-
Interesting and beautiful visualization of London noise level data. I am particularly intrigued by the braille like version.
-
PIPS:lab have a new show that features a thing called the Radarfunk. Here’s a nice clip of a small performance that demoes what it can do.
-
A crazy mockumentary by Matt Cottam on computational wood. It’s an effective format to use for communicating such far-future design.
-
“The PlayPump systems are innovative, sustainable, patented water pumps powered by children at play. Installed near schools, the PlayPump system doubles as a water pump and a merry-go-round for children.” I am not sure wether this is awesome, or very very wrong. It makes me think of Luis von Ahn’s games that double as human computation harvesters (such as the ESP Game).
-
Reading this, particularly the bit about the zillion derivative apps on sale, makes me wonder wether the App Store might be headed towards a Atari 2600 style demise.
-
An interesting invitation-only summit on physical computing happening in London right now. Will be keeping an eye on what comes out of this.
Author: Kars Alfrink
This pervasive games workshop I ran at this conference
A few things I got people to do at this year’s NLGD Festival of Games:
Fight each other with paper swords…
…and run around with lunch-boxes on their heads.1
This was all part of a workshop I ran, titled ‘Playful Tinkering’. The mysterious Mink ette — who amongst many things is a designer at Six to Start — and I got people to rapidly prototype pervasive games that were be played at the conference venue the day after. The best game won a magnificent trophy shaped like a spring rider.
Some exercises we did during the workshop:
- Play a name game Mink ette had made up shortly before the workshop in no time at all. This is good for several things: physical warm-up, breaking the ice, demonstrate the kinds of games the session is about.
- Walk around the room and write down imaginary game titles as well as names of games you used to play as a child. Good for emptying heads and warming up mentally.
- Walk around again, pick a post-it that intrigues you. Then guess what the game is about, and have others to fill in the blanks where need. Then play the game. This is mostly just for fun. (Nothing wrong with that.)
- Analyse the games, break them up into their basic parts. Change one of those parts and play the game again. See what effect the change has. This is to get a sense of what games design is about, and how changing a rule impacts the player experience.
Participants brainstorming game ideas
People then formed groups and worked on an original game. We pushed them to rapidly generate a first ruleset that could be playtested with the other groups. After this they did another design sprint, and playtested again outside the room, “in the wild”. All of this in less than four hours. Whew!
The games that were made:
- A game that involved hunting for people that matched the descriptions on post-its that were hidden around the venue. You first needed to find a post-it, then find the person that matched the description on it and finally take a photo of them for points. This game was so quick to play it already ran at the party, hours after the workshop finished.
- ‘Crowd Control’ — compete with other players to get the largest percentage of a group of people to do what you are doing (like nodding your head). This game won the trophy, in part because of the ferocious player recruitment style the runners employed during the playtest.
- A sailing game, where you tried to maneuver an imaginary boat from one end of a space to the other. Your movement was constrained by the “wind”, which was a function of the amount of people on either side of your boat. It featured an ingenuous measuring mechanic which used an improvised rope made from a torn up conference tote bag.
- The lunchbox thing was improvised during the lunch before the playtest. A student also brought in a game he was working on for his graduation to playtest.
We set up the playtest itself as follows:
The room was open to anyone passing by. Each game got their own station where they could recruit players, explain the rules, keep score, etc. Mink ette and I handed each player a red, blue and yellow tiddlywink. They could use this to vote on their favorite game in three separate categories, by handing the runners a tiddlywink. People could play more than once, and vote as often as they liked. We also kept track of how much players each game got. We handed out prizes to winners in the different categories (a lucky dip box loaded with piñata fillers). The most played game got the grand prize — the spring rider trophy I created with help from my sister and fabricated at the local fablab.2
Spring rider trophy and tiddlywinks ready for some playtesting action
It was a pleasure to have the elusive Mink ette over for the ride. I loved the way she explained what pervasive games were all about — being able to play anytime, anywhere with anything. I was also impressed with the way she managed to get people to do strange things without thinking twice.
We had a very dedicated group of participants, most of whom stuck around for the whole session and returned again for the playtest the next day. I’m very grateful for their enthusiasm. The whole experience was very rewarding, I’m keen on doing this more often at events and applying what I learnt to the workshops I run as part of my own games design practice.
Happy winners of the spring rider trophy flanked by Mink ette and yours truly
links for 2009-07-07
-
At this year’s Develop conference, Tom will be talking about applying service design to games. What a nice idea, do check him out.
-
When androids dream of electric sheep, this is what it looks like.
links for 2009-07-06
-
A location-based treasure hunting game on the Nintendo DS. Might just need to get this.
-
Utrecht-based web agency Rhinofly report on our third edition (in Dutch). I’m happy to see the author enjoyed himself, but he does mention that, for him, the evening wasn’t about interacton design. I wonder why he feels that way?
links for 2009-06-30
-
Iskander sacrifices sleep to be the first to write up a report of the third This happened in Utrecht, and as always tries to discover a theme where none was intended. I am glad the notion of craftsmanship was something he picked up on in all presentations though, because I think that is central to the This happened concept.
links for 2009-06-24
-
A three-part book on the Dutch electronic culture sphere, looking at how the ways we engage with culture are changing, reporting on a recent e-culture conference and the state of the sector in general. Worth the EUR 12,50? I’ll soon find out.
-
Alper shares the work he’s done in the open government data space (in Dutch). “Het kan allemaal wél beter. Laten we het dus gaan doen.” Amen.
-
“GaIn focuses on developing systematic and playful approaches to enhance and organize the process of creating new products, especially from the perspective of game design processes.” These Fins remain at the forefront of games design research.
links for 2009-06-23
-
A brief interview with Alexander that touches upon what is wrong with pure repetition and the virtues of generative systems.
links for 2009-06-19
-
Photos of “the first East African skatepark constructed by local youngsters.” Wonderful stuff, via Hessel.
-
“And Yet It Moves is a puzzle-platformer, set in a unique world, made of ripped paper. Within the paper collage, you can jump, run and last but certainly not least: rotate the world.” There are too many interesting indie games being released to keep track of, lately.
links for 2009-06-17
-
James reports on a recent GovCamp held in Amsterdam, where hackers competed to come up with the best mashup of government data sources, and designers and civil servants presented on topics related to data, the Dutch government and civic duty.
-
“We are making a new game, a film about The Sandpit and social gaming in general, and we’ve got this lovely new website to document everything interesting that happens between now and the big launch at the Hide&Seek Weekender on August 1.” A project worth keeping an eye on.
-
Since I’ve been thinking about using Twitter as the platform for a pervasive game for some time, this is really interesting to me. A nice simple concept, seemingly well-executed.
-
“The games on offer the night I visited included Press Gang, a Q&A session where “celebrities” get grilled by the gutter press, and Semaphoria, which involves devising a flag language to transmit coded messages. Both were entertaining, but neither these nor the Mexican thumb-wrestling competition going on in the bar could be labelled profound cultural experiences.” Which makes me wonder whether the author of this piece thinks all theatre is profound…
links for 2009-06-16
-
“Miegakure is a platform game where you explore the fourth dimension to solve puzzles. Because humans can only see and move along three spatial dimensions, pressing a button allows to ‘swap’ one regular dimension with the fourth, invisible dimension. Armed with this, the protagonist can see inside closed objects, walk through walls, move objects from one dimension to another, hide under 3D shadows of 4D objects…” This is incredibly cool, but also makes my brain hurt.