Showing posts with label alternate reality gaming. Show all posts
Showing posts with label alternate reality gaming. Show all posts

Friday, July 18, 2008

Hiring: Community Leaders/Game Masters for Superstruct

The Institute for the Future is hiring five community leaders/game masters for the upcoming future forecasting game Superstruct.

It’s an eight-week position beginning September 8, 2008. You can be a game master from anywhere in the world (outside of US is okay; we will have players from all over the world, although primarily playing in English), and it will require ~ 12 hours of online work per week. You’ll work very closely with me (Jane McGonigal, Avant Game) and Jamais Cascio (Open the Future). This is a non-profit game with no commercial sponsors; the position comes with a stipend of $2500.

Skills required: Great forum writing skills; online storytelling experience (blogs, videos, photos, Twitter, etc.); curiosity about the future; some expertise in issues related to sustainability, global health, environmental or climate issues, global business, social networks, or anything else you think might be useful to solving the problems of the future. We're open to considering anyone with great writing skills and a desire to investigate the future! No technical skills required, just great Internet skills.

Your job will be to lead a team of players (at minimum, hundreds of players; more likely, thousands of players) in creating a collaborative online forecast of the year 2019. The forecasting will take place through wikis, forums, videos, blogs, Twitter, online comics, photo sets, and whatever else our players use to depict and talk about the future. You'll be reading and watching lots of player-created content, in addition to making your own content. You'll give the players feedback, and you'll synthesize and summarize the most interesting things in a short weekly story. You'll be moderating forums and wikis dedicated to solving a particular future-problem. You'll have to help your community manage a careful balance between "wow, the future might be scary" storytelling to "you know what, we might actually be able to solve this problem before it kills us all" optimism. Because the game isn't just about imagining the future. It's about inventing the future. This game is a kind of working prototype for the year 2019!

Each game master will focus on one of five "superthreats", ranging from a devastating disruption of the food supply chain, to a pandemic, to "global weirding" weather patterns to create millions of climate refugees. (Depending on your interest and area of expertise, we'll make sure you get the right topic!) In the two weeks before the game launches, we'll give you a crash course in the IFTF research that is guiding this game, so you'll be an expert on your area when the game launches on September 22, 2008.

To apply: Send a letter to me at superstruct@iftf.org explaining why you want to join us on the Superstruct team. Mention any previous experience as a writer, or thinking about the future, playing or making games, running online communities, or being an interesting person online. Include a CV or resume if you think it will help explain who you are, but most importantly, in your letter, answer this question: It's the summer of 2019. You are yourself, but 10 years in the future. Describe where you are having for dinner, what you're eating, and what you're thinking or talking about. How did you wind up there, compared to where you had dinner most often in the summer of 2008?


Superstruct! Play the game, invent the future.

This fall, the Institute for the Future invites you to play Superstruct, the world’s first massively multiplayer forecasting game. It’s not just about envisioning the future—it’s about inventing the future. Everyone is welcome to join the game. Watch for the opening volley of threats and survival stories, September 2008.

*

This is a game of survival, and we need you to survive.

Super-threats are massively disrupting global society as we know it. There’s an entire generation of homeless people worldwide, as the number of climate refugees tops 250 million. Entrepreneurial chaos and “the axis of biofuel” wreak havoc in the alternative fuel industry. Carbon quotas plummet as food shortages mount. The existing structures of human civilization—from families and language to corporate society and technological infrastructures—just aren’t enough. We need a new set of superstructures to rise above, to take humans to the next stage.
You can help. Tell us your story. Strategize out loud. Superstruct now.

It's your legacy to the human race.

Want to learn more about the game? Read the Superstruct FAQ.

Tuesday, June 10, 2008

Chaotic Community (UPDATED)

Here's a little thinking out loud on a topic I call "chaotic community" -- or, "the really crowded sandbox".

It's a really long post, which I thought about a lot before posting. So if you just want the quick version, here it is (and also, a new P.S. at the bottom):

1) Truly global game communities are fundamentally different from more localized game communities, leading to a new experience that takes some getting used to -- for both players AND designers.

2) What's so different? The social experience is way more chaotic than we're accustomed to. This chaos can both be cool and productive, as well as sometimes confusing and disruptive. Understandably,there are plenty of players and designers who really want to reduce the confusing and disruptive part of the chaos. So this post is a small attempt to make one game slightly less confusing and disruptive for all of us, so we can get on with the important part: more playing!

3) My personal POV: Chaotic community isn't going away, in games or in other online collaborative environments, and it isn't all bad. It's fun and cool to bump up against something you don't recognize and to try to figure out what it is and how it works -- even if it seems like it might "break" the bigger system at first glance. Getting all of those moving parts to work together in a bigger, more interesting machine -- well, that's awesome. And it's a challenge worthy of really smart, creative people -- in other words, the ARG community. So even if there are bumps along the way, it's an exciting time for all of us to be experimenting and playing with each other. It's an exciting time for both players and designers to be inventing new ways of interacting with the rest of the really crowded world.

*

If you're playing The Lost Ring, then you're standing in a very crowded sandbox. Go ahead and wave hello to all those other players in other countries wielding their own brightly colored buckets and shovels. It's pretty chaotic, isn't it? You might not understand what they're saying, and you might not recognize the way they're playing. That's because players in China, Brazil, Japan, France, Spain, Argentina, the United States, Singapore, Germany, and so on -- well, they don't all approach games in exactly the same way. Global gaming styles are different! And if you're trying to find the lost ring, then you get to spend a few months playing together differently in the same sandbox. And that means you have a very unusual opportunity: the chance to be intrigued, and perhaps not-a-little confused, by what people you've never played with before are doing. To me, that intrigue and beautiful confusion is maybe the most fun and most important part of the game.

Some sandbox background: Alternate reality games have always been a bit of a "sandbox" for the players. In the videogame and MMO industries, "sandbox mode" means a player gets to turn off or simply ignore offical game missions, in favor of self-guided exploration. In sandbox mode, players explore the game world however they want, with whatever goals they invent for themselves.

The thing about ARGs is that historically, players have almost always been thrown immediately into sandbox mode, by design. There is no other way to play, no linear path to take. The puppet masters create an immersive world -- that's the sandbox. And the sand is everything the PMs create: the characters, the missions, the media, the stories, the puzzles, and the games.

Out of all of this sand, the players pick up their favorite clumps of the game and build new and interesting things. Usually, when it comes to ARG player creativity, we think about "player-created content" like wikis, videos, podcasts, guides, in-game blogs, and swag. More subtly, the players are also creating unique "journeys" that focus on favorite characters, or the real-world missions, or on unpacking particular aspects of the mythology. They dig their own tunnels through the sand to pursue what in the ARG world they love the most.

PMs watch what the players pick up and burrow through, and then the PMs throw more of it into the sandbox, to help the players build and tunnel through more of what they like. That's the fundamental art of puppet mastering. (Fun fact: when the PMs temporarily run out of new content for the players, which inevitably happens on any popular ARG, the players may choose to keep playing anyway, trying to solve puzzles that might not exist or provoke interactions that fall outside the scope of the game. This is typically referred to behind the certain as "chewing on sand.")

Now usually in videogames, sandbox mode is an intensely personal style of gameplay, and if you're the player, you don't have to worry about other players arguing with you about the experience you decide to create for yourself. Even if you're playing online, the virtual world is big enough that other players will leave you alone to play however you want.

But in ARGs, because gameplay is often so collaborative, and there's supposed to be very little experience that a player can have alone, sandbox mode can create interesting -- and sometimes contentious -- intersections of personal gameplay style. That's because some players might be building an elaborate sand castle, and other players might be racing through the box to make supercrazy tunnels, and other players might just want to squish the sand between their toes. And when your castle meets my tunnel and their toes, well it takes a bit of paying attention to let everyone have their fun.

The Lost Ring is kind of a more crowded sandbox than a lot of other ARGs, in the sense that it brings together multiple communities who are playing in different languages and often with particular cultural differences in gameplay style. And one thing the PMs have noticed is that the player communities often crave different game experiences. One group wants lots and lots of live roleplaying with characters; another group barely seems to notice that the modern characters exist and are entirely focused on the ancient legend. One group wants to discover clear, straightforward explanations of the game mysteries; another group seems to crave a never-ending unraveling of a mythology that is more fun the messier it gets. (Here, I'm talking about -- in no particular order -- North America, Brazil, Spanish-speaking Latin America, and the UK. Can you guess which is which?)

As a global puppet master team made up of 8 multi-lingual PMs, we have the benefit of watching everything unfold from above and explaining it to each other. One thing I've learned from this project is that it's not always easy for the players to notice how different their gameplay styles are, especially if they can't read the content on the Japanese wiki, or the unusual game summaries on the Chinese MSN Live pages, or the chatty messages on the Brazilian Orkut community. Yes, some translation happens, but they're not immersed in each other's communities the way our PM team can be. So the players don't necessarily realize how many styles are being expressed simultaneously, and they don't necessarily see how much fun another group of players might be having approaching the game content with a different cultural frame of reference.

So what we're seeing, awesomely in The Lost Ring is kind of like a giant flash mob where instead of acting like a perfectly unified, well, mob, participants are actually interpreting the flash mob instructions quite differently, and no one is yelling at them through a megaphone to STOP BEING DIFFERENT AND ALL PLAY THE SAME WAY.

Now, according to old-school ARG rules, that might not be a good thing. Everyone's on the same team, so everyone should agree to exactly the same approach, right? And besides, it's really fun to be perfectly synchronized! Someone really SHOULD get on a megaphone and get everyone back on track, perfectly in sync.

But suddenly, I don't want a megaphone. I want BINOCULARS. I am gasping with awe and joy to see so many ways to play with the same sand. I am realizing: It might turn out to be even more fun to be open as a player, to work hard to stay open, so that I can be amazed by lots and lots of mini-mobs spinning out their own interpretations side by side, all expressing their own spirit of play.

But that's not historically native to ARGs. And whereas 90% of The Lost Ring players have probably never played an ARG before, the 10% of The Lost Ring players who have are really important members of The Lost Ring community. And sometimes it seems like they're hoping someone will pull out a megaphone.

A recent example of this phenomenon can be explored in depth in this 139-post "Couberteam" thread on Unfiction, which is the premiere forum for English-speaking ARG players, and where numerous bilingual The Lost Ring players have been collaborating with the English-speaking community. It's a really illuminating example of what can happen in a very crowded sandbox. So let me take a moment to describe what's happening, and why it' s happening. My goal in writing about it is really to encourage a diversity in gameplay approaches, and to support players in a diversity in play styles. Because I believe there are fun, important benefits (as well as obvious challenges) in supporting them simultaneously.

So: The main conflict in this Couberteam thread stems from a difference in gameplay style. One player community invented a mysterious group called the "Couberteam" as a part of their unique, extreme-roleplaying approach. Inventing this group was unprompted by the characters of the PMs. But it certainly announced their unique game style to the rest of the world, and to us!

What we understood, but what some other player communities weren't as easily able to see, was that the Couberteam group was part of a larger, interesting phenomenon: Players in Spain, Argentina, and Brazil (countries that together make up about 42% of our player community) have been seeking a more intense "role playing" experience, where even their interaction with other players are "in game" and "role played". They don't want to explain everything they're doing to other players all the time, because that would be "out of game" -- instead, they want the other players to play along and play with them as if the game really were real. Happily for those players, our puppet masters in Spain, Brazil, and Argentina share this preference, and have been able to explain to the rest of us PMs the popularity of this style of roleplay. And so they have been facilitating lots of fun roleplaying in those communities.

So some of these players announced themselves as Couberteam, which would allow them to adopt a particular style of gameplay and invent their own missions, eventually in collaboration with PMs who were happy to support their sandbox activities. As a result, one of our PMs worked with the players to create a new in-game sub-plot. We don't expect all players to engage with this sub-plot, just like we don't expect all players to engage with 100% of this very big experience. But for those who are curious about it, the Couberteam missions are a very real part of the game that the players and PMs have created together.

Most player communities were oblivious to any of this, which was fine, because it wasn't 100% essential to everyone's game experience. But one other player community was a bit confounded by it because the Couberteam WAS visible and interacting with other player communities -- and the intentions and goals of Couberteam weren't clear.

This hit up against a tradition in ARGs. Typically, the English-speaking (and really, the original) ARG community considers almost all interaction with other players "out of game". At least half of discussion on any forum is what you would label "meta" -- discussions of the game as a game, the goals, the rules, strategies, etc. They expect other players to be 100% forthcoming, and not at all coy or playful about revealing their intentions as players. There is a certain beautiful efficiency to this style of play, and it can prove very effective for creating a powerful team and lots of collective intelligence. Players who love that style should play that style! But for some players new to the ARG genre, it probably feels a little too efficient. They seem to want a little more mystery and the opportunity to expand the world, even if that makes it messier. Those players might spin off something different with some new sand that the PMs throw in. And anyone who feels like playing with THAT sand, can. Or you can ignore that sand. That's what a sandbox is. And in a global sandbox, you're STILL going to have local gameplay styles. The local within the global. It's a good and a beautiful thing.

So what is boils down to is this: As an ARG designer, I don't have a problem with different player communities wanting to try different approaches. I actually encourage it, because I think we all benefit from it. I think you can adopt different styles and still collaborate. That's the algorithm for powerful collaboration! So I don't think that every ARG player has to agree to the same approach just to be a part of the same game. And I certainly don't think it's the Puppet Masters' job to define a single approach to the game, or to try to prevent different kinds of gamers from proposing unique paths through the game. When their path twists and intertwines with your path, that's when minds get expanded, when individuals get amplified, when things get interesting, when powerful new combinations of personal strengths emerge.

When I make an ARG, I want to make really cool sand. I DON'T want to post a list of do's and don'ts for playing with the sand, other than: Play fair, play nice, be creative, and add something interesting.

Yes, we're playing the same game. But we're different, and in ARGs, we have ALWAYS come together as a collective intelligence to benefit from those differences, not to squash them.

Collective intelligence, by definition, is designed to aggregate and harness what is unique about everyone into a more powerful and diverse whole. It doesn't FLATTEN difference, it engages difference!

Sure, that can feel messy sometimes. A sandbox is by its very nature messy, and chaotic.

In fact: Some people have taken to calling ARGs "chaotic fiction" (a term coined by Sean Stacey). What I would add is this: It's time to embrace the chaos at a community level, as well as at a content level.

In chaotic fiction, the fun is putting the pieces of the story together to make a whole. The fiction is really widely distributed and chopped up in really difficult, complicated ways -- on purpose. Players have to immerse themselves in the chaos and create a meaningful story out of it.

In The Lost Ring, and most likely many increasingly global ARGs and MMO servers to come, you're getting not only chaotic fiction, but also chaotic community. And that's awesome. The players aren't all on the same page when you start. You have to bring them together, and find points of connection -- even though the community will always be distributed in really difficult, complicated ways. Welcome to the future of global gaming. The community is more chaotic than ever, and the rules of the genre aren't going to evolve to be simpler. They're going to evolve to be more diverse and often conflicting, and players and PMs have the truly enviable challenge of being on the leading-edge of learning to thrive in these very crowded sandboxes.

P.S. Just to add one thing: I've been annoyed by chaotic community myself in the past. The most obnoxious I've ever been in my entire life was a couple of summers ago when I was at a camp and encountered a group of people playing Werewolf with one rule differently than I had traditionally played it. I was a complete raving lunatic all weekend trying to convince everyone to play by my rule. I was more of a raving lunatic than you could possibly imagine, and to this day I can't believe any of them still talk to me. Yet that weekend, we all kept playing together, at least in the same room, even though we were running multiple Werewolf circles and playing by different rules depending on the circle. Somehow, we got through about 24 hours of Werewolf in a single weekend, eventually trying out all kinds of new hybrid forms, although also doing a lot of eye rolling and muttering under our breath at each other too as we rejected each other's favorite rules! Do I still think my favorite rule is the best way to play? HECK YES!! But eventually I came to believe that it's also cool to bump up against other play styles and rules that show me other ways to approach the same game. Let's not overlook the fact that in any game, people sitting in the same circle have to play by the same rules -- it's true. But we can run lots of circles in the same room and move back and forth between circles, too. It's the moving that makes the confusion, but we can try to get past that! So, respect the rules of the circle you're in, but if someone doesn't know them or wants to play differently in a different circle, or maybe even try to tempt you over to their circle by showing you some strange new strategies, that's chaotic community, and that's good and interesting.

Wednesday, May 21, 2008

Happy statistics! (UPDATED)

Just a quick post about three personal happy-making stats, because I like to share good news with my favorite people (YOU!) (Also, I am wracking up some not-so-happy-making stats, like More Hours Spent on Planes and in Airports than Sleeping in May 2008, but for today let's focus on the positive.)

#1) The Lost Ring is officiall SUPERGLOBAL

One of the most important goals of The Lost Ring was to create an alternate reality game with a seriously global reach; to get people all over the world immersed in the same mythology and sharing the same adventure.

So I'm double plus delighted by recent statistics about who's playing and following The Lost Ring. As of the past month, and half-way through the game, the player community and online audience for this ARG is now made up of just 9% from the United States/Canada (!!!), with 42% from Latin America/Spain, 22% from Asia (primarily Japan), 20% Western Europe (primarily Germany), and scatterings from the rest of the continents.

I'm so proud of the diversity of our community... and I'm loving the ingenious ways our players are figuring out how to play together.

By the way, it's the perfect time to check out The Lost Ring for the first time -- we're at our halfway point in the game, with new plots and major new missions launching in the next few weeks. So visit the player wiki now to get caught up, and you'll be ready to join the adventure!

#2) REALITY IS BROKEN is ranked top talk at SXSW Interactive

SXSW released the rankings based on audience feedback last week; my keynote on the future of gaming and happiness was the top-ranked talk of the whole conference. I have only this to say: SQUEEE!! This is good news, because I am now officially working on a book of the same name. More on that to come...

#3) I wound up on the THE GAMASUTRA 20 list

Gamasutra is honoring the Top 20 Women in Gaming; the list came out yesterday, and I'm on it! Pretty cool, and it came as a total surprise to me. (I actually found out when some pinged me on Facebook to congratulate me.) The best part of being on this list is the company -- my super favorite people like Nicole Lazarro (smartest stuff to say about gaming pleasures of anyone I know) and Robin Hunicke (intimidatingly brilliant developer who has always inspired me to try to be smarter about game dev). I wish we could throw a party for all the women on this list. Plus, I would humbly submit a few more for the list: Katie Salen, Caryl Shaw, and Kati London.

Tuesday, May 20, 2008

New York City, come play THE LOST SPORT Saturday June 7 @ Central Park!

The ancient Greeks banned it, but we’re playing it anyway! If you're in New York City, COME OUT AND PLAY...

2000 years ago, the ancient Greeks played a game they called simply "The Labyrinth." Until recently, little has been known about the mysterious sport - only that it required the athletes to be blindfolded, and that eventually it was banned from their Olympics games. Now, the rules for the lancient abyrinth have been rediscovered - and for the first time in modern history, the world will learn to play the Labyrinth again.

On Saturday June 7, 2008, come learn the sport and participate in a labyrinth race - or just come to watch, as The Lost Sport of Olympia is rediscovered in New York City.

Come early at 4:30 PM if you want to learn the history of the lost sport and pick up super sneaky game strategies! Meet at the fountain at the Columbus Circle Entrance to Central Park. You must arrive by 5 PM to come with us! (If you’re late, we’ll leave a clue chalked on the pavement to help you find us...) Play the game 5-6 PM at a secret hidden location in Central Park.

The top 5 reasons why you should come play The Lost Sport:

1) It’s really easy to learn the lost sport. All it requires is a blindfold (which we provide!), trust, courage, and collaboration with the other 100 people who show up to play.

2) It’s a big, global secret. You’ll be training in NYC while other alternate reality Olympians are training in Tokyo, Madrid, London, San Francisco, Sao Paolo, Buenos Aires, Los Angeles, Wellington, and more. We’ll get to compare our cities’ best times against theirs, and compete to create the fastest labyrinths.

3) You’ll be really good at the lost sport, practically a world champion. It hasn’t been played in over 2000 years, so we are setting all kinds of world records! And think about it. When else are you going to get to compete against, and maybe even BECOME, the world’s best of a sport?

4) For the NYC event, we’re playing under the bridges in Central Park – it’s super atmospheric and fun, plus you get a bonus perspective-changing experience: In the future, whenever you pass the bridges, you’ll think of them as a super secret athletic training space where you competed … fun, fun, fun!!!

5) There’s a neat online backstory/urban legend about the lost sport that connects it with SAVING THE WORLDS. (Yes, worlds. The backstory is a geeky, quantum multiverse adventure.) You can learn the legend, and you can follow the larger online adventure/alternate reality game.

What are you waiting for? Invite friends and RSVP:

Facebook
Upcoming.org
Come Out and Play Festival website

Wednesday, March 12, 2008

The Lost Ring - the alternate reality game for the 2008 Olympics


The Lost Ring
Originally uploaded by Avant Game.

I'm thrilled to officially announce my newest game: The Lost Ring, an alternate reality adventure created for for the 2008 Summer Olympics.

As of this week, the game is live and you can play!

Here's my recommendation for quick and easy immersion into The Lost Ring:

1) First, watch The Lost Ring trailer at http://www.thelostring.com
2) Next, learn the legends of the ancient games, including The Lost Olypmic Sport, by watching the video podcasts at http://www.thelostgames.com/
3) Then, meet the global cast of characters -- they're blogging in eight different languages! -- at http://www.findthelostring.com/
4) Finally, if you're hooked, visit the players' wiki to catch up on the story and puzzles so far -- it's at http://olympics.wikibruce.com/Home

Before you all disappear down the rabbit hole and I step back behind the curtain, I just wanted to say that this has truly been a dream project for me, a chance to try alternate reality gaming at a truly global scale, and to create an alternate reality mythology for one of the world's oldest and greatest traditions. Plus, the idea of bringing together gamers and the Games and seeing what happens -- seriously, that is too much fun. I honestly never imagined as a game designer that I would have an opportunity as exciting as this.

(If you're curious how the opportunity came to me, and if you want to "peek behind the curtain" to learn more about my collaborators on the project -- AKQA, McDonalds, and the International Olympic Committee -- you can read Daniel Terdiman's Q & A with me here.)

But more importantly than what an adventure it has been for me, I really hope and believe that The Lost Ring will be the adventure of a lifetime for its players. Every aspect of the project has been designed so that at the end of the day, players will have gone on a journey together that they will never forget. It's something we want them to remember and talk about for the rest of their lives. That was our explicit mission statement!

In fact, what the heck, here's a sneak peak at some of the mission statement notes we drafted last summer when we first started developing the game:

" a game that changes people’s lives and brings the world together"
"an epic story that the whole world discovers and brings to life... a months-long adventure players will remember for the rest of their lives"
"the chance to be a part of something huge... a truly epic scale... to get to know people in 100 countries and make lifelong friends with them...."
"be a global force for fun, turnplayers into real-world superheroes... "
"fill the real world with magic... the whole world, every corner of it..."

So, yes, this has been an extremely ambitious project! But we've spent a year building an adventure we believe in, and I'm so proud of what we've created.

And now, happily, excitedly, we have six months now to watch it unfold...

And I won't say any more, because I want you to experience it for yourself.

Sunday, February 17, 2008

Smart people are thinking out loud about "the audience"


P1030099
Originally uploaded by golanlevin.
After being humiliated on a Disney mini golf course by Ze Frank, I had no choice but to spill my design guts for his latest mini-project: a loosely curated collection of digital artists' and designers' thoughts on "audience".

Here are the questions he posed to folks like Jonathan Coulton, Imogen Heap, Ji Lee, and myself:

"When you make things with an audience in mind, do you have internal representations of that audience to help guide you in the process? Are you in dialogue with a cast of proto-audience members that somehow represent different facets of your perceived audience? Are there little homunculi that provide
editorial voices different from your own? Do you interact with them verbally or do you bounce things off of some sort of an emotional surface? Did some sort of averaging form them or were they inspired by particular moments of feedback? Do they have a shape? How would you describe their points of view? What do they look like? Do they have names? Are there ones you trust more than others? Are there ones you avoid?"

:: Ze

Kudos to to Ze for getting so many folks to think out loud so openly about such a personal process. Plus, bonus smart thoughts from 84 community comments and counting...

The answers (including my own) are ridiculously honest. Here are some excerpts from my rather lengthy response, which I wrote stream-of-consciousness style on the Caltrain and submitted completely unedited:

My players are like little actors I watch through a telescope, or, no, a camera obscura. Definitely a camera obscura. They’re like shadows on a stretchy screen, people I can’t observe directly, but rather I am observing them through some contorted gathering and refracting of light. This makes sense because in my mind
I’m observing them in the future interacting with my game, which doesn’t exist yet, so it feels very fragile, the scene, and my ability to see it play out....

...There are specific actors in the camera obscura scenes, a kind of dramatis personae that gets bigger every time I puppet master a game. I’m basically gathering up the “star players”, the ones who explored and pushed every limit of the experience, who intimately grokked the goals of the game, who lived in the game with an intensity I could barely even hope for in the best case scenario. And I have been collecting these actors, these players, into an increasingly large and diverse dramatis personae since the first reality game I wrote in 2001. ....

Friday, January 25, 2008

Yay! "Alternate Reality Business" makes annual "Top 20 Breakthrough Ideas" List

Harvard Business Review publishes an annual "Top 20 Breakthrough Ideas" issue; it's always a fascinating mix of strange and cool and often a little subversive thinking.

I'm quite happy that my idea to apply alternate reality game theory to doing real business and real research has made the 2008 list!

You can see all 20 breakthrough ideas online, including my article "Alternate Reality is the New Business Reality", and some other ideas I just love and think are really important -- such as Tamara Erickson's "Task, Not Time", and Dan Ariely's "How Honest People Cheat" and the "Transit Camp" (Sick Transit Gloria) project.

Here's a short excerpt of mine, which is a rather bold forecast (but one I think is actually a quite high probability):

In the coming decade, many businesses will achieve their greatest breakthroughs by playing games—specifically, alternate reality games, or ARGs. Custom-designed ARGs will enable companies to build powerful collaboration networks, discover solutions to specific business problems, forecast opportunities, and innovate more reliably and quickly.

Why? ARGs train people in hard-to-master skills that make collaboration more productive and satisfying. Playing an ARG teaches 10 collective-intelligence competencies. These include cooperation radar, a knack for identifying the very best collaborators for a given task, and protovation, the ability to rapidly prototype and test experimental solutions. Using these skills, players amplify and augment one another’s knowledge, talents, and capabilities. Because ARGs draw on the same collective-intelligence infrastructure that employees use for “official” business, games will map directly to a familiar reality—no translation required.

As these competencies mature within a business, ARGs will provide a truly stimulating framework for doing everyday work. Few meetings are as engaging as an ARG, whose emerging narrative evokes players’ shared sense of urgency and whose puzzles and clues deepen their curiosity. The structure for collaboration is clear, with players rallying around explicit goals and continually sharing theories, tactics, and results. Playing also generates compelling momentum: The puppet master monitors and rewards participants’ efforts, and times the release of new challenges so that players experience multiple cycles of success.

Sunday, January 06, 2008

My run is a videogame -- wanna play with me?

I finally got the Nike+ running system (a sneaker sensor + IPod interface)... and I LOVE IT.

My run is now a videogame, and I want you to play with me.

Here is a link to my first Nike+ run. Before you click on the link, you can guess wildly how far you think I run and what my speed is. How close were you?

(In case you're wondering about that big dip in the middle, I've designed my regular run so that halfway through I have to slug my way up a very steep incline, about 40 degrees. So I basically am reduced to walking speed for 90 seconds as I drag myself up it -- but it's hard and awesome and I like it that way!)

So why do I love Nike+? For tons of reasons -- the collaborative and competitive challenges on the Nike+ community, the virtual trophies I get for fastest mile, fastest 5K, longest run... and I definitely love the "power song" feature -- you can identify one song on your ipod as your power song to give you a boost when you really want to kick it in. Just hold down the center button and the song comes right up. (If you're curious, right now, my power song is "Dard e Disco" from Om Shanti Om, and yes, I am also trying to learn the choreography for that number, thanks to youtube.)

But most of all I love Nike+ because the real-time feedback it gives me on my speed is an unbelievably powerful improver of performance.

Evidence: The run that I did in 39:32 today usually takes me 41:30 on a good day, 43:00 on a slow day. No kidding. I cut 2 minutes off my best run just by paying closer attention to my speed and getting constant feedback about it!

I am a creature of habit when it comes to running. Since I've lived in Berkeley (six years now), I've had about five different running routes that I've really loved. What I like to do is stick to a single running route for a long time, and keep chipping away at the time it takes me to complete it. I was hoping to eventually get under 40 minutes this spring on the run that I've been doing for quite a while, but I thought it would take 6-8 weeks to cut off that much time. It's pretty shocking that the first day out with my Nike+, I blow my best run time out of the water. But wait a minute -- it's really not shocking at all. That's the second principal of my manifesto on why games are better than reality -- better feedback. It is SO true!

Now for the important part. I don't know anyone else who is running with the Nike+. If you are, let me know -- we can be Nike+ friends (or enemies!) and collaborate or compete on challenges. Drop me a line. If you aren't on it yet, the system is ridiculously affordable (if you have an iPod nano already, you basically just need to buy new Nike shoes with a slot for the sensor) and the online community is free, which is crazy, because I would totally pay for the service they provide.

Speaking of which, if anyone from Nike is reading this and wants a game designer to develop an MMO around Nike+, just let me know. The world is waiting on an alternate reality MMO with physical input, and I think a fitness MMO or fitness alternate reality game with Nike+ would just kill. I am ready to make it for you! ^_^

UPDATE: I went running this morning as a result of receiving my first challenge! (From a friend in Sweden!) How fun to be running with someone across the world. Here is my latest run -- about 10 seconds slower than the first run, but I was on slightly hillier terrain, so overall I think it was a better performance! Not to mention it's still two minutes under my best time prior to Nike+. Amazing!

Saturday, December 29, 2007

Work, Work, Work - How I Spent My 2007, or, a Year in Review

I was so busy working in 2007, I forgot to blog about most of it! So here is a top 10 countdown looking back at the ideas and projects that I'm very glad were a part of my year, most of which I didn't give enough attention to on this blog.

I'm including links to my favorite articles, slide decks, and videos so you can go check out anything you missed. Happy New Year!

1. Favorite Change in Mission Statement - "Happiness Hacking"

Early in 2007, I was wrestling with my purpose in life as a game designer. I think a lot about human suffering, and how we don't suffer when we're immersed in games. There's clearly a lot of benevolent power there waiting to be tapped in everyday life and society.

An so I crafted a new mission statement my work as a game designer -- the goal of using new scientific research on well-being to develop technological systems that actually improve quality of life. If you need a quick crash course in well-being research, I recommend two places: All of the great field-building positive psychology work done by Martin Seligman at U Penn, and the work by Allister McGregor and other to look at well-being in developing countries at the ESRC Research Group.

I was able to present "happiness hacking" as an emerging design imperative in a few high-profile contexts this year: keynotes for ETech, the Web 2.0 Expo, and the Web 2.0 Summit. This helped it gain a lot of traction, and I'm happy to see ripple effects in a lot of new games and Web 2.0 projects. If you missed the talks, one of the best slide sets I created on this topic is on slideshare: "Creating Alternate Realities: What the new game designers understand about improving quality of life".

2. Favorite Research Theme - Collective Intelligence Gaming

Thanks to a small grant from the MacArthur Foundation's digital youth research initiative, I was able to spend part of 2007 writing up the most rigorous and detailed explanation of how I tackle the design problem of creating collective intelligence in a gaming community.

My article "Why I Love Bees: A Case Study in Collective Intelligence Gaming" is probably the best paper I've ever published, and you can read it on my website or on the new MIT Press volume Ecologies of Play, which was edited by the fabulous Katie Salen and also includes great new essays by Mimi Ito, Ian Bogost, and Cory Ondrejka, among others.

I also had a chance to break this research theme down for a broader audience with my first major editorial ever -- "Gamers Have Skills -- Let's Tap 'Em" for the Christian Science Monitor.

3. Favorite Deliverable - "The 10 Collaboration Superpowers"

For my first major game at the Institute for the Future, I worked with the amazing Jason Tester (who, among other things, designs tangible artifacts from the future) to create a half-day immersive experience for the 2007 Ten Year Forecast. (If you're curious, you can read the executive summary of the Ten Year Forecast.)

A major part of the game, which was MMO/quest-like, was a set of skills we originally dubbed "superheroes 2.0", but which I'm now calling the 10 collaboration superpowers. We had players self-identify their core superpowers, and then features a dozen missions requiring different combinations and quantities of superpower strengths.

Executives flew in from around the country to take part in the game, and it was written up a New York Times article about innovative uses of gaming in the business world ("Why Work Is Looking More Like a Videogame").

The superheroes game was a blast, and since then, I've found so many different ways to use the superpowers. I'm constantly thinking of games and missions to design that test and strengthen these skills.This list has become an integral part of most of my presentations and design processes. If you haven't seen them yet, you can get a quickfire summary is this short slide deck: "10 Collaboration Superpowers".

4. Favorite New Crazy Idea - Massively Multiplayer Science

In a nutshell: Wrapping serious scientific work in an alternate reality game framework to engage interdisciplinary researchers, knowledgable amauters, and even the general public in massively collaborative scientific research. I can't explain this idea any better than I did in my talk at the American Association for the Advancement of Science (AAAS) earlier this year. Here's a summary and slides about Massively Multiplayer Science.

I was also thrilled to be invited to keynote at IIASA's 35th Anniversary Meeting, along with Thomas Schelling and Jeffrey Sachs, to talk about the potential future intersections of scientific research and collaborative gaming. You can read a transcript of my talk "Amplified Intelligence Games for Global Development", as well as watch a streaming video of it, and look at the slides on IIASA's conference website. This might have been my favorite talk of the year -- although it was quite nerve-wracking to present these ideas to a room full of scientists and senior government officials (presidents, ministers, and so on) from more than a dozen countries.

The best part: IFTF is letting me push this idea forward with an alternate reality game for scientists. It's called the X2 Project Game, and it is a great, crazy idea that is getting oversight from the National Academy of Sciences. More on that in 2008!

5. Favorite Game Project - World Without Oil

Looking back, I'm so happy with how this project, which was conceived and directed by the brilliant Ken Eklund, played out. It was a highly successful proof-of-concept: the first "serious" alternate reality game, explicitly designed to harness the collaborative imagination of gamers to tackle a real-world problem.

It also revealed, somewhat unexpectedly, that alternate reality gaming can serve as an extremely powerful new, massively multiplayer forecasting platform -- something I'm particularly interested in developing further in my role as resident game designer for the Intsitute for the Future. I'm going to write up some research about it in 2008.

In the meantime, if you haven't been to the World Without Oil website in awhile, check it out -- it has been transformed into an immersive archive of the game, with multiple themed guided tours of the player-created content, lesson plans for teachers, a seven-minute behind-the-scenes mini-documentary about the project, and lots more.

6. Favorite Live Game Event - Cruel 2 B Kind World Championships

In April, I ran a Cruel 2 B Kind game in the SOMA neighborhood of San Francisco that wound up featuring more than 200 players from a dozen different states and four countries. So I turned it into an impromptu world championship for the game.

The SOMA game was captured brilliantly by Current TV, and in fact, the short video was just named one the top stories of the year at Current! If you haven't watched it yet, see Cruel 2 B Kind in action on Current TV.

This particular event was also was prominently featured in my favorite press clipping of the year -- a great SF Weekly Cover story by Eliza Strickland: "Future Games."

7. Favorite New Terminology - "Amplified Individuals"

This fall, I had the chance to co-author a really exciting research article at the Institute for the Future with Mike Love, the collaborative media designer at IFTF. The article is called "Amplified Individuals", and it looks at "extreme network users" as a new class of highly innovative thinkers and producers.

Mike and I outlined four new modes of amplification that are enabling individuals to do more, learn faster, and leverage the power of human-human and human-computer collaboration. We call these four modes "highly social", "highly collective", "highly augmented", and "highly improvisational". We presented the research at the annual Technology Horizons conference in October.

For now the complete paper is available only to research members of the Institute. In about a year, it will show up in the public IFTF library. (Plenty of treasures to read there now.) In the meantime, here's a very short excerpt. And stay tuned for the term trickling into my work and presentations!

"Amplified individuals share four important characteristics. First, they are highly social. They use tagging software, wikis, social networks, and other human intelligence aggregators to supplement their individual knowledge and to understand what their individual contributions mean in the bigger picture, giving meaning to even the most menial tasks. Amplified individuals are highly collective, taking advantage of online collaboration software, mobile communications tools, and immersive virtual environments to engage globally distributed team members with highly specialized and complementary capacities. Amplified individuals are also highly improvisational, capable of banding together to form effective networks and infrastructures, both social and professional. Finally, amplified individuals are highly augmented. They employ visualization tools, attention filters, e-displays, and ambient presence systems to enhance their cognitive abilities and coordination skills, thus enabling them to quickly access and process massive amounts of information."

8. Favorite Follow-Up - The "Ministry of Reshelving" Lives

You probably remember the controversial Ministry of Reshelving mini-game that I developed in 2005. I was finally able to publish some design notes and results of the project in a great new game studies collection called Space Time Play. (I also have another more theoretical essay in that volume, called "Ubiquitous Gaming - A Vision for the Future of Enchanting Spaces".)

The essay, "The Ministry of Reshelving: Political, Pervasive Game Design" includes a kind of Harper's Weekly Index style report, with fun and highly interpretable statistics as:

"Participants prefered to submit evidence of their missions via email rather than contribute to a central public pool by a ration of 23:1. Book sellers, librarians, and writers were more supportive of the project than bookstore customers and library patrons by a factor of roughly ten."

I wish I had time to write up all of my game experiments this way, but I'm really glad I made time to this year for the Ministry game.

Also, and more importantly, two of my partners-in-crime for this project (Monica and George) were married this fall (yay!). (I married the fourth partner-in-crime shortly after the project launched in 2005!) I was asked to give a toast at Monica and George's wedding reception, and so naturally I quoted George Orwell. That was about as happy a wrap to the project as I could imagine.

9. Favorite New Allies - my new friends in Sydney, Orlando, and Detroit

I traveled a lot and spoke at many conferences this year, many that were completely new to me and outside my typical domain of game or technology conferences. Three in particular stood out to me as being amazing events, organized by brilliant, passionate people, and I consider myself extremely lucky to have crossed paths with them. Indeed, I hope to be able to continue crossing paths with them in 2008!

Without babbling too much about why I love them and why they are so awesome, let me just mention them, so that if you are ever invited to attend, talk, or otherwise cross paths with them, you can remember to say yes! They are: the AMP Innovation and Thought Leadership Festival, organized by the amazing Annalie Killian; the astoundingly well-designed and programmed Learning Conference, put together by the brilliant Elliot Masie; and the meeting of the Council of Michigan Foundations, led by the fabulous Rob Collier, and who as a group are doing some of the most innovative and fearless foundation work I've come across. I'm so grateful to have met these three individuals and to have learned about the great work they're doing with their organizations.

10. Favorite Secret Project - "you don't think I would actually give away the name here, now do you?"

If you have me on your AIM buddy list, you may have noticed something strange. For the past six months, I have been describing my current location as "at the secret office" with increasing frequency. That's because I am working with a very large team on a very secret game!

Obviously, I can't say much now. But roughly half of 2007, I have been directing the design and development of what is the biggest, and I honestly think best, game I have worked on. No kidding. The scope and scale of the project is insane. And the playtesting has been off the charts in terms of fun, fun, fun.

It's not serious, it's pure entertainment, although I frankly think that it will be a force for good in the world and something that players will remember for the rest of their lives. So, yeah, I'm incredibly excited. I've been funneling everything I've been learning and developing about happiness hacking, collaboration superpowers, amplified individuals, and collective intelligence gaming into this one. Plus a lot of new high-tech toys and tricks.

You'll see it in 2008.

Friday, December 07, 2007

Help me find the next great puppet masters!

I've caught wind of an amazing opportunity for someone who is bilingual and who would like to get hands-on experience as an alternate reality game puppet master.

This paid, part-time position is for a "jr. puppet master" and "community leader" on a very big, professionally produced alternate reality game. The work is entirely online and can be done on a flexible schedule from anywhere in the world.

This kind of position is just about the best way to break into ARGs there is.

Being a jr. puppet master comes with a lot of creative responsibility, including writing and online performance. It also invovles the amazingly fun challenge of interacting with players via email (and sometimes in real life!) and overseeing forums and blogs for a large online player community. Also, this particular position would also entail lots and lots of close mentoring from a very experienced ARG designer.

The only catch: the puppet master must be either a native speaker of (or near-native fluent in) Japanese or Mandarin Chinese, with English as their second (or first) language.


It's also possible that the position could be modified for native speakers of other languages (parlez vous francais? Você fala português?) so if you or someone you know might be a terrific bilingual jr. puppet master, go ahead and email me.


Sadly, I know that the bilingual requirement won't apply to most of the up-and-coming puppet masters out there. But... if this describes you or anyone you know, I think this would be a really cool project and a great chance to make a name for yourself in the ARG world.

So drop me a line or send potential candidates my way! I have a more detailed job description to pass along and can make all the introductions necessary.

(Email me at [my first name] @ [the name of this blog] .com)


I really, wholeheartedly recommend this opportunity -- so if you are game, let me know!

Monday, November 05, 2007

"Gamers Have Skills - Let's Tap 'Em"

I have a full-length Op-Ed in the Christian Science Monitor today. The topic: harnessing the power of gamers, naturally... from Halo 3 to World Without Oil!

Excerpt:

Halopedia is currently the fourth most active wiki on the Wikia network, with almost 4,000 articles and counting. In fact, three of Wikia's top five most active wikis are dedicated to creating shared knowledge about digital games.

These gamers' collective knowledge-building projects represent one of the most important aspects of contemporary video game culture, but also one of the most overlooked. Despite stereotypes of antisocial gamers who prefer to consume rather than create, most video-gamers are in fact engaged in a highly collaborative effort to exhaustively understand their favorite games. The video-gaming community is, quite simply, engaged in intense and highly successful "collective intelligence."

Read the rest of "Gamers Have Skills - Let's Tap 'Em."

Saturday, November 03, 2007

The Alternate Reality Society


November 2007 246
Originally uploaded by Avant Game.
Kiyash and I spent Friday night alternate reality gaming in the Castro neighborhood of San Francisco. Along with our co-conspirators and ad hoc teammates -- Kid Beyond, Kristian, Robin , and Cate -- we dedicated the entire evening to completing a custom-designed itinerary of SF0 missions.

SF0 is my favorite game these days, besides Werewolf. I call it the world's first Alternate Reality Society -- we're talking about a 24/7, 365 real-world MMO that emphasizes face-to-face gameplay, making, crafting and hacking, and creative intervention in public spaces. It also has a really great, functional interface that allows you to submit, organize and annotate all kinds of mobile evidence of your gameplay. Their social network features are really fun and functional, too.

I spent a large part of Chapter Seven ("Powers and Superpowers") of my dissertation This Might Be a Game writing about the SF0 game, in its earliest incarnation. If you're interested, download the full text and do a PDF search for SF0.

These are the three missions we completed Friday night. Clicking on the links above will take you to our mission reports, with stories and photo sets, for each.

Something Very Good

INSTRUCTIONS: Go to a street corner of your choosing and wait for something fantastic to happen.

Seeing Beyond Sight

INSTRUCTIONS: 1. Blindfold yourself. 2. Go out in public and make your way in the world. 3. Photograph things you notice - while blindfolded.

Object Annotation

INSTRUCTIONS: Pick a local public object that you enjoy and leave a note on it describing your feelings in great detail.


SF0 is brilliant and I'm so happy it exists. You can play it anywhere in the world, and if you're not playing it yet, I encourage you to sign up -- and make me (I'm "avantgame") a friend! (Or a foe... if you dare...)

Monday, October 15, 2007

Chess, Ping-Pong, or Torture?

I've never met another digital games researcher as interested in this topic as I am, but I'm convinced that the World War II era is a treasure trove of brilliant and highly revealing, if sometimes disquieting, historical anecdotes about when and where humans choose to play games to achieve specific psychological and social benefits.

For example, I can't recommend highly enough George Eisen's "Games Among the Shadows -- Children and Play in the Holocaust". It really opens huge insights about why quality of life inside a game is higher than quality of life outside of a game. The Holocaust is perhaps the most extreme imaginable scenario for comparing the experience of a game-world with the experience of a real-world, but I believe so much of it applies to ordinary, contemporary everyday reality as well.

But that's not the main topic of this post. Here's the new piece of treasure I found this weekend.

Frank Rich's Sunday opinion piece introduced me to a powerful new piece of gaming history: the use of games (as opposed to, say, torture) after WWII to create affinities between interrogators and Nazi officials taken prisoner by the U.S.

Rich describes
a reunion of an elite group of two dozen World War II veterans in Washington this month. They were participants in a top-secret operation to interrogate some 4,000 Nazi prisoners of war. Until now, they have kept silent, but America’s recent record prompted them to talk to The Washington Post.

“We got more information out of a German general with a game of chess or Ping-Pong than they do today, with their torture,” said Henry Kolm, 90, an M.I.T. physicist whose interrogation of Rudolf Hess, Hitler’s deputy, took place over a chessboard.

(Read the full opinion piece: "The 'Good' Germans Among Us".)

Wow. I love, love, love this revelation. It's a perfect, serious example of using gameplay to create shared affinities among people on opposing sides of a real-world scenario.

Why is this important? When I talk about why so many gamers prefer their quality of life in virtual worlds or multi-player game networks, one of the points I always drive home is that playing a game with other people creates an overwhelming experience of a shared world view, a common perspective and POV. Staring at the same chess board, thinking in the context of the same chess rules, pursuing the same goals -- even as competitors, the players are at heart collaborators, sharing and co-creating an alternate reality (the game reality) together.

And, as evident in Kolm's story, that dynamic of sharing, that common platform for experience together, can lead to collaboration beyond the core activities of the game. That's the power that the interrogators were drawing on by playing games with their subjects. And that's the power that games today can use to drive collective action, diplomatic exchange, global development, and more. This is precisely where the Nobel Peace Prize for gaming is going to pick up momentum -- our growing understanding that playing a game together is a powerful force for creating affinities that drive collaboration.

Sunday, September 09, 2007

Cruel 2 B Kind Is Now 100% DIY

It's the one-year anniversary of Cruel 2 B Kind. And to celebrate this milestone, Ian and I have updated the C2BK game website to be 100% do-it-yourself all the time.

For the first time, we're making our super secret database of weapons public. We've added a brand new, behind the scenes puppet mastering guide. And we've replaced our Host a Game application with instructions for how to go ahead and host it yourself.

This new do-it-yourself version features a much more ad hoc, lightweight technology infrastructure: you, your email, and your cell phone. Unlike previous versions, which were entirely automated through our mobile email-based Web app, you now will have to have a few people skills and not mind adding up player scores yourself. The downside of this is that you can't mindlessly run a game, or play it yourself if you're the host. The upside is you will learn l33t puppet mastering skills and can run a game any time, without syncing up with our system or worrying if your players know how to use mobile email.

The new website also features the amazing Cruel 2 B Kind feature from Current TV, which is ideal for showing new players how to kill with kindness.

Ian and I are so proud of this game. It's been played in more than 20 cities in 8 countries on 4 continents so far, and now that it's 100% do-it-yourself, we know it will spread farther, faster. So have at it, assassins! Menace with compliments, attack with helpful gestures, and slay with serenades!