By Erin Sherbert
By Howard Cole
By Erin Sherbert
By Erin Sherbert
By Leif Haven
By Erin Sherbert
By Chris Roberts
By Kate Conger
A bizarre deck of playing cards, including the Ace of Goats and the Three of Ducks; dozens of foam kernels, pierced by paper clips, with random second-millennium dates written on their edges; newspaper headlines sliced and pasted into gibberish: "Ethiopians network with Chinese shooter on MySpace." These are the items that an insane person would pack into a box and anonymously ship to someone.
Kelly Revak has created such a package, but she swears she isn't crazy it's all just part of the game.
Revak, aka "pirateymonkey," is one of several hundred players of SFZero, a collaborative game based in San Francisco, and online at www.sf0.org. SFZero combines the narrative of multiplayer games like World of Warcraft, the community of social networking sites like Friendster, and the offline intrigue of alternate-reality games like The Beast. This blend creates an environment unlike that of almost any other game, offering a deeper meaning that extends beyond the traditional notion of what it means to go out and play. For people like Revak, it's become an obsession.
The basic structure of SFZerois simple: create a character on the SFZerosite, complete tasks as that character, document them online, and score points. The document can be a written memoir, a photo, or a video clip.
The catch is that the "character" you create is basically you, or, at least, a version of you, and that the alternate universe of SFZerooccupies the same space as the real world. You can "become" your character at any time in order to complete tasks, which run the gamut from the deceptive (tell your family you joined the CIA) to the charitable (pay the bridge toll for the car behind you) to the absurd (bring a fish to an accountant).
"[They're] enabled by the game to do things they wouldn't do themselves, but they're doing this as themselves, not on a screen," says game co-creator Ian Kizu-Blair.
For one task, Kizu-Blair led SFZeroco-creator Sam Lavigne, wearing a red scarf as a blindfold, onto the F Muni train and the 9 bus, then left him there. Barely half an hour after leaving the Lower Haight, Lavigne withdrew his blindfold and found himself several miles south, at the Cow Palace. The goal of the task was to make the player feel uncomfortable, but judging from the stares they gave him, it was the other passengers who were ill at ease.
Many of the tasks do seem ridiculous, until you consider that Americans spend millions of hours every year sitting in front of a computer monitor playing video games, shooting at imaginary monsters. Part of SFZero's charm is its similarity to a childish game of make-believe combined with more mature concepts like social activism and self-improvement.
SFZeroheadquarters is the kitchen of a cramped flat in a Lower Haight Edwardian where Kizu-Blair, Lavigne, and co-creator Sean Mahan live with a roommate. All three are just a few years out of the University of Chicago, and the place has a raw, post-college feel, with bottles of liquor crowding the counter and signs stenciled in spraypaint on the wall.
None of the three game designers has much formal training as a programmer (they each studied some form of liberal arts), and Kizu-Blair is the only one who really considers himself a "gamer."
The group was inspired to create a game several years ago, when Kizu-Blair read an academic article about The Beast, a Microsoft-designed murder mystery game used to promote Steven Spielberg's film A.I.It was the first mainstream member of a genre known as alternate-reality gaming (ARG), where players follow a narrative across a range of Web sites, voicemails, e-mails, and real-world locations.
The three students and their friends then spent hours building the elaborate alternate reality of a Beast-like game, centered on a fictional artist named Helen Chanam. They produced a Web site, a blog, and a text-based online game that mapped out a virtual Chicago Loop, all attributed to Chanam. The alternate reality was so complex, though, that few players went very far before giving up.
Last spring, they moved to San Francisco to try again, choosing the city partly because they thought local techies and radicals would be interested in playing an alternate-reality game. Mahan took a job as a systems administrator and Lavigne became a freelance Web designer. Kizu-Blair worked on and off as a temp, and in his free time was absorbed into World of Warcraft, a massive multiplayer online role-playing game (MMORPG). World of Warcraftis like an infinitely complex, digital version of Dungeons & Dragons, with players from around the globe competing as fantasy characters in a virtual world, and Kizu-Blair spent three hours every day playing it. He was fascinated by the idea that the game's millions of users, as opposed to a small group of designers, determined the story line. Kizu-Blair wanted to create a game geared even further toward individual players' stories, and more grounded in the real world. It would be an inverse of games such as Second Life, which allows players to "live" and "work" in a virtual world. SFZeroplayers would live and work in the real world, but the game's alternate reality would always be there for the taking.