Wrapping up our look at the Green Lantern campaign, Sophie takes a look at the role science played in the project. The narrative techniques that have developed around ARGs are a nice fit with a project interested in scientific method. Investigating phenomena, acquiring new knowledge, correcting and integrating previous hypotheses, documenting and sharing them are [...]
One of the things I like most about playtesting is the detritus that accumulates around it: the piles of index cards with SLEEPY PANDA or HAND GRENADE written on them, the pirate-coin hoards bought for a pound from party shops, the silly hats, the stickers, multi-coloured pens, the tiny model dinosaurs, the always-bewildering-in-retrospect score charts.
Transmedia is a difficult term these days – I’m still not quite sure I know what it means, despite making a load of projects that seem to fall under that umbrella. What is emerging under the label is a set of tools that are really useful in engaging fans. ARG’s for example, developed as an entirely internet-native form of narrative. Super-hard puzzles that only four people in the world can solve don’t seem that fun to me, but the idea of stories that talk back to you and show how you changed them really does work.
Green Lantern was released in cinemas this summer, and Hide&Seek worked on a range of games and interactive experiences to tie into the movie. There’s an overview of the campaign and its components on our Green Lantern project page – and throughout the course of this week we’ll be publishing a few blogposts about the process behind the campaign.