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November 23, 2009 4:00 AM PST

Alternate-reality games flourish at the grassroots

by Daniel Terdiman
  • 6 comments

A photo of a meeting between a participant in Must Love Robots, a small-scale alternate-reality game put on recently by the New York duo, Awkward Hug, and the game's signature robot.

(Credit: Flickr user Tim Scribbles)

For Kiaya Steele, the men in suits and dark glasses who appeared suddenly through the raindrops of a New Hampshire morning were the first sign that something very unusual was going on.

One of the men stood under an umbrella next to the car Steele and her friend Kellin had been riding in moments earlier and delivered a message. As Kelli's sister Jenna was brought out of a second car that had pulled up mysteriously behind them, Steele was told that if she couldn't quickly prove that she was "the real Kiaya," the bomb planted inside Jenna would explode.

And this was just the tip of the iceberg of a day spent driving all around the countryside, complete with vans, staple guns, cameramen in trees, threats, red phone booths, and a series of hidden clues.

But this wasn't a situation for the FBI. Rather, it was a very small-scale--and low-tech--version of what is known as an alternate-reality game, an entertainment genre that has grown in popularity in recent years, especially because its traditional use of mixed-media--the Web, cell phones, social media, and others--can allow large numbers of people to play together collaboratively.

Over the years, the games have become a favorite marketing tool of large companies like Microsoft, which has commissioned huge ARGs, as they're known, for the launches of things like the video game Halo 2 and Windows Vista. Indeed, the first widely known ARG was called The Beast, and was used as a promotion for the release of the Steven Spielberg film "AI: Artificial Intelligence."

Those versions of ARGs have seven-figure budgets and allow thousands of people to participate. Yet while they get most of the ink written about ARGs, there has long been a steady stream of games built for very small audiences or, as in the case of Steele and the friend with a "bomb" insider her, an audience of one. It turned out that the intrigue was all part of a day-long mystery concocted by Steele's boyfriend, and involving several of their friends, as part of an elaborate marriage proposal.

"It's such a cool format, and the people who can make it through a whole one of these get an experience that no other media can provide."
--Jim Babb, founder of the AGR Awkward Hug

"We use a lot of fictional analogies in our lives--gangsters in an alley (and) later in the quest there was a Soviet scientist, all themes that had played out in our courtship," Steele recalled. "We would write stories of sorts to one another before we dated. We'd take an image and run with it until it was too tired to move anymore. The whole thing was kind of a collaboration of our lives together."

Given that the game Steele's new fiance planned for his proposal had such a small audience, it was, to be sure, at the extreme end of the size and complexity spectrum for ARGs. But at any given moment, there are several ARGs being played that have slightly larger, yet still very small, numbers of participants. And it is these games, usually carried out at minimal expense and with no deep-pocketed sponsor, that may well be the true lifeblood of the increasingly popular world of ARGs.

And while there are practical limits to the kinds of interactions that are possible between the people running the larger games--the so-called puppetmasters--and the players, these smaller adventures offer everyone involved a much greater chance at direct communication.

"There are quite a few people making [small] ARGs, either without profit in mind or marketing [who are] saying, 'Look at me, I can do this,'" said Michael Andersen, who runs ARGNet, the leading source for news and information about the genre. "The motivations for a lot of these things vary. [One] advantage of doing these grassroots games is working for yourself. [And], it becomes a lot easier to have those one-on-one interactions [and the] feeling that not only can you communicate, but you can change what's going on" for fans.

Robot love
Earlier this year, a New York duo calling themselves Awkward Hug built and pulled off a small-scale ARG called Must Love Robots, which was centered around the idea of helping make love connections between people and robots.

Through a series of Web sites, social media, YouTube videos and more, Awkward Hug founders Jim Babb and Tanner Ringerud turned a $3,000 budget into a 3-month-long game with at least 300 participants.

Babb said that the project, which was entirely self-funded, came out of an original desire to create a Web series about a robot. But when the two realized that they could "make it so much more" by adding the various multimedia elements, they set out to build a bona fide ARG, one that would allow them to communicate directly with almost anyone who wanted to talk with them, even to the point of playing online games of Scrabble. And, of course, there were real-world meetings between prospective "dates" and the game's signature robot (see video below).

Given the huge gap in size between a large-scale ARG and something like Must Love Robots, it might be surprising that many of the ultimate goals are the same. It certainly was to Babb.

"What surprised me the most," Babb said, was that "players want more and they want to do things with you. It becomes a collaboration. The audience becomes characters."

And while it's not always possible for everyone to participate in person--Must Love Robots attracted players from around the world--one of the great things about the ARG genre is how many people who play do participate directly in one way or another. In Babb and Ringerud's game, for example, 20 people created costumes related to the story line and sent in pictures of themselves wearing the outfits, all of which were intended to be folded into the larger story line.

Kids creators
A different kind of small-scale ARG was Find Chesia, a project put on by the Finksburg, Md., library on behalf of its local schoolchildren and their summer reading program.

The story, said organizer Heather Owings, was centered on the story of Chesia, a 14-year-old girl whose parents have gone missing on an archaeological dig and who sets out to find them. The game was designed by five small teams of 11- to 15-year-olds.

Like with many small-scale ARGs, Find Chesia encountered a series of structural problems, most notably, Owings said, the fact that the kids turned out to be resistant--mainly due to regular conditioning about the dangers of online anonymity--to the idea of posting information in character to the game's Web site. In addition, there was the unforeseen problem that almost none of the kids were old enough to drive to the game's real-world locations.

This bracelet is an important element in the ARG, Finding Chesia, which was put on by a Maryland library on behalf of a town's schoolchildren and their summer reading program.

(Credit: Finding Chesia)

Still, the game was successful enough for Owings to want to run the game again next summer, incorporating some of the lessons they learned this year. And despite the problems, Owings said that she came away with an appreciation for what the ARG genre can offer its organizers and participants.

"I like that ARGs use tools that were set up to do something else, and they're used to create something new," Owings said. "It's the taking of something and changing it and using it for something it wasn't intended [for] in a new and creative way."

Plus, she said, Finding Chesia turned out to be a perfect way to get the kids in on the enjoyment of building their own game, even though they lacked many of the skills generally considered necessary for such a task.

"It's a way for teens to create their own game," Owings said, "and we really enjoyed that aspect of it...They don't need to be computer programmer [and] here is a way for them to take ownership for creating a game on a fairly small level. [As well, it] helps them to realize how much the Internet does facilitate networking within the community, as well as outside the community."

These days, said ARGNet's Andersen, there are at least as many small, grassroots ARGs being produced as the larger, corporate-backed games. And those numbers could grow as an increasing number of people become versed in the tools for building them. According to Andersen, teachers at the University of Texas at Dallas and the University of Mary Washington are both teaching classes about ARGs.

But the real upside in the genre's growth will come naturally, as more people in more local communities get exposed to ARGs and discover the joy of playing something truly interactive and truly collaborative.

And while it's true that most small ARGs quickly peter out as players and organizers discover that they don't have the time or energy to follow through, there are those who feel that the ultimate payoff of participating is there for anyone with the stamina or commitment to grab it.

"For an independent ARG, the most successful thing you can do is complete it and have your core audience go all the way through," said Awkward Hug's Babb. "It's such a cool format, and the people who can make it through a whole one of these get an experience that no other media can provide."

May 7, 2008 11:32 AM PDT

New alternate-reality game? Or package I should worry about?

by Daniel Terdiman
  • 10 comments

This memo, dated January 30, 1985, supposedly comes from the Los Alamos National Laboratory and concerns the demanded resignation of a scientist named Eugene Gough. The memo came in an unmarked UPS package containing several very odd items.

(Credit: Daniel Terdiman/CNET News.com)

Update 1:14 p.m. PDT: This has been edited to reflect some new information about what's in the package and its source.

Usually when I get a UPS package it's some boring book or prospectus. But the Express Envelope that landed on my desk Wednesday certainly got my attention.

Inside were the following things: a sticker with the words "Scientific Anarchy Now" and "Holomove;" a photocopy of a memorandum purportedly from Los Alamos National Lab dated January 30, 1985, regarding the termination of a scientist named Eugene Gough; and lastly, and most disconcertingly, a cut-open package of Emergen-C vitamin C powder. The tracking number on the package had been manually scratched off.

The package contained this 'Scientific Anarchy Now' sticker and a cut-open package of Emergen-C powder.

(Credit: Daniel Terdiman/CNET News.com)

Now, if it hadn't been for the powder packet, I would have taken little notice of the package. I would have assumed--and actually, I still do--that the contents were clues for some new alternate-reality game. I am one of the most frequent writers about ARGs, and it was only a few weeks ago that a box arrived on my desk with a series of odd items that ended up being clues for a large-scale new Olympics-themed ARG called The Lost Ring.

But the powder packet, I must admit, is pretty worrisome. This, after all, is the age of anthrax attacks and the Unabomber. True, the anthrax attacks came in envelopes with hand-lettered addressing and not via UPS packages.

True, even though the tracking number had been meticulously gotten rid off, CNET's mail room slapped on its own sticker that did have the tracking number on it. So I was able to determine, by calling UPS, that the package originated from the San Francisco office of the global ad agency McCann-Erickson.

Still, this is pretty weird. A call to the ad agency got me nowhere and some woman in its mail room is supposedly trying to find out where it came from. I don't really expect a call back.

But as my editor put it, even though these probably are just clues for an ARG, it's in pretty bad taste. Does anyone really think sending unmarked packages with cut-open powder packets is a good idea these days?

The tracking number for the package was also scratched out, though a secondary sticker had a tracking number that seemed to originate from the San Francisco office of ad agency McCann-Erickson.

(Credit: Daniel Terdiman/CNET News.com)

What if, instead of trying to track down the package, I had freaked out and called security? I think the folks over at McCann-Erickson probably would be getting a visit from some law enforcement officials right about now.

Of course, PR agencies sending clues to odd projects in bad taste would be nothing new. My colleague Charles Cooper said that in 1989, he got a package sent to him that contained a spent bullet and a hostage-note-like letter--compete with cut-out words--that said, "Who's killing all of Computer & Software News' readers?" He later got an apologetic call from a PR person taking responsibility for the package.

Back to my package...the included memo, by the way, purports to involve the employment status of Eugene Gough, a LANL employee who was supposedly up for the position of the leader of the lab's Weapons Physics division. But the writer of the memo seems unhappy with Gough's personality and says that rather than promote him, Gough should be forced to resign.

"This isn't a policy position, nor is it personal," the memo, written to "Pat," reads. "(Gough's) work ethic is outstanding--how many people regularly get in before you!--but the emotional issues...and his reluctance to meet with the counsellor leave me with few options. We've got a role to play here, and he's made his choice. Now, it's time what we do the same. We'll need his resignation by the 1st."

The memo is signed by "Michael."

The back of the Emergen-C package had the logo from the Scientific Anarchy Now sticker pasted over the nutrition facts part of the package.

(Credit: Daniel Terdiman/CNET News.com)

Lest you think I'm lazy, I Googled most of the phrases (see addendum below) involved with this package that I could think of. And nothing came up. There were some results for "Eugene Gough," but nothing meaningful. Nor was there anything at all for "Scientific Anarchy Now."

Generally, these ARG clues actually lead somewhere when you Google them, so I'm a bit confused by the lack of any search results.

Neither did the two leading ARG Web sites, Unfiction.com and ARGN.com, have anything on this.

So, for now, I'm waiting for my call back from McCann-Erickson and hoping that someone who reads this blog post will know what it's about.

In the meantime, I know that I've probably started the PR campaign for whatever game this is. If so, then I guess the package was successful.

Addendum: A reader of my Twitter post about this rightly points out that the "rabbit hole" for this--which indeed is an ARG of some sort--was the word "Holomove." I had Googled it, but never clicked through to Holomove.com because the Google result didn't look relevant. But now, clicking through, it becomes obvious that it is, in fact, related to this package.

Among the information on the Holomove.som site is a link for information on "Dr. Eugene Gough," who "was the founder of Holomove, Inc....Gough worked as a researcher at the Los Alamos National Lab as well as Ames Laboratory. In 2004, Dr. Gough's interest in holographic representations led to the creation of NexTech, which subsequently became Holomove."

The site says that Gough died in 2007.

So, now that my fear of dying has been alleviated by a little bit of smart sleuthing by an astute reader who pushed a little farther than I did, I'm mixing up my Emergen-C and looking for more clues to this puzzle.

April 1, 2008 9:56 AM PDT

'The Lost Ring' ARG players discover 'lost' Canadian sport

by Daniel Terdiman
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Players of the new alternate-reality game The Lost Ring take part in a training session for the 'lost sport of Olympia,' the human labyrinth late last month, according to the alternate-reality game's lead developer, Jane McGonigal. Whether or not the activity is an April Fools' joke is not entirely known.

(Credit: Flickr user thebruce0)

Over at The New York Times on Tuesday, Stephanie Clifford has a piece (Free registration required) pointing out that McDonald's is the main sponsor of the new Olympics-themed alternate-reality game, The Lost Ring.

The piece quotes McDonald's Chief Marketing Officer Mary Dillon as saying, "The Olympics in Beijing are a very big event for us, and we have a lot of different types of activation, with The Lost Ring being the most creative. Our goal is really about strengthening our bond with the global youth culture."

I appreciated that The Times got someone from McDonald's on the record about this. When I first wrote about the fast food company's involvement, as well as that of the International Olympic Committee, last month, I didn't get a chance to speak with them, so it's good to get their thoughts on the matter.

As first reported on CNET News.com in early March, 'The Lost Ring' is sponsored by McDonald's and the International Olympic Committee.

(Credit: The Lost Ring)

Well, it's been a couple of weeks since we had anything here about The Lost Ring or its lead designer, Jane McGonigal, or how the game works. So, it seemed like a good time to catch up with the players and see what they're up to in the snow in Canada.

It turns out that up in Kitchener, Ontario, a bunch of players spent some time over the last few days taking part training for the "lost" sport of Olympia, the human labyrinth, McGonigal told me Tuesday morning. Of course, the overarching story line of The Lost Ring is to discover the great lost sport of the Olympics.

So I trundled over to Flickr, where one of the major players of The Lost Ring, a fellow called thebruce0, or Geoff May, has a bunch of pictures from the training session.

May also posted a video of the exercise.

To my untrained eye, it's hard to tell exactly what the folks are doing in the snow up there in Kitchener. And, being that this is April 1, I suppose I should don my hat of skepticism and wonder if maybe someone's trying to play a little joke on those of us who weren't there to hear the secret whispers of those involved.

But, then again, maybe these folks really were taking part in a legitimate exercise in the long and still unraveling story line that is The Lost Ring.

Players in Kitchener, Ontario gathered in the snow for the human labyrinth training exercise.

(Credit: Flickr user thebruce0)

I suppose if you want to find out, you'll need to dig your way through the forum threads on Unfiction.org, one of the main community Web sites devoted to ARGs.

As for me, I have to figure out what the proper revenge is to take on a colleague who has decided that today, finally, is the perfect day to discover Rickrolling and to spend the day perpetrating that crime against humanity on everyone in the newsroom she can think of.

March 18, 2008 5:44 PM PDT

Interactive game mixes classic novels with Web 2.0 mashups

by Daniel Terdiman
  • 2 comments

We Tell Stories is a new alternate-reality game that tasks players with finding their way through six story lines based on classic Penguin novels and a seventh story that ties them all together.

(Credit: Penguin Books/Six to Start)

The alternate-reality game genre has a new friend, and a new format, thanks to Penguin Books, the famous British publishing house.

On Tuesday, Penguin and startup Six to Start launched their new ARG, We Tell Stories, a new-style game that its creators say is a hybrid of traditional story-telling, Web 2.0-style mashups, interactive games and classic novels.

We Tell Stories is actually a seven-part adventure, said Jeremy Ettinghausen, the digital publisher for Penguin. It will begin with six weekly installments, each of which is based on a classic novel--and written by a different Penguin author--and which tasks participants with finding their way through the story using tools developed for the game.

After the six installments, We Tell Stories will continue with a seventh weekly piece that will be a game tying the six stories together.

"There is a seventh story, where the game element exists," said Etthinghausen, "and it links the other six stories."

Added Adrian Hon, the chief of creative for Six to Start, "the seventh story is a more traditional ARG, and it sort of feeds into the other six stories and binds them together. The seventh story gives you motivation to read all six stories, and explains why they're written."

Six to Start was founded by veterans of Mind Candy--a UK company that produced the well-regarded but ultimately financially unsuccessful ARG, Perplex City--including Hon and Mind Candy's former COO Dan Hon and

In the case of the first installment, which went live Tuesday morning, players will use a Google Maps mashup to work their way through a brand-new story line based on John Buchan's famous novel, The Thirty-Nine Steps.

Ettinghausen explained that the story incorporates Google Maps in such a way that participants can work their way through the narrative not only through the text but also by using the map mashup.

"We knew when we came up with the idea that using Google Maps (would allow) lots of movements," said Hon, "like running down streets and driving down roads. It's a bit like The Bourne Identity."

Hon explained that the game's creators imagine players using Google Maps as a way of locating themselves in the larger narrative. So, for example, at a moment in the story arc where the protagonist finds himself locked in a shipping container and doesn't know where he is, a player could turn to the maps mashup and see dozens of points where he might be.

But while We Tell Stories uses Google Maps for its first installment and will continue to leverage Web 2.0-type tools in the following chapters, players shouldn't expect those tools to be the same.

Further, the entire body of work, while derivative, was created strictly for Web users.

"Each of the six stories has a completely different mechanism for telling them," Ettinghausen said. "But as a whole, these are stories that couldn't have been written (in the past). They're native to the Internet."

"What we tried to do here," Ettinghausen said, "is create a native Internet experience. The stories couldn't exist on paper. But it's not a gimmicky thing. We pushed our authors to look at how viewers and readers are going to view them, thinking about different points in the story, and about how the mechanism in the story is going to effect their writing."

At the end of the game's rainbow is a prize that any erudite player would certainly desire: Penguin's complete library of 1,300 books.

And while the game is based in England, the organizers expect thousands of players from all around the world. They said they expect a third of participants to be American, a third from the UK and a third from other countries. However, only UK residents are eligible to win the library grand prize.

March 12, 2008 8:24 AM PDT

Jane McGonigal at SXSWi: Game developers can induce happiness

by Daniel Terdiman
  • 3 comments

Jane McGonigal, Tuesday's keynote speaker at South by Southwest Interactive, and one of the world's leading designers of alternate-reality games, dances on stage, doing the Soulja dance at the end of her presentation.

(Credit: Daniel Terdiman/CNET News.com)

AUSTIN, Texas--Game designers may be the professionals best suited to help humans find happiness in the future.

That was the thesis of world-famous alternate-reality game designer Jane McGonigal's Tuesday keynote address at South by Southwest Interactive (SXSWi) here.

McGonigal began her talk by looking at the idea that happiness is something scientists and sociologists are increasingly studying and that embedded in the mechanics of games may be the very things that people need to be happy. And quality of life will likely be a key consideration of many interactive media projects.

An artist's rendering of SXSWi Tuesday keynote speaker Jane McGonigal and the points she made in her presentation.

(Credit: Daniel Terdiman/CNET News.com)

"Because positive psychology will be a principal, explicit influence on interactive design and development," McGonigal said, "we're also going to see communities forming around different visions of a real life worth living....We will see communities forming around different brands, platforms and visions....Value will be defined as a measurable increase in real happiness or well being. Well being becomes the new capital, something we can trade, and which might increase or decrease."

So designers might benefit from heeding and incorporating into their games what McGonigal defined as four distinct things that make humans happy: satisfying work, being good at something, spending time with people we like, and having the chance to be a part of something, she said.

"What just completely blew my mind was the realization that nothing in the whole world gives these four things in higher quality than games," McGonigal said. "Games give you satisfying work, (players can become very good at them), multiplayer games give you time spent with people you like and games give you the chance to be part of something bigger with their mythologies...I'm pretty sure that most of us in the game development business are in the happiness business."

A second artist's rendering of McGonigal's keynote address.

(Credit: Daniel Terdiman/CNET News.com)

A big part of the picture, McGonigal added later, is that games have the power to kill boredom, alienation, anxiety and depression.

"Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected," a slide from her presentation read. "The ordinary routine of playing a game is fatal to conditions of depression, existential angst, human suffering and other serious afflictions of real life."

One part of her keynote that many attendees were particularly taken with was a description of "ten strengths mapping ARGs against what scientists say is needed for happiness."

McGonigal proposed ten strengths that game designers would do well to understand when trying to build games that help people seek happiness.

(Credit: Daniel Terdiman/CNET News.com)

These were: "mobbability," an ability to collaborate and coordinate on really large scales; cooperation radar, the ability to decide who would be an ideal collaborator for any given mission; the ping quotient, which measures your ability to reach other people in a network, and your ability to respond to people reaching out to you; "influency," the ability to adapt someone's persuasive strategies to specific and distinct individuals since each community requires different motivations; "multicapitalism," an understanding that people are increasingly trading in new currency systems; "protovation," an understanding that failure can be fun because that's when people learn the most; open authorship, a comfort with giving content away and knowing it will be changed; signal/noise management, an element of games that is able to handle large amounts of "noise," and to be able to detect right away which data are relevant in the moment; "longbroading," an ability to think in much bigger systems, bigger cycles and bigger scales; and "emergensight," being able to spot patterns as they emerge and take advantage of them.

McGonigal suggested that the next thing for game designers to do would be to look for systems that incorporate some of these ethos and others that allow users to seek happiness.

Based on her talk, McGonigal proposed several takeaways.

McGonigal said happiness science has been incorporated into several recent books, and that game designers could help themselves prepare for games geared at improving quality of life by reading these books and other such science.

(Credit: Daniel Terdiman/CNET News.com)

First, she said, most game designers will "soon be in the happiness business." She suggested that such designers spend some time reading many of the recent books on happiness science in order to prepare for when that science is in demand in the game industry.

Second, she said game designers have a head start on providing additional quality of life because that pursuit is built into virtual worlds and simulated environments.

And finally, she said alternate realities signal the desire, need and opportunity for people to redesign reality for a real quality of life.

"It's our responsibility to hear that signal," she said, "to say you're right and that life doesn't work as well as games. It's our job to fix" that.

See more stories in CNET News.com's coverage of SXSWi (click here).

March 11, 2008 4:38 PM PDT

At SXSWi, Jane McGonigal talks about 'The Lost Ring'

by Daniel Terdiman
  • 1 comment

'The Lost Ring' is a new alternate-reality game that is tied to the Olympic Games and which tasks players with discovering a 2,000-year-old sport lost to history.

(Credit: The Lost Ring)

AUSTIN, Texas--To players of alternate reality games (ARGs) like I Love Bees, Tombstone Hold 'em, A World without Oil and others, Jane McGonigal is a household name.

If the people at the International Olympics Committee, McDonald's, and worldwide brand experience firm AKQA have anything to say about it, the list of people who know McGonigal and her work will soon expand geometrically.

Jane McGonigal giving the keynote address on Tuesday at the South by Southwest Interactive (SXSWi) conference.

(Credit: Daniel Terdiman/CNET News.com)

That's because she's the lead designer on The Lost Ring, a new ARG that launched earlier this month that is tied to this summer's Beijing Olympics and which McDonald's, AKQA and the IOC are partnering on with McGonigal.

The game is built around the fictional concept that more than 2,000 years ago an Olympic sport was lost to history and that now, five Olympic-caliber athletes have turned up in corn fields around the world, amnesiac but sure they've been tasked with some great mission.

Players of The Lost Ring, then, are similarly tasked with helping these five people figure out their identities, and in the process, rediscovering this lost Olympic sport.

On Tuesday, McGonigal was the keynote speaker at the South by Southwest Interactive (SXSWi) festival here and talked at length about the philosophies she uses to guide her game design approach, as well as to talk a little bit about her new project.

Afterward, she sat down with CNET News.com for an interview about The Lost Ring, in which she talked about how she hopes the game will change the perspective of people around the world and how she expects this game to be by far the largest game of its kind in history.

Because the game is still in its infancy, however, she didn't want to talk much about the process of its creation or about working with corporate partners like the IOC and McDonald's. Instead, she preferred to focus on how the game is innovative and what players can expect to learn from it.

Q: Talk about how The Lost Ring came about.

Jane McGonigal: I should say, we're not talking a lot about the process, because we want to keep the focus on the game itself, we don't want to get meta on process yet. I definitely want people to be thinking about the experience, and to have the experience before we get deconstructive.

Where the idea for the game come from?

McGonigal: AKQA has developed ARGs in past, on smaller scale. They really believed that this was the new genre to invest in, and to take seriously as a creative form. So they decided to talk to the different partner organizations to see who else might get this idea. McDonald's and the IOC said, 'We don't understand it, but we love it. It sounds risky but if anything is going to be the next big art form, this is it.' That all happened before I got involved. They decided to make the biggest most global ARG ever. It made sense for these gigantic global organizations, this idea to bring the world together through play...and with collective intelligence. And the Olympics brings the world together, but through sports.

For me, I thought, 'Oh, my God, this is the greatest opportunity ever,' because I knew working with those two organizations meant it would be huge, and that they were committed to making it truly global. That this would be the chance to make ARGs what they want to be. We talk about making them global, but so far, they're not really. But you have the Olympics everywhere, and McDonald's is everywhere. I just knew this would be the one that would just blow up the scale and possibility of ARGs. And obviously, with the Olympics theme, you couldn't ask for a richer, more historical theme to design for.

When did it begin?

McGonigal: I started working on it last June, right at end of World Without Oil. I was very happy that AKQA, McDonald's, and the IOC approached me on the heels of World Without Oil because it meant they wanted to make a project for good.

How much control did you have?

McGonigal: It was an intense collaboration process. They didn't have design ideas, but every time we had an idea, we were like, 'Is this cool?' And, 'Is this exciting?' But to some extent, one of my colleagues at AKQA said there's only one person who knows where this is all going. I have a lot of this stored in my brain exclusively. And I think McDonald's and the IOC feel like they're going on a ride. We can't wait to find out what happens.

You've told me that you think this game will be orders of magnitude bigger than any previous ARG. How so?

McGonigal: We're taking everything we've seen work in ARGs and amplifying it so more people can have the experience. We've seen ARGs in five cities, but now it's going to be on five continents. We've seen puzzles in other languages, but this whole game is in eight languages. Every piece of content will be translated into eight languages. And localization has been a huge part of the development process, and it's very challenging, but so rewarding. The first week of game, a whole faction of players from Argentina who have never been participants in ARG forums (became very active) on Unfiction....And people wrote in and said, 'This is amazing, this game is showing us how small our world really is.'

This seems like a pretty good example of collective intelligence at work.

McGonigal: We talk about collective intelligence, but you need a diversity of participants to really make it work. It's not just intellectual diversity, but also gender diversity and age diversity. One of the things this game can do is show what the truly geographically collective intelligence really looks like. I don't know that we've really seen one. The Wikipedia articles, maybe. In this game, everyone's writing the same article, to use that metaphor. So we just sit around thinking about how lucky we feel to be doing this.

How many people are involved?

McGonigal: Last weekend, after one week, we had 1,000 players. That's not a lot. We want millions of players. So we're putting the trailers online, and we're hoping tens of thousands of people watch those and that it grows from there. By Beijing, we hope there will be millions. That has to happen.

But it's a slow ramp up?

McGonigal: Yeah, one of the things I learned about I Love Bees is how important it is to respect the ARG community and give them the opportunity to play with something first, and kind of get things organized, and set up for when someone who's never played before shows up. So we sent out The Lost Ring rabbit holes--a box of clues to the game--to about 50 all-star players to get them going. It's not we were advertising on TV. So by time other players show up, they won't get lost. We're thinking about how to make this huge narrative experience not be overwhelming.

So the game is for people at any level?

McGonigal: Yes. I'm so excited about the historian podcasts. If someone did nothing but listen to the historian podcasts, which blend history with our alternate reality, if they did nothing but listen and then take the quiz, take the poll, if that were all that you did, you would have such a great experience of the summer Olympics. Your head would be full. You'd be like, I know the secret reality. I definitely hope that when people put the Olympics on the TV, they'll feel they're not vicariously experiencing it, but feel, 'I'm in it, it's not something I'm experiencing remotely, I'm having my own true, real Olympics experience.'

What can people learn from the game?

McGonigal: They're going to learn about their own strengths. We're going to help them learn what they're good at and then give them missions that are totally customizable to their personal strengths. That's the part of the game I'm most proud of, that innovation. In the ARG world, you don't always know what you're supposed to do. You spend a lot of time waiting and waiting. So we wanted it to be so that for everybody, every time you come to one of the game sites, you know exactly what you're supposed to do, and that we need you because this is what you said you were good at. But that part hasn't started yet.

How can this game impact someone in China or India?

McGonigal: The answer to how any ordinary person will experience this game lies in the Lost Sport podcast. It will be the first alternate reality podcast. It appears that this ancient sport has been lost for 2,000 years, and if people can figure out how to play it, this new sport will be something anyone in any country can play. And the experience of playing it is going to be a very big part of the mainstream experience.

See more stories in CNET News.com's coverage of SXSWi (click here).

March 6, 2008 8:30 AM PST

McDonald's is lead sponsor of Olympics-themed ARG, 'The Lost Ring'

by Daniel Terdiman
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'Find the Lost Ring,' a brand-new alternate-reality game, is a promotional vehicle for McDonald's and the Beijing Olympics. The game, which went live on Monday, is centered on a woman named Ariadne, who claims to have woken up with amnesia in a South African corn maze on February 12.

(Credit: Daniel Terdiman/CNET Networks)

For anyone who follows alternate-reality games (ARGs), it should come as no surprise that the latest entry in the genre, The Lost Ring, is the brainchild of, among others, Jane McGonigal.

Until now, it was only suspected--though with extremely high levels of confidence--that the game, which is centered on helping a fictional amnesiac woman named Ariadne discover her identity, was a promotional vehicle for this summer's Beijing Olympics.

But McGonigal, who is keynoting at the South by Southwest Interactive festival in Austin on Tuesday, confirmed to me that the game was in fact designed in collaboration with the International Olympic Committee and that McGonigal's partners in the creation of the game were McDonald's and global interactive experience design shop, AKQA.

"This ARG extends McDonald's historic sponsorship of the Olympic Games in a brand-new direction," said McGonigal, who is a research affiliate with the Institute for the Future. "Its goal is to create global collaboration and bring the spirit of the Games to people around the world. It will invite players from across the globe to join forces online and in the real world, as they investigate forgotten mysteries and urban legends of the ancient games."

McGonigal, an alumna of leading ARG design firm 42 Entertainment, has either been lead designer on or helped create a wide variety of multimedia games such as A World without Oil, Cruel 2 B Kind, Last Call Poker, and I Love Bees.

Since The Lost Ring went live on Monday, its Web site has offered up a number of clues for players to follow, while ARG-related sites like ARGNet and Unfiction have been actively discussing the game. It will play out over many months, likely not finishing at least until the closing ceremonies of the Olympics on August 24, 2008.

March 3, 2008 9:08 AM PST

Olympics-themed alternate-reality game goes live

by Daniel Terdiman
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'Find the Lost Ring,' a new alternate-reality game that seems to be tied to the Olympics in Beijing, went live Monday morning.

(Credit: findthelostring.com)

As I predicted Sunday night, the Web site for a new alternate-reality game that seems to be tied to the 2008 summer Olympics in Beijing went live Monday.

The game, known as Find the Lost Ring, is built around a story line in which a young woman named Ariadne says she woke up on February 12 in a South African corn maze with amnesia and knows nothing about who she is or where she comes from.

The game's conceit will be to have players help Ariadne find her identity through a complex series of online and, most likely, real-world clues and puzzles. Somehow, it will all be tied in to the Olympics. One clue on the game's site says she offers up the "fact" that, after waking up, she spent a week in the hospital being treated for her very rare form of amnesia and that doctors there "say I'm an Olympic-caliber athlete."

To me, it's all very Bourne Identity-ish, except probably without a lot of gun play and CIA involvement.

For the full list of clues that launched the game, see my blog entry from Sunday night, which includes photos and the text of the initial clues.

March 2, 2008 7:52 PM PST

New worldwide multimedia game linked to Olympics

by Daniel Terdiman
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The clues from a new alternate-reality game that seems tied to the Olympics and which is slated to start Monday.

(Credit: Daniel Terdiman/CNET Networks)

For months now, I've been hearing whispers that a big new alternate-reality game was on the way. I never got any details of what it was about, but when a box arrived at my desk on Friday filled with clues, I knew this was it, and it seems that it's linked to this year's summer Olympics.

If you're not familiar with these types of games, known popularly as ARGs, they tend to be mixed-media affairs that task players the world over with solving puzzles, both individually and working with others, online and in the real world, with the goal of reaching some ultimate solution.

Often, these games are put on as a publicity adjunct to some larger product. For example, I Love Bees, perhaps the best-known of this genre of game, was built around the larger story line for the hit Halo video game franchise and was timed to finish just as Halo 2 was set to launch.

Now, I'm not going to pretend I'm all that good at solving puzzles, so when the box arrived Friday, I was a bit at a loss to figure out what the included clues meant.

The box included three postcards with historical Olympics pictures.

(Credit: Daniel Terdiman/CNET News.com)

Inside the box, there was a reproduction of what appears to be a 1920 Olympics poster with a figure of a discus thrower on the front, and the text, "VIIe Olympiade. Anvers (Belgique). 1920 Aout - Septembre 1920. Subsidee par les pouvoirs publics."

On the reverse, there's also the text, "It's a secret someone has been keeping for a very long time."

There was also a ball of string and three postcards with historical Olympic images on them. The reverse sides of the three cards were endowed with the clues, "March 3, 2008. Find her...," "March 4, 2008?? Find the others...," "March 5, 2008? Find him...," "March 11, 2008?? Find the secret..." and "August 24, 2008. Save the world."

And August 24 is, in fact, the closing ceremony of this summer's Beijing Olympics. As a result, it's a fairly quick, logical jump to conclude that the ultimate goal of this game is to save the world at the closing ceremonies. Or some such.

The box itself, which came FedEx, had the return address of "T.L. Ring, 1920 Olympic Way, San Francisco, CA."

No such address exists.

A clue on the back of the Olympic poster that came in the box reads, 'It's a secret someone has been keeping for a very long time.'

(Credit: Daniel Terdiman/CNET News.com)

Others, apparently, got other post cards, all with the same clues on the back.

According to the leading publication on ARGs, ARGNet, this game is called, Find The Lost Ring.

The way these games work, there will be months of developing story line, with players all over the world working together to try to keep up. There will be active Web sites and there could well be mobs of people running around various cities trying to solve different elements of the game.

That the Olympics would be the subject matter for an ARG is rather exciting, it seems to me, because it's almost certain to bring a great deal of attention to the game and the genre.

Each of the three postcards had clues on the reverse, each with a date and a cryptic command. The final clue reads, 'August 24, 2008 Save the world.'

(Credit: Daniel Terdiman/CNET News.com)

For years, ARGs have been existing just below the mainstream surface. To be sure, thousands upon thousands of people have participated in the most popular ARGs, but if you were to stop random people on the street, I'd be willing to bet that most would have never heard of the genre.

No one knows who created this game, but you can be sure that it wasn't the International Olympic Committee. Usually, an agency is hired by a client to put an ARG together. The leading ARG creation agency is a small company known as 42 Entertainment.

If the clues are to be believed, this game will kick off in earnest Monday morning. So be prepared, if this is your thing.

In the meantime, if you have any idea what these clues mean, feel free to drop me a note. I'd love to know.

Update March 2, 2008, 9:49 p.m.: I discovered just after I posted this entry that there should have been a slip of paper tucked into the ball of string in my box. I don't know whether I missed it, or whether it wasn't there. But according to the site, Despoiler.org, the slip of paper reads, "You will soon discover an alternate reality. The adventure begins when you meet Ariadne. www.findthelostring.com."

A visit to that Web address returns an odd error message: "SRVE0255E: A WebGroup/Virtual Host to handle / has not been defined."

I don't know if that's a valid error message, or if it's related to the game. But I would guess that if it is a valid error message, that site will be live and begin to have some information on it as of Monday, which is, after all, March 3.

Unfortunately, a Whois check on that URL returned no useful information.

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