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"Flare is an ActionScript library for creating visualizations that run in the Adobe Flash Player. From basic charts and graphs to complex interactive graphics, the toolkit supports data management, visual encoding, animation, and interaction techniques. Even better, flare features a modular design that lets developers create customized visualization techniques without having to reinvent the wheel." Oh, that could come in useful
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"This shocking but real dialogue that features in this film gives a clear indication of how the UK today is demonising children." Powerful advertising, for a strong campaign.
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"We MUST keep arguing for, and ensure, that all our young people are valued, challenged and that the highest expectation what they can do and where they can go is the minimum they experience when they are in the education system. We’re failing them if we don't and if that's the case then get somebody in who can do it." Yes.
Katy, over at Kitschbitch, writes about Nokia’s new “transmedia” advertising campaign, and comments on it’s ARG-iness – or rather, its un-ARG-iness – and feels disappointed, saying:
…given that Nokia were the trailblazers of using immersive play to engage with consumers, doesn’t it feel like they’ve missed a bit of a trick here?
I was going to comment, but my comment grew and grew, and it felt like a post in its own right.
I’m not sure I’d agree with some of Katy’s criticisms. What’s emerged as a “traditional ARG” has basically consistently turned out to be very engaging for a tiny number of users, very costly to run, and usually exhausting for all concerned. They’re difficult to sustain and few companies ever go for a second ARG.
So a “campaign you can interact with” is a much more realistic interpretation of an ARG, you could argue: it requires far less involvement to get people in, meaning that your advertising dollar reachers more end users; it doesn’t require too much of a long term committment; it’s not community driven, meaning people can have the experience on their own, without having to invest time in building new relationships; whilst it’s interactive, it’s a constrained form of interaction, meaning it’s easier to control and keep on the rails.
The one thing it does have in common with an ARG is that it’s timeboxed: it runs for six weeks. Want to play it after those six weeks? Tough. That’s actually one of the biggest problems facing ARGs: getting away from that timeboxed nature.
So whilst it’s not the bleeding edge of ARG design, it’s probably a much more practical decision for an advertising division on Nokia: it’s less of a loss-leader than another Beast or ILoveBees; it’s engaging a broader degree of consumers but at a shallower level; it’s an order of magnitude or three less complex than a full-blown ARG.
I’m not necessarily convinced by the implementation, but I don’t think the lack of scope is reason for criticism per se; if anything, the “simple ARG” is perhaps harder to get right than the long, complex narrative that you can fix in retcon later on. The upfront budget – advertising, filming, media costs – here is bigger than most ARGs; the running cost is smaller. That sounds like a sensible way of keeping costs where you’re in control of them.
And so I think I’d argue that it’s actually more innovative than throwing a massive ARG budget at the problem: they’re trying to learn from ARGs to see what an affordable, practical interactive campaign, made by advertising/digital media agencies (rather than ARG agencies) might look like. That’s got to be worth a point or two.
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Detailed write-up from Alice of a presentation from Turbine – the stuff on where to draw boundaries between game and web is really, really interesting.
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Oh god, pets now have talent trees. Why does the game get complex just as I've begun?
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"Making games is easy! Well, okay, maybe it's actually kind of hard, but starting out is easy at least! Especially when you have Kongregate's shootorials (shooting tutorials) to guide you through the process." Tutorial on making a 2D shooter in CS3. Awesome!
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"So to recap, we have scraped some data from a wikipedia page into a Google spreadsheet using the =importHTML formula, published a handful of rows from the table as CSV, consumed the CSV in a Yahoo pipe and created a geocoded KML feed from it, and then displayed it in a Yahoo map." Wow, etc.
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"The dataspace of the well-tempered environment will soon be invaded by logos, credits, banners and offers. The financial temptations will, I suspect, be too hard to resist." Loads of excellent stuff in here besides this, though. Can't recommend enough.
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This is wonderful "wilfully fictional" advertising: an affectionate pastiche of the geek's love of unboxing videos, with some wish-fulfillment as to what unboxing ought to really look like.
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"And if all videogames could ever aspire to was being big, dumb, blockbusting escapism, does that even matter? Hasn’t every generation that ever lived created make-believe worlds to climb into and take refuge? I don’t know. I don’t know. I just wish we’d asked each other the questions a bit more fifty years ago." Too many quotations to choose from in this; wonderful writing from Simon Parkin.
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"The upcoming presidential election has seen record fund-raising by the candidates and a host of new donors. Now we want our users to be able to analyze and reuse some of the data we’ve been looking at while reporting on the campaign."
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"Do you really want them campaigning in your hobby? I don’t."
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Fascinating to see such emphasis on the manufacturing process, accompanied with wonderful footage of factories that takes me straight back to the documentary sections in Playschool and Sesame Street. The milling sequence is beautiful. (The product isn't bad, either, but I'm mainly interested in raising awareness of mass-production in an age of coming scarcity).
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"Alternate movie posters about film brand integration." Beautiful, typographically speaking, and definitely honest.