Analysis: Anatomy of an alternate-reality game
Interesting article on the evolution of ARGs.
* by Alex Wawro
* April 26, 2010 13:02 PM PST
We hacked the Portal 2 BBS and tracked Meltzer’s kidnapped daughter to Rapture without touching a video game console. Alternate-reality games (ARG) have become more sophisticated in the last few years, and now it seems every major release comes with an extra mystery to solve. What makes these games so popular? Who plays them, and why do developers sink so much time and effort into a free product?
Alternate-reality games have come a long way since the ill-fated 2001 launch of EA’s Majestic, an interactive game that contacted subscribers via phone, email, and instant message to make a fictional conspiracy come alive. Majestic was the first commercial ARG, a game played in real-time across multiple forms of media. That ARG was a commercial failure – EA shut the game down after recouping less than a tenth of the $10 million development cost – but today the format flourishes as a marketing tool. To find out why, GamePro talked to a few game designers about what makes ARG marketing campaigns so effective and whether their popularity suggests a growing trend or just a passing fad.

Anatony of an ARG
Analysis: Anatomy of an alternate-reality game
To read the rest of this article click here
