Difference between revisions of "Alternate Reality Gameplay"

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== Consequences ==
 
== Consequences ==
 
Although [[Alternate Reality Gameplay]] can be completely instantiated by electronic mediums, the possibility of locating gameplay at specific points make many games with this pattern have [[Real World Gameplay Spaces]]. This, and the fact that many electronic mediums used as available to the general public, makes this type of gameplay support [[Spectators]] in most cases, even if the [[Spectators]] may not be aware of the fact that they are [[Spectators]] of a game.
 
Although [[Alternate Reality Gameplay]] can be completely instantiated by electronic mediums, the possibility of locating gameplay at specific points make many games with this pattern have [[Real World Gameplay Spaces]]. This, and the fact that many electronic mediums used as available to the general public, makes this type of gameplay support [[Spectators]] in most cases, even if the [[Spectators]] may not be aware of the fact that they are [[Spectators]] of a game.
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The common use of [[Live Action Roleplaying]] in [[Alternate Reality Gameplay]] can easily lead to involuntary [[Non-Player Help]].
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Non-Player Help]],
 
 
[[Real World Gameplay Spaces]],  
 
[[Real World Gameplay Spaces]],  
 
[[Spectators]]
 
[[Spectators]]
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 +
==== with [[Live Action Roleplaying]] ====
 +
[[Non-Player Help]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Masters]],  
 
[[Game Masters]],  
 
[[Live Action Roleplaying]],  
 
[[Live Action Roleplaying]],  
[[Non-Player Help]],
 
 
[[Predefined Story Structures]],  
 
[[Predefined Story Structures]],  
 
[[Rabbit Hole Invitations]]
 
[[Rabbit Hole Invitations]]

Revision as of 09:47, 29 September 2011

Games where it is more or less unclear if information about the game and actions performed have to do with a game or the real world.

Most games are easily distinguishable as such and both players and spectators can easily judge if somebody is playing them or not. Games that make this difficult by "hiding" in other activities have Alternate Reality Gameplay, and this can both make it difficult to know when one is receiving information from the game and how one should actually affect them.

Examples

Assassin is an early example of Alternate Reality Gameplay in that players attempt to "kill" each other while going about their everyday lives. Conspiracy for Good, I Love Bees, Prosopopeia, The Beast, and The Truth About Marika are examples of more elaborate games with Alternate Reality Gameplay, including the presence of developed narratives and the use of many different types of mediums.

Wikipedia has an entry on Alternate Reality Games, including several examples[1].

Using the pattern

Creating Alternate Reality Gameplay requires that the information and events from the game, and often other players, can be mistaken for other activities. This means that players need to have Imperfect Information and one way of doing this is piggybacking on other things (e.g. by being small parts of commercials or TV shows) or being one of many "messages" in a medium (e.g. phone calls). Crossmedia Gameplay can be used to make both these solutions less obvious by simply increasing the number of mediums used.

Puzzle Solving is often used as one of the primary activities players can engage in as part of Alternate Reality Gameplay. There are several reasons for this. One is that trying to find information from the game and judge if information found is actually from the game are both natural activities if the channels for gameplay is uncertain. Another is that Clues can easily be spread over both space and time to the extent game designers want to structure narrative progression and scale the game. A third is that Puzzle Solving can be done of groups of players, and they can rather easily create their own forums for doing so using the internet.

Live Action Roleplaying, Non-Player Help,


Game Masters, often called Puppetmasters by designers of alternate reality games,

Diegetic Aspects

Diegetic Consistency,

Interface Aspects

Rabbit Hole Invitations

Narrative Aspects

Many Alternate Reality Gameplay have Predefined Story Structures that can slowly be revealed through Puzzle Solving. However, players actions can be very difficult to predict in games with Alternate Reality Gameplay since players have little support in knowing what are "proper" gameplay actions. This can make it necessary to be able to modify the Predefined Story Structures by Game Masters to keep players interested.


Consequences

Although Alternate Reality Gameplay can be completely instantiated by electronic mediums, the possibility of locating gameplay at specific points make many games with this pattern have Real World Gameplay Spaces. This, and the fact that many electronic mediums used as available to the general public, makes this type of gameplay support Spectators in most cases, even if the Spectators may not be aware of the fact that they are Spectators of a game.

The common use of Live Action Roleplaying in Alternate Reality Gameplay can easily lead to involuntary Non-Player Help.

Relations

Can Instantiate

Real World Gameplay Spaces, Spectators

with Live Action Roleplaying

Non-Player Help

Can Modulate

-

Can Be Instantiated By

Crossmedia Gameplay, Diegetic Consistency, Imperfect Information, Puzzle Solving

Can Be Modulated By

Game Masters, Live Action Roleplaying, Predefined Story Structures, Rabbit Hole Invitations

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Alternate Reality Games.

Acknowledgements

-