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Mysterious Game Invades
Reality - 'Majestic' Released
By Dawn Chmielewski
San Jose Mercury News
7-31-1

Electronic Arts introduced its groundbreaking online game Monday called Majestic that uses everyday gadgets to infiltrate your life.
 
You pick up the phone and a male voice threatens to kill you unless you stop asking questions. Mysterious e-mail sends you to the Web to gather clues about a fire that has apparently crippled the game. And purported ``allies'' shoot you instant messages hinting at a vast global conspiracy involving government mind control.
 
``I got a phone call on my way to work one morning,'' said John Little, a 32-year-old from Houston, one of the first people to test the game. ``At 8 o'clock in the morning, a threatening phone call does kind of catch you off guard. That's the best element of it -- every time the phone rings, you wonder, what's on the other side?''
 
Unlike every other computer and video game, Majestic escapes the bounds of the box. It's a new breed of interactive storytelling that carries the plot from device to device and clamors unexpectedly for your attention.
 
But will people want a game that can be as disruptive as a telemarketer during dinner?
 
``The first time Majestic interrupts you during a date or during your family time or during a meeting when you really need to concentrate, it's going to feel like spam,'' said J.C. Herz, a New York-based game-industry consultant.
 
``The suspension of disbelief will stop, and it will just be this annoying thing. Once that happens, it's going to be hard to reconstruct the enchantment.''
 
New target audience
 
For Electronic Arts, the world's leading independent maker of video games, Majestic represents its boldest gambit yet to reach beyond adolescent males to a broader adult audience.
 
Majestic (www.majesticthegame.com) targets an American public steeped in conspiracy -- from fans of the ``The X-Files'' and Tom Clancy novels to those who wonder whether Lee Harvey Oswald acted alone or whether a UFO made an unscheduled pit stop in Roswell, N.M., in 1947.
 
Because many of these adults are juggling work, kids and bills, Electronic Arts created an entertainment experience that can be enjoyed in small chunks throughout the day.
 
``Everyone who's making Majestic wants to play more games, but they don't have six hours a day to hack and slash orcs,'' said Neil Young, the game's co-creator. ``I love games, but they're not more important to me than spending time with my daughter.''
 
The game allows you to limit how intrusive it gets. You can tell it not to bug you at work or when the kids are asleep. And just like a soap opera, the game evolves episodically, day by day.
 
Electronic Arts, based in Redwood City, has high hopes for Majestic, which is the cornerstone of the company's three-year, $146 million online games initiative.
 
Different profit model
 
Unlike traditional console or PC games, which bring in about $50 a player and cost millions of dollars to create, Web-based games can generate ongoing revenue while spreading out development costs.
 
After a free pilot episode, Majestic charges players $9.95 a month to keep going. Currently, the company plans eight monthly episodes, but if the game is popular, it will add new ``seasons,'' just like a television show.
 
Electronic Arts' president and chief operating officer, John Riccitiello, told investors Thursday that 100,000 people had expressed interest in playing the free Majestic pilot -- sight unseen.
 
``The numbers we have at this point in time are hard to interpret,'' said Riccitiello. ``It's unusual for people to register before they have an opportunity to play something.''
 
Riccitiello said it would take two months to judge Majestic's success. The rest of the game industry is watching. If Majestic fulfills the pre-launch anticipation, it will be the most imitated form of entertainment since ``Survivor,'' the popular reality-based TV show.
 
Electronic Arts isn't alone in experimenting with new ideas to engage an audience that's as comfortable in front of a computer monitor as a television screen.
 
For example, promoters of the current Steven Spielberg-Stanley Kubrick film ``A.I.'' created an elaborate Web mystery that had gamers scouring two dozen interrelated sites to unravel the murder of a fictional character, scientist Evan Chan.
 
Television is also trying to straddle this new, converged world. Popular shows such as ``Dawson's Creek'' on WB stoke interest through supplemental Web-only content. Fans gain fresh insights into favorite characters by reading their private journals, e-mail and chat messages online. Writers update the content each week to remain consistent with the show's plot.
 
Limited realism
 
Despite its grand ambitions, it's unclear whether Majestic's technology is sophisticated enough to keep up the illusion of reality once the initial magic wears off. The game's artificial intelligence is limited. When a character sends you an instant message, for example, you can't have a truly interactive conversation because the ``chatbot'' only understands certain words.
 
Such limitations ``help remind you that this experience is a game, and a mediocre one at that,'' said Justin Scott, a sophomore at Duke University in North Carolina who eagerly awaited the game's launch and is now testing it.
 
A gamers' Holy Grail?
 
Even players who love Majestic, like L.E. McCutcheon of Ventura, found that the game's long breaks between bursts of activity diluted the drama.
 
``I must admit, because of these forced lulls, and the fact that the puzzles that drive the game play have been easy, I do not find myself glued to the computer over weekends,'' said McCutcheon.
 
Still, for avid gamers like Van Burnham, author of a forthcoming book, ``Supercade: A Visual History of the Video Game Age, 1971-1984,'' Majestic is the Holy Grail, an adventure like something from the holodeck of a ``Star Trek'' episode.
 
``You're not sitting in front of your computer screen, thinking about the game. This is the game interacting with you, outside of the traditional gaming experience. That is really revolutionary,'' said Burnham.
 

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