, as the material there helps to further clarify and highlight how these various elements were used within the sample ARG.
Still, there were specific elements of the Route 66 ARG that bore close resemblance to how an actual ARG might be played out, including the following: • Individual critical thinking was a requirement. Perhaps a better way of stating this would be to say that individual perseverance and interest were requi red, in that initially becomi ng aware of the ARG required some real, what I call, "inquisitive effort." In other words, assuming for a moment the situation described in the ARG was real, you would have to actually make an effo rt to go down to the St. Louis Arch to hear what the mysterious Travelers group had to say, and then be savvy eno ugh to pick up on the clues they left behind, indicating that there was something more to their story. While perhaps this is an obvious statement, it's worth stating: While you can "veg" out in front of a "shoot 'em up" game, be ing involved in an ARG requires real effo rt, both in the virtual and physical worlds!
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 182. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=203
Critical Thinking and Collabo rati ve Play
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Tip I may be exaggerating the difficulty of find ing an ARG 's rabbit hole. There are several excellent ARG·related Web sites (argn.com, unfiction.com) that provide current news updates on emergi ng games. See Appendix A, · OnHne ARG Resource· for more tips on how to find and be
• Collaborative critical thinking was a requirement. Just as individual effort is required, being able to participate in a collabo rative environment was clearly a primary component in fin ding success and enjoyment in playing th e sam ple ARC. While th ere are o ngoing (primarily academic) writings on how the very structu re of the Web is changing the way in which all o f us use it as a collaborative co mmun icatio n tool. there is something to be said abo ut how being part of a larger "collective" such as the Web requ ires that we adapt o ur commu nicatio n skills (and interest in communication) fro m a o ne-on-o ne ty pe of sit uation (e.g., a typi cal phone co nversation ) to a one-to-m any fo rm (e.g., posting o n a Web forum knowing that hundreds or thousands of people might read what you say). While perhaps a subtle change, it is nevertheless a change in how we communicate, and it has the potent ial to develop into a much larger change over time. • The ability to synthesize information from a variety of sources was a requirement. I would suggest that the ability to synthesize information is diffe rent (to some degree) from critical reading. For example. consider the part in C hapter 6 with the m ugwump-William Burroughs-Mamas and Papas connectio n. Wh ile it would be possible to "critically read" info rm ation about any o ne of these elements, being able to synthesize that info rmatio n and then fo rmulate a hypothesis as to how it aU interconnects is an o bvio us key skill in successful ARCing. Note If you are involved in the academic arena at any level (that is, if you have kids, or maybe you are a student yourself), then you are probably aware of the new push at all levels of the curriculum to emphasize this ability to integrate knowledge and show connections between one topic and the next. You fi rst read about one aspect of this (problem-based learning) and its potential similarities to ARG concepts in Chapter 1.
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A Post-ARG Analysis
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Ti p
There are all kinds of works (both academic or otherwise) that suggest looking for ways to show the bigger meaning or larger relationships between different ideas and concepts. Many of the game elements in the sample ARG pointed in this direction (for example. the Hesse novel). However. two other very approachable and fascinating works that are personal favorites of mine include Consilience: the Unity ofKnowledge by Edward O. Wilson and Chaos: Making a New Science by James Gleick. Clearly, the collaborative/critical thinking aspect of the sample ARG was the major highligh t in terms of similarities to an actual ARG. But what abo ut the actual gaming experience, in terms of how the sample ARG was constructed when compa red to an actual ARG? This quest io n is addressed in the next section.
Real-World and Virtual Interactions If you read through the chapters (2, 3, and 4, respectively) on the Beast and Art of the Heist ARGs, you know that both of these games presented elements that allowed the game and its players to cross the boundary between the real and virtual worlds. Either through ph one calls, faxes, e-mails, or staged events, both of these ARGs allowed the gaming experience to move beyond the computer monitor screen and into a new type of cyber-reality that included elements of the physical world. The sample Route 66 ARG was obviously limited in its ability to make as deep of a jump out of the virtual and into the physical. While this might come as a surprise. writing a book like this, while incred ibly enjoyable and fu lfilling. does not bring with it the kind of resources that a Microsoft. DreamWorks Studios, or Audi can provide to those peo ple who are design ing ARGs that revo lve around the ir products. Admittedly. this question raises the interesting issue of. and I'm coining a phrase here. "the poor man's ARG" versus the massively produced, resource-intensive ARG like The Art of the Heist. Which one is better o r more enjoyable, and which one is truer in spirit to the cen tral focus of alternate reality gaming? Actually, those are questions I'd rather not answer directly o r at the very least remain on the fence with. in terms of my opinions. There are those who would say that ARGs are on ly marketing gimmicks, while others would say that ARGs can (and have) developed as their own unique gaming genre. completely separate from the major corporations who often front the money and resources for their development (although I'd be a liar if I said I didn't th ink those major corporations have been behind some pretty amazi ng mind-melting stuff with their recent ARGs).
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Real-Worl d and Virtual Interactions
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At any rate, the point here is not to argue the ultimate benefi t or meaning of alternate reality gaming, but rather to highlight what actual ARG experiences you experienced in working through the Route 66 ARG. Those experiences, in specific regard to how the game was put together, might include the following: • There was extensive use of Web sites. This is a pretty obvious statement, but ARGs tend to rely heavily on Web sites (both real and constructed) to move the game along. What was potentially interesting about the sam ple ARG, though, when compared to commercially produced ARGs was that the sample ARG made use of existing sites and used an engaging story line to tie these various sites together. Moreover, the use of Google and Yahoo searches to enhance the fact findin g missions of the players was something that would certainly transpire in an actual ARG. • The sample ARG implied the use of real-world components to deliver dues and other critical game-related information. At various points in the sample ARG, you and your fellow players received faxes, recorded voice messages, and e-mails from the Travelers, in an attempt to highlight how such real-world interaction often takes place in the context of an ARG. While obviously simulated, this type of interaction is what makes alternate reality gam ing so fascinating and engaging to an ever-growing number of players. • The sample ARG had a central theme or mission. While at first it might have seemed that the ARG was just a random selection of Web sites, as play progressed there was some very obvious, well-thought-out construction behind the themes or ideas presented and the ultimate answer to the game. This type of more involved synthesis, both in regard to the actual game's construction as well as the ability of players to synthesize their existing knowledge base (either individually or collectively), is a defining characteristic of any ARG. • The sample ARG utilized an actual Web site as a central element of its design. Hopefully, you were able to crack the secure login on the book's page at the Course/PTR Web site, but even if you weren't, the in teraction this type of Web site gave to the flow and larger context of the game should have been exciting and fun if I did my job.
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Thinking like a Cloudmaker Throughout the book I have emphasized different types of strategies for how to be a critical reader. You were able to rely on some of these st rategies as you reviewed the Web sites and o ther information presented in the sample ARC. includ ing the vario us e-mails, faxes. and postings from other Candle members during the co urse of the game. Each of the following points has bee n discussed at o ne point or another in the book. as a critical reading st rategy. I'd like to review th is list once again now and see how your experiences with the sample ARG might have been facilitat ed by ad heri ng to these tips. When read ing through the various written texts of the sa mple ARG, you might have asked you rself the following questions. How might have you respo nded? • What's the point? Thi nk back to some of the general sea rch results that were presented, based on entering otherw-ise general terms (for example. the ini tial list of results that came back after you entered Ca rl Jung as a search term). While it certainly is possible to read through all of these different links to learn as much as you can about the subject in question. this probably, in most cases. is not practical. Rather, what you need to do is to keep your focus on a spec ific point; for exam ple, in the case of the particular search on Jung. we weren't looking for general information but rather something specific that linked him to, of all things. a rock band (this was based on the conjecture of another Candles member). Having a central po int in mind can help you read to understand the more specific points being made in the written text. • How is the author or puppetmaster achieving his or her goals? So me of those faxes and e- mails from the Travelers were very ambiguo us, to pu t it mildly! And, if you've read through Chapters 3 and 4 and the descriptio n of the Beast ARG, you know that the story li ne was, in many spots, even more ambiguo us and difficult to fo llow. Still, as you got a chance to practice in the sample ARG, fo cusing on what information was p rovided was often a major hinl as to the larger point the author was trying to make. For example, remember the fa x se nt by the Travelers that mad e reference to Jung? Upon first reading that fax, it didn't seem to make sense, but then th e second line (that is, the line." Can one eve nt be unrelated to another/But still be the cause of all that is happening?) seemed to imply a more stru ctured meaning. After you were able to make the synchronicity connectio n, then this line mad e much more sense.
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Taking Route 66 on the (Real) Road
• What effect does the writing or game clue have on you, the reader? The wo rd "effect" might not be the best choice of word here, as the idea is to really ask yourself, when encountering ambiguous or otherwise confusing text, "What might I already know about the subject at hand?" or "What does this immediately remind me?" I liken this concept to my "Trivial Pursuit" advice. If you've played Trivial Pursuit, then you know that often the right answer is the first answer that pops into your head, no matter how crazy or off-base that idea might seem. I think the same concept holds true, to some degree, with alternate reality gaming and how you approach a given clue or update: If you follow your instinctual reaction as to what the clue might be related to, and (to quote from one of the authors, Aldous Huxley, who was used in the Route 66 ARG), "loosen up the valve" that constricts free-form thinking, you will be very surprised to find out not only what you know, but how you can effectively apply or synthesize that knowledge to achieve a more comprehensive and meaningful or more interesting hypothesis. And you will be more open-minded in your thinking.
Taking Route 66 on t he (Real) Road The final point of analysis between the sample ARG and an actual ARG is how our Route 66 ARG might be enhanced or otherwise succeed (o r fai!.. .) if it were turned into an actual ARG. Now, obviously, if the game's story line received the support of a major marketing campaign, then all kinds of interesting things might suddenly become possible: for example, a meeting of the Travelers might actually be staged at the real S1. Louis Arch, played out by professional actors! But aside from those obvious, " If I had all the money in the world" kind of enhancements, there are some other more practical things that might be done to bring the Route 66 into the real ARG world (accepting, for the moment, that "real ARG world" isn't a misnomer) . • The level of complexity of the game would need to be increased. If you found the story line difficult to follow or if you didn't crack the sec ure login at the book's Web site, then don't feel bad about the idea that the game was too simp le. On the contrary, and despite the fact that I tried to simulate being involved in collaborative play with the various Candles discussion postings, the simple fact is that you are still reading this on your own. However, if
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Chapter 8 • A Post-ARG Analysis
Route 66 were in fact being played for real, then it would-if it were a welldesigned and well-announced ARG--gain the attention of very intelligent players, and the power of those players' collaborative thinking would make q uick wo rk of its current puzzles and mysteries. O ne need only look at what the Cloud makers were able to do with the Beast to realize that if you are going to build an engaging ARG, you'd better come with you r puppetmaster uK game, lest you get quickly snuffed by ve ry intelligent and savvy players. • More real-world interaction would be a requirement. Again, the lim itations of the printed book p revent the book from , fo r example, sending you an actual e-m ail. But if this ARG were taken live, then it would be expected (especially given its rich subject matter) that vario us real-world interactions wo uld need to take place. One could imagine, for example, receiving pho ne calls from th e different area codes of the states th at fall along the o ld Route 66, o r receiving a fax with official " Blue Swallow Motel" letterhead. Interestingly, these types o f interactions need not be overly expensive o r difficult to coordinate, but they would require some forethought to ensure they were timed and placed appropriately in the flow and context o f the game's narrative. Tip
Even if you aren't specifically interested in ARG design (that is. from a Web design/puppetmaster perspective), Chapters 9 and 10 will speak in more detail to these issues of game coordination and narrative development • Collaboration with other players would be a requirement and a requirement that would drive aU aspects of the game. When o riginally thinking about th e story line and structure of the Beast, the gam e designers knew that it would be an essential requirement that group collaboratio n be the o nly way the game could be solved . In other words, it would be too difficult fo r one perso n to solve alo ne. While you might have solved the sa mple ARG o n your own (indeed , if you did solve it, you most cert ainly did it on your own!), this would not be a mark of a challenging ARG if it were taken live and individu als could fi gure it o ut on their own. The true, real focus of alternate reality gaming is the group collaborative/collective intelligence co mponent of the play. Not o nl y does it make it more challenging and unlike any other type of gaming genre, but it also makes it trem endously f ilII! Remember what I said in an earlier chapter, that you should never fo rget that key word-gamepart of ARG. Games should be fun and entertaining, and when they cease to be either, it's probably time to move o n to something else.
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Summary
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The focus of this chapter was to analyze your experience with the Route 66A RG from four different perspectives: • How did it compare, from an interaction perspective, with a real ARG? • How did it compare, from a structural perspective, with a real ARG? • What critical thinking/collaborative elements were involved? • If the Ro ute 66 ARG were take live, what enhancements/changes would need to be made? Obviously, I'm not assuming that the sample ARG is co mpletely representative of the entire alternate reality gaming experience. However, through its story line and implied use of real ARG elements (again, collaboration with other players, crossing over into the physical world by having players receive telephone calls, e-mails, etc.), the goal was to give a fla vor of the ARG experience, from discovering the rabbit ho le to the sense of satis faction at solving the game's central mystery. The next and fin al chapter will take a look at ARG design, primarily from the standpoint of how to create ARG-related Web content, but it also will consider larger narrative fl ow and development. Keep in mind that the material in those two chapters is not just fo r puppet masters or Web designers, but for players who wa nt that "peek behind the curtain," if fo r nothing else than to learn more strategies and techniques for how dues and other critical game content can be placed within the very structure of a Web page.
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CHAPTER
WEB
9
DESIGN
FOR
PUPPETMASTERS ,
PART
U
p to this poi nt you've seen both commercially prod uced (The Art of the Heist, the Beast) and sample ARGs (Route 66) in action. While alternate reality gaming is moving beyo nd the confi nes of the virtual world to also include such real world elements as live staged eve nts, telepho ne calls, and faxes, a very large compo nent of the gaming genre remains the Web site. and more specifi· cally how seemingly unrelated Web sites can be designed and linked together to help fo rm a compelling narrat ive. T his chapter, as well as Chapter 10, has several goals: • To place this entire process of linki ng together these (seemingly) un related game elements in the context of critical thinking, both from a puppetmaster and player perspective. in o rder to show you how to conceptualize the larger elements of ga me narrative as they are directly refl ected with in written text. or more spec ifically. the Web page .
• While it is not necessary to understand Web design to be interested in alter· nate reality ga ming, having a basic knowledge of general HTML and other des ign concepts will come in handy if you, as a burgeoning puppetmaster, decide to design your own game· related Web sites. But even if you aren't interested in taking a peek behind the curtain, understanding some basic Web des ign concepts and terminology can make you a better ARG playe r, as you will learn the structu re of game· related Web pages and most critically learn how impo rtant dues and information can be hidden or o therwise placed within those pages.
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Chapter 9 • Web Design for Puppetmasters, Part I • Also, understanding ARG~related Web design will be of interest if you are an advertising or marketing professional who is interested in the possibility of developing an ARG-related campaign to help launch or support a product. The Web is, after all, a tremendous marketing tool and having a better understanding of how it can be used specifically with alternate reality gaming can only enhance and make your larger marketing efforts more efficient. Even though this chapter and the next one are arguably aimed at puppetmasters, the material is app licable to anyone interested in alternate reality gaming because you can learn more about the strategies and techniques that savvy puppet masters and Web developers use to bring their game's narrative to the Web.
Conceptualizing the ARG-Related Web Page You saw in Chapters 3 and 4 how, by drawing on reasoning, logic, and the otherwise larger collective intelligence of a group of people (Cloudmakers) coming together via the Web, an ARG as complex as the Beast was solved, and solved in a very short period of time. In my opinion, this collective intelligence component of alternate reality gaming is the most interesting and influential aspect of the emerging gaming genre. Imagine trying to solve a puzzle as complicated as the Beast without the use of a collaboration tool as rich and full-featured as the Web-it just wouldn't be possible, or certainly not in the short amount of time taken by the Cloudmakers. Not e
In addition to collaboration for game playing, the method (or methodology) of a player's and puppetmaster's involvement in an ARG is leading to some other very interesting developments, not the least of which is taking this collaboration/collective intelligence that is made possible through the Web and applying it to real-world problem solving. You read in Chapter 1 how some Cloudmaker members responded to the events of September 11 with the idea that using their newfound collaboration and problem-solving skills, they could take those skills and apply them to the possibility of answering the multitude of questions surrounding the events of that day. While the idea of ~sol ving~ gIll was quickly discarded as an idea that should not be pursued, the fact that it was seriously considered is a telling sign of how powerful those involved in ARGing feel about their collective intelligence and collaborative problem-solving abilities. For an interesting extended discussion of this concept, see http://WWN.seanstewart.orglbeastfmcgonicallnotagame/paper.pdf.
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Conceptualizing the ARG-Related Web Page You may be asking yourself at this point, "OK, I understand that collaboration and critical thinking are clearly strong requirements for being involved in this genre of gaming. But what does this have to do with Web design?" The answer lies in thinking about yo ur game's narrative from a critical thinking perspective: that is, how can you construct your game-related Web pages so as to require those viewing them (the players) to be challenged to use their own critical thinking/rationalization skills in order to uncover the c1ues/larger meaning you've designed the pages to represent? These are challenging questions, and while this chapter won't claim to provide the definitive answers, it should get you started in the right direction in thinking about ARG-related Web design. The next sections of this chapter have two primary goals: • To highlight general critical thinking skills, especiaUy with regard to a critical reading of the text. While the latest, highly produced ARGs are moving beyond the realm of the virtual (i. e., just Web-based) to the physical world, being able to successfull y interpret even real -world clues requires the ability to carefully read and review written text. As you've seen throughout this book, both in the Beast as well as the Route 66 ARG, this text is usually the Web page (although, as you know, it also may consist of other written text like e- mail, faxes, etc.) . • To briefly discuss the larger ramifications (benefits) of ARG critical thinking. Recall that, for a brief moment, some Cloudmakers responded to 9/ 11 terrorist attacks by wanting to view the events of that day as a puzzle to be solved. This is an important conside ration to keep in mind when thinking about Web design, as you will want to think about how your game-related Web pages might integrate with not only other components of your game (faxes, e-mails, etc.), but how your players might take their ARG problemsolving methodologies and apply them to real-world problems.
Thinking (Critically) About ARG-Related Web Pages We've established that reading and listening to music can be very similar in terms of the act ive thinking process involved in both. But what does that have to do with designing ARG-related Web pages? Put yourself in the shoes of your potential players. With billions of pages comprising the Web and more being added every day, there really is no practical way to read all of the information you want to read; however, as an ARG player, you want to consider (to some degree) any Web page that you encounter as a potentially game- related page. Unfortunately, there is just no way to read everything you want to read.
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A Critical Thinking Example Do you ever find yourself reading something, but not really understanding it or worse still, forgetting it the second you read it? We all have this happen from time to time. But these types of moments aren't limited to just reading. For example, think about both the intellectual (for lack of a better word) and emotional responses you get when listening to your favorite CO, and the critical thinking, either consciously or unconsciously, you ohen perform while listening. So what does thinking about your favorite music have to do with reading, let alone ARG Web design1Well, when you listen to music you really enjoy, it is an adiveprocess: your foot taps to the beat, you sing (hopefully better than I do), and you find yourself thinking about all different kinds of things that you relate to the music, from memories of when you first heard it to finding meaning/similarity between the music and how you are feeling. And whi le you probably don't tap your foot or sing when you read something really interesting, you can still go through the sa me thought processes as those listed above. Indeed, if you replace the phrase ~ to listen ~ with ~ to read~ in the descriptions above, and replace your favorite band with a specific Web site you are reading that is a potential rabbit hole, you can easily see the similarities in critical thinking between two, on the surface, unrelated types of activities.
Howeve r. if you know how to actively read the Web pages you do read, then you will not o nly get more o ut of them. but you'll have a lot more fun reading them, too. So, if we build fro m my mu sic example described above-and how we think about music- as a way of demonstrating an active thinking process, you can use th at same process as a very applicable and interesting way of CriliCtllly thinking about the Web sites you read. And from a puppetmaster perspective, you can apply this same line of critical thinking in designing your game-related Web pages.
Tip A tip to the wise puppetmaster: In a truly collaborative environment that an ARG represents, keep in mind that your players don't have to worry about reading/solving everything on their own as that is what the collective/collaborative mind (that is, all the other players) are there to help them accomplish! As I said at various points in the Route 66 sample ARG, as well as in the Chapter 8 analysis, if that game were a live ARG the level of complexity would probably need to be increased as the power of the ~ collective mind ~ would quickly make ARG mincemeat out of anything but the most complex narratives and puules. I would again ask you to consider the difficulty level of the Beast. and how even it was solved over the course of just a few short months.
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Web Design for the Critical Reader
Ready to think critically about your Web design? Don' t let that ph rase scare you, or otherwise give this material boring or overly academic connotations. Rather, let's return to the music example throughout this d iscussion, as a way of highlighting the active thought process that is so important to consider when designing game- related Web pages.
Web Design for the Critical Reader I remember when my college professors would ask me to "critically read" something, I never really looked forward to the assignment. To me, this always meant that I was going to have to "st udy" what I was reading, and that I would spend so much time worrying abou t the details and facts that I wouldn't have a chance to actually enjoy what I was reading. And given that being involved in alternate reality gaming really does involve the critical intake of a large amount of written information, this process must be enjoyable, too. T ip
Go back and review the various Beast-related Web pages from Chapters 3 and 4, and notice the amazing level of design not only in the visual construction of the pages, but also the written text.1hese pages were great fun to both look at andreadl What exactly constitutes critical reading? It is really made up of three major points: • What's the point? Probably the most important question on you r mind, even if you are not thinking about it, is, "What's the point of this materiallhat I'm reading?" Is the author trying to persuade you? Or are they trying 10 inform you of certain facts? When we read, we always want to know what the "main idea" is, to help us understand the larger ideas of what we are reading. • How is the author achieving his goals? Is the au thor using humor to try and get his point across? Is he trying to use metaphors to make his point more valid and interesting? Writing on the Web can use these things too, but because it is on the Web authors can also use hyperlinks, graphics, animation, and other types of special devices to get their point across. We' ll talk more about how to both design and "read" these special Web elements later in the chapter, as they can provide critical clues when working through an ARG.
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Chapter 9 • Web Design for Puppetmasters, Part I
• What effect does the writing have on you, the reader? If "What's the point?" is the most important question on your mind when you read, the most important factor to your reading-and the reason you read stuff in the first place-is to ask you rself, "What effect is this having on me?" The ways that readi ng as an active process can shape how we think are what make it such an important activity. If you, as the reader, take these experiences and opinions and make them your own, then you can greatly improve your ability to "empathize" and otherwise relate to the text, which can be an enormous help to your overall problem-solving skills as you will be more open- minded in your thinking. The next sections will be devoted to looking at these three pieces of critical reading. As each point is discussed, I'll highlight how you can think about that point from both a design and player's perspective. Tip As you have undoubtedly noticed, a large amount of this material is asking you to consider
it from a player's perspective. This is. I feel, critical so that you can design the best gamerelated Web pages with your players in mind, not just for their enjoyment in playing through your game, but also to ensure that you are presenting (ontent (the Web pages) in the most ~ (ritically ~ -designed manner possible.
Step 1: What's the Point? Here's a scenario for you: you are in th e office, at a meeting, listening to your boss give a presentation. You know what the speaker is saying is important, and you know that the information is probably going to be referenced extensively in upcoming project. But even though you know all of this is true, and you are listening intently to what the boss says and are taking good notes, you still fin d you rself asking the same question: What's the point? So how do you deal with these kinds of situations, where you know you have to pay attention, but you just can't seem to find the main point of the lecture? Well, it's the same thing you need to do when you sit down to read something like an ARG-related Web site that you really want to understand ..
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Web Design for the Critical Reader
Fortunately, finding the point is not as difficult as you might think it is, or often make it out to be. In fact, finding the point can be quite easy if you allow yourself to react to what you are reading. Put simply, if you are going to find the "main point" of the Web site you happen to be reading, you need to be aware of how what you are reading is affecting you. While we're going to talk more about this a bit later in the chapter, I want to get you thinking about a few things here, too, in terms of how letting what you are reading affect you can also help you to find the main point. Tip
After reading through these fi nal two chapters. it might be to your benefit to go through both the Beast chapters as well as your playing of the Route 66 ARG utilizing the critical reading strategies you will have learned in these fina l two chapters. in order to see if these strategies can lead to new insights into these ARGs. Let me put this in another way. Think about the last thing you read that really made a big impact on you. For this example, imagine that, in your favorite magazine, you've just read a really horrible review of the latest CD by you r favorite band. This is the band that you've worshipped since you first heard them, and their new CD hasn't left your playe r since th e day it came out. Basically, you think it's the greatest music ever made. Sut now, you've just read- in a magazine you read all of the time and that you always agree with-that the music editor thinks this CD (your favorite CD) is the worst music ever recorded. In fact, the reviewer says that he'd rather listen to stray cats wailing in the night than have to listen to this CD one more time. Consider the fo llowing example of how you might react to this situation. You get home from work to find the latest copy of the magazine in your mailbox, and you're excited to see the band-your favor ite bandl-on the cover. The opening paragraph is fair ly nondescriptive (that is, it is talking about the history of the band, and th e music they've released in the past). You focus in on the article, savoring every word, waiting for what you are sure is going to be a great review. And then, it happens, the review turns ugly. The writer says listening to one track in part icular (yes, you guessed it: your favor ite song on the CD ) made them sick to their stomach. They go on to say the entire CD is terrible and that it should be avoided at all costs. The
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Chapter 9 • Web Design for Puppetmasters, Part I rev iew ends by slamming the group one more time, and then it's done. Yo u immedi ately head to your computer to send an e-mail to the magazine's circulation departme nt, requesting th at your subscriptio n be cancelled because, clearly, the writing in the magazine is serio usly fl awed. The important thing to take notice of here is that the reason you have no problem findin g "the point" is th at you are havi ng a real emotional reaction to what you are reading. Basically. you do n't have a problem find ing the point because you are actively seeking the "the poi nt." While you won't have this kind of reaction to everything you read, the important thing to take away from this is that you should always be open to allow ing the article/e- maillWeb site to have an effect on you. When you open yourself up to what you are reading, you are going to engage yourself in conversation. That is, you will start asking yourself questions about what you are reading, and when you do that, yo u will-j ust like in the situation described above-have no problem fi nding the main poi nt because again you will be actively looking for it. Fro m a Web design perspective, it is critical that you consider th is type of emotio nal reaction your players might have to your content. O nce again, the example above is an ext reme example but it is not o ut of the questio n to think that yo ur game's narrative could be controversial. In fact, a slightly controversial ARG story line could lead to very exciting and engaging collabo rative play. That said, you sho uld design your Web pages and write content so that it allows your players to engage themselves with what is being presented. In turn, this will naturally lead them to mo re closely (critically) reading the info rmation you have presented.
Step 2: How Is the Point Being Made? Let's return once aga in to the previous example. While I know there is no actual "bad review" fo r you to read. t want you to imagine the method thatlhe review writer utilized to get his point across. What do I mea n by "method?" Again, think about the last thing you read that really made an impact on you. Chances are, it made such an impact no t just because it was something yo u were interested in, but also because of the wards/style/references the writer used to get his point across. The method is how the writer says what he has to say.
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Web Design for the Critical Reader
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So getting back to our bad review example, consider the following method that the writer might have used to get his point across: • The style of writing. Compare this sentence: "The CD strikes a delicate balance between the egotistical rantings and introspective cries for help and while the music is, at times, a bit too Dionysian it is nevertheless rich in texture and compliments the lyrical content to an unparalleled dimension" to this sentence: "The music is like a cross between Metallica having a bad day and a twenty-car pile-up on the interstate. Put simply, it rocks!" Quite a difference between the two, right (if you can even understand the first sentence)? A writer's style is very important to how he gets his point across, and will often reflect his interest/mood/opinions/etc. • The choice of words. Similar to style (actually, an esse ntial part of style) are the words a writer will choose to express her point. There can be a big difference between "nice" and "exquisite," or "big" and "gargantuan." • The format of the writing. An article that appears in a scientific magazine is going to take a different format than an article that appears in a computer gaming magazine. The first might utilize charts and graphs to help illustrate so me new findings or data, where the computer gaming article might have screen shots of the latest game being introduced. More than just being about the content, the format of the writing will have a big effect on how the larger point is made. Obviously, an article with lots of charts and graphs is going to ask to be read differently than an article with lots of pictures. What is interesting about this list is how it is applied to writing that appears on ARGrelated Web pages. Once again, go back and review Chapters 3 and 4, and take a look at anyone of the "text-heavy" Web pages that were designed to be read by players. Given that ARG-related content can often have writing of a very personal nature (even if that "person" is fictitious, as you saw with the various characters created for the Beast), the style/word choice/format can have a big effect on how you, the readers, understand (or don't understand!) the site and ultimately what impact it has on you. Think about the differences in how, for example, the "personal" writings/Web pages of Martin Swinton, Kent Whitman, Jeanine Saila, Evan Chan, and others differed from one another. Also, as we talked about in the previous section, the style/word choice/format can really impact your ability (or desire) to find the main point-and depending on how you react to how the point is being made-will effect whether or not you understand what the point is.
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Chapter 9 • Web Design for Puppetmasters, Part 1
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So refl ecting back on the various Beast characters and how their specific information (Web sites) were presented. think about th e previous list in relatio n to a typical ARGrelated Web site that you. as a puppetmaster. wan t to design so that players will suspect it contains critical information as to the direction you want them to take. Here are a few pointers to consider: I. If the writing style on the site is a personal narrative format , then style becomes an important issue. Consider the mood of the author (o r the character/situation being described ). If you are in a good mood. your writing style is probably going to be different than if you are in a bad mood. Fo r exam ple, when yo u are happy. you might be more inclined to elabo rate on what you are saying (in o ther wo rds. write more). Compare that to when you are in a bad mood. Unless you are really angry. yo u usually write very short , quick sentences, Keeping a critical eye out for the "mood " of the material , as refl ected by the writer's style of writing, can be a very effective way of discovering important clues the material might contain, 2, Word choice is also very important when writ ing. Imagine that you are really angry abo ut so me topic and want to make sure your opi nion is understood, Actually, let's use our example of the magazine writing a bad review of your favor ite CD, If you were really upset, you probably wouldn't just say, " I do n't think the magazine is right about the CD not being any good," I mean, you could say that. but if you really wanted to get your point across, you might say something like. "If no t knowing what you are talking abou t is a crime. then that magazine sho uld be punished to the full extent of the law, because they don't have a cl ue about what good music is." Same idea, but expressed in a very different style and cho ice of words, 3, Finally. the format of the writing on the Web is one of the more interesting aspects of writing in this medium. What I mean by "format" here is th at you can use all the tools of the Web (especially hyperlinks) to help in furthering your point, as you could (for example) provide a direct hyperlink to a band's Web site within the posting where you were talking about the band's latest CD, Also, the fa ct that Web sites (and especially d iscussion forum s) are often organized so that you can easily see and respond to different postings has a big effect on the overall format , too, as this allows yo u to read a much larger discussion of an issue "all at once" as compared to (in a printing magazine) reading an article and then having to wait until the next issue is published and reading the "Letters to the Editor" to see what o ther people have to say. This is. of course, a commo n mechanism used by puppetmasters in both constructing an ARG as well as one utilized by players trying to solve it.
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Essentia ls of Web Design
Essentials of Web Design Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Now that you are thinking about the larger conceptual meaning of your design as it affects your game narrative, it is now time to see examples of actual Web design. While the remaining sections in this chapter, as well as Chapter 10. aren't intended to be an exhaustive reference on HTML or Web design, they should present you with essential in format ion nonetheless. Keep in mind, too, that this design material has been written to be of interest to bot h players and puppetmasters: • From the player's perspective, this information is useful because yo u can see how Web pages are constructed and learn how puppetmasters can use the very struct ural elements of a Web page in order to hide or oth erwise make less conspicuous (i.e., make you work for it!) informatio n and clues about the game. • From the puppetmaster's perspective, understanding the essentials of Web des ign is a critical first step in bringing you r great ARC sto ryline ideas to fr uitio n. Tip
Game story line and character development is a fascinating subject in its own right. For two great additional resources on this topic, be sure and check out Charader Development and Storytelling for Games as well as Game Design, Second Edition (both titles also published by Course PTR: http://www.courseptr.com).
General HTM L Page Layout Tags Every HTML page will (or should) have some basic tags.
• . Think of this tag as the container for all of the general layo ut informa· tion for your page. Within the and tags, you will find ge neral information about your page. (As you will learn later, so me of this information is useful in identifying your page to search engines.) Note, however, that except fo r the title, none of the information contained within the tag wiJi be displayed to your viewers. • <TITLE>. This is where you assign the all-important title to your Web page. It's easy to overlook this tag, so you should be carefu l that you don't; the title of a page will appear at the top of the browser window, and is thus an important navigation element to let visitors to your Web site know where they are.
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• . This is where most of your HTML code is placed; as such, it corresponds to the body of your Web page content. Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Ti p
Many HTMl editors, such as FrontPage, will present you with a basic Web page template when you select File, New. The , , <TITl£>, and opening and closing tags are presented within this template (see the following code listing). Take advantage of this template to remind yourself to include these important tags within your document (in other words, don't delete them)! In the following code, you ca n see a document template that is often produced by default in HTML editors. This template outlines the use of the primary HTML tags. <meta http-equlv·"Content-Type" con tent-" t ex t/html : charset-windows-1Z5Z "> <meta name-"GENERATOR" content-"Hic rosoft FrontPage 4.0"> <meta name-"Prog ld" content-"Fron t Page .Editor .Oocument "> New Page l <Jhtml> This example was produced using Microsoft FrontPage. (Note the FrontPage-specific tags, which I wi ll discuss later. ) This template presents all of the major document tags (both opening and closing) and also a default page title. When you create your own pages, don't forget to include these tags, and be sure to title your page (using the tag)- hopefully somethin g mo re descriptive than " New Page 1." Tip
An ARG-related Web page's name can be an essential clue, as well as playing an important role in the larger flow of the narrative. As. listed here, you wouldn't want to simply have a page titled · Page' • if in fad it was presenting important information about a game character or event.
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Essentia ls of Web Design
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Utilizing the <META> Tag (HETA) tags are quite useful in providi ng information about the contents of you r page so it can be picked up and properly indexed by various search engines.
Tip It is not unusual (indeed, it is very common) for ARG-related Web sites to contain important clues and information withi n the META tags, not to mention the page source code in general.
The previous code listing was generated using Microsoft FrontPage. which inserted some default (META> tag information in the opening page template. More than likely. you'll want to tweak these (META> tags so they are more ill ust rative of the content that actually exists on your page. Examine the fo llowing code listing to see in greater detail how the (HETA> tags have been utilized. <meta name· "keywords" CONTENT·"rock music. 19705, popular culture. Steely Dan "> <meta name· "description" CONTENT· "A retrospect ive analysi s of the rock group Steely Dan "> <meta name·"author" CONTENT·"Sill lee") <meta name-"generat or " CONTENT· "Microsoft FrontPage 4.0") The Tex t Alignment Tag
HTM L includes an This text is left aligned .(/p>
The tag simply puts a paragraph break between each line. Style sheets and DHTM L (Dynamic HTML) allow for more exact placement of text on your Web pagc. You will explore both of these issues concepts in Chapter 10.
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Chapter 9 • Web Design for Puppetmasters, Part I
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0 ... · 0
. 'I start
~ To
.;} HT
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Figure 9.1 HTMl allows for basic leh. center, and right alignment.
Bulleted and Numbered Lists Bulleted and numbe red lists are probably the most common advanced text for matting that you will find on a Web page. A1though they are a bit more complicated to use than some of the o th er tags you wiD see in this chapter and the next, they are st ill quite easy o nce yo u get the hang of them. Take a look at the following code, which illustrates the use of both bulleted and numbered list fo rmatting.
The following are all good things t o have for a picnic:
Plastic utensils A picnic basket Bug repellant( /li>
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Essentials of Web Design
A blanket A nice bottle of wine
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The following are the top five great things about summer :
<01> Goi ng swimming The smell of freshly· cut grass The Fourth of July <1i>Vacat ions! <11 i > Going to see a baseball game1i> 01> Figure 9.2 shows the result of this code in a Web browser.
1 ClICk Ire,,, to 8" to 10Il00
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Mlcro",/t Internet r'plo,er
• Plastic utcnsiIs
. A~~
Bua~bnI • A"""" • A nice b¢ItIt of wOe
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4. VluD"m i 5. Gmg 10 lee • b_bal vme
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Figure 9.2 Bulleted and numbered lists can draw attention to your text and help neatly format your Web page content.
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Chapter 9 • Web Design for Puppetmasters, Part I
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The tag scheme fo r bulleted and numbered lists is as follows: • For huUeted lists, you use the opening and closing tags. Then you surround each item yo u want to individually bullet with o pening and closing and closing tags to denote them. However, just like the hulleted list, you use opening and closing tags to individually number each item. You might want to nest a numbered list within a bulleted list or vice ve rsa. This is eas ily accomplished hy specifying the placement of your opening and dosing and <01> tags, respectively. For example, take a look at the following code listing.
The four seasons of the year , with the top five th ing s about ea ch season: p> Going swimming
The smell of freshlY'c ut grass The Fou rth of July Vaca t Ions! <11 D <1 1>Goi ng to see a baseball ga me li >
Fa ll <J1D <1 Dill nter Figure 9.3 illustrates this code in action. In the preceding code, notice the placement of the closing tag for the summer bullet. The opening <01> tag (for the numbered list) immediately foll ows the open· ing <11> tag (fo r the bulleted list). This nests the numbered list within the bu lleted list. Then once the numbered list is complete, the closing 01> tag is immediately fo l· lowed by the closing <11 i >tag, so that the next bulleted item (in this case, " Fall") will not appear as an item of the numbered list.
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Essentia ls of Web Design
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1 ClICk he, .. to 8" to 101loo
~I~I~
Mlcrow/t Internet £xplo,er
.. s..-
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4. Vacationsl
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of• • W.uer
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) ><1 ....
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Figure 9.3 You cao easily nest numbered and bulleted lists to achieve more effective text formatting.
Tip You might be wondering whether an HTMl editor would make this type of formatting easier. If you think the answer is yes, you are absolutely right. However, it is helpful to learn how to code by hand so you can use an editor to its full advantage. Even though such applications generate code automatically, you often need to go ioto that generated code and tweak it to your liking.
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Cha pter 9 • Web Design for Pu ppetmasters, Pa rt I
Manipulating Font Colors
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You can easily manipulate text color via the color attribute of the tag. You can set th e attribute to one of two values . • You can literally use the name of a color. In this case, you can set the color to one of 16 defined colo rs, such as . • You can use the hexadecimal value of the color, which allows you to select from literally hundreds of color combinations. Each color has a hexadecimal value; by tweaking this value, you can tweak th e color. For example, the hexadecimal for basic red is FFOOOO. However, a slightly lighter shade of red is FF3 11 8. In your HTML code, you use these hexadecimal values in the color attribute. For example, to use the hexadecimal for red, you would type
Absolute and Relative URLs The URL (Uniform Resource Locator) is a major building block of the Web. For this discussion, you need to be aware of the difference between absolute and relative URLs and how each one can affect your HTML coding. In an absolute URI., the address includes the entire file location (includ ing the server name). A relative URL only shows the file name relative to the current location. For example: http : //www.someweb.com/somefo 1der Isomefo 1der _2/somefi 1e . html somefile .html Isomefolder_2/somefile .html .. /somefo 1de r_21 somefil e. html The first line here is an absolute URL; it shows the entire path (incl uding the server name) to the file (in this case, somefil e.html) . The second, third, and fourth listings are all relative URLs; they show a URL that is relative to a current location. What exactly does that mean? Put simply, depending on where your fi le is sto red, in a relative URL you can assume that the location of the file will vary depending on the full fil e path. (In the third line of code, the" . . 1" represents the complete file path. )
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Essentia ls of Web Design
Relative URLs come in handy if you are moving your files around because you don't have to worry about hard coding the full path, which might change anyway. For example, if you have a URL that points to http://www.serverA.com/foldecAifil e.htmland you move it to a new server, so that the path is now http://wwv... serverB.comifolder_N fi le.html, you could use a relative URL when making the initial link. Instead of typing the fu ll URL, you could use the relative URL ..lfile.html; in this case, when you move from server A to server B (as indicated in the different URLs), the link to your fi le (fiIe.htm!) remains active. However, if you had typed the absolute URL (in other words, the fu ll path name), you would have to retype it for the link to you r fi le. html file to remain the same. Keep in mind that generally speaking, relative URLs are easier to work with because you only have to remember the actual name of the fil e (or perhaps the folder it is retained in), rather than the entire URL path. Caution
Be forewarned that depending on the type of Web server that is hosting your site, relative paths may not function . There is really no harm in always including the absolute path, other than you might have to type a few extra characters (that is, you include the fu ll file path instead of the abbreviated relative URl).
Placing and Manipulating Images The Web is a visual medium, obviously, so knowing how to work with and manipulate images and graphics is important for developing attractive Web sites and presenting your content in the most exciting, effective manner possible. As you've seen in the various ARG-related Web sites that have been illust rated throughout this book, strong visual design is a must, not only for enticing players, but also fo r presenting your information in the most efficient and engaging manner possible. The next several sections will look at the structural issues of how to integrate images and graphics into your Web pages. You will learn to work with the tag, which is the primary method of inserting images into your pages. You will also learn how to format your images and smoothly integrate them with the rest of your content. (In other words, you'll learn how to wrap text around an image. ) This chapter, along with what you'll see in Chapter 10 (especially its coverage of Cascading Style Sheets) should give you all the information you need to professionally manipulate images and graphics on your Web pages.
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Chapter 9 • We b Design for Puppetmasters, Part I
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Note When Isay here that the following sections will focus on the structural issues of working with images. I mean that you will learn the underlying image manipulation and formatting tags, and you will be introduced to tips and strategies for how best to work with both. However, this material is not about image design or creation. There are literally hundreds (if not thousands!) of quality image-creation applications available. many of which are shareware or available for a nominal fee on the Web. Moreover, many programs include images and other artwork or graphics that you can work with on your own.
Working with the Tag The tag and its att ributes contain most of what you need to know in terms of basic image manipulation. That said, this chapter will focus on the explo ration and discussion of this tag. and how you can util ize it most effectively. The following code listing ill ustrates the use of the tag in a simple Web page, shown in Figu re 9.4.
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Figure 9.4 You should become very familiar with the tag and its attributes to effectively work with images on your Web pages.
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Essentials of Web Design Note
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
If you want to follow along with the code examples in this chapter; you can replace the sample graphic image with an image you might have stored on your system. Working with Images in HTML
Note
The shadow effect in the graphic in Figure 9.4 is part of the image itself; it is not a special effect of any tag attribute. I want to exa mine the use of the <1119> tag in th e precedi ng code li sting to make su re you understand its basic operation as well as some of the attributes that I used with it.
• Border. You can create a line bo rder around an image by setting the border attribute to greater than O. Figure 9.5 illustrates the page created in the code listing, except th is time the border attribute is set to 3 instead of O. • Src. Short for source, this attribute lets your page know where to look for the actual image fil e. In the case of the example code listing, the image is stored in the same Images folder as the page that calls the image (Image l.htm). • Width and Helght_ These attributes are self-explanatory. They are assigned values in pixels. Figure 9.6 shows the page created in the code listing again , except this time the wi dth attribute is set to 300 and the he! ght attribute is set to 400. The following sections will go into more detail about other attributes of the
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Chapter 9 • Web Design for Puppetmasters, Part I
• Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 9.5 Set the bo rder attribute to give your image a lined border. The higher the number, the darker and more pronounced the border will be around the image.
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Figure 9.6 You should be cautious about changing the size attributes of an image because it can lead to distortion, as shown in this figu re.
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Essentials of Web Design
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
To Wait or Not to Wait for Images to Load: That Is the Question I'm sure you've surfed the Web and come across pages that take literally forever to load in your Web browser because of an excessive amount of images on the page and/or images that are very large. While the prevalence of high-speed Web access is certainly growing (cable modems. DSL. and so on), the vast majority of home users still access the Web via dial-up modems. As you read through this chapter (and whenever you consider your Web design), you need to keep the speed issue in mind so you don't frustrate players with Web pages that load slowly. This issue becomes even more critical when you consider that some players might view your Web pages via handheld devices (or any device other than a typical desktop or laptop computer). An image being displayed on a very small screen can wreak havoc on your overall Web design, not to mention the fact that the image will load even slower on devices with very small screens, such as handheld devices. long (but important) story short: Keep the issue of load time in mind when you design your pages so you don't cause players to grow impatient and leave your Web site before the first page is even completely loaded into their Web browsers.
Working with Image Alternate Text There might be instances when a player to your Web page does no t want to display images. Or if a player stops the page from load ing completely into his o r her browser (or if for whatever reason the page doesn't load ), you won't wa nt the usual blank image spot to appear, leaving the visitor clueless as to what that content is supposed to represent. Actually, you might want such a situation to occur (it certainly did in the A.I. ARC from time to time), but fo r this discussio n we'll assume you don' t want this to purposely be the case. To illustrate the importa nce of this issue, compare Figures 9.7 and 9.8. As you can sec in th is example, you definitely want to prov ide alternate text in case your images don't load. However, you can also use this alternate text to give add itional info rmation about the image being displayed.
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Chapter 9 • Web Design for Puppetmasters, Part I
.
..... -,--Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 9.7 Imagine that for whatever reason, the image doesn't completely load. In this figure, the visitor would have no idea what type of image (or (ontent) is supposed to be represented by the blank spot.
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Figure 9.8 Again, the image doesn't toad, but thanks to the alternate text, the visitor at least has some idea of what the missing image is supposed to represent.
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Essentials of Web Design All of this is done using the al t attribute of the tag. The following code listing illustrates the use of this attribute. Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Tip
If you are following along with the code examples in this chapter, you can just add or update the various attributes in the Working with Images in HTML Working with Images in HTML
Figure 9,9 illustrates the use of the alt attribute, as demonstrated in the preceding code listing. Tip
The al t attribute can be an interesting place to -hide- information about your game, or otherwise make said information a little less conspicuous to locate (for example, make the players work just a little bit harder to find it).
Strategies for Loading Images Quickly Players will quickly grow impatient if they have to wait ve ry long for you r Web pages to load, so always take that into consideration with your design. There are several ways you can avoid having th is fate befall your Web site, ranging from simply scaling down the size of yOUT images (via the width and height attributes) to creating thumbnail links to larger images. The following sections will discuss these issues and show you how to best implement them in your pages.
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Chapter 9 • Web Design for Puppetmasters, Part I
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Figure 9.9 You can provide valuable supplementary information about the image, your page, your Web site, or your entire organization via skillful and creative use of the it 1t attribute,
Creating an Equally Accessible ARG One major reason for the use of the AlT tag is to allow Web pages to comply with the Americans with Disabilities Ad (ADA) requirements. Imagine, for example, that a blind person wants to play an ARG. If he can't see the textlimages on the Web page, there needs to be an alternate format for him to interpret or access this information from within the Web browser. To summarize this law: The ADA was signed into law in 1990, and it ~prohibits discrimination on the basis of disability in employment programs, and services provided by state and local governments, goods and services provided by private companies. and in commercial facilities.Having an ADA·compliantARG (at least in terms of your Web pages) is an engaging concept and one that might allow some truly outstanding players access to your game, who might not otherwise have been able to play. For more information on the ADA, see http://www.usdoj.gov/crt/adaJadahoml.htm.
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Essentia ls of Web Design
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Changing the Width and Height of an Image As you saw in Figure 9.6, you can use the width and height attributes of the tag to change the size of your image. A good way to experi ment with different width and hei ght attributes is to get your image info rmation directly from your Web browser. Figure 9. 10 illustrates image information being displayed in Internet Explo rer.
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2. From the menu that appears, select Properties. The Properties dialog box shown in Figure 9.10 will appear. Note how the image width and height attributes are the same as those set in the tag.
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Cha pter 9 • Web Design for Pu ppetmasters, Pa rt I
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Tip
Don't overlook the image file size information, also shown in Figure 9.1O. ln this example, the file size is S, 186 bytes, or just a linle over SK. Such an image would load very quickly, even via a slower dial·up connection. Experimenting with the width and height attributes is a great way to decrease the load time of your Web pages . However, keep in mind the image distortion th at can occur (refer back to Figure 9.6). You might find that a better way of dealing with multiple or large images is to provide thumbna il links t hat load the larger image when clicked.
Creating Thumbnail Links to Images I'm sure yo u have visited many Web pages where multiple images are displayed in smaller form so you can click on an image to display a larger version of it. These smaller images are known as thumbnails, and they are a terrific way of presenting all you r visual content in a manner that allows for much faster loading of your images. Take a look at the following code listing, which highlights the use of a thumbnail for the computer graphic I have used throughout this chapter.
Work ing with Images in HTH L< / t i t le> Working wit h Images in HTHl
If you look at the tag in this code list ing, you will notice a few things that allow for the use of a thumbnail version of the image:
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Essentia ls of Web Design
• First, there is the use of the tag prior to the tag. The tag is used to create hyperlinks, which you will learn more about later in this chapter. In essence, the tag and its corresponding closing tag allow you to point to a file that will load in the Web browser when the hyperlink is clicked (in this case, when the smaller thumbnail image is clicked) . • Within the tag, notice how the width and height attributes are different than in previous code listings-both values are smaller. Also notice how the src attr ibute is now pointing to a diffe rent file. This file is the smaller, thumbnail version of the larger graphic. Put simp ly, there are now two images-the thumbnail, which first appears when the page is loaded, and the full-blown image, which is linked via the tag. Figures 9. 11 and 9. 12 illustrate the use of a thumbnail. These pages represent the preceding code listing as it would look when loaded in a Web browser. :1 ......... "",. ........ "", .. ,.~._, ' '' ......,'_. ....'
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Chapter 9 • Web Design for Puppetmasters, Part I
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 9.12 When the thumbnail is clicked, the figure to which it points (in this case, the image of the computer with its original height and width attributes) appears on screen . In reality, the use of thumbnails involves two images (one thumbnail image and one larger, complete image), as well as the tag to turn the thumbnail into a hyperlink to the complete image. Again, you wiU learn more about hyperlinks later in this chapter. Using Low- and High-Resolution Images A somewha t nefarious method of capturing readers' atten tion while they wait patiently for an image to load is through the skillful use of the low- and high-resolution attributes of the tag. The following code listing highlights how you can use a combination of two such images, and how each corresponds to a low and high resolution.
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Essentials of Web Design (html> (head) Not unlike the discussion of thumbnails, the preceding code listing works with two images-one high -resolution and the other low-resolution. The neat thing about the lowsrc attribute is that this image will load quickly first (because it is lower resolution and the actual file size is not as large). Then the higher-resolution image will load over it. The benefit of this is that instead of see ing the empty placeholder shown in Figure 9.7, the reader's attention is captured by the low-resolution image, givi ng an idea of the image that will soon load in high resolution. The idea is that if players see the image-even in rough format-their cu riosity will be piqued, and they will wait until you r higher-resolution images and the rest of your Web page content load into their browsers. Tip Remember, this effect is achieved through the use of two separate images, one captured (for example) in lower resolution, in black-and-white (versus color), and so on.
Image and Text Formatting It's one thing to have exciting images on you r Web page, but it's another thing altogether to have them neatly integrated into the rest of your content. Com pare Figures 9.13 and 9.14 and see whether you can tell a difference between how the image and surrounding text integra te (or don't integrate) with each other in terms of page layout.
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Chapter 9 • Web Design for Puppetmasters, Part I
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Figure 9.14 This doesn't look horrible, but it lacks the clean layout shown in Figure 9.13.
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.....
Essentials of Web Design
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You can easily wrap tex t around an image (as shown in Figure 9. 13) using the a I ign attribute within the tag. The following code listing illustrates the HTML behind Fi gure 9. 13. Working with Images in HTKl< /title>
W elcome to ASC Computers , Inc . T he 01 re taile r of compu t ers and compute r ' related accessories p> As you can see in the tag, the aI j gn attribute is set to rl ght. (It can be I eft, ri ght, or center.) This allows the text to wrap around the image. By utilizing some simple form atting via the , , and tags, you can add some very neat formatting to your pages. Note When you set the aIi gn attribute in the tag, don't forget that this indicates the align· ment of the image.
Ca u t io n The align attribute is deprecated in HTMl4.0 and later versions in favor of cascading style sheets. (However, the al ign tag is still recognized in major browsers.) For a more complete description of cascading style sheets (C55) and what they can bring to your Web design, see Chapter 10.
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223
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224
Cha pter 9 •
Web Design for Pu ppetmasters, Pa rt I
By combining different al ign attributes, you can do some pretty nifty layout tricks with yo ur Web content. Figure 9. 15 shows an example of how you can use two figures with different al ign attributes to create some impressive layout effects on your pages.
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Figure 9.15 By mixing and matching images with different al ign attributes, you can create some attractive layout effects on your Web pages. The following code listing illustrates the HTML behind Figure 9. 15. In reality, the only special formatti ng is fo r the two images; one has the al i gn attribute set to 1eft, and the other has it set to right. Working with Images in HTM L
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Essentials of Web Design Welcome to ASC Computers, Inc. The 11 retailer of computers and computer-related accessories
Your computer is supposed to be your trusted workhorse, a useful tool that can help bring your best ideas to fruition and allow you to enjoy all the fruits of your labor.
(/p> 8ut as with all things mechanical , your computer can break down or suffer problems that can put a serious crimp into your best efforts to get that report on your boss' desk before quittin9 time , It ' s times like these when time becomes a real premium, and when you need answers to computer questions quickly, and from experts that you can trust. Take some time now to experiment with the al ign attribute and discover how you can use it effect ively in comb ination with your text.
Adding Space around an Image You can use the hspace and Yspace attributes of the tag to add a nice buffer w ne between your im ages and the text that surrounds them. Compare Fi gure 9.16 to Figure 9.1 5 to see how fi gure spacing can alter the appearance of your images and text. Although it might be subtle, you should be able to see the difference between Figures 9. 15 and 9.16. ln Figu re 9.16 the hspace and vspace attributes are both set to 20 pixels, which provides that nice buffer zone around the image. The following line of HTML represents these two attributes as part of the (img> tag:
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Chapter 9 • Web Design for Puppetmasters, Part I
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Working with Page Layout Yo u can th ink of your page layout as the design template fo r your Web pages and overall Web site. (Indeed. I will use the word template repeatedly in this chapter. as well as when I begin talking about more advanced page- layout control in Chapter 10.) As an example. determining the background color of a page or usi ng an image wate rmark are both impo rtan t design considerations. This becomes even more of an issue when you work with more advanced HTML. such as fram esets (which you'll learn about in Chapter 10), because you want to ensure that all of your fr ames load wi th a consistent look and fee l. However. in add ition to these larger layout issues, so me mo re basic HTML for matting issues also affect page layout, such as:
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Essentia ls of Web Design
• Using the text alignment tags to center and right- or left-justify info rmation. • Setting margins. Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
• Creating line breaks or other dividers for your Web co ntent. • Working with block quotes or applying special layout formatting to passages of text. Caution If you haven't already guessed, getting your Web content to look just right takes some time. Given differences in browser types, screen resolution, and so on, a page can look one way on Bob's computer but appear completely different on Sally's. That said, you need to test and experiment with your page layout to determine the best presentation of your material, which can be a critical issue in ARG-based Web design given how information can be presented in so many different ways, and a slight change in that presentation can have a radical effect on how that information is utilized/interpreted by players.
Page Background Layout Issues Establishing page-background formatting is one of the easiest yet most effective ways to make your Web pages more attractive and visually appealing. By setting a background color or doing something more advanced, such as using an image as a background (o r as a watermarked image), you can really make your content come alive with a neatly designed background layout scheme.
Working with Page Layout Welcome to the A8C Store
Your one-stop-shop for all your computer needs!
This code should result in something similar to Figure 9. 17.
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Figure 9.17 Setting the background color can have a major impact on the look of your Web page. The background color is set via the tag. through the use of the bgcolor attribute. In this example. the background color is set to green (by color-"IOD8000 "), and the font color of the text is set to yellow (font color-"UFFFFOO ") so it will show up d early.
Tip
Take time to carefully review your Web pages when you change the background and font colors.That way, you can ensure that everything is visible and you don't have a color conflict. This would include (critically) the colors you assign to your hyperlinks. For example. if you set your page to a blue background and you don't change the default color of your hyperlinks (which are blue prior to being clicked), they might get washed out or rendered invisible, which obviously would not be a good thing. You will learn how to set the colors of your hyperlinks (that is. the color they appear prior to, during, and after they are clicked) later in this chapter.
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Essent ials of Web Design
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Setting a Background Image Although simply changing the background color of a page can be effective, you can achieve some far more d ramatic effects by ut ilizing a background image on your Web pages. Figure 9. 18 illustrates the use of a background image on the same background.htm page you created earlier.
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Figure 9.18 Using a background image can be an easy and effective way to liven up your content presentation.
The following code listing illustrates the use of a background image, as shown in Figure 9.18. If you want to enter this code, replace the exis ting code for background.htm with what you see here. As you saw in the examples from earlier in the chapter, simply replace the name of the image being used with the name of an image that is stored on your computer. (Don't fo rget to use the co rrect file path as well.)
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229
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230
Chapter 9 • Web Design for Puppetmasters, Part I Working with Page Layout
(/htmj> As yo u can see in this listing, the background attribute is set to a specifi c image rather than a color. And as you can see in Figure 9.18, the image repeats itself throughout the background of the page. Note that the text is placed within a table. (I p laced the text within a table to show you a simple example of how you can use table formatting to place your text. )
Note
All of the issues involving image size and load time still apply when you work with back· ground images. Figu re 9. 18 is really just for demonstration purposes; the image really takes over the page, even tho ugh it is set to a background. The best background images are those that are made into watermarks (in other words, images th at are t ransparent and set to grayscale so the text and other material o n the page can sit on to p of th em without the underlying image taking over the visual presentatio n).
Aligning Text on the Page You ca n perform some sim ple text alignment using three tags. • The tag aligns everything to th e center of t he page. The text in th e table in Figu re 9. 18 uses the (center> tag. • The (right> tag aligns content to the right. Figure 9.19 illust rates this tag in action. • The (left> tag aligns content to (surprise!) the left.
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Esse ntials of Web Design
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Figure 9.19 Even a simple formatting change can have a major effect on how your Web content appears. Clearly, there isn't much to these three tags; however, when used in conjunction with other layout fea tures such as wrapping text around an image, their power becomes more apparent. Keep an eye o ut for best practices in aligning material on your pages witho ut distracting from the content.
Working with Margins Working with margins is difficult (that is, if you aren't using style sheets) beca use th e Netscape and Microsoft browsers support margins in different ways. However, take a look at Figures 9.20 and 9.21 to see how changi ng the margins can affect yo ur page layout.
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231
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232
Cha pte r 9 •
n.. ••
Web Design for Puppetmasters, Pa rt I
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Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 232. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=253
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Essentia ls of Web Design
To set the margins in Internet Explorer, use the and tags. For example:
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(body leftmargin-"lS0' topmargin-"SO "> This sets the left margin to 150 pixels and the top margin to 50 pixels. To set the margins in Netscape, use the (marginwidth-'number"> and (marginheight"number' tags. For example: (body marginwdith- "lSO' marginheight- "SO'> This sets the left margin to J 50 pixels and the top margin to 50 pixels. Note that you can use the margin tags together or individually (as shown in Figure 9.5; there is no top margin set in that figu re). In a nutshell, the potential for confli cting layouts makes the margin tags a good candidate fo r replacement via style sheets, which you will learn more about in Chapter 10.
Formatting Block Quotes You will often need to differen tiate sections (or blocks) o f text from the su rrounding Web content. T here are many ways to do this (such as p lacing the text in a table, changing the font color and general font formatting, and so on ), but you can also use block quotes to highlight your text. Figure 9.22 illustrates the use of block quotes on a Web page. Block quoting is done via the tag. You simply place the tag in front of the text you want to block quote, and then use the d osing (/blockQuote> tag when you are fin ished . The fo llowing code listing, which was used to produce Figure 9.22 illustrates the use of this tag. (html> (head> (tit le>Working with Page layout(/title> (/head> (body> (p>There are lots of reasons to shop from us , but rather than listen to us why don't you listen to what some other satisfied customers have to say:
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233
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Cha pter 9 • Web Design for Pu ppetmasters, Pa rt I
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(blockquote) I couldn't have asked for better service than what I received from ABC Computers . both during my initial purchase consultation and after the sale.  ; When the computers arrived for my downtown office I was a little intimidated by the sheer number of boxes , and the thought that something might go wrong. But t he ABC technical staff arrived wi t hin minutes of my computers being delivered. and by the end of the day I was up and running with my office network. Thank you, ABC! (/blockquote) (/body) (/html>
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Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 234. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=255
Essentials of Web Design
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Utilizing Hyperlinks Hyperlinks are the bread and butter functionality of the Web because they allow the very concept of the Web--that is, the interactive association of documents-to be a reality. However, despite their ease of use, the effective and intelligent use of hyperlinks is a different matter, especially in the context of an ARG. Put simply, there is a certain art to the effective placement ofhyperlinks because you have to consider issues such as: • Where in my Web page o r document do I need to include hyperlinks? • How many hyperlinks are appropriate or necessary on my Web page? • How can I use hyperlinks as a navigation tool within my Web site? • In what ways can I use hyperlinks to guide players through my Web site withOllt presenting the information in a forced manner? (In other words, how do I avoid giving the impression that there is only one pathway of discovery in m y Web site, or ot herwise make that discovery "too easy" for players?) These questio ns really aren't technology issues. (If you learn one hyperlink, you learn them all!) However, you still need to understand the attributes of the tag (the p rimary HTML tag used to develop hyperlinks) and the layout possibilities for hyperlinks (for example, image maps) to effectively address these process and design issues.
Working with the Tag To link o ne Web page to ano ther, you need to utilize the tag. Create a new Web folder and page so you can follow along with the example exercises presented in this chapter. Sample Hyperlink Page(/title> (/head> (body> (pHa href- "l1nkTest2.htm">Click here t o link to my other sample page .(/p> (p>Click (a href-"llnkTest2.htm ">here to link to my other sample page .(/p> (/body> (/htm\> The above-listed code will produce a figure like Figu re 9.23.
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Chapter 9 • Web Design for Puppetmasters, Part I
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The tag is simple to use; however, take note of the following points to make sure you understand how the tag is employed in this particular listing. • Basically, to create a hyperlink as in the preceding code, you place the opening tag before the first character where you want your hyperlink to begin. Before the closing >of this tag, you insert (in quotes) the address of the page to which you want to link. In this example, the name of the page is LinkTest2. htm . • Place the closing
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Essentials of Web Design
The decision to link the complete text (the first link in Figure 9.23) o r just o ne word (the second link) is a matter of both visual and design consideratio ns. By making the lo nger text the hyperlink, you draw mo re visual attentio n to it; however, it can be distracting. Figure 9.24 illustrates this poi nt. Generally, it is a better design practice to have your hyperlinks foc us o n a particular wo rd or a few words. rather than making an entire paragraph (as shown in Figure 9.24) the link. You can imagine that if you had a Web page with three paragraphs that each linked to another page (in other words, the entire paragraph was mad e into the link, as shown in the first link in Figu re 9.24), there would be noth ing but blue underlined text when your page was viewed in a Web browser!
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Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 237. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=258
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Cha pter 9 • Web Design for Pu ppetmasters, Pa rt I
When you need to have a link to content within the same page, you can utilize anchors (oth erwise known as bookmarks) to allow your users to jump quickJy from one section of text to another. The text in Figure 9.25 is Article I of the Constitution of the United States (a document that, incidentally, is popping up in one or two ARGs). Notice the links at the top of the page to Section 4 and Section 8. These links are bookmarks to the specific sections (in this case, 4 and 8) of Article I. When readers click on these links, they are taken to that specific section of the text, as shown in Figure 9.26. How do you create these bookmarks? Examine the following code listing, which illustrates the use of bookmarks as they appeared in Figures 9.25 and 9.26 .
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Creating Hyperlinks within the Same Web Page
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Essentia ls of Web Design
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If you want to follow along with the example here and work with an electronic version of the U.S. Constitution, you can find the entire contents of the document online at http://wv.MI.law.comell.edulconstitutioniconstitution.overview.html. A.rticle I «a href- 'OSection 4">Sect ion 4
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Cha pter 9 • Web Design for Pu ppetmasters, Pa rt I
This code listing highlights the two bookmark li nks at the top of the page. All that is different in the tag is the use of the sign before the name of the section of the text to which the bookmark is pointing. Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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Now take a look at the section of the document to wh ich the two bookmark links actually point. The following code listing highlights the bookmark for Section 4 of Article I of the Constitution. Section 4 . The times , places and manner of holding elections for Senators and Representatives . shall be prescribed in each state by the legislature thereof ; but the Congress may at any time by law make or alter such regulations , except as to the places of choosing Senators. Notice in the preceding code listing that the actual bookmark is identified by the tag. Similar to how the tag is used, you simply assign the bookmark a name and place it in quotes inside the opening tag. Then just like for a hyperlink, you place the closing tag afte r the last character of the desired bookmark text. In this code listing, the actual bookmark is the text "Section 4."
Tip You can name the bookmark whatever you want when you define it in the tag. However, it is a good idea to name it something indicative of the text to which it points, which will make it easier to remember. In fact, if the actual text isn't too lengthy, you can give the bookmark the same name as the text, which is what I did in the preceding code listing (for example, ~ Section 4- and -Section 8-).
Bookmarks are a great way to provide quick navigation within a document. However. you might find that after users click o n a link to a bookmark and read the associated text in that section, you want them to b e able to quickly jump back to the top of the document. In this case, it is a good idea to place a "return to top" bookmark after each bookmark. Figure 9.27 illustrates this point. In the case of Figure 9.27 when readers click on the "Return to top" link, they are actually clicking on a bookmark that returns them to the top of the document. The following code listing illustrates this point.
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Essent ials of Web Design
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Cha pter 9 • Web Design for Pu ppetmasters, Pa rt I
Absolute and Relative URLs
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As you know, URL is short for Uniform Resource Locator, and there are two basic kinds ofURLs . • Absolute. A URL is absolute if it contains a protocol, a server name, and a full directory path. For exam ple. http://www.abc.comlcataloglproducts.htm is an absolute URL because it contains all three of these items. http is the protocol. abc.com is the server name, and Icataloglproducts.htm constitutes the directory path . • Relative. A URL is relative if it only contains the directory path. For example, the URLlcatalogiproducts.htm is relat ive because it doesn't contain the rest of the path listed in the example for the absolute URL. When do you use either type of URL? Imagine you have several documents under one folder, such as: IProducts
ProductA.htm ProductB.htm ProductC. htm ProductD.htm ProductE.htm Imagine that this is a Web folder directory on a server named ABC, so a li nk to the Produ ctA.htm document would consist of http://W\....... abc.co m /Products/ ProductA. htm. Now imagine you have a Web page that lists all of the products, and each product has a hyperlink to one of the pages in the preceding list. Such a page might look like the following code listing.
Absolute URl Example Product A < /li ) Product B
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Essentia ls of Web Design
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Product C Product D Product E 1i> Technically, there is nothing wrong with this code. Each hyperlink is defined and uses an absolute URL. However, compare this listing to the following code listing, which utilizes relative URLs. Re1ative URl Example Welcome to our store, Click one of the following links for more information on that product :
Product A Product B Product C Product D Product E (/ul> As you can see, the tag has been considerably shortened by simply using the relative URL path to each page link. This is useful-and a better idea in this example-because all the product files (productA .htm, product B.htm, and so on ) reside in th e same folder, so there is no need to use the entire URL.
Creating Image Maps Image maps are a great way to add visual quality to your hyperlinks because you can turn the images (such as grap hi cs and pictures) on your Web page into links. Moreover, you can divide the images into specific sections so each section is its own hyperlink. This process is known as creating an image map. Figure 9.28 illustrates a simple graphic that is being used as an image map. In this graphic, each of the four squares is a link to a different page . You can see how the status bar in the browser window (see the ca llout on Figure 9.28) changes between Figures 9.28 and 9.29, as the mouse pointer is moved over diffe rent parts of the image.
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243
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Ch a pte r 9 • We b Desi gn for Puppetmast e rs, Part I
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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00 OQ Figu re 9.29 This square links to the ProductD.htm page,
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Essentia ls of Web Design
Technically, image maps are easy to create. All you do is define the coordinates of the area fo r each specific link. However, defining the coordinates by hand is very, very tedious (if not impossible). Fortunately, there are countless applications that create image maps available for download on the Web (most fo r free). If you do a lot of design work with image maps, this might also be reason enough to use an HTML editor: FrontPage, for example, has automated tools for creating your image maps.
Creating E-Mail Links and Linking to Files In addition to creating links between Web pages, you can also use hyperlinks for email and file linking. You utilize the tag for both tasks, but instead of providing a link to the corresponding Web page, you provide a link to the e-mail address or file . • Linking to an e-mail address_ Si mply replace the Web page link in the tag with the appropriate e- mail address. When clicked, Send an e-mail to Joe would open up the user's e-mail program and automatically address the e-mail [email protected] . • Linking to a me. Within the tag, list the path to the file, making sure to add the file extens ion to the end of the link. For example, Cl i ck, here for the Spring 2003 cata 10g
Formatting Hyperlinks The default color for hyperlinked text is blue; however, you might want to change this to make the hyperlinks have a strong visual fit in your site's overall design scheme. The following code snippet highlights how you can change the color of hyperlinks that haven't yet been clicked, as well as those that have already been visited. Note Already-visited links are those that the user has previously clicked. Instead of bright blue, they are usually a light purple to indicate that they have already been clicked.
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As this code snippet illustrates, you set the colors of your hyperlinks within the tag of your Web page. There are three specific color-formatting attributes you can set: • l1nk.. This sets the color of links th at have yet to be visited. In the example above, the links will appear in red. • a11nk.. This attribute sets the color of the link when the user clicks on it. In this example, that color is yellow. • v11nk.. Finally, the vl ink attribute sets the color of links that have already been vis ited. This color has been set to green in this example.
Tip If you want your hyperlinks to be a uniform color regardless of their status, set all three of the (olor attributes to the same (olor.
Summary Developing critical thinking skills is a challenging task, made all the more difficult because it is a challenge even to define the term "critical thinking," especially in the context of a game and also from the "p uppetmaster perspective" of trying to design ARG- reIated Web pages that require your players to utilize this skill set. Since you've already witnessed the collaborative-play requirements of a typical ARG, you know that critical thinking is not a solitary activity. The collaborative thinking and "collective intelligence" that is requ ired to solve a complexARG is also what makes this such a fascinating and engaging genre of gaming. In addition to presenting these more conceptual game design issues, this chapte r also represented the first of a two-part guide for puppetmasters interested in building their own game-related Web sites, as well as players who want to better understand the Web structure of ARG-based material. As noted throughout the chapter, understanding how the Web pages are constructed can be a key skill in finding otherwise very well-hidden or inco nspicuou sly-placed clues (e.g., clues placed within an attribute tag of an image). Chapter 10 will build on what you learned here, by taking a closer look at some more advanced Web design issues.
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, CHAPTER
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10
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1:;-
I WEB
DESIGN
FOR
PUPPETMASTERS,
PART
II
I L.
P
_
art II of O UT general Web design tuto rial for puppetmasters (and anyone else interested in the subject of ARG -based Web design) contin ues in this chapter, as we examine the following critical Web design topics:
• Framesets • Cascading Style Sheets (CSS) As you will see, both of these topics present a wide range of possibilities in how you present your game content. While frames allow you to better utilize your sc reen real estate (as well as presenting an interest ing page structure for navigating content), utilizing cascading style sheets can bring your unprecedented control over that content, in terms of how it is placed, formatted, and updated (all easily) on the Web page. W ithout further delay, let's jump into these topics so that you can see how easy it is to take your ARG-based ideas and make them a reality, at least on Web pages (getting the b acking of Microsoft to help you develop your ARG might take a litt le more work).
Working with Frames Initially a Netscape convention, Web p ages that utilize frames have become nearly the de facto standard for presenting complex information. The benefits of working with frames are many. After you get some basic design principles clear, frames are very easy to build and customize, even with a simple text editor like Notepad.
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248
Chapter 10 • Web Desig n for Puppetmasters, Part II The following section will explore the basic HTML behind frames and point out spe4 dfic types of framesets that you might want to consider, based on how you want to present your game4related content. Note that the material will take a form 4follows 4 function approach because your frame design will vary depending on how you want to gu ide players through the content on your pages/sites that utilize frames.
Not e There was a time when frames were a Web novelty and only a small percentage of Web browsers supported them. Although it is still probably a good idea to keep this in mind when building Web pages that utilize frames, you can feel safe in assuming that the vast majority of the visitors to your site will have Web browsers that allow them to view frames.
Understanding Frameset Terminology Although frames are not overly complicated, there is some terminology that you should understand. The best way to learn this terminology is to actually build a sim4 pie fram eset , and then work backward through each HTML tag so you understand what it does.
HTHL PP Frames head> <noframes> This page uses fr ames , but your browse r doesn't support them ,
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Understanding Frameset Terminology
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Now let's go through this code to highligh t some of the major things that are happening. • First. you haven't created a frame page with this code. Rather, all you've done is created the frame container. so to speak. If you look at the code, you will see that it references two additional Web pages-FrameTest_Left.htm and FrameTest_Right.htm. As you will see momentarily. these Web pages will plug into the frame container created by this code. • Speaking of those two additional pages, you will notice that within the line of code where they are first listed. they are each given a name: FrameTest_Left is given the name contents and FrameTesCRight is given the name ma in. This will make sense when you see this particular frameset displayed in a Web browser, as shown in Figure 10.1.
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Figure 10.1 A very basic frame page. Notice the vertical divider that separates the two pages that make up the frameset (FfameTesCleft.htm and FrameTest_Right.htm).
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Chapter 10 • We b Design for Puppetmasters. Part II
• Finally, notice the specific HT ML tags that mentio n fra mes in this code:
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• and fra .eset>. These tags denote the sectio n o f your HTML that will utilize frames . • <nofra.e s> and nofra.es >. These tags, induded within the tags, will display alternate co ntent if the visitor's Web browser is not able to display frames. In the preced ing code, the text that will appear fo r these browsers is sim ply, "This page uses frames, but you r browser doesn't support them ." Figu re 10. 1 illust rates what th is fraroeset will look like when it's loaded into a browser capable o f wo rki ng with fra mes. To display the fra m eset on yo ur computer, you also need to create the two pages that make up the fra meset. I just used blank pages in Figure 10.1, but to make things more interest ing, exa mine t he following code. First, here is th e code for the FrameTesl_Left .htm page: FrameTest_Left Welcome to the frames test! This is the contents frame. Now, here is the code for t he FrameTes,-Right.htm page: F rameTest_Righ t (p align-"center ">This is the Main Frame!(/b>
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Understanding Frameset Term inology
When the FrameTest.htm page is loaded in a browser, it should look like Figure to.2.
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This is the Main Fmme!
Figure 10.2 Adding some additional text makes it easier to see the two frames that make up this particular frameset.
Congratulations, you've built your first frameset! As I noted at the beginning of the chapter, the basic structure of a frameset is easy; however, there are many specific options you can set and a variety of ways you can divide your frames. (In other words. you are not li mited to that vertical bar. nor are you limited to just two frames.) I will devote the rest of the following sections to looking at all these configuration options and how (and when) you can best use them.
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Chapter 10 • Web Design for Puppetmasters, Part II
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Note As I mentioned at the beginning of the chapter, most browsers are now capable of working with frames. However, if you want to provide extensive information within the <no frames> and tags, you are certainly not limited to the standard -This page uses frames, but your browser doesn't support them.· Still. before you put a lot of time into providing alternate content for frame-challenged visitors to your site. you should remember that most visitors will be able to display your frames with no problem.
Targeting Specific Frames with Hyperlinks Imagine that the basic frameset design in Figure 10.2 is an actual Web site and that the left frame will be used as a table of contents for the entire site. It might look something like Figure 10.3.
.....
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Welcome to the ABC StOl'e
. <-Jh
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,~
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Figure 10.3 The imaginatively titled ABC Store (as utilized in the Route 66 sample ARG), utilizing the left frame to display hyperlinks that will point to the main (right) frame,
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Targeting Specific Frames with Hyperlinks
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In this example, the site designers have utilized a frameset and used the left frame to display a list of hyp erlinks. When these links are clicked, resulting content will be loaded into the main (right ) frame of the frameset. I want to wo rk through another example so you can learn how a specific frame is targeted by a hyperlink. FrameT esCLeft Site Contents <1Il> Prodllct Catalog View Orders Store HOllrs<Ja><Jli> Contact Us This page has some additional frame-specific HTML tags. • The tag indicates that the hyperlinks on this page will point to the frame nam ed mai n in the frameset. If you refer back to the first code listing in this chapter, you can see that the main frame was associated with FrameTesCRight.htm. • The hyperlinks on this page are fairly straightforward, with the exception of adding the parameter. Like the tag, this additional parameter simply indicates that the links will point to and load into the fram e named main (again, the FrameTest_Right.htm page). • Finally, this page utilizes a bulleted list format, which yo u learned about in Chapter 9. Figure lOA shows the frameset after one of the hyperlinks has been clicked. You might be wondering whether you can target the same frame in which the hyperlinks are placed . The answer to that is yes . As shown in the preceding code listing, instead of having , you would change to .
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Chapter 10 • Web Design for Puppetmasters, Part II
_.-
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0- · 0
.-........-
......., .'-'"
Gl
Hyperlinks in the left frame target the main frame (this page).
Figure 10.4 When a hyperlink is clicked, its associated page is loaded in the main frame. In the FrameTest_Left.htm page that you re-created in the preceding code listing, change the first hype rlink so it points to the contents page. Remember from your framese t structure (the first code listing in this chapter), the contents frame is associated with FrameTest_Left.ht m.1f you make this change. save the page, and then reload theFrameTeSl.htm page into your browser, you r screen will look like Figure 10.5. Obviously, in this simple example there is no benefit to targeting the same frame in which the hyperlinks are placed. (And because of the frame divider. you ca nnot see all of the content that loads.) However, the re will be times when yo u want to do this targeting, which will be ill ustrated later in this chapter. Tip
You can also target hyperlinks within frames to a specific location. For example, you can have a hyperlink open a new window. You'll learn more about this concept later in the chapter when t discuss the different types of frame layouts you can use.
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Configuring Specific Frame Parameters
Welcome to the ABC Stol'e
in the left frame target the mam frame (this page). '/SI~11
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Figure 10.5 You can target the same frame in which your hyperlinks are placed.
Configuring Specific Frame Parameters Now that you understand basic frame terminology and how to target specific frames with hyperlinks, you've mastered 90 percent of working with frames. Everything else you do with frames in terms of the actual HTML revolves around th e fo llowing two issues: • Adjusting frame-specific parameters. From adjusting fram e width to prevent ing visitors from resizing the fram eset when it loads in their browsers, you can con fi gure several frame-design parameters. • Changing the frameset layout. So far in this chapter, the frame examples have utilized a basic frameset. However, as Figure 10.6 ill ustrates, you can have multiple frames with in a fram eset.
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Chapter 10 • Web Design for Puppetmasters, Part II
_.-
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
0- · 0 @ Iil
..... ...... "'" .... ...
-
Welcome to the ABC StOl"e
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Figure 10.6 Although you can technically have as many frames as you want. the more you add the busier (and more confusing) your frameset layout becomes. Note
Figure 10.6 should serve as both a warning and a guide to what is possible with frames. It's a warning because you can see how confusing multiple frames can be. But on the other hand, it hints at some very exciting content presentation opportunities that are available with frames if they are used correctly. Let's go o n with a d iscussion of adjusting frame attributes and then move in to a discussio n of working with different frame layouts.
Adjusting Frame Borders As you saw in Figure 10.5, not all of the content is visible because the frame border is nol wide eno ugh to accommodate it. In situations like th is, you need to consider adjusting the frame border to ensure that all of your content is vis ible.
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Configuring Specific Frame Pa ra meters
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The bo rder width is set in the frameset container page (see the first code listing in th is chapter). In that example, the border was set to 150 pixels. If the pixel value is increased from 150 to 300, it wi ll appear like Figure 10.7.
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Figure 10.7 Widening the frame border to ensure that all content can be displayed,
Comparing Figure 10.8 to 10.5, all of the content is now visible thanks to the widening of the frame border. Some other im portant factors to keep in mind when working with frame borders: • You can change the color of the frame border by adding the
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Chapter 10 • Web Design for Puppetmasters, Part II
,.._ ._ - ..... - 0 Ollil!:> p -0-.-.... - .Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
...
Hyperlinks in the left frame target the main frame (this page).
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Figure 10.8 You might want to experiment with the frame border width so it displays all your (ontent but doesn't leave too much white space or distort the formatting of your individual pages that load into the specific frames . • To make a fram e border invisible, you can set the frame border and frame spacing attributes to O. For example, if you wanted to make the frame borders invisible in the first code listing in this chapter. you would use the following line:
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Configuring Specific Frame Pa rameters
_.-
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0-· 0 Gl
.--
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.. -..,
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Figure 10.9 Removing borders can have interesting effects in terms of how your framesets (and related content) appear.
Adjusting Frame Margins In both Netscape Navigator and Internet Explorer, frame margins are set to a default value so that the content begins slightly down and to the right. However, by adjusting the frame margins. you can change how the content initially loads. Add the <marglnwldth> attribute and its associated values. as you see in the following code listing:
HTHL PP Frames(/title> (framfset cols· "300,·"> (frame name··contents " target· "mai n· src· "FrameTest_Left. htlll" lIIargl nlfidth-SO marginheight-2S>
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259
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260
Chapter 10 • Web Design for Puppetmasters, Part II
<noframes> This page uses frames, but your browse r doesn't support the~.
When loaded in a Web browser, this page will appear like Figure 10.10.
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Welcome to the ABC Store
Figure 10.10 Adjusting the margins will result in different text placement.
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Configuring Specific Frame Pa rameters
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Showing or Hiding Scroll Bars Another basic frame attribute is whether or not you want to show scroll bars. As you saw in the messy fra me layout in Figure 10.6, scroll bars appeared because there was more content in the fram e than could be displayed on the screen, and scroll bars were necessary to allow visitors to move up or down through the content. However, depending on your layout design, you might not want scroll bars to be pre· sented. In that case, you simply adjust the <scrolling> attribute. For example, if you didn't want scroll bars to appear in any of the frame s in the first code listing in this chapter, you would simply set the scrolling attribute to no fo r each frame, as shown in the following code listing: HTHL PP Frames <noframes> This page uses frames, but your browser doesn't support them.
Note
Scroll bars only appear if you have content that exceeds the size of the frame. There wasn't enough content to generate scroll bars in the first example in this chapter, so they wouldn't have appeared even if you had set the scrolling attribute to yes.
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Chapter 10 • Web Design for Puppetmasters, Part II
Preventing Frame Resizing
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T he final basic frame attribute is to determine whether you want to allow visitors to resize your frames. Why shou ld you care about this attribute? You can (and will) put a lot of effort into how your content is presented o n your Web pages. Ofte n the neatest presentation of this content will require you to carefully adjust the border and margin attributes o f your frames. If you allow players to res ize the frame s on their own, it can seriously detract from the most effective presentation of your content. You ca n preve nt visitors from resizing your fra mes by includ ing th e <no res ize> attribute within the (frame> tag proper. The followin g code listing shows an example of this: HTHL PP Frames (frameset co1s-"150 ,*'> (frame name-"contents ' target- ' main ' src-' FrameTestLeft.htm' noresize scrolling-no> (frame name-'main ' src·'FrameTestRight.htm' scrolling-no> (noframes> (body> Thls page uses frames, but your browser doesn't support them.
In this exa mple, you will notice that the contents frame doesn't allow for scroll ing or resizing; the main frame also does not allow scrolling, but it does prevent users from resizing the fram e. The important thing to note about this is that you can specify the specifi c attributes you want each respective frame to possess.
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Manipulating Frameset Configurations
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Manipulating Frameset Configurations The fi gures in this chapter have thus far illustrated a basic fram eset that resembles a table of contents-that is, you have a left frame that more than likely contains hyperlinks that target the right frame. However, this is by no means the only type of frameset configuration at your disposal. In fact, as you saw in Figure 10.6, you can nest and divide framesets within other framesets for all kinds of interesting presentations. In this sect ion, I want to show you some examples of common framesets you might want to co nsider if your Web site design calls for frames.
The Banner and Contents Configuration In this widely-used frameset configuration, you are given the same table of contents frame you've seen in the figures thus far. However, you are also given a banner frame on which you can place information. Figure 10.11 illustrates this configuration. 3 "......, ••• ( ....." f,.",..., , ......... """'"It I, .. , ,,.. I "
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Welcome to the ABC Company Web Site!
.....
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Figure 10.11 The banner and contents configuration.
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' __or<
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263
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Cha pter 10 • Web Design for Puppetmasters, Part II
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The frameset code for this configuration fo llows: Banner and Contents Frameset Example <noframes> This page uses frames, but your browser doesn 't support them.
As you will see, the basic structure is the same for all of these configuration examples, However, the names of the frames will differ depending on the specific configuration you want to use. In this example there are three frames-banner, contents , and mai n. Everything else-including the attributes-is configured exactly the same way.
The Header, Footer, and Contents Configuration Although similar to Figure 10.11, this configuration adds a footer frame in which you can place supplementary information that you might not want in the main frame. Figure 1O.l2 illustrates th is frameset configuration. The following code listing illustrates the HTML that will build the container for this configuration. Header . Footer and Contents Frameset
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Manipulating Frameset Configurations
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<no frames> This page uses frames, but your browser doesn't support them .
Again, notice the names given to each frame (top, contents, main, and bottom), which tell the Web browser how to display the fra mes.
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Figure 10.12 Use the foote r frame to place additional, perhaps supplementary, information.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 265. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=286
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Ch apter 10 •
Web Desig n f or Puppetmasters, Part II
Figure 10.1 3 illustrates the target of the Product A hyperlink. The visitor has clicked on this link, and new content has been loaded into the footer frame.
..... _._t__
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Figure 1 0.13 Allowing (ontent to be loaded into a footer frame is a good way to present information, but not have it overwhelm the main • (ontent~ frame.
Targeting Frame Hyperlinks to Specific Locations In the header, footer, and contents configuration example, you will notice that there are hyperlinks in the contents (left) frame (as shown in Figure 10.12). As you learned earlier in the chapter, you can target specific frames within a frameset so that, for example, the links in this content frame will open content in the main frame. However, you can also include hyperlinks to target specific locations within yo ur frameset. There are four basic methods of targeting specific locations within a frameset, and all are accomplished by setti ng the TARGET attribute (with which you are already familiar).
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Manipulating Frameset Configurations
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•
TARGET·~lank. When you set a hyperlink with this target, the page to which the link poin ts will open in a new, blank window on top of the existing frameset, as shown in Figure 10.14.
• TARGET-_self. Use this attribute if you want to have the hyperlink point to the same frame that contains the link. This will achieve the same result as if you li nked to the name of the frame that contains the hyperlink. • TARGET-_top. By utilizing this attribute, you will open the content completely outside of the frameset in a new window. Unlike Figure 10.14, this will not open a new browser window; rather, it will open the content independent of the frameset that contains the link. Put simply. using this type of ta rget will take you r co ntent completely out of the parent frameset. • TARGET-...,parent. This attribute is nearly identical to the TARGET-_top att ribute except when you are using nested framesels.
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Figure 10.14 Utilizing the TARGET-_blank> attribute to open the (ontent in a new window. In this case., the link pointed to the FrameTest.htm frameset you created earlier in the chapter.
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Chapter 10 • Web Design for Puppetmasters. Part II
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Top-Down Hierarchy Configuration The last specific example of frameset configu ration I want to show you is the topdown hierarchy configuration. Figure 10.1 5 illustrat es what this looks like when loaded in a Web browser. This is also an example of a frameset configuration where you need to put much care and tho ught into your final design; otherwise, you will end up with a very confusing Web site. For example, if you dick on the top link, information will load into the mid dle fram e, replacing the link that is currently there. Figure 10.16 highlights this.
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(Link to Middle)
(Link to Bottom)
Welcome to the ABC Company
Figure 10.15 Use hyperlinks at the top to change content in the middle and use hyperlinks in the middle to change content at the bottom.
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Manipulating Frameset Configurations
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0- . 0 i!l i;l
P(Link to Middle)
Tetlin& the frame link!
Welcome to the ABC Company
Figure 10.16 You must use caution when using the top-down configuration so you don't overwrite important hyperlinks or other (ritical information. Note You (ould have your visitors use the navigation buttons on their browser to move back and forth between hyperlinks.1hat way, if they clicked the top link and were presented with Figure 10.16, they could click the Back button in their Web bro'NSer to once again be presented with the initial frameset (see Figure 10.1 S).1hus, they would once again have the links in each frame viewable. But this isn't really the most intuitive navigation scheme. Once again, use caution when designing this and all other framesets to ensure that you present information in the most efficient manner possible.
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Cha pter 10 • Web Design for Puppetmasters, Part II
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One advantage to this type of configuration is that you have more direct horizontal screen real estate. For example, in Figure 10. 17, the hyper link in the middle frame has been clicked, resulting in the FrameTest.htm frameset being loaded into the bottom frame. Compared to Figure 10.16, this figure isn't nearly as confusing.
Note In many ways, the different frame configurations are limited only by your imagination, given that you can nest one frameset within another. With some care and imagination, you can utilize frames to present your content in very exciting and visually appealing ways. So let that imagination run wild and don't think that you are limited by any means to only the configuration types presented in this chapter.
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Figure 10.17 You can load a different frameset into an existing frame set
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 270. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=291
. ~
.
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Working with Cascading Style Sheets, Part I
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Working with Cascading Style Sheets, Part I As I mentioned in earlier sections of this chapter as weU as Chapter 9, there are several HTML tags that are deprecated (in other words, no longer being developed ) in version 4.0 and higher. O f particular note are those tags that involve general page layout and formatting-specifically, many of the tags I introduced in Chapter 9. What does this deprecat ion mean? First, it does not mean you can no longer use the tags in question. Indeed, all of the tags will still be read and function properly in today's browsers; however, it's a bit like driving a car that is no longer in production. Sure, the car still runs great and you can still get parts fo r it, but it might be more difficult to get the parts or deal with problems because the car is no longer in active production. So il goes with many of these tags. They have been replaced by cascading style sheets (or CSS, for short ). Why CSS? In an effort to bring more exacl page layout control to HTML, different companies-especiaUy Netscape Communications and Microsoftdecided to develop special proprietary tags for their browsers. Although many of these tags worked great and added some useful functionality, this was only the case if you used the appropriate browser. Clearly, this led to some serious design issues because Web developers had to code for two (or more) versions of their sites in order to best serve their content to aU browser types. CSS answers this by (in theory) trying to provide a common and advanced method of page elemen t and page layout control. Moreover, it allows you to make global ch anges to your layout and formatting in one spot, as opposed 10 updating every HTML tag in your page. In short, there are many advantages. There are so me disadvantages too, bUI it is clear that CSS is the future. No t e When I write that (SS answers these concerns ~in theory, ~ I mean that (as with aU things Web) there is no common agreement on how (SS should be implemented. A universal formatting- and tag-definition list is highly desirable, but it remains (like so many things involving the Web and Web design) a kind of Web-based Tower of Babel, with different manufacturers developing different methods of communicating via their software. Perhaps not the most interesting topic under the sun, but definitely something to keep in mind when designing your ARG-based Web pages.
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Cha pter 10 • Web Design for Puppetmasters, Part II
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(55 Basics You can think of CSS as a control template for your Web page because you define all the layout and formatting styles up front and then simply reference those definitions within your document. There are basically two types of style sheets: • Internal Style Sheets. These sheets are placed at the beginning of a si ngle document (Web page). They are particularly useful if that single Web page has a lot of formatting in it, and if that formatting needs to differ from other pages in your site . • External Style Sheet. If you have many pages with in you r Web site that will utilize common formatting, then external style sheets are the way to go. External style sheets are essentially independent documents that contain all the specific formatting decisions you want applied to multiple pages in your site. At the top of each page on your site, you simply reference this style sheet document. and the formattin g commands contained therein are applied to the page.
Note It is possible to have multiple style sheets referenced on a Web site. You might also have some pages with local style sheets all their own, as well as others that reference an external style sheet. Both types of pages can be contained within the same Web site. Both types of style sheets work basically the same way. The d ifference is that one is referenced as a separate document and the other is contained within the Web page. The best way to start working with style sheets is to. well, start working with them. Consider the following code: Working with CSS <style> hI
I font-family: Times New Roman: font-size : 24pt : text-decoration: underline : font-weight: bold) p I font-family: Arial : font-size: 12pt: font-style : italic a:link I color: DFFOOOO : font-style: italic : font-weight: bold)
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(SS Basics
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(/s tyle> (/head> (hl>Welcome to ABC Computers(/hl> (p>We offer the latest in computer technology. at prices you can afford . For a cu r rent listing of all ou r products. click (a href·"http://www.somewhere.com">here.(/a>(/p> (/html> When loaded in a Web browser, this code should produce something like Figure 10.18.
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Figure 10.18 By utilizing style sheets, you save yourself a tremendous amount of time in fo rmatting your HTMl.
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D·
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Chapte r 10 • Web Design for Puppetmasters, Part II
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Style sheets are not d ifficult to learn; however, they do have their own unique syntax. Now I want to work th rough the preceding code listing to review exactly what is hap· pcning: • The first thing you see is the use of the <styl e) tag. Th is and the correspond . ing d osing
Configuring External Style Sheets As I mentio ned at the beginning of the chapter, there are basically two types of style sheets-internal and external.
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CSS Basics
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You've already seen an example of an internal style sheet in the first code listing in this chapter. Agai n, an internal style sheet is defined withi n the page itself; they are useful when you want to apply styles to a specific Web page. However, often (indeed, the majority of times) you will want to give the pages o n your site a uniform, dean look- that is, you will want the sam e style definitions to apply to mo re than one page on your site. In cases like this, it is best to use an external style sheet and save yourself lots of time. Create a style sheet with aU the defi nitio ns and then simply link to it all the pages in which you want those styles to apply. To demonstrate external style sheets. take a look at the following extern al style sheet. which is given the name "StylesDemo.css":
hI
I font-family: Times New Roman : font'size: 24pt : te)(t-decoration: underline; font -we ight : bold) p I font ' family: Arial: font-size: 12pt: font -s tyle: italic a:link I colo r: OFFOOOO: font-style : italic : font -weight: bold) Note
If this code looks familiar, it's because you are taking the style information from the first code listing and savi ng it as its own document. Now, instead of having all the specific style in fo rmation in the first document. you are simply referencing this newly created external style sheet via a line like the following:
When loaded in a Web browser, this page would look exactly like Figure 10.18. To co nfirm, the new code would look Like the following:
Working with CSS (body> We lcome to ABC Computers(/hl> We offer the latest in computer technology. at prices you can afford. For a current listing of all our products . click here.
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Chapter 10 • Web Design for Puppetmasters, Part II
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Cau tion When you link to your style sheet, be sure to provide the correct file path to the desired style sheet. In the code snippet above, the HREF value was set to the name of the sheet (StylesOemo.css) because that document is saved in the same directory as the StylesTest.htm page. tf this were not the case, you would have to provide the complete file path to the style sheet.
No te If you link to an external style sheet and then apply an internal style, the internal style will overwrite the definitions in the external style sheet.
Working with Local Styles In addition to internal and external styles, there is a third way of applying styleslocally. When you apply styles locally, you literally apply them within your document. prior to the sectio n of text you want to have that style. The following code listing illustrates the use of a local style.
Welco.e to ABC Computers We offer the latest in computer technology . at prices you can afford. For a current listing of all our products, click here.(fp> (fbody>
Figure 10.19 illustrates how this page would appear when loaded in a browser. Notice the differences between Figures 10. 18 and 10. 19. The only stylistic change that has been applied outside of regular HTML formatting is to the paragraph text itself, which has a 12-po int Arial font and is italicized. The special hyperlink formattin g. as well as the additional fo rmatting that was applied to the heading in Figure 10.1 8, is not applied here. Again , local styles can be useful fo r on-the-spot changes, but you should use them judiciously. Too much individual local style application will defeat the global benefit s of internal and external style sheets.
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(55 Basics
..... _._ -Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
. ". \Velcome to ABC Computers
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Figure 10.19 local styles only affect: the specific sect:ion of text to which you have applied them. Not e
As I mentioned earlier, internal style sheets override external ones; however. local style appli-
cations trump both internal and external ones.
Defining Class Styles In your Web pages, you will need to differentiate sections with specific style formatting. Although you could use local styles (as described ea rlier), a better way to do this is to th ink of those different sectio ns of yo ur d ocument as classes, and in turn create specific styles to suit those classes. Take a look at th e following code:
Oefining Style Classes
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Cha pter 10 •
Web Design f or Puppetmasters, Part II
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<style> hi P a:1i nk
font-family: Times New Roman: font-size : 24pt : font-weigh t: bold! font-family: Arial : font-size : 12pt : font-style : italic) color: DFFOOOO : font-style : italic ; font-weight : bold)
hl.proinfo {font-family: Arial : fon t -size : 48pt : font-style: bold) Product Catalog When this page is loaded in a Web browser, it will appear like Figure 10.20.
Understanding Block-Level and Inline Elements It is important to understand the difference between block- level and inline elements.
Put simply, block-level elements begin a new line. The following are all examples of block-level elements: • is considered an inline element, which is used to format or enhance text.
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(55 Basics
.....
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Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
• D·
Product Catalog n.._HI ........... ...-_~_~~.~.:_=~_::;..
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Figure 10.20 Using class definitions can help you apply different fonnatting to specific sections of your text.
Two o ther tags go hand-in-hand with block-level and inline elements: • . This tag is used with block-level elements, As you will see. tags can be used to great effect to make your document appear to have different sectio ns based on unique formatting . • <SPAN>. Th is tag is used with inline elements. As with tags. you ca n use <SPAN> tags to help provide individual formatting fo r letters. words. and so on. (Like th e inline elements they support, <SPAN> tags will not begin a new section of your document. )
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Chapter 10 • Web Design for Puppetmasters. Part II
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Working with
and <SPAN> Tags When you start working with these tags, you can really see the great fun ctionality of style sheets in terms of the tremendous formatt ing options (and the ease of applying that formatting to your documents). The foll owing code illustrates these tags: W orklng with DIV and SPAN Tags< /title> <style> DIV.Title Ibackground : green ; font'family : Times New Roman : font·slze: 24pt: font· weight : bold! DIY . Preamble {background : yellow: font-family: Ariel : font -si ze: 12pt : ! SPAN.caps Ifont-slze : 3001! e the people of the United States . in order to form a DIOre perfect union , establish justice, ins ure domestic tranquility , provide for the cOlllllon defense, promote the general welfare, and secure the blessings of liberty to ou rselves and ou r poste rity , do ordain and establish this Constitution for the United States of America.
When this page is loaded in a Web browser, it will appears like Figure 10.21. The definition s of th e
and <SPAN) tags are very similar to the class definitions you learned about earlier in this chapter; as a result, they are similar in syntax to everything you work wit h in regard to style sheets. Specifically, the follow ing rules apply:
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(SS Basics
• To name a specific
or <SPAN> tag, you first indicate the type of tag, then a period, and then the name of the tag. As you can see in the preceding code listing, example names for a
or <SPAN> tag include DIV. Preambl e and SPAN . caps. • After you name the tag in this manner, you apply the characteristics (between the ( and ) brackets), just as you learned to do with other aspects of style sheets . • After you have defined the tags and set their characteristics, you reference them within your document just as you would any style. Note in th e preceding code that for every opening or <SPAN> tag, there is a corresponding closing
or tag to indicate when the specific formatting no longer applies.
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Figure 10.21 and <SPAN> tags can bring a tremendous amount of formatting power to both sections of your text, as well as to individual words or characters.
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Cha pter 10 • Web Design for Puppetmasters, Part II
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Applying Specific Text-Style Formatting Throughout the coding examples in th is chapter, you have seen examples of the various style att ributes you can set. The following sections will give you more specific details on each of these att ributes (such as font type and bolding) and the unique characteristics of each style.
Working with Fonts Setting a font type is easy, as you have seen in the code samples thus far. I font-family: "Times New Roman" I You can get very specific with the font names you choose; however, you should consider the possibility that yo ur visitors m ight not have some of the wilder fonts installed on their machines. That said, you should list a secondary font (perhaps something more common or generic) in case the first font cannot be displayed. You can also set the font size. I font-family : "Times New Roman": fon t -size : 24pt ) Note the following additional options with setting the font size: • You can set an absolute font size by entering one of the following values: xxsmall , x-small, small, medium, 1arge, x-l arge, or xx-l arge_ • You can enter a relative font size by entering the value larger or smaller. • You can enter an exact font size by setting a point value (such as 24pt) as I did in the example. • You can enter a percentage value, which is relative to the parent size of the font (for example, 2001) _
Setting Italics To add italics as part of you r style definition, use the following syntax: I font-family : "Times New Roman" : font -style: italic) In this example, the font would be set to Times New Roman, and it would be italicized.
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Applying Specific Text-Style Formatting
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Bolding Text If you choose to bold your text with style sheets, there are some interesti ng additional for matting features you can utilize compared to tradit ional HTML. Consider the fol lowing code example:
I font-family : "Times New Roman": font-size : 12pt : font-weight : 800 I Like the different options available for the font size, you have similar options for bald ing text. • You can use bold as the assigned value (for example, font-weight: bold) to traditio nally bold the text. • You can assign a value of bolder or 1ighter, wh ich is relative to the current weight of the ba lding. • You can assign a number (as I've done in the example) between 100 and 900, where 700 is considered bold.
Adjusting Line Height Line height is simply the amount of space bet\'Ieen each line in a paragraph . You have three options for setting the 1ine-height style attribute: • Ass ign a number n that will be multiplied by the font size, which will in turn produce the desired line h eight. • Enter a number
fI
that will be a percentage of the font size.
• Enter the exact font size. Consider the following examp les: font-family : "Times New Roman": fon t -size : 12pt : font-weight: 800 ; line -height : 20pt I font-family : "Times New Roman": font-size: 12pt : font-weight: 800 ; line-height : 50% I font -family : "Times New Roman": font-size : 12pt : font-weight: 800 ; line-height : 5 I
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Setting Text Color and Text Background You can set text color in one of four ways: Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
• Assign a specific color name (such as red, green, or blue) . • Assign a hexadecimal equivalent of a color (for example, #FFFFFF). • Assign the text color in the form rgb (x . y. z), where x, y, and z are integers between 0 and 255 that correlate to the amount of hue applied for each of the three values. • Assign the text color in the form rgb (d. y%. z%), where x, y, and z are the percentage values of red, green, and blue in the selected color. Following are examples of how to apply text color: font-family : "Times New Roman"; font-size : 12pt ; font-weight: 800; font-color: red I font-family : "Times New Roman": font-size: 12pt : font-weight: 800; font-color : #ffOOff )
font-family : "Times New Roman "; font-size : 12pt ; font-weight : 800; font-color : rgb (150, 78. 229) I font-family : "Times New Roman"; font-size : 12pt ; font-weight: 800; font-color : rgb(25%. 78% . 10%) I You can use the background attribute to set the text background using the foll owing methods: { font-family : "Times New Roman"; font-size : 12pt ; font-weight: 800; background: yellow) You can use a background image as you r background, and you can specify whether you r background should scroUwith the rest of your document canvas.
Aligning Text This basic attribute is easy to set. As you've seen in other chapters, there are four essential values you can assign-left, right, center, and justify. The syntax for this style attribute is text-align: center ; font-family: "Times New Roman "; font-size: 12pt ; font-weight: 800 I
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Working with Absolute and Relative Positioning
Underlining Text There are three basic values you can assign in relation to underlining text. Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
• You can underline the text by assigning a value of under1 ine. • You can "overline" the text (that is, place a line above the text) by assigning a value of over1 ine . • You can strike through the text by assigning a value of 1ine-through. The following is an example of how to apply underlining as part of your style. Note the style name for this is text-decoration (which in this has a value set to under1 ine. which produces the underline effect). font-family : "Times New Roman"; font-size: 12pt ; font-weight: 800 ; textdecoration: underline I
Changing the Text Case One of the neater style attributes is the ability to globally assign a text case. There are three basic values you can assign to this style_ • Cap1ta l ize. This value puts th e first letter of each word in uppercase. • Uppercase. This value changes all the letters to uppercase. • lowercase. This value changes all the letters to lowercase. Following is an example of how to apply this style attribute. Note the style name for thi s is text-transform. font-family : "Times New Roman": font-size : 12pt : font-weight: 800 : texttransform: lowercase I
Working with Absolute and Relative Positioning Imagine you have an image you want to position in th e upper-left corner of your Web page. You could use regular HTML to position the element dose to where you want it by using the ali gn attribute and getting creat ive with some of the basic tags. However, "dose to where you want it" is often not good enough. Why can't you posi tion the element in question exactly where you wan t it? This is when using style sheets for absolute posi tioning can be a very powerful tool to help you perfectly align your elements.
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Consider the following code as an example of how you can do this:
Working with Cascading Style Sheets <sty le> IMG (position :absolute : left :50 : top: 101 Absolute Positioning of Elements Figure 10.22 illustrates how this will appear on your screen.
Figure 10.22 Using absolute positioning, you can place an element at a specific location on your page. Note how it overlaps the other elements on your page.
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Working with Absolute and Relative Positioning
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Note the fo llowing attributes of absolute positioning: • You can apply fou r types of positioning-top, right, bottom, or left. Note that you can use more than one of these values (as illustrated in the preceding code sample) to define an exact position on th e page. • After each position att ribute. you apply either an exact value (as illustrated in the preceding code sample) or a percentage of the parent element. • You use a semicolon to separate each of the values. Note A parent element contains the element in question. For example, the tag is the parent element of a tag. Keep this in mind as you work with absolute positioning. If you assign a value that is a percentage of the parent element, it will affect the placement of the element relative to the parent element. Relative position ing. by contrast, places an element without affecting the positions of the other elements on your page. Look at the following code listing to see an example of relative positioning: Working with Ca scading Style S~eets <'head> <style> IHG {position:relative ; left:50; top: 10) Relative Positioning of Elements Figure 10.23 illustrates relative positioning. Note the difference between it and Figure 10.22.
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-0 _ @ ell 0 _P -0-til _ _
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Figure 10.23 Relative positioning moves elements relative to their natural positions on the Web page. Not e
Think of relative positioning as a way to keep the natural flow of your Web page intact with regard to each specific element. Put simply. relative positioning moves documents relative to themselves-other elements are not affected. In absolute positioning. you override this flow and force exact placement of an element at a precise location on the page, which can definitely affect the other elements on the page. depending on the location you specify. For example. if you use absolute positioning to place an element where another element already exists. the element that you placed will override the other one. Relative positioning is defined in the same manner as absolute positioning. (Thai is, the attributes are sci in the same manner. ) You can see this by comparing the two preceding code listings.
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Preventing Image Overlap
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Preventing Image Overlap As I mentioned in the di scussion of absolute positioning, you can run into situations where your images overlap. (This can even occu r in relative positioning, depending on how you place the elements.) Although in some cases you might want this to happen (such as for particular design effects), you can prevent it by using the z-index attribute.
In this example, two images are placed on the screen. Without the use of the z-index, the second image would overlap the rust because the nvo images have a left position value that would place them on top of one another. However, the z- index values assign priority to how the images should be placed. The first image has a z- index value of I, so it is positioned lower on the page and will thus appear beh ind the first image. Tip
You can use positive or negative values for the z-index. For example, assigning one image a value of 1 and a second image a value of - 1 would allow the image with the value of 1 to appear first. (The image with a value of - 1 would appear behind the other image.)
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Web Design for Puppet masters, Part II
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Hiding and Displaying Elements As you start to develop your Web pages with style sheets, you will quickly realize that style sheets can be wonderful strategy tools for how your content is presented. You can use the great functionality and level of layout control that is possible with style sheets to present your content based on certain parameters. Such parameters might include the following situations: • You have an o nline store and you want to show specific product info rmation only to those who have purchased from you in the past. • You want to p resent information to users in a stepped order, so that specific information is d isplayed only after the user follows certain steps. • Depending on the type of Web browser or oth er system specifications, you want to present info rmation on your page in a different layout. • You are integrating advanced scripting applications into your Web pages, and you want to use the power of style sheets to hide and display elements to enhance the presentation of your content. Not e
Working with cascading style sheets in conjunction with a scripting language can bring unprecedented levels of control and design options to your Web pages. For more information on this integration, see Javaxript Professional Projects also published by Course PTR. Hiding an elemen t is quite easy. Take a look at the following code snippet: <style> IHG Idlsplay :none)
Displaying an element is equally easy. There are three distinct ways to display elements on your Web page: <style> iHG (display: block) iHG (display: Inllne) iHG (display: list-item)
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Specifying the Foreground Color and Backgrounds
Each of these methods has some interesting characteristics:
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• If yo u use the block value, the eleme nt will be displayed as a block-level element and will start a new paragraph. • If you use the inline value, the element will be displayed as an inline element. (In other words, it will not subsequently start a new paragraph. ) • Another neat feature is that if you assign the 1i st -item value, the elements will be displayed just as if you had used the <1 i) tag that I discussed prev iously.
Specifying the Foreground Color and Backgrounds Another general layout style that is easy to change is the foreground color. There are four ways to do this. • You can assign an exact color name. • You can provide the hexadecimal equivalent of the color in question. • You can specify the amount of red, green, and blue that should be in the color. (You specify these amounts in numeric form, from 0 to 255 for each color.) • You can specify a percentage of red, green, and blue that should be in the color. In the followin g code, you can see how you could use each of these methods in a style sheet definition: <style) P:intro P:intro P:intro P:intro
{color : {color : {color : {color :
red} #ffOOOO} rgb(125, 57 , 229)} rgb(40S, 20S , 60t )}
Note th at in each of the four exam ples, the foreground color change applies to the P/intro element so that wherever that style is called within the document, the foreground color will change to what was specifi ed. Changing the background is a bit different. The important thing to remember is that you are not changing the background of the entire Web page; rather, you are changing the background of a specifi c element. Once again, it should be easy to see that the level of control that style sheets give you is unprecedented when compared to tradi tional HTML tags.
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You can set the background color for a specific element by using one of the following two methods.
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• Set the background to a specific color o r its hexadecimal equ ivalent. • Use a background image. (Note that you can also specify whether you want the image to be tiled horizontally or vertically. )
Ti p You can also set the position of the background image using the x and y values. You can assign top. center. and bottom for the x value and left. center, and right for y. 1will highlight this con· cept in the complete style sheet layout code example in the last section of this chapter. Fina lly, you ca n d eterm ine whether the background should scroll with the canvas of the page o r stay fi xed. I will demonstrate this feature in the fin al code example in this chapter.
Specifying Text Wrap Options There are two specific text wrap options available-left and r ig ht. Text wrapping is useful when. for exam ple. you want the text to wrap around images placed o n your page. As you will see in the code example at the end of this chapter, text wrap ping is especially critical when you are working with images; it allows you to keep a natural, even appearance fo r yo ur page layout. Yo u specify text wrapping in your images via the fl oat attribute: IHG {flo at : ri ght ) Again, I'll demo nstrate this attribute in the code example at the end of th is chapter.
A Complete Style Sheet Layout Example Between all of the sections on CSS presented in this chapter, you've been presented with quite a bit of information about style sheets, in terms of general attributes and specific layout options. This section will highlight many of the layout issues you have read abo ut in this chapter.
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A Complete Style Sheet Layout Example
Take a look at the fo llowing complete CSS layout example:
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Working with Style Sheets Welcome to ABC Computershe re .
Quality Products Unbeatable Prices (li)Top-Notch Service Why would you go anywhere else?!?
The following code is now fo r the actual external style sheet, referenced in the above code: hI (font-family : Times New Roman; font-size : 24pt; text-decoration:underline; font-weight: bold ; padding: 20; margin: 20 ) P (font-family: Arial; font-size : 12pt; font-style : italic ; color: green) a:link ( color : HFFOOOO: font-style: italic: font-weight: bold I iMG (position : absolute: left : 50: top: SO : border: thick groove red: float: left) BODY (background : yellow) UL (list-style : lower-roman)
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When the page is loaded into a Web browser, your screen would appear like Figu re 10.24.
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Figure 10.24 Although it's not the most eloquent or well -designed Web page, it nevertheless illustrates several issues involved in layout with style sheets. I want to walk through bot h of these code listings to show you how style sheets are being applied, as well as their specific attributes and the values that have been assigned to them. • First, the ex ternal style sheet (StyleEx_Sheet.css) is called from within the StyleExample.htm page. Remember that you can also apply style sheets locally or reference them internally. • Nex t, the page is constructed with what would normally be regular (boring?) HTML tags. However, because several of th ese tags have been given special attributes in the style sheet, you can add a tremendous amount of additional formatting, as evidenced in Figure 10.24.
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A Complete Style Sheet Layout Example
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• The StyleExample.htm page is rather straightforward; however, the actual style sheet (StyleEx_Sheet.css) is where the action is. Several page elements are defi ned on this page. • HI. The level-one heading is given several attributes. A specific font and
font size are defined, underlining is applied, the font type is bolded, and padding is set, as well as a margin. The padding attribute is just extra space around an element. The number assigned to the attribute is a percentage of the parent element, just as in many other attributes . The margin attribute is simply the amount of transparent space between one element and the next (expressed as a percentage of the parent element). • P. The paragraph element is ass igned many of the same attributes as the level-one heading. However, the paragraph element also is assigned the color of green, meaning that in this case the text that resides with the paragraph element will be colored green. • a: L1nk. The link in this element defines itself as being active. (Note you can also assign values to a: visited, a: active, and a: hover. which determine the appearance of links that have been visited. links that are currently being cl icked. and links that are being pointed to. respectively. ) In this example, the style is being defined fo r links that have not been visited yet. Note also that the link text is italicized and balded. • 1H6. Referring to image, the style of this attribute is given an absolute posi-
tion of 50, 80. The border attribute is just that-the style of border yo u want to apply around the image. (Options include none, dotted, dashed, sol id, double, ridge, groove, outset, and inset.) Border width options include thi n, medi urn, or thick (or an absolute value, such as lOpx). Finally, the float attribute has been given the val ue of 1eft, which means that the text will wrap around the element (as you can see in Figure 10.3). You can set the float attribute to either left or right. • BODY. In the BOOY element in this exam ple, you can see that the background attribute is set to yellow. Note that you can also ass ign the attribute of fi xed or scro1l (for example.lbackground: ye1low fixed)), which determines whether the background should scroll with the canvas or stay fixed in one spot. • Ul_ Finally, the Ul tag is assigned a value of lower-roman. You can apply several different styles of formatting to your lists, including ci rcle, square, decimal, lower-alpha, upper-alpha , lower-roman, and upper-roman. You can also assign a URL for an image to be used as your list marker, as shown in Figure 10.25.
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..... _._r__
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Why would you eo anywhere else?!?
Figure 10.25 An example of using images in the UL style definition. Think of th is example as just a small sam pling of the types of for matting you can apply. Clearly, with all the fo rmatting optio ns available to yo u with style sheets, you r actual style sheet can be quite complex, regardless of whether it's internal o r external. Remember to take advantage of wh at style sheets h ave to o ffer. Not only do they p resent you with more options; they also pu t all of your formatting in one place. T his is critical because if you want to ch ange how your level-one headings are fo rmatted, for example, you simply change the fo rmatt ing in your style sheet to apply the change globally to all Web p ages that utilize that style sh eet. When yo u thin k of even a medium-sized Web site (o r several individual pages th at co m prise your ARG), the tremendous fu nct ionality and timesaving fea tures of using style sh eets immediately become obvious. So take advantage of what style sheets h ave to offer!
Tip You might find that when you are defining the attributes of a specific element, you make the element too small to contain all of the information. If th is is the case, you will be presented
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A Complete Style Sheet Layout Example
with overflow content and you will need to determine where that overflow content will go. lo account for this, apply the over flow attribute. For example: loverflow: visible) This makes overflow content visible by expanding the element in question so it can contain all of the content. Other values you can assign to the ove rflowattribute include hidden (to hide the overflow content) and scroll (which adds scroll bars so you can view the overflow content).
Human Pac-man: The Ultimate Alternate Reality? If you are old enough to remember the dawn of the video game age (circa 1978), then you undoubtedly remember the classic game Pac-man. If you aren't old enough to remember, the game is easy enough to explain. laking on the role of Pac-man, your job was to run around a maze, gobbling up all the -dots- in your path, all the while avoiding ghosts who were in relentless pursuit. As you cleared each maze of dots, you were presented with successive mazes that were both more structurally complicated, as well as containing ghosts that started to move with lightning speed. Of all the classic video games, Pac-man just might go down in history as the most singularly addictive of them all (see http://wv.w.zutco.com/pacman.htm for a complete historical guide to all things Pac-man)! So what does Pac-man have to do with alternate reality gaming? As it turns out, plenty. The Mixed Reality Lab at the National University of Singapore is developing what they call -Human Pac-man: What is it? Like the original Pac-man, your job is to move through a maze, gobbling up dots. However, the interesting thing about Human Pac-man is that you don't play the game on a computer screen, but rather in the real world! Utilizing an ingenious element of virtual reality and applying it as an unusual twist on both human-computer interaction as well as computer gaming, Human Pac-man is interesting, to say the least. As is stated on the NUS Web site, Human Pac-man · ventures to elevate the sense of thrill and suspended disbelief of the players in this atypical computer game: As you can see in Figures 10.26-10.28, this is a bit of an understatement (to say the least!) as this · atypical- computer game requires that you literally assume the role of Pac-man in your pseudo-virtual (alternate reality?) world. And as Figure 10.29 highlights, the features of Human Pac-man are not only varied in and of themselves, but bear striking resemblance to the oft-described aspects of alternate reality gaming, including ubiquitous computing, social computing and-perhaps most telling-the · seamless transition between real and virtual worlds.For more information about Human Pac-man, see http://155.69.54.1 10/research/HP/ HP _webpagelresearch-HP-infor.htm.
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297
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•
Web Desig n f or Puppetmast ers, Part II
Figure 10.26 Suiting up for Human Pac-man!
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Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 298. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=319
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A Complete Style Sheet l ayout Example
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Figure 10.29 Characteristics of Human Pac-man. Note the similarities to the various components often used to describe alternate reality gaming.
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Summary This chapter presented the seco nd part of a general Web des ign tutorial fo r those interested in taking their ARG-based ideas to the Web. While the topics presented here (frames and cascading style sheets) along with what yo u learned in Chapler 9 are certainly not everything there is to know about Web design, the mate rial nevertheless gives you a sol id background as you venture into Web design, especially if you utilize an HTM LlWeb editing tool like FrontPage o r Dream Weaver (Iools like these will au tomate o r otherwise si mplify much of the "hand -coding" you would have to perform without the use of these tools). So, as inspiratio n and interest strikes. take your great ARG ideas and Web-enable them! O r, if you aren't a Web designer o r prefer to stay on the players-only side of the ARG curtain, you can take general strategies and tips from these chapters to help you become a more savvy and content-aware player. as you will know some of the design secrets used by puppetmasters to secretly hide o r disguise clues to the game.
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ApPENDIX A
ONLINE
ARG
RESOURCES
T
h rougho ut th is book. I have refe renced various o nline resources for exploring the rich and fasci nating world of alternate reality gaming. While som e of t hese reso urces are speci fica lly related to the games themselves. o thers are morc tangential in that they suggest, either directly o r indirectly. the many intriguing direct ions that alternate reality gam ing m ight be headed. Adm ittedly, some of these directio ns are of my own suggestion (that is, therare areas I'd like ARGs to move into); however, most of the Web sites. articles, and fo rums that I have referenced have a direct connection to the gam e genre, and are worthy of explo ration . Keep in mind that this a ppendix is not intended to be an absolute listi ng of all online ARG resources. New sites (and new games. of course!) are always coming o nline since the interest in this to pic will o nly continue to grow. Still , you can think of the refe rences listed in this appendix as great places to start in your exploration of alte rnate reality gaming, both in terms o f playing the games and understand ing the theory and concepts behind their creatio n. Tip
The online resources listed in this appendix are intended as general points of reference, and do not include game-specific resources. However, many of the sites (such as www.argn.com) offer extensive documentation and links to games currently in play.
301
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302
Appendix A •
Online ARG Resources
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Gaming Web Sites If you were new to the ARG genre, you might think that find ing a game to become involved in would be difficult. And, if you had to find the games on your own, that level of difficulty might prove to be very high_ Fortunately, there are a number of very strong gaming Web sites that serve as central locations for learning news about new games, as well as those that have fizz led out. The sites also provide current ARG news and other interesting tidbits to enhance you r gami ng experience and understanding of what ARG ing is all about.
ARGN.com By far, the best "one-stop" location for all things ARG is the Alternate Reality Gaming Network (ARGN ), which can be foun d at http://www.a rgn.com. The ARGN ho me page is illustrated in Figu re A- I. 1 _ _ _ _ _ _ _ _ _ • _ _ _ _ ._
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Figure A· 1 The home page for ARG N.com.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 302. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=323
games in progress
-
-
---------
___
..
.. .
..
. M_
Gaming Web Sites
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This site is consistently updated and provides not only links to o ngoing games, but also news articles related to ARG. The site also has a very usefu l "archives" page, which organizes (by month) past news articles/updates, as shown in Figure A-2. Given that the ARG ge nre is still pretty much in its infancy, it might be premature to suggest that a single Web site could be an "official" online resource, but if such a claim is going to be made, ARGN.com would certainly be at the top of the list. If you are serious about gaming, you need to bookmark this site and visit it often.
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Figure A-2 ARGN.com's archive listing is neatly organized, and an invaluable reference to recent (and not so recent) ARG developments.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 303. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=324
,
303
304
Appendix A •
Online ARG Resources
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Unfiction.com Another great site is unfiction.com, as it provides great links to the history of ARGing, as well as many useful player resources. Figure A·3 illust rates the unfi ct ion.com home page. Note
Notice the argn.com banner at the top of Rgure A-3. Several of the best ARG-related Web sites are directly affiliated withfinked from argo.com.
_.._-
_ __ _--___--_ ------ -__.... ..----_ ..,. _._ . _-_......._-_ __.. -... .. .. . .. ..
--_ .. _--------.-----_---_ ......'_-_ . __ . -"-' '---''_ . _-_. . _-_. _----__M
_
Figure A-3 The home page for unfiction.com.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 304. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=325
Gaming Web Sites
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O ne very cool feature of the unfiction.com site is the handy"sidebar accessory" tool, as shown in Figu re A-4. The variety of linked sites ("Co nversions;'''Code Charts ..... Encryptions.. ) neatly illustrates the fascina ting variety of tools that serious garne rs utilize in approaching an ARG. The potential tools that a gamer might use can only be expected to grow, so hav ing the unfictio n.co m tool with in your Web browser's link toolbar is a necessity for the serious gamer.
-.
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oe: .
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.
- .---_ . _---_ -_._---_.-. _-- ... . _------,----...--.. -~--.--
Figure A-4 With the unfiction.com link tool, you can have easy access to a variety of ARGrelated gaming tools.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 305. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=326
305
306
Appendix A •
Online ARG Resources
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Also, be sure and visit the site's extensive listing of resources. Like argn.com, the resource listing on unfiction.com is comprehensive, including links to past games, as well as a very useful (and humorous) glossary of ARG-related terms, which is highlighted in Figure A-S.
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Figure A-5 Discover the meaning behind the myths by using unfiction.com's ARG glossary.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 306. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=327
Gaming Web Sites
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Other Ga ming Sites As the popularity (did someone say cultural influ ence?) of ARGing continues to grow, the number of related Web sites wiU undoubtedly increase as well . That said, the following links are all to additional sites that are comprehensive informational resou rces, especially in regard to the history of ARGing. • http:// www.deaddrop.us A comprehensive. gamer's- related site. The home page is illustrated in Figure A-6.
Figure A-6 deaddrop.us is another comprehensive ARG information resource.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 307. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=328
307
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308
Appendix A •
Online ARG Resources
• http://www.cloudmakers.org Extensively discussed in the first chapters of this book, the Cloudmakers was initially formed as a discussion group cen· teTed around the film, A.!. In many ways. the information now prese nted on doudmakers.org (see Figure A-7) is essential ARG reading, because the site includes a detailed archive of the discussion involvi ng the Beast, which was the name given to the ARG surrounding the A.f. film. Fascinating. insightful, detailed, humorous ... essential: be sure and spend some time at this Web site.
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------.-.._... _-_ _-_ ... _--------_-_ . _-------_._ _--_. _._ ..._.._._-_ . _ -_ . ..... _--.---_._ _ ..... ......_--.. __ _--.--_ ....--. .._ ..... _-----... --- ...--........... ...- -......... --.--_ .. -__ _---_ . -... - -_......_........-_--_._ _-_ .. _........ ............---. __ ... . __ ..... _ --.-._:=-- _ ...-._---------_._-_..---_ _-- _- .._._-......... _ ... _ .._--_ _---_.... __......_-_. .-- -... _--__ .... _ .-_ ____-_ __ _--_ ._---_ _..... __ _ ............. _ ......... ..... _... __ _-_ .. _-_ . -
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Figure A-7 The cloudmakers.org Beast archive is essential reading for everyone interested in the development of the ARG genre.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 308. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=329
Gaming Web Sites
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• http://www.varin.org Extensive player reference. Also includes links to news feed s and forums, as well as ARG reviews. • http://www.mirlandano.com/arg-quickstart.htmI A short, yet comprehensive "quick start " to the world of ARG. • http://rgalliance.com!The Reality Gam ing Alliance Web site, which offers extensive links/information o n new and upcoming games. • http://www.arginsider.com! Excellen t all.things-ARG resource for garners. The arginsider.com home page is illustrated in Figure A-S.
- -
0
_ ... _-_---_._ . _-_ . _... _-----_ .... _-----,_ ... . _-
-
_._-_
Figure A-8 Find the latest news and information about ARGing at arginsider.com.
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 309. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=330
309
310
Append ix A •
Online ARG Resources
ARG-Related Resources Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
What exactly do I mean by"A RG- reiated"? Isn't anything, potentially.ARG- related?!? I would say that the answer to that q uestion is most definitely yes, and that is what makes this genre of gaming so fascinating. However, in an attempt to narrow the topic down just a little bit, the fo llowing sites all specifically reference the history, impact, and larger theo reticallphilosophicalleducationallmarketing- related directions that altern ate reality gamin g might be headed. Some are links to specifi c news articles, while o thers are fo r individ ual Web sites devoted to the genre. All of them are interesting. and certainly worth your time as you consider the larger cultu ral impact of alternate reality gaming. • http://www.avantgame.com This site has been developed by Jane McGo nigal, who is extensively involved in the world of alternate reality gam ing, including direct involvement in the ilovebees ARG. Jane has written severa l research articles o n the development and implications of alternate reality gaming, including the comprehensive, "This Is Not a Game: Im mersive Aesthetics & Collective Play': available (along with her other writes) at: http://avantgame.com/writings.htm#ARTI CLES%20&%20PAPERS. • http://www.guardian.co.uklprintlO.3858.4815979- 110837.OO.htmI Articie from the English magazine The Guardian, highlighting the development of the ARC genre. • http://www.seanstewart.orglbeastl Sean Stewart was instrumental in devel oping the Beast fo r the film A.!. This site details that story, as well as providing li nks to o ther topics. • http://www.g4techtv.comlhtmllvideostream.asp?61e=pu334ilovebees.wmv Fro m Tech TV, a terrific video overview of the excitement and interest revolving around the world of alternate reality gaming. • http://www.wilsonweb.com/wmt5Iviral-principles.htmls ARGing really just a very fan cy marketing gimmick and the ultimate example of viral marketing? Decide fo r yo urself by reading this sho rt overview of what "viral marketing" is all about. • http://www.clickz.comlexperts/adllead3 dge/article.php/3491191 Ano ther interesting article on the marketing implicatio ns of ARG with so me interesting considerations of how the genre might take advertising in completely unexpected directions.
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ARG-Related Resources
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• http://wired-vig.wiTed.cominews/gameslO.2101.46672.OO.htmI Sho rt article from Wired magazine describing the development of the Clo udmakers gro up. • http://www. idfuel.com/index.php?p=405&more= 1%23more405 What are the larger educatio nal and collaborative work implications of alternate reality gami ng? This article suggests some intriguing possibilities, with reference to actual games. • http://news.com.comJBlurring+the+iine+between+games+and+life/ 2100-1 024_3-5590956.html?part=rss&tag=55873I 5⊂=news An interesting overview article on The Art of the Heist ARC as well as larger implications of alternate reality gaming. • http://www.idfuel.com/index. php1p=405&more= 1#more405 1m plicat io ns for using alternate real ity gam ing as both a real-world problem solving and educational tool. • http://www.businessweek.com/bwdaily/dnflash/may2005/ nf200505 I 6_9437 _dbOI6.htm Discussion of ARCing as a marketing tool, with foc us on the Audi-sponsored The Art of the Heist ARC.
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311
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A
Anti-Robot Militia (ARM), 67- 70, 81
tag. 235-237 absolute and relative positioning,
ARG (alternate gaming reality) concept of, 29
285--288 absolute URLs, 208-209, 242-243 ADA (Americans with Disabilities Act), 216 adding machine references. Route 66, 131-138 Adventure, 31
defined, 2-4 future of, 32-34 news and updates, 22, 36-37 ARGN Web site, 24-25, 36. 302-303 ARM (Anti-Robot Militia), 67-70, 81 Art of the Heist, The, 35-39, 42, 45, 47 Art3ud, Antonio, 28 Artisian Entertainment, The Blair Witch Project, 14 attributes align, 223-225 alink,246 alt,2 15 border, 211 height, 2 11 , 217-218 hspace,225 link,246 src,2 11 TARGET,266--267 vlink,246 vspace, 225 width, 2 11 , 217-218
A.I. (Artificial Intelligence), Steven Spellberg, 4-5, 7 alignment align attribute, 223-225 tag, 203 cenler, 223, 230 left, 223, 230
right, 223, 230 text, 203, 230-23 1, 284 alink attribute, 246 all attribute, 215 Amblin Entertainment, 75 Americans with Disabilities Act (ADA), 216
313
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314
Index
Audi Web site, The Heist, 51 - 52 authors, goal assessments, 186
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B backgrounds background images layout issues, 227 placing, 229-230 colors, 291-292 text, 284 Bacon, Kevin, 150 banner and contents configuration. framesets,263-264 Basta, Enrico, 84-87 Beast, 7 full y annotated guide to, 58 immersive marketing techniques, 16 origins of development, 8-9 Beat Generation, 116--117 Blackford. Martin, 115, 117- 118, 121 Blair Witch Project, The, 12-16 Blair Witch Web site. 12-13 block-level elements. cascading style sheets, 278-279 tag, 233--234 tag. 202 bolding text. 283 bookmarks, 238--241 borders around images, 211 -2 12 border attribute, 2 11 color adjustment, 257 frames, 256--258 invisible, 258 bulleted and numbered lists, 204-206 Burroughs, William, 27. 115, 135--138
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c Cadillac Ranch references, Route 66, 148--153 cascading style sheets (CSS) block-level elements, 278-279 class styles, 277- 278 external style sheets, 272, 274-275 inline elements, 278-279 internal style sheets, 272 layout example, 293 local styles. 276 overview, 271 uses for, 274 case, text, 285 center alignment, 223, 230 tag, 230 Chan,Evan,60.66-68 Chaos: Making a New Science (James Gleick),184 Charlie's good tonight reference, Route 66,160-167 Choose Your Own Adventure game books,31- 32 class styles, cascading style sheets, 277- 278 Cloudmakers,5--7 collaborative play, 122- 123, 183 collective and collaborative team play, 3 colors background,291-292 borders, 257 fon ts, 208 foreground,291-292 frame borders, 257 hyperlinks, 245-246 text, 284 Concilience: the Unity of Knowledge (Edward o. Wilson). 184
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Index
Cooperation Projed, The, 33- 34 critical thinking skills classroom techniques, 31 example of, 194 inquisitive efforts. 182 PBL (problem-solving learning), 31 via Web structure, 30 Web design and, 195-200 word choice considerations, 199-200 writing format and styles, 199-200 CSS (cascading style sheets) block-level elements, 278-279 class styles, 277-278 external style sheets, 272, 274-275 inline elements, 278-279 internal style sheets, 272 layout example, 293 local styles, 276 overview, 271 uses for, 274 Cybertronics Corporation, 84
o de Lille, Clinique, 94-96 DHTML (Dynamic HTML), 203 disabilities. ADA. 216 tag. 280--281 Doors of Perception. The, 121 Dynamic HTMl (DHTML). 203
E Electric Kool-Aid Acid Test. The. 123 e-mail links. 245 end of game, Route 66.179- 180 external style sheets. 272. 274-275
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F fonts color adjustment, 208
tag, 208 text-style fo rmatting, 282-285 footers, frames. 264-266 foreground colors. 291- 292 frames ban ner and contents confi gu ration, 263,2640 basic example. 249 benefits of. 247-248 borders, 256-258 containers, 249 tag, 250--25 1 headers/footers, 264-266 with hyper lin ks, 252-254 hyperlinks, targeting to specific locations.266-267 margi ns, 259-260 <noframes> tag, 250 parameters, 255-256 resizing. 262 scroll bars, showing/hiding, 26 1 top-down configuration, 268-270 tag, 250--251
G game books, 31- 32 geocaching.26 Ginsberg. Allen, 27 Gleick, James (Chaos: Making a New Science), 184 goal assessments. 186 Grudge, The, 22
315
316
Index
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H Halo 2,16 tag, 20 I headers, frames, 264-266 height attribute, 211, 217-218 Heist, The, 6, 42, 49, 53 Hesse, Hermann, 150 hiding elements, 290-29 1 scrollbars, 261 high resolution, 220-221 hspace attribute, 225 Huxley, Aldous, l21 - 122 hyperlinks color adjustments, 245-246 discussed, 235 formatting, 245-246 frame hyperlinks, targeting to specific locations, 266-267 frames with, 252-254 within same Web page, 238-241
low and high resolution, 220--221 overlapped, 289 spacing around, 225 and text formatt ing, 22 1-225 thumbnail links, 218- 220 wrapping text around, 222-223, 292 tag, 210-211 immersive marketing, 13, 16-17,21 - 22 [mpro: Improvision and the Theater, 27 In Search of the Self: A Survey of the First 25 Years of Anglo~American Role-Play Game Theory, 27 inline elements, cascading style sheets, 278-279 inquisitive efforts. critical thinking, 182 Institute for the Future (IFTF), 33 internal style sheets, 272 italicized text, 282
J Johnstone, Keith, 27
K IFfF (Institute for the Future), 33 i1ovebees.com Web site, 25-26 image maps. 243--245 images absolute and relative positioning, 285-288 background layout issues, 227 placing, 229-230 borders around, 211-212 height and width, 211 , 217-218 image alternate text, 213-215 tag, 210-2 11 loading, 215
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Kerouac, Jack, 27- 28, liS
L left alignment. 223, 230 tag, 230 tag, 204-206 line height, text-style formatting, 283 link attribute. 246 links e- mail, 245 hyperlinks color adjustments, 245-246 discussed. 235 formatting. 245-246
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Index
frame hyperlinks, targeting to specific locations, 266-267 frames with, 252- 254 within same Web page. 238-24 1 lists, bulleted and numbered, 204-206 loading images, 215 local styles, cascading style sheets, 276 low and high resolution, 220-221 lowercase text, 285
Nisha Chronicles, Volume I, The, 42-43 <noframes> tag, 250 NPR (National Public Radio) Web site, 28 numbered lists, 204-206
o <01> tag, 206 On til e Road, 28, 117 organized groups, future of, 34 overlapped images, 289
M Manchurian Candidate, The, 17·21 Manchurian Global Web site, 17 Mann Act 11,97-98, 100-102 margins frames, 259- 260 page layout. 231-233 setting. 233 width. 259 marketing immersive. 13. 16- 17,21-22 viewpoints. 11-12 viral. 10, 21 Mason, Paul, 27 McGill, John, 50 McGonigal, Jane, 7. 310 <META> tag. 203 Miller. Jim, 22 missions, real-world and virtual interactions, 185 mugwump references. Route 66.138-141 musical references, Route 66, 144-145
N National Public Radio (NPR) Web site, 28 news and updates, ARG. 22, 36-37
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p page layout background layout issues, 227 margins, 231-233 template use, 226 parameters, frames, 255-256 PBL (problem-solving learning), 31 Perplex City. 25- 26 phone number references, Route 66, 146-147 problem-solving learning (PDl), 31 puppetmasters defined,3 development. 27
R rabbit hole, defined, 24 real-world and virtual interactions, 184-185 relative and absolute positioning, 285-288 relative URls. 208-209, 242-243 resizing frames, 262 resources ARG-related,310-31 1 gaming Web sites, 302-309
317
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318
Index
Rheingold, Howard, 32- 33 riddles, 75-78 right alignment, 223, 230 tag, 230 Route 66 adding machine references, 13 1-1 38 background story, 106-111 The Blimp song, 125 Cadillac Ranch references, 148-153 Charlies good tonight reference, 160- 167 end of game, 179-1 80 festiva ls, 110 fi rst stop reference, 128 game beginning, 111 - 113 home page, 109 mugwump references, 138-141 musical references, 144-145 phone n umber references, 146-147 presen tation, 113- 114 synchronicity references, 154-157 Travelers message, 124 Trout Mask Replica, 126-127 username and password combinat ion, 127-128 virtual tour, 110
5 Salla, Jeanie, 4-6, 56-57, 61--63, 99-100 Sasser, Cabel, 5 scroll bars, showing/hiding, 261 sites. See Web sites Six Rules of Viral Marketing article, The, IO
spaces, around images, 225 <SPAN> tag, 280- 281 Spielberg, Steven, 2, 4-5. 7
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src attribute, 211 Stewart, Stan, 8- 9, 310 Stone, Oliver, 116 style sheets block-level elements, 278- 279 class styles, 277-278 external, 272. 274-275 inline elements, 278- 279 internal. 272 layout example, 293 local styles. 276 overview, 271 uses for, 274 Swinton, Martin. 59, 74- 77, 87-90 synchronicity references. Route 66, 154-157
T tags .236 , 203 , 233- 234 < BODY>, 202 , 230 , 280-281 , 208 .250-251 < HEAD>, 20 1 , 2 10-21 I , 230 , 204-206 <META>. 203 <noframes>, 250 <01>,206 , 230 <SPAN>. 280-281 <TITLE>. 201
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Index
TARGET attribute, 266-267 Tatum, Virgil, 41 text alignment, 203, 230-23 1, 284 backgrounds, 284 block quotes, 233-234 bolding, 283 case changes, 285 colors of, 284 font color, 208 image and text formatting, 221 - 225 italicized, 282 line height, 283 underlined, 285 wrapping around images, 222- 223, 292 The Adding Machine (William S. Burroughs), 135--137 The Art of the Heist, 35--39, 42, 45, 47 Ti,e Blair Witch Project, 12-16 The Cooperation Project, 33-34 The Doors 0/ Perception, 121 The Electric Kool-Aid Add Test, 123 The Grudge, 22 The Heist, 25-26,42,49, 53 The Manchurian Candidate, 17-2 1 The Nisha Chronicles. Volume I, 42-43 The Six Rules of Viral Marketing article, IO
The Waro/the Worlds, 16 Theatre and Its Double, The, 28 themes, real-world and virtual interactions, 185 This Is Not a Game: Immersive Aesthetics and Collective Play (Jane McGonigal),7 thumbnail views, 218-220 <TITLE> tag, 201 top-down configuration. frames, 268-270
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 319. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=340
u underlined text, 285 unifiction.com Web site, 304-306 Uniform Resource Locator (URL), 208-209,242-243 updates and news, ARG, 22, 36-37 uppercase text, 285 URl (Uniform Resource wcator), 208-209,242-243
v viral marketing, 10, 21 virtual and real-world interactions, 184-185 vlink attribute, 246 vspace attribute, 225
w Waro/the Worlds, T/le, l6 Web, as large-scale collaboration tools, 8 Web sites ARC- reiated,310-311 ARCN, 24-25, 302-303 Audio, The Heist, 51 BlairWitch,12- 13 Cloudmakers, 7 gaming sites, 307-309 i1ovebees.com, 25-26 Manchurian Global, 17 NPR (National Public Radio), 28 real-world and virtual interactions, 185 unifiction.com, 304-306 Wikipedia, 2--4 weight attribute, 217-2 18 Weisman, Jordan, 8 Wells. H. G.• 16 Whitman, Kent, 72-74
319
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320
Index
width margins. 259 width attribute. 2 11 Wikipedia Web site. 2-4 Wilson. Edward O. (Concilience: the Unity of Knowledge), 183 Wolfe, Tom, 123 word choice considerations, critical thinking skills. 199-200
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 320. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=341
wrapping text around images. 222-223, 292
writing format and styles, critical thinking skills, 199-200
z Zork,31
Gosney, John W. Beyond Reality : A Guide to Alternate Reality Gaming. Boston, MA, USA: Course Technology, Incorporated, 2005. p 321. http://site.ebrary.com/lib/drexel/Doc?id=10087001&ppg=342
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
Copyright © 2005. Course Technology, Incorporated. All rights reserved. May not be reproduced in any form without permission from the publisher, except fair uses permitted under U.S. or applicable copyright law.
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