Week 164

I am sat at the stu­dio while around me Fource­Labs are putting the final touch­es to their instal­la­tion for Stekker Fest. I’ll be there tomor­row to hand out but­tons to play­ers. It’s the first in a series of three play­ful addi­tions to three fes­ti­vals that I am over­see­ing — first called project Ebi and now com­mon­ly known as PLAY Pilots. As such I can’t wait to see the response of play­ers. On the oth­er hand, I am sure it’ll be great.

The next project in the PLAY Pilots series is by Zes­baans for the Nether­lands Film Fes­ti­val. I had a few more meet­ings about that one as well, most­ly about get­ting some pro­duc­tion­al stuff sort­ed. It turns out get­ting big screens for a long peri­od of time is kind of expen­sive. Your learn some­thing everyday.

Last week we launched a first ver­sion of the PLAY Pilots web­site, which includes an online game. This week we’ve start­ed rolling out the first improve­ments. I have been plan­ning some changes and addi­tions to the rule­set. We’ve also start­ed work on pulling in the Wip ‘n’ Kip game data.

Apart from this, I have been doing some prepa­ra­tion for new projects; code­named Uni, Maguro and Fugu. More on those as things develop.

Week 154

A very low-key, qui­et week this was. Part­ly due to the fact that I took the Mon­day off (gasp!) And part­ly due just to the fact that it’s one of those in between peri­ods. Old projects wind­ing down, new ones start­ing up. 

One of those new projects I’ve code­named Ebi. It’s the next step we’re tak­ing with the thing called PLAY that I’ve talked about here before. I’ve been build­ing a team and we’re ready to kick off next week. 

I’ve also seen my stu­dents again, dis­cussing the after­math of their mid-terms. Some are mov­ing ahead with­out trou­ble, oth­ers need some help. The trick is to fig­ure out which stu­dent needs which kind of feedback.

And final­ly, you might like to know I met with Ianus and Alexan­der to talk about the next batch of This hap­pened – Utrecht events. There, it’s a chal­lenge to bal­ance our urge to make each edi­tion bet­ter than the next one with the fact that, essen­tial­ly, we’re doing it all for the fun of it, not for business.

Week 151

So, some notes for the past week. They will be very short because there is not much to tell real­ly. It was one of those weeks with a lull in between projects, and also vir­tu­al­ly devoid of meet­ings, today being the exception. 

I went over to Like­Mind to catch up with my fel­low Dutch­man Mark, who seems to be doing great, liv­ing and work­ing between Copen­hagen and Lon­don. Not the shab­bi­est pair of cities. 

I also had anoth­er chat with the guys run­ning the U‑Turm project who seem to be mak­ing nice progress with the image track­ing side of things and are now real­ly get­ting into the game design. Which means, as I told them, they need to start iter­at­ing on the rules like crazy, doing paper pro­to­type after paper prototype.

Aside from this I’ve been doing some prepa­ra­tions for PLAY, reach­ing out to cre­ative teams and indi­vid­u­als who I’d like to see be part of the pro­duc­tions we’re going to be run­ning. Get­ting lots of pos­i­tive respons­es so that is great. I also post­ed some back­ground on the work we’ve been doing so far for this at the Hub­bub blog.

Julius and Karel ran a suc­cess­ful sec­ond urban games work­shop in Lei­d­sche Rijn for Cultuur19 last sat­ur­day. We are now gear­ing up to assist with NU Grounds, a games fes­ti­val in the same neigh­bor­hood where there will be sev­er­al urban games on offer. That’s going to take place two weeks form now and should be good fun.

The rel­a­tive qui­et this week has allowed me some time to tin­ker with Pro­cess­ing, par­tic­u­lar­ly the Box2D library that Mr. Shiff­man has put togeth­er. I’m just mak­ing a lit­tle sil­ly soft­ware toy with that to kind of flex my flim­sy pro­gram­ming skills. Noth­ing spe­cial but I might post some screen­shots and maybe a screen­cast lat­er anyway.

And also, I bit the bul­let, installed XCode, and had a go at Open­Frame­works, most­ly to have a look at some of the Box2D stuff out there that is con­trolled with OpenCV (a com­put­er vision library). That seems to be a real­ly nice basis for gam­ing in pub­lic space using urban pro­jec­tions and such. I don’t see myself work­ing in Open­Frame­works though, it real­ly is an increase in com­plex­i­ty as opposed to Pro­cess­ing. Still, by mess­ing with it, I can now appre­ci­ate it better.

Next week is going to be my last one here in Copen­hagen and looks like it’ll be slight­ly more busy, with anoth­er trip to Malmö and a lec­ture at CIID. After that it’s back to NL. Time real­ly flies.

Week 150

That’s a nice num­ber, 150. One-hun­dred-and-fifty. I like the sound of that. So what’s been going on this week? 

I hopped on a plane last Sun­day to the Nether­lands for This hap­pened – Utrecht #6. Would­n’t miss out on my own par­ty, of course. And I’m so glad I did­n’t, because we had awe­some talks by Berend & San­neke, Matt, Sebas­ti­aan and Keez, plus a sur­prise appear­ance over Skype by Mr. Bux­ton. The room was packed, inter­ac­tion design­ers of all stripes were chat­ting away before­hand, dur­ing the break and after­wards over drinks. I had a blast and judg­ing by the reports that have been com­ing in, so have many others.

Before head­ing back to the Nether­lands the next day I man­aged to squeeze in a few meet­ings. One of those was for PLAY which, now that I’ve wrapped up project Tako,1 is ready to move into its next phase. We’re plan­ning to pro­duce sev­er­al play­ful ‘things’ for a num­ber of cul­tur­al events and tie them all togeth­er with a meta-game. It’s a mat­ter of get­ting all the right peo­ple on board now and get­ting going as fast as pos­si­ble. So I’ve a list of folks to con­tact in the com­ing days.

I think I broke a per­son­al record for the num­ber of Skype ses­sions in one day on Wednes­day, with back to back talks with my HKU stu­dents as well as a plan­ning ses­sion with Karel and Julius for an urban games work­shop they’ll be run­ning tomor­row in Lei­d­sche Rijn.2

And today, after spend­ing Ascen­sion day on a couch, plug­ging away at email and to-dos, I’ll be mak­ing the trip across the Øre­sund to Malmö in a bus full of mak­ers and inter­ac­tion design­ers to attend Thought­Made, which I’m real­ly excit­ed about; an exhi­bi­tion and talks includ­ing a can­dy machine con­trolled by Twit­ter. What more can one ask for?

  1. I need to write a report on that one at the Hub­bub blog soon. []
  2. A new devel­op­ment area of Utrecht I’d say is the clos­est thing to a real-world Sim City project that I ever saw. []

A quick look at Tweetakt’s playful installations

Twee­t­akt is hap­pen­ing in Utrecht at the moment. It’s a youth the­atre fes­ti­val, real­ly push­ing the lim­its of what we think that means. As an exam­ple, they’ve pro­vid­ed space for sev­er­al instal­la­tions at the fes­ti­val cen­tre on the Neude. I went over for a quick look today — even though I know most of the cre­ators per­son­al­ly and am famil­iar with sev­er­al of the pieces. They’re all free and open to the pub­lic, so if you’re in the area, you should go too.

Knikker­baan

Medialab Utrecht's Knikkerbaan at Tweetakt

Made by a few prin­ci­pals at the Medi­al­ab Utrecht. Push a but­ton and a mar­ble starts rolling down a futur­is­tic look­ing track. Halfway through it enters a scan­ner of sorts, and is con­vert­ed into a vir­tu­al coun­ter­part vis­i­ble on a screen, only to emerge phys­i­cal­ly after some time again. At the end of the track, you get to keep the marble.

It’s hard­ly inter­ac­tive, but does look kind of impres­sive and of course, mar­bles are always fun.

Kleurkamer

Monobanda's Kleurkamer at Tweetakt

A new ver­sion what is becom­ing a clas­sic by the trou­ble­mak­ers at Monoban­da. A beam­er, a white decor and wiimotes enable you to paint with light. It’s a sim­ple premise, the exe­cu­tion is ser­vice­able but the result is quite mag­i­cal. The addi­tion of white jack­ets for peo­ple that want to become part of the can­vas is a real nice touch.

Block­blaz­ers

Fourcelabs's Blockblazers at Tweetakt

Made by my friends at Fource­labs, this is the one that has­n’t the ben­e­fit of a spec­tac­u­lar phys­i­cal shape but is the most fun to play. It’s a com­pet­i­tive plat­form game playable with eight peo­ple at the same time with some clever social and phys­i­cal touch­es. Scor­ing points is reward­ed with a big pho­to of your­self that is shown for a few sec­onds, and the game wraps around two big screens that are back to back, forc­ing you to move around and com­pete with the oth­er play­ers for phys­i­cal floor space.

It’s nice to see this kind of stuff at a the­atre fes­ti­val. I hope the pieces will do well — despite the fact that not all of them have been placed and pre­sent­ed to the pub­lic in the best way — so that we’ll get more of this stuff in the years to come.

Week 138

Last evening I was on top of the Neude­flat, to review a draft of a pre­sen­ta­tion I’ve pre­pared as part of project Tako.1 Ear­li­er that day and mon­day I talked to the last two par­tic­i­pants: Cul­turele Zonda­gen (a pro­duc­er of fre­quent city-wide cul­tur­al events that always take place on sun­days) and Habek (a pro­duc­er of local hip-hop events and projects). Most of the pre­sen­ta­tion is in place — lots of rough con­cepts for play­ful cul­tur­al projects — it just requires some last addi­tions and tight­en­ing up to be ready for the city lab ses­sion with all par­tic­i­pants next week.

On tues­day morn­ing I found myself in a room filled with stu­dents, who gave short pre­sen­ta­tions on the results from the ini­tial field research they per­formed over the pre­vi­ous week. Some had inter­est­ing insights to share, rang­ing from the expe­ri­ence of sto­ry in sin­gle play­er ver­sus mul­ti­play­er RPGs to the effects of a play­ful UI on the per­ceived effec­tive­ness of infor­ma­tion appli­ances. Oth­ers were real­ly strug­gling with the devel­op­ment of a brief for their own work. Next up for them is to write up a pro­pos­al for their grad­u­a­tion project. We’ll review a first draft of those next week. 

As I’m writ­ing this, I am on my way to Layar again — who had some excit­ing news to announce this week and won a few awards in Barcelona too. Most of my time this week will be spent on a design sprint out­lin­ing a new prod­uct offer­ing. We’ll do a review of that some­where this week, and take it from there. Iter­ate’s the word. Think­ing through making.

In the time that’s left, I’m chip­ping away at the talk for Ham­burg this sun­day. The rough sil­hou­ette is there, now it’s just a mat­ter of build­ing a deck. Should be doable, right? Right.

  1. The pro­mo­tion depart­ment of the city of Utrecht has its offices here, with stun­ning views. []

Are games media or design objects?

In a recent post on the Edge blog — which, if you con­sid­er your­self a games design­er, you absolute­ly must read — Matt Jones asks:

Why should pock­et cal­cu­la­tors be put on a pedestal, and not Peggle?”

He writes about the need for games to be appre­ci­at­ed and cri­tiqued as design objects. He points out that the cre­ation of any suc­cess­ful game is “at least as com­plex and coor­di­nat­ed as that of a Jonathan Ive lap­top”. He also spec­u­lates that rea­sons for games to be ignored is that they might be seen pri­mar­i­ly as media, and that main­stream design crit­ics lack lit­er­a­cy in games, which makes them blind to their design qualities.

Read­ing this, I recalled a dis­cus­sion I had with Dave Mal­ouf on Twit­ter a while back. It was sparked by a tweet from Matt, which reads:

it’s the 3rd year in a row they’ve ignored my sub­mis­sion of a game… hmmph (L4D, fwiw) — should games be seen as design objects? or media?”

I prompt­ly replied:

@moleitau design objects, for sure. I’m with mr Lantz on the games aren’t media thing.”

For an idea of what I mean by “being with Mr. Lantz”, you could do worse that to read this inter­view with him at the Tale of Tales blog. 

At this point, Dave Mal­ouf joined the fray, post­ing:

@kaeru can a game be used to con­vey a mes­sage? We know the answer is yes, so does­n’t that make it a form of media? @moleitau”

I could not resist answer­ing that one, so I post­ed a series of four tweets:

@daveixd let me clar­i­fy: 1. some games are bits of con­tent that I con­sume, but not all are

@daveixd 2. ulti­mate­ly it is the play­er who cre­ates mean­ing, game design­ers cre­ate con­texts with­in which mean­ing emerges.

@daveixd 3. think­ing of games as media cre­ates a blind spot for all forms of pre-videogames era play”

@daveixd that’s about it real­ly, 3 rea­sons why I think of games more as tools than media. Some more thoughts: http://is.gd/5m5xa @moleitau”

To which Dave replied:

@kaeru re: #2 all mean­ing regard­less of medi­um or media are derived at the human level.”

@kaeru maybe this is seman­tics, but any chan­nel that has an ele­ment of com­mu­ni­cat­ing a mes­sage, IMHO is media. Tag & tic-tac-toe also.”

@kaeru wait, are you equat­ing games to play to fun? But I’m lim­it­ing myself to games. I.e. role play­ing is play, but not always a game.”

At this point, I got frus­trat­ed by Twitter’s lack of sup­port for a dis­cus­sion of this kind. So I wrote:

@daveixd Twit­ter is not the best place for this kind of dis­cus­sion. I’ll try to get back to your points via my blog as soon as I can.”

And here we are. I’ll wrap up by address­ing each of Dave’s points. 

  1. Although I guess Dave’s right about all mean­ing being derived at the human lev­el, what I think makes games dif­fer­ent from, say, a book or a film is that the thing itself is a con­text with­in which this mean­ing mak­ing takes place. It is, in a sense, a tool for mak­ing meaning.
  2. Games can car­ry a mes­sage, and some­times are con­scious­ly employed to do so. One inter­est­ing thing about this is on what lev­el the mes­sage is car­ried — is it told through bits of lin­ear media embed­ded in the game, or does it emerge from a player’s inter­ac­tion with the game’s rules? How­ev­er, I don’t think all games are made to con­vey a mes­sage, nor are they all played to receive one. Tic-Tac-Toe may be a very rough sim­u­la­tion of ter­ri­to­r­i­al war­fare, and you could argue that it tells us some­thing about the futil­i­ty of such pur­suits, but I don’t think it was cre­at­ed for this rea­son, nor is it com­mon­ly played to explore these themes.
  3. I wasn’t equat­ing games to play (those two con­cepts have a tricky rela­tion­ship, one can con­tain the oth­er, and vice-ver­sa) but I do feel that think­ing of games as media is a prod­uct of the recent video game era. By think­ing of games as media, we risk for­get­ting about what came before video games, and what we can learn from these toys and games, which are some­times noth­ing more than a set of social­ly nego­ti­at­ed rules and impro­vised attrib­ut­es (Kick the can, any­one?)

I think I’ll leave it at that.

A game as a museum as a game

Over at Non-fic­tion, Juha writes about a hypo­thet­i­cal game that sim­u­lates muse­um man­age­ment. He asks: 

Could this be an inter­est­ing approach to open up muse­ums and learn from our cur­rent and future audi­ences? Could a game be a muse­um? Could a muse­um be a game?”

I think the sim­ple answer to all these ques­tions is yes. But I’ve always been more inter­est­ed in the how of things. So I’m lead to wonder…

Con­tin­ue read­ing A game as a muse­um as a game

What the hubbub is

There’s some move­ment over at the web­site for my new ven­ture. I men­tioned Hub­bub before: it is a design stu­dio I am set­ting up for phys­i­cal, social games that are played in pub­lic places. We hope to address social issues and the like using these games.

Recent­ly…

Today's harvest

Also, we’ll be doing some­thing play­ful and run­ning a work­shop at the upcom­ing Game in the City con­fer­ence in Amersfoort. 

To stay post­ed on Hub­bub devel­op­ments, fol­low us on Twit­ter or sign up for our newslet­ter. There’s good old RSS as well, of course.