Virtual online gaming isn’t all about fully-immersive 3D environments and
avatars you know. This month we look at a phenomenon that draws on mixedmedia
elements to create a rich world of puzzles, intrigue and mystery. Welcome
friends, to Perplex City…
Fans of our Bulletin section will know that
last month we featured a story about
a unique gaming network that had
announced an overwhelming response
to its first season. Mind Candy’s Perplex
City had just handed out a whopping £100k prize to
the intrepid winner who had managed to decipher
a series of cryptic clues delivered via printed puzzle
cards and bizarre websites.
For those not in the know, the project represents one
of the largest examples of Alternate Reality Gaming
(ARG) since the ground-breaking The Beast that was
launched around the movie A.I. Artificial Intelligence.
This promotional behemoth used clues written into
the film credits, codes printed on posters, fictional
answer phone messages and loads of other creative
ways to weave a whole new narrative structure that
engrossed thousands. This idea was unheard of before
and Spielberg’s film set a precedent for a new form
of entertainment.
Similarly, Perplex City has managed to bring
together like-minded audiences via specially set up
blogs and community forums in a way that has caught
the imagination of the whole web industry. With
technology giant Sony recently launching what it’s
dubbing ‘Game 3.0’ on the PSP, a revolution of gaming
is definitely the order of the day. But it’s Perplex Citycreators’
commitment to quality and breathtaking
attention to producing beautifully designed mixedmedia
materials that’s got us all in a spin however, so
we thought a more in-depth chat with the guys at Mind
Candy would be just the ticket.
AH: Adrian Hon, Director of play
DH: Dan Hon, COO
JB: Jey Biddulph, Game developer
WD: Okay, we’ll kick off with the simple stuff, how
would you guys define Alternate Reality Games
(ARGs) and the product that Mind Candy produces
within this genre? AH: Alternate Reality Games tell stories to thousands
of people, over as many platforms as they can get their
hands on. Players participating in these games can look
for clues using Google, contact characters via email
and IM, receive updates by text message and physically
walk outside to see a plane spelling out a clue in the
sky. The great thing about ARGs is that you don’t need
to learn any new controls to play them – there are no
joysticks, no gamepads – you just use the tools and
services that you use every day. Our ARG is independent, in other words, we write
our own story and we own it. This isn’t the case for
ARGs that exist solely as a means to promote products
like a movie or a car for example.
WD: How did Mind Candy get into this business and
does your apparent specialisation in this area inhibit
you from working in associated new-media markets? DH: Mind Candy got into the ARG business quite
purposefully – Michael, our CEO, had been struck by
the Masquerade phenomenon when he was growing
up and even now when we talk to people about the
genre’s treasure-hunting aspect, the golden hare does
crop up quite a lot. So anyway, Michael (who’s really a
super-human ideas generator) had this idea for a more
persistent kind of treasure hunt, one where the kind of
world that Kit Williams created for Masquerade would
continue. In today’s modern world, you’d be hardpressed
to find a company that would be happy
expending that kind of effort and then not trying to
see what other opportunities would come into being
off the back of such world building. So this idea for a
next-generation treasure hunt was kicking around for
a while when The Beast – the canonical example of an
ARG – exploded onto the scene courtesy of the guys
at Microsoft. Adrian and I were both really involved in
The Beast – both as players and also as moderators of
the amazing community that sprang up around it. We
were sitting there – I was doing my finals at university,
Adrian was in his first year – and we were thinking, this
is really something that could change the world. For a
lot of people who were involved at that time, there was
a great sense that something new was happening. It
was incredibly exciting. So The Beast was something that stuck with both
Adrian and I – we both did some work in the field,
nothing too serious – but it had kick-started something
inside of us and we were both writing furiously about it
on our blogs. It wasn’t hard for Michael to find us after
that and we got together and he told us about his idea
for a new kind of treasure hunt and we were pretty
much sold right there and then. I don’t really think we’re inhibited by our
specialisation – if anything, all our specialisation really
is is the desire to experiment with new ways of telling
stories. If that means that there’s some new technology
or new technique out there that looks exciting and
looks like it can work, then that’s definitely something
we feel we can try. That has failed once or twice, when
we’ve been trying out technologies that aren’t quite
up to scratch – for example, we’re really interested in
location-based gaming, but the technology really isn’t
there yet.
WD: So we know where the loose idea came from,
but where did the actual Perplex City project or
concept come from and how long has it been
up and running? IC: Perplex City in its current form has been running
for around two and a half years now. It has been an
incredible learning process for us – there are so many
elements in a project like this that, what other people
might have done before, they certainly haven’t done
in concept and they definitely haven’t done them on
the kind of timescale that we’ve imposed. Some things
we know definitely haven’t been done before – we’ve
enjoyed pushing the boundaries with our printers
for our puzzle cards, for instance. What we did was
launch a sort of pre-game campaign. I guess it’s easiest
to compare the launch of the game to something
like Google Mail – there was a phase when it was a kind
of beta, in that we were still rolling out services – but
something was there. The reception issue is kind of tricky. We’re conscious
that there are some in the ARG community who’re not
yet convinced about what we’re trying to do – which
is bring ARGs to a much wider audience – so they’re
taking a back seat or an on-the-fence stance with us.
On the other hand, the reception that we’ve had with
the press, blog reaction and with our players has been
absolutely phenomenal. There have definitely been
some tremendous moments.
WD: How does the design/development of this
kind of product work in terms of bringing all the
elements together? Bearing in mind that you’re
not just building websites etc, but a whole virtual
network and a narrative structure that binds
everything together? AH: It’s very tricky and I’m confident in saying that no
one has done anything quite like this before. You have
to spend a lot of time before a game launches, planning
out the timeline and content and puzzles. What’s more,
the players of ARGs can influence their course. Since
ARGs unfold in real time, this means that you often
have to do a lot of writing and production in real time
– and it has to be good. That sort of pressure is hard
to operate under, but it’s also exhilarating, like improv
comedy or jazz.
WD: In many ways Perplex City, by its very nature, puts
more emphasis on complex content design than it does
on technical development. Perhaps meaning the real
innovations behind the websites for example are in
the relationships between them and the puzzles they
represent, rather than the sophistication of the sites.
How tough is it to devise such intricate online content
in this way? JR: It’s really tough! Often, companies will look at
ARGs and think “Well, they’re just a bunch of websites
connected to each other. We know how to make websites,
we have a copywriter, so how hard can it be?” When they
realise that they’ve only made enough content to last two
days, the puzzles are broken and the writers don’t know
how the story is going to end, they discover that it’s not as
easy as it looks. You need a good understanding of game design
and world-building to make everything fit together – it
borrows skills from TV writing, live event co-ordination,
project management, community management and
more besides!
WD: You’ve done a nice thing by marrying a web
experience with real elements such as game cards,
stickers, even music etc. Where did that idea originate
and do you see similar mix-media channels entering
the internet community for other online applications? DH: The mixed-media thing really originated from mine
and Adrian’s experience with The Beast. It was really a kind
of mind-expanding experience – as if someone had just
cracked your head open with a chisel and let all of this
stuff flood in. When we explain it to some people, the
mixed-media possibilities really take a while to sink in. The
end result is around half and half in terms of those people
who get it and those who don’t. It’s a really new thing. We
don’t really see it as mixed media either. It’s more of a way
for the virtual – or the imaginary – to impact and touch
what’s real. In our case what we’re doing is taking a kind of
literary creation – a world that we’ve built and is described
through the way people interact with it – and have that
poke through into the real world. Sometimes that means puzzle cards that the Perplex
City Academy have created, sometimes it means bank
websites that you can hack in to, other times it means
gig posters and leitmotifs and so on. But for other
online applications I think we’ll see much more of this
happening, especially with 3D printers – we’re already at
the stage now where you can create an object in Second
Life and, if you know the right people, have it pop out of a
3D printer the same day. That kind of stuff is just amazing
and very exciting!
WD: Above all, this has to be a viable business project
for you guys, so where do your revenue streams come
from with Perplex City and do you think the commercial
market for ARGs is set to explode? DH: The most obvious revenue stream is the puzzle
cards. We’ve got a number of ideas that we’re trying out
and are in conversations with other companies in the
arena about. Adrian and I are on really great terms with
42 Entertainment – we all agree that we’re in such an
early stage of what we’re doing that we’re all just kicking
ideas around and seeing what works. What we’re sure
about though, is that there really is this need for a different
kind of entertainment experience – one that isn’t as
passive and one that’s much more immersive, but not too
daunting at the same time.
WD: As purely a technical interest question, what kinds
of development technology does the team use to create
the web content and how is it all served up? JB: Creating this type of live game requires fast thinking,
fast development time and flexibility. To keep the game
interesting we had to keep pushing the boundaries with
each new event and this diversity meant that much of
what we created was bespoke and one-time use. We
had a system for managing and versioning the dozens of
websites and blogs we created throughout the game and
for more interactive areas we extensively used PHP and
MySQL on the backend, with the frontend often done in
Flash. This ranged from creating simple puzzle games and
ticket booking systems for trains to real-time, live game
events with simultaneous participation and collaboration
by hundreds of players. As well as using this for our online
events, we put the technology to good use in our offline
live events. For example in a 300-player mobile SMS and
MMS-based treasure hunt in London with live scoring and
also an event in San Francisco using RFID technology to
create highly immersive and interactive games.
WD: With Season One concluded and work well under
way on the next, what are you looking to top or do
better in this next release? AH: We want to tell even more compelling stories to even
more people. Whenever people heard about Perplex
City, they thought it sounded marvellous, but at the same
time, they also found it very difficult to get into. When
you have a story that lasts for two years, with almost no
breaks, it’s not surprising, so we’re definitely not going to
do that again. Instead, we’re moving to an episodic model,
which will make it easier to get into. We’re also making the
episodes replayable by individuals, so that whenever you
visit our site, you’ll always be able to play something, even
if there isn’t a live game on. It’s not about dumbing-down
– it’s about making the game easier to play.
WD: Where’s Perplex City headed in the longer-term
future? Go on… tell us! AH: I don’t know! Well, that’s not entirely true, but my
point is that the ARG genre is only six years old. With our
episodic model, we can experiment an awful lot in Season
2 – we have an episode with a romance story that’s all
about live events for example, or we can have a political
story that’s all about mobile phones. There’s a huge
amount of scope that we can explore and the great thing
is that we’re pioneering the future of ARGs every day. We
have plans for Season 2, Season 3, Season 4, a book, a
movie… anything.
WD: What aspects of the project have brought Mind
Candy the most pride and joy throughout all the hard
work you’ve clearly put into it? AH: For me, the thing that stands out above anything
else is seeing the appreciation of the community. I’ve lost
count of how many times people have come up to me at
events and parties and said, “Perplex City has changed
my life.” And they really mean it. They’ve learnt new facts
and skills, they’ve made friends from around the world,
in some cases they’ve really grown and matured as
individuals. To me, this shows that we’ve told a good story
in a new way. It’s not just for a hardcore of people either.
When I was in San Francisco for our live event there, I saw
a family of children, parents and grandparents, all working
together. There isn’t much nowadays that will bring a
family together like that, let alone a game, so I’m really
proud to see that we’re the cause of that.
DH: I’d have to say that for me, it ranges from the partner
pitches that I’ve prepared (and that I really can’t talk
about) to moments when you realise that a website
that you created on your off time (I designed the site
for Cognivia, our drug company) has actually truly
fooled people! In particular when the manufacturer of
M&Ms said that it can’t make us M&Ms stamped with
Cognivia’s name because it had Googled it and Cognivia
turned out to be a “real company.” Then there are the
moments when we get out there, we meet our players
and can just see exactly how much excitement and
joy this has brought into people’s lives. The one thing
I also must mention is the brilliant team that we’ve put
together. Mind Candy, right from the start, has been
privileged to have some incredibly smart, incredibly
hard-working people involved who have given the
project their all – and I think it really shows. There’s some
serious passion in there and I’m probably most proud
of the way the entire team has pulled together to create
something brilliant.
JB: Throughout the course of the game there have been
so many moments where the players have caused us to
be immensely happy and more excitingly, astonished at
what they’ve managed. It’s wonderful to see how small
aspects of the game we have seeded have been taken
by the players and run with. It seems wrong to mention
just a few, but those that come to mind include the
Perplex City Wiki, (www.perplexcitywiki.com) which is
an encyclopedia of every person and event in the game,
constantly updated and refined. It’s indeed a work of
art and a mammoth task! We have also seen the players
write and publish a book of over 50,000 words, fold
333 paper cranes and deliver them to us to mourn the
death of a character and have an interview on national
television to solve one of our puzzles (www.findsatoshi.
com). The latest appears to be one player attempting
to translate the entirety of the game into French – good
luck, that’s a lot of text!
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