[arg_discuss] What *is* an ARG?
adam
adam at mindcandydesign.com
Sun Feb 19 09:47:18 EST 2006
I'd been talking to some people about ARG's, and when someone asked for
an example game, someone else suggested Second Life probably was.
This was also a conversation that came up at the london social event:
What is an ARG? What is not an ARG?
It's also a question that we could do with answering more helpfully on
the igda.org/arg site, rather than the very brief description there
already. Incidentally, that description was intentionally vague and
brief to try and avoid treading on anyone's toes :).
Anyway, to kick it off, here's the answer I gave:
"Second life is a highly immersive Virtual World, but not an Alternate
Reality.
A key differentiation is that the former is very much a
computer-generated simulation of a non-existent, fictional world (with
generally relaxed laws of physics etc), and the latter is very much a
real-life experience with no simulation, which just happens to come
together as a complete game, indistinguishable (within legal and ethical
bounds) from your own everday life."
One of the Holy Grails of games-developers is "more immersion!", and
this they try to achieve by taking a fake, electronic approximation, and
endlessly trying to improve it and make it more faithful, a better
simulation, a more believable reproduction of reality. We have 3D
graphics cards that render beautiful, lush, photo-realistic environments
in real-time (I recommend everyone who hasn't yet to have a look at Far
Cry's tropical island, and try crawling through the undergrowth). We now
even have physics-engines-in-hardware, on a plugin card. All purely for
gaming, purely for increasing the fidelity of the simulation.
But that's a losing race: soon it will move to almost weightless 3D
goggles, then haptics, and all-over body-suits to provide more, better,
more physical feedback and harder-to-ignore immersion. And then it will
have to deal with smell, gravity/orientation, etc.
And, in the meantime, the question becomes more and more pertinent each
year: are games designers losing site of the game, in their endless
pursuit of "immersion" and "fidelity"?
Alternate Reality Games come at things from an orthogonal perspective:
they subsume the real world as the "platform" for delivering the content
- the game, the challenges, the narrative, the story within which the
player explores and has fun. There is no barrier between simulation and
reality: you have absolute fidelity "for free". It's relatively
effortless to provide enough content at a high enough quality to immerse
your players - as anyone who's tried to build a 3D simulation of just a
small part of a world can testify (art, sounds, 3D models, physics,
rendering, control system ... the list of work needed goes on and on).
...but I know Andrea disagrees ;), so I'll stop there and let her take over.
Adam
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