<chapter id="intro">
<docinfo>
<releaseinfo>$Id: intro.xml,v 1.11 2004/04/01 19:04:33 enigma Exp $</releaseinfo>
</docinfo>
<title>Introduction</title>

<section id="Copyright">
<title>Copyright</title>
<bridgehead>
<mediaobject>
<imageobject>
<imagedata fileref="images/cc_deed.gif"></imagedata>
<objectinfo>
<subtitle>Attribution-NonCommercial-ShareAlike 1.0</subtitle>
</objectinfo>
</imageobject>
</mediaobject>
Attribution-NonCommercial-ShareAlike 1.0
</bridgehead>
<para>
This original work is Copyright &copy; 2004, Brian Enigma.  Quoted text
(IRC logs, message board posts, website content) is cited and copyrighted 
by its original author or authors.
</para>

<para>
You are free:
</para>
<itemizedlist>
<listitem>to copy, distribute, display, and perform the work</listitem>
<listitem>to make derivative works</listitem>
</itemizedlist>
<para>
Under the following conditions:
</para>

<table frame="none" colsep="0" rowsep="0" tocentry="0">
<tgroup cols="2" rowsep="0" colsep="0" align="left">
<tbody>
<row>
    <entry>
        <graphic fileref="images/cc_attribution.gif"></graphic>
    </entry>
    <entry>
        <emphasis>Attribution</emphasis>. You must give the original author credit.
    </entry>
</row>
<row>
    <entry>
        <graphic fileref="images/cc_noncommercial.gif"></graphic>
    </entry>
    <entry>
        <emphasis>Noncommercial</emphasis>. You may not use this work for commercial purposes without prior written approval.
    </entry>
</row>
<row>
    <entry>
        <graphic fileref="images/cc_sharealike.gif"></graphic>
    </entry>
    <entry>
        <emphasis>Share Alike</emphasis>. If you alter, transform, or build upon this work, you may distribute the resulting work only under a license identical to this one.
    </entry>
</row>
<row>
    <entry></entry>
    <entry>
        For any reuse or distribution, you must make clear to others the license terms of this work.
    </entry>
</row>
<row>
    <entry></entry>
    <entry>
        Any of these conditions can be waived if you get permission from the author.
    </entry>
</row>    
</tbody>
</tgroup>
</table>

<para>
Your fair use and other rights are in no way affected by the above.
</para>

This is a human-readable summary of the Legal Code (<link linkend="fineprint">the full license</link>).

</section>

<section id="introduction">
<title>Introduction</title>
<para>
This is my attempt at creating a guide for Project Syzygy.  According to a
number of auto response emails, it will begin in late 2004--but there was a 
brief, but exciting, pregame in March 2004 that gathered interest.  Project
Syzygy is an <ulink url="http://unfiction.com/history/">Alternate Reality
Game</ulink>, or ARG.  We really do not know much more about it than that.
</para>

<para>
At present, they are looking to hire people to help out:
</para>
<blockquote>
<para>Remember the <ulink url="http://cloudmakers.org/">Cloudmakers</ulink>? That aggregation of thousands of people playing an incredibly immersive game? If you played, you'll remember. It's likely that you'll never be able to forget. Since then, the scene's been, well, not exactly quiet, but not setting the world on fire, either. I got depressed for a while at the state of massively multiplayer immersive gaming. That amazing new genre was starting to look as if it had prematurely died. </para>
<para>Now, though, I'm excited and for good reason: <ulink url="http://projectsyzygy.com/">Project Syzygy</ulink> is launching, and we're hiring. </para>
<attribution>Dan Hon (<ulink url="http://danhon.com/ec/mtarchives/2004/02/27/project_syzygy/index.shtml">ref</ulink>)</attribution>
</blockquote>
</section>

<section id="arginfo">
<title>ARG Background</title>

<section id="argbackgroundterms">
<title>ARG Terminology</title>

<para>
The Alternate Reality Gaming world has invented a number of new terms as well
as given new meaning to existing words and phrases.  Some of them may seem
a little odd or technical at first, but most people pick up on them fairly
quickly.
</para>

<glossary>

<glossentry id="alternaterealitygaming">
    <glossterm>Alternate Reality Gaming</glossterm>
    <acronym>ARG</acronym>
    <glossdef>
        <para>
        A form of interactive fiction that immerses the player in the story.  Typically
        the plot and characters unfold through viewing or interacting with a variety
        of media including, but not limited to: websites, email, online chat, text
        messaging, phone calls, faxes, "snail mail," newspapers, and real life (for
        instance, a CD hidden in a library book).
        </para>
    </glossdef>
</glossentry>

<glossentry id="alternaterealitygaming2">
    <glossterm>ARG</glossterm>
    <glossdef>
        <glossseealso otherterm="alternaterealitygaming"/>
    </glossdef>
</glossentry>    

<glossentry id="behindthecurtain">
    <glossterm>Behind the Curtain</glossterm>
    <glossdef>
        <para>
        Anything that is not technically part of the game, that you should not 
        be allowed to see.  For instance, in an ARG with unknown Puppet Masters,
        discovering the identity of the PMs is considered peeking behind the 
        curtain--and rather inappropriate.  Taken from The Wizard of Oz: "pay
        no attention to the man behind the curtain."
        </para>
    </glossdef>
</glossentry>

<glossentry id="bruteforce">
    <glossterm>Brute Force</glossterm>
    <glossdef>
        <para>
        Applying massive amounts of computing power to solve something.
        For instance: using a computer program to try every possible combination of
        letters and numbers to discover a password.  Generally, any solution involving
        brute force is inelegant and frowned upon, unless brute forcing can be done
        in such a way as to cause no adverse side effects for players or Puppet
        Masters.  ...and even then, it is debatable whether brute forcing is permitted.
        </para>
    </glossdef>
</glossentry>

<glossentry id="internetrelaychat">
    <glossterm>Internet Relay Chat</glossterm>
    <acronym>IRC</acronym>
    <glossdef>
        <para>
        A system of online, live, text chatting (similar to an AOL chat room
        or Yahoo group chat) often employed as a communications tool while
        solving puzzles.  It is also used as an online "hangout" and place 
        to waste time when there are no immediate puzzles.  More information,
        as well as a web-browser based Java client is available 
        <ulink url="http://unfiction.com/chat/">at Unfiction</ulink>.
        </para>
    </glossdef>
</glossentry>

<glossentry id="internetrelaychat2">
    <glossterm>IRC</glossterm>
    <glossdef>
        <glossseealso otherterm="internetrelaychat"/>
    </glossdef>
</glossentry>    

<glossentry id="pm">
    <glossterm>PM</glossterm>
    <glossdef>
        <para>
        Either Puppet Master or Private Message, depending on the context.
        </para>
        <glossseealso otherterm="puppetmaster"/>
        <glossseealso otherterm="privatemessage"/>
    </glossdef>
</glossentry>    

<glossentry id="privatemessage">
    <glossterm>Private Message</glossterm>
    <acronym>PM</acronym>
    <glossdef>
        <para>
        A way of communicating privately to another player.  This often implies
        using the private message functionality of a phpBB message board (such as
        can be found on <ulink url="http://forums.unfiction.com/forums/privmsg.php?folder=inbox">the
        Unforums</ulink>), but could also be extended to mean email.
        </para>
    </glossdef>
</glossentry>

<glossentry id="puppetmaster">
    <glossterm>Puppet Master</glossterm>
    <acronym>PM</acronym>
    <glossdef>
        <para>
        The people running the game.  They may or may not be known ahead of time.
        </para>
    </glossdef>
</glossentry>

<glossentry id="steganography">
    <glossterm>Steganography</glossterm>
    <glossdef>
        <para>
        Taken from a SecurityFocus article: (<ulink url="http://www.securityfocus.com/infocus/1684">ref</ulink>)
        </para>
        <blockquote>
        <para>
        While we are discussing it in terms of computer security, steganography is really nothing new, as it has been around since the times of ancient Rome. For example, in ancient Rome and Greece, text was traditionally written on wax that was poured on top of stone tablets. If the sender of the information wanted to obscure the message - for purposes of military intelligence, for instance - they would use steganography: the wax would be scraped off and the message would be inscribed or written directly on the tablet, wax would then be poured on top of the message, thereby obscuring not just its meaning but its very existence.
        </para>
        <para>
        According to Dictionary.com, steganography (also known as "steg" or "stego") is "the art of writing in cipher, or in characters, which are not intelligible except to persons who have the key; cryptography." In computer terms, steganography has evolved into the practice of hiding a message within a larger one in such a way that others cannot discern the presence or contents of the hidden message. In contemporary terms, steganography has evolved into a digital strategy of hiding a file in some form of multimedia, such as an image, an audio file (like a .wav or mp3) or even a video file.        
        </para>
        </blockquote>
        <para>
        Basically, it lets you hide a message inside of another file--a picture file, a sound file, a text file, etc. Programs to extract these secret messages include <ulink url="http://www.outguess.org/detection.php">Stegdetect</ulink> and <ulink url="http://www.petitcolas.net/fabien/steganography/mp3stego/">MP3stego</ulink>.
        </para>
    </glossdef>
</glossentry>

<glossentry id="rabbithole">
    <glossterm>Rabbit Hole</glossterm>
    <glossdef>
        <para>
        The site, sites, or other communication mechanism that starts a given ARG.  In
        the case of Project Syzygy, this would be the project website as well as the
        newspaper and magazine advertisements.
        </para>
    </glossdef>
</glossentry>

</glossary>

</section>
<section id="dosdonts">
<title>The Do's and Don'ts of ARGdom</title>
<para>
There are very strict rules governing ARG playing.  Okay, so...no--the rules
are not terribly strict.  That is sort of the point.  Participating in an ARG
is not like playing chess, with strict bounds defining the move of each piece
and steadfast logic for determining who won and who lost.  The rules for ARGs
are only barely written down and codified.  They are more like "unwritten 
laws" or a gentlemen's agreement.  Think of the following list as a set of guidelines.
ARGs are designed to change the way you think--and who knows?  Maybe one time,
that might involve bending a rule.
</para>

<variablelist>
<varlistentry><term>Brute Forcing</term>
    <listitem>
    <anchor id="bruteforcing" xreflabel="Do's and Don'ts: Brute Forcing"></anchor>
    <para>
    Brute forcing an online resource, such as a web server, eats up bandwidth
    and CPU cycles.  This can leave the people running the server (in our case,
    the Puppet Masters) with excessive bandwidth charges.  It also means that
    other players trying to access the machine are getting a slow response
    because of the CPU utilization.  This is a bad situation for everyone involved
    and should be avoided at all
    costs.  There is always a more elegant and less intrusive way of solving
    something than this kind of brute force.  
    </para>
    <para>
    On the other hand, brute forcing an offline resource, such as the 
    <link linkend="marketingweek">MD5 hashes found in Marketing Week</link>,
    may be the only way to solve a puzzle.  In this case, you will need to
    use your own judgement.  If you think of a puzzle as a lock, you
    will earn much more praise and respect for discovering a cunning and 
    ingenious method of picking the lock, than you would for smashing it with a 
    sledgehammer.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>Common Sense</term>
    <listitem>
    <anchor id="commonsense" xreflabel="Do's and Don'ts: Common Sense"></anchor>
    <para>
    Always use your common sense.  If you are unsure whether an action is
    potentially good or bad, stop and think.  How is it going to effect the
    game?  The other players?  The PMs?  If you are still struggling with
    it, try dropping a note in the forums (make it anonymous, if you need
    to).  There are plenty of friendly people online who are looking for
    something to discuss between puzzles.  ::grin::
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>Decompiling</term>
    <listitem>
    <anchor id="decompiling" xreflabel="Do's and Don'ts: Decompiling"></anchor>
    <para>
    Often times, sites include embedded Flash or Java applets. Quite a
    few tools exist out there to decompile these mini-programs, so you can
    see the original source code. The security community finds this useful,
    as it can show flaws in an application. The ARG community might also
    find this useful, as sometimes there is data hidden in the Flash files
    that leads to more game knowledge.
    </para>
    <para>
    The question arises: is this a proper thing to do in an ARG? Often
    times, poorly designed sites leave things in the flash that the original
    designers did not want you to know. There are many people who are
    unaware of the fact that this data can be reversed out of Flash. The
    old-school ARG players will say that it is the same as cheating, and is
    therefore off-limits. Others say that if it runs on their computer, they
    should be able to see what it is doing--either by decompiling a program
    or watching network packets as they flow into and out of the computer.
    ARG player Diandra notes: "The general etiquette regarding Flash file 
    decompiling has been that the PMs can't stop you from doing it. However, 
    it's considered bad form to post solutions derived purely by decompilation 
    of Flash files to any ARG forum."
    </para>
    <para>
    Currently, there is no solid answer to this question. It is still
    being debated. Be warned, though, that in the US it is technically
    illegal to decompile a program, except under very specific
    circumstances, because of the DMCA. Other countries have DMCA-like
    legislation. My personal opinion is that the web follows standard
    client/server architecture. If secret data needs to be calculated, it
    should be done server-side, where the client cannot see it. If Flash and
    Java are utilized to do something like check a password, it should be
    sent to the server (possibly hashed to protect from eavesdropping) and
    tested server-side, instead of a "IF $password = "secret" THEN GOTO 100"
    sort of scheme.  Be advised, the previous statement is this author's
    <emphasis>opinion</emphasis>.  The jury is still out as to whether this
    stuff is acceptable ARG practice and generally gets decided upon by
    the community on a case-by-case basis.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>Fake Sites</term>
    <listitem>
    <anchor id="fake sites" xreflabel="Do's and Don'ts: Fake Sites"></anchor>
    <para>
    Do not put up a fake website that claims to be part of the game.
    Similarly, do not pretend to be an in-game character in chat, on
    Blog posts, by
    forging email headers, or by any other mechanism.  Unraveling the
    plot and puzzle solutions can be difficult as it is, without 
    mean-spirited people inserting a bunch of intentional red herrings.  
    </para>
    <para>
    A fan site, on the other hand, may just add to the flavor and
    immersive quality of the game.  If you want to start up a fan site,
    please try to be a responsible person and think about its impact on 
    the in-game sites.
    </para>
    </listitem>
</varlistentry>    
<varlistentry><term>Hacking</term>
    <listitem>
    <anchor id="hacking" xreflabel="Do's and Don'ts: Hacking"></anchor>
    <para>
    If some aspect of the ARG requires hacking to solve, it will be
    obvious.  Don't hack a server just because you can.  Breaking
    in to an ARG's computer system just to see what is there can be
    similar to skipping to the last page of a murder mystery.  Sure,
    you have all the answers, but you end up losing the story and
    the interactive experience.  
    </para>
    <para>
    Again, if hacking is required, it will be obvious from the clues
    and plot.  Also, nearly every ARG puzzle instance that has 
    required hacking has been a "custom web page" system and not
    an "off the shelf" piece of software.  In general, SquirrelMail,
    telnet, FTP, secure shell, and a number of other services come
    pre-installed on servers and allow the Puppet Masters and hosting
    administrators to update the websites and monitor system status.
    These are rarely, if ever, the intended target of hacking.
    Usually, ARG hacking is simply guessing passwords on a custom web
    login form.
    </para>
    <para>
    See: <link linkend="legality">Legality</link>
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>Information Gathering</term>
    <listitem>
    <anchor id="informationgathering" xreflabel="Do's and Don'ts: Information Gathering"></anchor>
    <para>
    A great many informational tools are available on the internet that
    will tell you about a domain name.  Generally, a simple DNS lookup
    is considered acceptable.  Usually, it will just give some useless
    information about who registered the domain name.  Occasionally, it
    a clue will exist in the DNS data.  On the other hand, using a 
    reverse-DNS tool to enumerate all of the domain names attached to
    a specific webserver is frowned upon.  Often, this will show domain
    names that were registered for the game, but are not yet available
    for plot reasons.  This is akin to peeking ahead a few chapters in
    a mystery novel.  It does not necessarily tell you whodunnit, but 
    it might prematurely reveal a piece of the plot that would have been
    more fun to discover through an engaging story.
    </para>
    </listitem>
</varlistentry>    
<varlistentry><term>Legality</term>
    <listitem>
    <anchor id="legality" xreflabel="Do's and Don'ts: Legality"></anchor>
    <para>
    Are you considering taking some action?  Is it <emphasis>illegal</emphasis> 
    in your jurisdiction or that of the ARG or its servers?  Then don't 
    do it.  Period.  ARGs are not here to get you in trouble or make 
    you break the law.  If you feel you have to do something illegal, 
    I would suggest finding another pastime.
    </para>
    <para>
    See: <link linkend="hacking">Hacking</link>
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>Privacy</term>
    <listitem>
    <anchor id="privacy" xreflabel="Do's and Don'ts: Privacy"></anchor>
    <para>
    Keep private information private.  If the Puppet Masters of a
    particular ARG do not wish to be known, but you happen to accidentally
    discover their identity, keep that information "behind the curtain."
    Do not blab about it to anyone and everyone.  If you really must 
    tell someone, perhaps you should send a little note to the PMs
    explaining how you obtained this supposedly private knowledge.  At the
    very least, it will help them plug the security or information leak so
    that more people do not find out.  Do not simply think about yourself
    and how "cool" you will look announcing the identity of the PMs.  
    Think about the other players and how knowing that information may 
    just break the reality of their ARG experience.  Besides, they think 
    you are to blame for messing up that experience, they are less likely 
    to think of you as "cool" and more likely to think of you as "that 
    lamer who ruined the game."
    </para>
    </listitem>
</varlistentry>
</variablelist>


</section>
</section>


<section id="technology">
<title>Technology</title>
<para>
This guide originally exists as a collection of XML files.  These files
conform to the <ulink url="http://docbook.sourceforge.net">DocBook 
specification</ulink>, and allow dynamic generation of a variety of output
formats, including: a single monolithic web page, a collection of smaller
web pages, PDF files, etc.  If you are at all interested in the XML source
of this guide, feel free to check out the following files:
</para>
<itemizedlist>
<listitem><ulink url="index.xml">The "wrapper" XML document</ulink></listitem>
<listitem><ulink url="intro.xml">This introduction</ulink></listitem>
<listitem><ulink url="reference.xml">Reference</ulink></listitem>
<listitem><ulink url="pregame.xml">Pregame</ulink></listitem>
<listitem><ulink url="notes.xml">Notes</ulink></listitem>
<listitem><ulink url="fineprint.xml">Fine Print</ulink></listitem>
</itemizedlist>

<para>The specific transform used for the monolithic web page is the 
<ulink url="http://sourceforge.net/project/showfiles.php?group_id=21935&amp;package_id=16608">Docbook-XSL</ulink>
package, with the specific transformation "heavy-lifting" via the 
<command>xsltproc</command> command (part of the <ulink url="http://xmlsoft.org/XSLT/">libxslt</ulink>
package).
</para>
<para>The specific transform used for the multiple web pages is the same as
above, only using the <command>html/chunk.xsl</command> template.  Previously,
it was DSSSL and OpenJade, but that ended up being too problematic for certain
XML elements.
</para>
<para>The specific transform used for the PDF document was the above-mentioned
XSL translator combined with the <ulink url="http://xml.apache.org/fop/index.html">Apache
FOP</ulink> project.
</para>
</section>

<section id="updatehistory">
<title>Update History</title>
<variablelist>
<!--
<varlistentry><term>2004-x-x</term>
    <listitem>
    <para>
    </para>
    </listitem>
</varlistentry>

-->



<varlistentry><term>2004-04-01</term>
    <listitem>
    <para>
    Re-released under the Creative Commons license.  Fixup of decompilation
    section (thanks, Diandra!).  Added "padding" text to add a little more
    space between the "Background" header and the "Glossary" header.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>2004-03-31</term>
    <listitem>
    <para>
    Added ARG background information.  Fixed outdated XSL/DSSL information in the
    Technology section.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>2004-03-16</term>
    <listitem>
    <para>
    Marketing Week solve and minor spelling/grammar issues.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>2004-03-15</term>
    <listitem>
    <para>
    Scan of Guardian ad, scan of Marketing Week ad, update to Guardian and 
    Marketing Week information.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>2004-03-14</term>
    <listitem>
    <para>
    Added Pareidolia section, fixed line wrapping issues, added unique IDs to
    heading nodes.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>2004-03-13</term>
    <listitem>
    <para>
    Updated styles, added IRC conversation, changed image filenames to include
    date.
    </para>
    </listitem>
</varlistentry>
<varlistentry><term>previous to 2004-03-13</term>
    <listitem>
    <para>
    Too many little things to mention, going back to the inception of this
    document.
    </para>
    </listitem>
</varlistentry>
</variablelist>
</section>

<section id="questions">
<title>Questions, Comments, Corrections, Updates?</title>
<para>
Please send questions, comments, corrections, and updates to 
<email>enigma@netninja.com</email>.  If you found this guide offline or 
mirrored elsewhere, you can always find the latest
version at <ulink url="http://syzygy.netninja.com">http://syzygy.netninja.com</ulink>.
</para>
</section>



</chapter>
