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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Week 189

Last week we were busy launch­ing (your daily) Vic­tory Boo­gie Woo­gie. Fre­netic writ­ing has already com­menced over there. You can join in it, if you write Dutch or you can start read­ing the first week’s results.

Victory Boogie Woogie is almost here…

The main other thing we are busy with is the first run of KAIGARA. The art that Joost Stokhove is cre­at­ing for it is look­ing ter­rific and we hope to share some of that with you in the near future. For now, you’ll have to make do with this sam­ple of his work:

Illustration by Joost Stokhove for Soigneur magazine

The Tiny Games Kick­starter that we are par­tic­i­pat­ing in has made it but you can still chip in. We think this is going to be a lot of fun for all occasions.

I had a full blown com­puter crash on Thurs­day, but after acquir­ing replace­ment hard­ware I was up and run­ning in a mat­ter of hours again. I can’t stress enough the impor­tance of back­ups and the cloud.

We fin­ished the last bit of work for FURAPPA more on which you’ll read in next week’s notes.

Cleaning up FURAPPA sketches

And this was last Fri­day just after the launch:

Facetiming with Mr. Bean

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Introducing Victory Boogie Woogie

We’ve been writ­ing about project SAKE here since June last year. A while back it was unveiled to be (Your Daily) Vic­tory Boo­gie Woo­gie, an online col­lab­o­ra­tive writ­ing game we’ve made together with De Gids. Next week on Mon­day, the game will start. So I thought I’d take the time to tell you a bit more about it.

Over the course of ten weeks, a small group of Dutch writ­ers and who­ever feels like join­ing in—including you—will write about the dis­cov­ery of a new Vic­tory Boo­gie Woo­gie, Mondriaan’s last, unfin­ished work which is of con­sid­er­able sig­nif­i­cance in the Nether­lands. As a player you’ll be asked to write about an ever grow­ing range of top­ics, with which you can influ­ence what comes next. You’re also able to con­tribute new top­ics, and have oth­ers write about them, includ­ing the writ­ers behind the scenes. And maybe, just maybe, you’ll be invited to pull the strings of one of the main char­ac­ters and really make a splash…

Victory Boogie Woogie is almost here…

It’s all very open-ended, and not so much about telling one coher­ent story but more about weav­ing an ever expand­ing tapes­try of writ­ings in var­i­ous genres—prose, poetry, essays, etc. Which is very much in line with how De Gids tra­di­tion­ally tack­les a theme in each of its editions.

The his­tory of ludic writ­ing exper­i­ments is a long one. Influ­ences on our work here include obvi­ous ones such as the sur­re­al­ist game cadavre exquis, sto­ry­telling boardgames such as Once Upon a Time and story-focused indie RPGs such as In a Wicked Age. But also early online writ­ing exper­i­ments such as Fray and finally, story-focused hybrid games such as World With­out Oil and other ARGs. The list goes on. I’ve been col­lect­ing references—mainly newer online writ­ing services—on Kit­sune for a while now. James Bri­dle wrote a lovely piece about writ­ing, play and the net­work for De Gids in which he dis­cussed a large num­ber of exam­ples too.

There’s a whole series of posts I could write about the inter­est­ing design chal­lenges that rear their heads when you attempt to rec­on­cile play­ing with writ­ing. For now, I’ll just say that with Vic­tory Boo­gie Woo­gie we decided early on that we wanted it to be a game that you play by writ­ing.

I could also talk at length about what it was like to make this. We went from early paper exper­i­ments, to teas­ing out some of the details related to scal­ing to an unpre­dictable amount of play­ers using machi­na­tions and finally to devel­op­ing a web app in typ­i­cal Hub­bub style with a dis­trib­uted team.

Sake playtest leftovers

Zoom­ing out a lit­tle, this is the lat­est in a series of projects in which inves­ti­gate what play can mean for ‘tra­di­tional’ cul­tural domains. Not by talk­ing about it, but by mak­ing some­thing. Before, we worked with Dario Fo on game opera Mega Mon­ster Bat­tle Arena™ later we col­lab­o­rated with music and film fes­ti­vals for a series of game instal­la­tions for PLAY Pilots and now, with the Nether­lands’ old­est lit­er­ary mag­a­zine, Vic­tory Boo­gie Woo­gie, an exper­i­men­tal col­lab­o­ra­tive writ­ing game.

So please join us, if only to read what will unfold but hope­fully to also participate.

Thanks to the edi­tors at De Gids for reach­ing out to us, in par­tic­u­lar Dirk Vis but also Dirk van Weelden, Arjen Mul­der and Edzard Mik. Lies­beth Beneder and Esther Wils for keep­ing us orga­nized. Rob­bert Wela­gen, Niels ‘t Hooft and Han van der Vegt for agree­ing to join the edi­to­r­ial team on this crazy adven­ture. Joris Dor­mans for his won­der­ful machi­na­tions tool and his advice on how best to apply it. And finally my two col­lab­o­ra­tors on the game pro­duc­tion side, Alper Çugun and Simon Scheiber—always a pleasure.

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Week 188

Belated wee­knotes! I blame the long Easter week­end, and the switch to day­light sav­ing time. Let’s keep it short shall we?

Alper spent most of the week hack­ing away at KAIGARA, which is shap­ing up nicely. He also put some fin­ish­ing touches on SAKE, which is going to kick off next week! Sign up for that if you haven’t yet and feel like some ludic col­lab­o­ra­tive writing.

Really digging the Victory Boogie Woogie character portraits

The papers sub­mit­ted to the Design­ing Gam­i­fi­ca­tion work­shop at CHI 2013 have been pub­lished—includ­ing our own mod­est con­tri­bu­tion. Alper will be there to par­tic­i­pate in the dis­cus­sion on April 28. I hear he’s look­ing for­ward to it.

Myself, I have also been very busy jug­gling project man­ager and inter­ac­tion design duties on KAIGARA, with the occa­sional bit of game design thrown in the mix. I look for­ward to shar­ing our work on this, but that will have to wait until later.

Some­how I did man­age to squeeze in a quick Recess! post on my love for boardgames and how I use them as design tools.

And with that it is back to work.

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Week 187

On Mon­day Kars pre­sented the final HIRAME con­cept at the client. Aside from some minor tweaks needed on the brand­ing front it was received well. We’re hop­ing this will turn into a full-on pro­duc­tion project like KAIGARA next —at which point we’ll prob­a­bly be able to reveal its client— but for now we’ll have to be patient. After that he stormed on to Ams­ter­dam to attend the fifth This hap­pened – Ams­ter­dam.

Getting ready for This happened #5

The rest of the week was mostly taken up by game and inter­ac­tion design sprints (Kars and Tim) for KAIGARA. The design is being final­ized as we speak so we can speed off the devel­op­ment run­way in a straight line. Also lots more project man­age­ment and tech prep work (Kars and me) and going into art (Bas­ti­aan) and writ­ing (Niels).

You may have seen it but we’re dot­ting the is and cross­ing the ts for Your Daily Vic­tory Boo­gie, which we devel­oped with lit­er­ary mag­a­zine De Gids (their write-up in Dutch).

Stu­dio Papaver (who Kars advised) pre­sented their work for the Stu­dio for Unso­licited Archi­tec­ture at the New Insti­tute and they did great. They pre­sented a solid analy­sis of pop­u­la­tion shrink­age, and their design for a col­lec­tive intel­li­gence game was backed up by tes­ti­mo­ni­als from a suc­cess­ful playtest and gnarly graphic design by Amp. Mean­while I attended the local Cocoa­heads meetup to keep in touch with peo­ple doing solid iOS work in Berlin.

In other news: our friends over at Hide&Seek are doing a Kick­starter to develop their Tiny Games into an iPhone app. Kars will be design­ing a game for them, so you should def­i­nitely back it:

The week­end was also dot­ted with work.

I spent Sat­ur­day morn­ing work­ing at the Wooga offices after help­ing out with the local Rails Girls. Most of the morn­ing I inves­ti­gated open­Frame­works’ poten­tial as a game engine for iOS after hear­ing that Ridicu­lous Fish­ing was writ­ten in it.

But there was also time to play board games:

Getting slaughtered at Cuba by @liekedev

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Week 186

As is the nat­ural rhythm of things, we’ve been wrap­ping up a num­ber of projects last week, while oth­ers are pick­ing up steam.

On the wrapping-up front, I worked with Her­man on prepar­ing the slide deck for HIRAME’s final deliv­ery. We put in some sug­ges­tions for a visual style, a proper game title, a premise—that sort of thing. And also a first rough stab at a plan­ning and a budget.

I also had a final stu­dio ses­sion with Anne and Zineb of Stu­dio Papaver. Their pro­posal for a col­lec­tive intel­li­gence game aimed at gen­er­at­ing solu­tions for prob­lems related to pop­u­la­tion shrink­age is almost done. We dis­cussed some details of how the com­plete game process will be orga­nized and also did some back-of-a-napkin esti­mates for pro­duc­tion bud­gets. They’ll present their plans at the NAi on Thurs­day, March 21.

This was also a week in which all of a sud­den Pig Chase received atten­tion once more: First a deli­ciously long arti­cle at Wired UK was pub­lished about play­ing with ani­mals for which Clemens and I were inter­viewed and which also includes the won­der­ful work of Hanna Wirman on play­ing with orang­utans. Also an episode of De Wereld Leert Door—a Dutch talk show on science—wholly ded­i­cated to the project for which Marinka was inter­viewed. And finally the open­ing of Yes Nat­u­rally, an exhi­bi­tion on the con­tem­po­rary nature of the nat­ural, which includes Pig Chase along­side work from Natalie Jere­mi­jenko, Tin­ke­bell and Ai Wei­wei, amongst oth­ers. The project has been dor­mant while we look for new funds, but it’s great to see it con­tin­ues to be rel­e­vant to people.

Alper—who joined us in NL from Wednes­day onwards—provided FURAPPA’s client with a sneak pre­view of the ideas we’d cooked up for them and got some encour­ag­ing responses. So it’s on to clean­ing up the slide deck and trav­el­ing to their HQ for a final pre­sen­ta­tion to their team, soon.

I talked to Dirk Jr. on Tues­day about the final improve­ments that need to be made before Vic­tory Boo­gie Woo­gie (code­name SAKE) can launch. And on Fri­day, Simon came over to the stu­dio for a full day of work on those points, tempted by the phys­i­cal pres­ence of Alper and the promise of a FRIDAYS AT 7 to cel­e­brate our recent achieve­ments. Speak­ing of Vic­tory Boo­gie Woo­gie: we’re launch­ing April 8. If you feel like join­ing in be sure to sign up at the pre-launch page.

In the spirit of kaizen we also pushed some small improve­ments to the run­ning game of Code 4, which is in its sec­ond week and from what we hear play­ers are going crazy with it (in a good way).

On Thurs­day we worked from Top­ika’s stu­dio at the Open Coop so that Alper could catch up with his col­leagues at the Open State Foun­da­tion and I could catch up with Anne at EYE and Frank at Frog. Being at Open Coop is always a plea­sure, if only because of the won­der­ful lunches served by Bite Me.

But the major­ity of our time was taken up by KAIGARA—although from read­ing this it might not appear that way. I had my project man­ager hat on for most of the time—doing plan­ning, bud­get, get­ting Tim (our game designer) and Bas­ti­aan (our graphic designer) up to speed. And for the remain­der I focused on start­ing to detail the game’s inter­ac­tion design. Mean­while Alper assem­bled the required host­ing envi­ron­ment and built and deployed a first very bare-bones ver­sion of the web app for tech­ni­cal review pur­poses. All of which has given us a good posi­tion from which to really push for­ward the com­ing weeks.

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Week 185

We’re host­ing a run of Code 4 these weeks which is prov­ing to be stim­u­lat­ing. All in all we’re rather happy how well the project is hold­ing up. For a two year old code­base, it doesn’t show much vis­i­ble signs of aging at all.

For KAIGARA we got the team filled out accord­ing to our heist method­ol­ogy. Con­spir­a­tors old and new will tackle this project which should keep most of the stu­dio hum­ming for the first half of 2013.

We’ve been writ­ing and sketch­ing every­thing up for deliv­ery on FURAPPA. One of the series of game con­cep­tu­al­iza­tion projects pass­ing through the studio.

SAKE is being vet­ted now by De Gids (you can sign up for launch). As an intro­duc­tion we asked the bril­liant James Bri­dle to write a piece about lit­er­a­ture and games for the mag­a­zine which was trans­lated and published:

Reading @jamesbridle in Dutch

Niels wrote the fifth Recess! and knocked that one straight out of the park. I was expect­ing some­thing like this to hap­pen dur­ing this ser­ial, but this is way ahead of my most opti­mistic pro­jec­tions. Kars is up this week and our expec­ta­tions are high.

Kars went to Mov­ing Sto­ries on Fri­day to give a talk about game design for muse­ums and to mod­er­ate a panel. We love to work in this field but we still find ample mis­con­cep­tions about how to apply games in a museal con­text. Kars’s talk is one more step towards fix­ing this (online soon).

My blurb on gam­i­fi­ca­tion for TNW Mag­a­zine was pub­lished online for eas­ier perusal.

Dur­ing the week­end Kars had a game night which I’m afraid I missed, but I gath­ered with Berlin friends on Sun­day to have a NotAt­SxSW BBQ din­ner.

Candidates for tonight's 6-player board game session.

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Week 184

Alper was asked to con­tribute some words on ‘gam­i­fi­ca­tion’ to TNW Mag­a­zine, which appeared the begin­ning of this week. With some amuse­ment we took note of the other con­trib­u­tors to this piece. Let’s just say a diverse range of per­spec­tives is covered.

On Mon­day Alper and I worked on adapt­ing Code 4 for play within an orga­ni­za­tion other than the tax admin­is­tra­tion. We’d started work on that the week before and shipped it by the end of the day.

The next day Simon, Alper and I spent one more full day of work on the SAKE release candidate.

On Wednes­day we signed the con­tract for KAIGARA’s sec­ond phase. An occa­sion to cel­e­brate, which we will do soon—see below. We also con­tin­ued work on SAKE.

I dis­cussed progress on FURAPPA with Alper on Thurs­day. I pro­vided feed­back on the slide deck he’d drafted con­tain­ing over ten ideas rang­ing from the prag­matic to the slightly insane. Next, I’ll sit down to sketch some quick sce­nar­ios to fur­ther illus­trate the ideas.

That same day, we shipped the SAKE release can­di­date. A pre-launch page went up, offi­cially unveil­ing the project as Vic­tory Boo­gie Woo­gie—a col­lab­o­ra­tive writ­ing game which will run for 10 week start­ing April 8th. If you enjoy open-ended cre­ative play, like read­ing and writ­ing, and under­stand Dutch (sorry) you should join us.

And finally, on Fri­day, Alper had break­fast with the Silikotti crew, posted his Recess! post—for which we also received a nice shout-out from our friends at Mud­lark—and fin­ished The Quan­tum Thief which he rather enjoyed. Mean­while, I announced the sec­ond install­ment of our FRIDAYS AT 7 which if you’re read­ing this you should feel free to join.

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