The gamecock. (Columbia, S.C.) 1908-2006, April 13, 2005, Page 9, Image 9
"T" T "| 1 "11 /TTTT THEY SAID IT
I I I 1 1/1 I "Remember that the bee that hangs
p 9 I I I ™ k / I I ^k around the hive never gets any honey."
Wednesday, April 13,2005 X I J _1VX X-/ V
✓
7 Love Bees’ creates alternate reality gaming craze;
Puppetmasters refuse to reveal how plot will unfold
By ELLEN LEE
KRT CAMPUS
The pay phone on the Berkeley, Calif.,
street corner started ringing at the
prearranged hour.
“Don’t hang up,” said the woman on
the other line. “If you really are who I
think you are, I must tell you something.
The cryptic telephone call contained a
clue to an unusual game that thousands of
players around the globe were playing.
Called “I Love Bees,” the game sent
players racing to pick up calls from the San
Francisco Bay Area to Australia,
examining Web sites for hidden messages,
and solving online puzzles and
riddles. Their mission: to piece ^
together the mystery of an
_ y
artificial intelligence from the future that
had crash-landed in the present and taken
over Ilovebees.com, the supposed Web site
of a Napa, Calif., beekeeper.
I Love Bees” is part of an emerging
genre known as alternate reality gaming,
the latest incarnation in the thriving $10
billion gaming industry.
Think of an alternate reality game as a
conspiracy come to life, one that the
players must investigate and bring out into
the open. Or an interactive story whose
plot is affected by the players. Players
become immersed in a fantasy world as
they interact with the game’s characters
through e-mails and telephone calls.
Players often compare it to falling
) through the rabbit hole, a la “Alice
in Wonderland.”
“T.’l 1:1.. _1:__
really good novel
that will reach
out and grab
you,” said
Steve Peters,
founder of the
Alternate Reality
Gaming
Network, a
Web site
devoted to just
that. Alternate
reality games
“go beyond
that. It creates a
universe in our
universe that is real
and dynamic.”
The original alternate
reality game debuted in
^ 2001. A team from
■ Microsoft Corp.
^ created “The Beast,”
which promoted the
futuristic Steven Spielberg
film “A.I.”
That same group has now gone on to
form 42 Entertainment in Emeryville,
Calif., banking on the surging interest in
alternate reality gaming. Last year, it
produced “I Love Bees” as part of the
marketing campaign for Microsoft’s wildly
anticipated Xbox game “Halo 2.”
The success of “I Love Bees” is fueling
increased interest in the genre and its
potential as a form of viral marketing.
Simultaneously, alternate reality gaming as
a whole has also attracted more and more
players as access to the Internet — and
such online tools as instant messaging,
blogs and chat rooms — becomes more
pervasive. Already, the television show
“Crossing Jordan,” the short-lived series
“Push, Nevada,” and BMW are among
those that have used an alternate reality
game element to attract viewers and
consumers.
/Yiicrnaic rcaiuy gaming is aiso gening
academic scrutiny. “I Love Bees” is the
subject of an exhibit at the University of
California at Berkeley exploring the game
and its impact on culture and society.
Seeing a game like “I Love Bees”
succeed is exciting, said Greg Neimeyer,
an assistant professor of art practice, film
studies and new media at UC Berkeley,
who has been studying it. But he added
that it also raises questions about blending
reality and fantasy.
“Games provide relief from daily life,”
he said. “If they’re not separate from daily
life, it’s not going to work anymore. The
real risk is you don’t know if you’re
playing a game or not.”
Part of the thrill for players, however, is
that the game is shrouded in mystery. No
one knew the identity of the game
designers, the so-called Puppetmasters
who pull the strings of the game. No one
knew how the game would unfold.
Microsoft deliberately stayed mum on the
connection between “I Love Bees” and
“Halo 2.”
At first, no one was even sure the game
had begun. Last summer, a movie trailer
promoting “Halo 2” ended with the brief
flicker of the Web site “IIovebees.com.”
Jars of honey were also sent to 16
players active in the alternate
reality gaming community.
Nevertheless, news of the
game spread quickly
through word of mouth
and online postings. In the
first two days, more than
100,000 people hit the
Ilovebees.com site.
Players who went to the Web site
saw an innocuous Napa
beekeeper’s home page that
appeared to have been hacked. A
few weeks later, a series of global
positioning system coordinates were
listed. Players did not know it at the
time, but they marked the
locations of pay phone
booths that the game ^
designers had scouted out
in advance.
i U11V naivTT Muai
was going to happen,” said
Adam Bliss, a UC Berkeley math
graduate student who had assembled on
the Berkeley street corner on the first day
the telephones started ringing. “I’m not a
morning person, and not much will get
me up at that hour, but I had a hard
time sleeping because I was excited
about what was going to happen the
next day.”
When the telephone rang, Dan
Fabulich, a software engineer who
lives in Berkeley, picked it up. “It a
was a very, very exciting ■
moment,” he said. “There
were dozens of 1
people around. gm,
We looked ®
each other and Jr
were like, what
do we do?”
♦BEES, page 10
PHOTO SPECIAL TO THE GAMECOCK
"Elevator," Hot Hot Heat’s follow-up to the critically acclaimed
"Make Up the Breakdown,” features new guitarist Luke Paquin.
‘Elevator ’ plummets
amid disjointed pop
K-.' '• .-------- \
“Elevator”
Hot Hot Heat
★★ out of ☆☆☆☆☆
By PATRICK AUGUSTINE
THE GAMECOCK
In the world of music, it has
become so much of a cliche that
sophomore releases usually see
bands adrift that bands like
^ Grandaddy have used a play on
the notion as album titles.
Apparently though, New Wave
esque band Hot Hot Heat has
done its darndest to intentionally
derail any critical support it
garnered after 2002’s “Make Up
the Breakdown.” “Elevator,”
released last week here in the
States, sees the four piece from
Victoria, British Columbia
mashing the up button while their
lift plunges into the subTbasement.
* Between their debut and the
current release on Warner Bros,
subsidiary Sire, Hot Hot Heat lost
founding member and sole guitarist
Dante DeCaro after the tracks that
comprise “Elevator” were in the
can, replacing him in the touring
lineup with Luke Paquin.
Artistic differences, interpersonal
drama or exhaustion from a stiff
touring schedule aside, if your
guitarist is driven away by your own
new recording, its probably not a
good sign. While “Elevator” isn’t
technically the second album the
band has produced, it was only with
their previous offering that their
particular brand of dance-pop
garnered attention alongside indie
radio neighbors like Franz
Ferdinand. A diplomatic post on
the band’s Web site revealed that
the split between DeCaro, who
joined Hot Hot Heat in 2001 and
was, according to the band, a major
influence in focusing the noise of
early efforts into something more
palatable, was amiable and planned
before the album’s recording.
Instead of recording in raw
chunks of straight studio time
( Make up the Breakdown” was
recorded in six days), the band
used the three years between
albums and months in the studio
to expand the sound that they
began to pioneer on the previous
♦HEAT, page 10
TLC looks past ‘Spaces’ glory
By DAVID BAUDER
THE ASSOCIATED PRESS
NEW YORK — Two years ago,
the people at TLC wouldn’t have
traded spaces with anybody. The
home makeover show “Trading
Spaces” was one of those cultural
phenomena most tiny cable
networks can only dream about,
and TLC rode the wave to record
ratings and attention. Then it
crashed.
Doomed by overexposure,
imitation and changing tastes,
“Trading Spaces” lost much of its
audience and TLC has paid the
price. Its president, Roger Marmet,
was ousted. Some two dozen jobs
were lost. And TLC is struggling to
change the perception that it’s a
network in free fall.
As they pick up the pieces, the
executives at parent Discovery
Communications are left to
ponder whether this was avoidable,
or simply the inevitable effect of
gravity, TV style.
“You can’t get to the
stratosphere and stay there,” said
John Harvey, senior producer at
“Trading Spaces.” “It rarely
happens in this industry.”
The show’s Saturday night
viewership has nose-dived from
659,000 last year to 429,000 this
year, according to Nielsen Media
Research.
tm i i:_ •
A liv. uvumv 10 iu pv.ivA.iu
among the youthful demographic
that advertisers seek. This past
weekend the show debuted in a
new format, without perky hostess
Paige Davis.
Meanwhile, ABC’s “Extreme
Makeover: Home Edition” —
starring former “Trading Spaces”
carpenter-hunk Ty Pennington —
is a hit that drew 15.5 million
viewers last week.
At its peak, TLC was running
“Trading Spaces” episodes as many
as 10 times a week. Harvey’s
production company was churning
out themed specials to feed an
insatiable hunger. Davis’ face was
on magazine covers and in TV
commercials.
Both TLC and competitors
sought to duplicate the success. At
one point, Discovery CEO Billy
Campbell counted some 28
replicas of the show all over the
dial. Evqn VH1 tried making over
rock stars’ homes.
MIKE WINTROATH/THE ASSOCIATED PRESS
Wainwright and Joyce Jenkins, from Jeft standing, and residents Tammy Clark and Lesley Turner
listen to Paige Davis, host of “Trading Spaces.” The show was in Pine Bluff filming an episode.
“Did we overexpose the show
and the genre?” Harvey asked. “I
think the answer is yeah. Here’s the
dilemma that every network doing
this faces: You can stand back and
be pristine and say we’re going to
jealously guard this ... But if you
do that, everyone will still cherry
pick and steal your ideas. That’s
what happens when something is a
success.”
The classic case of overexposure
is “Who Wants to Be a
Millionaire,” which put ABC in
such a deep hole it is only
recovering this season.
Campbell argues that TLC
didn’t overexpose “Trading
Spaces.” The cumulative effect of
all those imitators hurt the most,
he said.
“It’s always tempting when you
have success,” he said. “Look how
many people tried to copy
‘Friends.’ Look how many people
tried to copy ‘Seinfeld.’ I saw
‘Grey’s Anatomy’ the other night,
and it’s basically a young person’s
‘ER.’ As a programmer, it’s hard
not to emulate success because
that’s your goal, to make
successful programming.”
Still, resisting the temptation
would have served TLC better, he
said. Similar makeover shows like
“While You Were Out” and
“What Not to Wear” have dragged
down TLC’s ratings. Campbell
faults TLC management for not
developing other distinctive
programming.
“They made something that they
thought was going to be a great ride
and it was for a while,” said Burton
Jablin, chief executive of the
HGTV network. “But they
couldn’t get that magic to happen
again in other programs in that
genre.”
As an entire network devoted to
home improvements and
entertaining, it had to hurt HGTV
to miss out on “Trading Spaces.”
Now that it has faded, Jablin
doesn’t gloat.
While HGTV has a clearly
defined niche, TLC is a broader
interest network. The “life
unscripted” motto tells the tale;
TLC presents nonfiction
programming of all kinds. But this
can be a problem: when new fans
tune in for the first time because of
“Trading Spaces,” they believe that
is what the network is all about, he
said.
“So when you try to develop
other programming, the audience
says, 'Wait a minute. TLC is about
“Trading Spaces” kind of shows.
What is this all about?’” Jablin said.
“It’s an incredibly difficult
challenge.”
“Trading Spaces” remains on
the air, and is comfortably
successful by cable standards. It’s
just not a phenomenon. The new
format gives the show a chance for
a fresh start.
“It’s interesting and has a
different kind of feel to it,” Harvey
said. “You feel like you’re watching
and eavesdropping more, because
there’s no one between you and the
action.”
TLC reached overseas for a new
general manager. He’s David
Abraham, who has been in charge of
Discovery Networks in Britain. His
mission is simple: turn around ugly
numbers like the 33 percent drop in
prime-time viewership TLC has
suffered from last year.