• "Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
  • "Changing the Game (order via Amazon or B&N) is a fast-paced tour of the many ways in which games, already an influential part of millions of people’s lives, have become a profoundly important part of the business world. From connecting with customers, to attracting and training employees, to developing new products and spurring innovation, games have introduced a new level of fun and engagement to the workplace.

    Changing the Game introduces you to the ways in which games are being used to enhance productivity at Microsoft, increase profits at Burger King, and raise employee loyalty at Sun Microsystems, among other remarkable examples. It is proof that work not only can be fun–it should be." I shall have to check this out.

  • "As a result, vendors here are more likely to decline to sell you something than to cough up any of their increasingly precious coins in change. I've tried to buy a 2-peso candy bar with a 5-peso note only to be refused, suggesting that the 2-peso sale is worth less to the vendor than the 1-peso coin he would be forced to give me in change." They're running out of coins in Argentina, and it makes for a seriously odd situation – and a reminder of the differences between value and worth.
  • "The artist Keith Tyson is offering 5,000 Guardian readers the opportunity to own a free downloadable artwork by him. The costs you'll have to bear are those of printing out the work on A3 photographic paper – and framing, if you so choose… You will be asked to enter your geographical location – which forms part of the unique title of each print."
  • "The media would have us believe that those with the best ability in Parkour require and condition to bodies of hypermasculine levels, and the first notions of this concept seem quite logical. However, it is known to any traceur that the spectacle of the masculinized body is not in necessary relation to one’s ability of movement. Mass media tries to paint another picture with a careful selection of handsome, muscular men as traceurs… At its simplest, the hypermasculine spectacle is an easier sell to masses. However, our problem does not end at the body. It is not only the body that is masculinized, though, as we see the same pattern occurring to the discipline itself." Interesting article on Parkour and gender; specifically, the hyper-masculinisation of the art by the media.
  • "Over three years ago I set a goal for myself. That goal was to have a max level character for every class in the game… Tonight, at long last, I’ve finally achieved my goal." Blimey.

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.