Jason DaPonte’s blog

Entries tagged as ‘ARG’

NESTA: ARGs: Entertainment 2.0

November 4, 2008 · 1 Comment

Last night I attended a sesion at NESTA about Alternate Reality Games (ARGs).  The session was primarily a talk by Six To Start an agency that produces these types of games.

The speakers took us through a number of case studies where they’d done interactive storytelling in different ways – all of which were interesting – but some of which have been done before.  I particularly liked The 21 Steps on We Tell Stories, a story which was written to be told using Google Maps.

Dan Hon, CEO of Six to Start, made some really insightful comments into what ARGs are and why they’re valuable/interesting.  He explained simply that the platform for ARGs is ‘the whole world.’  Great.  But unfortunately the examples they showed (and many of the other things I’ve seen touted as ARGs) dont’ really do this.  The examples all showed work that was primarily PC based or based around activity that occured mainly in the home.

I was hoping to see examples of work that really too the user into ‘the whole world’ and moved them away from their PC to do things in physical environments, potentially interacting with each other.  I think there’s great potential for mobiles to be a part of helping audiences/players do this and am hoping to get to work on some projects that do this in the coming year.

Another really good point that was made during the night was that too many companies were trying to do ‘live’ ARGs where you had to join at the start and play all the way through, making it impossible (or nearly impossible) for players to fall into the game and play if they aren’t aware of it from the start which makes it impossible to maximise audiences.  I think this might be a trap that the BBC’s game around Torchwood fell into (as I talked about in my post on Beeb Camp’s ‘How Not To run an ARG’ session).

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BeeB Camp (aka BBC Camp)

October 28, 2008 · 6 Comments

The BBC camp?  Never.  This was BeeBCamp.

Today I attended a really interesting event (‘unconference‘) with various other ‘digital types’ from around the BBC to discuss, well anything we wanted.  I attended a number of self-organising sessions, and here’s some of my notes and thoughts:

Session 1: The BBC’s first MMOG (massively multiplayer online game)

This session was run by Dave Anderson from BBC Worldwide (the commercial arm of the BBC) and he talked about a MMOG called Tronji that they’ve co-developed with BBC Children’s.  It was very interesting to learn about how this has been developed as its getting close to going into beta about how they’re hoping to build critical mass.

The big challenge for Dave seemd to be reconciling how his part of the BBC could find a business model and tech to support it that would allow them to commercialise the world they’ve built for non-UK users while making sure that license fee payers get a great free experience.  He’s not the only one thinking about this.  It’s come up in a number of projects I’ve worked on over the years and is always tricky and is a particularly live issue on one of the projects I’m working on now.

IP detection seems to work to an extent for us – but it’s not perfect and is far less perfect on mobile than it is for fixed-line broadband.  Issues like Opera Mini routing all its users through Norway and Blackberry using strange international proxy servers means that determining which country a mobile user is in is far more complicated than it is for a fixed-line broadband user.  I guess by the very nature of mobiles being, er, mobile, they’re harder to track.  There’s also the issue of what happens when a user with a UK sim card and subscription roams out of the UK and the issues of when a non-UK user roams into the UK.  (Nevermind my friend who’s phone picked up Orange France while he was standing in Dover recently…)

Session 2: What is the Common Platform?

Steve Bowbrick (who it turns out I worked with on a project called TotalTele.com way back in 1997 and haven’t seen since) is the BBC’s new ‘Blogger in Residence’ – but he’s not just blogging.  He’s advocating something he calls (somewhat clunkily in my humble opinion) the Common Platform.  He described himself as being a ‘critical friend’ – one who can be friends with everyone around but who won’t go native while he’s here – I liked this way of describing what he’s doing.

So what is it?

It seems to be a vision he’s creating for what the BBC could be and how it could provide value after the ‘broadcast era’ that’s centred around ‘openness.’  He said it should involve 5 things: Creation, Enterprise, Learning, Participation and Communication.  I can’t argue the BBC shouldn’t do those things but, I want to know more about what he’s got in mind – I’m sure alot of other people in the room have had those thoughts.

When pushed on the details of how exactly he imagined his vision manifesting itself, Steve elaborated that he thought it was like an ‘added layer’ on top of what’s already there on the Internet.  Interesting, but some would argue the Internet already exists and no one needs the BBC trying to control it and that as an organic network it will improve itself to meet the needs of its users.  I pressed him about whether he thinks the layer is something that the BBC should build or if its something that we can encourage the growth of by building our stuff in certain ways and he didn’t seem convinced either way.  Personally, I think there’s a greater case for building public value (did I just use that phrase?!) by building things well and setting examples that will build up better semantic relationships rather than trying to create some monster application that will try to ‘control’ a medium that clearly isn’t controllable.  Granted, the control Steve is talking about is enhancements that make it all better but I can’t help but be wary.

Session 3: How NOT to run an Alternate Reality Game

This session was really interesting – I didn’t even know the BBC had attempted an ARG before today – but it also annoyed me.  The speakers told us about how they had run an ARG around the programme Torchwood and about the lessons they learned.  They were (not direct quotes):

  • Don’t make any assumptions about your reality or the alternate one you’re creating – check everything;
  • Don’t underestimate how much work it will take;
  • Be prepared for there to be a change in the real world (say current events) that require you to change your alternate reality.

All very sensible from what I could see – and great to get these tips ‘from the horses mouth.’

That said, the speaker didn’t feel the work had been worth the effort (despite others in the conversation being fairly impressed with the stats!) and seemed to be advocating that the BBC not try an ARG again.  (He did suggest that we might do less elaborate “brand extensions” so wasn’t completely negative on the idea.)

Now, from my perspective, not getting something QUITE right doesn’t mean never do it again.  It certainly didn’t sound like a failure and I’d rather see us try to do better next time.

The game, as it was described to me, ran exactly alongside episodes – so was in some ways still essentially linear and only had the length of the series to attract an audience from TV.  I’d like to see one where the story is less linear and that can last over a longer period of time to catch on virally.  The game also sounded very PC-based (though there were clearly links into the real world) and I’d like to experiment more with what we can do with mobile and out-of-home content to see if we can create ARGs that manifest in the real world away from the PC.  I think there’s a connection to be made with geocaching here too… somehow.

I’d love to know about any great examples of mobile ARGs that people have seen!

Session 4: Does the BBC need a games strategy?

Really interesting conversation here.  The general consensus here was that yes, we do need one.  The audience are crying out for them and will abandon us if we don’t engage with gaming.  But, more interestingly, we discussed the fact that even amongst the people around the table, everyone was talking about something different when they talked about a ‘game’.  Console games, mobile games, virtual world games, ARGs, playground games, board games, web-based games, puzzles, the list goes on.  It wasn’t until the end of the conversation when I mentioned Celebdaq that anyone really discussed the fact that this is probably the most successful game the BBC has done to date.

I think a great outcome of this would be for someone to put the type of games into some sort of simple framework and then say what our business strategy for each type is.  One serious fly in the ointment was the that the BBC is in a tricky space from a regulatory perspective when it comes to games but, interestingly, the ways of working in this space that we talked about almost all included collaboration with the games (or other) industries, which I think show how we could create beneficial partnerships across the range of games and I think that if this was mapped against the framework for the types of games we could produce it could be a powerful way forward in a space that’s traditionally been very difficult.

There’s probably already a bright spark someplace in the BBC that’s already done this so if you’re out there, please, come out, come out wherever you are…

Which reminds me – if nothing else – today was a great day for meeting and connecting with alot of smart folk from around the business I work in.  The type of day that makes me really happy to work for the Beeb.

Session 4: My session! – Should We Bother With Bluetooth?

I lead a conversation with a few other people about whether or not we should try to use Bluetooth as a distribution mechanism.  The conversation basically centred around the fact that Bluetooth is widely used by teens and a free technology which makes it even more attractive to them.  In fact, one report I read said that UK teens and young people use Bluetooth more than their peers in any other country.  All that said, when we’ve tried to do projects using Bluecasting, the results have been underwhelming.

Bluecasting and users Bluetoothing content to each other are clearly two different ways of communicating and what I took away from the session is that we should move our Bluetooth efforts towards trying to fit with the natural behaviour that teens have – sending stuff between themselves – rather than trying to be a, errrr, broadcaster pushing content over-the-air to them in a linear fashion (Bluecasting).  We talked about trying to create a non-linear narrative that was distributed this way and how you might be able to use it in conjunction with a ‘hidden camera’ or game show…  If anyone has any ideas, please shout!

A few thoughts on how the day was shaped

It was great that people took the time out to organise the day and, as I said above, it was a really good one that made me happy to be working at the BBC.  But I thought I’d share a few thoughts on the format since creative facilitation is one of my interests.

The day was billed as an ‘unconference’ that was self organising.  The ‘un organisers’ put a grid of times and tables on the board and asked people to talk about something or pose a question for people to join them to talk about.  It reminded me of the ‘Open Space’ methodology which I’ve seen used other places with slightly different executions.

Open Space aims to be light touch and when you have a bunch of like-minded and engaged people in a room works well but, there’s a few things that still could have gone better:

Ground rules.  You gotta have em.  I know that no one likes them and thinks they know them, but there were a few times today when I thought it would have been good to remind people that in this type of setting ‘no idea is a bad idea’, etc.  We were told ‘No Powerpoint’ upfront – which was a godsend.  I also felt like it would have been helpful to have a few neutral facilitators around to help slow conversations build up momentum – or even just some pointers about unconference techniques that work well, for people who felt ’stuck’ during their conversations.

Also, moving on from these types of events is always hard.  We talked about this a little bit at the end, but a mechanism to help people try to take something concrete away might have strengthened it.  In any training on how to run these types of things, one of the thing you learn is that you should ‘record everything’ and I really agree with that.  Lots of people were making notes today – and I’m sure I’m not the only one blogging by any stretch of the imagination – but I still feel like some great stuff might get lost – purely because there was just SO much good stuff!

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Korea: X|Media Lab: 3D internet, virtual worlds and Mobile

September 26, 2008 · 3 Comments

I did two speeches back-to-back earlier today at the X|Media Lab and Mobile Content 2008.  In both, I gave an overview of what the BBC’s been doing on mobile; which is slightly ironic since the Koreans are so far ahead of the UK, technologically.  Hopefully I had alot to share with the audiences about the content side of things.

The theme of this X|Media Lab is “3D Internet: Virtual, Visual and Social.”  I have to admit, I don’t know a hell of alot about the 3D internet other than that it exists and has a huge audience.  Before spending last week at Crossover Nordic, I didn’t realise just what a huge audience it has but when it was put in the context that many of the big worlds like World of Warcraft and Second Life have more inhabitants than many real-world countries, my ears perked up and I realised it was time to pay more attention.  Good thing I’m here.  But what on earth was I going to talk about?

The answer had to be about how mobile and virtual worlds could overlap and complement each other.  Here’s my presentation (.ppt) and I’ll elaborate on it below, because the more I think about it the more excited I get about the possibilities.  Click to Download: X|Media Lab Presentation

So here’s what I suggested could be done:

1) Mobile can provide a persistent and ubiquitous connection the worlds, extending the opportunities for play and connection to the worlds.

Users of these worlds are ‘addicted’ to them and I suspect would welcome any opportunities to be more connected, more immersed and able to constantly participate ‘in world.’  I understand there are some Flash clients being developed for phones that will hopefully create 2D or 3D versions of the worlds.  This seems good, but like a ‘mini-me’ type of approach; and I’m not sure this will work.  Will the screens be big enough and good enough to render something useful?  Will on-the-go users really want to pay this much attention?  Or would they rather a thinner connection when the world is in their pocket at work?

On thing I spend alot of time telling people is that mobile ‘isn’t just a mini version of the web.’  Sure, mobiles access the web, but a mere copy and paste approach doesn’t always ensure success.

I think it might be cool to see if the types of services that help audiences stay in touch with their real world would be popular with helping them stay in touch with their virtual worlds.  SMS alerts sent from the worlds or text messages from or between characters in the world seem like an obvious opportunity. Imagine a guild of players in World of Warcraft texting out of the world to players in another guild to get online and help them in a battle where they need backup/support.  Texts would reach the players and they could rush from the real world back to their PCs to get in world and play.

The Twitter Fountain in Second Life is a start at this as Keren Flavell from SLCN.TV pointed out to me, but its still feels more like novelty and the beginning of something better:

And what types of web apps could provide data from the worlds to thin mobile clients, widgets or even simple mobile web pages?

2) Thinking about this type of connection and play, I wonder how these could be crossed with Alternate Reality Games.  ARGs are doing more out of home and with the crossover between real the real world and mobile and I think that this type of crossover could be replicated into the virtual world – possibly even triangulated between reality, alternate reality and the virtual world.  What a game that could make.  Can you geocache in any virtual worlds (yet)?

3) So how could all this work.  Well, I’m no expert.  But I have an idea that flexible, open web services could sit in the middle of these different ‘worlds’ (aka media) and provide the glue that lets transactions and interactions flow between them.

For example, using the Last.fm API you could (I think) create a situation like this if you built the right connections into the Virtual Worlds, Mobile Web, etc:

- I’m in a physical store and see a CD I want to recommend to a friend;

- I capture the barcode/semacode on the packaging which gives me information about the album from the mobile web on my phone;

- I could then choose someone from a list of virtual friends to recommend the track to;

- They would get notified, in say Second Life, and be able to stream the track for free;

- If the friend likes the song, they could add it to a Last.fm style playlist or even buy the track using real or virtual currencies.

In my presentation, I tried to describe it with this diagram:

To elaborate…  If we’re moving to a world where the ‘Internet of Things’ is becoming a reality, then everything around us will be connected, not just our devices.  This should apply to things in the virtual world as well.  If flexible and open web services can connect to these via mobile devices, strong connections between the real and virtual world can be created.  Behind this a strong system design strategy would be required.  Expanding from the idea that ‘Designing for Accessibility is good design’ (because everyone can use it), you could move to the idea that designing for mobile is (also) good design because everyTHING (in the real and virtual worlds) can access and use the service.

I’m obviously not going to be the only one thinking about this stuff but sitting in a room full of experts on this world has me really excited.  Neil Katz, from IBM, told me about a few examples where you can start to see this stuff coming to life in a very basic way.

The first was an IBM R&D project that echoed/emulated a Virtual World on Treo device.  Video of it here:

He also showed me this motion-aware mobile interface on a Samsung for Virtual Worlds (very cool!):

Also: Click to download my Mobile Content 2008 Presentation (similar to the X|Media Lab presentation but with a little more detail on the specific content the BBC has done)

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