Imagine a world where oil reserves are running out and
you must cope by developing alternative ways of getting through your
day. Some people might call that reality, but it's also the premise of
an upcoming Alternate Reality Game,"World Without Oil," set to
launch April 30. This game has been on the radar for a while (at
least, I started hearing whispers about this game back in February),
and it's already gotten a lot of coverage thanks mainly to Jane
McGonigal's mentioning it at her GDC keynote. She also discusses it in
a fascinating interview
with Gamasutra. With an acknowledged star like Jane and a timely
and interesting premise, this game has a lot going for it, and even
hearing Jane talk about it gives me great hope for the genre and for
gaming in general.
Some details about the game are still sketchy, but so far it's
benefitted from a fairly transparent curtain between the puppetmasters
and players, which in this case is a good thing. The ARG's premise
involves an impending "oil shock" which will happen on April 30 (when
the game begins). 8
individuals who met each other while snowed in at the Denver
airport know about this impending event and believe that once it hits,
something will have to be done to save our. I'm guessing that that
something is probably where we come in.
The website has a number of top-notch sponsors listed, including
Independent Lens, and the Corporation for Public Broadcasting, and
besides Jane, we also know that Ken Eklund (a.k.a. Writerguy) is behind the
scenes. So in one sense, there's no question that this is a game,
which may suggest that this is not strictly an ARG, or at least not a
traditional one. In fact, the website,
Eklund's resume, and the various news stories about it make sure to
use the term "Alternate Reality." To me, this suggests two things,
both of which are probably good:
1) People already know what ARGs are. There's no need to fiddle
around with "Media Experience" or "Immersive Entertainment," lots
of people have at least heard of ilovebees, so they have a pretty
good idea of what to expect from something called an Alternate
Reality Game. This is important because I think (hope) we're
entering a new phase for the genre where games can get better at
what ARGs are good at, rather than everything being about novelty
and experimentation. Once Alternate Reality Gaming as a generally
perceived concept can get well enough past the "Oh Gee, what's
this!" factor, we'll see better and better games.
2) The tension of disbelief or "This Is Not A Game" effect (TINAG),
still seems to exist, but instead of achieving this ambiguity by
withholding information (e.g., their identities), the PMs have a premise which is so closely tied to reality that otherwise out-of-game
news
reinforces the premise and essentially becomes part of the game itself.
I think that kind of boundary crossing is going to become important
to playing the game because Jane dropped something really intriguing in her
Gamasutra interview:
Jane McGonigal wrote:
The sort of end game
is, does the country recover? The characters might all be dead by the
end of the story depending on what the players do. We're keeping it
pretty flexible because the idea is that when you start to play you
join as a puppet master. In that way, it's sort of the first
collectively puppet-mastered game ever. We're giving away more power
but holding the reins enough so that it'll be a satisfying
experience.
That sounds like a really difficult balance to strike, but if
anyone can do it, I'd say Jane and her team can.
The other – and perhaps more obvious – angle I find
really interesting and encouraging is the way this game sets out to
actually change player's lives. Regardless of how the plot unfolds and
how the game itself works, it's clear that some aspect of playing this
game will involve doing things that are good to do anyway. Unlike the
"Planet
Green Game," which attempts to influence players' behavior by
presenting them with impressive facts, WWO has the potential to
influence behavior by making a game out of it. It's not simply that
WWO will encourage us to transfer our conservation/survival skills from its
made-up world back into our real world. Instead, with WWO, our reality
itself becomes a game, and eco-friendly behavior is not simply a moral
or political obligation impressed upon us by the persuasiveness of the
evidence, now, it's also play.
If you're interested in playing (and you should be) there's a
player wiki set up at Oilless.info by thebruce, and the
unForums' trailhead
thread is up to about 12 pages. Don't let that intimidate you,
though. Most of the discussion so far is players talking about how
excited they are about this game.
For my part, I'm hoping to play as much as I can, and if there are
community or team-based activities involved, I'd very much like to get
together with people around Gainesville. I accidentally got a head
start today by missing my bus and deciding on a whim to just walk the
remaining 5 miles to school rather than ride my bike. I discovered a
new greenway/boardwalk that made a decent shortcut, and I had a nice
conversation with a lady from New Hampshire. If you know me, you know
that casual conversation with strangers is not something I do that
well or that often, but today I was glad that being forced to forego gas-based
transportation gave me that opportunity, and I suspect that this is the
kind of experience the puppetmasters are hoping for.
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