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Review: Stranger Adventures
Friday, 07 April 2006
Back in February I received a press release announcing the launch of Stranger Adventures, an online puzzle contest with what looked like some ARGish qualities.  Since then I have played two episodes and have actually had a lot of fun.  I should add a disclaimer to that statement though... I'm a total sucker for a treasure hunt or any sort of puzzle contest with a prize.  Typically I'm not very competitive, but when it comes to puzzle solving for a golden statue hidden in a jungle temple or a jewel buried in a remote desert I suddenly turn into a mad, obsessed fiend.  That being said, I've really enjoyed myself so far.  I was one of the runners-up for the Helen episode and hope I did just as well (or better!) on the Ian episode.  

Each Stranger Adventures episode lasts seven days with a break of about two weeks in between each episode.  With each episode a new 'stranger' is introduced who has some sort of dilemma and therefore a puzzle to solve.  Of course, they can't solve the puzzle themselves and need help from the players.  The first episode had Helen Beaumont who was trying to solve clues left behind by an ex-boyfriend.  Helen travelled around the world following the clues until she and the players figured out her ex's passcode to retrieve money out of his safety deposit box.  The most recent episode involves a man named Ian Hollister who is searching for a lost manuscript that is supposedly hidden in a haunted hospital.  The hospital turns out to be so frightening that Ian's helpers give up on the search and leave him there alone... in the creepy hospital... with the creepy ghost patients. 

I wouldn't really classify the Stranger Adventures episodes as ARGs, but they definitely do have qualities that might attract your typical ARG player.  Each episode has several riddle puzzles that when solved give the answer to a meta puzzle.  The puzzles are relatively easy compared to your typical ARG puzzles, but they are still fun to solve.  The interaction between players and characters has been unidirectional thusfar.  The players receive update emails from the characters several times a day that often include videos the characters have shot themselves talking about their progress.  Besides ARGers, I think Stranger Adventures could really appeal to people who are a little overwhelmed by the concept of an ARG - like my mom.  She doesn't want people calling her at 3am giving her secret codes and she doesn't want to learn about complex encryptions, but solving some riddles while following an online adventure might be right up her alley.

Stranger Adventures a new ARG?
Thursday, 16 February 2006
I received an email earlier today about what appears to be a possible ARG...

Riddle Productions to Debut First Online Game Series:  "Stranger Adventures" launches February 19-25

February 14, 2006 - Santa Monica, CA - While others are positioned at the starting line of what Variety recently called "the race to bow the first big-budget event series for the Web," Internet entrepreneur Chris Tyler and Larry Bridges, President of the international editing and digital design boutique Red Car, are in the final stretch with StrangerAdventures.com, an interactive espionage-like adventure-game show where all viewers can compete for prize money.

"We've been in development for over a year now and have executed five online trials of the show with over 1,500 players, and the results have been fantastic.  Now we're ready to deliver a new genre of exciting entertainment programming to compete for the prime time TV audiences," says CEO Chris Tyler.  "With reports that Steven Spielberg, Mark Burnett and other leading Hollywood producers are developing similar programming for Internet distribution, we're certain the market will develop very quickly for all consumers to be able to participate and compete in a real game show experience for millions of dollars in cash and prizes."

The pilot of StrangerAdventures.com will debut February 19 through February 25 to qualify for the new Emmy category for original programming created specifically for non-traditional viewing platforms.  Shortly thereafter, the "first season" of ten episodes will begin, arriving every other week.  Future seasons will offer back-to-back episodes for a 20-week run.  Advergaming, guerilla marketing and branded entertainment legend Larry Bridges, the series' Creative Director, is directing the pilot and premiere season.

The weeklong pilot, as well as the following series, will unfold Sunday through Saturday.  Each episode will feature its own central character (the "Stranger") and clues to a 10-digit code that the Stranger needs the players' help to identify. The clues will not require any specialized expertise and will piece together like a puzzle.  The first player to crack the code will win the grand prize of $25,000; the second prize of $10,000 will be divided among every viewer who breaks the code before time runs out. The value of the prizes will progress weekly as the audience grows. 

The anthology series, which will span different genres, is designed around first-person stories containing intricate plots in which brain-teasing clues are embedded.  The stories take shape through a series of graphic-enhanced text-e-mails and live-action video communications the central character sends viewers.  The e-mails will contain several hidden clues or "Easter eggs and treasure chests," along with "red herrings and head fakes" and arrive throughout the day via the viewers' personal e-mail.  These communications are aimed at promoting active participation in the adventure among viewers.

Chris Tyler, founder and creator of Riddle Productions, LLC and Stranger Adventures, has filed the patent applications integral to providing the series' cross-media method of storytelling.  Tyler's past credits include the creation and development of Telecom Xtra for Telecom New Zealand, Access One (OzMail) and Solution 6.  He also formerly served as the Internet subject matter expert for Electronic Data Systems' (EDS) Management Consulting Group. Tyler, along with Bridges, is working with WGA writers on crafting upcoming stories.  Jan Wieringa, formerly of Propaganda Films and Harmony Pictures, and Anne-Marie Mackay, formerly of Propaganda Films and Palomar, are set to executive produce. 
Explaining ARGs to the family
Tuesday, 30 August 2005

I was sitting at the picnic table surrounded by my family with my plate of yummy BBQ goodness when I hear 'the question'.  No, it's not 'the question' that most women who are approaching the 30-year-old mark hear, "So when are you going to go through 42 more hours of labor to produce another offspring so we can visit you three times over the next year and ask you how you're planning on losing all the weight from the pregnancy?".  Nope, 'the question' is "So what are these online game things you play?  I heard you won a phone or something.  And you went all the way to New York to meet a bunch of people you met online?"  Ugh.

The majority of my extended family has never even used the internet.  My grandmother doesn't play online solitaire and most of my cousins have email accounts that they check maybe once every 3 months, if they check it at all.  My dad just calls me on the phone if he wants to look up something because calling me is faster than figuring out to use that stupid mouse thing.  My mom will boot up her 56k to download some spyware every once in a while so I can come over to clean up her computer.  So trying to explain ARGs to these people is not an easy task.

When I first started playing ARGs, I gave them the full explanation, something like - ARGs are online games that have characters who interact with you through email, websites, phone calls and regular mail.  There's usually a series of difficult puzzles that require a group effort to solve so an entire community will form around the playing of the game.  The  game doesn't admit that it's a game, the game makers or PMs as we call them strive to make the game seem as real as possible so that players...  Then I watch as their eyes glaze over and their mind starts roaming off to thoughts of ice fishing or Tuesday's big bingo win. 

Over the years I've sort of streamlined my explanation for those I know will never ever be interested enough to play an ARG.  My first question is usually - Have you seen The Game?  If they say yes, the rest is pretty easy.  I just explain that ARGs are like The Game, but made for hundreds or thousands of people to play at the same time.  I can usually throw in a couple of stories about real world interactions that I've had here and they get a pretty basic grasp of the genre.  If they haven't seen the movie, I've come up with a couple of other explanations that seem to work well enough that they get an idea of what I'm doing and don't think I've fallen into the grasps of some psycho puzzle worshipping cult...

The Extended Online Murder Mystery Party - In a lot of ways ARGs are sort of like a murder mystery party.  During both there is some sort of mystery that needs to be solved during the course of the game.  A murder mystery party has actors who mingle with party attendees and move the story along when cued.  The actors pretend that they were invited to the party just like everyone else and never let on that they know what the mystery is.  In the same way, ARGs have characters that interact with the players through email, phone conversations and chat to move the story along.  They never let on that they are just a "character" in the ARG.  Both murder mystery parties and ARGs blend real life with fiction on some level.

The Online Scavenger Hunt - ARGs also have similarities with the scavenger hunts I played as a child.  I remember participating in a puzzle scavenger hunt in middle school.  We had to solve puzzles and collect random items by visiting our neighbors.  The trivia puzzles were quite varied and required knowledge that you could only acquire by asking many different people with different areas of "expertise" (this was before the internet was easily accessible).  The random items were things that only some people would have in their homes.  In a way, we had to cooperate with the whole neighborhood by pooling everyone's knowledge and collection of random worthless items.  There's the same sort of community treasure hunting with ARGs.  Players will scour websites, chats and emails together to find clues to help solve the mystery of the story.  Puzzle will sometimes require knowledge that only some players will have.  Also, ARG players may have to actually go out into the real world to find clues.   I drove from Sheboygan to Chicago to find a wand for Chasing the Wish and down to Milwaukee to answer a phone call from a character on a payphone for I Love Bees. 

Of course, by telling someone an ARG is like an online murder mystery party or a scavenger hunt doesn't give them a full appreciation of such a complex genre.  But sometimes people aren't looking for a complex answer.  Sometimes people want to know how you got that Treo from that Audi thing.  Or why you went to New York to meet a bunch of people you've only met on the internet.  I learned quite quickly when I had a job dealing with the public that you can't teach everything to everyone.  Sometimes you have to give them a little morsel to chew on and they'll figure out the rest themselves (or return to ask more questions).

There have been numerous attempts to come up with a concise formal definition of the term ARG.  Although I surely see the benefits of having a formal definition, it won't really help to explain ARGs during conversations at a family picnic.  We can argue that we shouldn't dumb down a formal definition for the average joe, but rather we should educate the average joe to understand the formal definition.  I really don't believe that is the best way to let the genre expand.  ARGs are a new and growing form of entertainment.  We want more people to play.  We want more people to fall in love with the genre.  We want our friends and family to know what we are talking about when we say 'Alternate Reality Games'.   We want people to feel that they can join the community, no matter their familiarity with the internet or puzzles or games.  If I can give someone a rudimentary understanding of ARGs, the next time they hear the term on the television, read about it in the newspaper or overhear a conversation at a bus stop they may stop and take notice.  And that's really the first step down the rabbithole.