Yesterday’s lecture content on Alternate Reality Games
(ARGs) left me dwelling on a number of points, largely to do with what I see as
their reliance on both community and
competition. They’re an interesting phenomenon, arguably grouped as games
because of similarities they share with puzzles. Both involve a broad goal in
that the player is asked to ‘solve a problem’ and find a point of closure by
demonstrating how most/all of the pieces of information link together. ARGs
might also include a narrative of some kind, acting as the content to be pieced
together as it’s fed to the players.
The intricacy and appeal of these games is most likely what
simultaneously draws and requires so many participants, establishing a
community through on and offline communication. Kevin highlighted that aspects
of these grand puzzles can be so complicated in solving that a large number of
people with a collectively broad skill-set is often required. Potential ways to
solve problems from the clues provided can be explored, and subsequently
eliminated should they prove to meet no end. This is where the value of
communication and co-operation comes into it; the whole idea that ‘many hands
make light work’. At first I couldn’t get over how cool the idea of hundreds,
even thousands of geographically disparate people collaborating to solve a
shared problem was.
But then it’s easy to think of the internet, and the
emerging network society as ultimately and positively
connective, especially when combined with the word ‘community’. It’s a very
emotive word for those of us living in Western, Post-Industrial societies that
can at times feel like a mass of strangers living right next door to each other.
The discourse of community found in descriptions of ARGs carries a lot of
idealism I think. This is not to say that co-operation, division of labour and
sharing doesn’t take place in the play-out of ARGs, but I think the notion of
community does something to hide the fundamental drive of competition within
these games.
As Kevin noted participation in ARGs, especially at the
higher tiers of engagement, will most likely take up A LOT of your time.
Integration of these games into forms of communication that are prevalent in the
workplace, University, domestic setting etc. means that one can easily get away
with participating in ARGs while those around you would be none the wiser. Vast
amounts of time could be discretely spent doing nothing of what you’re supposed
to be. Adding to this is the temporal dimension of ARGs, by which I mean that
the game doesn’t stop simply because you’re not participating at a particular
moment. There’s room for an intense level of competitive paranoia should the
individual be so dedicated to the game that they feel unsettled when not
pursuing it’s execution. Kevin compared this to the feeling of social exclusion
when not logged onto Facebook; the impression that one is missing out, and has
no idea what is being missed. In the context of an ARG this feeling has the
added pressure of gamer competition.
Sure, not every player in an ARG approaches the task with a
competitive attitude. I’m sure the vast majority of players know that they’re
not leading the pack in unravelling clues along the way, subsequently relishing
in the co-operative side ARGs. However I believe there’s an interesting
dichotomy of community and competition present here. While multiple minds are
needed to share the workload of potential ways to solve an ARG, a competitive
spirit arguable drives this community toward the shared goal.
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