Another ARG antecedent: Rennes-le-Château
Once we start reexamining cultural history for alternate reality game (ARG) antecedents, examples keep popping up. Today's example is "ARG as a new model for Rennes-le-Château phenomenon", which reconsiders that French archaeological nexus as a protoARG.
Mariano Tomatis Antoniono starts by noting the insertion of story documents into everyday life:
The absence of solid documentation about any treasure found by the priest led to the creation, by different groups of people, during the 20th century of a number of false documents, artifacts and apocripha [sic], for reasons upon which modern researchers still haven't reached a consensus.
The most frequently quoted example is the literary production of Pierre Plantard and Philippe de Chérisey, who created - and deposited to the French National Library in Paris - a great number of documents regarding the survival of a hidden Merovingian dynasty...
Tlön, Uqbar, Rennes-le-Château. Antoniono then identifies the puzzle content:
the alternate versions of the history of Rennes-le-Château describe its priest Bérenger Saunière as a member of secret societies, a wizard of old egyptian cults, and the area is full of hidden tombs, chests full of treasures and clues on their trail, all linked through complex geometries, anagrams, and mysterious inscriptions; all the characters involved show a double personality: the public and the esoterical one.
The article also notes one ARG project or story management problem: other players becoming puppetmasters on their own terms, forking off new games. This is one basic dynamic of open source storytelling (but not at automatic one: see here).
This reinterpretation bears comparison with another French hoax from a previous generation, the great Taxil scheme.










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