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Topics: Games : Resources : Transmedia

Tools for Alternate Reality Game (ARG) and Transmedia Producers from RemoteDevice.net

(Source: Jeff Watson @ Remotedevice.net)


Alternate reality games and other kinds of distributed story/play projects place heavy demands on their creators’ abilities to manage and deploy content. To meet these demands, many commercial ARG developers have built proprietary software packages that streamline and automate the process of managing and delivering content (for more on this [and much else -- including many useful resources for independents] see Christy Dena’s post, “Cross-Media Management Technologies”).

A few years ago, these kinds of systems were out of reach for most DIY designers and artists. This is no longer the case. Thanks to freely-available social media, mobile technology, and web publishing tools, ARG producers with shoestring budgets can now roll their own custom ARG management and delivery systems.
About this resource

For the purposes of this post, I’ve chosen to focus on providing examples of free technologies and services that can assist designers in managing/deploying content, architecting participation, and articulating game mechanics. To this end, I’ve organized things according to six key logistical requirements designers might encounter when running an ARG; these requirements are:

    * The need to organize game assets and personnel
    * The need to create and manage player profiles and communities
    * The need to manage multiple web presences and social media profiles
    * The need to deploy content on mobile devices
    * The need to analyze participation and buzz
    * The need to create and distribute physical artifacts

Obviously, not all ARGs are going to have every one of these needs, and some will have others that aren’t listed here. If you can think of a significant category of content-oriented requirements that should be here, please let me know in the comments and I will expand this resource accordingly.
Organize game assets and personnel

Keeping track of game assets such as websites, physical installations, performers, events, story flows, and the rest of it can quickly turn into a full-time job. For a really big ARG, production management presents challenges on the same order as the logistical operations seen in feature films — and often well beyond. Here are a few tips for how indie ARG designers can keep their games organized:

    * Master the whiteboard Whiteboards are perfect for organizing the sprawl of media assets that characterize story- and interaction-heavy game designs like ARGs. If you don’t have a whiteboard, you can just paint one onto any wall. Don’t forget to take a photo backup of the board after you update it in case someone stumbles in and erases your game.

    * Map game assets and story elements Mind-mapping software is an indispensible companion to the whiteboard, and can be the perfect tool for planning and tracking nonlinear distributed story-game activities like ARGs. My favorite instance of this kind of software is IHMC Cmap Tools, a free program (created with US tax dollars by the good folks at DARPA) that enables you to create semantic network maps like those described by Douglas Hofstadter in his book, Godel, Escher, Bach. Cmap Tools goes a long way toward automating making such mind maps, and it enables a bunch of other neat features, too, like embedded media, linked maps, parametric layouts, and more. These charts can reveal a lot about the interconnectivity of your story-world’s various components, and are great for visualizing the different ways that players will flow through the experience you are creating.

    * Production management and collaboration tools Take your pick: Zoho, Google Wave, Campfire, and Ning are all great free online collaboration apps. For media-specific pre-production and production tools, try Celtx, “the world’s first all-in-one media pre-production system. It replaces ‘paper & binder’ pre-production with a digital approach that’s more complete, simpler to work with, and easier to share.”


Read the full article at Remotedevice.net.




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