Basic design principles Alternate reality game







args described first narrative art form native internet, because storytelling relies on 2 main activities conducted there: searching information, , sharing information.



storytelling archaeology. instead of presenting chronologically unified, coherent narrative, designers scatter pieces of story across internet , other media, allowing players reassemble it, supply connective tissue , determine means.
platformless narrative. stories not bound single medium, exist independently , use whatever media available make heard.
designing hive mind. while might possible follow games individually, designs directed @ collective of players share information , solutions instantly, , incorporate individuals possessing every conceivable area of expertise. while games might attract small group of participants, participants come across new challenges try find others knowledge needed overcome obstacle.
a whisper louder shout. rather openly promoting games , trying attract participation pushing toward potential players, designers attempt pull players story engaging in over-the-top secrecy, have elements of game warn players away them, , eschew traditional marketing channels. designers not communicate game players or press while in play.
the not game (tinag) aesthetic. args not acknowledge games. not have acknowledged ruleset players; in real-life, determine rules either through trial , error or setting own boundaries. narratives present realized world: phone number or email address mentioned works, , website acknowledged exists. games take place in real time , not replayable. characters function real people, not game pieces, respond authentically, , controlled real people, not computer ai. events involve meetings or live phone calls between players , actors.
real life medium. games use players lives platform. players not required build character or role-play being other themselves. might unexpectedly overcome challenge community because of real-life knowledge , background possessed. participants on lookout clues embedded in everyday life.
collaborative storytelling. while puppetmasters control of story, incorporate player content , respond players actions, analysis , speculation adapting narrative , intentionally leave white space players fill in.
not hoax. while tinag aesthetic might seem on surface attempt make indistinguishable real life, there both subtle , overt metacommunications in place reveal game s framework , of boundaries.






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