Decode: Strip Search

The ancient Greeks had an interesting way of sending secret messages. The reader receives a strip that, to be deciphered, must be wrapped around an object of a specific diameter. Print and cut out the strip provided here and wrap it around a number-two pencil, starting with the top edge and going downward from left to right. It will provide the answer to this trivia question: In 1942, Lucille Ball reported receiving Morse code transmissions via her fillings, which she claimed led to the capture of whom?

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ARGs on Your Bookshelf: New Book Explores Transmedia Entertainment

Andrea Phillips recently published A Creator’s Guide to Transmedia Storytelling. The book provides a taste of the creative and practical considerations that go into transmedia projects.

By Michael Andersen, originally posted at ARGNet

Andrea Phillips stumbled across alternate reality games 11 years ago when a friend pointed her towards a website for the Anti-Robot Militia. The website, part of the proto-alternate reality game for Spielberg’s film Artificial Intelligence, opened Phillips to the possibility of taking a single unified story, splintering it across multiple media, and crafting a rich tapestry combing narrative, experience, and game. Transitioning from player to creator, Phillips went on to work on many critically acclaimed forays in the emerging field including Perplex City, Routes, The Maester’s Path, and Floating City.

While Phillips was working on these projects, quite a few trees were killed discussing the potential of these experiences. Jane McGonigal’s Reality is Broken and Frank Rose’s The Art of Immersion each provided an overview of successful projects of the past and the elements that made them work, while novels like Cory Doctorow’s Little Brother and Walter Jon Williams’ This Is Not a Game gave glimpses of a future where these immersive experiences find their way into mainstream forms of entertainment. These books serve as powerful sources of inspiration for compelling new ways of storytelling, but were not designed to guide creators from idea to execution. This is the niche that Phillips’ new book, A Creator’s Guide to Transmedia Storytelling, hopes to fill, opening up a practical discussion of best practices for the industry. A Creator’s Guide to Transmedia Storytelling is guaranteed to stand out on your bookshelf; and not just because the book’s extra-wide pages will dwarf your standard paperback and hardcover books.

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Real Escape Game Returns With Mad Scientist and Haunted House

Real Escape Game lets players race against the clock to solve narrative puzzle challenges. On July 24th, players can test their wits online to escape a Haunted House within an hour time limit. And starting July 5th, the challenge moves to San Francisco, where players are tasked with puzzling through the last will of Dr. Mad, scientist.

By Michael Andersen, originally posted at ARGNet

For Real Escape Game‘s North American debut, 9 out of 10 participants failed to escape from Werewolf Village in time. While this might sound like an abyssmal failure rate, it’s par for the course for Takao Kato’s narrative puzzle experiences, inspired by online “Escape the Room” games. During Escape from the Werewolf Village, visitors to San Francisco’s NEW PEOPLE center in Japantown were locked in the 3rd floor of the venue’s SUPERFROG Gallery for 90 minutes and charged with solving a series of puzzles leading up to the big escape. Over the next few weeks, Real Escape Game is rolling out two new puzzle adventures, both for San Francisco residents looking to redeem their puzzle-solving reputations, and for global participants looking for bragging rights.

Starting July 5th, veterans of San Francisco’s first installment of Real Escape Game and newcomers alike will have the chance to improve on their 10% completion rate as they attempt to unravel The Crazy Last Will of Dr. Mad, a physicist who requested that his will be sealed for 50 years after his passing. Dr. Mad’s challenge, “can you unravel the mystery of my life’s work,” is unlikely to be a simple disposition of Mad’s possessions. But what else would you expect from a Mad scientist? Tickets to The Crazy Last Will of Dr. Mad, which will be held at the Fort Mason Center, are $22.

Prior to Real Escape Game‘s North American debut, the game’s founder Takao Kato explained to ARGNet that “as a kid, I always wanted to ‘live in the story,’ and survive the adventure, solve the mystery, and be a hero like the characters in books I loved as a child…Real Escape Game is an opportunity to make these dreams come true.” Sara Thacher, one of the participants of the first installment (and one of the devious minds behind the Jejune Institute), noted in her review of the experience that “it was an elegant puzzle hunt. I think everyone from the girls in Classic Lolita getups at the table behind us, to the sweatshirt-clad MIT Mystery hunt regulars on my team enjoyed themselves.” Thacher went on to add that this was a puzzle hunt with narrative underpinnings, and not a literal translation of the screen-based Escape the Room games that helped inspire the Real Escape Game franchise…many of the tropes of the genre, such as riffling around for hidden keys, were absent.

For those looking for a more traditional Escape the Room experience, Real Escape Game is holding a live online challenge on July 24th (1PM GMT, 9AM EST) in both Japanese and English. Players will have one hour to collect clues within an online locked room, racing against other players for the bragging rights of first to escape. A 15-minute version of the game is free to play, giving players a brief preview, but admission for the main event is $5.

Tickets to the San Francisco hunt can be found at Real Escape Game‘s English website at RealEscapeGame.com, but if you’re interested in the live online game, head over to REGame.jp.

Decode: Test Your Dark-Matter Pop Culture Knowledge

While our current understanding of what dark matter actually does is hypothetical, that hasn’t stopped pop culture from imagining its mysterious powers. Match these fictional worlds with the dark matter magic that happens there.

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Tim Kring and AT&T Bring the Truth to Light in Daybreak 2012

Fans of Fox’s television series Touch won’t have to wait until next year to learn more about the power of numbers featured in the drama. Showrunner Tim Kring has paired up with AT&T to produce Daybreak 2012, a transmedia webseries designed to delve deeper into the show’s mythos.

By Celina Beach, originally posted at ARGNet

A van is careening down a winding road, followed in close pursuit by a police car, sirens blaring. The passenger of the van, Ben Wilkins, urgently questioned by the driver (not named in the chapter but later on we find out his name is “Charles”),  swears he doesn’t know why they’re chasing him or what  they want, but mentions “a package” back at his apartment. Charles tells Ben to connect his phone to the laptop in the van, where he’ll give Ben “a Jack app” to buy him time to get back to his place and grab the package, and so that he can contact Ben afterwards. A policeman leans out of the police cruiser’s passenger window and starts to shoot at the van…

Daybreak 2012, a transmedia webseries by Tim Kring (Heroes, Conspiracy for Good), launched on May 31st with the release of the first of 5 weekly chapters of the webseries on Daybreak2012.com. Along with the Daybreak 2012 website, the Jack Boxers app was also released for both the iPhone and Android smartphones, along with an accompanying website, We Are The Jack Boxers. The purpose of both the app and the website is to enlist help for the cause of the Jack Boxers, who are fighting the forces of darkness and bringing the Truth to light.

The Truth, according to the Jack Boxers, is essential to many things – sacred geometry, energy and vibration, the works of Fibonacci and Tesla – but most importantly, the dodecahedron. In the final few episodes of Touch, the dodecahedron (or “doda”) played a major role in the mythology of the show, and that mythology is carried over into Daybreak. However, while both Daybreak and Touch exist in the same “universe”, the doda is the only common thread between the two stories.

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