History of Alternative Reality Games - 2004-2006: Massive-scale Commercial Games and Mainstream Attention

2004-2006: Massive-scale Commercial Games and Mainstream Attention

After the success of the first major entries in the nascent ARG genre, a number of large corporations looked to ARGs to promote both their products, and to add their companies' images by demonstrating their interest in innovative and fan-friendly marketing methods. To create buzz for the launch of the Xbox game Halo 2, Microsoft hired the team that had created the Beast, now operating independently as 42 Entertainment. The result, I Love Bees, departed radically from the website-hunting and puzzle-solving that had been the focus of the Beast. I Love Bees wove together an interactive narrative set in 2004, and a War Of The Worlds-style radio drama set in the future, the latter of which was broken into 30-60 second segments and broadcast over ringing payphones worldwide. The game pushed players outdoors to answer phones, create and submit content, and recruit others, and received as much or more mainstream notice than its predecessor, finding its way onto television during a presidential debate, and becoming one of the New York Times' catchphrases of 2004. A slew of imitators, fan tributes and parodies followed.

The following spring, Audi launched The Art of the Heist to promote its new A3. Roughly a year after I Love Bees, 42 Entertainment produced Last Call Poker, a promotion for Activision's video game Gun. Designed to help modern audiences connect with the Western genre, Last Call Poker centered around a working poker site, held games of "Tombstone Hold 'Em" in cemeteries around the United States—as well as in at least one digital venue, World of Warcraft's own virtual reality cemetery—and sent players to their own local cemeteries to clean up neglected grave sites and perform other tasks.

At the end of 2005, the International Game Developers Association ARG Special Interest Group was formed "to bring together those already designing, building, and running ARGs, in order to share knowledge, experience, and ideas for the future."

Read more about this topic:  History Of Alternative Reality Games

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