The End of the Game, a Mystery in Four Parts
In a first-hand account of participating in an alternative reality game, one player gets caught up in the challenge
- By Anika Gupta
- Smithsonian.com, December 22, 2008, Subscribe
(Page 3 of 4)
From there, the story got even more bizarre. The basic premise, as Maccabee revealed to me early on, was that certain artworks in the Luce Center collection had become "haunted." Players had to figure out who the ghosts were and why they had died. Then they had to banish the sprites back to the realm of the dead, or…well, in the real world, nothing. But in the world of the game: catastrophic destruction.
Maccabee's penchant for bodice-ripping Victorian drama meant that the story was always juicy, and I checked players' progress frequently on Unfiction.
But the clues that got me the most excited came from the live events.
3: Close Encounters in Congressional Cemetery
Part of the lure of the Smithsonian museums lies in what visitors can see: the meticulously curated and researched exhibits. But an equal part of the lure lies behind closed doors, where a lot of the Institution's work goes on. These research rooms are classified realms, accessible only to Smithsonian staff.
Maccabee enticed players by inviting them to an underground, secret laboratory in the depths of the Museum of Natural History. In keeping with the macabre theme of the game, players examined the skeletons of long-dead people and learned how to determine a cause of death. The ultimate goal was to connect two "mystery" skeletons with characters in Maccabee's story. These characters, who died of distinctly unnatural causes, became ghosts. Drawn by the art in the Luce Center, they took up residence there.
A few weeks later, a clue led players to a benign-seeming tour at the historic Congressional Cemetery in Washington, D.C. There, we toured thousands of graves and stumbled upon a mysterious message from Maccabee's ghosts in one of the crypts. Actors, dressed in black, spoke to us in Morse code from the shelter of the trees. Later, I would learn that the ghosts in the graveyard were meant to be the ghosts in Maccabee's story, the same ghosts who had haunted the Luce Center. As with all the clues, these were immediately posted and analyzed online.
The haunting came to a head on October 25 at the American Art Museum, when a crowd of museum-goers and gamers solved a series of six quests that took them through every floor and past most of the artworks in the museum. Along with hundreds of other players, I trudged from first floor to fourth. I collected clues from artworks, from docents and from text messages sent to my phone. Maccabee told me afterwards that he partnered with the Playtime Anti-Boredom Society, a group that organizes nighttime street quests in San Francisco, to create the complex series of clues that greeted players.
It took four hours, but in the end, we banished the ghosts and finished the story.
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Comments (2)
As a 71 y.o. avid museum visitor, I really appreciated learning about ARG games--had never heard of them--and their integration with "educational exposure". Thanks.
Posted by Anita Vlismas on January 25,2009 | 09:24 AM
wow, a year's worth of ARG education in this crash course. kdos to the museum for this complex introduction to the museum - I admire the lofty goal of making museums matter to the GenX, GenY and other GenYoung. thanks to the writer - who appears to be a decent journalist, writer and museum enthusiast.
Posted by ava jaipuria on January 3,2009 | 01:33 PM