(Source: https://www.wired.com/2007/02/perplex-city-cu/) |
The game gave players the chance to win a legitimate reward of £100,000. This reward was collected in 2007 when one player finally found the sought after Receda Cube. A cube that was placed in the real world. Players could find the cube if they completed puzzles that came with the board game, as well as the trading cards which all featured puzzles of some type.
Not only could players buy the trading cards and the boxed board game, but they could also engage with the story online through multiple blogs. Most of which were set up by fans of the game, but still offered an interesting and compelling narrative that allowed players to engage with the game and the wider, global audience.
I found out about this game when I was researching interesting and compelling ways to tell a story through a transmedia narrative. Although I do not wish to make a narrative like Perplex City's, nor do I want to create a card game. Although, I do think that I can learn a lot about audience engagement and how to tell a story through different platforms from Perplex City.
Sources
Arendt, S. (2007). Perplex City Cube Found!. [online] WIRED. Available at: https://www.wired.com/2007/02/perplex-city-cu/ [Accessed 15 Feb. 2018].
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