News
New York New York! | Simon | Simon Evans | Simon JohnsonWe're putting the finishing touches to Comfort of Strangers before it's outing at Come Out & Play festival in New York in early June. Ok, we're ironing out the bugs that made the game frustrating to play at the Media Sandbox Showcase. There is some urgency here as the game is opening the festival on June 6th.
We are really excited by the opportunity visit Come Out & Play, all made possible by Clare Reddington and the PM Studio, who are covering travel costs and HP Labs who are lending us the ipaqs we need to run the game. We will be blogging here throughout the festival, so check back for news of how Comfort went and the other great games we get to play.
Final Showcase But A New Beginning | Simon | Simon Evans | Simon JohnsonThe Media Sandbox Final Showcase event was a great opportunity for us to trial the game with the numbers of people for which it was intended but the scale threw up some issues. Some of these were pretty straightforward and to do with device management – keeping 40 devices charged, making sure the game mscape didn't crash out waiting for players to begin – others were more interesting.
For the first time we began to glimpse the kind of dynamics thrown up by large game populations and swarm like behaviour. These manifested themselves in periods of highly fluid, fast moving game-play alternating with periods of stasis. Clearly we need to find a design grammar that can accommodate these characteristics. To do this we have to refine the game so that it is stable and engaging enough accommodate the numbers of people needed to create the effects . Sometimes we feel its a bit like observing events at a sub-atomic level, you haveto build a massive apparatus in order to glimpse tiny elusive phenomena.
One aesthetic issue is proving telling. We added music to the beginning to the piece, to create a mood and to give players an indication that the piece is actually running. Feedback from players at the final event was that they wanted the music to continue throughout the piece. As Duncan Speakman pointed out this would work against the whole premise of the work, which is to encourage people to interact. This is a contrast to his work, where he explores the experience of listening to music as one wanders the city, viewing the environment as if you were in a movie. This is the opposite of what we want to achieve. We want people to engage with each other, the technology being the facilitator of this. The music became a seductive insulator of the 'real' world, behind which people felt safe. So we need to work on this area, re-assuring players but also opening them up to interacting with strangers.
Finally, the conclusion of this year's Media Sandbox might be the end of swarmtoolkit, but the research continue with a new company we are forming to exploit commercially swarm game dynamics in education and HR as well as entertainment. We are calling the business……Simon! No website yet, but we have a logo.
We already have a couple of business opportunities, more news on this and what we are aiming to do in our next post.
From SMS to mscape games | Simon | Simon Evans | Simon JohnsonLooking back through the blog I realise there is a bit of a hole in the story of the project. I'll have a go at filling it in now.
Just before the Media Sandbox mid-way event on 31st March we sat down and looked back over the various experiments and trials we had undertaken over the last couple of months. One immediate conclusion was that gaming was a way to study swarming, not the other way round. Our initial goal, on beginning the project, was to try and understand swarm principles in that we might use them in designing street games. In practice, the only way we could assemble large enough groups of participants to test swarm principles was to offer an attractive game experience (something we failed to do with the SMS tests.)
Next we tried to see if we had observed any swarm effects in the games we had run. Our conclusion was that the only time we had observed an actual swarm effect was in Magnetise, an acting exercise where you choose two people and attempt to keep equidistant from them at all times. Here, an individual could control the whole group simply by shifting position slightly.
However, there were plenty of other observations that were relevant. From these established three principles of human based swarming in game contexts. Just to clarify swarming is the behaviour that emerges out of the interaction of individual agents acting autonomously and individually:
- - Game space formula – the relationship between physical space and game population is critical.
- - Tension – game play must entail a risk or a cost. Simply being required to achieve a simple objective (collect points by going to certain locations, for instance) creates linear behaviour, as well as a poor game experience. A risk or cost environment generates feedback within the system, both between players themselves and between the environment and the players.
- - Cooperation threshold – the tension in the above can lead people to consider and enter into cooperation.
Our next step was to come up with some games based upon these principles. Our first idea was a game based on having to keep close to members of your team (benefit), with the need to keep away from members of the other team (cost). This tension creates the necessity for players to cooperate in order to win. We have called the game 'The Comfort of Strangers' and we've published a rule set and video here. We are currently developing this in mscape for play on HP ipaqs.
No Talking Video | Simon | Simon Evans | Simon Johnson
Swarm Toolkit games at iglab | Simon | Simon Evans | Simon JohnsonSo we finally go play our SMS games. The two we played yesterday were Scramble and RGBargy. Actually we played RGBargy with some people at the PM Studio during the day, we did play Scramble at iglab though. The game went well but im pleased to be moving away from this area of testing. Moving now into testing using urban games and mScapes. Me and Duncan had two other games we were play testing at iglab too. HipSync (Previously called LipSync) and HollaLuLu both got their first outing last night. Both were pretty successful. It was amazing to see how quickly people developed a visual language to communicate with each other in HipSync. For the first few rounds infact I thought we'd made it too easy. The tracks we selected were all from pretty distinct genres, Rock, Electronic, Celtic and er Chris Isaak. We played it for about 5-6 rounds decreasing the duration each time till the last round when people had 5s to get into thier groups *and they could do it…*. HollaLuLu was a winner too. The spectacle of a city square filled with people hollering and running and trying to find the others in their group was truly beautiful. But for me the greatest strength of this game was the feeling of insurgency. The way the players took ownership of the public spaces they entered and the palpable presence they had in each of the spaces they entered. This is a lot to do with the numbers. We had 16 people playing last night so there were a mix of moments when people were safely wrapped in the blanket of the crowd and moments when people felt exposed and foolish. I think games like this function best when the density of the playing population allows people to experience both these social relationships. Perhaps feeling just a little foolish at some point helps to enhance the pleasure provided by the crowd and its legitimacy. Like Melvil's Ishmael says as he lies in bed "because truly to enjoy bodily warmth, some small part of you must be cold, for there is no quality in this world that is not what it is merely by contrast".
anyway here's a short vid duncan made that captures the feeling of the game loud and hectic…/simonJ



