Difference between revisions of "Alternate Reality Gameplay"

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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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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.
[[Real World Gameplay Spaces]],  
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[[Spectators]]
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== Relations ==
 
== Relations ==

Revision as of 09:16, 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

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

Can Be Instantiated By

Crossmedia Gameplay, Diegetic Consistency, Imperfect Information Puzzle Solving

Can Be Modulated By

Game Masters, Live Action Roleplaying, Non-Player Help, Predefined Story Structures, Rabbit Hole Invitations


Diegetic Aspects

Interface Aspects

Narrative Aspects

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.

Relations

Can Instantiate

Real World Gameplay Spaces, Spectators

Can Modulate

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Can Be Instantiated By

Crossmedia Gameplay, Diegetic Consistency, Imperfect Information, Puzzle Solving

Can Be Modulated By

Game Masters, Live Action Roleplaying, Non-Player Help, Predefined Story Structures, Rabbit Hole Invitations

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

  1. Wikipedia entry for Alternate Reality Games.

Acknowledgements

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