So we maaay not be doing that, but fun stuff,
Jerry / SNOOPYbrown
On Nov 11, 2006, at 9:38 AM, Tony Walsh wrote:
> Hi Jerry -- not sure if this got posted successfully to the Salon,
> so here it is again...
>
> I'd like to offer myself as a guest for a salon on ARGs.
> I have worked as a game designer and writer on 3 major commercial ARGs
> that were developed in Canada by Xenophile Media but ran domestically
> and internationally. "ReGenesis" season 1 and 2 (based on a TV series
> by the same name), and "Ocular Effect" (co-produced by Matt Wolf of
> D20 Productions), an ARG for ABC Family based on the TV pilot
> "Fallen." I have been heavily involved in creating the storylines,
> interactive plot, puzzle designs, and developing strategies for
> adapting to emergent player behavior. Additionally, I assisted with a
> "live" ARG that took place in Toronto this summer called "Waking
> City."
>
> I've got lots of thoughts on the game form--big picture to
> execution--and how it could relate to virtual worlds. Lots of
> possibilities. One of the winners of the SL Game Dev Competition
> actually made an ARG for SL a couple of years ago.
>
> I totally understand if I'm not A-List enough to grab a speaker spot,
> just putting my name into the hat.
>
> Off the top of my head, I'd like to discuss how virtual worlds might
> be used similarly and differently to how ARGers already use the web
> and chatrooms. It also would be interesting to talk about how virtual
> worlds could be integrated during the game design stage. Could an ARG
> be run completely in a virtual world? What kind of audience are we
> looking at in terms of demographics and numbers?
>
> --
> Tony Walsh
> email
tony@...
> mobile +1 416.894.0894
> fax +1 416.366.5848
> home
http://www.secretlair.com
> blog
http://www.clickableculture.com
>
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