Hubbub has gone into hibernation.

‘Love in Times of Gamification’ at NEXT Berlin

This talk orig­i­nat­ed from a top­ic that had occu­pied me for a while. It seems I’m not the only one if I have to judge from sto­ries told to me by friends. Love and dat­ing online has grown to be a very large mar­ket with cut­throat com­pe­ti­tion and a lot of pres­sure to try out per­sua­sive and game­ful inter­ac­tion pat­terns.

I was con­vinced there was a sto­ry here and I am grate­ful I was accept­ed to tell it at NEXT Berlin. A more thor­ough treat­ment of this top­ic is forth­com­ing, but below you can find the video of my pre­sen­ta­tion at the con­fer­ence:

Video by NEXT Con­fer­ence, orig­i­nal­ly at video.nextconf.eu, this copy from their YouTube chan­nel.

As you can see from the exam­ples, there is a lot of ter­rain beyond the casu­al games and online dat­ing areas and a lot of oppor­tu­ni­ty to come up with new things. The Pair thum­bkiss — how­ev­er sim­ple it may look — is a notable inno­va­tion in a field that is mired with many of the same social net­work­ing pat­terns.

But my per­son­al favorites among the list of exam­ples are the phys­i­cal games such as the bril­liant Fin­gle and the hilar­i­ous Sword Fight. For games that already live in the real world, break­ing through bound­aries is a giv­en. But the games and ser­vices that are now whol­ly vir­tu­al will need to think of ways to break out and cre­ate phys­i­cal con­se­quences.

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Week 160

I’m writ­ing this under the influ­ence of a slight cold so for­give me if it’s a bit terse.

We’re head­ing to Lon­don for the Hide&Seek Week­ender in a few days, so last week I worked with Tim to dot Is and cross Ts on Cer­e­mo­ny of Sur­prise’s game design. I also spent time research­ing and writ­ing my talk for the con­fer­ence.

I attend­ed the first post-sum­mer net­work­ing lunch at the Dutch Game Gar­den and most­ly caught up with famil­iar faces.

Speak­ing of catch­ing up, I also vis­it­ed Sam who is now with Sanoma.

Towards the end of the week I spent a day talk­ing Hub­bub strat­e­gy with Alper. We most­ly reviewed 2012 so far, but also made some plans for the com­ing year.

In between our ses­sion we found the time to cel­e­brate the wrap-up of Beesten­bende with Hanne and Karel over cham­pagne at Lefeb­vre.

The week end­ed with a game of Dun­geon Petz at the stu­dio, for which I was joined by Tim and Joris. The game turned out to have a lot of mov­ing parts, as is typ­i­cal of Vlaa­da Chvátil’s designs. But each was easy to get the hang of thanks large­ly to the coher­ence of mechan­ics and theme.

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Week 159

Last week includ­ed sev­er­al caus­es for cel­e­bra­tion.

First of all, although most­ly a for­mal­i­ty, Beesten­bende has been signed off on by the client. We’re real­ly pleased with how the game has turned out so we can’t wait for the first fam­i­lies to give it a go in the muse­um. With devel­op­ment fin­ished we have been furi­ous­ly plan­ning pro­duc­tion of PR mate­ri­als which should hap­pen over the com­ing weeks.

Sec­ond, we man­aged to con­nect the final dots on Pig Chase’s playable pro­to­type. On Fri­day I was hap­pi­ly play­ing around with the iPad app, mov­ing around a dot on what we’ve affec­tion­ate­ly come to call the “pig client”. That’s still set up in the stu­dio now, but will be moved into a pig pen soon­ish. The best part is that we now can start tun­ing the video stream and the com­mu­ni­ca­tion between the pig and human clients. Tun­ing is an impor­tant part of inter­ac­tion design. A big chal­lenge in any project is get­ting to the point where you can start “turn­ing the knobs”. We’ve now reached that point on Buta, so hooray!

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Those make two good rea­sons to open a bot­tle of cham­pagne, I guess.

Final­ly, in par­al­lel to our project work, we’ve been ded­i­cat­ing some time to fur­ther artic­u­lat­ing a for­mat for a design work­shop. It’s aimed at help­ing orga­ni­za­tions iden­ti­fy and devel­op oppor­tu­ni­ties in game­ful design.1 I’m quite excit­ed about this because I think we have the peo­ple and the expe­ri­ence to real­ly offer a unique per­spec­tive on the top­ic. (Of course, if this sounds like some­thing that might be of use to you, don’t hes­i­tate to get in touch.)

Sales pitch off. Bring on week 160.

  1. I know, I know, yet anoth­er buzz­word. But this paper (PDF) makes a good case for ditch­ing gam­i­fi­ca­tion and going with game­ful design when it comes to the things we typ­i­cal­ly do. [↩]
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Upcoming public appearances

Hey every­one, we have a num­ber of events where we’ll be talk­ing or show­ing things or run­ning games. I thought I’d list them here for your con­ve­nience.

  • First off, Alper will give a sneak peak of Beesten­bende (project Saba) to devel­op­ers at the Berlin iOS User Group. That’s tonight so you might read this too late, but worth not­ing any­way.
  • Tomor­row, also in Berlin at our stu­dio on Adal­bert­straße, Alper is host­ing an evening of play­ing offline games. Hub­bub favorite The Resis­tance is on the list, well rec­om­mend­ed.
  • More board game fun at our Utrecht stu­dio next week. We’ll give Vlaa­da Chvátil’s Dun­geon Petz a go. If you feel like join­ing in just say so on the event page.
  • Tim Bosje and myself will head to Lon­don for the Hide&Seek Week­ender to run Cer­e­mo­ny of Sur­prise. We’re hon­ored to be part of this! I’ll also do a talk (on game design and the weird) at the con­fer­ence, which has a great line-up. Do come by and say hel­lo, we’ll be there all week­end.
  • My talk on per­va­sive games at /dev/haag is also still hap­pen­ing end of Sep­tem­ber.

There are a few appear­ances at events in the works, which I’ll share with you as soon as they’re announced. In the mean­time, hope to catch you at one of these!

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Week 158

I’m run­ning late with these notes so I’d bet­ter get them out there.

A big chunk of my time was tak­en up by final exams at the Utrecht School of the Arts. I was part of one of the com­mit­tees assess­ing the projects and research done by stu­dents pur­su­ing a mas­ter of arts in game design or inter­ac­tion design. Much of the work was excel­lent, which is heart­en­ing. I have been review­ing work at the HKU for the past four years and the qual­i­ty keeps improv­ing. Of course as it goes, not all of it was great and we had to fail a few stu­dents. I’ll nev­er quite get used to doing that, but it’s part of the job and impor­tant too, oth­er­wise an MA would be mean­ing­less.

I worked on SAKE a bit, bang­ing out a paper pro­to­type which inte­grat­ed some of the ideas I had the week before. I’m get­ting excit­ed about the direc­tion this is tak­ing. There are some neat choic­es around lim­it­ing what play­ers can do so it does not become a crowd-sourced sto­ry­telling free-for-all. I have also fig­ured out some fun ways in which play­ers can more or less force each oth­er to write about spe­cif­ic things.

I also had a meet­ing with the Gids edi­tors to plan some of the upcom­ing work around a brief­ing for writ­ers who will par­tic­i­pate in the game, and a sneak pre­view of the game at the anniver­sary event this fall.

And final­ly, for BUTA I man­aged to con­nect the things Alper has made with the stuff Aduen has been work­ing on and so for the first time I was mov­ing a dot on an iPad and see­ing its twin move on an app run­ning on a Mac­Book, which will go on to become the “pig client”. All of this over the inter­net, so we’re near­ing a first com­plete pro­to­type that we can set up at a farm. There are a few more things to take care of before we can do this, how­ev­er.

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Week 157

As I write this, I am sat in my sec­ond home The Vil­lage, sip­ping a nice cup of Cos­ta Rica Monte Cadet.

Last week around this time, I was get­ting on a train at Berlin Haupt­bahn­hof, hav­ing just spent lit­tle under a week work­ing with Alper and play­ing at Play­pub­lik. Before my depar­ture I squeezed in a standup via Skype with the team build­ing the Pig Chase playable pro­to­type. I spent the ride home doing a lot of writ­ing, and some read­ing.

(As an aside, I should men­tion that around this time I also start­ed my dai­ly rit­u­al of play­ing Vesper.5. To make sure I keep at it, I have set a recur­ring task in Things which links direct­ly to the game. Here’s where I am at the moment.)

On Tues­day, I met with our friends at the Uni­ver­siteitsmu­se­um to talk about the var­i­ous PR things we need to take care of for Beesten­ben­de’s launch. We’re mak­ing a pro­mo­tion­al video, and are also cre­at­ing art­work for the muse­um to use in var­i­ous ways. Per­haps most excit­ing­ly, we might stick huge ani­mals from the game on the muse­um’s glass facade. That will cer­tain­ly draw vis­i­tors’ atten­tion.

On Wednes­day, the stu­dio was graced with a vis­it from Simon, an occa­sion­al agent of Hub­bub who was respon­si­ble for the graph­ic design of both PLAY Pilots and Code 4. Simon’s secret iden­ti­ty is film mak­er. He’s just shared the first frame from his upcom­ing stop motion ani­mat­ed short. It looks gor­geous. We talked about a pos­si­ble col­lab­o­ra­tion on Sake, which looks like­ly to hap­pen.

The fruits of some of that furi­ous writ­ing on the train back home were pub­lished on Thurs­day in the form of a post based on my World Design Cap­i­tal Helsin­ki talk about PLAY Pilots. Virtueel Plat­form also pub­lished a video of the whole thing, as well as all of the oth­er ses­sions that made up Dutch E‑Culture Days.

That day I also had a very last round of meet­ings with the stu­dents whom I have been coach­ing at the Utrecht School of the Arts. We went over their prepa­ra­tions for final exams, which were sched­uled for the next week.

And final­ly on Fri­day, I spent a bit of time writ­ing up some ideas I had for Sake’s game design so that I could pro­to­type them the next week. I also gen­er­at­ed some ideas for a prospec­tive client. I talked those over with Her­man and wrote them up for review.

And that’s about it. To fin­ish, I should men­tion I sched­uled a game of Dun­geon Petz. I’ve had the game on loan from my friends at Sub­cul­tures for a while now but haven’t had the chance to actu­al­ly play it until now. It’s designed by Vlaa­da — Space Alert — Chvátil, so I have high expec­ta­tions of it. If you feel like join­ing us, head over to the event page.

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Public Game Installations & Player Engagement

A few weeks ago I had the plea­sure of speak­ing at Dutch E‑Culture Days in Helsin­ki. An event orga­nized by Virtueel Plat­form, it took place at the World Design Cap­i­tal Pavil­ion and last­ed two days. On the first, sev­er­al Dutch trans­me­dia projects were pre­sent­ed. My favorite was film­mak­er Floris Kaayk’s Human Bird­wings project, an elab­o­rate media hoax about the dream of human flight. The sec­ond day was all about cities and social tech­nolo­gies. Alper dis­cussed his work at Hack the Gov­ern­ment — app con­tests and the promis­es and pit­falls of open data — and Michiel talked about recent work­shops done by The Mobile City in Ams­ter­dam and Moscow aimed at improv­ing the sense of own­er­ship of pub­lic space.

I was asked to talk about PLAY Pilots, a project that is now two years old — which feels like ages ago. The orga­niz­ers asked me to use it as a lens for talk­ing about how to design for audi­ence engage­ment. It was nice to get an oppor­tu­ni­ty to reflect on this work now that I have some more dis­tance from it. I think it all holds up pret­ty well. Cer­tain­ly, the choic­es we made did not all work out for the best, although oth­ers did. In any case, I thought it would be good to write up what I talked about, for the ben­e­fit of oth­er game instal­la­tion mak­ers, and the peo­ple who com­mis­sion them. (If you pre­fer watch­ing the actu­al talk, a video is avail­able.)

Hav­ing intro­duced Hub­bub as well as the project — read the project write­up for a gen­er­al intro­duc­tion — I went through each live game. I talked about how each plays and also, how it was con­nect­ed to the web­site. The aim was to show that the game cre­ators used very dif­fer­ent approach­es to invit­ing peo­ple to play, social play dynam­ics and what I’ve come to call records of play.

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The PLAY Pilots live games

Invitation to Play

How do play­ers approach a game instal­la­tion? Or to put the ques­tion dif­fer­ent­ly: How does a game instal­la­tion approach play­ers? These are two sides of the same coin.

Wip ’n’ Kip was shaped as a car­ni­val attrac­tion. The cre­ators were there to active­ly sell the game to the audi­ence and encour­age them to step up and play. Dur­ing play ses­sions they would encour­age play­ers and spur on the crowd. This game instal­la­tion grabbed play­ers by the throat. A high­ly effec­tive approach, giv­en the fes­tive atmos­phere at the event — left field elec­tron­ic music fes­ti­val Stekker­fest — made fea­si­ble by its short dura­tion.

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MC Karel encour­ag­ing a Wip ‘n’ Kip play­er

In con­trast, De Stere­oscoop had to run for a decid­ed­ly longer peri­od of time — more than a week. It was set up at the Nether­lands Film Fes­ti­val pavil­ion and was acces­si­ble to all passers­by. The instal­la­tion had an idle mode — sim­i­lar to arcade video games. It would at times run a short video that explained the machine’s work­ings. Oth­er than that, it would just ran­dom­ly play clips. This, cou­pled with the leg­i­ble phys­i­cal inter­face — turn tables that actu­al­ly spun — it tempt­ed peo­ple to give it a go.

Final­ly, Band­jes­land ran for two days but at an indoor music fes­ti­val — the won­der­ful Le Guess Who?. Its out-of-the-way loca­tion in the venue forced the cre­ators to come up with yet anoth­er approach. They wouldn’t be able to stand next to the game and ask peo­ple to play, or have it sub­tly present itself to passers­by. In stead, they made find­ing the game part of the fun by scat­ter­ing clues point­ing towards it through­out the venue, piquing curios­i­ty.

So game dura­tion and phys­i­cal place­ment are fac­tors that affect how a game instal­la­tion can invite peo­ple to play. In addi­tion, how a game approach­es poten­tial play­ers is one ele­ment that can be used to give it a cer­tain char­ac­ter — from enthu­si­as­tic and invit­ing to restrained and mys­te­ri­ous.

Social Play

When it comes to engage­ment — once play­ers have start­ed play­ing — I find it is use­ful to think about what type of social play a game instal­la­tion engen­ders. Let’s look at each PLAY Pilots live game again to see how they’ve done this.

Wip ’n’ Kip was all about spec­ta­cle. To play meant engag­ing in this intense­ly phys­i­cal act while at the same time look­ing slight­ly ridicu­lous. Play­ers were put on a stage. Races, which saw three play­ers com­pet­ing, thank­ful­ly did not last long. Mean­while the audi­ence laughed, encour­aged con­tes­tants and applaud­ed win­ners.

De Stere­oscoop allowed for one or two peo­ple to play at the same time. The result of their actions — the scratched and mixed clips from films — was eas­i­ly seen by audi­ence from fur­ther off. In a sense, play­ers were VJ-ing. The rewards — more about those in the next sec­tion — incen­tivized explo­ration: Play­ers were encour­aged to keep look­ing for inter­est­ing jux­ta­po­si­tions. This was a much more laid-back and con­tem­pla­tive expe­ri­ence.

And final­ly, Bandjesland’s expe­ri­ence was very com­mu­nal and chaot­ic. Play­ers could just drop in when­ev­er they felt like it. Each night con­sist­ed of essen­tial­ly an hours-long play ses­sion, with con­tri­bu­tions from numer­ous peo­ple. You could just stand around the instal­la­tion for a while, watch oth­er peo­ple play and when­ev­er you felt like it join in.

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Col­lab­o­ra­tive play in Band­jes­land

So social play is about think­ing in terms of the com­mu­nal expe­ri­ence. The rela­tion­ship between those play­ing and those watch­ing the play­ers — the audi­ence. Each of the PLAY Pilots game instal­la­tions result­ed in a kind of per­for­mance, but very dif­fer­ent ones.

Records of Play

The last thing I dis­cussed dealt with what hap­pens after play. In terms of engage­ment, it is inter­est­ing to think about how people’s rela­tion­ship with a game instal­la­tion can be pro­longed once it is no longer phys­i­cal­ly present. In PLAY Pilots we devel­oped a web­site in par­al­lel with the live games. Each game was con­nect­ed to the web­site in a dif­fer­ent way.

Play­ers of Wip ’n’ Kip received a tick­et with a unique code after their race. They could use this to claim their race time on our web­site, as well as see a slow motion video of a por­tion of the race, record­ed with a high speed video cam­era. The idea here was that to have par­tic­i­pat­ed in this game instal­la­tion was some­thing play­ers would enjoy brag­ging about online. So we gave them some bits they could eas­i­ly link to and go “look what I did”.

De Stere­oscoop looked for inter­est­ing com­bi­na­tions made by play­ers and print­ed out tick­ets, once again with unique codes. These allowed play­ers to claim badges — a com­bi­na­tion of two love scenes would yield the ‘Roman­tic’ badge for instance. They could also see what films they had used to get this badge, in case play­ers were curi­ous about the film and hadn’t rec­og­nized it. So this was much more a case of enabling play­ers to keep a record of their play actions, with decid­ed­ly less per­son­al data being cap­tured.

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Claim­ing Stere­oscoop badges on the web­site

The cre­ators of Band­jes­land took a dif­fer­ent approach. Hand­ing out codes for each con­tri­bu­tion made no sense in the jovial, drop-in-when­ev­er-you-like atmos­phere of the game. There were no clear end points to indi­vid­ual play ses­sions. Fur­ther­more, Band­jes­land was much more about the col­lec­tive out­come. So the music pro­duced by all the play­ers was record­ed, as well as the sounds in the room. These were mixed and put on Sound­Cloud as big live record­ings. The sam­ples indi­vid­ual play­ers record­ed to con­tribute to the con­tin­u­ing com­po­si­tion were also all stored, time­stamped and put online. Play­ers could look up their sam­ples, down­load them and also see where in the live record­ing the sam­ples appeared.

So when it comes to records of play, you should think about whose con­tri­bu­tion you’re sav­ing — a group result or an indi­vid­ual result. It’s also worth think­ing about in what way a play­er will be able to recov­er their records. Nowa­days, codes of var­i­ous kinds are still the eas­i­est mech­a­nism for unam­bigu­ous retrieval. Per­haps at some point, RFIDs will replace these. But in many cas­es, it is just as easy for a play­er to find their stuff in a list based on some eas­i­ly remem­bered meta­da­ta. And so, often you can spare your­self the has­sle of gen­er­at­ing and dis­trib­ut­ing these codes which also pre­vents them from break­ing up the play expe­ri­ence. Also and final­ly, think of your records of play as social objects, things play­ers might like to share with friends, and enable them to do so. At the very least, make these records eas­i­ly link­able.

Some­thing I have not gone into here but that might also be a con­cern for you, is that in some cas­es play­ers might not want their play actions to be stored. Pri­va­cy con­cerns like these should be tak­en into account on a case by case basis. In our case, these game instal­la­tions were all part of pub­lic events, so there is a shared expec­ta­tion that what­ev­er one does is pub­lic and might be shared.

And to Conclude

So those are my thoughts on design­ing for audi­ence engage­ment when mak­ing game instal­la­tions. In a way a lot of this is about think­ing beyond the act of play itself and zoom­ing out to think about how peo­ple enter into a game, what role the audi­ence has and what hap­pens once play­ers leave. The “next larg­er con­text”, so to speak. Some­thing that ulti­mate­ly is always a good thing to do in design, no mat­ter what you’re mak­ing.

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Hap­py PLAY Pilots play­ers

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Week 156

I’m writ­ing this on a train back from Berlin after a won­der­ful few days mak­ing games with Alper and play­ing games at Play­pub­lik.

Last week start­ed with some work with Tim on Cer­e­mo­ny of Sur­prise. We’ll be run­ning the game at Hide & Seek’s Week­ender. I’m huge­ly excit­ed about this. We’re tun­ing the game a lit­tle and mak­ing some adjust­ments so that it is suit­able as a drop-in game.

On Tues­day I head­ed to the Uni­ver­siteitsmu­se­um with Stef to show him the cab­i­net of curiosi­ties where Beesten­bende is played. Stef will be mak­ing a short pro­mo video for the game, so a site vis­it was in order. He can now come up with a plan for the video.

I did­n’t do this for a while, but on request from the Dutch Game Gar­den I post­ed the slides for my Sum­mer Talk to SlideShare so they can be includ­ed in the forth­com­ing report of the talk on their web­site.

On Wednes­day, I hopped on a train to Berlin and en route reviewed stu­dent papers.

That after­noon, I Joined Alper at his stu­dio. After a late lunch we got crack­ing on the final fix­es for Beesten­bende.

Work on that con­tin­ued the next day, cul­mi­nat­ing in a ver­sion that is all ready for sub­mis­sion to Apple. So we can now for­mal­ly wrap up the project. Of course we’re not done as such — we’ll help the Uni­ver­siteitsmu­se­um with launch­ing the game and the PR around it.

Hav­ing reached our mile­stone we then rushed off to The Com­put­er­spiele­mu­se­um for the open­ing of Play­pub­lik. The fol­low­ing days were a won­der­ful mix of meet­ing with like­mind­ed play­ers and mak­ers of street games, lis­ten­ing to talks and of course play­ing games. High­lights includ­ed:

If you get a chance to play any of these, don’t hes­i­tate to grab it.

I con­tributed to the fes­ti­val with a talk on Pig Chase, and par­tic­i­pat­ing in a pan­el dis­cus­sion on gam­i­fi­ca­tion. Mean­while, work con­tin­ued on Pig Chase. Alper was hack­ing away when­ev­er he got the chance.

So now I am on my way home feel­ing a bit tired but at the same time ener­gized. Eager to get keep push­ing ahead on the games we’re mak­ing.

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Week 155

We’re get­ting into the rhythm of things with Buta. Last week we had our first prop­er standup meet­ing. Although it’s hard to tell if there was any actu­al stand­ing up. The team’s dis­trib­uted, so we chat­ted over Skype. Any­way, these should now hap­pen each week on Mon­day and will help us get to a playable pro­to­type ASAP.

I wrote up the specs for Sake. The paper pro­to­type ses­sion I had with Dirk Jr. the week before was very help­ful in crys­tal­iz­ing the basic stuff we’ll need. Next, we’ll sketch out some inter­faces and should be ready to start on a soft­ware pro­to­type soon after.

On Wednes­day I was joined by Iskan­der in the stu­dio, who worked on his own stuff away from the bus­tle of the Info.nl offices. But we made sure to catch up over cof­fee and lunch breaks. If you’re curi­ous, read about what Iskan­der is up to in his wee­knotes.

On the same day, I talked with Stef about the short video we’ll be pro­duc­ing to explain and pro­mote Beesten­bende. We walked through the game and dis­cussed what we would like the video to con­vey. Film­ing peo­ple play­ing phys­i­cal games is hard, as we learned when we made the Code 4 video. This time, in stead of ask­ing play­ers to act out spe­cif­ic things, we’re going to try to shoot doc­u­men­tary style. This does require record­ing a lot of sur­plus mate­r­i­al so that we can select the best bits. But the result will hope­ful­ly be nice and nat­ur­al.

And final­ly, quite some time was spent on prepar­ing for and deliv­er­ing an intro­duc­to­ry talk on per­va­sive games. This took place on Thurs­day at our home, the Dutch Game Gar­den as part of their annu­al Sum­mer Talks series. I tried to pro­vide a lit­tle bit of the­o­ret­i­cal ground­ing for the sub­ject and then dove into a lot of stuff we’ve learned over the years from doing these kinds of games at Hub­bub. A report includ­ing slides should appear on the — recent­ly redesigned — DGG web­site soon.

On deck for this week: some work with Tim on Cer­e­mo­ny of Sur­prise for a soon to be announced fes­ti­val where we will run the game, and a trip to Berlin to play and talk at Play­pub­lik.

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Week 154

Not much to report this week. So this is a short one.

Most notably I worked on SAKE some more. I have been col­lect­ing things relat­ed to col­lab­o­ra­tive sto­ry­telling on Tum­blr. I talked about what we’re try­ing to achieve both with Tim and with Karel and got some use­ful ideas from both. Then, I sat down with the usu­al tools of the trade: index cards, pok­er chips, that sort of thing. I played through a few iter­a­tions of paper pro­to­types to get a han­dle on what I want this thing to work like. As is cus­tom­ary at this ear­ly stage, I most­ly dis­cov­ered what I did not want it to work like. Luck­i­ly, by the end of the week I was joined by Dirk Jr. and we made anoth­er attempt. This one worked out — we now have a rough frame­work that can be turned into a soft­ware pro­to­type. I just need to write it up.

Oth­er than this, I should point out I was at the screen­ing of Indie Game: The Movie. Kit­ty, Liselore, Peter and Zurai­da put the film on the big screen for the first time in NL so that oth­er besides the indie game in-crowd would take notice. The event sold out, which is great. The film itself is an OK intro­duc­tion to the phe­nom­e­non of indie games, I guess. Although it does favor the dis­play of per­son­al and busi­ness chal­lenges at the expense of doc­u­ment­ing the actu­al craft of game design. The moments that do show the cre­ators at work are eas­i­ly my favorites. In par­tic­u­lar, Phil Fish’s obses­sive tin­ker­ing with the gazil­lion pix­el-art tex­tured cubes that make up Fez’s labyrinthine world.

And final­ly, I can’t help but men­tion I once again had a great time play­ing Space Alert over the week­end. I high­ly rec­om­mend you pick this up if you enjoy col­lab­o­ra­tive play, board games with unusu­al for­mats and intri­cate game sys­tems.

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