Hubbub has gone into hibernation.

One thousand blank white cards

The Learn­ing Lab is a course. And so like any oth­er course, there’s a set time dur­ing the week where every­one comes togeth­er to learn. Usu­al­ly there’s a cer­tain focus dur­ing these ‘lessons’. This week’s focus was rules and play. Some­thing one could say we, as aspir­ing game design­ers, are famil­iar with. And so for this week’s four hours of learn­ing we were asked to tell the stu­dents what rules mean to us, how we can use them and tweak them to achieve what­ev­er needs achiev­ing. We explained, using our good old friend, Chess, how the rule­set of a game affects how you expe­ri­ence a game, what it does to your brain, and how you can steer things in a cer­tain direc­tion.

So that was the learn­ing thing, where teach­ers Syl­van and Wieger used white­boards and terms and asked if there were any ques­tions regard­ing the sub­ject. Then came the fun part! We fig­ured that in order to let the stu­dents under­stand how this whole idea of using rules in cre­at­ing things, we’d play some Nom­ic! The rule­set of Nom­ic con­sists sole­ly of, well, mak­ing rules. The lack of any pre-defined struc­ture did result in a cer­tain form of con­fuse­ment among the stu­dents. But, after switch­ing from their every­day infor­ma­tion sponge uni­ver­si­ty mind­set to an open cre­ative mind­set, it wasn’t long before they were all real­ly into it. Cre­at­ing cards, chang­ing game­play, screw­ing each oth­er over and most impor­tant­ly (after all, this was a game we were play­ing here): hav­ing hap­py fun­times!

Excit­ing, inspir­ing, sim­ple fun. There’s a big­ger pic­ture we’re work­ing on with the stu­dents, so we’re back off to work, but will keep you post­ed!

Syl­van and Wieger out.

Posted in Projects | Tagged , , | Comments closed

Game design vs. natural networking

Workspace

So there we were, plunged head-first into the project, stand­ing in the for­est of Dren­the with a 4 by 2 pin-up board and a Bassie & Adri­aan car­a­van. We had arrived at the Nat­ur­al Net­work­ing Fes­ti­val.

Bassie & Adriaan

The NNF is a com­mu­ni­ty based, crowd-sourced fes­ti­val focused on mak­ing pos­i­tive change hap­pen for soci­ety. Our task as game design­er was to make a game that would let the stu­dents focus their atten­tion on open­ing up to the world, rec­og­niz­ing where they want­ed to be and what their role could be in soci­ety. Quite the assign­ment, indeed.

And so we decid­ed to make a 2 by 4 pin-up face­book­twit­ter­pro­file wall, print about 250 emp­ty pro­file-assign­ment cards that said “philoso­pher”, “artist” etc, buy a thou­sand pins, 12 balls of wool and one mas­sive phat mark­er. The idea was that the stu­dents would fol­low the cards, find their philoso­phers, entre­pre­neurs and what­not, write down their expe­ri­ences and inspi­ra­tions, pin them all on the wall, look at their own life, make their own pro­file, pin it up, look at all the lives pinned up on the wall, rec­og­nize the pat­terns, con­nect the dots with wool and pins, reflect, win.

Board

All of this would result in one mas­sive wall of awe­some­ness, set to inspire all those that par­tic­i­pat­ed in co-cre­at­ing it.

And so did the wall result in this awe­some­ness? Nos­sir. Although the assign­ments were clear to the stu­dents, they felt restrict­ed by them. They felt that because they had a very clear idea of what they were “oblig­ed” to find out, it was hard­er to tru­ly con­nect to the peo­ple, and to lis­ten to their life sto­ries. They felt more like inter­view­ers than the bare foot­ed, wood chop­ping, world chang­ing pio­neers the fes­ti­val was ask­ing them to be.1

We would­n’t say the board was still emp­ty at the end of the fes­ti­val, but call­ing it a suc­cess­ful­ly filled board would most def­i­nite­ly be an over­state­ment.

So am I telling you that the game failed? Nos­sir! The game most def­i­nite­ly steered the stu­dents in a dif­fer­ent direc­tion than they would have nor­mal­ly cho­sen to go. We’ve seen stu­dents speak­ing with peo­ple they would nor­mal­ly nev­er be seen with, dis­cov­er­ing what dri­ves these peo­ple and get­ting inspired by all kinds of things.

Prob­a­bly what failed was trans­lat­ing these things into the con­crete words on the cards and putting them on a big board. Lack of moti­va­tion, lack of fun, per­haps? All things to think about, food for the brain for future games in this big long learn­ing lab that is still ahead of us. Either way we’re excit­ed!

We’ll keep them blogs com­ing, until then:

Syl­van & Wieger out.

Tree

  1. Over the week­end of the fes­ti­val, a com­plete tree was chopped into tiny bits of wood for the camp­fire. This chop­ping was done by who­ev­er want­ed to feel like a jol­ly old lum­ber­jack, result­ing in at least 3 stu­dents chop­ping for hours. [↩]
Posted in Projects | Tagged , , | Comments closed

Introducing two junior agents and the Learning Lab project

At work

Hel­lo! Intro­duc­tion times: My name is Wieger and I am what I like to call a spel­let­jes­mak­er. Which basi­cal­ly trans­lates to game design­er in Eng­lish, so, there, I’m a game design­er. Admit­ted­ly I’m still in school, sortof, becom­ing one, cur­rent­ly in our (our you say? yessir, Syl­van and me, more lat­er) third year of Design for Vir­tu­al The­atre and Games. Yes, that is real­ly what it’s called. Any­hoe, part of our third year is rock­ing an intern­ship, and so the Syl­man and me are cur­rent­ly interns for Hub­bub! Hur­rah! Indeed!

Intern #2 is my part­ner in crime Syl­van. Togeth­er we knocked on Hubbub’s door for an intern­ship. Last year at school (class­es, all that) we both indi­vid­u­al­ly did projects that had very strong sim­i­lar­i­ties. We’re both dri­ven by inter­ven­tions in pub­lic space, apply­ing rule­sets to play­ful­ly get peo­ple out of their com­fort zone, open­ing their eyes.

Before see­ing Kars on our first day at the Hub­bub stu­dio, we plunged head first into our first project: mak­ing real­i­ty games for the sec­ond install­ment of the Learn­ing Lab. Learn­ing Lab is an extra cur­ric­u­lar pro­gram that hon­or stu­dents at the VU and UvA can fol­low to become more famil­iar with, I guess, how the world works. Stu­dents are thrown into the world to learn through expe­ri­enc­ing, rather than bury­ing their heads in books.

The project is led by Thieu Besselink, a mul­ti­dis­ci­pli­nary edu­ca­tion pio­neer. Thieu had some inspir­ing talks regard­ing his lab with, among oth­ers, Evert Hoogen­doorn (the head of our school). He grad­u­al­ly dis­cov­ered that his lab was very very close to being what one could call a game. He fig­ured if he want­ed to actu­al­ly make it a game, he need­ed game design­ers. Along came Hub­bub, and that’s where we came in.

We start­ed off with a bang. Week one was the week before the lab’s kick­off, and with that the only week of pro­duc­tion time before our first game was to be played at the Nat­ur­al Net­work­ing Fes­ti­val. Cause that’s the idea, one big alter­nate real­i­ty game­like game, Urgent Evoke style, nour­ished (if you will) by small­er games, applied to spe­cif­ic loca­tions, peo­ple, hap­pen­ings etcetera. And thus we made a loca­tion-peo­ple-hap­pen­ing-spe­cif­ic game for the NNF, but more on that lat­er!

OK, cool, nice, chill, aight, blog­gerdi­blog, back to work.

Posted in Projects | Tagged , | Comments closed

PLAY Pilots is live

PLAY Pilots

We’ve launched a first ver­sion of PLAY Pilots; a web site we’ve been work­ing on the past few months. It is the next phase of our engage­ment with the city of Utrecht on cul­tur­al inno­va­tion through play, which I allud­ed to in this post.1

At this point, the site allows you to see what cus­tom-made live games PLAY Pilots will run at select­ed fes­ti­vals (the first one being an awe­some spring rid­er race pro­duced by Fource­Labs). You can also play an online game which is all about fac­ing off with your friends in sub­cul­tur­al style bat­tles. If you play any of the games you can pick up col­lec­tor’s items at the fes­ti­vals.

We’ve been doc­u­ment­ing the process behind the web­site as well as the live games on a ded­i­cat­ed blog so check it out if you’re inter­est­ed in how this stuff gets done. PLAY Pilots is as much about doing inter­est­ing things with play as it is about shar­ing the things we learn along the way.

Our list of things to improve and add to the site is grow­ing steadi­ly, and we’ll be patch­ing it up as we go so if you have any sug­ges­tions, drop us a line.

I’d like to take this oppor­tu­ni­ty to thank the team behind the web site, who have worked super hard on it this past peri­od. They are Alper ÇuÄŸun (engi­neer­ing), Bernard Vehmey­er (copy) and Simon Scheiber (design). It’s been a plea­sure hav­ing them on board as agents of Hub­bub. Many thanks to Jeroen van Mas­trigt for entrust­ing us with his brain­child PLAY. And final­ly, the city and province of Utrecht for pro­vid­ing us with the means to make this hap­pen.

  1. Eng­lish speak­ing friends take note, the project is firm­ly aimed at a Dutch audi­ence so I’m afraid it won’t make much sense to you, alas! [↩]
Posted in Projects | Tagged , , | Comments closed

So yeah we’ve moved

FourceLabs & Hubbub

If you look in the foot­er of this web­site, or on its con­tact page, you’ll see a new address. Neude 5, Utrecht, NL.

We’ve been hap­py renters at the Dutch Game Gar­den for almost two years now so when they announced their move to a new loca­tion of course we want­ed to stick with them and move too.

What might have helped is the fact that the new loca­tion is freak­ing awe­some. Right in the cen­ter of town on the Neude square, where things are always going on.

We are in a sweet lit­tle stu­dio, which we share with our good friends at Fource­Labs. I’m sure it’ll serve us well in the next phase of Hub­bub that lies in front of us. Design requires a cer­tain type of space and I think this ticks all the box­es.

My uncle used to work in this build­ing. He worked at ABN AMRO (a bank). Before that, I am told this was a fur­ni­ture fac­to­ry named Wyers.

Neude square back in the day

An old post­card of the Neude square with a nice view of the Wyers build­ing.

Now, it’s filled to the brim with games com­pa­nies. Well almost, I’m told there’s a few places left. So if you’re inter­est­ed, drop by and check it out.

In fact, even if you’re not look­ing for a new stu­dio but are just curi­ous, drop by.

A view of two architectural landmarks from the studio

Posted in Marginalia | Tagged , , , , , | Comments closed

Join us for a game of Bocce Drift

Rooftop bocce

So we have five sets of boc­ce balls lying around (or jeu de boules, as we like to call the game in the Nether­lands). They’re left over from our lit­tle stint at NU Grounds. We were plan­ning to run Boc­ce Drift there, but did not get around to it. So let’s play it any­way, in Utrecht, on Sun­day 22 August, start­ing at 15:00 hours at the Neude square. Every­one’s invit­ed, includ­ing you.1 Sign up for the game at the even­t’s Face­book page.

What is Boc­ce Drift? I guess it is best described as a mashup of boules, and the Sit­u­a­tion­ist Dérive. Each round of play picks up where the last one end­ed, so you’re lead through the city by the course of the balls… Who knows where we’ll end up?

It was designed by David Jimi­son and Jeff Crouse2 and I think first played at Come Out and Play 2007. You can read the rules on the won­der­ful Ludoc­i­ty site — which fea­tures many oth­er great games. But don’t wor­ry, we’ll explain how to play at the event.

What else? Ah yes, there’ll be drinks after­wards and you get extra points if you wear a sil­ly hat. Hope to see you there!

  1. This way, at least I did not make a fool of myself by reliev­ing the local toy shop of all their boc­ce sets for noth­ing. [↩]
  2. Thanks for shar­ing the game with us, guys. [↩]
Posted in Upcoming | Tagged , , | Comments closed

Games we ran at NU Grounds

On a scorch­ing­ly hot Sat­ur­day after­noon sev­er­al agents of Hub­bub descend­ed on the Utrecht area of Lei­d­sche Rijn to run a num­ber of phys­i­cal social games at the NU Grounds fes­ti­val. We played a mix of games designed by stu­dents of the Utrecht School of the Arts and games tak­en from the excel­lent Ludoc­i­ty web­site. I think it’s safe to say a lot of fun was had by all. I was par­tic­u­lar­ly impressed with how well a local shop­ping mall (quite the tame affair) lent itself to a game of Stalk­er. Scroll down for a brief impres­sion. For more pho­tos, have a look at this pho­to set. Many thanks to Cultuur19 for com­mis­sion­ing this short but sweet engage­ment.

4776153557_80ddd9d0c2_b.jpg

Human Snake; a Ludoc­i­ty game for which we brought some cus­tom made pix­el fruit (guess the video game those were tak­en from…)

4680997919_471c8ec0b3_b.jpg

Stalk­er; a slight­ly sub­ver­sive game designed by HKU stu­dents in which, as you can see, no passer­by is safe

4766883503_bf2e80e8ca_b.jpg

Snap; anoth­er HKU game in which you fight duels using good old snap wraps (remem­ber those?)

IMG_0128.JPG

Pirate Ball; anoth­er Ludoc­i­ty game, dur­ing which one of our bats suc­cumbed to the many duels fought at first base

Posted in Projects | Tagged , , , , , | Comments closed

You don’t put a game in a computer; my first column for Bashers

Cruel 2 B Kind

Here’s the first col­umn I’ve writ­ten for Bash­ers, the pre­mier source of games jour­nal­ism in the Nether­lands. I’m plan­ning to devote sub­se­quent columns to dis­cus­sions of oth­er per­va­sive games. Many thanks to Niels ‘t Hooft for indulging me.

Do you know a game called Cru­el 2 B Kind? It works like this: the goal is to assas­si­nate as many peo­ple as pos­si­ble by giv­ing them a com­pli­ment. They try to do the same. You can keep from being attacked by quick­ly giv­ing a com­pli­ment in return. The prob­lem is, you don’t know ahead of time who the oth­er assas­sins are, and who are just inno­cent by-standers. So you might end up com­pli­ment­ing a total stranger on his new shoes, or stroking some­one’s ego with the ques­tion, “Excuse me, aren’t you Brad Pitt?”

The catch: You don’t play this game on your PS3 or Wii. You play this game out­side, on the street, with real, live peo­ple. The soft­ware is noth­ing more than a set of agreed upon rules. The hard­ware is the city, and a num­ber of attrib­ut­es to make keep­ing score eas­i­er.

These kind of games make me hap­py. I love their sim­plic­i­ty and the way they play — pun intend­ed — with social con­ven­tions and the way we expe­ri­ence our dai­ly sur­round­ings. From the view­point of a game design­er, if you reduce a game to its set of rules, there is no dif­fer­ence between design­ing a game such as Cru­el 2 B Kind and Far Cry 2. A game wants to be played. The fun that’s unique to games comes from play­ing them, the plea­sure of play. In this way a game dis­tin­guish­es itself from things such as movies and books. And that’s why I see games not as the newest descen­dant in a long list of nar­ra­tive media.

If I were to do that, I would have to make a clear sep­a­ra­tion between video games and the rest; board games, role-play­ing games and per­va­sive games such as Cru­el 2 B Kind. Then I would have to per­form a mean feat of his­toric revi­sion­ism.

If you look at games as I do, as one big fam­i­ly dat­ing back to at least 3000 BC (the age of an ear­ly ver­sion of Backgam­mon), then it becomes clear what it’s real­ly about, and that is the play­er and what you as the game-mak­er allow him to do. That is, to me, the most impor­tant part of game inno­va­tion: which activ­i­ties, which play­ful expe­ri­ences can we offer peo­ple with games? What can we let them do that can give them anoth­er per­spec­tive on them­selves, on oth­ers, on their world?

As Cru­el 2 B Kind shows, a com­put­er isn’t nec­es­sary for this. We were per­fect­ly able to play before the arrival of PDP‑1 (the com­put­er Space War! was pro­grammed on), and this will always be so. There is, how­ev­er, such an array of tech­nol­o­gy today that it would be absurd to ignore it in the gam­ing world. But the way I see that is inspired by Frank Lantz of Area/Code: a game isn’t some­thing you put in a com­put­er, it’s the oth­er way around: You can (if you want) put com­put­ers in games.

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

Posted in Articles | Tagged , , , , , , , , , | Comments closed

An interview with Kars in a book on Utrecht creatives

A few weeks ago Xpert CMKB pre­sent­ed a book on cre­ative entre­peneurs in the city of Utrecht at Kun­st­gras 2010. I’m quite flat­tered to have an inter­view with myself includ­ed. Below are pho­tos of the pages in ques­tion with links to high res­o­lu­tion shots on Flickr.1 Read about why I start­ed Hub­bub and what it is I hope we’ll achieve.2 I also talk about a side project of mine that you may or may not have heard of, called This hap­pened – Utrecht. Many thanks to Karel Mil­lenaar (Fource­Labs) whose kind words lead to this.

Cover of We Love Creatief Utrecht

Interview spread 1

Interview spread 2

  1. The book was print­ed in a lim­it­ed run but you can find the full doc­u­ment at Issuu. [↩]
  2. I’m sor­ry to say it’s in Dutch, though. [↩]
Posted in Publicity | Tagged , , , , | Comments closed

Slides and notes for ‘The City Is My Games Console’ at CIID

A few weeks ago I had the plea­sure of doing an open lec­ture at CIID; the Copen­hagen Insti­tute for Inter­ac­tion Design. Below you’ll find a selec­tion of the slides I used, plus a rough tran­script of what I said.1

Not includ­ed is arguably the most fun part of the after­noon, which was a playtest of an audi­ence game I’ve been design­ing. I’ll devote a sep­a­rate post to that once I get the video footage of the ses­sion sort­ed.

Many thanks to Alie Rose for mak­ing this hap­pen and to all who attend­ed and par­tic­i­pat­ed. I thor­ough­ly enjoyed it and hope you did too.

About a game

I fig­ured it’s eas­i­est to start with an exam­ple. Here’s a video of a game we did last year for the Euro­pean youth year which took place in Rot­ter­dam.

Change Your World photos

So how it worked was these kids were all start­ing move­ments. They com­pet­ed for ter­ri­to­ry by plant­i­ng flags. They could then cam­paign for their move­ment at these places. They were scored based on the num­ber of fol­low­ers they got. And the win­ner got cash and coach­ing to make their move­ment a real­i­ty.

The game was designed to have them expe­ri­ence the val­ue of col­lab­o­ra­tion first hand. It was also used as visu­al indi­ca­tor of what was going on in the city dur­ing that year. And it trans­formed an area of Rot­ter­dam, which is usu­al­ly almost exclu­sive­ly used for shop­ping, into a polit­i­cal are­na, suck­ing in pedes­tri­ans and redefin­ing the rela­tion­ship between young peo­ple and adults.

Hyperlocal game design

So I’d like to talk to you today about what I find some of the most excit­ing stuff to work on at the moment, which is this idea of hyper­local game design.

“In the end, the design of tech­nol­o­gy […] must let us active­ly prac­tice at some­thing, how­ev­er hum­ble. Tak­ing part in locale is one such activ­i­ty.”

—Mal­colm McCul­lough, Dig­i­tal Ground

That kind of departs from the above quote from Mal­colm McCul­lough’s book Dig­i­tal Ground, where he argues that tech­nol­o­gy, urban com­put­ing if you will, should facil­i­tate people’s par­tic­i­pa­tion in place-mak­ing.

An airport

Because, to some extent, many urban spaces have become just that, space, with­out any his­to­ry, lay­er­ing, local-ness to them. They could be any­where. And so McCul­lough argues for design­ers to be sen­si­tive to place and deploy tech­nol­o­gy in a way that is appro­pri­ate to it.

And I think that to a large extent what has been going on with games in cities, often at least, is that they don’t real­ly relate to the specifics of the loca­tion2 and I think that is a shame. Because I think games can be tools to ‘re-place space’, if you will.

Read More »

  1. I’m still not sat­is­fied with how SlideShare deals with notes so I’ve only shared the slides there. [↩]
  2. This applies to many loca­tion-based ‘games’ we’ve seen late­ly, such as Foursquare and Gowal­la. [↩]
Posted in Talks | Tagged , , , , , , , , , , , , , , , , | Comments closed