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© 2013 CityMystery
USC
Annenberg Innovation Lab
April 10, 2013
MISSION-BASED GAMES
SUDDENLY, A
BODYBUILDER
APPEARS AT A
CONVENTION…
© 2013 CityMystery
OVER HIS HEART IS A TATOO
© 2013 CityMystery
© 2012 CityMystery.info
© 2013 CityMystery
© 2013 CityMystery
© 2012 CityMystery.info
OUR GAMES BLEND
AN ARRAY OF MEDIA
THAT PERMEATES
PLAYERS’ LIVES IN A
Print
You
Tube
Face
Book
Live
Events
Web
Chat
Voice-
mail
Blogs
Web
Sites
Puzzles
Photos
Mobile
Web
Casts
You
Can
What-
ever
Think
up
© 2013 CityMystery
WE DESIGN MISSIONS
TO GET PLAYERS INTO
THE REAL WORLD.
© 2013 CityMystery
THIS PLAYER
COMPLETED A
MISSION WHILE
ON VACATION.
REAL
WORLD
AUDIO
VIDEO
PHOTOS
TEXT
HOW MISSIONS WORK
It’s all about engagement, sharing what you do and keeping the game
moving forward.
Example
To progress in this game you must digitally insert yourself into this artwork.
© 2013 CityMystery
THE SMITHSONIAN EXAMPLE
Ghosts of a Chance combined live and virtual events for families and groups of friends
[ages 12 – 55]. Players completed missions that moved the game along.
A near naked man attends a
convention with a tattoo on his
chest and is posted to Flickr
Snail mail
dated 1855 is
sent to
participants to
engage and
move along
the story
One player
made The
Fortune
Cookie as
Predictor of
Imminent
Doom .
Players
worked
alone using
mobile apps
and online
in teams
Players attended CSI-like
event, a post mortem of the
remains of an in-game character
© 2013 CityMystery
COLONIAL WILLIAMSBURG EXAMPLE
A game strategy that engages 8-12 year olds
(digital natives) and their parents (digital immigrants).*
Players invited to
save the cause of
American Liberty by
protecting a crucial
patriot on the eve of
the Battle of
Yorktown.
Players collect
secret
clues, decipher
codes, and learn the
tricks of the spy
trade.
Players text
answers to
clues and
stay in
touch to
receive
updates.
Live events
with historical
characters
doubling as
in-game
characters.
* Spring break, 2012 [4 days]: 6,000 Players generated 50,000 texts.
© 2013 CityMystery
CLICK IMAGE
TO PLAY VIDEO
MULTI-BRAND EXAMPLE
Blend brands and institutions in a single game
Pheon used missions designed to showcase brand messages – all
wrapped in a story about two warring tribes battling for control of a
mythical universe.
Game launched with a live
event at the Smithsonian.
Players take quiz on
Facebook Page to
determine which team
they belong to.
New story elements
launch over time.
Players
progress in
the game as
they solve
missions.
Performance
depends on
how other
players rate
their
submissions.
© 2013 CityMystery
SPONSORED MISSIONS
The Proposition:
Get yourself invited to
someone’s house for
dinner. Sing for your
supper. Have your host
tape your performance.
This mission is worth
250 points.
Score an additional 500
points if you bring a bottle
of Moet…
…and an additional 1000 points if you buy it
from Wine.com
© 2013 CityMystery
MORE SPONSORED MISSIONS
…companies, institutions, brands sponsor
missions that reflect their core values
The Proposition:
Narrate your route to
work as if you are a
professional sportscaster
calling football plays and
earn 2500 points
Score an additional 500
points if you use any
“Football for Dummies”
Book. More points for
buying it on this page.
© 2013 CityMystery
webex invites you to form a network of players in
Los Angeles, Minneapolis and Baltimore to bake a
cake from scratch.
© 2013 CityMystery
© 2013 CityMystery
APPENDIX
Edu and training games
A STRATEGY FOR EDU-GAMES
© 2013 CityMystery
“The Disco Ceiling” is a game strategy to teach 11th graders about
the physics of sound and light waves while offering them
opportunities to hone music and performance skills.
11th graders are
broken into teams
and told they are
going to compete
at an International
Music Festival.
Then told that
buses
transporting
sound and light
equipment has
overturned.
Everything
destroyed!
Teams
assemble to
build amp
systems and
light show.
Teams perform their own
music live to an audience, and
issue challenges to other
schools to do the same.
Each medium contributes
something to the experience.
THERE ARE ANY
NUMBER OF THINGS
MISSION-BASED
GAMES CAN DO FOR
LEARNING.
© 2013 CityMystery
HERE ARE TEN OF THEM
1. Missions ask students to interact in the real
world as well as the virtual.
2. Combines education & self-directed learning.
3. Blends education with new media.
4. Creates fresh context for learning.
5. It’s completely interactive.
6. It speaks to kids in their vernacular.
7. Offers them the ability to share what they
create with others online [i.e. minecraft].
8. Makes a lasting impact through fun.
9. Generates excitement around learning.
10. Flexible enough for many learning situations.
© 2013 CityMystery
MISSIONS
ARE
DELIVERED
ON PHONES
TABLETS
AND
LAPTOPS
© 2013 CityMystery
FACILITATORS
MONITOR
PROGRESS
IN PERSON
OR VIRTUALLY
© 2013 CityMystery
© 2013 CityMystery
HOW IT WORKS: COMPANIES LICENSE
PACKETS OF MISSIONS
Leadership
Sales
Communication
Onboarding
License them in
packets of 3, 5 and 8
missions designed
around specific skill
sets.
We have customizable
mission templates that
incorporate your best
practices.
They are distributed to your
participants and facilitators via
smartphones, laptops &
tablets.
Think of missions as workbooks or textbooks.
Let’s play
Click here to begin
© 2013 CityMystery
WHO IS CITYMYSTERY?
• Founder John Maccabee has designed
games for the Smithsonian, Colonial
Williamsburg, and George Washington
University, and has written and/or
produced for Sony, Warner Bros, NBC &
CBS.
• Our teams include Sean Mahan, Ian Kizu-
Blair, and Sam Lavigne, founders of the
longest-running mission-based game in
history, and Design Director Josh Levy.
© 2013 CityMystery
• Dr. Anita
McGahan, Economist, Universit
y of Toronto
• Michael Edson, Dir. Of New
Media Strategy, Smithsonian
Institution
• Kirk Read, Chairman of
Humanities, Bates College
• Robert Lenz, Co-Founder, CEO
Envision Charter Schools
• Jeneatte Boudreau, Esq.
• Owens, Wickersham and
Erikson, P.C.
A webby-lauded San Francisco mission-based game company
offering strategy, development and implementation.
AdvisorsThe Team
© 2013 CityMystery
John Maccabee
415-377-6839, john@citymystery.info.
THANK YOU

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Usc 04 10_13 copy

  • 1. © 2013 CityMystery USC Annenberg Innovation Lab April 10, 2013 MISSION-BASED GAMES
  • 2. SUDDENLY, A BODYBUILDER APPEARS AT A CONVENTION… © 2013 CityMystery
  • 3. OVER HIS HEART IS A TATOO © 2013 CityMystery
  • 8. OUR GAMES BLEND AN ARRAY OF MEDIA THAT PERMEATES PLAYERS’ LIVES IN A Print You Tube Face Book Live Events Web Chat Voice- mail Blogs Web Sites Puzzles Photos Mobile Web Casts You Can What- ever Think up © 2013 CityMystery
  • 9. WE DESIGN MISSIONS TO GET PLAYERS INTO THE REAL WORLD. © 2013 CityMystery THIS PLAYER COMPLETED A MISSION WHILE ON VACATION. REAL WORLD AUDIO VIDEO PHOTOS TEXT
  • 10. HOW MISSIONS WORK It’s all about engagement, sharing what you do and keeping the game moving forward. Example To progress in this game you must digitally insert yourself into this artwork. © 2013 CityMystery
  • 11. THE SMITHSONIAN EXAMPLE Ghosts of a Chance combined live and virtual events for families and groups of friends [ages 12 – 55]. Players completed missions that moved the game along. A near naked man attends a convention with a tattoo on his chest and is posted to Flickr Snail mail dated 1855 is sent to participants to engage and move along the story One player made The Fortune Cookie as Predictor of Imminent Doom . Players worked alone using mobile apps and online in teams Players attended CSI-like event, a post mortem of the remains of an in-game character © 2013 CityMystery
  • 12. COLONIAL WILLIAMSBURG EXAMPLE A game strategy that engages 8-12 year olds (digital natives) and their parents (digital immigrants).* Players invited to save the cause of American Liberty by protecting a crucial patriot on the eve of the Battle of Yorktown. Players collect secret clues, decipher codes, and learn the tricks of the spy trade. Players text answers to clues and stay in touch to receive updates. Live events with historical characters doubling as in-game characters. * Spring break, 2012 [4 days]: 6,000 Players generated 50,000 texts. © 2013 CityMystery CLICK IMAGE TO PLAY VIDEO
  • 13. MULTI-BRAND EXAMPLE Blend brands and institutions in a single game Pheon used missions designed to showcase brand messages – all wrapped in a story about two warring tribes battling for control of a mythical universe. Game launched with a live event at the Smithsonian. Players take quiz on Facebook Page to determine which team they belong to. New story elements launch over time. Players progress in the game as they solve missions. Performance depends on how other players rate their submissions. © 2013 CityMystery
  • 14. SPONSORED MISSIONS The Proposition: Get yourself invited to someone’s house for dinner. Sing for your supper. Have your host tape your performance. This mission is worth 250 points. Score an additional 500 points if you bring a bottle of Moet… …and an additional 1000 points if you buy it from Wine.com © 2013 CityMystery
  • 15. MORE SPONSORED MISSIONS …companies, institutions, brands sponsor missions that reflect their core values The Proposition: Narrate your route to work as if you are a professional sportscaster calling football plays and earn 2500 points Score an additional 500 points if you use any “Football for Dummies” Book. More points for buying it on this page. © 2013 CityMystery
  • 16. webex invites you to form a network of players in Los Angeles, Minneapolis and Baltimore to bake a cake from scratch. © 2013 CityMystery
  • 17. © 2013 CityMystery APPENDIX Edu and training games
  • 18. A STRATEGY FOR EDU-GAMES © 2013 CityMystery “The Disco Ceiling” is a game strategy to teach 11th graders about the physics of sound and light waves while offering them opportunities to hone music and performance skills. 11th graders are broken into teams and told they are going to compete at an International Music Festival. Then told that buses transporting sound and light equipment has overturned. Everything destroyed! Teams assemble to build amp systems and light show. Teams perform their own music live to an audience, and issue challenges to other schools to do the same. Each medium contributes something to the experience.
  • 19. THERE ARE ANY NUMBER OF THINGS MISSION-BASED GAMES CAN DO FOR LEARNING. © 2013 CityMystery
  • 20. HERE ARE TEN OF THEM 1. Missions ask students to interact in the real world as well as the virtual. 2. Combines education & self-directed learning. 3. Blends education with new media. 4. Creates fresh context for learning. 5. It’s completely interactive. 6. It speaks to kids in their vernacular. 7. Offers them the ability to share what they create with others online [i.e. minecraft]. 8. Makes a lasting impact through fun. 9. Generates excitement around learning. 10. Flexible enough for many learning situations. © 2013 CityMystery
  • 23. © 2013 CityMystery HOW IT WORKS: COMPANIES LICENSE PACKETS OF MISSIONS Leadership Sales Communication Onboarding License them in packets of 3, 5 and 8 missions designed around specific skill sets. We have customizable mission templates that incorporate your best practices. They are distributed to your participants and facilitators via smartphones, laptops & tablets. Think of missions as workbooks or textbooks.
  • 24. Let’s play Click here to begin © 2013 CityMystery
  • 25. WHO IS CITYMYSTERY? • Founder John Maccabee has designed games for the Smithsonian, Colonial Williamsburg, and George Washington University, and has written and/or produced for Sony, Warner Bros, NBC & CBS. • Our teams include Sean Mahan, Ian Kizu- Blair, and Sam Lavigne, founders of the longest-running mission-based game in history, and Design Director Josh Levy. © 2013 CityMystery • Dr. Anita McGahan, Economist, Universit y of Toronto • Michael Edson, Dir. Of New Media Strategy, Smithsonian Institution • Kirk Read, Chairman of Humanities, Bates College • Robert Lenz, Co-Founder, CEO Envision Charter Schools • Jeneatte Boudreau, Esq. • Owens, Wickersham and Erikson, P.C. A webby-lauded San Francisco mission-based game company offering strategy, development and implementation. AdvisorsThe Team
  • 26. © 2013 CityMystery John Maccabee 415-377-6839, john@citymystery.info. THANK YOU

Notes de l'éditeur

  1. Six years ago the games I designed were called ARGs, then the name morphed to transmedia, which seemed more palatable than the esoteric-sounding Alternate Reality Games. But now what I design exists somewhere in and among ARGs, transmedia and mission-based games. These are game narratives with beginnings, middles and ends, and live components, which make the games inherently theatrical. The mix of real time and virtual changes storytelling and stories can exist anywhere, at any time. This talk right here right now can have a clue embedded in it that drives a larger game. Does it? Or is my talk just a talk? That line between what is real and what is imagined is what draws people into the story. Okay, let’s look at story telling and character development.
  2. In gamespeak, this is called a rabbit hole, one of several ways into the narrative. Players surged forward, snapping pictures, a Flickr stream appeared and a blog, and these images lead to …
  3. Called a Lover’s Eye. Players surged forward, snapping pictures, a Flickr stream appeared, and these images lead to …
  4. An iconic image from the Smithsonian’s collection. It took players several hours to arrive at this page.And this particular rabbit hole leads you directly to the crux of the plot. The Smithsonian has become haunted. In the haunting, the ghosts have Inverted the text, and clicking on it leads you to the first game site.
  5. And our first request for players to actually make something for the game – our players leave an incantation [we capture their cell numbers], and they post their own lovers’ eyes [we capture their email addresses]. At this point the audience can’t really be called the audience. They have become participants.
  6. Hundreds of them, and eventually thousands. They work for the game. And that is what propels the narrative forward, and every time the players make something for the game, more of the ghosts’ stories is revealed. The object of the game is to reveal these stories, to honor them in some way, and to free them from having to haunt, and to free the museum from being haunted. We designers can have a dialogue with them. In-game characters can call specific players and one of the rules of the game is that whatever interaction a player has with the game has to be shared with other players.
  7. Remember our bodybuilder? He is the recent incarnation of one of our in-game characters, a terrible ham of an actor from 1855. He calls select players. One of the rules of the game is that whatever interaction you have with the game must be posted for everyone to see. Some of our in-game characters have facebook pages, they record ghost sightings.
  8. So, what we have designed is a story that blends media, and in that way it is like a Google search, the player stitches the game and the narrative together.
  9. And the basic building blocksof these games are missions. Missions that take you into the real world. Missions that must be completed by having you upload evidence of your completion into the game.
  10. This game lasted six weeks. We used lots of mediums – Flickr, snail mail, blogs, cell phones, live events.
  11. This game was designed to play for one and a half hours. Mixing generations – families and friends.
  12. Pheon is a game built around a graphic novel that depicts a war raging in a mythical world that exists at the heart of our world. It has missions and submission. Pheon is also a proof of concept. Like the early days of TV, most games are single-sponsored. Pheon broke that mold. We have at least five sponsors. But instead of the story being sponsored, mission-based games suggest that the missions themselves, what participants actually do for the game, is sponsorable. By sponsoring missions, a brand tells its own story while providing the point of engagement for the player.
  13. Interestingly enough, with all this new media landscape, the business model is as old as radio and TV. Sponsorship. Sample mission: Get yourself invited to someone’s house for dinner, then sing for your supper, having your host videotape your performance as proof of completion. Who are likely sponsors? How about something you would bring your hosts to thank them? A bottle of wine? A six-pack of beer? A box of candy?
  14. Missions tie the brand message with an action. Narrate your way to work as if you are a sportscaster. Advance in the game if you use any sports for Dummies product, and the game itself offers a point of sale.
  15. Test products, test markets, test stories.
  16. Training games.
  17. .