Hubbub has gone into hibernation.

Week 201

Lots of logis­tics this week and new projects get­ting start­ed. I was due to be back in the Nether­lands for some meet­ings so I start­ed Mon­day in Utrecht at Hub­bub HQ while Kars went to Info.nl to work on ASARI1. We’re real­ly hap­py to be work­ing togeth­er with our old friends over in Ams­ter­dam and we think we have found a way that suits both of our skills very well.

Joined in the studio by @alper today.

I was fin­ish­ing prepa­ra­tion for SAME for which I flew out to Munich at the end of the after­noon. Which meant I missed This Hap­pened Utrecht #16 and din­ner with that set. Kars says that the sto­ry behind the Philips Hue lamps skunk works was the best one.

We worked on the new ver­sion of Beesten­bende through­out this week, com­ing up with a detailed redesign and going through that with the Uni­ver­siteitsmu­se­um. Kars talked a bit with our friends over at the GEE­lab in Karl­sruhe while I spent the day in Munich facil­i­tat­ing a work­shop togeth­er with Sebas­t­ian.

I flew back that same night and spent Wednes­day and Thurs­day at Hub­bub going over our plans for the next year with Kars using the OKR frame­work by Google which is prov­ing to be just mea­sur­able enough for our taste. We input all of that in our Asana and we’re good to go for the rest of 2013.

Drinking Perceptor's Meesterplan IPA after reviewing our 2013 master plan.

Dirk Vis post­ed the last sum­ma­ry of Vic­to­ry Boo­gie Woo­gie which has turned out into a mis­sive from a dis­tant future and we still have a spot open in our Utrecht stu­dio for an enter­pris­ing cre­ative type.

Kars end­ed the week with impromp­tu drinks with Sander and bits of Vlam­beer and Monoban­da while I spent Fri­day mak­ing the rounds of Ams­ter­dam and vis­it­ing our friends over at Bruns&Niks and Hack­ers and Founders:

Drinks al fresco with Dutch Game Garden friends, last Friday #latergram

Let’s call it an appe­tiz­er for this Fri­day’s FATSEVEN.

  1. Which hap­pens to be writ­ten like this: アサリ. I’m learn­ing Japan­ese and hav­ing a lot of fun with the var­i­ous ways to write our code­names. [↩]
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Week 199–200

These notes cov­er the past two weeks. Week 199 cov­ered the tail end of my hon­ey­moon on Bali. Spend­ing time on the island was a plea­sure as always. (I’ve lost count, but I think this was my sixth vis­it.) My absence com­bined with a tem­po­rary lull in client work gave Alper the oppor­tu­ni­ty to relax a lit­tle and spend some time on side projects, such as Cup­pings.

I returned to work in week 200, but was a bit hand­i­capped by a rather per­sis­tent flu. Nonethe­less, I got some work done. To start, I caught up with Alper on cur­rent affairs and trawled through an email back­log of two weeks.

Then, I start­ed work on the redesign of Beesten­bende. Revis­it­ing old design prob­lems that con­found­ed us when we last worked on them almost a year ago, I sud­den­ly found some new solu­tions that now look so obvi­ous. There’s prob­a­bly a les­son in there some­where.

I played Alper’s per­son­al slide design­er, tweak­ing the deck of his MLOVE talk on the social issues involved with the quan­ti­fied self move­ment.

And I fin­ished the week design­ing my tiny game for Hide&Seek’s won­der­ful upcom­ing app. You’d think with Vic­to­ry Boo­gie Woo­gie at an end I would have had enough of col­lab­o­ra­tive sto­ry­telling games, but I came up with anoth­er one. In this case it’s for two play­ers and requires an old fash­ioned paper nov­el as a play aid. I had fun playtest­ing it over the week­end so we’re on the right track.

Alper tells me he start­ed the week doing a bit of work on Vic­to­ry Boo­gie Woo­gie (mov­ing the site into its post-game stage).

He also prepped his MLOVE talk, as men­tioned ear­li­er, and deliv­ered it on Thurs­day. It was titled “The Quan­ti­fied Good Life”. I believe things went well, in par­tic­u­lar the Q&A after­wards along­side fel­low Dutch­men Yuri van Geest and Maarten den Braber. The dri­ve back from the even­t’s venue, a cas­tle out­side of Berlin, took Alper 10 hours, due to ter­ri­ble weath­er and result­ing traf­fic. I’m glad he made it back in one piece.

The rest of the week was main­ly tak­en up by SAME, a con­sul­tan­cy gig for our sec­ond Ger­man client (an auto­mo­bile man­u­fac­tur­er) for which we’ve part­nered up with stu­dio friend Sebas­t­ian Deter­d­ing. The first work­shop for this is due to take place this week. Alper will be on site togeth­er with Sebas­t­ian (it’s a Ger­man lan­guage affair) I’ll be stand­by in Utrecht.

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Week 198

Last week was a slow one but I’m get­ting things in order for when Kars gets back. Round­ing up a bunch of stuff and clos­ing new con­sult­ing work that we will be work­ing on over the sum­mer.

I also dis­cussed my par­tic­i­pa­tion on a quan­ti­fied self track at MLOVE where I’ll be talk­ing about the ethics and pos­si­bil­i­ties of mea­sur­ing your­self. As far as I am con­cerned the quan­ti­fied self move­ment con­tains with­in it many of the same pos­si­bil­i­ties and also many of the same prob­lems that gam­i­fi­ca­tion strug­gles with.

I went to the local DIY­bio group at the Raum­fahrta­gen­tur to explore the pos­si­bil­i­ties of biotech­nol­o­gy and game design. The var­i­ous spaces in that part of Wed­ding are very nice even if only to relax at, but the group already has a fair­ly out­fit­ted lab­o­ra­to­ry which is con­tin­u­ous­ly being expand­ed:

Messiness

(your dai­ly) Vic­to­ry Boo­gie Woo­gie is in its last week right now, so get those pieces in while you still can.

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Week 197

A brief week for us this past one, I trav­elled to Utrecht to do some work at head­quar­ters, give a talk and most impor­tant­ly for Kars’s mar­riage. Kars’s week was a bit short­er than usu­al for the same rea­sons and while I am writ­ing this he should be on a trop­i­cal island.

The stu­dio will be hum­ming along but with pro­duc­tion on some projects hav­ing con­clud­ed and oth­ers just now in the post-sign­ing phase, there is a small lull. The per­fect time to get around to the oth­er stuff that had been neglect­ed.

Last week the notes from the meet­ing on social design at What Design Can Do were pub­lished in which Kars had par­tic­i­pat­ed (look for the notes start­ing with KA). I think that has become a nice overview of design­ing for a cause.

Last Fri­day there was a par­ty for the writ­ers and play­ers of (your dai­ly) Vic­to­ry Boo­gie Woo­gie in the Melk­weg in Ams­ter­dam. This is week nine, so just two more weeks to get your pieces in.

Kars got mar­ried that same Fri­day and he took with him on his hon­ey­moon an old con­cept as a pro­to­type, ‘strict­ly to unwind with at the beach’ he assured me.

Vows

And in the same vein I played a bit of TAC:

TAC

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Week 196

Last week, Alper spent time lead­ing devel­op­ment on Vic­to­ry Boo­gie Woo­gie and Rip­ple Effect while I lead the design.

For the for­mer, we worked on the final update which should con­sid­er­ably improve the home­page. It’s always a chal­lenge to design ahead of actu­al con­tent. Now that the game has been run­ning for some time we have much more mate­r­i­al to work from.

For the lat­ter, we’ve been pro­cess­ing the pilot’s results and wrap­ping up things for fur­ther devel­op­ment lat­er on. One of the things I par­tic­u­lar­ly enjoyed doing was to make a quick video for our client demo­ing a new phys­i­cal pro­to­type cre­at­ed by Tim, which demon­strates solu­tions to some of the issues encoun­tered dur­ing the pilot.

Alper pub­lished a Recess! on the nihilism inher­ent in game design—rec­om­mend­ed read­ing.

I also facil­i­tat­ed a work­shop at a Dutch broad­cast­er togeth­er with Jeroen van Mas­trigt of We Love Your Work. The work­shop focused on adapt­ing a game concept—which takes as its input clips from TV—to a new show. In the process we intro­duced some new mechan­ics that were the­mat­i­cal­ly appro­pri­ate to the show’s con­tent. It was a very focused, very pro­duc­tive work­shop with imme­di­ate­ly action­able items as the out­come.

In between all this there was also time for cake with our friends at Game Oven to cel­e­brate the launch of their lat­est game Bam Fu, which you should total­ly go out and play.

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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.

Video by Nordic Larp Talks, orig­i­nal­ly on YouTube.

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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