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In this Gamasutra article, game designer Ian Bogost talks about performative play – play which has an affect outside the game world, upon the real world – and uses the World Without Oil game as an instructive example. This is just one of several instances lately where I have been talking or thinking more about how WWO brought reality and an alternate reality together for people, such that they could find it easier to change their lives in preparation for an oil shock.

Here with the “games for social change” crowd at G4C, a big question on everyone’s mind is funding. Not surprising then that the first question in the Q & A was about the cost of making an ARG. The basic answer is that a traditional ARG can be fairly expensive ($250K-$500K), mainly because you need to develop the transmedia story that you will then hide all over the Internet and real world.
WWO, however, was “only” $88K - not pocket change, but not out of the realm of possibility for social change organizations, or for corporations that want to help social change organizations get their message out (and get a little exposure in the process). The price break, of course, comes because almost all the (massive amount of) content was developed by the players themselves. So it’s not only inherently more interesting, it’s inherently cheaper. Yeah! Here’s a gamer news report about the 88K number from Leigh Alexander on Kotaku (thanks, Sarah!)
Meanwhile, out in the real world, GM declares the SUV to be dead, killed by $4 a gallon gas. Too bad they didn’t play WWO, I guess; they might have seen this coming a year ago.

I’m at the Games 4 Change conference in New York. It actually begins Tuesday, June 3, but today there was a preconference event, “Game Design 101,” an intensive program to give possible Serious Game funders and collaborators a head start on the behavior of game designers and the elements of game projects. I went because, well, I can always use a good review of the basics of my profession.
One of the interactive exercises was “designing a game in 1 hour.” In the picture above, our first-round facilitator, Mary Flanagan (director of tiltfactor lab), waves goodbye flanked by my teammates Anne and Tam. Our team eventually came up with a food politics game called “One Potato Two Potato,” a card game that explored the many complex factors behind where your food comes from. You play from the POV of a potato farmer.
Tomorrow I’m on a panel entitled “Alternate Reality Games for Change,” sitting with some pretty heavy hitters (Jordan Weisman, Frank Lantz) and moderated by Peggy Weil. Go WWO!
If you want to get a solid picture of what World Without Oil signified to the world, listen to WWO’s participation architect, Jane McGonigal, at the New Yorker conference earlier this month, “Stories from the Near Future.”
What Jane’s saying is that games have turned a corner from Escapism to Engagement (not just WWO, but it’s perhaps the most potent example) and… well, she tells it way better than I do, so check out the vid.
The World Without Oil game centered on a website (www.worldwithoutoil.org, now archived here) which gathered all the in-game ideas and expressions of the players. In the fiction of the game, the website had been put together by eight (eventually, 14) ordinary citizens who had reason to believe the oil crisis was coming. They called themselves the 8TSOC (8 To Save Our Country).
Like the game itself, the 8TSOC characters were fiction but just barely. WWO’s gamemasters (”puppetmasters”) played them, but for the most part they were alternate realities of who we are (or might have been). Like the game itself, they come across as pretty real.
So it’s fascinating, a year later, to read these characters’ Manifestos - the characters’ thoughts as the reality of the oil crisis loomed larger and larger. Take a moment and check them out.
(To learn who in real life played each character, go here and scroll down to Puppetmasters.)
Nina Simon works on cool museum stuff (like the Spy Museum [cue theme music]) and posted a thoughtful post-mortem on World Without Oil some months ago in her richly ideated blog, Museum 2.0, pointing up the game’s educational side. She’s presenting museum-quality newtech ideas at a museum conference this week and sent me the slide above with this note: “Your pic on the left. On the right, cellphone pic we took yesterday in SF. Using it in upcoming presentation. Sometimes I wish games didn’t have to be so real.”
Yowza, folks. WWO is up for an Academy Award (not that Academy, its interactive sister: the Academy of Interactive Arts and Sciences, aka The Webbys). World Without Oil is a finalist in the Games category, which if nothing else gives us trifecta honors: won for Activism at SXSW, nominated for Environment at the Stockholm Challenge, and now for Games at the Webbys.
If David Bowie et al groove on WWO, that’s cool. The thing I’d really like to win, though, is the People’s Voice Award for our category. Because WWO was all about the people’s voice, in a way that no game has ever been before. And this is the year for serious games. And although you might read that WWO was “Ken’s game” or “Jane’s game” or whatever, we all know that’s basically not true. It’s PeakProphet’s game and Blueski’s game and MsGeek’s game and Burnunit’s game and RockLobster’s game, and on through two thousand more player names and 1,500 player stories.
If you need convincing, check out our Lesson Plans: players’ stories are now at the center of immersive high school teaching. If you find us worthy, please go vote People’s Voice for World Without Oil: http://pv.webbyawards.com/
(register -> websites -> entertainment -> games -> World Without Oil)
Games make us happy. A simple enough premise when the game is football or soccer or chess or Monopoly. Can the idea be extended? Can it get serious? Can it get real? Can it go global on the Internets? Why not?
Jane McGonigal talks ARGs, WWO and happiness with Steve Paikin of The Agenda (Canada’s biggest news magazine). Roll tape!
Here in Phoenix, I’m waiting for 8 pm to roll around, so I can power down. It’s Earth Hour, time to turn down the energy consumption, if just for an hour. This is a great idea, very playful, and people are getting into the spirit by getting the candles ready, camping out in the back yard, and so on. And the lesson is right out of WWO: c’mon, there’s life with less energy, and we can make it a good life if we act rather than react. OK, that’s enough - it’s so cool I’m powering down ten minutes early. See you in the dark!
Cool beans. The Stockholm Challenge has selected World Without Oil as a finalist in its 2008 program, in the “Environment” category (subcategory: Energy and alternative technologies). The Stockholm Challenge is all about using Information Communications Technology (ICT) to help counteract social and economic disadvantage. If you look at the finalist list (and you should) you’ll see two main areas: groups that are extending known technologies into underdeveloped regions (often in innovative ways) and groups that are coming up with new technologies or approaches for serving the public good (WWO is in this second area). Here’s the WWO brief at the Stockholm Challenge.
I find three other game approaches among the finalists, both in the Health category: Freedom HIV/AIDS,which uses mobile games to raise awareness in India, and Reach Out Central (Australia) and SmartUs - Games in Motion (Finland), both aimed at health awareness. This is a good showing for serious games, folks, showing their rise globally. I look forward to meeting all the finalists in Stockholm during Challenge Week, May 19-22. The Royal Institute of Technology (KTH) does select winners in each of its six categories, but it seems the real prize is to meet and share ideas and aquavit with some really innovative and dedicated people from all over the world.
What can videogames learn from alternate reality games? And vice versa? Brandie Minchew summarizes the two discussions at SXSW here in her article at ARGNet. One of her conclusions: “Serious games have found a niche in the game world as game designers turn society’s search for ‘fun’ into a dialog about social and political issues.” This echoes a point I like to make: World Without Oil was a really fun game, just a different flavor of “fun” than what we’re used to finding in a game. Exactly the kind of fun you get from a really good dialog?
WWO’s own Jane McGonigal delivered the closing keynote at the South By Southwest (SXSW) conference, and her theme was “the future of happiness” featuring of course “games as the ultimate happiness engine.” World Without Oil was a case study in her talk, which may seem odd, as one doesn’t normally associate an oil crisis (real or simulated) with happiness. But as she spelled out in her talk, the latest research on happiness shows otherwise. As Jane aptly put it, “happiness is not (just) a warm puppy”; lasting happiness actually has more to do with doing something worthwhile with people you like, and that’s WWO all over. See Jane’s slideshow (and Soulja Boy dance) via her blog, Avant Game (edit) and a transcript of her talk by ARG mastermind Dan Hon of Six To Start. (photo by Ken Eklund)
World Without Oil has been nominated for a number of web awards, and yesterday we got word that it’s a Top Five finalist in the 2008 South By Southwest Interactive competition, in the “Activism” category. You can see the list of finalists here (some pretty cool sites, yow). Plus WWO sponsor ITVS has its Independent Lens website as a finalist in the “Classic” category… plus WWO’s participation architect Jane McGonigal (some of you know her as mpathytest) will be a keynote speaker at SXSW Interactive on Tuesday, March 11. So we look to be well represented at SXSW - let me know if you’re gonna be around.
“Making Your Media Matter” is the yearly conference put on by the Center for Social Media at American University. It starts tomorrow (Feb 7), and World Without Oil will be represented in their first panel, “Games for Social Change,” by Dennis Palmieri of ITVS. Other games represented include A Force More Powerful, Peacemaker, and ICED!, so Dennis is in good company. You can follow events at the conference starting here.
Transbuddha includes World Without Oil in its 2007 game review. Alphamonkey writes that WWO is “a way of getting people thinking about how we can shift the world into being less dependent on oil, and it succeeds on just about every front.” WWO is the only ARG to make TB’s cut, but the thoughtful ‘Buddha honors many serious and educational web games, most notably February’s Climate Change and Against All Odds, November’s game of the month.
Another story about Alternate Reality Games in The Escapist – noting among other things the launch of two other serious/educational ARGs following World Without Oil, Never Rest and Help Me Solve A Mystery.
Just found this today: Jane McGonigal’s talk at the Web 2.0 summit in mid-October, on blip.tv. She observes that games these days offer players many joys and satisfactions they can’t get as easily in real life, and predicts that we will see more efforts to make reality more like games. WWO is one of the signs Jane cites that indicate this shift is happening. Check it out…

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