Undefining ARG
Friday, November 10th, 2006A few years ago, in the midst of my first draft of a trail for Lockjaw, an early alternate reality game, I came up with that very term (yes, I am that particular idiot), for the lack of any better way to quickly convey a feeling for what might be involved in the information that followed, catalogued on that page in excruciating detail. That same impetus to try to categorize a nascent genre, to distill a definition into a more memorable soundbite, drove me to create the Unfiction site, mainly because I realized that I could not define the genre so easily as I might have wished. This site became my surrogate definition; instead of repeatedly explaining at length what these "things" were, the idea went, I could just point people to the site instead. As has been readily apparent to those active in the ARG community, however, there has never been any collectively agreeable, concrete description of alternate reality games.
So here's where where I tell you that I have a way to define alternate reality gaming in such a fashion as to prove to you that I cannot in fact define it at all. While the previous statement may seem nonsensical, I encourage you to bear with me. The following is written with the assumption that the reader has some passing familiarity with the history, mechanics, and gameplay of ARGs.