I have not blogged about Shadow Unit, because this is the Gameshelf, and Shadow Unit is not a game. I love Shadow Unit. It's a collaborative storytelling project by four well-known fantasy authors. You might call it a series of short stories about a mutant-hunting FBI team. You'd be closer if you called it a prose work with the structure of an episodic TV series. It's great writing; X-Files with human beings instead of Hollywood/TV heroes. It isn't a game.
I say that because I didn't do anything; I read the episodes as they were posted. (And I dropped some cash in the hat.) No interactivity, no game. Easy distinction, right?
But would Elizabeth Bear, Will Shetterly, Sarah Monette, and Emma Bull agree with that? Do they feel like they're playing a game? I'll ask around. But let's stay outside the circle of creators for now.
Who's playing now?
Let me reach back to my post about Alternity, the Livejournal-mediated Harry Potter RPG that started recently. I called that a "game", even though it's got a bounded circle of creators and no ARG elements. Why was that a game? For one thing, the circle is larger -- twenty-ish? But mostly, I was thinking of the game model. You and your friends could set up your own game of "that thing", with your own scenario. "That thing" is fairly structured; it has rules ("journal posts only", the 15-minute correction rule, etc). The creators are continually making posts in these constrained ways. Whereas Shadow Unit's "thing" is both more nebulous and more generic: traditional short stories appear on a web site.
But then, the Livejournals have a rule... Okay, I'm constructing a difference out of degrees. Never mind.
You can read a slideshow about this thing, by creators Reesa Brown and Kit O'Connell. They presented this at Arse Elektronika 2008. They're working with fantasy author Steven Brust, plus a cast of thousands, on a... a...
I have no idea. We'll find out more on October 9th, or so I hear.
It has some web sites and blogs, as I linked above. It has a Twitter feed. But of course that's not the Twitter feed of the project. It's the Twitter feed of the Mediators, the ?police ?steering committee ?resident psychiatrists of a city that is clearly not on Earth, and perhaps not in our universe...
So is this a game? It is impossible to describe without the perspective of ARGs. Continuous Coast is an alternate-reality presentation, in the sense of ARGs. ARGs are games. Continuous Coast is not -- by the early descriptions -- a MMO puzzle-quest in the sense of I Love Bees. It is described as interactive, in that the circle is open. Everything is Creative-Commons licensed, and the creators invite everyone to play in the sandbox.
"Play" invites "game", doesn't it?
Let me fling out some terminology. Shadow Unit and Continuous Coast are ARFs: alternate reality fiction. "Alternate reality", again, in the ARG sense: that which spills out from the page and mixes and blurs into our reality. "This is not fiction." Web sites, stories, art, all lived in-character.
(No relation here to "alternate history", the subgenre of science fiction that deals with what-if divergences of history. Sorry about that confusion. "Enhanced reality" and "ERGs" might have been a better term, back when the Beast and the Bees came along; but that spaceship has sailed.)
I'm not trying to distinguish ARFs from games, in the broad sense. I'm just trying to distinguish it from the well-described category of ARGs. I don't care whether ARF is a "game" -- doesn't matter, it is play. People will interact to shape an experience that comes as much from them as from the original designers.
Really, I want to drop a different division down the cloud, and say that an ARG is alternate reality interactive fiction -- the subset of ARFs which involve specific challenges for the players to defeat. We could even distinguish between multi-player ARIF and solo ARIF: imagine a game that's spread across web sites and in-character blogs, but which is sized for a single player to work through without help. (I don't know any examples of this, but I want to avoid wiring in assumptions.)
Or maybe that's silly terminology, because it's all "interactive", ARFs and ARGs and journal games and the lot. We take for granted that alternate-reality presentations are participatory. The whole point of bleeding into your reality, right, is that you live in your reality. It wouldn't be AR if you weren't involved.
Or, as Brown and O'Connell write: "21st-century storytelling blurs the line between canon and fanon."
Damn. Now I want to go back and rebuild my lamented Myst Online from scratch, using these ideas. I knew they were missing something...