Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good

Authors

  • Jaakko Stenros
  • Jussi Holopainen
  • Annika Waern
  • Markus Montola
  • Elina Ollila

Keywords:

arg, transmedia, larp, design, pervasive, games, gameplay, narrative

Abstract

Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by players. We uncover multiple levels of friction between the story content and the mode of play of live participants, but also between live and online participation. Based on the observations from the production, we present design recommendations for future productions with similar goals.

Downloads

Published

2011-01-01

Bibtex

@Conference{digra555, title ="Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good", year = "2011", author = "Stenros, Jaakko and Holopainen, Jussi and Waern, Annika and Montola, Markus and Ollila, Elina", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/555}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}