Hubbub has gone into hibernation.

Join us for Christmas drinks in Belgie

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We’ll be head­ing to Kafe Bel­gië this Fri­day (Decem­ber 17 from 6pm) to cel­e­brate the Wright Broth­ers mak­ing their first pow­ered and heav­ier-than-air flight, the air­ing of the first episode of tele­vi­sion series The Simp­sons, an event­ful and pro­duc­tive year at Hub­bub with projects such as NU Grounds, the Learn­ing Lab and of course PLAY Pilots. So if you’re in the area and feel like rais­ing a glass with us, do drop by.

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Some upcoming super-short talks

I’ve been invit­ed to give some short talks at two upcom­ing events.

The first one is Ignite Ams­ter­dam 4 on Wednes­day 22 Decem­ber 2010 which is orga­nized by the good folk at Media­mat­ic. This edi­tion is devot­ed com­plete­ly to games as part of their Arcade pro­gram. I’ll prob­a­bly go into some of the recent things we’ve been up to at Hub­bub, such as the games we’ve done for the Learn­ing Lab, PLAY Pilots and maybe Buta.

Num­ber two is PechaKucha Night Ams­ter­dam Vol­ume 16, on Wednes­day 19 Jan­u­ary 2011. I’ll have a whop­ping 100 sec­onds more than at Ignite to maybe talk about Hub­bub’s recent work too, or maybe about my pet ham­ster. (Which, the orga­niz­ers told me, would be fine.) I’d first need to buy one though.

In any case, hope to catch you at one or all of these.

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Learning Lab metagame work in progress

We have entered a new phase in the Learn­ing Lab project. We start­ed off by mak­ing games to elic­it expe­ri­ences which could lead to cer­tain insights. These kinds of games are usu­al­ly called “seri­ous games”, though we kind of dis­like the term as it con­tains some­thing of a con­tra­dic­tion: hav­ing fun while being seri­ous. In a sense, all games are seri­ous. We pre­fer the term “applied games”: apply­ing the dis­ci­pline of game design to address real-world issues or con­vey mes­sages.

I real­ly believe this can work.

When some­one does some­thing while play­ing a game he actu­al­ly does so because he choos­es to him­self. The mes­sage that is ‘taught’ will have way more impact than if it were read to him in a lec­ture or in the news or any oth­er pas­sive medi­um. Though this requires reflec­tion by the play­er of some depth. The play­ers need to stop and go: “wait a minute…”. This moment of reflec­tion is what some games Wieger and I came up with lacked. Wether reflec­tion should be part of the actu­al game­play can be debat­ed. But either way, the “mes­sage” was there, some­times it just was­n’t dis­cov­ered because there was no time for reflec­tion.

Now we’re work­ing in a dif­fer­ent direc­tion, or fur­ther down the line, how­ev­er you want to look at it. At first we made games that would facil­i­tate an expe­ri­ence which could be reflect­ed upon for a “mes­sage”. Now we set out to make a sys­tem which would facil­i­tate the reflec­tion of a pre­vi­ous­ly gained expe­ri­ence. Got it?

So far we’ve been look­ing at dif­fer­ent ways to approach this, get the right work­flow going. We weren’t too keen on let­ting go of our expe­ri­ence-focused design approach. We were wor­ried we might end up mak­ing some­thing that was­n’t any fun. But even­tu­al­ly we relaxed and got going.

What we’re work­ing on is a num­ber of play­ful addi­tions to the course’s inter­nal blog sys­tem, that will sur­face the val­ue being cre­at­ed by the Learn­ing Lab par­tic­i­pants.

We’ve made some progress mak­ing flow­charts, wire­frames, mock­ups, badges and pink col­ored slips of paper with mild­ly porno­graph­ic con­tent. It’s com­ing along quite nice­ly, we’re get­ting the feel of this inter­ac­tion design thing. It’s good to get out of the com­fort zone from time to time and broad­en the hori­zon, though I must con­fess I some­times miss the smell of mon­key poo.

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Things we’re working on (volume 1)

On deck

So I decid­ed to make a lit­tle ‘what’s on deck’ area on the wall behind my desk today. These are all list­ed in my Things and stuff, but I like hav­ing things around me phys­i­cal­ly as a kind of ambi­ent reminder, also to all the oth­er folks in the stu­dio.

And now I’m think­ing, why not do a quick post to share what’s going on with our friends out there. So here’s a list, with some short descrip­tions of the projects going on. Some have strange code­names, because they’re still kind of secret, oth­ers we can freely talk about and are out in the open.

  • PLAY Pilots (for­mer­ly known as Ebi) — a series of exper­i­men­tal live games for three cul­tur­al fes­ti­vals1 in the city of Utrecht. These three games are sup­port­ed with a web­site that includes an online game. Each live game is pro­duced in col­lab­o­ra­tion with a local cre­ative crew2. Next week the final game, Band­jes­land by Monoban­da, will launch at Le Guess Who?
  • Buta – an inves­ti­ga­tion into play between humans and domes­tic pig in col­lab­o­ra­tion with the Design for Play­ful Impact (DPI) research pro­gram at the Utrecht School of the Arts (HKU). I’ve talked a bit about the back­ground for this project in this recent lec­ture.
  • Also in col­lab­o­ra­tion with DPI, we’re over­see­ing the pro­duc­tion of a game for the island of Pam­pus by a group of stu­dents at the HKU, and are plan­ning the design of a play­ful frame­work for all the fort’s exhibits to plug into (aka Ika).
  • We’re design­ing and pro­duc­ing a series of live games (and an online game) for the 2nd install­ment of the Learn­ing Lab (code­named Fugu). Learn­ing Lab is an exper­i­men­tal edu­ca­tion pro­gram for hon­ors stu­dents of the VU and the UvA. Our games are pri­mar­i­ly aimed at facil­i­tat­ing stu­den­t’s reflec­tion on their per­son­al devel­op­ment. Wieger and Syl­van (the Fugu team) have been blog­ging about their work exten­sive­ly, look for posts tagged Learn­ing Lab.
  • We’re co-curat­ing an exhi­bi­tion of inter­ac­tive work at Twee­t­akt 2011, a fes­ti­val for per­form­ing arts aimed at youth. We’ve put togeth­er a short­list and I must say it’s a love­ly col­lec­tion of local and inter­na­tion­al work that high­lights the role of per­for­mance in play­ful inter­ac­tion.
  • Maguro — a hush-hush per­va­sive game for a large gov­ern­men­tal orga­ni­za­tion that will be played by employ­ees, blend with their day-to-day work and hope­ful­ly ignite behav­ioral change. We should be sign­ing con­tracts for these soon, and then away we go.
  • And final­ly, Iwashi is the code­name for our involve­ment with a con­fer­ence for cre­ative folk work­ing with play and games planned for the sec­ond half of 2011.

What do you think? I don’t think that’s a bad list. I might do anoth­er one of these in anoth­er three months or so.

  1. Stekker Fest, Nether­lands Film Fes­ti­val, Le Guess Who? [↩]
  2. Fource­Labs, Zes­baans, Monoban­da [↩]
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A taste of Mega Monster Battle Arena’s music

In 2009, we were involved with one of the 11kernenoperas pro­duced by Dario Fo for the fifth anniver­sary of the West­land munic­i­pal­i­ty. The result was Mega Mon­ster Bat­tle Are­naâ„¢, a mix between a game and con­tem­po­rary music the­atre for youth. The music was writ­ten by Daniël Ham­burg­er, who also per­formed it live at the shows with an awe­some band. One of the nicest things about this col­lab­o­ra­tion was that we worked out a sys­tem for live adap­tive music to accom­pa­ny the game scenes (which were per­formed accord­ing to rules, not a script). Here’s a video of a reprise of a part of the opera. It does­n’t show any of the actu­al game, but it does give you a good sense of what the music and the over­all per­for­mance was like. Enjoy.

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Much obliged, +1 banana

with candy!

The past two months we’ve been design­ing applied games for an hon­ors course called the Learn­ing Lab. The games are designed to offer a struc­ture in which things are learned through play and reflec­tion. That’s the idea, any­way.

Anoth­er thing that sup­ports this reflec­tion is a por­tal where all stu­dents have a blog that is to be post­ed on dai­ly. The stu­dents share their expe­ri­ences with every­one else with­in the course. This works fine. But stu­dents shar­ing thoughts on each oth­er’s blogs, reflect­ing on each oth­er if you will, is – appar­ent­ly – a step too far.

And so it was up to us to cre­ate some­thing that would get this inter­ac­tion between stu­dents going, get ’m to appre­ci­ate each oth­ers blogs and hard work. And very maybe also some­times throw some neg­a­tive ener­gy around, just to keep peo­ple on their toes.

It was not before long that we had decid­ed we need­ed a game that involved mon­keys, bananas, feces and – of course – a blind drag­on. The idea was that every day 30 new bananas grew on the big banana tree. These bananas could be hand­ed out by stu­dents to oth­er stu­dents, nev­er to them­selves. The bananas could then be eat­en, pro­duc­ing banana peels and, the next day, feces. The feces could be thrown towards each oth­er, the peels kept for defense. Defense for when the blind drag­on would come to vis­it. It would then go for the smelli­est mon­key around (he’s blind!) and trip on all the peels lying around (he’s blind!). I guess what the mon­keys were aim­ing for, was a good peels / feces ratio (many peels, few feces).

It goes with­out say­ing that this game did exact­ly what we want­ed it to do. Peo­ple gave bananas to each oth­er on blogs, giv­ing it actu­al mean­ing (hey, nice blog! great insight! have some bananas +2). Though peo­ple threw feces at one anoth­er with cer­tain cau­tion: throw­ing feces at some­one did not feel too good. Peo­ple logged in at 14:30 to throw last minute feces if we told ’m 15:00 was the dead­line. In oth­er words, it was a suc­ces.

Last week we end­ed the mon­key game by bring­ing a drag­on pina­ta to class. The top 3 mon­keys (best ratio) were allowed to, well, com­plete­ly demol­ish the drag­on:

This banana game will be tak­en to the next lev­el over the com­ing cou­ple of weeks. We’ll attempt to cre­ate a sys­tem in which stu­dents inter­act in an intu­itive and fun way. The most excit­ing chal­lenge: How can we intro­duce a seri­ous feed­back loop with­out com­pro­mis­ing the fun-fac­tor we pro­mote as game-design­ers?

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Slides and notes for ‘Limits of the Imaginable’ – a lecture on the future of applied game design

Last week I found myself in the gor­geous sur­round­ings of the Roy­al Dutch Acad­e­my of Sci­ences (KNAW) to talk about my views on the future of applied game design at an expert meet­ing orga­nized by the Nether­lands Study Cen­tre for Tech­nol­o­gy Trends (STT). I was one of four speak­ers, the oth­ers being David Shaf­fer, Jeroen van Mas­trigt (HKU) and Jeroen Elf­ferich (Ex Machi­na). The lec­tures focused on var­i­ous domains: edu­ca­tion, soci­ety and tech­nol­o­gy, respec­tive­ly. My focus was design. Below you’ll find a selec­tion of slides and my notes for the talk.1 If you’re deal­ing with fore­sight, design fic­tion, applied games, archi­tec­ture or biol­o­gy, I hope you’ll find it use­ful or at least thought-pro­vok­ing.2

Hel­lo, my name is Kars. I am the founder and prin­ci­pal design­er at Hub­bub, a stu­dio that inves­ti­gates ways of affect­ing soci­ety and cul­ture using games in pub­lic space. Thank you Jac­co for invit­ing me here. So I was asked to talk about design. These kinds of pre­sen­ta­tions often start with a def­i­n­i­tion of design. I won­t’t do that. Instead I’ll start with an exam­ple:

Close Encounters of the Third Kind (1977)

This is Roy Neary (played by Richard Drey­fus) in the film Close Encoun­ters of the Third Kind. You are all famil­iar with this film, I assume? What Roy does in the film, build­ing this mound with­out know­ing up front what it is or what it means: design­ers to this all the time. They engage in think­ing through mak­ing.

Lyddle End 2050

These are images from the Lyd­dle End 2050 project, insti­gat­ed by Rus­sell Davies. He invit­ed peo­ple all over the world to imag­ine the future by mod­i­fy­ing mod­el rail­way stuff. The idea is that mak­ing mod­els is a kind of time trav­el. It’s also inter­est­ing to see how it’s kind of a col­lec­tion of indi­vid­ual imag­in­ings that gel because of the few small con­straints. Rus­sell calls this way of work­ing ‘spec­u­la­tive mod­el­ing’.

Design

So any­way, design deals with the future all the time. It shares this with sci­ence fic­tion. Where the two over­lap, peo­ple often talk about design fic­tion. This is when one uses the tech­niques of design to cre­ate believ­able poten­tial futures or to sug­gest alter­na­tive presents. One per­son who is quite active in this field is the sci­ence fic­tion author turned design crit­ic Bruce Ster­ling. In a recent arti­cle, he writes that we are expe­ri­enc­ing “a mas­sive cyber­net­ic hem­or­rhage in ways of know­ing the world”. We have so many ways of exam­in­ing real­i­ty, that this has lead to a col­lapse of our val­ue sys­tems. Old ways of deter­min­ing what is worth­while have gone out the win­dow.

He also describes how design and sci­ence fic­tion as a result have become unable to effec­tive­ly imag­ine any future. This is the prob­lem I find myself con­front­ed with. But I’m not the only one. Famous sci-fi author and con­tem­po­rary of Ster­ling, William Gib­son, has stopped writ­ing sci­ence fic­tion. The same goes for Kim Stan­ley Robin­son, whose recent book is on Galileo Galilei. In an inter­view he says:

“If the world is a sci­ence fic­tion nov­el then what do you read? What can the lit­er­a­ture do for you?” What indeed.

The way to deal with this, as Ster­ling writes in the afore­men­tioned arti­cle, is to map the edges of what we cur­rent­ly find imag­in­able. To get a sense of the con­tours of that gap. And sub­se­quent­ly to plug it. The way to plug this hole is through action. Through prag­ma­tism. I think that is the only viable stance. In this time, when we (or at least I) have been kind of total­ly gob­s­macked by cur­rent events, “peak every­thing” as John Thackara likes to call it. The way to move ahead is by doing, by con­stant self-improve­ment, through ‘prac­tice’ as Ger­man philoso­pher Peter Slo­ter­dijk calls it. In fact, I think the “gam­ing mind­set” that Jane McGo­ni­gal talks about is sim­i­lar to this stance. So we as game design­ers might need to become more like our play­ers. Fear­less­ly ven­tur­ing into the unknown, think­ing through action, con­stant­ly self-improv­ing.

But any­way, back to the gap. What might the con­tours of that gap be? I would like to look at two areas where I feel like I am run­ning up against true unknowns. One is the urban­ist, deal­ing with the cities more and more of us humans find our­selves liv­ing in. The oth­er is bio­log­i­cal, deal­ing with the liv­ing, the myr­i­ad species we share this plan­et with, all the way down to the small­est ones, like bac­te­ria. And the build­ing blocks of life. At the end, I hope you’ll come to share my vision, which is that we need a new kind of game design, one that is much more rela­tion­al and envi­ron­men­tal, to deal with these unknowns.

Cities

So cities. Let’s start by agree­ing that humans are becom­ing an urban species. More and more peo­ple find them­selves liv­ing in cities. Over 50% of the globe’s pop­u­la­tion. We’ve kind of invent­ed cities to aug­ment our abil­i­ties, as these kind of engines of cul­ture. Cities work (or used to work any­way) because it allowed all these dif­fer­ent kinds of peo­ple, all with their own spe­cial­i­ties, to live in close prox­im­i­ty to each oth­er. They enable rapid exchange of ideas. They increase serendip­i­ty, which is this dri­ving force behind inven­tion. No won­der design­ers love busy urban cen­ters.

Cities are becom­ing the new states, they are lead­ing the way, in stead of the nations they are part of. In devel­op­ing coun­tries peo­ple move into the city in the hopes of find­ing a bet­ter life. Devel­op­ing cities put a tremen­dous pres­sure on the envi­ron­ment, this we all know. Old ways of build­ing cities don’t work any­more at the cur­rent scale. Old cities need hack­ing and fix­ing. At the same time, they’re our best bet of sur­viv­ing into the future. Matt Jones wrote a design fic­tion piece about this with the won­der­ful title ‘The City Is A Bat­tle­suit For Sur­viv­ing The Future’.

Shenzhen

But it’s not just about the good old cities in the west­ern world. It gets weird­er when you look to the devel­op­ing world. We real­ly do not know what life is like in those cities, what makes them work. Let alone what game design for those urban­ites looks like. Take the city of Shen­zhen, for instance. Whol­ly owned by man­u­fac­tur­er Fox­conn. It was dubbed iPod City because it man­u­fac­tures Apple parts. More than 14 mil­lion peo­ple live there. Life is gov­erned by “a schizoid mix of glob­al cap­i­tal­ism and hard­line com­mu­nism”.3 Can you imag­ine these peo­ple play­ing Xbox Knect? I can’t.

But what will they play? And, as applied game design­ers, what issues can we address? If we want to invent for such a cul­ture, we’d first need to get to know it. I myself have worked on applied urban games in the past for under­priv­i­leged areas of Dutch cities. We focused on cre­at­ing games that increase social cohe­sion, renew peo­ple’s sense of agency in the hopes of rekin­dling cit­i­zen­ship, but real­ly, those are all issues rel­e­vant to West­ern con­tem­po­rary cities. If iPod City is the future of cities, I want to know what the social issues are there, and start design­ing for those.

Sci­ence fic­tion author J.G. Bal­lard pre­dict­ed Shen­zhen, to an extent. In his nov­el Super-Cannes he describes an elite work­er’s par­adise called Eden-Olympia. It’s a closed soci­ety where every­thing is per­fect­ly arranged. The pro­tag­o­nist enters this par­adise and dis­cov­ers an under­world where peo­ple engage in heinous acts. The thing is, the res­i­dents wel­come this under­world, and are even encour­aged to engage in it by res­i­dent psy­chi­a­trists as a stress release. To escape from the bore­dom and social restraint that gov­erns their every­day life. I don’t know. But maybe applied game design can do for Shen­zhen what this under­world does for Eden-Olympia? Offer a release valve?4

Sketch of person on bed dreaming of nothing

When I was prepar­ing this talk I thought I would leave it at that. But this being a talk about design I felt oblig­ed to at least make a small attempt at envi­sion­ing what such a game might be. So on the way here, in the train, I did some quick sketch­es. The first, as you can see, is me try­ing to fig­ure out what a per­son in a Shen­zhen-like future city might be dream­ing of. Again I hon­est­ly do not know. The only way to fig­ure out is to go to such cities and explore what life there is like.

A sketch of pickpocket the game

The sec­ond was inspired by some quick research I did on social games pop­u­lar in Chi­na. It turns out many of the games on Chi­nese social net­work­ing sites are clones of the ones we know from Face­book and such. Like Far­mville. There’s one impor­tant dif­fer­ence though: many of these games are much less ‘friend­ly’ and fea­ture com­pet­i­tive, even nasty ele­ments. In the Chi­nese equiv­a­lent of Far­mville, you can steal stuff from oth­er play­ers homes, or leave pests in their yards… So I was think­ing back to Bal­lard’s Eden-Olympian under­ground, and was won­der­ing if a per­va­sive game that would catch on in Shen­zhen might involve pick­pock­et­ing? Any­way.

Biology

A playtest at a pig farm

Lets move on from cities to biol­o­gy. Maybe it’s best to start by telling you about a project I am involved with, which I have code­named Buta.5 Project Buta is about explor­ing the poten­tial of games for inter­ac­tion between humans and domes­tic pig. You could call it a crit­i­cal design project, where we are attempt­ing to come up with designs that are fea­si­ble on the one hand, and on the oth­er hand embody the many eth­i­cal stand­points one finds in the meat indus­try: those of farm­ers, con­sumers, cit­i­zens, ani­mal rights activists etc. What hap­pens to peo­ple’s per­cep­tion of pigs if they play with them and dis­cov­er (like I did) that they are at least as intel­li­gent as your pet dog?

Two exampled of projects by Natalie Jeremijenko

So trans-species inter­ac­tion. That’s a tru­ly brave new world, some­thing I can only see the con­tours of. Natal­ie Jere­mi­jenko is a design­er who is very active in this space. She talks about re-script­ing the ways we relate to our envi­ron­ment, includ­ing the liv­ing species we co-inhab­it it with.6 Many of her works are very play­ful. Like this tad­pole walk­er, or this rig that one can use to com­mu­ni­cate with fish. Com­pared to humans, ani­mals are a whol­ly unex­plored ter­rain of play­mates.

E.chromi and Scatalog

Or con­sid­er the field of syn­thet­ic biol­o­gy, which looks at biol­o­gy as a mate­r­i­al for design. Every year, at the iGEM (Inter­na­tion­al Genet­i­cal­ly Engi­neered Machines) Jam­boree, teams of stu­dents com­pete in the cre­ation of new liv­ing sys­tems. On of last year’s entries was an e.coli bac­te­ria that can secrete one of sev­en col­ors. It was dubbed E.chromi. Design­ers who were part of this team pro­posed a thing called Scat­a­log: cheap, per­son­al­ized dis­ease mon­i­tor­ing using this new bac­te­ria. You eat the bac­te­ria, they col­o­nize your intestines and col­or your feces if a dis­ease is detect­ed…

Computational Wood

Can you imag­ine using liv­ing mate­ri­als as a plat­form for your game? The mind bog­gles. OK, one more. This is design fic­tion, but let’s be hon­est, if we can get bac­te­ria to make pret­ty col­ors, why can’t we make trees grow con­duc­tive lay­ers so that they can become a plat­form for com­pu­ta­tion? This is Com­pu­ta­tion­al Wood, a project by Matt Cot­tam. Imag­ine trees that can act as com­put­ers. As they grow, they might become more pow­er­ful machines. Machines that could be used for play and games.

Sketches for a game of food poisoning

So, again, some sketch­es. Future games might be cre­at­ed around syn­thet­ic sub­stances. Maybe you can play a game of food poi­son­ing. You sneak a game sub­stance into your friend’s food with­out him notic­ing. Next day he wakes up with a green tongue. You win.

Sketch of a football match between humans and dogs

I have a sneak­ing sus­pi­cion the only rea­son we haven’t seen soc­cer match­es between humans and dogs is because the dogs will sure­ly win.

In summary…

A shot from Close Encounters of the Third Kind

Let’s sum­ma­rize the points I’ve been try­ing to make. To start, design­ers deal with the unknow­able all the time. They explore the unknow­able through mak­ing. But myself, and many design­ers and futur­ists alike are hav­ing issues with get­ting a clear pic­ture of what lies ahead. It seems as if there are unchart­ed lim­its to our cur­rent-day imag­i­na­tion. I have tried to show you two domains where I myself have run into these lim­its, where I have to throw up my hands and say: “I don’t know”. In the hopes that we can start mov­ing beyond those bor­ders. Not by talk­ing, but by mak­ing. What’s our Dev­ils Tow­er?

The first domain is: the future of cities. We are an urban species, and if we want to arm our­selves for future life we’d bet­ter learn to live well in cities. But the future city looks noth­ing like the one we know now. It’s prob­a­bly some­thing like Shen­zhen. What does life look like in there? What kinds of play can we imag­ine in that space? It’s part­ly a new tech­no­log­i­cal fron­tier, part­ly a social one.

The sec­ond is: the realm of the liv­ing. Biol­o­gy is becom­ing a mate­r­i­al for design. This includes game design. Can you imag­ine a game that runs on bac­te­ria? Or that you play with your back­yard fox? Just like we need to learn to live well in cities. We need to learn to live well with the oth­er species inhab­it­ing this plan­et. Play is a uni­ver­sal, trans-species lan­guage. Future applied game design will need to deal with the bio­log­i­cal as much as with the tech­no­log­i­cal. The line between both will sure­ly blur.

So those are some of the lim­its of the imag­in­able, as I see them. I hope you feel an urge to plug the hole in our imag­i­na­tion of this future as much as I do. And I would sug­gest we do this through action. The main chal­lenge I see with all this is nice­ly summed up by a quote from the archi­tect Eliel Saari­nen:

“Always design a thing by con­sid­er­ing its next larg­er con­text — a chair in a room, a room in a house, a house in an envi­ron­ment, an envi­ron­ment in a city plan.”

A frame from the film Powers of Ten

It reminds me of the Ray and Charles Eames film Pow­ers of Ten. In oth­er words, we need to become bet­ter at under­stand­ing the effects any­thing we make has on its sur­round­ing con­text. We might need new tools for this, or new ways of look­ing at things. It might be that the games we make are a way to see these sec­ond-order effects.

The future of applied game design, in oth­er words, is a future where design has become very much a rela­tion­al, and envi­ron­men­tal dis­ci­pline. But per­haps it already is.

  1. The slides with­out notes are also up on SlideShare. [↩]
  2. A video of the talk is now up on Vimeo. [↩]
  3. For a fas­ci­nat­ing account of Shen­zhen, see ‘The bal­let of iPod City’. [↩]
  4. For a view on Bal­lard’s sig­nif­i­cance for video game design, have a look at the arti­cle ‘Rag­doll Meta­physics: JG Bal­lard, Bore­dom, And The Vio­lent Promise Of Videogames’ by Jim Rossig­nol. [↩]
  5. I am work­ing on this at the Utrecht School of the Arts’ Design for Play­ful Impact research pro­gram. [↩]
  6. For a good intro­duc­tion to Jere­mi­jenko’s work, check out this TED talk. [↩]
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Looking back on a serious symposium

Last week the KNAW (Roy­al Dutch Acad­e­my of Sci­ence) orga­nized a sym­po­sium on seri­ous games. Some­thing we’re deal­ing with a lot right now, so we checked it out. Here’s some thoughts on what was talked about:

David Shaf­fer was the first speak­er. He made an inter­est­ing point: In order to learn by play­ing, the play­er needs a cer­tain feed­back loop where he reflects on his actions. Sounds log­i­cal, does­n’t come nat­u­ral­ly.

It was inter­est­ing to see oth­er peo­ple’s views on the sub­ject. When design­ing “Reg­u­la­tor Ral­ly” (a game on assump­tions) we thought of ways to get the feed­back loop, the reflec­tion on action, in there. The thing is, the exam­ple David showed was about teach­ing peo­ple urban plan­ning. For this, they used a mul­ti-play­er Sim­C­i­ty-like game where all the infor­ma­tion was brought in a more fun way than usu­al. That’s where we, with what we’re doing, tend to take a dif­fer­ent approach. Not use ‘a fun way of urban plan­ning’ to teach some­one ‘urban plan­ning’, but ‘a fun way of play­ing’ that, as an effect with­in the play­ing per­son­’s head, brings insights in urban knowl­edge.

After the speak­ers there was also a dis­cus­sion pan­el of some very inter­est­ing peo­ple that all shared their thoughts on the use of seri­ous games for social change. One of the pan­el mem­bers was Pieter Win­semius. He talked about solv­ing traf­fic prob­lems by turn­ing traf­fic jams into a game: Switch lanes? Pay five euros! He also men­tioned round­abouts as what he thought could be seen as ‘seri­ous games’ in real life. It was fun to see how some­one who’s not into game-design could see the use of gam­ing in such a clear yet applied man­ner. Good per­spec­tive there!

Why roundabouts work Round­abouts and its rules: seri­ous gam­ing?

All in all, this was a per­fect way to spend an after­noon. We learned some things and gained some brain­food.

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Assumption is the mother of all…

So game num­ber two. What was this game sup­posed to be about? What kind of game could we design to take our stu­dents to the next lev­el? What was our next role?

Look­ing at game #1, the big pin­up board game, one of the main things the stu­dents were doing was mak­ing assump­tions about basi­cal­ly every­thing. Before we explained any­thing, they all knew, just by look­ing at the pro­file cards we gave them, that they were sup­posed to be inter­view­ing peo­ple. Even after Thieu explic­it­ly said “No inter­views are allowed!”, they were 100% pos­i­tive that they were sup­posed to inter­view peo­ple. Because this was some­thing they had assumed.

These assump­tions lim­it­ed them in their exe­cu­tion of the game. And, well, if these stu­dents are to become future lead­ers of the world, assump­tions in gen­er­al are going to lim­it them in every­thing real­ly. If you assume that the pres­i­dent of the Unit­ed States of Amer­i­ca is not gonna write you back a let­ter, there is no point send­ing one.

One of the blocks

So we want­ed to make an assump­tion game. A game that would make them deal with assump­tions, be aware of them. This, we dis­cov­ered, was a com­pli­cat­ed task.

Com­pli­cat­ed because we focused on mak­ing assump­tions the main game­play ele­ment. We want­ed the stu­dents to use their assump­tions to suc­cess­ful­ly play the game. This, we dis­cov­ered, was not entire­ly pos­si­ble. Because real­ly, is an assump­tion still an assump­tion when you change it until it becomes use­ful for you? Or does it just become an inter­pre­ta­tion, mak­ing your cre­ativ­i­ty the main tool? Assump­tions are hard to mea­sure. What is a good assump­tion, what isn’t? And in that, how on earth do you make the rules so that they self reg­u­late the use of these assump­tions?

So that was our strug­gle, we could tell you all about the progress in between, where we went wrong and what our iter­a­tions were, but it’s too much to go into here and now. So here’s what we end­ed up with:

Writing cards

We played our game, a race between four teams from A to B. The goal was to get your block as far as you could, but you could not actu­al­ly touch the block. So.. how? Each group received four cards. On these cards, they cre­at­ed a rule that would help move the block. Every group then received one of the cards from each oth­er group, all end­ing up with four dif­fer­ent rule cards. Each card they could use for one full minute, then the next card was used. This way of cre­at­ing rules as you go was inspired by Nom­ic, which we played with the stu­dents ear­li­er. If you want to play the game your­self, check out the rules write­up on Ludoc­i­ty.

So, how do the assump­tions come into play? Imag­ine receiv­ing a card that says “Fly­ing! The block can fly!”. Does this mean you are allowed to pick it up and throw it, does it mean you can get an air­plane, put it on there, fly the plane? What­ev­er you make of it is your assump­tion of the rule some oth­er group made. You see oth­ers throw­ing their block around? You assume that’s what you’re sup­posed to do with the card, you copy.

The game worked, was fun, we ran our ass­es off and Syl­van near­ly broke his neck run­ning through the Kalver­straat, and we had a group of win­ners. Were the assump­tions there? We think they were. Was this the absolute best way to let them know about these assump­tions they made? Prob­a­bly not. But hey, what’s a Learn­ing Lab if there’s no tri­al and error?

That’s that for now, we’ll be start­ing on a new game soon enough, keep you post­ed!

Wieger and Syl­van out.

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Cheating by the rules in Pirateball and Illuminati

Pirate Ball at NU Grounds

One of the design­ers of the game Pirate­ball describes it as “extreme­ly stu­pid”. I recent­ly ran it at a games fes­ti­val and dis­cov­ered that it’s also craft­ed quite clev­er­ly.

Pirate baseball

To poten­tial play­ers I always say that it’s base­ball as pirates play it. Then you get an idea. That’s the first trick: the name is a metaphor for how to play. Cheat­ing is part of the (wafer-thin) fic­tion­al lay­er of the game.

When you’re up to bat, and you touch the ball, you take your bat with you to first base. An oppo­nent awaits you there, and he has a bat as well. After a short duel (the rules explain that the play­er on first base is “kind of a wuss,”) you go on your way. But not to sec­ond base. No, you run straight over the field, jump over the mound and walk straight to third base. If from here you run back to where you start­ed, you score a point. Then the next one’s up. There are no teams, it’s every man for him­self. You can’t be tagged with the ball, but the ball is thrown at you.

A cowork­er of mine describes the game as “semi-struc­tured mess­ing around.” It cer­tain­ly is true that in order to enjoy this comedic game you have to be “advanced.” That is, the game is only fun if you play it on mul­ti­ple lev­els at once, not if you only fol­low the rules lit­er­al­ly and try to win. Rec­og­nize the irony of what you’re doing and try to play the game well on that lev­el.

Formalizing rules

By play­ing with the rules of base­ball, Pirate­ball also clev­er­ly intro­duces an unex­pect­ed dif­fi­cul­ty lev­el. Espe­cial­ly if you were fanat­ic at school about base­ball and the like. I can’t count the times I’ve seen play­ers throw their bats to the ground with deter­mi­na­tion at a home strike and then turn back halfway to first base because there’s the (some­what wimpy) psy­chopath with the oth­er bat. Or the play­er who starts to run from first to sec­ond base after win­ning a duel, and has to change course because he has to jump over the mound because those are the rules. Hilar­i­ty ensues.

You have to for­get old reflex­es from such games to be able to play Pirate­ball.

Pirate­ball’s rules for­mal­ize a game of base­ball played by cheat­ing pirates. This, to me, is a per­fect exam­ple of the lay­ers that even a seem­ing­ly sim­ple “urban game” can have.

Illuminati

If you can’t get enough of ‘play­ing with cheat­ing,’ I’d like to rec­om­mend a cou­ple of rounds of the board game Illu­mi­nati. Once you’ve got the basics down, game-mak­er Steve Jack­son advis­es you to intro­duce the extra rules for cheat­ing. I quote the rules:

Sug­gest­ed meth­ods for cheat­ing include:
1. Acci­den­tal­ly mis­read the dice.
2. Steal from the bank.
[…]
4. Stack the deck, or peek ahead.
5. If any­one leaves the table, any­thing goes!

Unlike Pirate­ball, Illu­mi­nati uses the social lay­er of the game as medi­um for for­mal­ized cheat­ing. So you’re entire­ly wel­come to play the game accord­ing to the rules one minute, and the next, you’re tak­ing advan­tage of your fel­low play­ers’ inat­ten­tive­ness to be able to cheat. Just like with Pirate­ball, you need to be able to play the game on mul­ti­ple lev­els at once. You need to have a feel for cheat­ing accord­ing to the rules ver­sus ruin­ing the game. Steve Jack­son explains: “We rec­om­mend you play the Cheat­ing Game only with very good friends, or with peo­ple you will nev­er see again.” By exam­in­ing these two exam­ples under a loop, the impor­tance of instinct, a feel about how to play the game is illus­trat­ed. This is a skill, some­thing you have to learn. Pirate­ball and Illu­mi­nati con­front you with this in a fun way.

This piece orig­i­nal­ly appeared on Bash­ers in Dutch and was trans­lat­ed by Alex­is Moran Trans­la­tions.

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