Hubbub has gone into hibernation.

‘The Social Contract Put at Play’ at Lift12

This is a long over­due blog post for my talk at Lift12. It’s about what games can do for soci­ety. As such it builds on what I talked about in 2011 at FutureEv­ery­thing and at dCon­struct. What I tried to do here is to be more artic­u­late about why I think the pub­lic sphere is in trou­ble. And also, to offer a more gen­er­al frame for think­ing about what the mech­a­nisms are through which games can make change hap­pen.

I should thank Nico­las Nova for invit­ing me to speak at the con­fer­ence, and my col­league Alper Çuǧun for his con­tri­bu­tions to this talk.

Networked Publics

A use­ful mod­el for think­ing about the pub­lic sphere is offered by Lar­ry Lessig. He describes four modes of reg­u­la­tion that togeth­er con­strain what we can do in publics:

  1. Law
  2. The Mar­ket
  3. Social Norms
  4. Archi­tec­ture

These four modes shape and influ­ence each oth­er. The last one, archi­tec­ture, is the world as we find it. For instance, the built envi­ron­ment, the bricks and mor­tar. At least, this is the case in the phys­i­cal world. In online spaces, archi­tec­ture is syn­ony­mous with code, with soft­ware.

But of course, due to the fact that tech­nol­o­gy now per­vades phys­i­cal real­i­ty, archi­tec­ture and code togeth­er con­strain behav­ior. The inter­net isn’t a place set apart. There is noth­ing vir­tu­al about it. And so our publics have become net­worked publics.

A com­mon way of think­ing about publics is in terms of pri­va­cy. But Paul Dour­ish and oth­ers sug­gest it makes more sense to think about net­worked publics in terms of account­abil­i­ty. Law, the mar­ket, social norms and architecture/code make us account­able towards each oth­er in myr­i­ad ways. And this account­abil­i­ty in turn give rise to publics.

Pranks & Riots

So how are our net­worked publics doing? Clear­ly, the answer to this as far as I’m con­cerned is: Not so good. What wor­ries me most about pub­lic life is our col­lec­tive ten­den­cy for will­ful self-sep­a­ra­tion. Two recent Dutch report serves as a use­ful illus­tra­tion of why I think this is a prob­lem. The first describes how peo­ple tend to choose schools based on their per­ceived social class. We pre­fer to send our kids to schools used by “peo­ple like us”. You can see how this cre­ates a rein­forc­ing loop.

The sec­ond report shows that where­as social strat­i­fi­ca­tion based on hered­i­tary char­ac­ter­is­tics and wealth may have large­ly dis­ap­peared, class based on edu­ca­tion is on the ascen­dant. So those two cre­ate a vicious cycle: I choose a school based on my posi­tion in soci­ety, and this posi­tion is large­ly derived from my edu­ca­tion.

I’m not say­ing hier­ar­chi­cal orga­ni­za­tion of roles in soci­ety is nec­es­sar­i­ly a bad thing. We can’t all be, or don’t even want to be CEOs. But what is an issue, is that this new low­er class feels under-appre­ci­at­ed, feels it has less influ­ence than oth­ers and does­n’t have the same access to net­works.

When I try to imag­ine what that must feel like, I am remind­ed of a post on oper­a­tional clo­sure by Levi R. Bryant, a con­cept from sys­tems the­o­ry which he describes as fol­lows:

“Oper­a­tional clo­sure is not a hap­py thought. It presents us with a world in which we’re entan­gled with all sorts of enti­ties that we can hard­ly com­mu­ni­cate with yet which nonethe­less influ­ence our lives in all sorts of ways. ”

So pub­lic life for a large part of soci­ety feels Kafkaesque. It’s kind of like an office job. You feel like you have very lit­tle agency. And what do we do to stay sane in the office? We play pranks.

Pranks, such as the infa­mous sta­pler in jel­lo, are a way to reclaim agency. They func­tion as a kind of rit­u­al or pub­lic event. They allow us to change some­thing about the state of the world, how­ev­er tem­porar­i­ly.

The social contract put at play lift12 017

These pranks play out on a dif­fer­ent scale in soci­ety. Recent­ly, some of them have proven to be quite destruc­tive. But they are attempts at reclaim­ing agency nonethe­less. A Lon­don­er asked by a tele­vi­sion reporter if riot­ing was the cor­rect way to express their dis­con­tent replied:

“You would­n’t be talk­ing to me now if we did­n’t riot, would you?”

It’s a way to game the sys­tem, a way of hack­ing the atten­tion econ­o­my of the over­lap­ping media land­scape.

The social contract put at play lift12 018

The source of this dis­con­tent is described by Ben Ham­mer­s­ley as fol­lows:

“Indeed, a small part of the trig­ger for the Lon­don riots can be under­stood as the gap between the respect giv­en to peo­ples’s opin­ions by the inter­net, and the com­plete dis­re­spect giv­en by the gov­ern­ment and the rul­ing elites.”

So it can all be under­stood as Lessig’s four modes clash­ing. New archi­tec­ture, the emer­gence of mas­sive social net­work­ing sites, gives rise to new social norms which in turn are not shared by all. Elect­ed offi­cials and the peo­ple vot­ing for them don’t feel mutu­al­ly account­able any­more.

The ques­tion for me is if we can con­ceive of oth­er rit­u­als, oth­er types of pub­lic events, oth­er ways to prank our way out of this feel­ing of a lack of agency that are less destruc­tive. And at the same time if we can have these rit­u­als effect actu­al change.

The social contract put at play lift12 022

Ritual

This is some­thing we’re deeply inter­est­ed in at Hub­bub. Many of our projects can be under­stood as attempts to invent new tools for trans­form­ing soci­ety. These tools are games, because games are a medi­um native to net­worked publics. Games can be rit­u­als or pub­lic events for the 21st cen­tu­ry.

A use­ful frame for think­ing about pub­lic events can be found in Mod­els and Mir­rors by Don Han­del­man, a book I was intro­duced to by Sebas­t­ian Deter­d­ing. Han­del­man argues we should under­stand pub­lic events first through their design. He describes two types of events: the events-that-mir­ror and the events-that-mod­el.

The first class of events “reflect ver­sions of the orga­ni­za­tion of soci­ety that are intend­ed by the mak­ers of the occa­sion”.

The social contract put at play lift12 025

The sec­ond class, the events-that-mod­el, have a greater auton­o­my in rela­tion to the social order. They offer a con­trolled trans­for­ma­tion of social phe­nom­e­na. The event-that-mod­els can do this because it is sys­temic, it has inter­nal causal rela­tion­ships. Han­del­man talks about these events being ver­sions of the world, trans­formed through prac­tice, with changes sub­se­quent­ly affect­ing the lived-in-world.

The social contract put at play lift12 026

This con­cept of events-that-mod­el is read­i­ly applic­a­ble to games. They are sys­temic, they are made up for rules. As a play­er you inter­act with these rules, they afford and con­strain behav­ior.

They are also autonomous, com­mon­ly seen as a sep­a­rate from ordi­nary life. In How to Do Things with Videogames, Ian Bogost puts it this way:

“When games invite us inside them, they also under­write exper­i­men­ta­tion, rit­u­al, role-play­ing, and risk tak­ing that might be impos­si­ble or unde­sir­able in the real world.”

This idea has become known as the mag­ic cir­cle, which refers to games tak­ing place in a time and space set apart.

But not all games act on the world, as Han­del­man writes. They are not all events-that-mod­el. In fact, many seri­ous games are more like events-that-mir­ror, or events-that-present about which he writes:

“A tac­it premise of numer­ous events-that-present is that one learns through repet­i­tive par­tic­i­pa­tion, rather than through forms of orga­ni­za­tion that gen­er­ate trans­for­ma­tive expe­ri­ence.”

As such, seri­ous games suf­fer from the ludic fal­la­cy. We should know by now that we can’t reli­ably sim­u­late the world. So why lim­it our­selves to pro­duc­ing games for change that attempt to do exact­ly this? Also, these games rob play­ers of agency. This just won’t do for our pur­pose, which is to make games that improve peo­ple’s sense of agency.

Games can be trans­for­ma­tive. They can be places made of archi­tec­ture and code that we inhab­it tem­porar­i­ly. Where we can exper­i­ment with and even invent new social norms. It is pos­si­ble for these norms to be brought into the lived-in-world. The inter­play of online opin­ions and expec­ta­tions of pol­i­tics as described by Ben Ham­mer­s­ley is an exam­ple of code affect­ing social norms. And social norms can also affect archi­tec­ture itself. Such as in Har­bour Lab­o­ra­to­ry by Dan­ish art col­lec­tive Parfyme. It is a play­ground for invent­ing new uses for the Copen­hagen har­bor, some of which were lat­er imple­ment­ed.

The social contract put at play lift12 032

One way games can change the world is by affect­ing play­ers. Games are sub­jec­tive sim­u­la­tions. There is always a gap between our men­tal mod­el of the world and the mod­el a game presents us with. The process by which we resolve such ten­sion, a mid­dle road between whole­sale accep­tance or rejec­tion, is described by Ian Bogost in Unit Oper­a­tions. He calls our dis­com­fort with sub­jec­tive game mod­els sim­u­la­tion fever. And the way to cure this fever accord­ing to him is to work through it. To play a game and under­stand what it includes and excludes. So just like recov­er­ing from a phys­i­cal fever changes our immune sys­tem, crit­i­cal­ly under­stand­ing a game in this way changes our view of the world. So again, to draw a par­al­lel to Lessig’s four modes, here code affects social norms.

For instance: Sys­tem Dan­marc is a Nordic LARP which took place in 2005. It puts play­ers in a near future where social strat­i­fi­ca­tion has been mag­ni­fied. They quite lit­er­al­ly lived on the streets for a cou­ple of days. It’s nec­es­sar­i­ly a sub­jec­tive, incom­plete sim­u­la­tion of social injus­tice. It demands from play­ers to work at under­stand­ing in what ways it is incom­plete and in the process, reeval­u­ate their men­tal mod­el of social real­i­ty.

The social contract put at play lift12 034

But per­haps this idea of sim­u­la­tion fever is too indi­rect for your tastes. Games can also direct­ly act on the world, sim­i­lar to how acts of speech can. At a wed­ding cer­e­mo­ny, the words “I now declare you man and wife” changes some­thing about the state of the world. These are known as per­for­ma­tive speech acts. In How to Do Things with Videogames, Ian Bogost labels games that do sim­i­lar things per­for­ma­tive games.

With per­for­ma­tive games it’s impor­tant we don’t just focus on the effects a game should have on the world. We should make sure play­ers are in on it. They need to under­stand the mean­ing of their actions both with­in and out­side of the game. As a coun­terex­am­ple, take Luis von Ahn’s ESP Game. The actions of play­ers in the game are lever­aged to improve image search. How­ev­er, play­ers aren’t aware of this. So in this case, although the ESP Game changes some­thing about the lived-in-world, it is not per­for­ma­tive. One could say it is exploita­tive. I find games like this moral­ly prob­lem­at­ic.

The social contract put at play lift12 036

A bet­ter exam­ple would be Cru­el 2B Kind by Jane McGo­ni­gal and Ian Bogost. It’s a street game that uses acts of kind­ness as play­er actions. These have mean­ing in the game and out­side of it. At the out­set play­ers aren’t aware of who the par­tic­i­pants are. Because of this non-play­ers are “caught in the cross­fire” of com­pli­ments and oth­er pleas­antries. So, non-play­ers are affect­ed by the play­ers’ actions. How­ev­er, play­ers under­stand these con­se­quences and play because of them.

The social contract put at play lift12 037

Play­ing with Pigs is a project I am involved with at the Utrecht School of the Arts in col­lab­o­ra­tion with Wagenin­gen Uni­ver­si­ty. We’re using both sim­u­la­tion fever and per­for­ma­tiv­i­ty in an attempt to trans­form how humans relate to pigs. We’re design­ing a game that can be played by both species togeth­er. By doing so we hope to give these large­ly invis­i­ble ani­mals an active role in the eth­i­cal debates sur­round­ing ani­mal farm­ing and meat con­sump­tion.

We don’t want to pre­scribe how peo­ple feel, but in stead we set up a sys­tem that pro­duces sim­u­la­tion fever. Humans are put in a sym­met­ri­cal play space with pigs and accom­plish tasks togeth­er. This rais­es the ques­tion: who is play­ing with whom? Humans work through this and come to their own con­clu­sions. We think that is more pow­er­ful.

It is also a per­for­ma­tive game, a game that does work. It acts on the world. Pigs, intel­li­gent ani­mals that they are, get bored eas­i­ly in their monot­o­nous pens. We lever­age human activ­i­ty to enter­tain them, and the humans are in the know and play because of it.

The social contract put at play lift12 038

So games can affect the world that don’t rob play­ers of agency but in stead empow­er them. We can do this in a direct­ed and designed way with­out instru­men­tal­iz­ing games and exploit­ing play­ers.

Trust

So that’s my propo­si­tion for what games can do for our net­worked publics, how they can be new rit­u­als.

Last year at STRP, Bruce Ster­ling described four pos­si­ble futures. They were lay­er out on the oblig­a­tory two-by-two along two axes: high tech to low tech and high art to low art. Most of these futures were far from desir­able. The excep­tion was the high tech and high art future. In Ster­ling’s words, this quad­rant makes no sense, it seems log­i­cal but feels weird. In future sce­nar­ios this is always the most valu­able quad­rant because it offers sur­pris­es. It lets you think about the future in a way you haven’t before. Ster­ling calls it Apple Bou­tique World. It is a civ­i­lized world with a civ­i­lized inter­net and its mot­to is “don’t be vul­gar”. And in this world, we have:

“Social improve­ment games that actu­al­ly solve prob­lems… Places where there are mil­lions of peo­ple play­ing games and actu­al­ly improv­ing soci­ety by being in the game.”

I think that’s a goal worth pur­su­ing, and I hope I’ve giv­en you a frame­work for think­ing about how to do it.

If you’re in pol­i­cy, I would ask you to try and under­stand, engage with, and trust in the good that can come out of these games and what they can do for publics. Because I tru­ly believe these games can be engines for cul­tur­al inven­tion. Engines that are native to our net­worked publics. That might give rise to new ways of restor­ing account­abil­i­ty and agency to our soci­ety.

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Week 142

At the start of last week, I found myself work­ing on a nation­al hol­i­day. A fate not unfa­mil­iar to most busi­ness own­ers, I guess. That day, and the one fol­low­ing it, I was tweak­ing the Saba build we would be test­ing on Wednes­day. Myself and Alper have got­ten into a nice rhythm of remote col­lab­o­ra­tion. Going back and forth between Utrecht and Berlin through a com­bi­na­tion of GitHub, Skype and Base­camp.

I ran the play test togeth­er with Erwin, for whom this was his last con­tri­bu­tion to the project. We would have loved to have him around for pro­duc­tion sup­port longer, but he has six months abroad doing some­thing com­plete­ly dif­fer­ent ahead of him. Per­haps we’ll see more of him after­wards.

The Saba tests went rel­a­tive­ly smooth, although of course there are plen­ty of things to improve on, which is the whole point of the exer­cise. Things are com­ing togeth­er nice­ly and we are more or less at the stage where we can start “plussing”. On Thurs­day and Fri­day I devot­ed some time to doc­u­ment­ing find­ings. Edit­ing video, writ­ing down notes, that sort of thing.

For Kani, I met up with Her­man and Hanne on Tues­day to reflect on our expe­ri­ence run­ning the work­shop the week before. We made plans for the final leg of this engage­ment, which is a con­cept pre­sen­ta­tion that includes our research find­ings and a plan and bud­get for pro­duc­tion. I worked some more on the con­cept part with Hanne lat­er in the week.

On Fri­day I did some long over­due work on Hamachi togeth­er with Tim. It’s an exper­i­men­tal social game we’ll be pub­lish­ing under a CC license. It’s almost ready. We’ve been tweak­ing copy and design­ing the print-on-demand bits. I found myself googling for fun­ny pho­tos of ani­mals and pulling them through an Atkin­son dither­ing app. A suit­able way to fin­ish the week, I guess.

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Week 141

We’re try­ing to focus on a few projects late­ly. The idea is to have few­er things going on at the same time, so that each gets the atten­tion we feel it deserves. Last week this renewed focus payed off. We got a lot of work done on both Saba and Kani and I feel good about the qual­i­ty of the work.

On Mon­day, I worked togeth­er with Hanne to pre­pare for the design work­shop at Kani’s client. We had been devel­op­ing an idea for an exer­cise with which we could get some feed­back on our con­cep­tu­al direc­tion as well as get a feel for our tar­get audi­ence’s will­ing­ness to play.

We played through the thing as we had planned, con­clud­ed it was­n’t quite up to scratch and made some nec­es­sary adjust­ments. After anoth­er play-through we felt con­fi­dent it would be up to the task. We pre­pared some slides to guide the group through the exer­cise, final­ized our mate­ri­als and called it a day.

On Tues­day we ran the work­shop on site at the clien­t’s hos­pi­tal. We shared insights from our inter­views with var­i­ous rep­re­sen­ta­tives of the many dif­fer­ent dis­ci­plines that keep a hos­pi­tal run­ning. We were tak­en on guid­ed tours to get a sense of the phys­i­cal space and then we ran our play­ful exer­cise. The for­mat held up well. It was easy enough to get into, peo­ple had fun. We got a lot out of it both in terms of observed behav­ior as well as con­tent pro­duced by the par­tic­i­pants. All stuff to chew on in the week to come.

The rest of the week I worked with Alper to final­ize a new test ver­sion of Saba. I focused on get­ting all the copy and art in, while he worked to make the game’s engine tick. Next Wednes­day we’ll go back to the muse­um and test with a num­ber of fam­i­lies again. It’s the first full ver­sion we’re test­ing in terms of con­tent and fea­tures. I’m curi­ous to see how it will hold up.

In between, I had the plea­sure to vis­it Delft Uni­ver­si­ty of Tech­nol­o­gy on invi­ta­tion of Ianus to cri­tique work by Design for Inter­ac­tion stu­dents. This con­sist­ed of sev­er­al hand­fuls of con­cepts com­mu­ni­cat­ed in the shape of post­cards, which I was sent with­out knowl­edge of the brief. I went through all of these, judg­ing whether I “got” what each con­cept was about, what I thought about the way it was com­mu­ni­cat­ed and wether it made me think of any oth­er work in the field. I shared my per­spec­tive in a short, 45-minute pre­sen­ta­tion ear­ly on Fri­day morn­ing. After­wards I hung out in the cen­tral space of Indus­tri­al Design Engi­neer­ing’s love­ly fac­ul­ty.

Final­ly, I should men­tion we pub­lished a final post on the mak­ing of Pig Chase’s con­cept video over at the Play­ing with Pigs blog. This one is about var­i­ous ways i which mak­ing a con­cept video can be a valu­able design exer­cise.

And with that, anoth­er long week­end kicked off, this time because of the Nether­lands’ noto­ri­ous Koninginnedag.

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Week 140

Work on Saba con­tin­ued apace this week. We have one more week to go before the next playtest. So Hanne did some final adjust­ments on copy and Karel pro­duced the last bits of art need­ed for the final stages of the game. I’ve been spend­ing most of my time inte­grat­ing all of that in the game, while Alper is focus­ing on mak­ing all of this stuff actu­al­ly work (which means lots of cod­ing for him).

I’m also very hap­py about the addi­tion of Rik Nieuw­dorp of Claynote to the team. He’ll be tak­ing care of the game’s audio. We’ll use sound spar­ing­ly as this is a game for a muse­um and we don’t want to annoy non-play­ers too much. How­ev­er, some care­ful­ly placed audio will cer­tain­ly enhance the play­er expe­ri­ence great­ly.

In the mean­time Hanne and I have been prepar­ing a few exer­cis­es for a work­shop next week with Kani’s client. We’ll have a siz­able group of hos­pi­tal employ­ees to work with. The main exer­cise is aimed at get­ting some ear­ly feed­back on one game idea we con­sid­er promis­ing. At the same time we’ll test if our tar­get audi­ence can relate to some of the con­cepts we have made cen­tral to our approach. It’ll be a bit game-like but loose enough to allow for impro­vi­sa­tion and sur­pris­es.

On Buta’s front, the search for a cre­ative tech­nol­o­gist who will com­plete our team con­tin­ued. I’ve approached a few folks again, with some pos­i­tive respons­es. This per­son will be respon­si­ble for build­ing the tablet app, work­ing close­ly with Aduen, our hard­ware engi­neer and Hein, who has joined us again to do graph­ic design.

I also wrote two sub­mis­sions — one on Code 4 and one on Pig Chase — for GDC Europe. Although none of our work fits neat­ly in any of the con­fer­ence’s tracks I still felt it was worth a shot. Let’s hope one or both get accept­ed.

Final­ly, I met up with Noord­hoff to eval­u­ate Galaxy Tours. As I wrote ear­li­er, the pro­to­type we’ve pro­duced won’t be devel­oped fur­ther which although the rea­sons for this are sound is a bit dis­ap­point­ing of course. How­ev­er we’ve learned a lot from this project about using games for learn­ing in sec­ondary edu­ca­tion. We’re plan­ning to share these things with the client inter­nal­ly and I hope to be able to do the same here at least in part after that.

As a nice round­off to the week, the shiny laser cut door sign I ordered from Ponoko arrived this morn­ing. It com­ple­ments the dark wood of our stu­dio door nice­ly. Now you’ll have no trou­ble find­ing us, next time you’re in the Dutch Game Gar­den.

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Week 139

We had a short work­week here because of East­er. So things only kicked off on Tues­day. Some things to report:

  • Kani: Togeth­er with Hanne I attempt­ed to syn­the­size some of the major require­ments and we gen­er­at­ed some addi­tion­al game ideas on Tues­day. On Thurs­day, with Her­man, Tjerk-Jan and Hanne I worked on the pro­gram for a a design work­shops we’ll run with the client in a few weeks.
  • Saba: On Tues­day with Hanne, Karel, Alper and Erwin, I reviewed the lat­est playtest. We deter­mined nec­es­sary changes and planned for the next iter­a­tion, which will cul­mi­nate in anoth­er playtest in two weeks.
  • I also reviewed a num­ber of entrants into the A MAZE. Indie Games Award 2012 com­pe­ti­tion. The short­list is now online with some love­ly off­beat games in there.
  • Oth­er than that I did a bit of work to final­ize a few Play­ing with Pigs blog posts that should be pub­lished over the course of the next cou­ple of weeks.

That’s it. Have a good week­end.

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Week 138

Our two projects Saba and Kani have tak­en up almost all of our atten­tion this week. A quick run­down of both fol­lows.

Saba is a game for the Utrecht Uni­ver­si­ty Muse­um. Fam­i­lies vis­it­ing the muse­um play using one iPhone while explor­ing its rooms. We are ini­tial­ly focus­ing on its cab­i­net of curiosi­ties. The goal is to have them look at the exhibits through the eyes of a sci­en­tist. We’re mid­way the design phase with this one.

This week was all about fin­ish­ing a dig­i­tal pro­to­type for test­ing on Fri­day (today). Hanne and Karel final­ized copy and art, respec­tive­ly. I then worked with Alper to inte­grate as much of it into the game as pos­si­ble. Poor Alper was a bit under the weath­er so we had a bit of a delay get­ting to full func­tion­al­i­ty. Nev­er­the­less, after a hero­ic last sprint on Thurs­day, we fin­ished a playable ver­sion. This morn­ing I ran two tests with help from Erwin. Two fam­i­lies – both friends of Hub­bub – played through the game while we observed. It was reward­ing to see, for the very first time, play­ers work through the whole thing with­out our assis­tance. We’ve dis­cov­ered plen­ty of issues, a lot of them inter­face improve­ments that in hind­sight are always obvi­ous. Oth­er issues relate more to our use of the turn tak­ing and play­ers some­times feel­ing a bit left out of the action, some­thing that will require a bit more clev­er­ness from our game design­ers.

Kani is just get­ting start­ed. It’s a design research project com­mis­sioned by a hos­pi­tal. I’m work­ing on this with Hanne as well, and Her­man, who was our part­ner on Code 4. We’re look­ing at improv­ing cer­tain aspects of the patient expe­ri­ence, but since its very ear­ly in the project there’s not much more to say about it than that.

We had two inter­nal design work­shops this week. Her­man also con­duct­ed numer­ous inter­views with assis­tance from Tjerk-Jan, with hos­pi­tal per­son­nel rep­re­sent­ing the full range of dis­ci­plines. We’ve most­ly been explor­ing the enor­mous amount of require­ments that have arisen from the brief, as well as our desk research and pre­lim­i­nary find­ings from the inter­views. This has already lead to some excit­ing ideas that I can’t wait to devel­op fur­ther. But before we set­tle on one direc­tion, we’ll gen­er­ate some alter­na­tive sce­nar­ios in the next week. We have more than enough require­ments, it is time to start syn­the­siz­ing.

And with that it is time for me to wish you hap­py East­er. We’re off the air for an extend­ed week­end. Back on Tues­day!

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Week 137

We’re near­ing anoth­er playtest for Saba so most of our time last week was tak­en up with pro­duc­tion on a new pro­to­type. We drew up an asset list to guide Karel’s work on art. This in turn lead to some tweaks of my sketch­es. Mean­while Hanne put more time into the copy. Erwin wrote up ques­tions and obser­va­tion points for test, sched­uled the ses­sions with fam­i­lies we’d recruit­ed and so on.

I met with the client on Wednes­day, dis­cussed var­i­ous prac­ti­cal­i­ties relat­ed to the game’s con­tent, its brand­ing, etc. I also showed work in progress, which I think is an impor­tant thing to do so that clients remain involved beyond the for­mal deliv­ery moments.

Lat­er that week I pro­duced a sim­ple pro­to­type of the com­plete game using my sketch­es. This act­ed as a kind of san­i­ty check on the inter­ac­tion design and as one might expect result­ed in more changes to my sketch­es. Alper joined me in the Utrecht stu­dio from Berlin and we went over how we’d inte­grate all the con­tent in the app. There’s still quite a bit of devel­op­ment work to do, so he’s been keep­ing busy.

We now have one more week before every­thing needs to be pulled togeth­er and we can hand it to a few test fam­i­lies we’ve recruit­ed. Excit­ing times.

Mean­while Twee­t­akt was in full swing. I man­aged to spend quite some time at the fes­ti­val pavil­ion and observed lots of peo­ple play­ing the games I’d select­ed. It was encour­ag­ing to see all games get lots of play­time, I think my strat­e­gy to go for social, acces­si­ble games real­ly payed off.

We also ran an edi­tion of This hap­pened as part of Twee­t­akt. Sev­er­al of the talks were about the games on dis­play, oth­ers were about dif­fer­ent but equal­ly inter­est­ing work. We had a good turnout, a great atmos­phere with lots of laughs and hon­est talks. As this was my last event as a cura­tor, I could­n’t be more pleased.

Final­ly, some posts else­where that you might have missed: anoth­er bit on the cre­ation process of Pig Chase – about how we dis­cov­ered pigs respond to light – and a post in Dutch over at Bash­ers on why I think The Resis­tance is an excel­lent psy­cho­log­i­cal game.

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Week 136

I’m writ­ing these notes while out­side spring seems to have seri­ous­ly kicked in. It’s nice and sun­ny. Which is per­fect tim­ing, since Twee­t­akt Fes­ti­val has start­ed. Its pavil­ion, adorned with south­ern-euro­pean style lights, has descend­ed on Neude square. The games I’ve curat­ed are all set in their respec­tive green­hous­es. So I’m look­ing for­ward to see­ing a lot of peo­ple play in the com­ing 10 days.

Longing to go outside

On the project front, here’s what hap­pened this week:

  • Saba: we’ve start­ed inte­grat­ing art and copy into code. Alper has been send­ing out the first pro­to­types through Test­Flight. They’re quite rough still, but progress is good. We also spent some time look­ing at where we might want to use sound. We’ll do this spar­ing­ly as it’s a muse­um game and we don’t want to dis­turb non-play­ers too much, but some non-visu­al feed­back is wel­come. Final­ly, plans for a sec­ond playtest in two weeks have been made.
  • Buta: I put fin­ish­ing touch­es on a new set of blog posts, which also includes a bit of video shot dur­ing field exper­i­ments. Hein helped us out with adding sub­ti­tles and some col­or cor­rec­tion. We’ll prob­a­bly start pub­lish­ing these next week. We’re also get­ting close to com­plet­ing the team for pro­duc­tion of a playable pro­to­type, so hope­ful­ly we’ll man­age to kick that off in a week or two.
  • A new project, Kani, which is relat­ed to health­care, kicked off today. So I spent some time prepar­ing for that. Read­ing some research sent to us by the client, think­ing about ques­tions we might ask folks we’ll be inter­view­ing, writ­ing up some pre­lim­i­nary thoughts on how games might help, that sort of thing.

On the stu­dio front, I pur­chased two pieces of art from the bril­liant Joost Stokhof, which I first spot­ted when it was on dis­play in The Vil­lage. So now I have some cyclists, and Bill Mur­ray steal­ing a bike on the walls. Rolling cur­tains also arrived, so we’re all set for sum­mer.

And with that, I’m hit­ting pub­lish and head­ing out­side to play some games and sit in the sun on the Neude before the Twee­t­akt open­ing show starts. Have a great week­end.

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Play some of our fave games at Tweetakt

I’ve blogged about Twee­t­akt before but now that con­struc­tion of the fes­ti­val pavil­ion is hap­pen­ing out­side our stu­dio win­dows I feel I should post a reminder. So this Fri­day, Twee­t­akt Fes­ti­val opens. I’ve select­ed a num­ber of games that will be playable for free at the pavil­ion for the full 10 days of the fes­ti­val. If time and geo­graph­ic prox­im­i­ty per­mit, you should def­i­nite­ly vis­it, play and let me know what you think. Bring a friend by the way, because this year all games are mul­ti­play­er. Here’s a run­down of the games:

Johann Sebas­t­ian Joust by Die Gute Fab­rik (pho­to by Marie Foul­ston)

Hokra by Ramiro Cor­bet­ta (pho­to by Elliot Trinidad)

Fin­gle by Game Oven

Room Rac­ers by Lieven van Velthoven

Sloopvo­gel & Arcrane by Team Dynamo, Fource­Labs and the Utrecht School of the Arts (a new addi­tion)

There are also many inter­est­ing the­atre and dance per­for­mances on offer. In short, go.

Update: I total­ly for­got to men­tion we’re also putting on anoth­er This hap­pened, with sev­er­al talks about these works. All seats have been snatched up, but you could try the wait­ing list.

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Week 135

So, this week was marked by some­thing that felt like a return to nor­mal­cy. Which is to say, most of the time was spent on project work, with thank­ful­ly few dis­trac­tions in between.

First and fore­most, we made some great progress on Saba. Hav­ing wrapped up the paper pro­to­type and its playtest, we can now move to design­ing and build­ing a first dig­i­tal ver­sion. So I sat down and sketched out a set of screens based on the con­tent we’ve devel­oped so far. Hanne took these, and wrote out copy for them, while Karel pro­duced visu­al designs. Pret­ty straight­for­ward but it’s nice to see things coa­lesce. We can move rather quick­ly because the major deci­sions in terms of game design have already been made in the paper pro­to­type. Mean­while in Berlin, Alper is get­ting start­ed on a first iter­a­tion of the soft­ware. Once we have all these things, we can start inte­grat­ing them.

Saba is a game played in a cab­i­net of curiosi­ties. It is about observ­ing close­ly and prov­ing or dis­prov­ing a hypoth­e­sis using these obser­va­tions. To this end we’ve pro­duced a large table of char­ac­ter­is­tics of ani­mal groups, that play­ers will use to label pho­tos they take. This table is now under scruti­ny from the sub­ject mat­ter experts in the muse­um, to see if it all makes sense and we haven’t made any mis­takes, stu­pid or oth­er­wise.

For Buta, I met with Irene and went over a cou­ple of new blog posts I’ve been writ­ing about the mak­ing of the video sketch. One goes into how we dis­cov­ered light as a suit­able medi­um for play with pigs. The oth­er is about some of the con­sid­er­a­tions that went into the phys­i­cal design of the things you see in the video, which is most­ly the awe­some work done by Irene and Hein. Those will hope­ful­ly see the light of day soon.

We’re also build­ing a team to pro­duce a playable pro­to­type. It’s hard because we’re deal­ing with a pret­ty unique project requir­ing a dis­parate set of skills; hard­ware design, live video stream­ing, gen­er­a­tive com­put­er graph­ics… I’m hop­ing we can find some folks who are able to work across these skills as much as pos­si­ble. Sug­ges­tions are more than wel­come.

And final­ly, I round­ed off the week with work in Hamachi with Tim. We went over our notes of the pre­vi­ous playtest, set­tled on some rules adjust­ments and wrote those up. We also came up with a new fic­tion­al set­ting that explains some of the weird­er aspects of the game’s mechan­ics. This is main­ly use­ful for eas­ing play­ers into the game.

I man­aged to squeeze in a playtest on Sat­ur­day with some close friends and got a lot of encour­ag­ing feed­back. So I think we’re almost ready to pub­lish the rules and mate­ri­als. It’s just a mat­ter of some more writ­ing, and mak­ing illus­tra­tions. It’s nice to have a small project like this on the side which allows you to mess with all aspects of game design with just two peo­ple and get some tan­gi­ble out­put that is share­able with the world.

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