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.

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