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Are Alternate Reality Games the Future?

In this feature, we look at the rise of alternate reality games and measure their potential in video game advertising and across other art forms.

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In the summer of 2004, unsuspecting moviegoers in theaters across America witnessed the beginnings of a new form of interactive storytelling hidden inside the debut trailer for Bungie's Halo 2. Standing in place of the customary Xbox logo at the trailer's end were three little words, responsible for stirring the imaginations of more than 2.5 million people around the world: "I Love Bees."

The I Love Bees marketing campaign for Halo 2 was one of the earliest and most successful examples of alternate reality gaming, objective-based experiences that bring together treasure hunting, puzzle-solving, and interactive storytelling in one single, ambitious human experiment. Although alternate reality games (ARGs) began life as mere experiments testing the idea of using gameplay fundamentals in the real world, their ability to engage public imagination and target the innate human desire to play together has proved them to be a highly innovative method of interactive storytelling that is finding both commercial and artistic success. ARGs are the perfect distraction for an audience ready to embrace a new kind of social interaction, shaped by social networks and the popularity of mass casual gaming and driven by technological convergence. So what are ARGs exactly? And how do they work? Does their potential lie exclusively in the world of video game advertising? Or does it stretch across other media? And will pushing immersion to this kind of level only serve to highlight the limitations of video games as a medium?

In this feature, GameSpot AU looks at the beginnings of ARGs and analyzes their potential impact on the future of the video game industry and their adoption in wider art forms.

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This is what the I Love Bees website looked like a few weeks after its launch (the lines of code on the screen are meant to indicate that the site has been hacked.)

I Love Bees

In 2003, a small group of creative types got together to form a company that would help them meet their vision for a new kind of storytelling. Some had shared offices at Disney Imagineering, working to create innovative theme park attractions; others had backgrounds in gaming and entertainment. But all of them wanted the same thing: the creation of experiences that required the participation of a mass audience and infiltrated everyday life in one way or another.

"The goal wasn't to become a marketing company; it just evolved that way as the philosophy behind alternate reality games began to show real results," says Susan Bonds, the president and CEO of that company, 42 Entertainment. "Our aim was to extend stories and worlds through gameplay, mystery, surprise, and innovative delivery mechanisms. Carefully choreographed, these experiences gained traction in popular culture by placing the audience in the driver's seat and letting them be the fuel for bringing the product to life. By providing original content, organically discovered through gameplay, players become invested. Ownership gets transferred to them and they want to share with others; it fit the basic tenants of the Web: find cool stuff, talk about it, and share it."

Bonds knows the score. Prior to her role at 42 Entertainment, the savvy entrepreneur was responsible for the multiplayer online interactive game URU: Ages Beyond Myst, where she led the design, production, technology integration, marketing, publishing, music development, and project management for the title at Cyan Worlds. Before that, she worked at the aforementioned Disney Imagineering for 10 years directing the design and development of theme park architecture, attractions, and projects, including the Indiana Jones Adventure for Disneyland, Alien Encounters for Walt Disney World, and the ABC Times Square Studios exterior in New York.

42 Entertainment's first foray into the world of ARGs came with the 2001 game titled The Beast, created to promote Steven Spielberg's A.I.: Artificial Intelligence. Considered now to be one of the best and most influential examples of early ARGs, The Beast drew in more than 3 million people around the world through websites, online communities, phone and fax clues, email accounts, and live events. The campaign's narrative was designed to draw participants into the world of the film before its release, set 16 years after the events chronicled in A.I. with three overlapping entry points (or "rabbit holes," as they are known in ARG-speak). The Beast was chronicled in mainstream press and won a New York Times Year in Ideas award. (The project was initially conceived by Elan Lee, Jordan Weisman, and World Fantasy Award-winning author Sean Stewart).

But it wasn't until 2004's I Love Bees that something quite extraordinary happened. Microsoft approached 42 Entertainment with a fairly simple goal: Expose the general public to the world of Halo by getting the national press involved. At first, the team--consisting of Bonds as producer, concept creator Elan Lee, and Sean Stewart among others--conceived the campaign as a radio drama, similar to Orson Welles' War of the Worlds. The key difference would be the incorporation of extensive player excursions into the real world through the use of pay phones, engaging players through puzzle-solving and global positioning system coordinates.

After the Halo 2 trailer debuted, those intrigued enough by the final few frames logged on to ilovebees.com only to find what appeared to be a website dedicated to honey sales and beekeeping. Those who kept coming back to the site were soon introduced to the weblog of Dana the webmistress, who began posting intriguing rants about her site being hacked. This is how the story of the campaign developed; it was a story that was unrelated to the Halo universe, but it moved along similar lines. About 250,000 people viewed the site during its launch in August 2004, and another 250,000 more started turning up every time it was updated. (42 Entertainment estimates that during the four months leading up to Halo 2's release, more than 2.5 million people participated in I Love Bees.) During that time, Dana's story was slowly revealed through a series of audio logs, puzzles, and fragments of stories posted to the site. They eventually built up into a countdown, 210 pairs of GPS coordinates and time codes, and instructions for passwords. Players learned that Dana's site had been hacked by Melissa, a lost A.I. suffering from a case of amnesia after crash-landing on present-day earth. After coming across Dana's bee enthusiast site on a San Francisco server, Melissa attempted to send distress signals, leading the two women to finally cross paths.

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Over 2.5 million people participated in I Love Bees, the marketing campaign for Halo 2.

As time wore on, the campaign became more complex. People eventually worked out that the coordinates referred to pay phones, the time codes referred to when the phones would ring, and the passwords had to be used to unlock pieces of the radio drama before it was played down the phone. Players who had signed up began receiving emails and text messages. They also attended coordinated meetings with other players and I Love Bees characters, eventually culminating in an invitation to play Halo 2 before its release.

"There are great stories of individuals and groups working together to unlock these messages and piece together the story that couldn't be scripted or made up," Bonds says. "People networking to get someone in Alaska to ask a business owner to open early so that they could answer the pay phone there; someone answering a pay phone in a hurricane; groups of people aged between 17 and 55 years waiting patiently in Georgia while they let one person answer the pay phone and then share the message with everyone there.

"The greatest feedback we had on I Love Bees came from those who participated. People went to great lengths to thank us for the memorable experiences--people showing up at our offices to thank us in person, mail, phone calls, and even one person who made custom I Love Bees chocolates for us. Whatever the medium or platform, what people want really hasn't changed. They want great stories and fun experiences."

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The success of I Love Bees helped to drive more than just Halo 2 sales. The innovative marketing campaign is credited with reinstating ARGs as a viable form of marketing, one that has since become particularly attractive to game publishers. In 2005, 42 Entertainment was again enlisted to create an ARG for Activision's release GUN, titled Last Call Poker, and again in 2007 for the release of Microsoft's Halo 3 with an ARG titled Iris.

Since then, ARGs have begun to feature prominently in video game marketing campaigns, each implementing its own level of immersion based on the publisher and the game: Majestic, an experimental game developed by EA that utilized websites, phones, and faxes as vehicles to develop the game's narrative; Microsoft's Violette's Dream, an ARG created to promote 2009's Velvet Assassin, which introduced the game's protagonist Violette Summer (based on the real-life spy Violette Szabo) through an insurance assessor tracking down lost gold that was hidden in the real world for players to find; Project Abraham, the ARG for Sony's Resistance 2, which introduced Nathan Hale's origin story through the eyes of his nurse at the SRPA, asking players to choose which soldier in the program would be administered with the serum that contained the Chimera virus and that gave Hale the immunity he needed to survive the first game in the series; Darkspore's Help eDNA ARG, which presented players with challenges ranging from recognizing the chemical composition of DNA to parsing through thousands of digits of the number Pi to find an encoded message; BioShock 2's Something in the Sea, which saw the creation of a website launched on March 4, 2009, to provide players with hints about the upcoming game through a story revolving around a father whose daughter was kidnapped by a Big Sister; and the GKNova6 ARG for the launch of Activision's Call of Duty: Black Ops, which set the stage up for the game's Zombie mode through a series of references, photographs, and videos of events surrounding the Cuban Missile Crisis.

More recently, Valve used the "Potato Sack" indie game bundle on Steam to initiate its now infamous Portal 2 ARG, a concept developed and implemented internally with the help of several independent developers. And in August this year, Sony developed its own ARG for the upcoming release of Resistance 3, enlisting the help of British theater company Punchdrunk. This company is renowned for creating interactive theatrical works; it created a site-specific work beneath London's Waterloo Station asking participants to take on the role of one of the last remaining survivors of an apocalyptic event and navigate their way through the dark corridors exploring rooms for clues and participating in team-based activities. (More on that later).

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Microsoft's Violette's Dream was an ARG created to promote the 2009 title Velvet Assassin.

Preaching to the Converted

In November 2008, Australian-based media agency Ikon launched a virtual campaign for Eidos Interactive's Tomb Raider: Underworld. The ARG, titled The Tombraider Challenge, pitted gamers against each other in a digital artifact hunt aimed at reinstating Lara Croft's image toward a more intellectual, rather than sexualized, slant. Players were tasked with solving daily riddles on the site and, in a world first for any ARG, using Google Earth to uncover 21 hidden clues inspired by events in the game.

Mark Gilbert, marketing director at Namco Bandai, and Brett Dawson, Ikon's agency director, worked together on the 21-day campaign, spending a total of A$250,000 over two months creating the campaign's content, website, desktop widget, and mobile site as well as hiring a qualified archaeologist to help assist with the authenticity of the artifacts and their respective real-life locations. During its 21-day cycle, the Ikon site received some 286, 616 unique page views and more than 180 pages of forum comment discussing location ideas and tips.

"Gamers want to be entertained and involved, not shouted at by traditional advertising," Gilbert says. "Before we started, we identified that one-upmanship, self-improvement, and bragging rights are a gamer's raison d'etre; players love talking up their achievements. This insight led to fuel the brag. I think how the campaign turned out offers great insight into the future of marketing where brands will create people-powered ideas that invite participation and an experience that is worth talking about."

While it seems clear that ARGs have the potential to revolutionize game advertising by actively involving the audience in a real-world campaign, there are some who argue that the potential of this new form of storytelling spreads far beyond just a mere marketing tool. After getting hooked on puzzle-solving antics during The Beast campaign in 2001, ARG-player Steve Peters decided to start his own online discussion forum that would serve as much a meeting place for other ARG fans as it would a research tool for lovers of the genre. Ten years on, ARGNet is now the largest online news hub for ARG players, both online and offline. As a news network, it delivers reports from volunteers on the latest games and campaigns, as well as provides a resource for players to get together and discuss clues, strategy, and progress. These days, the site is run by Michael Andersen, who first started playing ARGs in 2004 after noticing a group of people standing in the crowd holding posters of bees during one of the US presidential debates on television.

"I listened to the six-hour-long audio drama that was at the heart of I Love Bees and was irrevocably hooked," Andersen says. "I think we've reached the point where following a story's evolution as it hops between media has become an accepted part of our culture. For me, the appeal of ARGs lies in the narrative flexibility it provides. Any method of communication we have available can be subverted to advance a story. With access to the right information, anything from a poster on the street to a television commercial can be transformed into an entry point into a story."

But is there a risk that ARGs could undermine, rather than enhance, the video game experience? Real-life gaming experiences are inherently much more exciting than video games themselves, purely for the level of immersion that can be achieved. While games ask players to suspend belief by stepping into a pre-imagined world, alternate reality games do the opposite: They give players the framework for a pre-imagined world and allow them to use real life to bring it into context.

"In order to let the player seamlessly assume these roles, video game characters are often treated as empty shells for the player to inhabit," Andersen says. "There are ways around that problem, but the disconnect between creating a unique character for the player's avatar and letting the player become immersed in the world still remains. With alternate reality games, players are asked to immerse themselves in the story as themselves. I think gamers are predisposed to embrace the idea of interacting with stories, and alternate reality games give players a way to channel that interaction away from the console screen."

No Caption Provided
Valve used the "Potato Sack" indie game bundle on Steam to initiate an alternate reality game for the release of Portal 2 earlier this year.

Andersen believes that with video games becoming increasingly social experiences that seek to utilize the ever-growing shift and evolution of technology, there is room for ARGs to work alongside the medium rather than in contrast to it. The same collaborative skills needed to complete a multiplayer match can be used in real life to solve puzzles and organize players for live events.

"What I'm excited to see is video games that weave ARGs into the fabric of gameplay. PlayStation Home tested the waters with its PlayStation Xi experience, and Funcom's The Secret World seems like it's planning on bridging the gap by offering in-game puzzles that require players to venture forth into the real world to find answers. There is also potential for game developers to invest in ARGs. More than any other medium, video games demand long-term time commitments from their players. Alternate reality games provide a means of introducing players to the narrative hooks that will see them through the game's challenges and have the potential to provide incentives to keep coming back to the game after its release."

No Caption Provided

Influencing New Art Forms

The successful combination of immersion, interaction, and the innate human desire to solve complex problems makes ARGs the perfect social experiment, one whose principles are becoming increasingly more appealing outside the gaming industry.

When Sony enlisted Punchdrunk to create its Resistance 3 ARG, it did so with the intention of doing a lot more than simply promoting its game. The more important objective was to test the relationship between theater and video games, working out how the two art forms could be used to create entirely new experiences that appeal to the audiences of both.

"Mixing theater with video games seemed especially pertinent for an innovative theater group like Punchdrunk and for a game like Resistance 3," David Wilson, head of public relations for Sony Computer Entertainment UK, says. "Punchdrunk is very much about an experience where the audience is very much in the thick of the action and, furthermore, plays an active role in the proceedings. Punchdrunk melded their knowledge of the game with the Japanese phenomenon of 'walks of terror' to create a theatrical experience that evoked the thrill of being within the video game world."

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Punchdrunk's Resistance 3 ARG for Sony took place beneath London's Waterloo Station. [Photo credit: The Telegraph, UK.]

Punchdrunk artistic director Felix Barrett says the company agreed to the Resistance 3 project for the same reasons: to test the level of immersion that is inherent within video games and the possible interface with the real world.

"The emotional and experiential potential of finding yourself within a video game is huge--you are your own avatar," Barrett said during the lead-up to the event. "We [wanted to] explore the role of the audience as player, participant, and potential character within a project that transcends theatre and gaming and, in particular, [look at] the visceral potential for a fusion of these two forms."

This potential for fusion between theater and games is something that is becoming more and more apparent to theater makers. In the summer of 2012, attendees of the Brighton Festival in the UK will be the first to experience How Are You Feeling?, a site-specific work created by British playwright Fin Kennedy. Kennedy's work revolves around a group of terminal patients whose potential value to society must be determined by the audience; if they have what it takes, they will be allowed to live; if they don't, they will be left to die. For Kennedy, who has become somewhat of a video game advocate in the world of theater, the work is a perfect example of how different mediums can borrow from each other to create something completely new.

"The site itself is rather dystopian looking," Kennedy says about How Are You Feeling? "It has a very BioShock feel to it. In fact, I've borrowed a lot more from games than just locations for this work, everything from gameplay conventions to mood to story. I used to be a gamer, but I had a 10-year gap and got straight back into it for this production."

How Are You Feeling? takes place at an unspecified point in the future in a hospital run by two consultants who have a vision to selectively treat patients based on their potential value to society. When audience members book a ticket to the see the show, they will receive one of two letters in the post: an acceptance letter as a patient to the hospital or a trainee medic. Once the show begins, the audience members will be split into groups accordingly and will proceed to make their way through the hospital to be assigned different tasks according to the path they have chosen. At the end of each 'scene,' every person in the group will be given a choice that will determine where they will go next, and the groups will become increasingly smaller until only one or two audience members are left roaming the hospital's abandoned rooms.

"We don't want to make anyone upset, of course, but this is the kind of experience suitable for adventurous people," Kennedy says. "Changing into hospital gowns is as far as it will go in terms of what we'll make the audience members do; they're not really asked to speak unless they want to. We did explore a few Mass Effect-style choices to include in the work, but it turns out that's a lot harder to write and direct."

Kennedy spent two years playing and researching every game he could get his hands on, taking elements from each to create a framework and narrative for How Are You Feeling?: BioShock ("That was a big influence; the idea of a biological empire with a mad figurehead."); The Saboteur ("Massively underrated. I love the idea of the game and the authoritarian world. There are echoes of that in the way the staff rebellion takes place during the work."); Red Dead Redemption ("I love the way games are now starting to have a moral element and the way you're behaving will catch up to you. We have got some scenes where the audience will have to take a moral stand. Even the end of play is kind of like an end boss: Things are out of control, the audience is gathered in a lab full of tanks of jellyfish, and then the audience has to vote on whether to burn the whole place down."); the Grand Theft Auto series ("Evident in the choice of which door to go through and which character to kill off."); and finally, L.A. Noire ("There's some detective work throughout the production, like browsing through patient records and trying to figure out what the scandal is and so on.").

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UK playwright Fin Kennedy was heavily influenced by the atmosphere in BioShock when creating his site-specific theater work.

Kennedy's colleague Ellie Jones is also working on a project inspired by gameplay conventions. A playwright and artistic director, Jones has conceived a site-specific piece of theater that asks the audience to perform a bank robbery: each member of the audience is allocated a specific role within the criminal outfit and must perform certain tasks at different points throughout the piece to gather information before finally 'robbing' the bank. Jones developed a pilot version of the show during her time as artistic director for Southwark Playhouse, where she worked with a video game designer to create a show that required audience members to play a point-and-click game to determine behavioral patterns.

"It seems to me everyone under the age of 40 has grown up gaming; it's a part of life now that's hard to avoid, and if you've spent any time gaming, you've learned to like being the hero in the story," Jones says. "I like that what I do makes a difference to my virtual world and that I can be someone I can't and perhaps wouldn't choose to be in the real world. I'm looking to create the idea that I am the hero for real (or antihero perhaps in this case) and to make the relationships and encounters real. I also took the idea of smaller achievements from gameplay conventions, hence the other encounters and tasks that need to be completed before the actual robbery."

Once audience members have signed on for Jones' show, they will be sent a recruitment email from the head of the criminal gang; there'll be some questions to answer; a riddle to solve; and then finally, more instructions. Once each member of the audience has been assigned a role, he or she will be asked to fulfill a series of tasks relevant to this role, all of which involve real-life meetings and situations, all taking place before the night of the actual show.

"This kind of work immerses its audience in a world in a way that traditional theater can't. I think this makes the experience more affecting and, therefore, more powerful. The bank robbery project is more fun, more a chance to be someone you're not for a while. I think that's as important to adults as playing doctors and nurses is to a child."

"Certainly, this is not for everyone. Some people want the distance between themselves and the actor. It's risky; it makes people feel vulnerable. I suspect the audience will be mostly under 40; people who want to try being someone else for a day, discover what their life might be like if they'd taken a different course. For me, this is about theater that relies on its audience. A play in a theater where the audience just sits and watches might be a bit redundant without its audience, but it won't truly affect the performance. A show in which the audience are key players can't happen if they aren't there."

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bakagami

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Edited By bakagami

The bees are disappearing

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WCK619

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Edited By WCK619

deus ex

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FiajaKyvei

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Edited By FiajaKyvei

I normally like these articles. This was one very, very boring.

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terrascythe

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Edited By terrascythe

Sounds like reality TV without the camera's. This is also called role-playing in the bedroom but ARG doesn't sound as sexy. I'm pretty sure ARG was developed by the Military as a recruitment tool, though it's mostly used in training exercises. While reading this article I couldn't stop thinking about the Stanford Prison experiment (Dr. Zambardo), where two groups of ordinary people played guards and inmates. Participants were provided with a legitimizing ideology and social network to support their actions. After only 1 day some participants experienced dissociative disorder or reality transfer disorder. The 'project' was canceled to protect the health and safety of the participants. I'm not saying ARGs are bad, but I think there's definitely a portal for abuse or alterior motives. I would probably never participate in one of these games, but I may have already and not known.

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zaxafreon

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Edited By zaxafreon

Almost fell asleep reading this snore fest :/ At the end of the day whos cares about ARG's? -_-

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Yomigaeru

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Edited By Yomigaeru

Of the games noted for being connected to ARGs, the only one I've had any interest in is Bioshock 2, and I definitely missed the boat on that one. To think, there was this whole facet of the gaming community that I was largely unaware of...and it's something I'd like to get in on. The world is wide indeed.

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Valas_Azuviir

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Edited By Valas_Azuviir

Considering a lot of folks seem to have a hard time, grokking what an ARG is. Here's a definition. Alternate Reality Gaming: "A cross-media genre of interactive fiction using multiple delivery and communications media, including television, radio, newpapers, Internet, email, SMS, telephone, voicemail, and postal service. Gaming is typically comprised of a secret group of PuppetMasters who author, manipulate, and otherwise control the storyline, related scenarios, and puzzles and a public group of players, the collective detective that attempts to solve the puzzles and thereby win the furtherance of the story." Still think that regular games equate to ARGs?

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Valas_Azuviir

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Edited By Valas_Azuviir

@lizzardman666 Incorrect, neither The Wish or Search 4 E were connected to any outside product. And they're hardly the only examples of this. Just poke around www.argn.com or www.unfiction.com and you'll find plenty of others.

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jcopp72

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Edited By jcopp72

Wouldnt every/any superhero game be an ARG - actually alot of video games are ARG - considering that alot of games take place in the past, Like the Elder Scrolls series to name one. Anything with magic or super powers are ARG.

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GodGundamNT1

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Edited By GodGundamNT1

This article is very missleading and the bee site is also, just another marketing crap trying to sell or provide free advertising for crap we don't need. The real living animal Bee is a much more interesting topic and its not like a website that glorifies gun toting shooters is actually gonna care.

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GodGundamNT1

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Edited By GodGundamNT1

ALL videogames are alternate history period. (when it comes to those games that try to be realistic with history) The main reason is that if its a WWII game they will have a single soldier killing scores of enemy soldiers and in real life YOU JUST CANNOT DO THAT because ammo is "finite" and each weapon, including the modern super accurate rifles have little things you gotta keep track of basically you have to be a real 101% dead eye and dead trigger finger and even if you as a single soldier are that good the fact that you just cannot anticipate where the enemy is coming out from simply means you have to hope the enemy soldier that came out of the left while you were pressing the trigger on the soldier on the right is not already shooting you or is fumbling/distracted. Then there is the whole thing of not being in a place thats gonna get carpet bombed... or napalmed... or orbital laser fried.

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sknight175216

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Edited By sknight175216

If you want to start getting technical then ALL video games are alternate reality. We pick the game up and live in that given universe and circumstance for the duration of our playing time. And then you could say that so are books and movies. We suspend our disbelief therefore accepting the given situation as "reality" and therefore we laugh, cry, and empathize with characters that don't actually exist, but do in the alternate reality. But hey I just like to philosophize sometimes ha ha. :P

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shions_glasses

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Edited By shions_glasses

Great article! I love the intertwining of theater and games. The main linking factor between the two is the idea of Gesture, or that the actor has the freedom of a live performance to tell a story and the video game player has the freedom of a controller. Even simple actions of the main character in a video game, like running down a hallway, will be different depending on who is playing the game, just as a performance in a play will differ on performer, and added to that, variation is unlimited within an individual. This freedom is the closest representation to life that art can achieve. Life is never static, it casts no “shadow” and neither will video games or theater. The two art forms go together pretty well. I also once wrote an essay connecting Silent Hill and Theater of Cruelty. They’re pretty similar stylistically.

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puaemerson

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Edited By puaemerson

where's the "game" part of the ARG? Right now it seems like they are just advertisements

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Jane_22

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Edited By Jane_22

With all the respect, i prefer video games to be like now just with better graphics, i want the reality to stay a reality, and a game - a game.

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xboxfanonly

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Edited By xboxfanonly

@simon1812 So you agree about halo two being epic and halo 3 not living up to what it should of been?

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Exploding8

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Edited By Exploding8

Loved the Potato Pack ARG, I remember staying up late into the night playing games I'd never bother with under normal circumstances, but knowing I was working with hundreds or thousands of other people to try and release Portal 2 a bit early made everything so enjoyable. Ended up with a golden potato too. $200 worth of games (including Portal 2) for the $30 it cost me to get the potato sack? Totally worth it.

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100proofsoco

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Edited By 100proofsoco

Watch "The Game" starring Michael Douglas

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pokecharm

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Edited By pokecharm

wow, I must have really missed the boat on this, but it does sound like a lot of fun :)

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stailcookie

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Edited By stailcookie

They need to make them in 3d, because 2x the future of gaming can't be wrong!

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lizzardman666

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Edited By lizzardman666

ARGs are just a powerful marketing tool and cannot exist by themselves. I sincerely doubt that they are the future.

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Gamer-Geek

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Edited By Gamer-Geek

@MooncalfReviews haha so true. I guess the editor kinda got absorbed into the games

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thuner12

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Edited By thuner12

If they start this again, Im gonna try and be with in it xD

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chechak7

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Edited By chechak7

"I love cats"

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Valas_Azuviir

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Edited By Valas_Azuviir

@xboxfanonly @rasputin177 Try the following link: http://halo.wikia.com/wiki/I_Love_Bees_Synopsis @mooncalfreviews How many games do you know of, where you suddenly get a phone call at 3 AM in the morning? ARGs blur the line between the reality we live in, and the world they're hinting at. Whether it be Search 4 E, The WIsh, I love Bees, The Beast, Push, Nevada. etc etc. As Unfallen_Satan pointed out, sometimes the target audience for the product being promoted and the ARG don't sync up. And sometimes they do. Think of it as a sibling to Murder Mystery Parties. Because the end effect of the ones that do sync.. Well, customer loyalty tends to be far higher.

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MooncalfReviews

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Edited By MooncalfReviews

Aren't ALL games "alternate reality"? Kinda weird title.

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Frimmel

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Edited By Frimmel

Essentially what is being described here is a method of marketing to the ADD, always wired in folks, who don't look at print and download the larger part of their 'tv' viewing. Some of these advertisements by presenting themselves as a game can in some cases turn advertising outlay into incoming revenue by charging for participation. Am I understanding correctly?

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rasputin177

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Edited By rasputin177

I am having trouble seeing how the the ARG marketing ties to the actually game. What did I Love Bees have to do with Halo. Never played Halo.

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Vividnightmare

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Edited By Vividnightmare

It's going to make a great marketing tool. The idea is to design a game that is used to introduce any title. So a company can turn the ARG into it's marketing, of course traditional advertising will never die. Still, turning the ARG into an on going developer marketing system could show a lot of promise.

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Gronush

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Edited By Gronush

@sirkel28 what are you talking about what does this have to do with the government?

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Bearmonsta1

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Edited By Bearmonsta1

After a few weeks on the Entropia servers, I think its safe to say that alternate reality games aren't new nor are the future. Sweat shops earn more than people in that economy and the game requires a considerable amount of capital just to earn money. If this article is written in response to Diablo 3's poor attempt at real money auction houses, all that is doing is turning long time fans off the series.

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warlord_Kratos

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Edited By warlord_Kratos

They are the future. I am looking forward to more games of the same type. But it would be better if some of those games didn't need to be paid for every month

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dark_surge

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Edited By dark_surge

They are not the future, and I have never participated in one or have any interest to, but it's good that a few are around for people to play with. Emphasis on few. We don't need every game coming out with a fake website. :)

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swamptick

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Edited By swamptick

They are not the future. They HAVE a future and will continue to be a PART of the future, but they are not THE future.

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sirkel28

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Edited By sirkel28

Sounds like another form of Brainwashing. Seriously I think the government see's how dumb people are in believing lies. Look at Blair Witch Project, how many people thought that was real at first. Even Macro-Evolution, 9-11's official story, all lies thought to be truth promoted by media and schools.

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Fritzzland

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Edited By Fritzzland

Hmmm... bees? Alternative reality..?

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pidow

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Edited By pidow

Its a change from the norm, something other to play or do in- between, playing what one likes the most to play...that's all.

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franzito

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Edited By franzito

Well, the soft spot for alterna-realities it's because reality as we know doesn't offer all we want or need. It's escapism. I personally love the theme, specially when it criticizes "our reality" and proposes a reflection. However, if you want escapism for escapism, engage on casual gaming.

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DarckArchon

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Edited By DarckArchon

Im sorry if i ask this but, can someone please explain to me what exactly they mean here ?

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BigSlongsDaddy

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Edited By BigSlongsDaddy

The ARMA2 comunity had this sort of thing a couple of months back when it was announced that ARMA3 was going to be realised , they had the website hacked and we all had to find out who done it , it lead us to 1 spec ops guy and the island of lemons and then onto a hole load of other things b4 they announced the ARMA3 realise ..

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Skadoosh_69

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Edited By Skadoosh_69

I love bees, they make honey

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10quellor

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Edited By 10quellor

Wait a minute... it sounds like this article is a lead in to another ARG, well done Gamespot, I'm on to your ruse!!

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Skullsector

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Edited By Skullsector

I hate bee's. Who does?! They have stings and stuff! The only good thing about bee's is when you get to wack them with newspapers when they get too close to you.

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sinex1983

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Edited By sinex1983

ARG is what got ***TONS*** of people interested in "The Secret World", so I'm inclined to agree with the conclusion that this article presents.

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TheHappyCamper

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Edited By TheHappyCamper

@solitarycow - I take it actually reading the article was out of the question for you?

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pop-warriorwith

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Edited By pop-warriorwith

wired article!!!!!!

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Edited By solitarycow

[This message was deleted at the request of the original poster]

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maxran

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Edited By maxran

Not the future just another genre

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Edited By Unfallen_Satan

ARGs shouldn't be thought of as an offshoot or, worse, a promotional tool of traditional games. They are in a league of their own. Action gamers are not called such for their love of puzzles either online or in the great outdoors. People who got hooked on I love Bees but thought playing Halo 2 on a screen a thorough bore testify to the triumph of ILB as a new form of entertainment instead of its failure as Halo's ARG. I hope more artists create fresh ARGs, using inspiration from traditional games if they choose. There may come a day with technology permits the level of interactivity in real life to match the intensity of action that exist in most popular games. That would be swell. Unfortunately, it is not today.

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Unfallen_Satan

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Edited By Unfallen_Satan

The rationale behind this article is a bit confusing to me. No doubt the Alternate Reality Games described here are an exciting new form of interactive entertainment. But have they truly demonstrated any significant impact on traditional games? I've never even heard of I Love Bees (maybe because I am not a Halo fan to start). Most of the games with an associated ARG cited by the article are either already a part of a popular franchise with almost guaranteed success (Halo, Resistance) or never became widely popular (GUN, Velvet Assassin, Darkspore). I do not see any evidence that ARG has had meaningful impact on the success of traditional games. Connecting favorite games with something in another medium can trace its roots to the earliest days of gaming in the form of, as some have already said, peripherals. ARG takes that connection to a new level of realism and interactivity. No doubt the Pit was an exciting novelty during CoD XP. However, trying to reach a mass audience with any level of interactivity beyond simple puzzle solving is a daunting task. For many popular games it's simply not possible. Some ARG that associated with such games, such as I Love Bees and Halo 2, simply became two entirely different experiences that appealed to generally different audiences. How many people who embraced the ARGs actually embraced the actual game? How many fans of the game actually played or even cared about the ARGs?

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