by: Gary Hayes
Ok the title sounds a little ’space cadet’ and paradoxical but bear with me on this one because the implications go way beyond the focus of this post which is a quick orientation and guide to non-scripted but organised ’social play’ inside a virtual world and a great way to plan a Real World Alternate Reality Game - or run a special form one inside the vr world.
As you may have read on my previous post “The Personalization of Second Life” there are a few shared, virtual spaces that are infinitely personalizable and customisable. Second Life is the leader in this area and so has become the focus of many activities that require represention - a sort of ‘real as it gets’ for doing real world-type things in - a place to create something representing the real world, our physical world. (As a tangent I personally believe we need to move towards creating new and non-representations of our real world as most folk in SL tend to midly enhance their RL existences, build precise replicas of the first life or a few enlightened ones are planning singularity! - I will not go into that rabbit hole as I posted about the Human 2.0 upgrade a few months ago).
Back to the post which in theory sounds complex. Inside Second Life people get paid for organising events and ARG puppet-masters will and should be part of that mix. We need to go beyond just concerts or dances or bingo - but whole in-world game-play, that has some sophistication and plays on the paradigms inherent in the space. Another rabbit hole of game within a game - but SL is not realy a game but a created society, which makes it ideal for what I describe below in the guide element of this post. So we have a real world in which to potentially do things with far more imagination but more importantly, at lower cost and more efficiently. It takes minutes to build a complex 3D structure and texture map it, hours to construct a building with multiple floors and seconds to travel anywhere. It is in this context and the imaginative aspects of this world that it dawned on me an environment perfect for alternate reality gaming.
THEMES
TOOLS OF THE TRADE
Second life has so many potential tools that designers of ARG’s inside it can draw on. It affords many things that are very difficult or nigh on impossible in the physical world, yet in SL are taken as granted. Here is a non-exhaustive list that from my experience so far could be used as virtual reality, alternate reality game tools.
Easy and always on communication: IM and chat is ubiquitous inside SL. So talking to characters in front of you and in parallel IM’ing distant ones is VERY easy. Also you can deliver out of band, in other words leave messages for others with guarenteed delivery - now think sms or even email in the real ‘global world and the multiple carrier, spam nightmare. This is where global players can instantaneously communitcate in-game.
Location, location, location: To get to anyplace in Second Life one simply teleports. This means the whole 200 000 people world can be readily explored and therefore distributed widely and not tied to a specific location. That is not to say one location could act as base with dense areas of gameplay.
Inter character exchanges: This is where any character can pass you objects, directions, teleportation coordinates, animations, notecards - the list goes on. A tool such as this really means clue discovery and passing stories between players is a breeze.
Grouping: To create teams inside SL is also very easy, and new members can be added on the fly. Members of your group can be tracked across the built in maps.
Orientation: SL has many ways to find things, people and know where you are. The built in search engine can point you at any person, event, place, object inside the world. So placing clues and red herrings etc: is also very easy. The mapping is incredible and zooming, scrolling across the many thousands of buildings combined with instantaneous teleporting on a double click means you can get anywhere from anywhere.
Animation: Not an obvious element of the SL tool set to use, but well animated characters who are real life (inside Second Life) add to the sense of reality I think. Even though the character may look like Brad Pitt (just realised one of mine does a bit!) or some kind of cat woman, if the movements are fluid, then the world is all the more usuable and once immersed doesnt lead to sense of disbelief. True immersion should afford that. So get good skins (the texture around your avatar) and override (basic) animations using an AO (animation overridere) for your characters.
Identity: This is a great area to explore in ARG’s as characters avatars can change at the drop of a hat. In otherwords a surfer dude can change into an office worker in a split second in front of you (choose a rather ‘normal example’ for brevity!). But what that means is that one can really play on the ‘no one is who they seem’ mentality here. Great for conspiracy and diversionary tactics…
Virtual Cross-Media: SL allows movies and sound to be streamed via the web into the world onto screens and through objects - opening all sorts of possibilities. Also objects can contain sound bytes and have logic - so entering the right code into an object could produce a video on a large screen to appear, or a clue to be automatically sent to your inventory (the place where all your ’stuff’ is held). There are virtual working radios, tv, phones (including ones that use the real world participants voice played through the character), obviously print, posters and so on. All the things a puppet-master (those who make traditional ARGs) would need
Breaking the fourth wall: I would not do this myself but you can link to web pages - which boot an external browser - but dont go there.
There are many other tools believe it or not that I may add later when they become apparent…
RECRUITMENT
DESIGN
Without going too mcuh into the design process of a social game within a game-like environment primarily because I have things to do in real life now! The design of the game here should follow simple rules - test, do some test runs on virtual strangers to make sure they get some of the directional elements. Make sure that the real players have enough knowledge of the mechanics of the world (how to use it) so they are not locked out because they cannot work out how to teleport (as a simple example). Cover your backs - if a clue becomes to difficult to decipher make sure you have an alternate way for them to get to it, a character prod and so on. Then the design of the ARGamePlay - whether everyone has to get all clues OR some are given only to certain teams who have to work together OR more usefully a mix of both of those make sure the timing is carefully worked out. If some things are easier than others then you will have teams losing interest once they have done their bit, if things are too hard, they may give up. But these sorts of techniques are discussed elsewhere by far more capable people - this post is about moving the ARG into the virtual space both for easy of production and to use some create tool sets built in already. I/we will be creating a bunch of VARG’s (virtual alternate reality games) at AFTRS and LAMP and will keep you posted on how it goes which should dovetail with the machinima we are starting to play with. One of the real problems I can see (which many of you would have already spotted) is that the ‘way of life’, the grammar of existance inside Second Life takes a few days or weeks to grasp - and then the control mechanics too. To newcomers it is a confusing world and orientation is quite steep. So for an ARG to work well all participants must be fully ‘immersed’ and understand the shared space and so called SL normality - whatever that is. There are enough shared ground rules though for it to work in my opinion if the participant is given a week or so to be acclimatized.
As a post script: The point of this post as I suggested at the beginning is not just to talk about one kind of service creation inside a virtual space but to point out that once all parties are agreed that the ‘virtual world’ becomes THE world and nothing else exists outside it, many, many things become possible. Especially as I have been seeing already - the extention into things that are totally new and not representing our first life in anyway shape of form. But will leave that to another day. I am becoming more and more resistant to talking about the real world inside the immersive space as it truly inhibits real creativity - so if you see me in there at anytime, please be yourself.
Append: Looks like all great ideas come at once all over the world! Someone else with ‘ARG inside Second Life’ motivation no less than a day after this post - and who nicely refers back here. Cool - strength in numbers!
Original Post: http://www.personalizemedia.com/index.php/2006/05/27/alternate-reality-games-in-virtual-spaces/
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