In fact we can find the origin ARGs “occult” or “sacred”, in particular through the myth of Ong’s Hat . In the 90s indeed circulated anonymous documents, Incunabula Papers, which told the story of a team of physicists, refugees in the ghost town of Ong’s Hat, which had succeeded in using tantric techniques to contact parallel universes. But this story myth, far from being presented in a linear fashion, as in a novel, was distributed over multiple independent media, browsing els networks (which at the time consisted mainly of small telephone servers because the Internet was still very accessible to the average person) or available via fax or photocopies … Especially at no time said document does not explicitly claimed as fictions. The game designer Denny Unger shows in the passage that follows the religious aspect, occult, the myth of Ong’s Hat:
Ong’s hat and Incunabula have always treated the problem of levels of understanding. When you look at every aspect of the story, you find yourself facing a challenge. You discover an exciting info that takes you on a path only to discover that it was a dead end, but … he is ultimately the way you thought wrong is the right truth, and so on .
A portion of the population simply does not grasp the incunabula and will be a “weird thing” but some will be captured by them, obsessed with their mystery. This obsession usually lasts until the person has extract of the story something that is vital for it. There is also another kind of explorer incunabula. This one goes beyond personal obsessions and begins to understand a more comprehensive picture by linking information apparently unconnected. What it perceives is also a series of carefully constructed to filter certain types of personalities and find suitable “candidate” tests. A general scheme of Incunabula appears. It reminds initiations sects, but is very different because this process selects a particular type of personality someone hedonistic, open-minded, but skeptical, with a free turn of scientific spirit, creative, thinker, educated, and critical. Certainly not typical of the standard sect initiated.
A batch of emails has alerted me to another strange synchronicity re: the Ong’s Hat material. This time it involves the infamous scene in the Ong’s Hat graphic novel (included with this post as a PDF) that plays out between Cranston and myself. The scene takes place in front of the “red door” (a very real place) which is the entrance to the “Chinese Freemason of the World” organization. I ended up there one day, during a customary dérive through Chinatown.Back then(2000′ish) I often embarked on a dérive through Chinatown when I was trying to think deeply about something.
According to FBI Special Agent Michael Gimbel, “the FBI is executing numerous arrests and search warrants around the Bay Area.” Included in this mornings raids are Yee’s Sacramento office, his home on 24th Avenue in San Francisco’s Sunset District, a building on the 1700 block of Hyde Street and the Ghee Kung Tong Chinese Freemason Lodge in Chinatown.
It seems that 2014 is going to be a year chock full of personal synchronicities for me, as this site attests lately. Since I am a fan of the serendipitous experience, I look forward to living the Chinese curse/blessing (depending on your outlook): “May you live in interesting times.”
In the 1980s transmedia artist Joseph Matheny launched the Ong’s Hat game, inspired by play-by-mail multiplayer games run by Flying Buffalo. Though Ong’s Hat may not have set out to be an ARG, the methods by which the author interacted with participants and used different platforms to build and spread its legend has been reflected in later games. Also known as The Incunabula Papers, the game incorporated the practice of “legend tripping” in which a group of people visit sites known in folklore for horrific or supernatural events. Matheny built a mythos around a supposed ghost town in New Jersey throughout the 1980s through works disguised as research shared on bulletin boards and physical zines. One of the earliest archived theories about the alleged legend appeared in the October 1993 issue of Boing Boing and was posted online as early as February 11th, 1994.
Between 1994 and 2000, posts about Ong’s Hat were planted on a number of different Usenet groups to spark discussion, including sci.math, alt.illuminati, alt.conspiracy and alt.society.paradigms, among others. In 2001, Matheny stopped the project and went on to publish two books about it, as well as archiving all the materials on the Incunabula website.
Apparently some of you have a Google Alert for the term “Ong’s Hat” and therefore have seen the recent addition to IMDB. Specifically this listing (you’ll need IMDB Pro to see complete information). I had planned on doing a full interview with the two people responsible for this new venture when they return from shooting in Europe and I still plan on doing that. So, you’ll have to wait for that post for more info, but in the meantime, I’ll fill you in on a few “who and what” details.
Few have ventured into the many heavily guarded, top-secret locations scattered across the earth. Even fewer have emerged with stories to tell. Yet every now and then the common man is given an illicit glimpse of something extraordinary…
In Beyond Area 51, Mack Maloney explores the truths behind the many myths and legends surrounding some of the world’s most mysterious locales. From the Homestead Air Force base in Miami, Florida to Russia’s Kapustin Yar, Maloney investigates incredible reports of extraterrestrial experimentation on animals, UFOs with road rage, and other unbelievable tales beyond our wildest imaginings. Filled with fascinating, true accounts, Beyond Area 51 will convince any skeptic of the infinite possibilities of what exists on, and beyond, our tiny planet.
“Might we contrive one of those opportune falsehoods … so as by one noble lie to persuade if possible the rulers themselves, but failing that the rest of the city.”
- Plato in The Republic
“If you read it, you will be infected. If you are infected you will be InFicted. If you are InFicted, you will get UnFucted. “
- Joseph Matheny
Those who entered the digital world in the late 80’s and early 90’s were introduced to a nearly unfathomable host of possibilities for media and creativity. DVD’s offered the potential for integrative experiences that tracked user preferences and allowed for multiple story formats which changed with each viewing based on previous use, virtual reality models held the possibility for turning these experiences fully immersive, cell phones and wireless technology promised an unthought of openness to it all, and the internet allowed everyone to dream of a fully connected, creative global conversation that synchronized each aspect into a beautifully coordinated whole. Looking back on those dreams in light of growing concerns over surveillance, advertising, neuromarketing and the like one might wonder what happened to turn the dream into a lousy cold war sitcom.
Here is a small excerpt (used with permission) from that article:
“But what exactly is an ARG? For the community, that definition is largely rooted in the ‘this is not a game’ aesthetic. ARGs are games that do not acknowledge that they are games; they pose as alternate realities hidden away in streams of dormant internet code. Their stories exist not in unified narrative, but are spread across phone lines, email addresses, websites and any other forms of media that the puppetmasters – that is, the game’s creators – deem to be useful. ARG’s exist in real-time as constantly evolving, potentially boundless storytelling experiences.
“…to vanish without having to kill yourself may be the ultimate revolutionary act…” The Sacred Jihad of Our Lady of Chaos
“..That story again! Man, that’s old hat..” …some Buddtown local
I remember 1978. I was an eight year old boy, in Brooklyn, where Avenue H meets Kings Highway. After battling my older brothers for the last bowl of Cap’t Crunch’s Peanut Butter Crunch, I’d settle in front of the tube for my all-time favorite morning show, (and still today – now owning all three seasons on DVD), Sid & Marty Kroft’s Land of the Lost. Kid TV shows of the 70′s were especially wrought with invasive weirdness; New Zoo Revue, The Magic Garden, The Patchwork Family…OH! andGIGGLESNORT HOTEL!! (what the F#@K was that about?) But Land of the Lost, for me, was the Led Zeppelin IV of children shows.
It all started with a road map of New Jersey. A little north of the Red Lion Circle, in the heart of the Burlington County Pine Barrens, the map depicted a tiny hamlet marked with the unusual name of “Ongs Hat.” In the early 1930s, Henry Charlton Beck, a reporter with the Camden Courier Post, became curious. After convincing his editor that a story could be found there, he and a photographer packed up a car and set off to investigate. Little did he know that his explorations at Ongs Hat, and a succession of later voyages to mysterious places in the hinterlands of New Jersey, would inspire generations of other “lost town hunters” –pouring over ancient maps, exploring dismal cellar holes in the middle of nowhere, and sharing their discoveries with one another – first by telephone and letter and presently through online forums.
The response of Joseph Matheny to Legend-Tripping Online suggests the success of Kinsella’s read on the Incunabula Papers. On his Web site, Matheny wrote that Kinsella “did an excellent job and only missed the mark with two or three of his conclusions,” which Matheny said he would clear up by writing a complementary account.
My review: I was expecting to hate this book, but I didn’t. Michael Kinsella did an excellent job and only missed the mark with two or three of his conclusions. Of course, this is forgivable since he wasn’t in possession of all of the facts from behind the scenes. As a remedy to those few slight errors, and in interest of keeping the record straight I will issue a free companion guide to this book in a few weeks. Since the book is primarily about myself, my friends, my project and my methods, I do admit to being somewhat close to the subject. However,what colors my decision to release the guide is simply that I’d like the record to be as clear as possible if this is to become a subject of “study” by academia.
Other than a few forgivable gaffs (and I do mean a very few), this book is quite enjoyable, insightful and entertaining. I’m glad someone in academia was able to decipher many of the the objectives and methodologies of this project and I highly recommend it (with the soon to be released companion guide, of course). If you choke at the price of $55 USD, you may want to wait for the paperback (if they publish one) or the inevitable ePub that’s sure to show up in the wild. (added 8-12-11: Looks like it showed up on Google Books.)
Here’s some free versions of Ong’s Hat for Kindle and as an ePub (for iPad, Nook, Sony Reader, Adobe Dimensions, et al). I’ll be putting these up on the newly redesigned incunabula.org (see design here) in 2012. Thought you might want to grab one now as my holiday present to you. Thanks to Matt for doing the great work to get these done. If you would like your Kindle edition (free or otherwise) of Ong’s Hat signed it is now on Kindlegraph.
In a day and age when legends are as likely to be transmitted online as they are face-to-face, folklorists have begun assessing how our established concepts apply to the digital realm. The convergence of different forms of media has increasingly diminished the traditional boundaries between folk and popular culture and the digital and analog world. If the legend continues to thrive under these new conditions, folklorists will want to determine how the closely related legend-trip has similarly transitioned to the online environment.