
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.

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.

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.

- 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. [↩]


















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.