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  •    I Love Bees, or do I?  
     
    Thursday, July 29 2004 @ 08:03 PM UTC
    Contributed by: David

    www.ilovebees.com might be a prank, an art project or, most likely, a clever marketing ploy.

    What we know for sure is that the promotional trailer for the upcoming game Halo 2 flashes the URL to ilovebees. A quick visit to the site presents what appears to be an emergent AI is in the process of taking over someone’s homespun honey business Website. A little clicking around and you end up on a blog that provides the context—or at least heightens the mystery. Oh, and did I mention that the ilovebees site itself has some sort of ominous countdown timer threatening (promising?) “COUNTDOWN TO WIDE AWAKE AND PHYSICAL”. Whatever that means.

    What is interesting to me is whether or not we should consider this collections of sites and clues some sort of a game. Certainly the forums are ablaze with folks trying to unravel ilovebees as if it were a riddle or puzzle of sorts.

    I’ll step out and say that ilovebees is nothing more complex than a good old mystery story.

    But first, let me explain why I don’t think it is a game or a puzzle.

    The reason I suspect people want to think of ilovebees as a game is because it seems to have an objective and a method for interacting with it. It teases us with the idea that if we dedicate our attention, if we interact with it, we will reach some sort of conclusion, we will solve the mystery. This formula is so common in gaming that it resonates and makes us think that we need to play with it. But there is nothing to play with. There is no rule system to enjoy. The collection of sites drizzles clues and hints at cryptic possibilities. But there is nothing to do but follow along. People have created a game out of “trying to figure it out”. But the site, the mystery itself, is not a game in any respect.

    So, perhaps it is a puzzle?

    If you’ve followed past discussions on this topic then you know that I’ll say, “No, this is not a puzzle.” At least I don’t think so.

    What I think separates a puzzle from a game is that in a puzzle, the player has perfect information. The puzzle is a mental process of trying to figure out how to reach some goal. So, Solitaire is a game, if you play it the traditional way—with cards face down, providing less than perfect information. Solitare is a puzzle when played with all the cards face up, where the challenge is to determine the sequence of moves that would win the game (solve the sequencing challenge).

    Looking at ilovebees, I don’t see any indication that all the information is available. So, it wouldn’t be a puzzle (or a riddle--a word puzzle).

    I could be wrong on this point, however, if it turns out that there are clues that allow you to discover missing information. This is a form of puzzle. Information is available, but it is nested inside the puzzle. You must solve one layer of the puzzle with the information at hand to progress to the next level. The promise of a nested puzzle is that each solution will lead through a progression of solutions toward the final solution.

    So, I’m open to the idea that there is a puzzle here. But so far, the whole thing looks like a mystery.

    And what is a mystery? This is literary trope, I’d say. A way of telling stories, maybe all stories. You, the reader, feel as if you are encountering a puzzle, but really, you never have all the information you need to reach a correct conclusion until the end of the tale. Even when you have all the information—think Agatha Christie—there is a certain authorial force that finally organizes the facts in a pleasing way that makes the reader go “Of course!” when you really had no way to be sure of that conclusion in the first place.

    I remember when I was a kid, I always loved this series of kid mysteries—Encyclopedia Brown. The device in each of these tales was that there was always some obvious, telltale clue that you were supposed to recognize in the story. This was the clue that Encyclopedia would use to solve the mystery. A memorable classic example involved a stuffed polar bear surrounded by stuffed penguins. Aha! Polar bears are from the North Pole! Penguins the South! They don’t belong together, so the missing jewels must be inside the penguins! Obvious? Only in the retrospect of the narrative. The mystery story is the narrative walkthrough of a puzzle. Perfect information at the end.

    And that’s what I’d call ilovebees.

    Finally, what does this have to do with videogames? In part, it comes from a question posed by a friend was to whether we should think of this marketing trick as a game or not. Also, it does appear to be a part of a promotional campaign for a videogame, so the connection is an obvious one. But my real interest is pretty simple, line up game, puzzle and mystery and you have an interesting set of similar but distinct structures. I think the ilovebees example shows how close they are, but how they can be considered separate things. I wonder if this structural similarity is one of the tangling aspects of the ludology/narratology discussion?. We mix up up games, puzzles and stories because they have similar, but not identical, properties in certain circumstances.






     
             


    I Love Bees, or do I? | 12 comments | Create New Account
    The following comments are owned by whomever posted them. This site is not responsible for what they say.
    Something of a Zoology for 'Interactive Stories'
    Authored by: CapCom on Thursday, July 29 2004 @ 11:42 PM UTC
    While the question of whether or not 'I Love Bees' is a game or not may still be up in the air, here's something of an outline I've made on similar 'games' or 'stories'. I'm especially interested in new ways of telling stories and the whole idea behind 'I Love Bees' is intriguing. The real core of it is the mystery behind it.

    Now the idea of a mystery is to solve the puzzle before somebody else does (either another character or another person). The question in my mind about ILB (I Love Bees) is 'wtf is this' (http://forums.unfiction.com/forums/viewtopic.php?p=44687). This letter throws ILB in the category of 'ARGs' (or 'Alternate Reality Games' for those of us who are alphabet-soup deficient). ARGs are basically crumb trails participants follow by pulling together clues from each part of the story to find their way to the next and finally the end of the story. In some cases, if you can't figure out the clue, then you can't proceed but others grind forward in mystery novel fashion until either you solve the puzzle or somebody else does. These can become 'interactive' if the actions of a participant (I hesitate to use the term 'player') give plot ideas to one of the writers.

    This is similar to 'Collaborative Stories' I've worked on in the past where one person writes one chapter, another person the next chapter, and back and forth until the story is completed. Both ARGs and CSs have the idea of a mystery - where will the story go next? - but the main difference between the two is that ARGs have participants rather than writers who have limited, if any say, on the progression of the story.

    In addition to ARGs and CSs is a sort of 'middle ground' where the writers take the role of characters in the story, posting what their character does in a BLOG or message board. There are usually rules as to what the writers can and can't do (i.e. you can't write 'my character kills all your characters with his death ray') and rewards are usually given to those who write best or most interesting. They are most similar to traditional RPGs. In this sense, these games would be better suited to the title 'Interactive Stories' than ARGs and CSs because the participant is both a character and a writer.

    One problem with these types of stories is that they can really only be done once. Sure, you can provide the prompt and outline of the story for other people to work on (to re-play 'I Love Bees' as it were) or have somebody play out the ARG again, but if you've already participated in the story, you know its outcome. This is due mainly to participation - the participant takes the role of the detective. Mystery novels on the other hand place the reader on the sidelines, have a higher 'replay value' I would say due to their more passive nature - the reader merely hears about the detective rather than BEING the detective. Where's the sport in a detective replaying a mystery? Sherlock Holmes already knows Moriarty done it and how he done it so why bother? (unless, of course, the villain knows you know the answer)

    So if anything, ILB is shaping into a kind of ARG, though obviously whether or not an ARG (or IS or CS) is a game could probably undergo some more debates. Yet what I find most interesting about ILB is the prompt to 'Make your decisions accordingly'. And all the while the countdown is crawling inexorably towards 'WIDE AWAKE AND PHYSICAL'. If there is a clue as to what kinds of decisions can be made (and how to go about making them!) then it either hasn't been told or it's buried somewhere in the crumb trail and nobody told me about it (or I just don't understand the full nature of this thing). The prompt seems to indicate that my action (should I choose to participate) will produce a reaction tailored to my action which in turn points to interactivity. And while interactivity is certainly an element of games, it isn't the deciding element of a game (as there are interactive things which are not games).

    www.unfiction.com - overview of ARGs
    worlds.black-blade.net - My plug for Battle of the Posters (what might be called an 'interactive story') and MIFF (a collaborative story).

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
    I Love Bees, or do I?
    Authored by: Flatlander on Friday, July 30 2004 @ 06:49 PM UTC
    I'd have to disagree with you here. As the other commenter has mentioned, it appears that ilovebees is an ARG (Alternate Reality Game) just getting underway. The puzzles (yes, puzzles) that have thus far been presented have not provided anything other than background information, but that may change once the next countdown is complete. An example of a current puzzle: The pictures on www.ilovebees.com are randomly corrupted on each refresh of each page. If the corrupted .jpgs are opened in a text editor the reason for their corruption is immediately apparent: there are snippets of plaintext embedded in the jumble of random characters that represent the image. These snippets can be assembled into a longer text, explaining (metaphorically) what exactly is going on with the site (there is a dormant AI trapped in the server somehow, that is being repaired by some sort of independent program/process).

    This trick of hiding data in photos (known as "stegging" - from the word steganography "hidden writing") is pretty standard in ARGs (much like you can assume you'll find ammo and health packs as you progress in an FPS). As of yet, discovering this hidden text has not provided any clues to follow up, and if this trend continues I would agree that ilovebees is more like an ergodic mystery than a game, but I assume that the next stage of the game will be much more "open-ended". I'll keep you up to date once the "medium metastasizes" on August 10th.
    [ Reply to This ]
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