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I Love Bees

I Love Bees (also known as ilovebees or ILB for short) was an alternate reality game (ARG) that served as both a real-world experience and viral marketing campaign for the release of developer Bungie's 2004 video game Halo 2. The game was created and developed by 42 Entertainment. Many of the same personnel had previously created an ARG for the film A.I. titled The Beast. I Love Bees was commissioned by Microsoft, Halo 2's publisher and Bungie's ultimate parent company at the time.

I Love Bees
The home page in March 2004, the starting point of the titular alternate reality game
Type of site
Alternate reality game
Available inEnglish
Created by42 Entertainment
URLwww.ilovebees.co
Commercialno
Registrationno
Current statusOnline

I Love Bees was first advertised by a hidden message in a Halo 2 trailer; players who investigated the titular website discovered that the pages appeared to be hacked by a mysterious intelligence. As players solved puzzles, audio logs were posted to the ilovebees.com site which gradually revealed more of the fictional back-story, involving a marooned artificial intelligence stranded on Earth and its attempts to put itself back together.

250,000 people viewed the ilovebees website when it was launched in July 2004, and more than 500,000 returned to the site every time the pages were updated. More than three million visitors viewed the site over the course of three months, and thousands of people around the world participated in the game. I Love Bees won numerous awards for its innovation and helped spawn numerous other alternate reality games for video games.

Overview

Alternate reality games or ARGs are designed to involve fans of video games or other media in a form of viral marketing which CNET described as encompassing "real-life treasure hunting, interactive storytelling, video games and online [communities]".[1] I Love Bees began when jars of honey were received in the mail by people who had previously participated in alternate reality games. The jars contained letters leading to the I Love Bees website and a countdown.[2] At around the same time, theatrical trailers for Halo 2 concluded with the Xbox logo and a URL, Xbox.com, that quickly flashed a link to ilovebees.com,[3] ostensibly a hacked site related to beekeeping.[2]

Both events, not connected publicly for several weeks, caused the curious to visit the website ilovebees.co. The site, which appeared to be dedicated to honey sales and beekeeping, was covered in confusing random characters and sentence fragments. Dana, the ostensible webmaster of the ilovebees site, created a weblog stating that something had gone wrong with her website, and the site itself had been hacked.[4] Suspecting that this was a mystery that could be unraveled, Halo and ARG fans spread the link and began to work on figuring out what was going on.

The gameplay of I Love Bees tasked players around the world to work together to solve problems, with little or no direction or guidance.[5] For example, the game presented players with 210 pairs of global positioning system coordinates and time codes, with no indications to what the locations referred to.[5] Players eventually figured out the coordinates referred to pay phones and the times to when the phones would ring; one player in Florida stayed by a phone while Hurricane Frances was minutes away in order to recite answers to prerecorded questions.[6] Other phone calls were made by a live person known as the "operator," voiced by veteran voice actor Kristen Rutherford;[7] these calls allowed players to interact with the characters of the games in spontaneous and occasionally humorous ways.[8] Other players treated the corrupted data on ilovebees.com as encrypted files to decipher, or used image files found on the web server to solve puzzles.[6] After players completed certain tasks, they were rewarded with new installments to an audio drama which revealed the reasons for the ilovebees.com malfunction.[6]

Over time, the game's mechanisms for contacting players grew more complex. Players were sent messages via email, called on their cell phones, and travelled to arranged meetings between players and characters.[9] The game culminated by inviting players of the game to visit one of four cinemas where they could get a chance to play Halo 2 before its release and collect a commemorative DVD.[10]

Plot

The game's plot begins with a military spaceship crashing to Earth in an unknown location, leaving the craft's controlling artificial intelligence or AI damaged. This AI, known as the "Operator" or "Melissa", is not alone; other AI programs share its system. In an effort to survive and contact any surviving allies, Melissa transfers herself to a San Francisco-area web server, which happens to host a bee enthusiast website known as I Love Bees 2005-06-08 at the Wayback Machine. To the distress of Dana Awbrey, the website's maintainer, Melissa's attempts to send signals began to appear largely as codes, hidden in images or other text, interfering with the operation of the I Love Bees site and corrupting much of the content.[11]

Dana, attempting to regain control over the corrupted website, accidentally erases data which comprises part of Melissa's memory. Furious, Melissa lashes out at the webmaster, obtaining pictures of her using the webcam on her computer and promising to take revenge. Alarmed, Dana announces that she is removing herself from the situation and is taking a previously planned trip to China earlier than expected.

All AI units contain a program called SPDR, short for System Peril Distributed Reflex. As SPDR attempts to fix Melissa, random dumps from Melissa's memory began to spill into the website, largely detailing Melissa's history and revealing the presence of a malicious Trojan-horse virus known as the "Pious Flea." The Spider tries to erase the Flea but is outwitted, as Melissa erases the Spider instead of the Flea.[11] The Flea continues to overwrite Melissa's programming with its own mysterious goals, with it eventually being revealed that it is actually an espionage AI more properly called the Seeker, built by the Covenant.

With the assistance of other characters revealed by audio chapters, the fictional protagonists break into a secure military installation and manage to deactivate a Forerunner device which is implied to begin the firing sequence of the Halo installations. However, the price paid for the deactivation is a powerful energy transmission alerting the Covenant to the location of Earth.[11] Whole again, Melissa sees how she has been manipulated by the Pious Flea, and returns to her time. I Love Bees ends with the Covenant invading Earth, corresponding to a major plot point in Halo 2.[9]

Due to Bungie's commitment to the development of Halo 2 during I Love Bees' run, they were unable to assist 42 Entertainment with story creation, and so the ARG's story is only tangentially related to the main Halo storyline.[12] The events of I Love Bees were, therefore, originally not considered to be Halo canon. In a 2006 interview, however, Bungie's content manager Frank O'Connor expressly confirmed that I Love Bees is part of "things that we embrace as canon."[13] References to elements of I Love Bees have since appeared in the 2006 Halo Graphic Novel[14] and the 2009 Halo Encyclopedia,[15] both of which are official canon.

Development

 
Jordan Weisman, CEO of 42 Entertainment

I Love Bees' developer, 42 Entertainment, was founded by Jordan Weisman, the former creative director for Microsoft's Xbox division. 42 Entertainment had previously created the first ARG, The Beast, which had been used to promote the movie A.I.. Other members of the I Love Bees team included Sean Stewart, a World Fantasy Award-award-winning author who served as I Love Bees' writer, and Jim Stewartson, I Love Bees' technical lead who produced the first commercial 3D game delivered by the internet.[16] Weisman stated that the goal of I Love Bees was to utilize every person who interacted with the game, and to use any electronic resource to do so: "If we could make your toaster print something we would. Anything with an electric current running through it. A single story, a single gaming experience, with no boundaries. A game that is life itself."[17]

42 Entertainment conceived I Love Bees as a radio drama, and used the pay phones as a way to excite players. Chris Di Cesare, Microsoft's director of marketing, stated that the radio drama's similarities with War of the Worlds was intentional, and that "[ILB] remains true to the radio drama tradition of Orson Welles that we were shooting for and also allowed us to tell the story in an unorthodox way."[9] In order to prevent non-players from being scared by the sounds of gunfire from the pay phones, 42 Entertainment established passwords that had to be repeated.[18] Stewart described writing for the game as more enjoyable than writing printed fiction, both for the money and the unique experience of ARGs as opposed to other media:

The audiences that we built for those campaigns are having a different experience. They're having a collective experience in which they literally bring different pieces, one to the next, swap them back and forth, gossip about them. They have an element of cocreation and a collaborative nature that doesn't really have an analog that I've been able to think of in the arts.[19]

Reception

I Love Bees is credited with helping drive attention to Halo 2; former Electronic Gaming Monthly editor Dan Hsu stated in an interview that "I Love Bees really got existing gamers and other consumers talking about the universe of [Halo]."[20] Billy Pidgeon, a game analyst, noted that I Love Bees achieved what it had been designed to do: "This kind of viral guerrilla marketing worked ... Everyone started instant messaging about it and checking out the site."[21] I Love Bees not only received coverage from gaming publications, but attracted mainstream press attention as well.[22] At its height, ilovebees received between two and three million unique visitors over the course of three months.[22] 9,000 people also actively participated in the real-world aspects of the game.[23] The players of I Love Bees themselves were quite varied. The target demographic for the promotion was younger males, but one player noted that even middle-aged men and women were engaged in the game.[24]

I Love Bees received several awards for its innovation.[20] The design team was one of the recipients of the Innovation Award at the 5th annual Game Developers Choice Awards.[25] I Love Bees was also announced as the winner of a Webby Award in the Game-Related category,[26] presented by the International Academy of Digital Arts and Sciences.

Legacy

Along with 42 Entertainment's previous ARG known as The Beast, I Love Bees is credited with bringing greater attention to the fledgling marketing form; I Love Bees not only helped assuage fears by marketers about the costs of ARG failure, but attracted interest from other game developers in using alternate reality games to promote their own products.[27] Before I Love Bees, The Guardian stated that "ARGs were destined to join Letsbuyit.com and Barcode Battlers in the e-dustbin of nice ideas that never really caught on"; the explosion of broadband internet access and a renewed interest in codes allowed I Love Bees to become wildly successful.[28] Bungie would later use another ARG called "Iris" to promote Halo 2's sequel, Halo 3.[29]

I Love Bees also attracted attention in the wider discussion of user-based marketing and cooperation. Author Charles Leadbeater argued that I Love Bees was an example of "We-Think" collective thinking; Leadbeater noted that after the "puppet masters" began the game, I Love Bees "displayed all the characteristics of a mass movement, propelled into existence in a matter of weeks simply by collective enthusiasm guided by a few cyberspace 'avatars'".[30] The game proved successful with gamers, as well as attracting nontraditional players who had no experience with Halo before joining the game.[11] . In a 2016 Bandcamp interview, artist Ramona Andra Xavier, known for pioneering the Vaporwave musical genre under the pseudonym Vektroid (among others), claimed to be acutely influenced by "I Love Bees," in its use of "hacked" websites, internet communities and IRL tasks to blur the lines between reality and fiction.[31]

See also

References

  1. ^ Borland, John (2005-02-28). . CNET Networks. Archived from the original on 2005-04-08. Retrieved 2008-05-19.
  2. ^ a b Devidas, Arun (2004-10-18). . IGN. Archived from the original on October 21, 2004. Retrieved 2008-04-12.
  3. ^ Jones, Steve (2008). The Meaning of Video Games. Routledge. p. 77. ISBN 978-0-415-96056-4.
  4. ^ Zumbrum, Josh (2007-07-21). "Mystery Movie Teaser Has Gamers Seeking Alternate Reality". The Washington Post. Retrieved 2008-05-21.
  5. ^ a b Terdiman, Daniel (2007-05-07). "GDC 07: I Love Bees developer gets Serious". GameSpot. Retrieved 2008-05-20.
  6. ^ a b c Shachtman, Noah (2004-11-04). "Sci-Fi Fans Are Called Into an Alternate Reality". The New York Times. Retrieved 2008-05-21.
  7. ^ http://www.ilovebees.co/MIA.html
  8. ^ Fabijanic, Taya (2005-02-26). "Down the rabbit hole". The Age. Retrieved 2008-04-24.
  9. ^ a b c Staff (April 2005). "Q & A: "I Love Bees" Elan Lee (Designer of card Game Exploding Kittens), CD, 42 Entertainment's Chris Di Cesare". Creativity: 54.
  10. ^ Goldstein, Hilary (2004-11-04). . IGN. Archived from the original on November 7, 2004. Retrieved 2008-05-20.
  11. ^ a b c d Iezzi, Teressa (April 2005). "Editor's Note". Creativity: 54.
  12. ^ Parish, Jeremy (September 2007). "Halo 3: Campaign Trail". Electronic Gaming Monthly. Vol. 1, no. 219. p. 3.
  13. ^ The 1UP Show: Episode 07/28/2006 Archived 2012-07-13 at archive.today, 27:49 - 27:55
  14. ^ Amazon.com - The Halo Graphic Novel (Hardcover)
  15. ^ Amazon.com - Halo Encyclopedia (Hardcover)
  16. ^ Staff (2005-04-26). . Gamasutra. Archived from the original on April 15, 2005. Retrieved 2008-08-12.
  17. ^ Rettberg, Scott (2006-07-01). . University of Iowa. Archived from the original on 2008-07-09. Retrieved 2008-08-13.
  18. ^ Staff (May 2005). "Sean Stewart interview excerpts". Locus.
  19. ^ Hanas, Jim (2006-01-25). . Hanasiana.com. Archived from the original on 2008-09-23. Retrieved 2008-08-13.
  20. ^ a b Rosmarin, Rachel (2007-09-24). "Burnishing Halo". Forbes. Retrieved 2014-02-04.
  21. ^ Brandon, John (January 2005). "Online This Month; Hoax sites: everybody plays the fool". Electronic Gaming Monthly. No. 187. p. 46.
  22. ^ a b Wegert, Tessa (2005-08-18). "Advertisers reap real-world benefits from 'alternate reality'". The Globe and Mail. Retrieved 2008-05-13.
  23. ^ McGonigall, Jane (2005-05-20). "All GameplayIs Performance" (PDF). AvantGame. Retrieved 2008-05-21.
  24. ^ Clark, Sue (2004-10-23). "The Buzz: Alternate Reality". Australian Broadcasting Corporation. Retrieved 2014-02-04.
  25. ^ IGDA (2005-03-10). . Archived from the original on 2005-12-11.
  26. ^ . International Academy of Digital Arts and Sciences. 2005. Archived from the original on 2010-01-24. Retrieved 2008-05-19.
  27. ^ Hon, Adrian (2005-05-09). "The Rise of ARGs". Gamasutra. Retrieved 2008-05-20.
  28. ^ Carr, Paul (2005-04-04). "The game with no aim". The Guardian. Retrieved 2008-01-26.
  29. ^ Sanders, Holly (2007-07-12). . New York Post. Archived from the original on 2007-09-18. Retrieved 2008-04-01.
  30. ^ Lott, Tim (2008-03-30). "The Internet is Proving that 200 Heads are Better than One". Sunday Telegraph. p. 42.
  31. ^ "Vectors of Vektroid and Vaporwave". bandcamp.com. 21 June 2016. Retrieved 5 April 2018.

External links

  • Official website (static mirror: ilovebees.co)
  • Netninja ILB archive
  • All text revealed in-game, in chronological order
  • Audio drama MP3 clips compiled into full chapters
  • Audio drama MP3 clips organized by scene
  • Audio drama transcriptions
  • High-Quality Audio version on YouTube, organized by scene

love, bees, also, known, ilovebees, short, alternate, reality, game, that, served, both, real, world, experience, viral, marketing, campaign, release, developer, bungie, 2004, video, game, halo, game, created, developed, entertainment, many, same, personnel, p. I Love Bees also known as ilovebees or ILB for short was an alternate reality game ARG that served as both a real world experience and viral marketing campaign for the release of developer Bungie s 2004 video game Halo 2 The game was created and developed by 42 Entertainment Many of the same personnel had previously created an ARG for the film A I titled The Beast I Love Bees was commissioned by Microsoft Halo 2 s publisher and Bungie s ultimate parent company at the time I Love BeesThe home page in March 2004 the starting point of the titular alternate reality gameType of siteAlternate reality gameAvailable inEnglishCreated by42 EntertainmentURLwww wbr ilovebees wbr coCommercialnoRegistrationnoCurrent statusOnlineI Love Bees was first advertised by a hidden message in a Halo 2 trailer players who investigated the titular website discovered that the pages appeared to be hacked by a mysterious intelligence As players solved puzzles audio logs were posted to the ilovebees com site which gradually revealed more of the fictional back story involving a marooned artificial intelligence stranded on Earth and its attempts to put itself back together 250 000 people viewed the ilovebees website when it was launched in July 2004 and more than 500 000 returned to the site every time the pages were updated More than three million visitors viewed the site over the course of three months and thousands of people around the world participated in the game I Love Bees won numerous awards for its innovation and helped spawn numerous other alternate reality games for video games Contents 1 Overview 2 Plot 3 Development 4 Reception 4 1 Legacy 5 See also 6 References 7 External linksOverview EditAlternate reality games or ARGs are designed to involve fans of video games or other media in a form of viral marketing which CNET described as encompassing real life treasure hunting interactive storytelling video games and online communities 1 I Love Bees began when jars of honey were received in the mail by people who had previously participated in alternate reality games The jars contained letters leading to the I Love Bees website and a countdown 2 At around the same time theatrical trailers for Halo 2 concluded with the Xbox logo and a URL Xbox com that quickly flashed a link to ilovebees com 3 ostensibly a hacked site related to beekeeping 2 Both events not connected publicly for several weeks caused the curious to visit the website ilovebees co The site which appeared to be dedicated to honey sales and beekeeping was covered in confusing random characters and sentence fragments Dana the ostensible webmaster of the ilovebees site created a weblog stating that something had gone wrong with her website and the site itself had been hacked 4 Suspecting that this was a mystery that could be unraveled Halo and ARG fans spread the link and began to work on figuring out what was going on The gameplay of I Love Bees tasked players around the world to work together to solve problems with little or no direction or guidance 5 For example the game presented players with 210 pairs of global positioning system coordinates and time codes with no indications to what the locations referred to 5 Players eventually figured out the coordinates referred to pay phones and the times to when the phones would ring one player in Florida stayed by a phone while Hurricane Frances was minutes away in order to recite answers to prerecorded questions 6 Other phone calls were made by a live person known as the operator voiced by veteran voice actor Kristen Rutherford 7 these calls allowed players to interact with the characters of the games in spontaneous and occasionally humorous ways 8 Other players treated the corrupted data on ilovebees com as encrypted files to decipher or used image files found on the web server to solve puzzles 6 After players completed certain tasks they were rewarded with new installments to an audio drama which revealed the reasons for the ilovebees com malfunction 6 Over time the game s mechanisms for contacting players grew more complex Players were sent messages via email called on their cell phones and travelled to arranged meetings between players and characters 9 The game culminated by inviting players of the game to visit one of four cinemas where they could get a chance to play Halo 2 before its release and collect a commemorative DVD 10 Plot EditThe game s plot begins with a military spaceship crashing to Earth in an unknown location leaving the craft s controlling artificial intelligence or AI damaged This AI known as the Operator or Melissa is not alone other AI programs share its system In an effort to survive and contact any surviving allies Melissa transfers herself to a San Francisco area web server which happens to host a bee enthusiast website known as I Love Bees Archived 2005 06 08 at the Wayback Machine To the distress of Dana Awbrey the website s maintainer Melissa s attempts to send signals began to appear largely as codes hidden in images or other text interfering with the operation of the I Love Bees site and corrupting much of the content 11 Dana attempting to regain control over the corrupted website accidentally erases data which comprises part of Melissa s memory Furious Melissa lashes out at the webmaster obtaining pictures of her using the webcam on her computer and promising to take revenge Alarmed Dana announces that she is removing herself from the situation and is taking a previously planned trip to China earlier than expected All AI units contain a program called SPDR short for System Peril Distributed Reflex As SPDR attempts to fix Melissa random dumps from Melissa s memory began to spill into the website largely detailing Melissa s history and revealing the presence of a malicious Trojan horse virus known as the Pious Flea The Spider tries to erase the Flea but is outwitted as Melissa erases the Spider instead of the Flea 11 The Flea continues to overwrite Melissa s programming with its own mysterious goals with it eventually being revealed that it is actually an espionage AI more properly called the Seeker built by the Covenant With the assistance of other characters revealed by audio chapters the fictional protagonists break into a secure military installation and manage to deactivate a Forerunner device which is implied to begin the firing sequence of the Halo installations However the price paid for the deactivation is a powerful energy transmission alerting the Covenant to the location of Earth 11 Whole again Melissa sees how she has been manipulated by the Pious Flea and returns to her time I Love Bees ends with the Covenant invading Earth corresponding to a major plot point in Halo 2 9 Due to Bungie s commitment to the development of Halo 2 during I Love Bees run they were unable to assist 42 Entertainment with story creation and so the ARG s story is only tangentially related to the main Halo storyline 12 The events of I Love Bees were therefore originally not considered to be Halo canon In a 2006 interview however Bungie s content manager Frank O Connor expressly confirmed that I Love Bees is part of things that we embrace as canon 13 References to elements of I Love Bees have since appeared in the 2006 Halo Graphic Novel 14 and the 2009 Halo Encyclopedia 15 both of which are official canon Development Edit Jordan Weisman CEO of 42 Entertainment I Love Bees developer 42 Entertainment was founded by Jordan Weisman the former creative director for Microsoft s Xbox division 42 Entertainment had previously created the first ARG The Beast which had been used to promote the movie A I Other members of the I Love Bees team included Sean Stewart a World Fantasy Award award winning author who served as I Love Bees writer and Jim Stewartson I Love Bees technical lead who produced the first commercial 3D game delivered by the internet 16 Weisman stated that the goal of I Love Bees was to utilize every person who interacted with the game and to use any electronic resource to do so If we could make your toaster print something we would Anything with an electric current running through it A single story a single gaming experience with no boundaries A game that is life itself 17 42 Entertainment conceived I Love Bees as a radio drama and used the pay phones as a way to excite players Chris Di Cesare Microsoft s director of marketing stated that the radio drama s similarities with War of the Worlds was intentional and that ILB remains true to the radio drama tradition of Orson Welles that we were shooting for and also allowed us to tell the story in an unorthodox way 9 In order to prevent non players from being scared by the sounds of gunfire from the pay phones 42 Entertainment established passwords that had to be repeated 18 Stewart described writing for the game as more enjoyable than writing printed fiction both for the money and the unique experience of ARGs as opposed to other media The audiences that we built for those campaigns are having a different experience They re having a collective experience in which they literally bring different pieces one to the next swap them back and forth gossip about them They have an element of cocreation and a collaborative nature that doesn t really have an analog that I ve been able to think of in the arts 19 Reception EditI Love Bees is credited with helping drive attention to Halo 2 former Electronic Gaming Monthly editor Dan Hsu stated in an interview that I Love Bees really got existing gamers and other consumers talking about the universe of Halo 20 Billy Pidgeon a game analyst noted that I Love Bees achieved what it had been designed to do This kind of viral guerrilla marketing worked Everyone started instant messaging about it and checking out the site 21 I Love Bees not only received coverage from gaming publications but attracted mainstream press attention as well 22 At its height ilovebees received between two and three million unique visitors over the course of three months 22 9 000 people also actively participated in the real world aspects of the game 23 The players of I Love Bees themselves were quite varied The target demographic for the promotion was younger males but one player noted that even middle aged men and women were engaged in the game 24 I Love Bees received several awards for its innovation 20 The design team was one of the recipients of the Innovation Award at the 5th annual Game Developers Choice Awards 25 I Love Bees was also announced as the winner of a Webby Award in the Game Related category 26 presented by the International Academy of Digital Arts and Sciences Legacy Edit Along with 42 Entertainment s previous ARG known as The Beast I Love Bees is credited with bringing greater attention to the fledgling marketing form I Love Bees not only helped assuage fears by marketers about the costs of ARG failure but attracted interest from other game developers in using alternate reality games to promote their own products 27 Before I Love Bees The Guardian stated that ARGs were destined to join Letsbuyit com and Barcode Battlers in the e dustbin of nice ideas that never really caught on the explosion of broadband internet access and a renewed interest in codes allowed I Love Bees to become wildly successful 28 Bungie would later use another ARG called Iris to promote Halo 2 s sequel Halo 3 29 I Love Bees also attracted attention in the wider discussion of user based marketing and cooperation Author Charles Leadbeater argued that I Love Bees was an example of We Think collective thinking Leadbeater noted that after the puppet masters began the game I Love Bees displayed all the characteristics of a mass movement propelled into existence in a matter of weeks simply by collective enthusiasm guided by a few cyberspace avatars 30 The game proved successful with gamers as well as attracting nontraditional players who had no experience with Halo before joining the game 11 In a 2016 Bandcamp interview artist Ramona Andra Xavier known for pioneering the Vaporwave musical genre under the pseudonym Vektroid among others claimed to be acutely influenced by I Love Bees in its use of hacked websites internet communities and IRL tasks to blur the lines between reality and fiction 31 See also EditIris Bungie s Halo 3 ARG Radio drama the genre of the audio files released as part of I Love Bees References Edit Borland John 2005 02 28 Blurring the line between games and life CNET Networks Archived from the original on 2005 04 08 Retrieved 2008 05 19 a b Devidas Arun 2004 10 18 Halo 2 Remember the Bees IGN Archived from the original on October 21 2004 Retrieved 2008 04 12 Jones Steve 2008 The Meaning of Video Games Routledge p 77 ISBN 978 0 415 96056 4 Zumbrum Josh 2007 07 21 Mystery Movie Teaser Has Gamers Seeking Alternate Reality The Washington Post Retrieved 2008 05 21 a b Terdiman Daniel 2007 05 07 GDC 07 I Love Bees developer gets Serious GameSpot Retrieved 2008 05 20 a b c Shachtman Noah 2004 11 04 Sci Fi Fans Are Called Into an Alternate Reality The New York Times Retrieved 2008 05 21 http www ilovebees co MIA html Fabijanic Taya 2005 02 26 Down the rabbit hole The Age Retrieved 2008 04 24 a b c Staff April 2005 Q amp A I Love Bees Elan Lee Designer of card Game Exploding Kittens CD 42 Entertainment s Chris Di Cesare Creativity 54 Goldstein Hilary 2004 11 04 Countdown to Halo 2 Entering the Beehive IGN Archived from the original on November 7 2004 Retrieved 2008 05 20 a b c d Iezzi Teressa April 2005 Editor s Note Creativity 54 Parish Jeremy September 2007 Halo 3 Campaign Trail Electronic Gaming Monthly Vol 1 no 219 p 3 The 1UP Show Episode 07 28 2006 Archived 2012 07 13 at archive today 27 49 27 55 Amazon com The Halo Graphic Novel Hardcover Amazon com Halo Encyclopedia Hardcover Staff 2005 04 26 Calendar IGDA San Francisco Presentation Gamasutra Archived from the original on April 15 2005 Retrieved 2008 08 12 Rettberg Scott 2006 07 01 Avant Gaming An Interview with Jane McGonigal University of Iowa Archived from the original on 2008 07 09 Retrieved 2008 08 13 Staff May 2005 Sean Stewart interview excerpts Locus Hanas Jim 2006 01 25 The Story that Doesn t Care Hanasiana com Archived from the original on 2008 09 23 Retrieved 2008 08 13 a b Rosmarin Rachel 2007 09 24 Burnishing Halo Forbes Retrieved 2014 02 04 Brandon John January 2005 Online This Month Hoax sites everybody plays the fool Electronic Gaming Monthly No 187 p 46 a b Wegert Tessa 2005 08 18 Advertisers reap real world benefits from alternate reality The Globe and Mail Retrieved 2008 05 13 McGonigall Jane 2005 05 20 All GameplayIs Performance PDF AvantGame Retrieved 2008 05 21 Clark Sue 2004 10 23 The Buzz Alternate Reality Australian Broadcasting Corporation Retrieved 2014 02 04 IGDA 2005 03 10 IGDA Names Recipients of the 2005 Game Developers Choice Awards Archived from the original on 2005 12 11 9th Annual Webby Awards Nominees and Winners International Academy of Digital Arts and Sciences 2005 Archived from the original on 2010 01 24 Retrieved 2008 05 19 Hon Adrian 2005 05 09 The Rise of ARGs Gamasutra Retrieved 2008 05 20 Carr Paul 2005 04 04 The game with no aim The Guardian Retrieved 2008 01 26 Sanders Holly 2007 07 12 Halo on the Hunt New York Post Archived from the original on 2007 09 18 Retrieved 2008 04 01 Lott Tim 2008 03 30 The Internet is Proving that 200 Heads are Better than One Sunday Telegraph p 42 Vectors of Vektroid and Vaporwave bandcamp com 21 June 2016 Retrieved 5 April 2018 External links Edit Wikiquote has quotations related to I Love Bees Official website static mirror ilovebees co Halopedia s I Love Bees article Netninja ILB archive All text revealed in game in chronological order Audio drama MP3 clips compiled into full chapters Audio drama MP3 clips organized by scene Audio drama transcriptions High Quality Audio version on YouTube organized by scene Retrieved from https en wikipedia org w index php title I Love Bees amp oldid 1120509060, wikipedia, wiki, book, books, library,

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