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I've released a new version of my World of Warcraft Quest Tracker today:

  • updated to the latest version of Allakhazham's site.
  • fixed bug where level filters missed -1 leveled quests.
  • ignore a healthy dose of broken "Seasonal" database entries.

You can see the latest output for my level 60 Troll Shaman, Morbulin, here (which I'm no longer playing, but that's OK). Thanks to one of my users for letting me know it stopped working - he's been working on finishing every quest available, becoming the first in the world to do it (or, at least, track it). This new version of the script should be more reliable when it comes to new categories and zones being added (i.e., it will hopefully learn of all the new Wrath of the Lich King areas without requiring new code changes).

Back on October 7th, 2007, I wrote that I was a judge over at Adrian Hon's newest project, Let's Change the Game, "a competition to fund development of an [alternate reality game (ARG)] that would raise money for Cancer Research UK". Besides building the Let's Change the Game site (in Drupal), I continued my involvement in the project by becoming an advisor to the winning team, Law 37. Now, a year later, the winner of that competition has just launched the alternate reality game Operation: Sleeper Cell, another Drupal site:

"Operation: Sleeper Cell will see teams of players from around the world working together to solve 'puzzle cells' in a grid. By donating money to the game, they can unlock extra cells for all players, and also advance the story, which takes place over websites, blogs, Twitter and even in real life."

My advisor role largely played to "how do ya do this in Drupal?" so, gladly, I've remained out of the content, missions, and puzzles produced. Gladly because, with the site launched, it looks so tasty that I'm quite happy to be along for the ride with all the other players. I hope to be sponsoring some cells, with proceeds donated to cancer research, sometime soon. Follow the progress of, or sponsor, team #swhack.

Operation: Sleeper Cell launches as another alternate reality experience closes: Liberty News, a companion to the BBC's Spooks: Code 9 from Kudos. The site was created by Adrian Hon's Six to Start and was built in Drupal by yours truly. Unfortunately, an IP filter denies non-UK residents, so you'll need to use Anonymouse.org to see it.

I've been a long-time fan of Warhammer, and preordered Warhammer Online months ago (yep, the sold-out Collector's Edition) too. Fiddled with the Open Beta a bit, but my real efforts are now being devoted to Morbulette, a Chaos Magus on the Ulthuan core server. Friend me and watch me strive for every achievement, every title, and every quest, in only 2 hours every week night. I estimate... 32 years to go. Woot!

I am a judge in Adrian Hon's newest project, Let's Change the Game. From his announcement:

... together with Cancer Research UK, I’m launching a new project, Let’s Change the Game, that will develop an ARG whose aim is to raise money for cancer research. Like other serious games, the ARG will also educate people about cancer and raise awareness of it, but unlike other serious games, its success will be measured directly on how much real change it can cause, through fundraising.

Let’s Change the Game is a competition where teams from anywhere in the world can submit their own game designs. The team behind the winning design, as chosen by judges who include Sean Stewart, Rhianna Pratchett and James Wallis, will then be invited to develop the game. They’ll have guidance and advice from the judges, plus the full resources of Cancer Research UK; that’s over 600 stores, monthly TV ads, hundreds of races and live events, and mailings going out to over 20 million people. It could be the biggest ARG, ever - and we’re giving new designers the chance to create it.

A new game entitled 60 Blank White Cards, coded in Drupal and by the well-known Morbus Iff, has just launched its teaser site which alludes to "cash prizes", "prize-winning points", and offers up the requisite word puzzle for those ready to learn more. Take a look-see, sign up for an account, solve the puzzle, and wait for the next update!

A few handfuls of people saved 35,500 unsuspecting music-goers from being mind controlled at the BBC Radio 1's Big Weekend on May 19th and May 20th. I was one of those handfuls and the "neural override" plot, triggered by the words "Frozen Indigo Angel", was foiled on day two by disabling four of the five necessary transmitters. It all happened as part of the alternate reality game Perplex City.

WikiNews has more from Paul Williams, who also helped stop the plot:

With a group of players on the ground, and tens of others gathering in chatrooms across the internet, neither side had any idea of what to expect. Paul Denchfield informed the players that they had to find "key words" with various colours, shapes, and numbers. These would then form sets which, when put into a private interface (intended for Third Power operatives assisting Cyrus Quinton[, the mastermind behind the neural override]), gave the players map pieces. Players collaborated for hours on these sets until, finally, the entire map was completed. Players then discovered that small marks on the maps could be joined to create triangles, which showed the locations of the transmitters.

The discovery of the triangles on the completed map (with triangles) earned yours truly personal thanks at the end of day one. With the transmitter locations discovered, we all rested uneasily for day two, when the transmitters would be placed and it'd be our job to disable them. WikiNews and Paul Williams continue:

Players on the ground were given the task of disabling four of the the five transmitters that were being put into location throughout the day. This consisted of first finding a rotary padlock combination for the containing box, and then "cutting the red wire" within. The online team worked to relay messages from Paul to the ground team, as he was informing them of when the transmitters were in location (via a link to Perplex City's Violet Kiteway).

The final transmitters that were required to be disabled were located in the VIP area of the event, which the players were granted access to by Paul. Both were disabled by 6:00pm BST, crippling the Third Power's operations for the day. Paul announced the end of the event with a final Twitter message, reading "WE DID IT! FOUR TRANSMITTERS DOWN, CYRUS RUN OUT OF TOWN, AND THE BIG WEEKEND IS SAFE. NICE WORK AND THANKS! ENJOY THE MUSIC!". Online players had been informed that this was not yet the end of Frozen Indigo Angel - and that the prizes will get bigger yet.

Paul Denchfield's final vidcast from that day is congratulatory and a sighed relief, but alludes to the next leg in the journey to stopping Cyrus Quinton: he escaped in a van filled with equipment which, it turns out, were instruments from Big Weekend performers. If you find them, they're yours to keep.

The Third Power, villains from the Perplex City alternate reality game, are set to test their subliminal messaging technology at Radio 1's Big Weekend, hosted by BBC Radio 1 on May 19th and 20th. Can you solve the puzzles in time to get free festival tickets and stop the promised "neural overrides"?

Violet recaps the build-up on her blog:

Having followed a lead which started with my upstairs neighbour complaining about delays in the postal service, we discovered that the mail from the shadowy Apolyton Institute was being tampered with ... we know that someone from Apolyton sent Cyrus [of The Third Power] the plans for [an] extremely dangerous device. We don't know exactly what it does yet, but the words "neural override" don't make me feel warm all over. Part of what Cyrus is doing involves subliminal messaging: he's planning a huge test of this technology this coming weekend at a big music festival on Earth: Radio 1's Big Weekend. And like I say, an enormous crowd of people all having their neurons overridden... well, at the very least they're going to want their money back.

This is also the first merging of two separate alternate reality games (ARGs): Perplex City and Frozen Indigo Angel, which details a cover-up at the BBC involving those three words and the firing of Paul Denchfield, a producer for Radio 1's vodcasts. His blog has a number of vidcasts covering the events over the past few months, but only recently was the connection between the two games revealed:

In the BBC, I found a black-and-white board game. It turned out that the counters spelled out a web address in braille, leading us [to the secret files of the man behind the whole Frozen Indigo Angel project]. His name is Cyrus Quinton, and FIA is a subliminal messaging scheme building up to something huge at the Big Weekend ... Looks like Cyrus and the FIA technology come from Perplex City too, and Violet has a bit of a history with him.

How can you save the throngs of Big Weekend event-goers from a nefarious brain scrub? Masquerade as an agent of the The Third Power and solve the daily puzzles to receive festival tickets. Once there, keep an eye out for further instructions and how to meet up with the other moles... er, players. Fervent Perplex City players congregate at Perplexorum and you can get up-to-minute developments as they happen.

I've previously reported about Perplex City's season 2 and, while the new puzzle cards have been out for months, today was our first taste of the "Stories" alternate reality game (ARG) itself, with a new puzzle, new videos, and new sites. From an email sent out to interested players:

Hi, It's Violet. A while ago, you signed up to hear news about Perplex City. I can't say this is news exactly but... I need your help. A situation here has got completely out of control and I just can't deal with it by myself. So, help? My weblog's found a new home ... and I've found a new actual home. I'm not going to be able to solve this one without you.

One of the new videos teases us with "a particularly juicy mystery is--", only to be interrupted by her sheer frustration for dripping pipes and miserably powered showers:

And it's not just the drips. The water pressure is low, and my morning shower has turned into a morning trickle! Gah! Look, I know this is hardly the high-octane sleuthing you signed up for, but.. could you help me out with this? Kurt had found a plan of the building's plumbing. Can you please find out where these drips are coming from?

Along with Violet's water torture, there's a new edition (and site) for the Perplex City Sentinel, and a fully archived history of the Season 1 ARG, something which few other ARGs have provided. As before, players have centralized the discussion and problem solving at the services provided by Perplexorum, and I'll continue to provide ongoing coverage of this new season.

Customer finds exploring more interesting than achieving.
ROFFLE, let's make fun of the graphics. AHahahah.
More alcohol, more alcohol, he continued to shout.

The Restaurant Game is a research project at the MIT Media Lab that will algorithmically combine the gameplay experiences of thousands of players to create a new game. In a few months, we will apply machine learning algorithms to data collected through the multiplayer Restaurant Game, and produce a new single-player game that we will enter into the 2008 Independent Games Festival. Everyone who plays The Restaurant Game will be credited as a Game Designer.

I took it for a spin as a waitress and received my first customer within minutes. Funnily, this first scene progressed very similarly, I imagine, to real life: initial handshakes and posturing (wherein small chit-chat of "man, this is weird" in-game is like "oh, what lovely weather" in-life), to actually serving the food and receiving payment, to mindless wandering and wondering ("can I get drunk?" in-game vs. "can I get no bacon and extra sour cream?" in-life) and, most curiously, the personal opinions we develop with little actual data.

After "completing my objective", I was asked to fill out a personality poll about the other (anonymous) player, with questions like age, location, what they ate for breakfast, and a rating scale of 1 through 10 for the aspects of intelligence, funny, considerate, honest, well spoken, and patience. Due to my customer's constant demand for more alcohol, I judged him a 20 year old male ("so, are you really a girl?" he asked) with no occupation (in college) who eats leftover pizza for breakfast. He was certainly considerate (he did his job, which allowed me to do mine) and patient, average on honesty and clarity, but relatively low on intelligence and humor.

Unbeknownst to me, after profiling is complete you get to see what the other person said of you. This is quite unlike real life (unless, of course, you "whisper" loudly and deliberately) and, knowing my second customer will see it will probably affect my ratings even though everything is anonymous. While you can't respond to these profiles in-game (chatting is disabling once your objective is complete), I did second-guess my own cynical analysis. I received the following ratings (age defaults to 50):

Gender = M
Age = 50
From = don't know
Occupation = waitress
Breakfast = nothing
Intelligent = 7
Funny = 3
Considerate = 7
Honest = 4
Well Spoken = 8
Patient = 9

Along with everyone else, I'm frothing at the mouth waiting for Spore to release later this year. Design lead Chaim Gingold's talk at this year's Game Developer's Conference mentions both magic crayons and magnetic poetry as the sweet spots of user creativity. From coverage by Joystiq.com:

Photoshop is not a good magic crayon, for example, because it is very hard for most people to use. Neither is Super Mario Bros., since you are not changing anything in the world. Kid Pix fits the schema for a magic crayon, as does the Mii creator, which is an "absolutely beautiful, wonderful magic crayon," he said ... Magnetic poetry was an inspiration for the building editor, which Gingold wanted to work so that it would take "three clicks to make something good ... You also want to support the 1,000 clickers who make amazing things."

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