The events, puzzles, and narrative of the game explore the trails and
imprints of the objects and spaces. The spirit of a dinner table is
both created and tempered by its usage as an object upon which we place
food for consumption. Early on in the game, players are forced to
confront and recognize their assumptions about such ordinary objects
when they find they are prohibited to speak of an object’s formal name.
Ortgeist exploits our
collective schemas and scripts of ordinary life, infusing the
day-to-day with myth and magic. A dinner party at the end of Act I
follows every rule of dinner-party flow, starting with a cocktail hour
and finishing with dessert. Players are rewarded for following
etiquette, but common-sense decorum is tilted askew as players are
found making small talk with a tree during cocktail hour and proposing
toasts to a chair during the main course.
The game’s “real-life” installations throughout Jackson Park encourage
exploration and adventure, with players using tools to explore the rift
between worlds (through the soundwalk on their cell phones) and
collaborating with one another as well as NPCs to solve a variety of
puzzles. A pervasive combination of hunting, sleuthing, wandering,
meddling, and role playing contribute to the dizzying sense of ilinx
players experience when traversing the metaphysical boundaries between
worlds. The dreary urban landscape is painted with the brilliant colors
of cultural lore, histrionic characters, and melodramatic “scenes”
playing out over three Acts.
Ortgeist is an alternate
reality game and interactive theatre premised on the enchantment of the
ordinary in a whimsical haunting of Jackson Park in Chicago, IL. Our
conflict is one of occupation: spirits of the indoors treading on the
outdoors, players occupying passageways, sound occupying silence, the
extraordinary occupying the ordinary. Gameplay emerges from various
methods of reconciliation (or lack thereof).