Week 195

Last week we were busy eval­u­at­ing KAIGARA post-pilot infor­ma­tion and sketch­ing out a course to develop the final game. We received tons of player input, client input and we came up with a bunch of ideas of our own to improve the game. We’re right now busy agree­ing on a coher­ent plan from that set that best accom­plishes all of the goals for the game. The KAIGARA team got rein­forced with the pro­duc­tion skills of Dylan Nagel. Dylan got off to a solid start by school­ing Kars on SCRUM best practices.

Vic­tory Boo­gie Woo­gie devel­op­ment is reach­ing its apex and the game and story are hurtling towards their inevitable con­clu­sion. Lots of inter­est­ing stuff to read there and still not too late to jump in and write.

Besides doing our in-house pro­duc­tion work, we have a par­al­lel pipeline of con­sult­ing. FURAPPA has just wrapped up and we’re busy ramp­ing up the fol­low­ing engage­ments (with star­tups and in Dutch broad­cast­ing). Con­sult­ing is refresh­ingly dif­fer­ent from what we nor­mally do. We don’t have the lux­ury to be present at all stages of devel­op­ment, but that also gives us the free­dom and cre­ative license to focus solely on the con­cept and deliver inter­est­ing­ness. And if need be we can always back up these con­cepts with game design, pro­to­types and full development.

I set­tled in over at KANT Berlin and got myself a nice lit­tle desk on wheels:

Upgraded to a small-ish roller desk

Kars was also present at What Design Can Do last week to par­tic­i­pate in a closed ses­sion on social design. The ses­sion was taped and will be pub­lished (quickly, I hope).

Our Utrecht stu­dio res­i­dent Sander van der Vegte launched his traf­fic sys­tems gen­er­a­tor Cty last week as well. Very nice and pro­ce­dural gen­er­a­tion of land­scapes in Unity seems to be a thing at the moment (see also this write-up about Sir, You Are Being Hunted).

Another launch last week which we attended was Reus a beau­ti­ful game about a giant:

At the Reus launch

And that’s that. Back to development.

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Week 194

Last week was mostly us qui­etly work­ing away on our cur­rent projects, with some extracuric­u­lar activ­i­ties in between. Here’s what happened:

Vic­tory Boo­gie Woo­gie (SAKE)

  • We shipped some new fea­tures to Vic­tory Boo­gie Woo­gie, most notably a swanky pre­view mode for play­ers and writ­ers and lim­ited markup capa­bil­i­ties for the lat­ter. Not exactly rocket sci­ence but some­thing that war­rants care­ful test­ing and tun­ing nonethe­less. I’m par­tic­u­larly pleased with the automagic pret­ti­fi­ca­tion of typog­ra­phy we’ve added with help from typogrify.
  • Mean­while VBW is hum­ming along nicely and we’re get­ting won­der­ful player sub­mis­sions which really chal­lenge the writ­ers team’s cre­ativ­ity. Once again it was a plea­sure for me join in on the weekly writ­ers meet­ing on Fri­day and hear them talk about what had hap­pened and how they plan to respond to it.
  • We’re mid-way now, but it’s really easy to jump in and start writ­ing along. If you’re a Dutchie, do join in.

Rip­ple Effect (KAIGARA)

  • This was the sec­ond week of the Rip­ple Effect pilot so we were fol­low­ing player activ­ity closely behind the scenes. Inter­com is prov­ing an incred­i­bly handy tool for us to keep in touch with our player base, which is spread across the globe.
  • Mean­while we con­tin­ued to make plans for the sec­ond ver­sion based on the feed­back we’d got­ten so far. This included play­ing through a new phys­i­cal pro­to­type put together by Tim. Pok­ing and prod­ding, tweak­ing and tun­ing, that sort of thing.
  • Devel­op­ment also started on extra fea­tures which will be needed to allow the game to be rolled out decen­trally and scale to a large global audi­ence. These are mostly periph­eral to the actual game but impor­tant nonetheless.

KANT

Also this week, Alper moved his work­place from Praxis to KANT. Also on Oranien­straße, but with a dif­fer­ent crowd in atten­dance, this looks like a ‘lab’ very much in tune with our own outlook.

The new (temporary) arrangement with @fidothe working in the background Alper’s tem­po­rary desk at KANT. I hope they get him a big­ger one soon.

Mis­cel­lanea

  • On Mon­day, I joined in on Hans de Zwart’s Under­stand­ing Media read­ing group and shared my thoughts on McLuhan’s per­spec­tive on games. I’m told it was recorded so look for that shortly. Update: Hans has shared the record­ing with us.
  • On Tues­day, I was inter­viewed about sto­ries in applied games together with Niels ‘t Hooft at Con­trol Game­lab. The video is up already, note that it’s in Dutch though.
  • On Thurs­day I finally got around to writ­ing another Recess! in which I throw down the gaunt­let and attempt to pro­voke Niels and Alper into some crit­i­cal reflec­tion on their own pref­er­ences in game play­ing and making.

Bring on week 195!

Niels and Kars at Control Gamelab #8 Niels and Kars on an inflat­able couch at Con­trol Game­lab #8.

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Week 193

Last week while I was still in Paris (like Kars men­tioned in the pre­vi­ous week’s notes) we launched the pilot for Rip­ple Effect. That was a moment where we saw the work of the past period come to fruition and exposed real play­ers world­wide to the game. The game has held up very nicely but we are also learn­ing a lot that we can improve which is exactly what a pilot is for.

I spent the day in Paris work­ing at La Can­tine, a solid tes­ta­ment to how portable our work infra­struc­ture has become:

Back at the digital sweatshop

Vic­tory Boo­gie Woo­gie is see­ing a steady tri­cle of writ­ing and we’re plan­ning to push out some more updates on that.

On Wednes­day night, the day before UIKonf in Berlin, there were a set of light­ning talks where I went and pre­sented Beesten­bende from a mobile game design per­spec­tive. I had given a brief pre­sen­ta­tion pre­vi­ously on the tech­ni­cal aspects, but I think the most inter­est­ing part is how we got peo­ple to play a fun game in a museum.

Arjen pub­lished his mas­sive mis­sive on the lessons he brought back with him from this year’s Knutepunkt. If you haven’t read that yet, it is well worth check­ing out.

And also Kars played a bit of Le Havre which is a nice and com­pli­cated eurogame and I played Grit the duel­ing card game by Zach Gage:

The mess that is Le Havre (in a good way)

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Lessons from Knutepunkt 2013

Recently I trav­eled to Nor­way. Not because they still had snow there, but because Knutepunkt 2013 was in the land of lakes, fjords and good fish. Knutepunkt is an event that is hosted every year in a dif­fer­ent Nordic coun­try and serves as a get-together for the Nordic larp scene, full of talks, work­shops, dis­cus­sions and meet­ing peo­ple. To show what has been made in the field last year, and to dis­cuss what should be next.

One of the views over the majestic frozen lake at the venue.

One of the views over the majes­tic frozen lake at the venue.

This Knutepunkt was all about “cross­ing bor­ders”, both in terms of coun­tries and design scenes. About reach­ing out and shar­ing the knowl­edge. So I went to see what Knutepunkt could teach me, you, and every­one out there. I will sum­ma­rize it for all of you, from larpers to art lovers, from game design­ers to exec­u­tives. Read your per­son­al­ized take­away from Knutepunkt 2013 below.

About Nordic larp

For those of you not famil­iar with the term larp, it describes a genre of role­play­ing games where play­ers enact their char­ac­ter and actions in the phys­i­cal space rather than telling other play­ers what they are doing or using metaphors like dice or a dig­i­tally con­trolled avatar to do so. In a way play­ers ‘become’ the char­ac­ter they role-play, because of the phys­i­cal nature of most games and ele­ments that improve immer­sion like cos­tumes, scenery or entire in-game venues. This very short expla­na­tion gen­er­al­izes the diver­sity of the genre a bit, so if you’d like to know more, Wikipedia would be a good place to start for a more thor­ough description.

The term Nordic larp is then used to describe the larp scene present in Den­mark, Nor­way, Swe­den and Fin­land, which has grown most notably in diver­sity over the past 20 years when com­pared to other larp scenes due to the active doc­u­men­ta­tion of and dis­course around the games made in these coun­tries. This has resulted in a more var­ied scene in terms of the types of games being hosted in those coun­tries1, some of which aim to cre­ate artis­tic games focus­ing heav­ily on dra­matic inter­ac­tion and mean­ing­ful expe­ri­ences rather than mak­ing “just” a fun game. This in turn has widened the poten­tial uses of larps in these coun­tries, where they are now not only made for enter­tain­ment but also for edu­ca­tion, social exper­i­ments, express­ing artis­tic or polit­i­cal mes­sages and much more. As such the Nordic larp scene is widely known as one of the most advanced larp scenes in terms of game design prac­tice, doc­u­men­ta­tion and research.

With the intro­duc­tion out of the way, lets move on to my takeaways.

The non-Nordic larper

So you enjoy the occa­sional hit­ting of orcs with weaponized latex or maybe you might even be inter­ested in some intensely dra­matic games. There’s lots to be learned for all! First off, start by using these two words: game designer and larp writer. Because if we want to widen our exper­tise and improve our games, lets first prop­erly rec­og­nize the peo­ple who make them. Once we’ve done that, let’s start think­ing about and dis­cussing the design of our games; doc­u­ment them, share them, improve upon them. I’m not say­ing our larps are nec­es­sar­ily infe­rior to Nordic larps, I’m say­ing that there is a lot to be won if we start actively think­ing about the design of our games.

Many larp scenes out here often have a few solid for­mats copied over var­i­ous events for years, with lit­tle to no vari­a­tion at all. There are a lot of dif­fer­ent types of games that we could make and host. There are lots of improve­ments to be made upon our exist­ing for­mats if we look at our events as game design­ers rather than orga­niz­ers. Think of encounter design, find­ing dif­fer­ent approaches of pre­sent­ing the plot to play­ers, man­ag­ing role-play stan­dards in a com­mu­nity, cre­at­ing cos­tumes and other pre­sen­ta­tion meth­ods, just to name a few of the things we can improve together. I’m call­ing upon fel­low larp design­ers to be con­scious of what it is we are cre­at­ing and dis­cuss the choices we make doing so.

Some small larps were also played during the conference.

Some small larps were also played dur­ing the conference.

And why do we make improv­ing games so hard for our­selves? Why do we have to go to other events to know what they are exper­i­ment­ing with? Just writ­ing a 500-word arti­cle say­ing ‘we hosted a larp in which we did A and it resulted in B’ can help push the scene for­ward. Only then can we reach out to other fields, become more than ‘those nerds with elf-ears in a for­est’ to the out­side world and show­case the hid­den gems our scene may have. Because a bunch of pho­tographs and heroic camp­fire sto­ries are cool for those that actu­ally vis­ited the larp, but they keep the many peo­ple not included in that group grop­ing in the dark.

The game designer

Role-play in games is more than a bunch of guys play­ing Dun­geons & Drag­ons. As a mat­ter of fact, as a game designer, role­play­ing could be a valu­able asset in your toolkit. Let play­ers enact the char­ac­ter or role they take on in your game and reward them for doing so.2 To make them part of your game in such a way increases their immer­sion and allows you to tell the story of the game in a fash­ion that is more closely tied to the game­play. This does not mean you have to nec­es­sar­ily make your game facil­i­tate role­play­ing for the the full 100%. Rather, use it as a tool when applic­a­ble. Design the func­tion and place of the player in the nar­ra­tive more actively, most notably in rela­tion to other play­ers, and give them free­dom to role-play as much as your game can support.

The program at Knutepunkt offered talks, workshops, panels and small games. Audience participation was preferred, even at the talks.

The pro­gram at Knutepunkt offered talks, work­shops, pan­els and small games. Audi­ence par­tic­i­pa­tion was pre­ferred, even at the talks.

Learn from the Scan­di­na­vians and use char­ac­ter design to tell your story, cre­ate a con­flict or script an event. Char­ac­ter design is often one of the main aspects of cre­at­ing a Nordic larp. Many of these larps facil­i­tate the major part of their story or events through player-to-player inter­ac­tion manip­u­lated via the char­ac­ters they are play­ing. With some insight, much of this is trans­fer­able to a lot of other game gen­res. Whether you assign play­ers a char­ac­ter at the start of the game or slowly lead them on the path of becom­ing the char­ac­ter you have planned for them, play­ers will be delighted to be such a strong part of the story. For­get hand­ing the play­ers infor­ma­tion through non-player char­ac­ters, acti­vate a player by giv­ing him spe­cial info before or dur­ing the game. Make them an active part of the events in your game instead of hav­ing them lis­ten to (or read) mono­logue after mono­logue. Allow play­ers to fill in key aspects of your story and they will become part of it and share it. And last but not least, always remem­ber that the nar­ra­tive of your game is what the player expe­ri­ences, not what he reads or hears. And role­play­ing is experiencing.

The gamer

What’s in it for you as a player of games, what­ever the kind? Well, Knutepunkt’s mis­sion to encour­age clear dis­course around the design of larps and to per­me­ate bor­ders of other design scenes with the obtained knowl­edge makes that these well-designed forms of role­play­ing may be used in many more types of games soon. And why is role­play­ing such a good thing for you, the player? Well, first of all, it increases your influ­ence as a player in the game and on its con­tent. Games that are designed to enable and reward role­play­ing give the play­ers more free­dom in choos­ing their actions, and a stronger effect of those actions. It enables the player to become part of the game and even pro­vide an expe­ri­ence for other play­ers. Because, lets face it, you’ve always wanted to be the pro­tag­o­nist or antag­o­nist in sto­ries. There is some­thing very sat­is­fy­ing about becom­ing part of another person’s expe­ri­ence, about hav­ing your actions live on in legend.

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Sec­ondly, Nordic larps are often the can­vas for a far wider array of char­ac­ters than most game scenes are used to. Don’t just play the hero who slays the dragon or the sol­dier who wins the war over and over again. Play the drug addict, the mother in a fam­ily of 8, the doc­tor on a fed­er­a­tion star­ship, any­thing really. Dis­cover new types of char­ac­ters, dif­fer­ent views on life, new expe­ri­ences. Nordic larp has proven to excel at pro­vid­ing play­ers with unlikely heroes and unusual expe­ri­ences. Here’s to hop­ing game design­ers pick up on this.

The exec­u­tive

Remem­ber the last time your com­pany hired some agency to give your employ­ees a train­ing with live actors? Good chance it wasn’t quite as effec­tive as you’d hoped it would be. Next time, why not try to work with game design­ers that have learned from Knutepunkt? In the Nordic coun­tries, larps are used for edu­ca­tion, train­ing, cul­tural engage­ment, or even as a tool for devel­op­ment. Last Knutepunkt, Nor­we­gian min­is­ter of devel­op­ment Heikki Holmås even vis­ited to give his thoughts on the matter.

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Nordic larp tech­niques can be used to cre­ate a safe game envi­ron­ment for peo­ple to try out dif­fer­ent approaches, rise above their usual thought pat­terns, or get out of their reg­u­lar role and expe­ri­ence mat­ters from another angle. Where nor­mal train­ings strug­gle to get peo­ple to move out of their com­fort zone and actu­ally start exper­i­ment­ing and learn­ing, games pro­vide play­ers with per­mis­sion and encour­age­ment to do so. Role­play­ing work­shops before the game even starts, tried and tested strate­gies of design and pro­found knowl­edge of how groups of peo­ple func­tion do the rest. And it’s just as much fun as it is beneficial.

The the­atre designer

The­atre, I know you. I know how you strug­gle to engage with new audi­ences. How you work to break the fourth wall wide open and get your audi­ence to par­tic­i­pate in your plays. I’ve made my fair share of inter­ac­tive the­atre myself. I know how most peo­ple are scared to really par­tic­i­pate. I know how hard it can be to make mean­ing­ful the­atre while allow­ing the audi­ence to have influ­ence. Engag­ing your audi­ence how­ever is a bright and fas­ci­nat­ing future for the per­form­ing arts, if done right.

Opening ceremony of the party on Saturday evening.

Open­ing cer­e­mony of the party on Sat­ur­day evening.

When I hear about some of the Nordic larps, they strongly remind me of how pro­fes­sional actors do role­play­ing and impro­vi­sa­tional scenes to train their act­ing or cre­ate mate­r­ial. Those larps get play­ers to act like they never knew they could, to engage with the play that is presented.

So next time you try to tear down that fourth wall, remem­ber to do it like they do it at Knutepunkt: give your play­ers char­ac­ters to enact. Build a safe envi­ron­ment and an illu­sory mask for them to hide behind and they will do almost any­thing. Engag­ing with the unknown as your­self is scary and you will feel looked upon. Engag­ing with it as a char­ac­ter some­one told you to be is a lot less fright­en­ing. Send them on their way with a brief­ing before­hand, a work­shop, or smart design of the play itself. No mat­ter how you do it, give them their mask and they will take part in your adventure.

The art lover

There is some­thing like com­mu­nity art, and then there is Nordic larp. Live up to any role. Expe­ri­ence any artis­tic mes­sage. Be part of the art­work itself. At Knutepunkt they show how art can be made through role-play, and how role-play can be art in itself. It’s all about set­ting the frame­works for a group of peo­ple to be let loose in. To expe­ri­ence dif­fer­ent soci­eties, imag­ined sto­ries. Sure, an artist can show you how he would imag­ine a world with­out cap­i­tal­ism. Or he can let you live it. Every piece is here and now, always unique and unre­peat­able, co-created and lived by its pri­mary audi­ence. They are still quite rare, but if you ever come across a Nordic-inspired art larp, dive in!

The opening ceremony on Thursday.

The open­ing cer­e­mony on Thursday.

The designer who already does all of this

Then why don’t we know? The last mes­sage of Knutepunkt is to share. Doc­u­ment for your­self and oth­ers. Become bet­ter in design­ing as a com­mu­nity. The Nordic larp hasn’t evolved this far by pure chance. It’s done so because of the com­mu­nity behind it, get­ting together to dis­cuss design, tackle recent issues, reflect on what has been made and become wiser. And that is a mes­sage that can be given as an advice to any new scene out there: Get together. Estab­lish a dis­course. Share cool projects. Make even more awe­some projects.

The ending ceremony on Sunday.

The end­ing cer­e­mony on Sunday.

And for me?

Knutepunkt has been a big inspi­ra­tion. I have met awe­some peo­ple from var­i­ous coun­tries, and learned much from the Nordic way of design­ing larps. It wasn’t all new mate­r­ial, but hear­ing about things you have been deal­ing with or think­ing about from oth­ers in a clear and orga­nized fash­ion helps the thought process a great deal. Plans I had for alter­na­tive larps in the Nether­lands have got­ten a boost and I may very well cre­ate a new game myself sooner or later.

As you can read in some of the lessons above, espe­cially the com­mu­nity aspect of Knutepunkt has got me think­ing. It may be time to set up a clear plat­form to talk about the design of larps in the Nether­lands specif­i­cally. Maybe we should even expand this phi­los­o­phy to other (new) fields of design. The future will tell which of these thoughts are turned into plans and where we may get with this. I know for cer­tain though that I will be using my obtained Nordic knowl­edge in the designs of games to come, both larps and other gen­res. Because as I’ve illus­trated above, the uses are plenty.

For those of you eager to find out more, take a look at this years Nordic Larp Talks, an event hosted prior to Knutepunkt yet closely linked to it in terms of sub­ject mat­ter and speakers.

Pho­tos cour­tesy of and made by:

Foot­notes:

  1. I’m not sug­gest­ing these types of games don’t exist out­side of the Nordic coun­tries, but they are more com­mon and accepted in the Nordic scene. []
  2. Note that the most pop­u­lar use of the term role­play­ing in (video) games nowa­days doesn’t actu­ally mean play­ing a role any­more, but refers to the avail­abil­ity of char­ac­ter cus­tomiza­tion and growth in the game. Role­play­ing in this arti­cle instead refers to the orig­i­nal mean­ing of the term, being the enact­ment of a role or char­ac­ter by the player, much like in clas­sic table­top role­play­ing games like Dun­geons & Drag­ons. []
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Week 192

Last week was the last week we had to fin­ish the Rip­ple Effect pilot. As I write this, the game’s been run­ning for lit­tle over a day and has just under two weeks left before ending.

So we man­aged to get it out the door. The process con­sisted of an accel­er­ated playthrough with the team early in the week. We made a list of final issues and sub­se­quently fixed those. Then we deployed the game and did a trial run of ini­tial­iz­ing it. We had our con­tacts at the client end play through it, get­ting another list of issues as a result. Wefix­ing those as well and finally ini­tial­ized the game for real. Invites were sent out to the 90+ pilot play­ers. On Sun­day just after mid­night I was babysit­ting the game as it rolled over to live­ness and I wit­nessed the first player actions com­ing in from across the globe.

Flipped the switch on the Ripple Effect pilot. 90+ players putting our game through the motions for two weeks. #kaigara

The fact that we pulled this off at such a tight sched­ule with what is by all mea­sures a great result is a tes­ta­ment to the won­der­ful team work­ing on this, as well as the folks at the client end who are amaz­ingly swift at mak­ing deci­sions and respond­ing to our questions.

While I was being a dull boy this week, for­go­ing dis­trac­tions as much as pos­si­ble, Alper did man­age to squeeze in some extracuric­u­lar activ­i­ties, as is his peri­patetic nature. He played games—amongst them the awe­some Samu­rai Gunn—at the local mul­ti­player game pic­nic hosted by A MAZE. He also par­tic­i­pated in the gam­i­fi­ca­tion work­shop at CHI orga­nized by friend of the stu­dio Sebas­t­ian Deter­d­ing. Alper tells me he’ll blog a bit about both expe­ri­ences, either here or elsewhere—probably in a Recess!.

Our session room in designing gamification looks like a birthday party exploded there. Brilliant!

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Designing Gamification in Paris

Tomor­row I’ll be off to Paris for the Design­ing Gam­i­fi­ca­tion work­shop at this year’s ACM SIGCHI event. I’m look­ing for­ward to con­tribut­ing our expe­ri­ence as prac­ti­tion­ers mak­ing games to the work­shop. We think that it would be fan­tas­tic if efforts at gam­i­fi­ca­tion were led by actual game designers.

I also hope that this (along with the Game­ful World book) will be some­thing of a step in lay­ing to rest the thing that is gam­i­fi­ca­tion. I have no illu­sions that this will be the final word. A quick twit­ter search shows how wide­spread the word has become. Read­ing through most inter­pre­ta­tions of that word as well as ‘seri­ous games’ shows a seri­ous mis­un­der­stand­ing of what games are and an immense hope as to what they can do. I think we should inter­pret that as a man­date. Games can be fun and do inter­est­ing things. It is up to us to show how.

New Games for Extant Contexts

Our sub­mis­sion to the work­shop is a paper called “New Games for Extant Con­texts”. It draws from our expe­ri­ence over the past years to cre­ate games that are sit­u­ated within a spe­cific con­text, that take the affor­dances and prob­lems of those con­texts and use them to cre­ate new games.

In that paper we keep on ham­mer­ing on ‘play test­ing’, some­thing that is strangely miss­ing from almost all of the oth­ers. Play test­ing, we believe, is an essen­tial part of cre­at­ing games and a step that should not be skimped upon. Read all about it in the paper.

The Papers

In the stack of papers there are a bunch of exam­ples of gam­i­fi­ca­tion added to every­day tasks, some that try to add gam­i­fi­ca­tion or game­ful design to exist­ing user cen­tered design or busi­ness processes and some that try to sal­vage the rhetoric in one way or another. If you want a more in depth impres­sion, you should jump straight into the extended abstract.

I found some notable bits from a cou­ple of papers. Sebas­t­ian Deterding’s “Skill Atoms as Design Lenses for User Cen­tered Game­ful Design” which iden­ti­fies issues with exist­ing approaches to apply game­ful design:

  • Not sys­temic: They merely add game design ele­ments, whereas game design approaches games as sys­tems where expe­ri­ences emerge from the dynamic inter­ac­tion of users with all sys­tem com­po­nents [6,11].
  • Reward-oriented: They focus on moti­vat­ing through rewards instead of the intrin­sic moti­va­tions char­ac­ter­is­tic for games, like com­pe­tence [6,14].
  • Not user-centric: They empha­size the goals of the sys­tem owner, often neglect­ing or even being detri­men­tal to the users’ goals [1,6,14].
  • Pattern-bound: They limit them­selves to a small set of feed­back inter­face design pat­terns (points, badges, leader boards), rather than afford­ing the struc­tural qual­i­ties of games that give rise to game­ful expe­ri­ences [6,14,17].

This is a good col­lec­tion of issues that should be addressed, though address­ing them is another issue alto­gether. I would rec­om­mend all of Sebastian’s writ­ing on this topic and his pre­sen­ta­tions for the much needed clar­ity of thought and prose they offer.

Another that caught my atten­tion is the “Gam­i­fi­ca­tion in Busi­ness: Design­ing Moti­vat­ing Solu­tions to Prob­lem Sit­u­a­tions” one by Deb­o­rah Gears and Karen Braun. As a goal this is very much in line with what we do and they also ref­er­ence Self-Determination The­ory, a model that we employ as well.

The self-determination the­ory (SDT) [4] framed a moti­va­tion model for under­stand­ing what and how human behav­ior is ini­ti­ated and reg­u­lated [4,13,14]. The SDT rec­og­nizes social and envi­ron­men­tal con­di­tions that affect per­sonal voli­tion and engage­ment in activ­i­ties. The SDT com­bines both con­tent (psy­cho­log­i­cal needs) and process (cog­ni­tion) moti­va­tion describ­ing needs for auton­omy, com­pe­tence, and relat­ed­ness. An individual’s moti­va­tion for action is defined along a spec­trum of amo­ti­va­tion, extrin­sic moti­va­tion, and intrin­sic moti­va­tion mea­sured by per­ceived locus of causal­ity (exter­nal to inter­nal reg­u­la­tion) [6]. Needs for auton­omy and com­pe­tence allow the “pre­dic­tion of the social cir­cum­stances and task char­ac­ter­is­tics that enhance ver­sus dimin­ish intrin­sic moti­va­tion.” [3 p. 233]

I’m look­ing for­ward to the work­shop and I hope for some fruit­ful dis­cus­sion. I hope to meet you, if you’re there.

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Week 191

Last week was the penul­ti­mate pro­duc­tion week for KAIGARA dur­ing which I was present at the Utrecht stu­dio for three days for the very essen­tial face­time that can­not be replaced by Apple’s Face­Time even though it does come close.

Tues­day was a full day of work with the entire team at the Hub­bub stu­dio helmed by the fear­less Kars:

Yesterday: team KAIGARA at the studio #latergram

Every­thing is com­ing together nicely and with most of the game already there, we were mostly busy adding assets and final­iz­ing every­thing else. We also ran a playtest at the stu­dio to explore some future mechanics:

Tim prepping for a KAIGARA playtest. Yes, those are tiny socks. #latergram

Wednes­day was a sim­i­lar day but then with the team work­ing off-site. Kars also got around to pub­lish­ing a bunch of stuff we have been cook­ing up.

First the Beesten­bende movie with Eng­lish sub­ti­tles so we can finally share this very nice game we made with an inter­na­tional audience:

We also pub­lished an inter­view with Stu­dio Papaver about their game on pop­u­la­tion shrink­age we helped them with. Some­thing like ‘World With­out Peo­ple’ but a bit less apoc­a­lyp­tic. In their words:

We specif­i­cally chose for an alter­nate real­ity game (ARG), because this game type puts an extra layer on top of real­ity. The game isn’t only being played in the ‘vir­tual world’, but also in the real, phys­i­cal world. The game ‘Leve de Krimp!’ (‘Let’s shrink!’) enables play­ers to expe­ri­ence their daily lives in a future where nobody antic­i­pated on the shrink­age of the pop­u­la­tion. So: play it before you live it!”

On Thurs­day Hub­bub agent Arjen left for Knutepunkt. Kars and I have wanted to visit this Nordic Larp con­fer­ence for a while now, but nei­ther of us had the time this year to go. Arjen is a main­stay of the Dutch LARP scene so we thought he would ben­e­fit more from the expe­ri­ence and he agreed to be our eyes on the ground. I’ve col­lected his tweets over at Storify and there will be an in depth report here soon.

On Fri­day I took the train back to Berlin while Kars met with De Gids about the progress of (Your Daily) Vic­tory Boo­gie Woo­gie. The game and story are crys­tal­liz­ing and it is becom­ing clear both for play­ers and writ­ers how to best play.

Sat­ur­day I wrote my belayed Recess! (the tenth of that already) and Kars played a bunch of games at Joris Dormans’s boardgame week­end. I am incred­i­bly jeal­ous espe­cially of this bit of El Grande:

Board games I played last weekend: El Grande. #latergram

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Q&A with Studio Papaver about their collective intelligence game for population shrinkage

Received a newspaper from the future

Anne and Zineb of Stu­dio Papaver got in touch with me towards the end of last year, ask­ing if I would advise them on a project they were start­ing at the Stu­dio for Unso­licited Archi­tec­ture. They were work­ing on the prob­lem of pop­u­la­tion shrink­age, and they were think­ing of mak­ing a game. Archi­tects mak­ing games—as reg­u­lar read­ers prob­a­bly know I have a long-standing fas­ci­na­tion for archi­tec­ture and urban plan­ning, so I could not refuse. Almost half a year later and Anne and Zineb are done, at least with the first stage of the project. The result is called ‘Let’s Shrink!’—a col­lec­tive intel­li­gence game for res­i­dents of regions antic­i­pat­ing shrink­age, which gen­er­ates pos­si­ble future solu­tions through play. I’m so impressed with what Anne and Zineb have done that I asked them a few ques­tions. Below are their answers, which I think will give you a good under­stand­ing of what shrink­age is, why Stu­dio Papaver decided to make a game, how they went about this and what the end result is like.

1. Can you tell us a bit about pop­u­la­tion shrink­age, what it is, how it hap­pens, and so on?

We are quite used to the fact that the num­ber of res­i­dents and house­holds are grow­ing. It has been like that for sev­eral decades. But since a cou­ple of years, this on-going growth has come to a stop. Instead, the num­bers of inhab­i­tants and house­holds are declin­ing. This phe­nom­e­non is called ‘pop­u­la­tion shrink­age’. Shrink­age is present in some bor­der areas in the Netherlands—in Zeeuws Vlaan­deren, in the north­east of Gronin­gen and in the south of Limburg—but also in other Euro­pean coun­tries, like in some parts of Ger­many, France and Spain.

The fact that less peo­ple are liv­ing in cer­tain areas isn’t directly a prob­lem. But since all our (eco­nom­i­cal) sys­tems are based on growth and increas­ing num­bers, a prob­lem arises when shrink­age appears. There­fore, the effects of shrink­age are painful. As a result of shrink­age, houses become vacant or are on sale for many years, the value of real estate declines rapidly, the crit­i­cal mass for the use of facil­i­ties evap­o­rates and areas impov­er­ish. These effects of pop­u­la­tion shrink­age put pres­sure on the liv­ing con­di­tions of the peo­ple in such areas.

Shrink­age, in com­bi­na­tion with other demo­graphic devel­op­ments as the aging of the pop­u­la­tion is there­fore one of the biggest chal­lenges of the Euro­pean future. Many politi­cians, chair­men and man­agers real­ize and embrace the chal­lenges that pop­u­la­tion shrink­age is rais­ing. But the peo­ple who are actu­ally liv­ing in (future) shrink­ing regions aren’t aware of these.”

2. Why did you decide a game would be a good way to deal with this issue?

We wanted to cre­ate a process that makes inhab­i­tants of shrink­ing regions aware of the sit­u­a­tion that they’re in. This process would show them the pos­si­bil­i­ties that emerge when they accept the ‘shrinking-challenge’ and come into action. In this per­spec­tive, the choice for a game is quite evi­dent. A game enables the pos­si­bil­ity for peo­ple to engage with larger themes and phe­nom­ena that don’t seem to harm their daily lives yet. Instead of read­ing about shrink­age, play­ers expe­ri­ence all the actions in the first per­son. And by using a game, play­ers are chal­lenged to use their creativity.

We specif­i­cally chose for an alter­nate real­ity game (ARG), because this game type puts an extra layer on top of real­ity. The game isn’t only being played in the ‘vir­tual world’, but also in the real, phys­i­cal world. The game ‘Leve de Krimp!’ (‘Let’s shrink!’) enables play­ers to expe­ri­ence their daily lives in a future where nobody antic­i­pated on the shrink­age of the pop­u­la­tion. So: play it before you live it!”

21-3-2013 Eindpresentatie Studio for unsolicited architecture design & e-culture

3. How did you design the game, what did your process look like?

We designed our game with help from Kars. As urban design­ers we are quite famil­iar with processes that chal­lenge inhab­i­tants to coop­er­ate in (spa­tial) devel­op­ments. But we’ve never used a game before as a guide for these type of processes. We designed the game from a pos­i­tive per­spec­tive, to break through the neg­a­tive con­no­ta­tions that often sur­round depop­u­la­tion. Play­ers are shown a ‘com­mon future’ in 2039 where nobody antic­i­pated on shrink­age and we offer them the pos­si­bil­ity to change the daily lives of four char­ac­ters in 2039, by doing actions in 2013. It’s a kind of ‘back to the future’- sce­nario: chang­ing the future by act­ing in the present.

Our process wasn’t totally fluid, but doing a small pilot really helped us out. This pilot showed imme­di­ately which game-elements were work­ing prop­erly, which ele­ments were ‘catchy’ and which aspects needed fur­ther atten­tion. Also, the pilot turned out to pro­vide us with good argu­ments in con­ver­sa­tions about the fur­ther devel­op­ment of the game with pos­si­ble partners.”

4. What did you learn from the pilot you ran?

We ran the small scale pilot in the Achter­hoek, a region in the east of Hol­land, which needs to antic­i­pate on the depop­u­la­tion it will be facing.

The pilot was played by three inhab­i­tants dur­ing a week and a half. The play­ers have imag­ined them­selves liv­ing in the year 2039. The process and the results are sur­pris­ing and promis­ing. We learned that the game actu­ally cre­ated the aware­ness on the effects of shrink­age, which can be a very abstract theme. We also learned that these peo­ple got extremely moti­vated to cre­ate ideas and solu­tions. One of the play­ers has been cap­ti­vated by the assign­ment he got within the game – look­ing for a new (civic) econ­omy within an aged and depop­u­lated soci­ety — so much that he decided to con­tinue the research he started on 3D print­ing in the Achter­hoek for the next 5 years.

Though the pilot was played with half fab­ri­cated ele­ments of the game, it showed us which ele­ments are work­ing very well and which need to be devel­oped more or dif­fer­ently. Dur­ing the pilot we dis­cov­ered that the char­ac­ters in the year 2039 should be given a very promi­nent posi­tion in the sto­ry­telling. Which we did after the pilot.

We also learned it is very impor­tant to have a sense of col­lec­tiv­ity dur­ing play, there­fore we are very happy that we man­aged to start and end the pilot hav­ing all the play­ers present at the same time and place. Dur­ing the pilot we made sure there would be reg­u­lar con­tact with the play­ers by email. After the pilot we real­ized two strong ele­ments of this spe­cific alter­nate real­ity game: the excite­ment of chang­ing the future from the present and the com­bi­na­tion of phys­i­cal gath­er­ings and online communication.”

5. What’s next for the project?

We made a bid book. This bid book is a propo­si­tion for part­ners which are deal­ing with shrink­ing regions and have a high inter­est in cre­at­ing a sense of urgency and aware­ness for inhab­i­tants to start to co-anticipate on the effects of depopulation.

Let’s Shrink!’ (‘Leve de Krimp!’) con­sists of a generic and a spe­cific part. The generic part is the frame­work of the game which can be applied in dif­fer­ent regions that deal with depop­u­la­tion and aging as a strong demo­graphic change. The spe­cific part is the pos­si­bil­ity of shap­ing the con­tent of the game to the cul­ture, men­tal­ity and rel­e­vant themes within a shrink­ing region. For the next stage of the project Stu­dio Papaver would like to work with part­ners who have a strong inter­est in the generic part (such as min­istries and Euro­pean pro­grams) and part­ners who have a strong inter­est in the spe­cific part (such as local orga­ni­za­tions and pri­vate par­ties). Our next step would be to play a larger pilot and then fine tune the game to play it for real.”

Thank you Anne and Zineb and best of luck with devel­op­ing ‘Let’s Shrink!’ further.

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Playtest our game, play some boardgames

Do you love some good old team­work in your game? Hub­bub is work­ing on a new coop­er­a­tive mul­ti­player game and we’re look­ing for playtesters. Come to our upcom­ing test ses­sion at the Sub­cul­tures game night in the Dutch Game Gar­den, this Thurs­day, April 18, between 18:00 and 21:00. Not only can you play our game, you can also play the lat­est boardgames and get a sneak pre­view of upcom­ing ones. As a thank you for help­ing out we’ll cover your game night admis­sion fee. Send an email to tim@hubbub.eu or find us at stu­dio 1.04 on the night itself.

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Week 190

Hav­ing launched Vic­tory Boo­gie Woo­gie just before the week­end it’s only nat­ural we had to do a few quick fixes on Mon­day, the first proper day of the game.

I sat down with Niels to review his nar­ra­tive design for KAIGARA. He’s doing a great job of adding “just enough” theme to what is oth­er­wise shap­ing up to be a rather mechanics-and-social-interaction ori­ented game.

Alper went to a lec­ture by Gra­ham Har­man that day. Har­man is one of a num­ber of philoso­phers we’ve been fol­low­ing with some inter­est lately. His treat­ment of Bruno Latour’s ideas is a worth­while read. I’m also quite par­tial to his use of HP Love­craft to explain OOO.

On Tues­day Alper flew to Munich to present our work on FURAPPA to the client’s team. This wraps up the first stage of our work with them. We had lots of fun with this so far, so I’m hop­ing we’ll be able to con­tinue and develop some of our ideas into more detail.

That same day I had Bas­ti­aan, Niels and Tim over at the Utrecht stu­dio for our weekly KAIGARA team day. Bas­ti­aan put the final touches on the front­door while Niels and Tim worked out a lot of the details of how the theme and the mechan­ics of the game inter­con­nect. We also got to play around with a first rough dig­i­tal prototype.

Alper deployed the KAIGARA front­door on Wednes­day. KAIGARA is titled Rip­ple Effect, and it’s a game for orga­ni­za­tional change we’re mak­ing for Shell. The remain­der of the week we mostly just con­tin­ued work on the project. I had a few calls with the client to dis­cuss our progress and logis­tics of the upcom­ing pilot.

Pre-announcing our next game. See if you can find it. #kaigara #rippleeffect

Mean­while Vic­tory Boo­gie Woogie’s first week came to a close. We pushed small tweaks and fixes to the live site as we saw things firm­ing up. Mean­while some fun writ­ing and art were sub­mit­ted. Per­sonal favorites include this essay on Mondriaan’s hand­writ­ing by Kees ‘t Hart and this ani­mated gif of var­i­ous yel­low jack­ets by Eva-Fiore Kova­cov­sky. I’m really pleased with how it’s already turn­ing out to be this kalei­do­scopic sto­ry­world that you can kind of pick your own way through, and knead by writ­ing some your­self. I’m Kaeru there myself, by the way, and this is my first sub­mis­sion.

And finally we were pleased to see Hide&Seek’s Tiny Games Kick­starter make it to the fin­ish line. Not in the least because this means I will get to design a tiny game for the app myself, too.

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