Project Finished!
We had a great show, good response from visitors.
Got awarded a distinction!! ooooh yeah! who the dady?!
And might end up commissioning the project for Ficitional Media .
Alls well that ends well
Pepole Watching, inside an urban game
June and I were actors in Tassos new game during his playtest on Monday 27th
These are the learning outcomes:
- Target audience for urban games is young theater types, comfortable with extroversion.
- Games require careful organization (ours is self policing).
- Annette used focus group for feedback.
- Perceptions of urban space are altered and social dynamics change.
- Tassos strives for simplicity, narrative/poetry, positive game play and engagement
Final test preparations
- Test has been delayed till Friday 6:45
- So far the audio is finished, Da Wei helped me to add ambient music to heighten emotional engagement.
- I have sent Tassos the two email invitations with the links to the mp3 and the video.
Final Testing is going to be the climax of the whole project…im nervous.
Interview with Alex Fleetwood from ‘Hide and Seek’
Interview was conducted via email because Alex was in Sidney shooting a film
- Whats your first impression of the idea?
Audio guided urban games are a great concept. One of the great frustrations about travelling in foreign cities is the constant sensation that if only you knew a local, you would be getting a much richer experience than the one available from your guidebook. I think from your description that this is something that a large group of people play at once – so that they can finish at the same time. From the perspective of getting travellers and locals to collectively participate in an event, generating social contact, this is great – but I’m confused as to how you square this with something that can be downloaded from a website. The event is time specific but an online travel guide should be usable by anyone at any time…
- Have you ever used sound in this way, ie. to giving instructions to the player?
It’s a common tool. I’ve used it in chase games, where players have to answer a ringing phone to get instructions as their next location, or by iTrips (portable radio transmitters) where players are hearing one end of a conversation at one location and need to match it up with the other half of a conversation (being broadcast in a different location on another iTrip), or by telephoning a hotline, etc. I’ve often thought that irreverent museum guides downloaded to your iPod would be a really fun thing. There was an interesting game in Come Out and Play 06 where players went on an audio tour of Baghdad at locations across New York. It mashed up the audio of Bagdhad with the visual of NY to notable effect.
- Do you have a process or methodology when you design urban games/experiences?
We’re evolving one… Traditional principles of games design all still apply. http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=10659. Other questions that we tend to ask are: How do we control this game in a public environment? Can we make the game self-policing? In what ways will players interact with the public, and how can we make these interactions positive? What is the narrative of our game? How do players’ expectations (paranoia, enthusiasm, imagination) affect their game experience? How much is the narrative of the game pre-set? What are the outcomes of the game? How can players record their experiences?
It’s best to keep the barriers to entry as low as possible. Requiring players to download something and arrive at a specific time with it loaded on to headphones is already quite a substantial undertaking.
Successful urban games evolve naturally out of simple rulesets, transforming players’ urban experience as they go. Narrative helps players project beyond their usual understanding of the use of a public space. These thoughts are all quite random… Apologies I don’t really have time to think this through properly…
- We want the players to interact with each other without feeling uneasy. In your experience what’s the best way to achieve this?
Feeling uneasy can be a really good part of playing an urban game – nerves, uncertainty are big adrenaline drivers and heighten experience. For example in Cruel 2 B Kind (www.cruelgame.com) when you don’t know whether the people you’re about to compliment are players or not. However what I think you mean is how do you ensure positive interactions. Make the things you ask people to do to be positive – again, in C2BK, you are paying strangers compliments, so even if you do try to assassinate a complete stranger, they are unlikely to mind! Your conflict to a megadeth soundtrack – a gun fight – has the potential to be quite aggressive. You might want to reinterpret it in a way that takes the potential for the wrong kind of conflict out of the game.
I’d also be concerned about running a game on London transport that takes ‘passenger rebellion’ as it’s theme. That’s quite a sensitive location and a sensitive topic. Remember that you are enabling a group of playful strangers to project a narrative into a public space… Officials and security personnel find this very challenging and could easily seize upon that narrative as an excuse to give you hassle.
- Our biggest limitation is the fact that players cant talk to eachother because they have earphones on. How can we get the players to collaborate without the use of language?
text message? taking the headphones off for a sec? Playtest the game and the solution will become clear.
- Any other comments?
It’s hard to offer more constructive criticism without more information to hand. If you want players and constructive advice I suggest you email mr_reelings_assistant@gideonreeling.co.uk and ask if anyone from Hide & Seek can come down and play. They’re playtesting some games for come out and play Amsterdam next weekend & you should get involved!
Thank you very much for lending us hand with this. None of us have had any previous experience with this so we are all running blind at the moment.
everyone working in the field is running blind… that is what makes it so exciting.
Tassos and Associate -discussion outcome
These are the notes form the fruitful talk with Tassos.
The missing voice (Case Study B) by Janet Cardiff
http://www.artfocus.com/JanetCardiff.html
“It is an audio tour that leaves from the Whitechapel Library, next to the Whitechapel tube stop and snakes its way through London’s East End, weaving fictional narrative with descriptions about the actual landscape. ” (wiki)
- Made in 1999 as a commission, probably still active.
Casablanca the Game
http://casablancathegame.com/
“Casablanca is a social networking game that is played over a period of several days. It’s like a cross between Facebook and the game “Mafia”.”
“The goal for a Resistance player is to create the largest social network that they can, without it being infiltrated by Occupation ’spies’.“
- Using profiles as part of the narrative
Ideas and suggestions
- Physical correlation with sound.
- Add intro to interviews.
- Whats the worst case scenario? get lost?
- Fake locations, blurring of fiction and reality.
- Clear decision points in advance.
- Create a buddy system to make sure everybody is on track.
- Produce a guided oral talk by allowing players to take one earphone off.
- Distribution of knowledge is a great tool for group collaboration.
- Use punctuation marks.
- Tasks should be small and should be taught in advance: collect paper cups.
- Tasks that can only be solved collectively.
- The general structure has to be robust but allow for some space for action and choice.
- In the style of a propaganda broadcast/news cast.
- Giving roles to the players: surveillance, leader.
- Secret signals.
It was a great talk, they have invited us to one of the games that they designed. Its on the next bank holiday Monday.
As I was writing this I realised that ON TRACK is a great name for the project, better than here go. Are you ON TRACK? means are you in the right way. Also its turn the sound track ON. I know its last minute.com….
Narrative Structure (heros journey, Campbell)
- The hero starts in the ordinary world
- Call to adventure out of the ordinary world
- Refusal to the call
- The mentor dispels the fears and doubts
- Crossing the threshold into the special world, with help of mentor (falling into the unknown)
- Meet allies and enemies, tests, big ordeal ends in death and rebirth
- Final showdown, Climax, Resurrection (sacrifice)
- Return back to ordinary world with a reward
- The hero is transformed and shares his new found knowledge with others
Storyboard
Finished storyboard for the promo video. need to work on sound. My stomach is on strike, so I couldnt do some location recording (sound/image).
We shoot tomorrow.
Meeting with Gavin at 3pm tomorrow, need to have my questions honed to perfection, to get the best out of him
Audio Content Development
“Rise”
Aims
• Engage
• Connect
• Inspire
• Contemporary
Themes
1. East end art walk
2. Graffiti walk
3. Liverpool street Indian walk
4. Trafalgar square History tour (battle of Trafalgar) national gallery..
5. Brixton council states tour (steal my ipod)
6. Underground ride
Method
The audio tour will include:
1. Instructions to engage participants in connecting with others (dance, wave)
2. Contemporary and interesting information about locations depending on themes. (coconut orchestra in Trafalgar square)
Different versions of the audio will have small changes that will generate interaction between groups.
At given stages the user will be asked to make a choice between two options.
Instructions
Example for Trafalgar square Historical Theme:
“Rise”
“look around you, your not alone”
“don’t be rude, wave”
“welcome, Allow me to introduce myself, Im London Town”
“yep, you are standing on top of my centre”
“This is Trafalgar Square, you see that guy at the top of the column?”
“That’s Admiral Lord Nelson, he died in the battle of Trafalgar in 1805, after defeating the allied French and Spanish fleet”
“He put up a great fight, not one of his ships was destroyed.”
“aaah, what a guy…”
(war sounds, explosions, screams)
“Today you have chosen to come on a journey of exploration with me as your guide”
“Before we get underway lets try a little something”
“If you were born after 1981 go to the big stairs, If you were born before 1981 head towards the lions under Neslon”
“Great ok stair people you are the French and Spanish feet, you are charging your way through the English channel ready to destroy Lord Nelsons fleet”
“Ok, lion guys. You are Lord Nelsons fleet, get ready to defend against the attackers”
[…..]
Business Model
The service will be completely free. Revenue will be generated through website advertising and sponsorship (Hostels, Art galleries (ICA,Tate), GLA, pubs, coffee shops (starfucks))
Links
Soho Audio Guide (googe st underground)
http://www.footnotesaudiowalks.co.uk/samples/Soho.mp3
http://archive-b01.libsyn.com/podcasts/1a0a8d1cec1d0c8fa3cfbe0c8e3dba99/46b5d86a/londonwalks/soho.mp3
Business model
http://www.iaudioguide.com/download_free_audio_guide_london.html
Theatre of the Oppressed
http://en.wikipedia.org/wiki/Theatre_of_the_Oppressed