Tom wrote:I could write a whole thesis on this game at this point, but I'm really exhausted of it, so I suggest you PM screenstorming instead.
Yeah, there's so much to think about! The post-mortem is fascinating, and I've only begun to dig through it.

I find it especially interesting to think about lessons learned on different fronts for future ARGs where players and GMs interact. I've also been thinking a lot about the prospects for a business model for related works that could get everyone paid, and be built around a much larger revenue-generating player base.
Bill Cohen wrote:As an educator who feels ARGs have MASSIVE potential for conveying not just narrative but information in new and meaningful ways, I'm happy to chat about this in a more psecific context - I have notes I've been taking as the game ran about what to keep/ditch/expand upon when I try my hand at an EduARG.
This is *exactly* what I want to get involved in, developing ARGs and interactive storytelling in ways that can help people learn, not just cramming information for tests, but really learning to think in new ways, learning more about what life can consist of, and even engaging in real-lfie character development. Some of that could be seen in TWWF, players trying things, regretting them, making mistakes, learning from them. I jumped into the game pretty late, and struggled to make sense of a lot of it, but in postmortem it all makes a lot more sense.
I'd love to talk more about the prospects of applying ARG-like formats to the design of learning environments. I've found some related projects: for example, Roger Travis,
http://livingepic.blogspot.com/ and the team at Pericles Group have a project called Operation LAPIS --
http://www.practomime.com/ I see they even have some RFPs with up to $5k budgets --
http://www.practomime.com/write/history.php and
http://www.practomime.com/write/la.php -- perhaps some kind of collaboration could occur, and I think with some marketing, it would be possible to develop much larger budgets for this kind of thing.
Here, Latin teacher Justin Schwamm, explains a difference between LAPIS and his own story-game project, Tres Columnae:
http://joyfullatinlearning.wordpress.co ... uccess-ii/The folks at LAPIS say they’re building a role-playing game “wrapped in” an alternate-reality game. Communities form in those kinds of games, but they’re a result and a tool, not a goal. Participants “play” the narrative, but the narrative itself is controlled by someone else. I’d call that an untextbook.
The Tres Columnae Project begins as a learning community – a community playing and creating a
story game together. Within the overall arc of that story, members add their own characters, their own situations, their own narratives large or small. Ownership and control of the narrative belong to them as much as to me! I’d call that an antitextbook.
I've been following the trend of more and more people questioning the traditional formats of school and college, such as
http://www.uncollege.org/ and
http://collegerealitychat.com/ -- and simply facing confusion over what path to take as the cost of tuition skyrockets and many people fail to complete their degrees. I've dropped out of college multiple times due to not finding an engaging learning environment, and I've often found games to be a better fit, yet they're often too disconnected from the real world for my tastes. So, I've long been interested in something that is game-like, and involves interactive storytelling, while also providing effective prompts and a sense of context for things like writing or or facing other challenges of different kinds. So often, students learn to game their educational institutions in ways that involve anything but meaningful learning and performance, as described by Rod Baird in his recent book Counterfeit Kids --
http://www.counterfeitkids.com/ -- and anthropologist Michael Wesch described in his article
http://www.britannica.com/blogs/2008/10 ... s-must-do/ and various TEDx talks. Wesch also developed a World Simulation game where his students enacted the evolution of their own cultures:
http://mediatedcultures.net/worldsim.htmI'm extremely inspired by the approach TWWF takes, encouraging participants to take initiative, but providing a narrative structure that helps that motivates that initiative. The brain is wired for story, and immersive ARG-like environments make for much richer stories than going through motions to get traditional grades or points.
This last fall, through the open Ed Startup 101 course --
http://101.edstartup.net/archives/tag/edstartup/ -- I found a number of educators with innovative ideas, like David Hunter's comic-and-story based approach to promoting geography learning:
http://amplify.com/article/using-zombie ... -geography /
http://blog.zombiebased.com/"The zombie narrative Hunter designed—which appeals to kids the same way a video game does—is the framework for teaching middle school geography based on national standards. The story has several parts: Students prepare for the impending outbreak, then they have to survive the chaos, find a new settlement, build a new community, and plan for the future of their new home. Instead of just studying existing maps, for example, they have to design their own to track the spread of the zombies. In the end, students have to use higher-order thinking to solve real-world problems—or almost real-world, that is."
So, what are the next steps in realizing the potential in various forms of interactive storytelling?
