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![]() THINKING OUTSIDE THE (x)BOX(or "HOW I LEARNED TO STOP WORRYING AND LOVE BEES")Guest Speakers: Jordan Weisman, Sean Stewart, and Jim Stewartson of 4orty2wo Entertainment The IGDA's San Francisco Bay Area Chapter Meeting for April 2005 featured Jordan Weisman, Sean Stewart and Jim Stewartson of 4orty2wo Entertainment discussing and explaining the emergence of Alternate Reality Games (ARG) and the phenomenal success of their interactive Halo 2 prequel, I Love Bees. However, rather than delving into the particulars of I Love Bees, the discussion centered around the origins of ARGs and what they are based on. ![]() Jordan Weisman kicked off the presentation with an explanation of ARGs and how the genre evolved into a very different, yet mainstream form of gaming. Alternate Reality Gaming is, according to CNET, "...an obsession-inspiring genre that blends real-life treasure hunting, interactive storytelling, video games and online community." These games are an intensely complicated series of puzzles involving coded Web sites, real-world like newspaper advertisements, phone calls in the middle of the night from game characters, and more. This unique blend of real-world activities and dramatic storylines has proven irresistible to many. These games (which are free) often have a specific goal of not only involving the player with the story and/or fictional characters, but of connecting players with one another. Many game puzzles can be solved only by the collaborative efforts of multiple players. Jordan explained that the idea for ARGs came about through hours and hours of brainstorming at Microsoft, where they were established and predicated on 5 simple principles:
![]() Following Jordan's introduction to the foundation of ARGs, Sean Stewart recapped the work that was done around Halo 2 and the fact that 4orty2wo Entertainment wanted to make it a more physical game than past games. In that spirit, the team set out to create a "War of the Worlds" narrative that focused on sending players out onto the streets to solve the game. Sean discussed the fact that more than 500,000 people played the game and as the story progressed, the players became increasingly skilled and aggressive. In fact, the final challenge called for a player to receive a code in Seattle, while another player in Washington DC had to relay the code and provide additional information found on the Internet in less than twenty seconds! Believe it or not, it was accomplished in 13 seconds! ![]() The Q&A session that followed was lively and consisted of a variety of questions ranging from technical production inquiries to the prospect of ARGs becoming even more mainstream in the immediate future. IGDA attendees then proceeded to a lively mixer at LJ's Martini Club and Grille for a meet and greet networking reception. ![]() About the Speakers Jordan Weisman, Chief Creative Executive of 4orty2wo Entertainment, invented ARGs after having been inducted into the Gaming Hall of Fame for games such as MechWarrior, MageKnight, Crimson Skies, and Shadowrun. Before founding 4orty2wo in 2002, Jordan served as Creative Director of Microsoft's entertainment division, providing creative leadership for the company's PC and video game portfolio (including the development of the Xbox). Jordan is also the founder/co-founder of FASA Corp., Virtual World Entertainment (makers of BattleTech), FASA Interactive, and WizKids, LLC. Sean Stewart served as Lead Writer for I Love Bees and Lead Writer/Co-designer for The Beast (an ARG originally developed to promote Spielberg's film A.I.). An award-winning novelist and pioneer in interactive and multimedia fiction, his recent literary work includes the novels Perfect Circle (a Nebula finalist this year), and Galveston, for which he won the World Fantasy Award. Jim Stewartson, Chief Technology Officer for 4orty2wo Entertainment and Technical Lead for I Love Bees, developed the first commercial 3D game delivered over the Internet in 1996 (Star Trek: Borg for the Start Trek: First Contact website), as well as other groundbreaking Internet games for films such as The Fifth Element, Titanic, The Flood, Lost in Space, and Spawn. Meeting space generously provided by:
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Guildhall Series: Mastering the Craft of Online Gaming Infrastructure 19 April, San Francisco, CA, USA http//www.guildhallseries.com/ The Guildhall Series focuses on the business side of operating online games. Mastering the Craft of Online Gaming Infrastructure is the first event of a four-part conference series. Focus will be on operating issues including payments, security, and bandwidth & hosting. Come share your ideas and learn what strategies, frameworks, and methodologies work for your online gaming business. Sign up before 02/15/07 for early registration discount. In addition, IGDA members should enter discount code “IGDA” to receive an additional 10% off.
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![]() ![]() AUTOPSY: A Postmortem of CSI: 3 Dimensions of Murder PC July 2006: STAR TREK ONLINE GRAPHICAL DEVELOPMENT SECRETS: Achieving the look of your game. May 2006: Reestablishing an Icon: The Peaks and Pitfalls of Developing Tomb Raider: Legend February 2006: THE REVOLUTION WILL BE DOWNLOADED: Confessions of Five Casual Game Makers December 2005: Worlds Are Colliding!: The Convergence of Film and Games October 2005: Taming the Dragon: Next-Generation Asset Creation for PS3 June 2005: Giving Life to Death (Jr.) April 2005: Thinking Outside The (x)Box January 2005: Introducing COLLADA More past events
Chapter Coordinator: Rudy Geronimo
IGDA SF Advisory Board: Angus Chassels Mark DeLoura, Ubisoft Peter deVroede, Perpetual Entertainment Jeremy Gordon, Secret Level Bret Mogilefsky, SCEA Webmaster: Brian Church Chapter Reporter/Photographer: Karl Hodtwalker To volunteer or be added to the IGDA SF anouncement list, email Rudy. |
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