Saturday, February 26, 2011

MEANWHILE - A comic book game for the thinkin' man.

   It's a book. It's a game. It's a geniusly crafted comic adventure comedy by Jason Shiga.

   You begin by choosing chocolate or vanilla ice cream. What follows is a journey of hilariously epic proportions that includes a time machine, Killitron and a memory switching device. Jimmy is a cartoon character that you lead through the story by following tubes from one panel to another. This system brings you all over the book in a mind-boggling level of complication. Try to get to the end without killing everyone in the world.

   There appears to me a method to the madness. The clues on how to find an access code or progress in the right steps begin to show themselves after starting over a few times. I had to think long and hard about where I've gone before. Some of the pages look exactly the same with just a few words of difference, so memorizing your way through is difficult.

   I still haven't gotten to the end of the book, but once I gather all my wits about me I'll take another crack!

Tuesday, February 15, 2011

Game design inspiration - The Secret Teachings of All Ages

     Digging deep into mythology is a great way to create characters and events that we recognize. Games constantly feed off of urban legends, ancient occult themes and historic stories of gods and monsters. Oddly, there is so much fresh material left out there, believe it or not! After giving a book a read-through, I was more knowledgeable about the origins of belief systems, occults symbols and ancient stories than all my years of fantasy gameplay. That book is aptly called The Secret Teachings of All Ages by Manly P. Hall.

     Volumes of global esoteric knowledge has been collected within one book. It contains many different cultures and their creations of religion, symbols and beliefs. It covers topics such as Ancient Mysteries and Secret Societies, Pyramids, animals and insects, Qabbalah, Tarot, Rosicrucianism, alchemy, Freemasonry, Christianity, gods, stones, metals, gems, atrology, etc. Hundreds of illustrations show ancient art reflecting philosphies and symbols of the day.

     Reading it through, I became aware of how much of our daily speech and today's symbols had their origins back in ancient times. This is the book that tells us where we've been mentally. I encourage you to read it when creating a fantasy that will have deeper ties to the meanings we've created in the past as humans. 


Saturday, January 8, 2011

Personal Effects Dark Art - novel review

   The novel begins innocently enough with Zach, an employee of the Brinkvale mental hospital. Zach is a successful new art therapist assigned to a new patient named Martin Grace. Grace is blind and insists that a “Dark Man” is telling him how and when people will die. Then they do. Now he's awaiting a multiple murder trial.

   But the reader interaction goes much further than reading words on pages. When a character is given a number to check a phone message, I picked up my phone, dialed away and heard that message. Zach's girlfriend has a gaming blog I went online and read. And then there's the 26 documents that are kept in a folder in the front cover of the book.

   When I read about a document in the book, I found it in the envelope and examined it. This transmedia experience led me to “follow the clues” in real time which I found to enrich the story greatly. The depth of the story given from the documents (which range from photograph and drivers licenses to braille notes and death certificates) brought me closer to what Zach was discovering and gave me a sense of agency towards the events unfolding. The illustrations throughout the novel show us renditions of the characters involved.

   Transmedia storyteller J.C. Hutchins penned the book along with Jordan Weisman, a game designer who founded 42 Entertainment. Together they weave a mind bending web of fear and passion that utilizes transmedia elements in a seamless, brilliant way.

Friday, December 31, 2010

Level 26: Dark Origins

   I'm reading a crime drama book about a new category of murderer more dangerous than any ever documented. The story's protagonist, Steve Dark, is about to examine some evidence discovered at a crime scene. He walks into the lab to see what his team has discovered. The next line I read is in courrier font, instructing me “to enter the crime lab, log onto LEVEL26.com and enter the code: shards.”

   After I input the codeword on the site a video pops up. It's Dark and his lab technition talking about a reconstructed window shattered at a crime scene. It plays out like a short TV episode. Instantly, I get a full picture of the drama happening in the book. This is the exciting experience enhancements that Level 26: Dark Origins provides every 25 pages or so. The benefits of seeing how the killer moves and what his suit looks like was engaging. The music in the videos sets the tone for your imagination when you read on through the book.

   CSI creator Anthony E. Zucker introduces the first Digi-Novel that includes cover artwork and twisted illustrations by Marc Ecko. This transmedia experience works well when read in a linear fashion, although I sometimes found myself stopping and waiting till I got to a computer to watch the video before continuing. I would suggest reading the book on an iPhone or iPad so you can watch the videos immediately when you come to them. Which is what I'll be doing for the sequel to Dark Origins, called Dark Prophecy.

Wednesday, November 18, 2009

Augmented Reality: Everything in the world is special.

Augmented reality is going to be the most helpful location-based informational tool of the future. Point your phones camera at anything and up pops information regarding that object or area. The applications for this technology are limitless. From games, history, tours, orgs and government info, our world will become more transparent. We'll peer into the world around us with new eyes gathering new information.

Check out this NPR article for a small taste of what is possible.

Here's a cool game called Firefighter 360. As games evolve, look forward to running around your surroundings shooting virtual enemies - instead of imagining the whole thing in your head like when you were a kid!

The Layar browser is the forefather of it all.

Sunday, October 18, 2009

Prototype161 new hunt "The Cardinal Case"

On Oct. 17, 2009 at 6:30pm I showed up at Mustang Harry's restaurant on 7av & 30st. That is where everyone gathered for Prototype161's latest puzzle hunt called “The Cardinal Case.” The plot was this: “Your fellow agents have uncovered the spy Selma's plan: Potential buyers of the mysterious red attache will follow Selma on pub crawl style quest to earn the right to bid. Your assignment is to pose as a buyer, investigate Selma, and recover the case.”

A short video of Selmas torso and hands closing a red attache case was shown with opening statements.

After a couple drinks I was on a team with David Slone, Ryan and Danielle (who both work on Late night with David Letterman). 70 people were in attendance. We were given plastic cubes with puzzle pieces inside. All teams had to combine their pieces to assemble a picture puzzle that yielded the words: Red Square. In the meantime there was a puzzle on the bar involving the 12 Zodiac signs taped to liquor bottles. When arranged into chronological order, the number of their position was the 3rd letter in the liquor name. All 12 letters together revealed “Herald ?” We didn't need the other word. We were off to meet a guy in Herald Square wearing red.

He gave us a challenge against another team of 4. Run to specific corners and read the instructions there. After 3 locations, we were told to get a peppermint patty from a store and bring it back to the red hooded guy. Then he told us to go to the Bikini Bar on 8ave and see Dynamite.

After more drinks we watched an odd clock that would reveal addresses as it spun (it looked like a + sign). At the addresses we found pages of Shakespeare's play “A Mid Summer Nights Dream.” There were riddles in the pages that yielded the address to the Houndstooth Pub.

We got text messages from the Puppetmasters at 41411 when to move on to the next location.

At the Houndstooth Pub we found the briefcase on a table, awaiting a 6 number combo input. Below it was a mathematical equation with pictures in it and calculators. The pictures translated into numbers on the calculator. After all the maths were done and the case was open...there were red envelopes with the final puzzle inside it.

There were 6 transparencies with different colored lines on them. We were to tape them to the cube from the first puzzle of the night and look at it certain ways to reveal a word. We didn't get this last one. 4 other teams had already cracked it!

Absolute blast. Much better than last years Halloween event “Mare Vitreum” for these reasons:
-More fun atmosphere (bar crawl elements)
-Less difficult (We could get hints every 20min)
-Not 8hrs long (teams were given texts when to move on)
-No pointless activities (physical challenges for red plastic rocks?!)

But not for these reasons:

-The actors broke character all the time. The guy who we were supposed to be getting the briefcase for was giving us hints for Selma's puzzles?!?
-The plot was complete nonsense and the experience design didn't serve it at all.
-Last year had awesome puzzles and covered a lot of ground- half of Roosevelt Island!

Wednesday, October 7, 2009

GPS / ARG Apps for iPhone.

Check these out for interactive fiction, GPS adventures and other goodness.

SCVNGR
GPS Mission Pro
Tally-O