Hubbub has gone into hibernation.

Week 298

Republica

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.

Republica

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.

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Week 297

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.

Demoing Bycatch at New Gamegrounds

I went over to New Gamegrounds to demo Bycatch. I also played a fun and sil­ly game involv­ing waf­fles by our friend Dun­can Speak­man, and to attend a cou­ple of inter­est­ing talks on games and moral­i­ty. High­lights includ­ed David Nieborg, Pawel Miechowsky and Annette Mees.

We’re also con­tin­u­ing to plan the launch of Bycatch at TWO5SIX in a few weeks.

Final­ly, in case you missed it, I put up a tran­script of my Cre­ative Morn­ings talk on using games for learning.

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Three Perspectives on Serious Games

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.

2. Learning by Changing Games

“Play is free move­ment with­in a more rigid sys­tem.” It is the way in which we become ful­ly human. It is expres­sive and a way of engag­ing with the world. Play mat­ters.

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.

  1. 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. []
  2. 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. []
  3. Ear­li­er I blogged about how we use the issue game approach in Bycatch to let peo­ple expe­ri­ence goat rodeo. []
  4. This idea of games as incom­plete, sub­jec­tive sim­u­la­tions also comes from Ian Bogost. It is first intro­duced in the chal­leng­ing but reward­ing Unit Oper­a­tions. []
  5. 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. []
  6. For a head-spin­ning deep dive into flux dog­ma check out Music & Games as Shift­ing Pos­si­bil­i­ty Spaces by David Kana­ga. []
  7. The best exam­ple of a digital/physical game hybrid that I keep return­ing to is Johann Sebas­t­ian Joust, of course. []
  8. My work on games has lead to a con­tin­u­ing inter­est in the the­o­ry of deci­sion-mak­ing and the work of mil­i­tary strate­gist John Boyd. []
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Week 296

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.

Playing Bycatch at A MAZE

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.

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Week 295

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.

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Week 294

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.

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Week 293

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.

My desk

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.

Bycatch was played dur­ing the Apple tv show OMT LIVE about pri­va­cy thanks to our Ianus Keller and Hans de Zwart. You can see them enact­ing a sur­veil­lance action over on the VOD.

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.

Dude profile 1

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Week 292

Some sig­nif­i­cant achieve­ments this week!

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.

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Week 291

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.

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.

Lecture by Kars

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.

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Week 290

We fin­ished sprints on two projects this week.

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…

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