Real-Life Massive Multi-Player Spy Game
labs.blue74.com
labs.blue74.com
"Welcome operative. Your neighbor at 2201 Main is also playing, and is your next target. To earn points, select from the missions below:
(500 points) For each day of the week of 2/24, call your handler at 212-555-1212 [twilio number] and report the time that the target returns home from work.
(1000 points) Your target has left an important clue in his trash. Rifle through his trash midday to find the clue. You will have to determine what it is. When you've found it, mail it to 2222 Anystreet."
(I'm also obligated to mention he also posts on HN as cstross. Bonus points)
http://www.amazon.com/This-Not-Game-Walter-Williams/dp/03160...
As a simple example, I could imagine a simple "courier mission" which uses a player to pickup and to deliver a package. If the mission is to covertly deliver the package without disturbing the contents, who knows what those contents might be (ie drugs, illegal content).
Another example might be a reconnaissance mission where you have to follow and observe (presumably) another player. Of course such a mission could be abused as well, perhaps by making the subject someone that isn't actually a player. Suddenly you've gone from playing a game to stalking an unwitting individual.
I'm actually quite intrigued by the game idea--personally I'd like to submit my $5 and play but I'm having trouble ignoring my (perhaps overactive) imagination.
Then again, maybe that's mission #2.
And then hope the police don't think it's a gang symbol.
It's an interesting idea, though. I hope HN captaincrunch keeps us updated on his successes and challenges.
I played in a game like this back in high school (late 80s). It involved at least a couple hundred students and had everyone from chess nerds to football players involved. It was an insane fun time. Couldn't get away with what we did, these days, though (think paintball "assassination" during social studies).
It turned out to be considerably more dangerous than expected. Entertech motorized squirt guns were popular at the time. They were made of all black plastic and looked very much like real automatic submachine pistols from a distance. Players in the game liked them because they could fire a nearly continuous stream of water and they had good range. Unfortunately, because they looked so realistic, misunderstandings occasionally happened and a player of the game could find themselves staring down the barrel of real policeman's very real loaded weapon.
Don't take this as so much a criticism. The lack of specifics certainly adds to the intrigue, but I think it limits your audience exclusively to young singles as a result. It would certainly benefit me if you provided a few more breadcrumbs.
http://www.secretscotland.org.uk/index.php/Secrets/BarntonQu...
[Edit: This bunker is unlikely to be used as office space any time soon as it is rather badly contaminated with asbestos]
(NB I live between central Edinburgh and Corstorphine Hill).
It wasn't a success as far as I remember, but it was definitely ahead of the times, and also "single player" only . A massively multiplayer game based on the same concept has definitely more potential...
(neurocam is not a psychology experiment.)
Here is a recap video of our NY mission (with pictures of me included that were taken by their "spy") : http://www.stoptheinternational.com/recapvid.aspx?id=3
And here is a recap I posted right after our little outing: http://forums.unfiction.com/forums/viewtopic.php?t=27014&...
And the files from the CD:
http://www.trendinteractive.com/stoptheinternational/NYCX-0....
http://www.trendinteractive.com/stoptheinternational/NYCX-1....
http://www.trendinteractive.com/stoptheinternational/NYCX-2....
http://www.trendinteractive.com/stoptheinternational/NYCX-3....
http://www.trendinteractive.com/stoptheinternational/NYCX-4....
Unlike a few other commenters, I'm not particularly worried about being a party to real-life crime. It's in keeping with both common sense and the watch-your-back nature of the spy game to perform a little due diligence on each mission. Plus there's a reasonable paper trail in the event of something going wrong (PayPal, HN account, captaincrunch's internal security measures?).
I'm definitely looking forward to seeing some interesting outcomes revolving around factions and the command chain. Whether trust is intentionally broken (i.e. by design of the mission coordinator) or whether mistrust arises spontaneously, there's great potential for each mission to be merely a pretense for gathering intel on your teammates or superiors... then using that knowledge to manipulate others to your ends. This may end up testing the game's operators more than the players in the end!
How would that help you if you're transporting a suitcase of heroin across the city?
"No, look, I paid to transport this heroin! I mean, I didn't know it was heroin! It was all anonymous, to, uh... well... can I have a lawyer?"
The paper trail doesn't help after the fact, naturally -- it's merely a passable indicator that I'm not secretly signing my life to the Mafia up front.
I'm glad to see this concept going forward! I would be in, except I don't know how interesting it could be considering the practical limitations as I saw them. From your description I imagine something like: Agent A hides Object along a Mountain Trail where Agent B must find and recover it. That does sound like it could be a fun activity to get fresh air and exercise, but would get old pretty quick in terms of fun factor for a real spy-like experience. I'm pretty sure there would be more in store for the game than that, but how much more is the question...
The game has several aspects to it, some which incorporate short distance interactions, and some interactions that happen over several weeks, exchanging hands several times (due to longer distances).
The big problem with ARGs are that most of them die out, sometimes without a good resolution - you always hope the next one will be better than the last.
I understand that 1000 players will be a lot for you to handle, but that being said, if this thing seriously catches on, you'd be completely justified in charging $1 per month recurring, and I would definitely pay it for the increased density of spies in my area.
Godspeed and good luck!
For added fun, check things like Twilio and their telephony APIs. Phone calls and text messages can add a layer of realism.
SMS text to player 1: Go to place X at midday, write code 12345 on the ground in chalk.
SMS text to player 2: Go to place X at midday + 10 minutes, reply by SMS with the code you find.
If you have sufficient density of spies, arranging that kind of interaction should be fairly easy. On the other hand, everyone that doesn't live in a large city with an active population in the game is going to have a more abstract experience - no finding secret messages other people have left!
HN is a good place for finding enthusiasts. I am definitely intrigued, but I'll have to pass unless I can bound some sort of output value. This is especially problematic as it is a spy game, and by nature, secretive so you'll need an even bigger effort to sell. To gauge any sort of confidence, I work with whatever information I have:
1. Service's description
2. captaincrunch's karma, previous posts and his blog
3. Post address (maybe even street view if I want to be presumptuous)
EDIT: I noticed the post address was removed from the description.
Just in terms of opportunity cost, there is too much uncertainty to commit and I'll let my $5 accrue some interest or buy something else.
Also: If there is a postal outlet in your area, the game exists.
Or, hell. $5 isn't that much - you could actually incorporate the physical foreign currency into the game.
Also, I'm totally in.