Last week I prepared and gave a talk at Republica and spent some time at the festival after work. Republica sort of is the German SxSW and brings people from all over to Berlin for a couple of days. I caught up with lots people and spoke to some reporters as well.
That week being the Berlin web week there were tons of other events as well including my colleague Peter Bihr’s long anticipated Thingscon. I crashed a bit of their social program and met a bunch more people there.
Kars finished all of his work for SHACHI and flew off to Indonesia early in the week for some well deserved R&R. I flew to Amsterdam on Sunday for appointments in the Netherlands and to continue Hubbub operations and projects during his absence.
This was a relatively quiet week. We made plans for the next sprint on SHACHI. Alper continued his search for a Unity developer to support us on the same project. (Suggestions and applications welcome.)
I did some last-minute design work on BANKEN. Alper started preparing for his talk at Republica next Tuesday.
At the end of last year I was invited to give a talk at Creative Mornings Utrecht on the theme “education”. I figured it would be a nice opportunity to share the things I’ve learned over the past 5+ years of practicing applied game design. I tried to connect a wide range of sources with examples of how I’ve applied them in my work at Hubbub. The result is a pretty good reflection of our current position on serious games, games for change and game-based learning. So in addition to the video, the slides, and the list of sources, I thought I’d blog a rough transcript of the talk here.
TL;DR
A summary for the impatient: Most often, when we talk about using games for learning we talk about how people learn by playing games. I propose there are two additional perspectives that are equally promising. One is the learning that happens when people change existing games. The other is the learning that happens when people make new games. For each of these three perspectives I give examples of how we approach them in our own practice. These approaches should be equally useful and inspirational to designers working outside of the field of games.
Serious Games and Games for Change
To start things off, let me introduce Bycatch. It’s a card game about remote warfare and drone surveillance. The game features a novel mechanic that simulates surveillance. You use your camera phone to take pictures of hands of cards of opponents. Each card contains a picture of a person. At any point in the game one such person is suspected of terrorism. It is your goal to eliminate that person. To determine where to strike, you make use of the surveillance you’ve gathered. A lot of things can go wrong when you try to take a picture of a hand of cards. Those things are an analogy for the things that can and do go wrong in actual drone warfare.
We describe Bycatch as an issue game. We prefer not to call it a serious game. The label implies only a specific class of games can teach things.1
We also dislike the label “games for change”. Such games are typically commissioned by institutions. As a result, they usually can’t challenge those same institutions. And therefore they usually lack teeth.2
In an issues game, the issues explored are modeled by the game’s mechanics. As you play, you are made complicit in the issue’s dynamics. And that’s it. The aim of issue games is not to convince you of a particular course of action towards solving the issue. As a result, there is a lot of room for critical, ethical and performative play.3
1. Learning by Playing Games
Games are simulations of experiences. Their meaning is created as much by what they include as by what they leave out.4 From this perspective, what we learn when we play games is what they are “made of” – procedural systems. The fun in games emerges from learning and mastering such systems.5 In this talk I call this the game perspective. It centers on games as designed artefacts.
At Hubbub, when we design games for learning from this game perspective, we start by looking for the activities that make up the subject matter. We then translate these activities into game mechanics.
For example, in Beestenbende, the goal was to make a game that could be played in a science museum, which would teach people something about the scientific method. We selected the museum’s cabinet of curiosities as the space where the game would take place. The goal of the game is to conclusively prove that a particular animal is a member of a particular group. Players do this by taking photos of animal features on display in the cabinet. In this way, the cabinet again becomes the tool it once was in the natural sciences. And the scientific method is translated into game actions.
This game perspective is fine, and it’s probably the most common way of thinking about how serious games work. But it is important to remember it is only one of several perspectives. For example, we can shift our focus from games as artefacts to the importance of play.
When we look at games through the lens of play, all of a sudden individual people matter. They complete the work started by the designer. I believe players should be allowed to adapt a game to their needs. Only when players can change, a play community can form around it. Players need to be able to adapt games to their needs. At this point a game becomes a cultural practice.
From this play perspective people learn when they can change the game they are playing. The act of adaptation is the source of learning. Elsewhere, I have called this design through underspecification. Nowadays I like to use the term flux dogma. “Allow all constants to become variables.“6 Let players change and make up their own rules.
We did this in Beestenbende by deliberately not encoding a significant part of the game’s rules in the software.7 As a result, players can negotiate amongst themselves about how best to play. We’ve seen Beestenbende players give each other a break for example, when they felt the game was too hard and they wanted to move on.
The whole design of Camparc was and continues to be an exercise in underspecification. We resisted the urge to design a specific game around these huge panoramic camera balls and in stead approach them as a problem of toy design: Making them support a wide range of play activities, many of which we can’t foresee.
3. Learning by Making Games
To talk about the final perspective, I first need to talk about why many people are interested in using games for learning. This is because they use computers, and computers are really good at counting. The thought is that if we make a game for change, and we use computers, we should be able to measure the change. But not all things worth changing are measurable. In addition, it is probably impossible to conclusively prove their usefulness. So if you ask me, this line of reasoning is a dead end.
But making games is a way for me to think through things, to dive deep into topics I find interesting. And I enjoy teaching other people to do the same. In fact I think making games about things is a way to get better at learning in general.
Game design is iterative design. It is crafting systems that are unpredictable when inhabited by humans. You are confronted with many of the challenges we are facing as humans in the world today. So game design is a very useful skill and way of looking at the world.8
So making games is useful too. This is the design perspective.
At Hubbub, the way we do this is by inventing quick-and-dirty, spontaneous, improv-style workshops that are all about iterating like crazy. One recent example is the workshop we ran at ThingsCon Amsterdam. We challenged participants to invent new smart products through play. They were asked to imagine household appliances as characters, and to improvise short stories around them.
Towards a New Practice of Playful Design
So those are three perspectives on serious games. By playing games, we learn systems. By changing games, we challenge systems. And by making games, we craft systems.
It is important to point out that the ways we do this are just as useful outside of applied game design. Many designed things can and will be played with. If you’re interested in facilitating this, consider doing the following on your next project: (1) start by focusing your designing on enabling activities, (2) allow people to change aspects of the thing in meaningful ways, and (3) invite your audience to design with you.
As you can tell from this talk I think much of conventional applied game designed is flawed in one way or another. However I remain very excited about designing for play. I think we can take useful elements from the practice of designing serious games, gamification and game-based learning. We can leave behind the parts that are holding us back. And if we combine the end-result with a particular framing of design-as-invention, we can shift any design practice towards a more playful one.
Ian Bogost has written at length about the shortcomings of thinking in terms of serious games and games for change. His book Persuasive Games is a good place to start. [↩]
At TEDxUtrecht I used the term generative games to talk about the need for serious games and games for change to allow room for outcomes not predetermined by their designers. [↩]
This idea of games as incomplete, subjective simulations also comes from Ian Bogost. It is first introduced in the challenging but rewarding Unit Operations. [↩]
There is no better single source than Raph Koster’s Theory of Fun for an explanation of how a particular kind of fun offered by games emerges from learning. [↩]
I was in the Netherlands last week to finish the first beta of SHACHI. The three of us (Kars, myself and Hedgefield) went to the Airborne Museum in Oosterbeek on Wednesday to playtest it. Playtests are absolutely essential to validate both for us and our clients that what we are doing is going in the right direction. We had three times two kids play our game and we got positive results with also enough room for improvement. We’ll be busy designing and implementing a new version in the next weeks.
Kars evaluated Camparc Mk II over at STRP and discussed the future of the project. He also contributed more design and project support on BANKEN.
I took a train back to Berlin at the end of the week to catch the tail end of A MAZE. I played Bycatch with some people there.
Kars’s talk at Creative Mornings Utrecht has been published which is an excellent overview of learning, play and games and productive ways to think about them. A write-up of the talk is forthcoming but you can watch the video below already.
The vast majority of our time this week was spent on SHACHI. I drafted copy, Alper did software development and Tim worked on artwork. Next week we’ll playtest the first beta.
I what time remained, I did the odd bits of design direction on BANKEN, which has transitioned into production. As a result my role has shifted to a less hands-on one.
Next week is A MAZE in Berlin. Alper attended a big edition of Talk and Play which served as a sort of prelude to it.
As we inch ever closer to the official launch of Bycatch, we took care of a few more marketing tasks. Alper talked to a big German newspaper and I worked with Ties on additional images for our press kit.
Here are some brief (belated) notes on last week.
Project SHACHI saw good progress. I pinned down the game design for the first beta in a bunch of screen sketches on index cards and some state models on whiteboard. Alper continued to do software development on the prototype in Unity while Tim further developed the artwork.
I reviewed the high fidelity prototype for BANKEN and also joined Bureau Drop for a presentation to the client.
Lekha, Alper and I had another call about Bycatch in which we planned the official launch, which I am happy to report will be at TWO5SIX. A fuller announcement will follow in due course but you heard it here first!
Alper prepared and gave a presentation at CounterPlay in Århus. He reports: “The conference was a lot of fun and I met a lot of people who think play is the future.”
Finally, I attended the first Hacking Habitat lecture. Saskia Sassen talked on the theme of “How to Be Seen”. She described how high finance has the tendency to make certain groups of people superfluous. They are pushed out and no longer officially accounted for. Zihni Özdil provided a brief response in which he argued that critics of neoliberalism should make an effort to communicate their concerns in plain language. Otherwise, the people affected by it the most are simply not reached.
The lecture was followed by a two-day event in which participants from various groups of concern worked together on solutions to the issues raised in the lecture. Our Playing with Rules workshop format was one of tools they used. It was also a first step for us towards “open sourcing” the format, because facilitation was handled by Hacking Habitat. I received some encouraging reports from the organisation on how it was received.
Last week Kars did lots of work on BANKEN creating among other things a prototype in Marvel of the interactive video. Based on preliminary results that seems to be consolidating the design for the project.
Kars briefed the people from Hacking Habitat how they can run our workshop format Playing with Rules at their first life hack marathon. Hacking Habitat is an incredibly ambitious event about systems and society and we’re proud that they want to do this.
I spent the entire Monday moving my stuff out of storage and into my new office. It took part of the next day as well but KANT 2.0 is finally up and running. I’ll be working back on Oranienstraße at the Aufbau Haus, a building teeming with organizations and happenings. We share a fairly large space with our friends of Syspons and on a clear day we have a view on the Fernsehturm.
The rest of the week Hedgefield and I spent sketching the new direction of SHACHI with support from Kars (who was otherwies tied up with BANKEN). We are undertaking a fairly ambitious pivot of the concept but we think that the end result is going to be worth it. By the end of the (short) week we had something that we think we can implement during the rest of the sprint.
The profile that dude, the Dutch designers’ magazine wrote up on my colourful career as an engineer/designer came out. It was prompted by Bycatch but it happens to treat most of the stuff I’ve done at Hubbub over the past half decade. I haven’t had the physical thing in my hands yet but friends say it is great. I’d like to thank Viveka van de Vliet and Antony Sojka for working with me on this. Here’s a picture of the first spread.
Let’s start with Camparc Mark II. We had a successful run during the weekend. Hardware and software performed admirably—a tip of the hat to Aldo and Arnaud—and people seemed to really enjoy it. Later this week we provided the STRP crew with some additional documentation so that they can run it independently in the weekend to come. We also published a nice little teaser video made by Sylvan with footage shot on Sunday. An expanded video will follow shortly.
I spent a large chunk of this week building a low fidelity prototype of a number of interactive videos for BANKEN. We are now in a good spot to have our filmmaking partner shoot rough video, after which we can transition into high fidelity prototyping.
For SHACHI we had a week in between sprints in which we reoriented the game’s fiction so that it allows us to more easily adapt to a range of physical contexts. This was a hard nut to crack, but we managed it mainly through some Boydian creation and destruction. Alper did the heavy conceptual lifting and Tim rapidly sketched out a storyboard of the new player experience. We are now confident that we can build a game about freedom that includes the history of warfighting and resistance in the Netherlands during WWII as well as current issues related to surveillance, censorship, etc.
On to Bycatch. We received a great review from Kill Screen. We are pleased not just because they liked it, but more importantly because they very clearly describe how it feels to play the game. Also this week Alper talked about the game at Hacks/Hackers Berlin and Lekha did the same at Playcrafting NYC. All of which resulted in a nice bump in pre-orders.
If you like hearing Alper talk, I have good news. He has two presentations coming up. One is on playful organisations at CounterPlay and the other is on issue games at re:publica. Both should be worth your while.
This was Alper’s final week of being without a studio. He benefited from LOLCATBIZ’s hospitality while preparing for the move into KANT’s new digs at Aufbau Haus on the Monday ahead.
I’m writing this from the Netherlands where I spent this week taking meetings alongside Kars. I’ll be off to Berlin tomorrow while Kars is in Eindhoven for the first run of Camparc II at the STRP biennial. He did a technical test on Monday and final bits of production for what should be a spectacular launch tonight at the festival.
Technical run-through of Camparc Mark II went well. Only a few small things broke. Also @_fov is a wizard. pic.twitter.com/moitdYMLnv
We’re not working on Home Rule right now. We demoed the prototype and talked about the next sprint at the Museumvereniging on Monday and at the Airborne Museum “Hartenstein” on Thursday. Key during the following sprint will be the possibiliy to integrate with one museum while still allowing other musea to participate. I was also really impressed by the current immersive experience they have there about the battle around Arnhem.
On Tuesday both of us went to Rezone in Den Bosch for an afternoon of playing with and talking about urban development with people from Heijmans. Kars presented on moving away from gamification to a broader approach on playful design. I presented drawings we have made for CityCraft, our concept of how the negotiations around redevelopment could become more playful.
For BANKEN Kars reviewed the current sprint at Drop and on Thursday we spent part of the afternoon creating the first prototype with Public State.
For Bycatch we discussed our marketing strategy and tied up some odds and ends before we go into the final stretch. The next thing we are due to publish is a video of people playing the game and performing its signature action.
This week Kars received his copy of The Gameful World from the MIT Press with his contribution alongside those of more or less everybody we admire in the field. I’ve helped with the process from the beginning and I’m chuffed that it has become such an amazing and solid book.
Still can’t quite believe my name is in an MIT Press book on games and play alongside so many of my heroes… pic.twitter.com/Qy7ZNGUlcW
For Camparc Mark II, Aldo and Arnaud pushed hard to get a release candidate ready. Lots of hardware tweaks were made and development on the Oculus Rift software was done. In the meantime I focused on some final production details, such as making sure we have plenty of 4G SIMs on hand to burn through when we start streaming during STRP.
Tim, Alper and I worked to get the alpha for SHACHI done. Most of the week was taken up by tweaks, bug fixes and other kinds of polish. In the meantime we are starting making plans for a first playtest, and the subsequent two sprints on the beta.
Aside from those two sprint endings, we also worked on two consultancy projects.
I lead two sketching sessions on BANKEN, banging out ideas for specific playful interactions which will be part of the interactive video. In the meantime another part of the team shot some rough video, which we will use to develop a prototype in the next few weeks.
Alper worked together with Marius Mörders in Berlin on some nice concept visualisations for SHIJIMI. After one more iteration those will be ready for a presentation next week. In the meantime I prepared a talk on moving from gamification to playful design, which we will deliver alongside the concept.
And aside from this, I visited Leiden University to review critical game prototypes made by humanities students who have the great fortune to be taught by Joris. I blogged highlights from Play Matters, Alper visited the boardgame designers meetup at Spielwiese again, and I’ve heard rumours of an impending Cuppings user interface overhaul…
Week 298
Last week I prepared and gave a talk at Republica and spent some time at the festival after work. Republica sort of is the German SxSW and brings people from all over to Berlin for a couple of days. I caught up with lots people and spoke to some reporters as well.
That week being the Berlin web week there were tons of other events as well including my colleague Peter Bihr’s long anticipated Thingscon. I crashed a bit of their social program and met a bunch more people there.
Kars finished all of his work for SHACHI and flew off to Indonesia early in the week for some well deserved R&R. I flew to Amsterdam on Sunday for appointments in the Netherlands and to continue Hubbub operations and projects during his absence.