Category Archives: ARG

why is ‘world without oil’ such a bore?

I just had the following email exchange with Sebastian Mary about the World Without Oil alternate reality game (covered previously on if:book here and here). It seemed interesting enough to repost here.
BEN – Mon, May 14, 2007 at 4:59 PM EST
Hi there,
You found anything interesting yet going on at WWO?
I keep meaning to dig deeper, but nothing I’ve turned up is much good. Maudlin postcards from a pretty generic-feeling apocalypse is what most of it feels like to me. Perhaps I haven’t been looking in the right places, but my instinct at the moment is that the citizen journalist conceit was not the way to go. It’s “participatory” all right, but in that bland, superficial way that characterizes so many traditional media efforts at “interactivity.” Honestly, I’m surprised something like this got through the filter of folks as sophisticated as Jane McGonigal and co.
I think players need smaller pieces and hooks, elements of mystery to get their wheels turning — a story. As far as I can tell, this is the closest to intrigue there’s yet been, and it turned out to be nothing.
Would love to be shown something that suggests otherwise. Got anything?
Ben
SEB MARY – Mon, May 14, 2007 at 5:25 PM
Haven’t been following it closely to be honest. Up to the eyeballs with other work and don’t really have time to trawl acres of second-rate ‘What if…’. Plus, if I’m honest, despite my fetish for collaborative and distributed creativity I’m fussy about good prose, and amateur ‘creative writing’ doesn’t really grip me unless it’s so far from tradition (eg lolcats and the like) as to be good on its own terms. So though the idea intrigued me, I’ve not been hooked. I think it probably needs more story.
Which problem actually resonates with something else I’ve been pondering recently around collaborative writing. It bothers me that because people aren’t very good at setting up social structures within which more than one person can work on the same story (the total lack of anything of that sort in Million Penguins for example), you end up with this false dichotomy between quality products of one mind, and second-rate products of many, that ends up reinforcing the privileged position of the Author simply because people haven’t worked out an effective practice for any alternative. I think there’s something to be learned from the open-source coders about how you can be rigorous as well as collaborative.
sMary
BEN – Tue, May 15, 2007 at 12:50 AM
I don’t see why an ARG aimed at a social mobilization has to be so goddamn earnest. It feels right now like a middle school social studies assignment. But it could be subversive, dangerous and still highly instructive. Instead of asking players to make YouTube vids by candlelight, or Live Journal diaries reporting gloomily on around-the-block gas lines or the promise of local agriculture, why not orchestrate some real-world mischief, as is done in other ARGs.
This game should be generating memorable incursions of the hypothetical into the traffic of daily life, gnawing at the edges of people’s false security about energy. Create a car flash mob at a filling station and tie up several blocks of traffic in a cacophony of horns, maybe even make it onto the evening news. Or re-appropriate public green spaces for the planting of organic crops, like those California agrarian radicals with their “conspiracies of soil” in People’s Park back in the 60s. WWO’s worst offense, I think, is that it lacks a sense of humor. To sort of quote Oscar Wilde, the issues here are too important to take so seriously.
Ben
SEB MARY – Tue, May 15, 2007 at 5:34 AM
I totally agree that a sense of humour would make all the difference. There’s a flavour about it of top-down didactically-oriented pseudo-‘participation’, which in itself is enough to scupper something networked, even before you consider the fact that very few people like being lectured at in story form.
The trouble is, that humour around topics like this would index the PMs squarely to an activist agenda that includes people like the Reverend Billy, the Clown Army and their ilk. That’d be ace in my view; but it’s a risky strategy for anyone who’s reluctant to nail their political colours firmly to the anti-capitalist mast, which – I’d imagine – rules out most of Silicon Valley. It’s hard to see how you could address an issue like climate change in an infectious and mischievous way without rubbing a lot of people up the wrong way; I totally don’t blame McGonigal for having a go, but I think school-assignment-type pretend ‘citizen journalism’ is no substitute for playful subversiveness and – as you say – story hooks.
The other issue in play is as old as literary theory: the question of whether you dig ideas-based narrative or not. If the Hide & Seek Fest last weekend is anything to go by, the gaming/ARG community, young as it is, is already debating this. What place does ‘messaging’ have in games? Some see gaming as a good vehicle for inspiring, radical, even revolutionary messages, and some maintain that this misses the point.
Certainly, I think you have to be careful: games and stories have their own internal logic, and often don’t take kindly to being loaded with predetermined arguments. Even if I like the message, I think that it only works if it’s at the service of the experience (read story, game or both), and not the other way round. Otherwise it doesn’t matter how much interactivity you add, or how laudable your aim, it’s still boring.
sMary

the alternate universe algorithm

“What if you could travel to parallel worlds: the same year, the same earth, only different dimensions…?”

That’s the opening line to one of my favorite science fiction shows in the 90s called “Sliders.” The premise of the show was simple: a group of lost travelers traverse through different dimensions where history has played itself out differently, and need to navigate through unfamiliar cultural norms, values and beliefs. What if the United States lost the American Revolutionary War? Penicillin was never discovered? or gender roles reversed?
An aspect of the show that I found interesting was in how our protagonists quickly adapted to subtly different worlds and developed a method for exploration: after their initial reconnaissance, they’d reconvene in a hotel room (when it existed) and assess their – often dire – situation.
The way they “browsed” these alternate worlds stuck with me when reading Mary’s recent posts on new forms of fiction on the web:

Web reading tends towards entropy. You go looking for statistics on the Bornean rainforest and find yourself reading the blog of someone who collects orang utan coffee mugs. Anyone doing sustained research on the Web needs a well-developed ability to navigate countless digressions, and derive coherence from the sea of chatter.

Browsing takes us to unexpected places, but what about the starting point? Browsing does not begin arbitrarily. It usually begins in a trusted location, like a homepage or series of pages that you can easily refer back to or branch out from. But ARGs (Alternate Reality Games), like World Without Oil, which Ben wrote about recently, require you to go some obscure corner of the internet and engage with it as if it was trusted source. What if the alternate world existed everywhere you went, like in Sliders?
In college, a friend of mine mirrored whitehouse.gov and replaced key words and phrases with terms he thought were more fitting. For example, “congressmen” was replaced by “oil-men” and “dollars” with “petro-dollars.” He had a clear idea of the world he wanted people to interact with (knowingly or not). The changes were subtle and website looked legitimate it and ultimately garnered lots of attention. Those who understood what was going on sent their praise and those who did not, sent confused and sometimes angry emails about their experience. A
(I believe he eventually he blocked the domain because he found it disconcerting that most traffic came from the military)
Although we’ll need very sophisticated technology to apply more interesting filters across large portions of the internet, I think “Fiction Portals”, engines that could alter the web slightly according to the “author” needs, could change the role of an author in an interesting way.
I want to play with the this idea of an author: Like a scientist, the author would need to understand how minor changes to society would manifest themselves across real content, tweaking words and ideas ever so slightly to produce a world that is that is vast, believable, and could be engaged from any direction, hopefully revealing some interesting truths about the real world.
So, after playing around with this idea for a bit, I threw together a very primitive prototype that alters the internet in a subtle way (maybe too subtle?) but I think hints at a form that could eventually allow us to Slide.

it’s multimedia, jim, but not as we know it

I spent yesterday evening in a visitors’ centre for a country that doesn’t exist. Kymaerica is a parallel universe with its own artefacts, stories, history and geography, roughly coexistent with this world (the ‘linear’ world) but not identical to it.
The central space for exploring Kymaerican history and heritage is online, but it erupts into the ‘linear’ world here and there. There is a permanent installation in Paris, Illinois; there are now five plaques in the UK: during the London exhibition there was a bus tour around Kymaerican sites corresponding with Central London.
The creator of this Borghesian experience is Eames Demetrios, designer, writer, filmmaker and Kymaerica’s ‘geographer-at-large’. I was struck by the parallels between his work, and some aspects of alternate reality gaming (ARGing), which I’ve argued here recently represents the emergence of a new genre of genuinely Web-native fiction (see Ben’s post below about World Without Oil for recent if:book discussion of this form). Though Kymaerica is presented as a piece of art, and alternate reality gaming generally thinks of itself more as entertainment, they have much in common. And this provides some intriguing insights into how, when thinking about the relationships in storytelling between form and content, the nature of the Web requires a radical rethinking of what fiction is. So my apologies in advance for the way this first attempt to do just that has turned into a longish post.
Eames calls what he does ‘three-dimensional storytelling’. I want to call the genre of which I believe that Kymaerica and ARGs are both instances ‘multimedia storytelling’. ‘Storytelling’, as opposed to ‘fiction’, because the notion of fiction belongs with the print book and is arguably inseparable from a series of relatively recent conventions around suspension of disbelief. And genuinely ‘multimedia’ in the sense that it uses multiple delivery mechanisms online but is not confined to the Web – indeed, is most successful when it escapes its boundaries.
People have been telling stories since the first humans sat round a culture. Narratives are fundamental to how we make sense of our world. But the print industry is such that otherwise highly-educated publishers, writers and so on talk as if no-one knew anything about works of the imagination before the novel appeared, along with the category of ‘fiction’ and all the cognitive conventions that entails. Why is this?
The novel is one delivery mechanism for storytelling, that emerged under specific social and cultural conditions. The economic, cultural and social structures created by and creating the novel hold up the commodification of individual imaginations (the convention of ‘original’ work, the idea of ‘great’ authors and so on) as their ideological and idealised centrepiece. The novel was for a long time the crown jewel of the literate culture industry. But it remains only one way of telling stories. And part of its conventions derive from the nature of the book as physical object: boundedness, fixity, authorship.
Meanwhile, many of us live now in a networked, post-industrial era, where many of the things that seemed so certain to a Dickens or Trollope no longer seem as reliable. And, perhaps fittingly, we have a new delivery mechanism for content. But unlike the book, which is bounded, fixed, authored, the Web is boundless, mutable, multi-authored and deeply unreliable. So the conception of singly-authored ‘fiction’ may not work any more. Hence I prefer the term ‘storytelling’: it is older than ‘fiction’, and less complicit in the conceptual framework that produced the novel. And as Ben has just suggested, the Web in many ways recalls oral storytelling much more than modern conceptions of fiction.
I also want to be clear about what I mean by ‘multimedia’, as the word is often used in contexts that replicate much of the print era’s mindset and as such, at a fundamental, misunderstand something about the Web. On the basis of experiments in this form to date, Multimedia fiction’ evokes something digital but book-like: bounded, authored, fixed like a book, just with extra visual stimuli and maybe some superficially interactive bells and whistles. I have yet to come across a piece, in this sense, of ‘multimedia fiction’ that’s as compelling as a book.
But the Web isn’t a book. Its formal nature is radically different. It’s boundless, mutable, multi-authored. So if the concrete physical form and economic conditions of a book’s production make certain demands of a story, and reciprocally shape its reading public, then what equivalent demands do the Web make?
Gamer Theory and Mediacommons demonstrate the potential for a ‘networked book’ to become a site of conversation, networked debate and dynamic exploration. But these are discursive rather than imaginative works. If the generic markers of a novel are fairly recognisable, what are the equivalent markers of a networked story? Drawing out the parallels between Kymaerica and an ARG, I want to suggest a concept of ‘multimedia storytelling’ characterised by the following qualities:
1) fragmentation,
2) a rebalancing of authorship with collaboration, and
3) a dissolution of the boundary between fact and fiction, and attendant replacement of ‘suspension of disbelief’ with play.
Web reading tends towards entropy. You go looking for statistics on the Bornean rainforest and find yourself reading the blog of someone who collects orang utan coffee mugs. Anyone doing sustained research on the Web needs a well-developed ability to navigate countless digressions, and derive coherence from the sea of chatter. And multimedia storytelling mimics this reading practice. The reader’s activity consists not in turning pages but in following clues, leads, associative echos and lateral leaps, and reconstructing sense from the fragments. It is pleasurable precisely because it offers a souped-up, pre-authored and more rewarding (because fantastic) version of the usual site-hopping experience. A typical ARG may include many different websites along with emails, IM chats, live action and other media. Part of the pleasure is derived from an experience that requires the ‘reader’ to sift through a fragmented body of information and reassemble the story.
Kymaerica is not fragmented across the Web like an ARG: the bulk of the story archive is available through the eponymous site. But the offline, physical traces of its story can be found in Texas, Illinois, London, Oxfordshire and elsewheres. And the story itself is deliberately fragmented. The way Eames explains it, he has the entire history of this world worked out in detail, but deliberately only reveals tiny parts of it through supposedly ‘factual’ tools such as plaques, guides and the kinds of snippet you might find in a museum dealing with the ‘real’ or factual world. “I always want to hint at something that’s just out of reach,” he told me. “It’s like writing a novel so you can publish a haiku.”
So just as an ARG offers fragments of the story for the players to reconstitute, for Eames it’s up to the audience to join the dots. This fragmented delivery then requires a radical rebalancing of the relationship between the author and the reader.
Whereas the relationship between a print author and a novel reader might be characterised as serial imaginative monogamy, the relationship between multimedia storytelling and its readers is fragmented, multiple, polyamorous, mutable. Again, this mimics the multiplicity, interactivity and mutability of Web reading, along with its greater reliance on user-generated content. ARG stories play out in time and, while the core story is worked out in advance, are highly improvisatory on the edges. Players work together on fora, or even – as in WWO – write additional imaginative content for the story. Interaction with characters in the story may take place in real time, either in the flesh or by IM or email; mistakes may generate whole new storylines; the players collaborate to solve puzzles and progress the story.
Eames’ three-dimensional storytelling remains similarly improvisatory. The back story is worked out ahead of schedule; but every conversation he has with others expands the story further, and needs to be incorporated into the archives. He’s keen to get the world well enough established to invite others to contribute material to the archives. And the experience is highly absorbing, even for the initially sceptical: in Paris, Illinois, the local townsfolk now hold a Kymaerican Spelling Bee as part of the town’s annual festival. Neither ARGs nor Kymaerica have entirely abandoned the notion of sustained authorship, as in different ways Ficlets or the Million Penguins wiki experiment attempt to do. Rather, it has been resituated in a context where the reader or listener has been recast as something more like a player. The story is a game; the game structure already exists; but the game is not there until it is played.
The replacement of ‘reading’ or ‘listening’ with ‘playing’ is the final characteristic I associate with multimedia storytelling, and is inseparable from the existence of Web stories in a network rather than a bounded artefact, whether print book or CD-ROM. A networked story is porous at the edges, inviting participation, comment and contribution; this renders the notion of ‘suspension of disbelief’ useless.
The first books represented a revered source of ancient authority: the Bible, the classical philosophers, the theologians. And even when telling stories, books provide a conceptual proscenium arch. Opening the covers of a book, like seeing the lights go down in a theatre, conveys a clear signal to begin your ‘suspension of disbelief’. But the Web gives no such clear signals. The Web is all that is not authoritative: it is a white noise of opinion, bias, speculation, argument and debate. Story, in essence. Even the facts on the Web are more like narratives than any reliable truth. The Web won’t tell you which sites you can take seriously and which not; there are no boundary markers between suspending disbelief and taking things literally. Instead of establishing clear conventions for which books are to be taken as ‘authoritative’ and read literally, and which to be treated as pure imagination, the Web invites the reader to half-believe everything all the time, and believe nothing at the same time. To play a game of ‘What if this were true’?
Again, multimedia storytelling mimics this experience. Is this site in-game, or just the product of some crazy people? Was there really a Great Dangaroo Flood on Old Compton St? It uses familiar tools conventionally used to communicate ‘real world’ information: email, IM, the semiotic register of tourist guides, plaques, visitors’ centres. It hands the responsibility for deciding on when to suspend disbelief back to the individual. And in doing so, it transforms this from ‘suspension of disbelief’ to an active choice: to a kind of performed imaginative participation best described as ‘play’.
Multimedia stories are not ‘read’: they are played. And unlike a suspension of disbelief, which contains within itself the assumption that we will afterwards revert to a condition of lucid rationality, play has a tendency to overspill its boundaries. The Parisian Embassy in Illinois is beginning to have a reciprocal effect on its surroundings: a street in the town has been renamed in line with Kymaerican history. The Florida authority responsible for historic sites has received at least one complaint about Kymaerican plaques, which they sensibly just said were not their responsibility. Take away the proscenium arch and fact and fiction begin dancing in ways that either exhilarate or terrify you.
Reports of the death of the novel are greatly exaggerated. Multimedia storytelling in the form I’ve just tried to outline does not compete with the novel, for reasons which I hope I’ve made clear. But the Web as storytelling medium deserves better than misguided attempts either to claim its ascendancy over previous forms, or else to force it to deliver against ideas of ‘fiction’ that do not reflect its nature. The interlocking qualities of fragmentation, collaboration and boundlessness mimic the experiences of reading on the Web and require a different kind of participation than ‘reading’. Suspension of disbelief becomes deliberately-performed play, collaborative reconstruction of the story is essential to the experience, and an ongoing improvisatory dance takes place between author and readership.

benevolent conspiracy

WWO.gif
“Fuel prices jumped this week, led by gasoline which gained over a dollar a gallon on average. Oil distributors pointed to several “renegotiated” delivery contracts as proof that a long-rumored shortfall in the supply of U.S. oil has finally arrived. Oil producers were tight-lipped about the adjusted contracts, and as I write this it’s still unclear how extensive the shortfall will turn out to be.”
And thus the stage is set for World Without Oil, the social consciousness-raising ARG (alternate reality game) launched today by Jane McGonigal and associates. I’m already in flagrant violation of the “this is not a game” convention that governs all ARGs, but since this something I and others here at the Institute aim to follow closely in the coming weeks and months, we’ll have to treat the curtain between fact and fiction as semi-transparent.
From the perspective of our research here, I’m deeply intrigued because the ARG is an entirely net-native storytelling genre, employing forms as diverse and scattered as the media landscape we live in today. ARGs don’t rely on a specific software application, game system or OS, rather they treat the entire Internet as their platform. Players typically employ a whole battery of information technologies — email, chat, blogs, search engines, message boards, wikis, social media sites, cell phones — in pursuit of an elusive narrative thread.
The story is usually spun through cryptic clues and half-disclosures, one bread crumb at a time, by the game’s authors, or “puppetmasters.” To have any hope of success, players must work together, sharing clues and pooling information as they go. The whole point is to make the story into a group obsession — to mobilize players into problem-solving collectives where they can debate and test different hypotheses as a smart mob. It’s sort of like surfing an alternate version of the net, using all the social search tactics of the real one.
Of course, the net is a murky territory, full of conspiracy theories, identity traps and misinformation. ARGs take this uncertainty and make it their idiom. The game (remember, it’s not a game) might involve websites that to the casual observer look perfectly real — a corporate home page, a personal blog — but that are in fact a part of the fiction. ARGs use the playbook of spammers, phishers and social reality hackers like the Yes Men to create a fictional universe that blends seamlessly with the real.
But we’re not just talking about an alternate net here, we’re talking about an alternative world. ARGs frequently assign tasks that pull players away from their computers and propel them into their physical environment (the phenomenally popular I Love Bees had people running all over San Francisco answering pay phones). This couldn’t be more unlike the whole Second Life phenomenon (which, as you may have noticed, we’ve barely covered here). Instead of building a one-to-one simulacrum of the actual world (yeah yeah, you can fly, big whoop), this takes the actual world and tilts it — reinterprets it. There’s imagination happening here.
World Without Oil takes this in a new direction. McGonigal has been talking for some time now about using ARGs for more than just pure play. She believes they could be harnessed to solve real world problems (for more about this, read this recent long piece in SF Weekly by Eliza Strickland). Hence the premise of oil shocks. The WWO website was set up by ten friends who met in the chaos of the Denver Airport during the blizzards this past December. During that time, they bonded and got to talking about citizen journalism and the potential of the web for organizing masses of people to deal with crises without having to rely solely on big media and big government. A weird tip about an impending oil crisis on April 30th got their paranoid wheels turning and they decided to set up a central hub for netizens to send reportage and personal testimonies about life during the shocks. Today is April 30 and lo and behold: the shocks have arrived!
The idea is to collectively imagine a reality that could very likely come to pass, and to share information and ideas — alternative energy innovations, new forms of transport, new forms of community — that could help us get through it. It’s an opportunity for self-reeducation and perhaps the forging of some real-world relationships. There’s even a page for teachers to guide students through this collaborative hallucination, and to learn something about energy geopolitics as they do it.
As an entry to the serious games movement, this has to be one of the most innovative efforts out there. But I find myself wondering whether simply getting everyone to report from their corner of the crisis — postcards from the apocalypse –will be enough to create a full-blown ARG phenomenon. Is this participatory in quite the right way? While I ecstatically applaud the intention here of repurposing a form that to date has been employed mainly as a viral marketing tool (the first ARG was built around Spielberg’s “A.I.” in 2001), I worry that the WWO construct seems to have been shorn of most of the usual mystery elements — the codes, clues and crumbs — that make ARGs so addictive. There’s a whiff of homework here, something perhaps a little too earnest, that could prevent it from gaining traction. I sincerely hope I’m wrong.
Still, even if this fails to take off, I think this is an important milestone and will be important to study as it unfolds. WWO suggests what could be the ideal dystopian form for the cultural moment: a mode of storytelling that taps directly into the present human condition of networked information blitz and tries to channel it toward real-world awareness, or even action. The ARG adopts tactics long employed in military war games and conflict exercises and turns them (at least potentially) toward grassroots activism. WWO is trying to rouse, as Sebastian Mary put it in a previous post, our “democratic imagination. In SF Weekly piece I link to above, McGonigal puts it this way:

“When you start projecting that out to bigger scales, that’s when these games start to look like a real way to achieve, if not world peace, then some kind of world-benevolent conspiracy, where we feel like we are all playing the same game.”

children_of_men_poster-764466.jpg Many people I know loved the film “Children of Men” by Alfonso Cuarón because they felt that it showed them, with the cutting clarity of allegory, the way the world really is. The premise, that the human race has lost the ability to reproduce itself (a dying world, without children, slowly self-destructing), was of course implausible, but all the same it felt like a layer was being peeled away to reveal a terrible truth. Probably the most unsettling moment for me was the lights rose at the end and we exited the theater into the street. Everything looked different, fragile, like something awful was being hidden just beneath the surface. But the feeling soon faded and I filed the experience away: “Children of Men”; a brilliant film; one of the year’s best; shamefully overlooked at the Oscars.
What would “Children of Men” look like as an ARG? What would a networked tactic bring to this story? Would it be simply dispatches from a dying world, or could we do something more constructive? Could the darkened theater and the streets outside somehow be merged?
Our first stories were oral stories. When we were children our parents read to us aloud stories that we listened to over and over again until they were embedded in our unconscious. We knew the stories inside and out, backwards and forwards. Reading became a ritual of call and response: a physical act. In the classroom too, teachers read aloud to us. We knew the stories inside and out, backwards and forwards. Call and response. At recess we ran out into the playground and re-eanacted the stories — replayed them, spun new ones. Those early experiences hearken back to earlier cultures — oral, pre-literate ones where the word was less the realm of contemplation and more the realm of action. ARGs seem to tap into this power of the oral story — the spark of the imagination and then the dash, together, into the playground.

world without oil: democratic imagination?

I’ve written a couple of times recently about alternate reality gaming as an emergent genre of Web-native storytelling. But one of the things that’s puzzled and frustrated me is the fact that the stories played out in most of these games tend to revolve around sinister cults, reborn gods, out-of-control AIs, government conspiracies and suchlike: the bread-and-butter paranoias that permeate the Web. No criticism here, I should add. Asking ‘What if all this were true?’ can kick-start a very entertaining daydream.
But in exploring these games, and reading around them, it becomes clear that the way these stories are told is as interesting as their content. In particular, there is a tendency (see this paper by academic and game designer Jane McGonigal for example) for ARG-style collaborative problem-solving to escape the boundaries of gaming and become a real-world way for distributed groups of people to address a problem they cannot fix by themselves.
In addition, the founding dramatic convention is “This Is Not A Game.” That is, the games are supposed to leak out into players’ lives. And this, combined with a chance to practice widespread collaborative problem-solving, is a phenomenally powerful and intriguingly democratic artistic form. So why, I wanted to know, is no-one using it to address contemporary politics?
No sooner do I formulate the thought than I discover that McGonigal’s latest project, trailed in a talk she gave at the 2007 San Francisco game developers’ conference , is an ARG called World Without Oil. Its central characters believe that an oil crisis is approaching on April 30 – the game’s launch date – and are trying to spread the word. Or are they…? Who is trying to stop them…? And we’re off.
I’ll be following this one closely. Rather than taking a fantastical theme, it invites players to think seriously about a situation which is increasingly imaginable in the near future. And it seems that people are ready to engage: since its appearance yesterday, the the Unfiction discussion thread about the game is already many pages long, and mixes discussion of the game with serious musings about the very real possibility of a world without oil.
It also looks as though it’s going to go way beyond asking its players to solve ROT-13 encryption for the next clue. In this Gamasutra interview McGonigal explains her ideas about collective intelligence and gaming, and outlines the way in which World Without Oil will be not just a game but a collaborative storytelling process. Along with the narrative of the main fictional characters, players will be invited to create blogs detailing – as if it were happening – the problems they would face in a (so far) fictional world without oil. And the game will respond. So, in effect, it will invite players to take part in a huge collaborative exercise in imagining a very possible future.
Looking at this game, I was reminded of the RSA’s response to the Stern report on climate change, where it was pointed out that reactions to climate change and the like often lurch between optimism and pessimism without progressing beyond high emotion to imaginative or practical engagement with the situation. On a similar tack, Dougald Hine wrote an article recently for opendemocracy discussing climate change as a challenge to the democratic imagination: “Whether or not we succeed technically in mitigating its effects, it is all too easy to envisage the result as a more or less unpleasant authoritarian future. The task is to imagine and bring about a future which can accommodate both austerity and autonomy.”
It may be too soon to tell. But if it goes well, I have some hope that World Without Oil may manage to engage not just collective fear but a collective and collaborative imagination to address some increasingly urgent questions.

pay attention to the dance

Sean Stewart and Elan Lee, creators of two of the most successful alternate reality games to date, gave the keynote speech at this year’s Arg-Fest-O-Con, a conference of the alternate reality gaming community. The whole video is over an hour, but well worth a look; the theme of the speech is ‘trust’.
When I wrote a little while ago about ARGs as an emergent genre of storytelling entirely native to the Web, I identified some ways in which an ARG differs from the conventions of fiction in print form. In particular, part of the pleasure of an ARG is that it blurs the line between fact and fiction. There is a strange thrill to not knowing whether the latest link in the trail is fact (out of game) or fiction (in-game). It is also participatory and collaborative: the story does not unfold unless readers (players) collaborate to follow the trail of puzzles, hidden clues and hints. And though the story itself is ‘authored’ – the sites are prepared ahead of play, the story is worked out, and the whole operation is meticulously planned – it is always in a sense improvisatory. If the players pick up on a mistake, the ‘puppetmasters’ (game creators and operators) will work as fast as they can to incorporate it into the story if possible, so as not to destroy the fabric of the game.
Stewart and Lee describe the process of unfolding an ARG as a dance between players and puppetmasters, in which players are invited to suspend their disbelief for the duration of the story. Within the invitation, they explain, is a promise that you won’t be made to feel stupid for playing along. And behind all this is trust on both sides.
This is important, he says, because no-one really knows how this genre works. Printed books bring with them a whole host of familiar protocols around how you read. People are familiar with the physical conventions of a book and the formal conventions of particular genres of book, and hence the experience is codified in a way that allows for a degree of detachment between producer and consumer. In contrast, ARGs as a genre are (in their current form, at least) less than ten years old and have very few established generic or formal codes. So in lieu of a tradition, the genre needs trust between participants.
It’s also important because in an ARG suspension of disbelief works very differently. Whereas I know my novel stops being ‘real’ when I put my book down, an ARG inserts itself into my life in a much less clear-cut way. The game might phone you up, email you, post things to your house; all these events would be part of the story. Unlike a novel, it does not have edges. This lack of edges is typical of the Web. A blog is never finished, there is always a new link, and so on. But for fiction, this poses problems: if I’m suspending disbelief so I can enjoy the story, I want to know that I’m not going to be made to feel stupid for going along with it. I also need to know at what point to snap out of it and start taking things literally again. So it is no surprise that two prominent exponents of a kind of storytelling with no formal boundary-markers (no proscenium arch, if you will) emphasise the importance of trust between creators and participants in such a story.
The late Susan Sontag’s recent piece in the Guardian is a passionate plea for the cultural and moral importance of novels. Narratives, she says, are of vital importance in helping humans make sense of their reality. I am one hundred per cent with her on this. However, she confines this faith in the improving power of stories specifically to the novel, while managing to sidestep both the cultural specificity of novels as a form, and role of oral storytellers, court poets, bards, folk tales and the countless other narrative traditions throughout history.
In the course of her rallying-cry for the novel (also, incidentally, a phillippic against those claiming the book to be dead), she inveighs against television (which rant I rather liked), and also proposes ‘the hypernovel’ as her main example of why fiction on the Net will never work. This ‘hypernovel’ as she describes it, is characteristically multiple-choice, notionally endless, possibly multi-authored and directionless narrative with none of the salutary benefits of stories that have a beginning, a middle and an end. And this, she implies, will simply not do. Readers like stories.
Given the ahistoricity of her approach to stories in general, it seems likely to me that Sontag takes for granted the established model of print authorship. This by necessity assumes a writer radically severed from its readership – which, as it is a paper book, cannot join the conversation – by a complex and time-consuming book-production process. The way she discusses debates around ‘the hypernovel’ clearly assume an equivalent level of detachment between the this notional hypernovel’s creator and its consumers. But the model of separation between author and readers simply does not work on the Web, a medium characterised by minimal publication lead time and a conversational dynamic. However, this does not mean that, on the Web, storytelling is impossible. Nor does it mean that that nothing is ever authored. It just means it works differently.
The Web is a young medium. And ARGs are – by its enthusiasts’ own admission – a very new genre. I would be very surprised if it did not evolve much further. But I’d be interested to know what Sontag might have made of a genre of storytelling that used not print but the Web; and yet, was not directionless or multiple-choice but collaboratively played out; that was authored, but with room for improvisation; and that took as its founding principle a delicate consensual suspension of disbelief rooted not in clear boundaries between ‘fact’ (the world outside the book) and ‘fiction’ (the world inside it) but in trust between all participants in the story.

a million penguins: a wiki-novelty

You may by now have heard about A Million Penguins, the wiki-novel experiment currently underway at Penguin Books. They’re trying to find out if a self-organizing collective of writers can produce a credible novel on a live website. A dubious idea if you believe a novel is almost by definition the product of a singular inspiration, but praiseworthy nonetheless for its experimental bravado.
penguins.jpg Already, they’ve run into trouble. Knowing a thing or two about publicity, Penguin managed to get a huge amount of attention to the site — probably too much — almost immediately. Hundreds of contributors have signed up: mostly earnest, some benignly mischievous, others bent wholly on disruption. I was reminded naturally of the LA Times’ ill-fated “wikitorial” experiment in June of ’05 in which readers were invited to rewrite the paper’s editorials. Within the first few hours, the LAT had its windshield wipers going at full speed and yet still they couldn’t keep up with the shit storm of vandalism that was unleashed — particularly one cyber-hooligan’s repeated posting of the notorious “goatse” image that has haunted many a dream. They canceled the experiment just two days after launch.
All signs indicate that Penguin will not be so easily deterred, though they are making various adjustments to the system as they go. In response to general frustration at the relentless pace of edits, they’re currently trying out a new policy of freezing the wiki for several hours each afternoon in order to create a stable “reading window” to help participants and the Penguin editors who are chronicling the process to get oriented. This seems like a good idea (flexibility is definitely the right editorial MO in a project like this). And unlike the LA Times they seem to have kept the spam and vandalism to within tolerable limits, in part with the help of students in the MA program in creative writing and new media at De Montfort University in Leicester, UK, who are official partners in the project.
When I heard the De Montfort folks would be helping to steer the project I was excited. It’s hard to start a wiki project with no previously established community in the hot glare of a media spotlight . Having a group of experienced writers at the helm, or at least gently nudging the tiller — writers like Kate Pullinger, author of the Inanimate Alice series, who are tapped into the new forms and rhythms of the Net — seemed like a smart move that might lend the project some direction. But digging a bit through the talk pages and revision histories, I’ve found little discernible contribution from De Montfort other than spam cleanup and general housekeeping. A pity not to utilize them more. It would be great to hear their thoughts about all of this on the blog.
So anyway, the novel.
Not surprisingly it’s incoherent. You might get something similar if you took a stack of supermarket checkout lane potboilers and some Mad Libs and threw them in a blender. Far more interesting is the discussion page behind the novel where one can read the valiant efforts of participants to communicate with one another and to instill some semblance of order. Here are the battle wounded from the wiki fray… characters staggering about in search of an author. Writers in search of an editor. One person, obviously dismayed at the narrative’s dogged refusal to make sense, suggests building separate pages devoted exclusively to plotting out story arcs. Another exclaims: “THE STORY AS OF THIS MOMENT IS THE STORY – you are permitted to make slight changes in past, but concentrate on where we are now and move forward.” Another proceeds to forcefully disagree. Others, even more exasperated, propose forking the project into alternative novels and leaving the chaotic front page to the buzzards. How ironic it would be if each user ended up just creating their own page and writing the novel they wanted to write — alone.
Reading through these paratexts, I couldn’t help thinking that this was in fact the real story being written. Might the discussion page contain the seeds of a Tristram Shandyesque tale about a collaborative novel-writing experiment gone horribly awry, in which the much vaunted “novel” exists only in its total inability to be written?

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The problem with A Million Penguins in a nutshell is that the concept of a “wiki-novel” is an oxymoron. A novel is probably as un-collaborative a literary form as you can get, while a wiki is inherently collaborative. Wikipedia works because encyclopedias were always in a sense collective works — distillations of collective knowledge — so the wiki was the right tool for reinventing that form. Here that tool is misapplied. Or maybe it’s the scale of participation that is the problem here. Too many penguins. I can see a wiki possibly working for a smaller narrative community.
All of this is not to imply that collaborative fiction is a pipe dream or that no viable new forms have yet been devised. Just read Sebastian Mary’s fascinating survey, published here a couple of weeks back, of emergent net-native literary forms and you’ll see that there’s plenty going on in other channels. In addition to some interesting reflections on YouTube, Mary talks about ARGs, or alternative reality games, a new participatory form in which communities of readers write the story as they go, blending fact and fiction, pulling in multiple media, and employing a range of collaborative tools. Perhaps most pertinent to Penguin’s novel experiment, Mary points out that the ARG typically is not a form in which stories are created out of whole cloth, rather they are patchworks, woven from the rich fragmentary litter of popular culture and the Web:

Participants know that someone is orchestrating a storyline, but that it will not unfold without the active contribution of the decoders, web-surfers, inveterate Googlers and avid readers tracking leads, clues, possible hints and unfolding events through the chaos of the Web. Rather than striving for that uber-modernist concept, ‘originality’, an ARG is predicated on the pre-existence of the rest of the Net, and works like a DJ with the content already present. In this, it has more in common with the magpie techniques of Montaigne (1533-92), or the copious ‘authoritative’ quotations of Chaucer than contemporary notions of the author-as-originator.

Penguin too had the whole wide Web to work with, not to mention the immense body of literature in its own publishing vault, which seems ripe for a remix or a collaborative cut-up session. But instead they chose the form that is probably most resistant to these new social forms of creativity. The result is a well intentioned but confused attempt at innovation. A novelty, yes. But a novel, not quite.