Archive for the ‘Virtual Whirls’ Category

Interesting article from io9 on the “Argument Against ARGs” (with some kind words for our work)

Thursday, July 24th, 2008

This article from io9 is an interesting discussion of the pros and cons of Alternate Reality Gaming campaigns and how they work (or don’t). Many of the points they make are things I think I agree with, specifically about relying too much on puzzles and schwag and not enough on compelling storytelling.

Here’s some key quotes:

Lost is running an ARG at Comic-Con this week where the fictional Dharma corporation tries to recruit new employees, and the Sarah Connor Chronicles had a tie-in ARG that was quite artful in which employees of the Enitech Corporation discover a camera that takes pictures of the future and predicts the rise of the machines.

One reason I liked the Sarah Connor Chronicles ARG so much was that it actually functioned as its own, compelling story. It was almost like the Heroes webisodes – stories set in the same universe as their parent story, but shorter and with a lower budget. The Dark Knight ARG, on the other hand, felt like it really was just advertising with a few perfunctory interactive bits thrown in.

Well I’m glad the author dug our work and I can’t complain about having our project called “artful.” He makes some good points and I’m glad this discussion is going on now. ARGs are walking the fine line between art, entertainment, and advertising, so it’s important to start pushing these questions out there.

Read more HERE.

National Geographic is Feeling Lively Today

Thursday, July 10th, 2008

The social and interactive web is going 3D in a big way and Millions of Us is feeling lively! We are thrilled to unveil a brand spankin’ new experience in a brand spankin’ new virtual space! The product may be new, but the names behind this experience are globally recognized. The product we are referring to is “Lively by Google” and we are honored to partner with National Geographic Channel to bring you the first of many experiences this product will offer. Today, we are launching National Geographic Channel’s LA Hard Hats into Lively by Google.

Eliana Sur as a Lively avatar - a feisty little buccaneer!

Lively enables users to visit, chat, and interact in a catalogue of 3D spaces, each space having its own unique style and experience. Users can customize their own space to add to the catalogue and share their spaces with friends. Creating a space can be as easy as picking a room shell, decorating it with objects from the Google 3D Warehouse, and naming your space. Integration with YouTube and Picasa Web allow users to stream video content and display photos right in their 3D environment. Evangelizing your freshly created Lively experience is important and this is simple as well. By adding a short piece of html code located under the room window, you can embed the space on any website, indicating this platform has great potential for viral content distribution. Lastly, and most importantly I would argue, Google’s scale and distribution places this product firmly in a category all its own.

Shrug : )

To inaugurate this new product, Millions of Us has teamed up with National Geographic Channel to create an experience in Lively based on the “LA Hard Hats” series premiering Sunday, August 3rd at 9 pm. The television series chronicles the heavy-duty work of a construction crew as they build an LA high-rise for nearly 2 years. Our interactive Lively experience captures the best features of Lively while immersing the user in the LA Hard Hats story. Download the Lively application, create an avatar, and come see what “Mud Men” and “Rodbusters” are all about by clicking here or on the embedded room at the bottom of this page! Then, grab a hard hat, some caution tape, a couple of barricades, and the LA Hard Hats room shell and create your own custom “under construction” Lively room. Or, you can just steal ours by grabbing the code.

Special thanks to Matt Zymet and Brad Dancer at National Geographic and Mel Guymon and Danny Parks at Google for all their enthusiasm and insight during the production of this project. Big thanks to Kess Quin and Bill Wrentmore at Millions of Us for development. It was an honor and a pleasure working with you guys.

For Inquiries:Mat Small, Media Director - mat(at)millionsofus(dot)com

The Road to WrestleMania XXIV Paved in Habbo “Furni”

Tuesday, March 25th, 2008

The Road to WrestleMania XXIV has been paved, the gauntlet thrown down! Who will rise to the challenge for a chance to party with a real Superstar in Habbo Hotel?

Following on the heels of two successful campaigns promoting Royal Rumble and No Way Out, World Wrestling Entertainment and Millions of Us brings you this third and final campaign promoting WWE’s marquee event WrestleMania XXIV. We are thrilled to tie together all three campaigns as we continue the narrative of the Road to WrestleMania XXIV with our WWE Habbo Road to WrestleMania XXIV contest running March 19th - March 28th, 2008.

In this campaign, WWE will challenge Habbos to battle on behalf of their favorite Superstar in five WrestleMania matches - Triple Threat Match, World Heavyweight Champion Edge vs. Undertaker, Big Show vs. Floyd ‘Money’ Mayweather – The Biggest Battles the Best, The Money in the Bank Ladder Match, and ‘Playboy’ BunnyMania Lumberjack Match. In the “Habboized” version of Road to WrestleMania XXIV, each of these matches is represented as a complex maze race taking place daily for one hour in the virtual world of Habbo Hotel. Each of the Superstars in these matches will call upon Habbos to “battle” for their victory by racing through the “Habbo Road to WrestleMania XXIV” - a virtual labyrinth built out of Habbo “furni” spanning 7 WrestleMania themed Habbo Hotel rooms.

To fully convey the WrestleMania story, the race begins within the No Way Out Elimination Chamber themed room, since the Road to WrestleMania goes through No Way Out! The Elimination Chamber room is just one of the 7 WrestleMania themed rooms. Habbos will also race through 5 other rooms, one for each of the five matches we are representing, and the final room which is the WrestleMania XXIV room. This maze will be complex, changing daily, and requiring the right selection of paths, doorways, and tunnels to find the finish line. Each time a Habbo successfully traverses the maze during the 1 hour window the race is in play, the Habbo is able to earn points for his or her favorite Superstar and bring the Superstar that much closer to winning that day’s respective match. At the end of the 5 days, points will be tallied for each Superstar and the Superstar with the most points (and support) from the Habbo community for each match will be the winner of the respective WWE WrestleMania XXIV match. The winning Superstars for each match will be announced at the end of the 5 days and all Habbos who enter and finish at least one race and have supported the winning Superstar(s) will have the chance to party in Habbo Hotel with a real WWE Superstar! This exclusive and private event reserved only for winning Habbos will be the first of its kind in Habbo history!

Special thanks to our long-standing client WWE and Tom Boland for all his support and rapid client approvals, as well as, Kristin Kanan at Sulake Corp. for her dedication and infectious enthusiasm throughout all 3 campaigns. It’s been a blast!

Habbo Road To WrestleMania XXIV Group Page:


Another sweet banner ad!

Questions -

Eliana Sur

eliana(at)millionsofus(dot)com

The Reality of Producing an Alternate Reality Game

Thursday, March 20th, 2008
The Reality of Producing an Alternate Reality Game
by: vPIP
Embed (copy & paste):

Millions of Us recently launched an ARG experience for a major network television show. I want to take a moment to discuss the experience of producing an ARG because I found it fascinating. First, designing an ARG is a lot like playing an ARG. It requires imagination, razor-sharp attention to detail, creative and collaborative problem-solving, a knack for detecting subtleties, and complete suspension of disbelief. I also find myself comparing the experience to being in a co-dependent relationship – a really intense, committed, delusional, romanticized, verging on obsessive relationship where both parties track each other’s every move, check in religiously, and are determined in making the partnership work… like marriage maybe? ; ) The happy couple in this case was the puppetmasters (Millions of Us and the fictitious entity known as Enitech Research Lab) and the players (the web community). A healthy relationship would require consistent effort, communication, compromise, collaboration, commitment, and most importantly, some imaginative role-playing to keep things interesting and evolving. Could we both deliver what the other was looking for?

Unlike most of the projects we work on where we design and deliver a tightly controlled experience, producing this ARG required us to design an experience around a lot of variables and in collaboration with a massive and distributed online community. Since the success of the ARG hinged on player participation, and especially since our narrative relied on this aspect, creating a well-defined plan of action was tricky. How do you create a detailed roadmap for producing a viral thriller where audience participation is uncertain but critical in establishing the storyline? We were in a risky position of assuming the audience would respond. Other unique challenges posed included figuring out how to make the gameplay explicit, yet discrete, as well as figuring out how to launch the ARG and seed it in the right online communities to gain visibility, interaction, and virality without compromising the perceived legitimacy and “reality” of the underlying story. Resolving these issues was a bit of an experiment - forming a hypothesis on what we expected, then testing, measuring the results, and recalibrating whenever necessary.

The other challenging aspect of producing this ARG was producing the weekly video series. Since we needed to tell a story where we took into account player feedback and content and had to inject these elements into our storyline, we had to keep the creative flexible, adaptive, and somewhat improvisational. In order to guide the ARG experience, we created a tight feedback loop between us and the players, responding and communicating diligently and often directly to a growing online community of invested players all over the country. Through emails, blog posts, video posts, and more subtle forms of communication such as subliminal messaging in our videos or through affiliated fictitious sites and entities, we endeavored to drive the experience, but also invited the randomness and chaos of a massively multiplayer design in the storyline. It was entertaining for us as the puppetmasters to be entangled in a complex process of trying to anticipate the players’ moves, respond to it in kind, and stay in-step in this weekly frenetic dance. Lastly, and possibly the most difficult challenge was generating the gameplay. Designing these highly complex puzzles within the framework of our story and delivering it with clever subtlety to a super discerning community of Terminator geeks was an ARG in and of itself (thank you Evan!). These puzzles included everything from cracking code, to assembling cryptic diagrams, to digging up geocached “cameras-of-the-future,” to adventuring into real world venues and interacting with the right people to retrieve a hidden item.

Capturing the essence of an ARG experience is a lot like trying to capture the essence of a healthy relationship. You can map out some of the key elements in advance, but ultimately, you have to feel your way through it. You have to intuitively understand your players and feel this vague thing called “chemistry.” Working with Blair Erickson, Creative Director at MoU, and Evan Jones of Stitch Media, aka ubergeeks, we had an intuitive understanding of what our audience wanted and were able to effectively anticipate what would keep them engaged. What was pleasantly surprising, however, was how increasingly engaged and excited we were by the players and the content they were producing as the ARG progressed. It was a great relationship. Without a doubt, we had chemistry!

Though the campaign has ended officially, fans continue to create, distribute, and promote content inspired by the ARG, a testament to successful campaign virality. This experience has taught me some valuable lessons as a marketer. You have to know your audience (target market). You have to anticipate their needs (market research). You have to deeply and genuinely care about the relationship (engagement versus reach). And if you do all this, it’s truly rewarding (high ROI).

Special, special thanks to Blair Erickson for all his effort, vision, and diligence throughout this campaign. You’re inspirational.

Recap of ARG via BoingBoingTV:

Questions

Contact - Eliana Sur

eliana(at)millionsofus(dot)com

A very sad and touching video from the folks at MTV’s Human Giant

Wednesday, March 19th, 2008

This heartbreaking little video really hit close to home for some of us at Millions of Us. We hope you enjoy it too.

SPLENDA® Brand Island in Second Life®

Monday, March 17th, 2008
  • Come make a splash at a sweet
    POOL PARTY
    as we unveil the SPLENDA® Pool Experience

    Where: SPLENDA® Brand Island in Second Life®
    When: March 18, 2008, 2:00 – 3:00 pm PST (SLT)

    The pool is open!

    It’s time to unveil the SPLENDA® Pool Experience, the winning entry in our Imagine Life Sweeter™ contest in Second Life®.

    Come dive into a sweet swimming pool filled with fluffy SPLENDA® No Calorie Sweetener. Groove to a DJ playing all original music. And pick up some awesome aquatic animations, including the crawl, back stroke, breast stroke, belly flop, swan dive, and much more.

    Plus, you can grab some recipes featuring calorie comparisons for tasty treats made with SPLENDA® No Calorie Sweetener versus sugar.

    See you poolside!