1780

ArchiveThe campaign is offline. No archived build has survived.
Brand
Jameson
Year
2011
Objective
Awareness
Industry
Other
Mechanic
Adventure & Quest
Platform
Web
Agency
EVB
With
UNIT9

Screens

14 screens

Objective

Jameson had a strong TV campaign retelling founder John Jameson's story, but no digital experience that let fans live that legend themselves. The brand needed an online piece that placed Jameson's superfans inside 1780 Dublin and gave them a personal stake in the mystery, not just a history lesson to watch.

Solution

A player logs in with Facebook and lands on an interactive map of 1780 Dublin, told that a barrel of whiskey has gone missing from the Jameson warehouse — and the thief is one of their own Facebook friends. Clicking through locations and objects on the map plays live-action clips shot in sepia by candlelight, in which Dublin "witnesses" offer clues; each clue gets dropped into an evidence chest. At the end, the accumulated evidence points to a specific friend from the player's own list, and the game produces a personalized confession letter naming them, which the player can share. Anyone who skips the Facebook login only gets a preview and can't play the full case.

How it plays

7 steps
  1. 1

    The game opens on jameson1780.com with a setup screen: a barrel of whiskey has been stolen from Jameson's distillery, and the thief is one of the player's own Facebook friends. The player is prompted to connect a Facebook account to begin investigating.

  2. 2

    Connecting requires stepping through a Facebook permissions dialog. Players who decline can still open the game, but only in a limited preview mode without the full friend-based investigation.

  3. 3

    Once connected, the player lands on a map of Dublin in 1780, dotted with houses and streets to explore. Clicking an active point opens a live-action video scene in which a period local recounts part of the story and hands over a clue.

  4. 4

    After each scene the player returns to the map and has to find the next active point unaided, with no signposting between clues. A chest icon lets the player reopen and review the clues already collected.

  5. 5

    Once enough clues are gathered, the investigation points to the thief — a specific person pulled from the player's own Facebook friends list and inserted into the story by name and photo.

  6. 6

    The game ends with a confession letter from the thief, which the player can post to Facebook.

  7. 7

    After finishing, the map stays open in a browsing mode: players can rewatch the video scenes or replay the whole investigation with a different friend cast as the thief.