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MISSION-BASED GAMES




                                           Debbie Carlton
                                           April 24, 2013


                      © 2013 CityMystery
SUDDENLY, A
BODYBUILDER
APPEARS AT A
CONVENTION…



          © 2013 CityMystery
OVER HIS HEART IS A TATOO




          © 2013 CityMystery
© 2012 CityMystery.info
© 2013 CityMystery
© 2013 CityMystery
OUR GAMES BLEND                 Print
                                         Web
                                         Chat
                                                  Puzzles



AN ARRAY OF MEDIA               What-
                                ever
                                         Voice-
                                          mail
                                                  Photos


THAT PERMEATES                  Face
                                Book
                                          You
                                          Can
                                                  Mobile

PLAYERS’ LIVES IN A              Live    Web      Think
                                Events   Sites     up


                                 You              Web
                                         Blogs
                                Tube              Casts




           © 2013 CityMystery
WE DESIGN MISSIONS
TO GET PLAYERS INTO
THE REAL WORLD.


                               AUDIO




                                REAL
                   TEXT                 VIDEO
                               WORLD
                                                 THIS PLAYER
                                                COMPLETED A
                               PHOTOS           MISSION WHILE
                                                ON VACATION.


          © 2013 CityMystery
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.

                                                               Snail mail                       One player
                                                               dated 1855 is                    made The
                                                               sent to                          Fortune
   A near naked man attends a                                  participants to                  Cookie as
   convention with a tattoo on his                             engage and                       Predictor of
   chest and is posted to Flickr                               move along                       Imminent
                                                               the story                        Doom .




                                    Players
                                     worked
                                alone using
                                mobile apps                           Players attended CSI-like event,
                                 and online                           a post mortem of the remains of
                                   in teams                           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                              Players collect
   save the cause of                                         secret
 American Liberty by                               clues, decipher
  protecting a crucial                        codes, and learn the
 patriot on the eve of                            tricks of the spy
          the Battle of                                       trade.
            Yorktown.



  Live events                     Players text
with historical                    answers to
   characters                       clues and
  doubling as                           stay in
      in-game                         touch to
  characters.                          receive
                                     updates.
                                                                       CLICK IMAGE
                                                                       TO PLAY VIDEO
            * Spring break, 2012 [4 days]: 6,000 Players generated 50,000 texts.
                                        © 2013 CityMystery
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.




                                Players take quiz on
                                Facebook Page to        New story elements
  Game launched with a live
                                determine which team    launch over time.
  event at the Smithsonian.
                                they belong to.


      Players                  Performance
  progress in                   depends on
the game as                       how other
   they solve                   players rate
    missions.                          their
                               submissions.



                                © 2013 CityMystery
A STRATEGY FOR EDU-GAMES
       “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.




                      Then told that
                      buses
11th graders are
                      transporting
broken into teams                                              Teams perform their own
                      sound and light
and told they are                                              music live to an audience, and
                      equipment has
going to compete                                 Teams         issue challenges to other
                      overturned.
at an International                              assemble to   schools to do the same.
                      Everything
Music Festival.                                  build amp
                      destroyed!
                                                 systems and
                                                 light show.



                                                               Each medium contributes
                                        © 2013 CityMystery     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
HOW IT WORKS: COMPANIES LICENSE
       PACKETS OF MISSIONS

                                                                Leadership

                                                                  Sales

                                                            Communication

                                                                Onboarding   They are distributed to your
We have customizable
                            License them in                                  participants and facilitators via
mission templates that
                            packets of 3, 5 and 8                            smartphones, laptops &
incorporate your best
                                                                             tablets.
practices.                  missions designed
                            around specific skill
                            sets.




                         Think of missions as workbooks or textbooks.
                                           © 2013 CityMystery
APPENDIX
SPONSORSHIP




  © 2013 CityMystery
SPONSORED MISSIONS

The Proposition:          Score an additional 500            …and an additional 1000 points if you buy it
Get yourself invited to   points if you bring a bottle       from Wine.com
someone’s house for       of Moet…
dinner. Sing for your
supper. Have your host
tape your performance.
This mission is worth
250 points.




                                        © 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
WHO IS CITYMYSTERY?
           A webby-lauded San Francisco mission-based game company
               offering strategy, development and implementation.

The Team                                                Advisors
                                                        •
•   Founder John Maccabee has designed                      Dr. Anita McGahan, Economist,
                                                            University of Toronto
    games for the Smithsonian, Colonial                 •   Michael Edson, Dir. Of New
                                                            Media Strategy, Smithsonian
    Williamsburg, and George Washington                     Institution
                                                        •   Kirk Read, Chairman of
    University, and has written and/or                      Humanities, Bates College
    produced for Sony, Warner Bros, NBC &               •   Robert Lenz, Co-Founder, CEO
                                                            Envision Charter Schools
    CBS.                                                •   Jeneatte Boudreau, Esq.
                                                        •   Owens, Wickersham and
•   Our teams include Sean Mahan, Ian Kizu-                 Erikson, P.C.
    Blair, and Sam Lavigne, founders of the
    longest-running mission-based game in
    history, and Design Director Josh Levy.


                                  © 2013 CityMystery
THANK YOU




          John Maccabee
415-377-6839, john@citymystery.info.
           © 2013 CityMystery

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Debbie carlton 04_18_13 copy

  • 1. MISSION-BASED GAMES Debbie Carlton April 24, 2013 © 2013 CityMystery
  • 2. SUDDENLY, A BODYBUILDER APPEARS AT A CONVENTION… © 2013 CityMystery
  • 3. OVER HIS HEART IS A TATOO © 2013 CityMystery
  • 7. OUR GAMES BLEND Print Web Chat Puzzles AN ARRAY OF MEDIA What- ever Voice- mail Photos THAT PERMEATES Face Book You Can Mobile PLAYERS’ LIVES IN A Live Web Think Events Sites up You Web Blogs Tube Casts © 2013 CityMystery
  • 8. WE DESIGN MISSIONS TO GET PLAYERS INTO THE REAL WORLD. AUDIO REAL TEXT VIDEO WORLD THIS PLAYER COMPLETED A PHOTOS MISSION WHILE ON VACATION. © 2013 CityMystery
  • 9. 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
  • 10. 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. Snail mail One player dated 1855 is made The sent to Fortune A near naked man attends a participants to Cookie as convention with a tattoo on his engage and Predictor of chest and is posted to Flickr move along Imminent the story Doom . Players worked alone using mobile apps Players attended CSI-like event, and online a post mortem of the remains of in teams an in-game character © 2013 CityMystery
  • 11. COLONIAL WILLIAMSBURG EXAMPLE A game strategy that engages 8-12 year olds (digital natives) and their parents (digital immigrants).* Players invited to Players collect save the cause of secret American Liberty by clues, decipher protecting a crucial codes, and learn the patriot on the eve of tricks of the spy the Battle of trade. Yorktown. Live events Players text with historical answers to characters clues and doubling as stay in in-game touch to characters. receive updates. CLICK IMAGE TO PLAY VIDEO * Spring break, 2012 [4 days]: 6,000 Players generated 50,000 texts. © 2013 CityMystery
  • 12. 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. Players take quiz on Facebook Page to New story elements Game launched with a live determine which team launch over time. event at the Smithsonian. they belong to. Players Performance progress in depends on the game as how other they solve players rate missions. their submissions. © 2013 CityMystery
  • 13. A STRATEGY FOR EDU-GAMES “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. Then told that buses 11th graders are transporting broken into teams Teams perform their own sound and light and told they are music live to an audience, and equipment has going to compete Teams issue challenges to other overturned. at an International assemble to schools to do the same. Everything Music Festival. build amp destroyed! systems and light show. Each medium contributes © 2013 CityMystery something to the experience.
  • 14. THERE ARE ANY NUMBER OF THINGS MISSION-BASED GAMES CAN DO FOR LEARNING. © 2013 CityMystery
  • 15. 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
  • 16. MISSIONS ARE DELIVERED ON PHONES TABLETS AND LAPTOPS © 2013 CityMystery
  • 17. FACILITATORS MONITOR PROGRESS IN PERSON OR VIRTUALLY © 2013 CityMystery
  • 18. HOW IT WORKS: COMPANIES LICENSE PACKETS OF MISSIONS Leadership Sales Communication Onboarding They are distributed to your We have customizable License them in participants and facilitators via mission templates that packets of 3, 5 and 8 smartphones, laptops & incorporate your best tablets. practices. missions designed around specific skill sets. Think of missions as workbooks or textbooks. © 2013 CityMystery
  • 19. APPENDIX SPONSORSHIP © 2013 CityMystery
  • 20. SPONSORED MISSIONS The Proposition: Score an additional 500 …and an additional 1000 points if you buy it Get yourself invited to points if you bring a bottle from Wine.com someone’s house for of Moet… dinner. Sing for your supper. Have your host tape your performance. This mission is worth 250 points. © 2013 CityMystery
  • 21. 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
  • 22. webex invites you to form a network of players in Los Angeles, Minneapolis and Baltimore to bake a cake from scratch. © 2013 CityMystery
  • 23. WHO IS CITYMYSTERY? A webby-lauded San Francisco mission-based game company offering strategy, development and implementation. The Team Advisors • • Founder John Maccabee has designed Dr. Anita McGahan, Economist, University of Toronto games for the Smithsonian, Colonial • Michael Edson, Dir. Of New Media Strategy, Smithsonian Williamsburg, and George Washington Institution • Kirk Read, Chairman of University, and has written and/or Humanities, Bates College produced for Sony, Warner Bros, NBC & • Robert Lenz, Co-Founder, CEO Envision Charter Schools CBS. • Jeneatte Boudreau, Esq. • Owens, Wickersham and • Our teams include Sean Mahan, Ian Kizu- Erikson, P.C. Blair, and Sam Lavigne, founders of the longest-running mission-based game in history, and Design Director Josh Levy. © 2013 CityMystery
  • 24. THANK YOU John Maccabee 415-377-6839, john@citymystery.info. © 2013 CityMystery

Notas do Editor

  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. There are narrative games with beginnings, middles and ends, and live components, which make the games inherently theatrical. And there are edu games which are designed for curricula and training. Let’s begin with narrative games to show you how storytelling works.
  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. 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.
  8. And the basic building blocks of 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.
  9. This game lasted six weeks. We used lots of mediums – Flickr, snail mail, blogs, cell phones, live events.
  10. This game was designed to play for one and a half hours. Mixing generations – families and friends.
  11. 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.
  12. Training games.
  13. .
  14. 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?
  15. 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.
  16. Test products, test markets, test stories.