Welcome to 50°S, 100°W

The narrative of pervasive game The Bloop.

Throughout the Summer of 1997, underwater microphones used by the U.S. National Oceanic and Atmospheric Administration thousands of kilometres apart detected the anomalous sound known as The Bloop.

Extremely loud and low frequency, this noise defies explanation. Scientists have yet to identify its cause: we have no knowledge of a creature large enough to make a sound of this type.

Whatever it is, it’s still down there.

Welcome to 50°S, 100°W.

Whales traverse the deep waters off the coast of Chile on their seasonal migrations between breeding grounds and feeding grounds. Relying solely on their instincts and use of sonar to navigate these murky depths, the whales nonetheless perceive that something a little odd is going on around here.

The krill here – normally a tasty snack for the whales – seem motivated with a strong sense of purpose. When The Bloop calls to them they move in unison in a way the whales don’t quite understand and yet intuitively understand should be avoided…

Humpback Whales Feeding 1

More experimenting with the sonar goggles

Ant trying out the sonar goggles at fizzPOP yesterday. He said he had very good spatial awareness and could tell where he was in the room, this video was a little experiment with his awareness of where I was.

(If you listen carefully you can hear the different beep patterns the goggles make depending on how close things are to them.)

Sonar goggles

Following on from last week’s pervasive games lab, some or all of Hide&Seek, Fierce and/or Screen West Midlands awarded me a grant to develop the sonar stuff into a game to be played at the Sandpit event at Warwick Arts Centre this Saturday. (Not quite sure who to thank, but thanks!)

So, it’s been full steam ahead to turn the whale hat prototype into something that will survive a game. Several games. Maybe some of them outdoors in the British summer…

materials gathered

For various practical and arty reasons, the hat has been replaced by goggles. For financial and logistical reasons, the Arduino RBBB I used in the prototype has also been replaced by a bare bones equivalent on stripboard.

Here’s the finished circuit, the goggles and the first unit being user tested…

finished circuitry

sonar goggles

user test

You can see other photos in this Flickr set of the build process.

There’s still a lot of soldering, spraying and sticking to be done to get ready for the weekend, but several people have used the googles now and I’m really pleased with the result. Join me at Warwick Arts Centre from 6pm this Saturday to experience the game – which is undergoing a similar evolutionary process!

Prototyping games for the whale hat

At yesterday’s game lab (a team effort from Fierce, Screen West Midlands and Hide&Seek) I finally got a chance to try out the whale hat I’ve been making. By which I mean I got other people to try it out!

Andy gets to be whale for the first version of the game, unaware that krill Laura is trapped between him and the mirrored wall behind!

Andy gets to be whale for the first version of the game, unaware that krill Laura is trapped between him and the mirrored wall behind!

The whale hat was conceived in response to Hide&Seek’s call for games relating to the theme of ‘international‘. I wanted to develop a game based around the idea of epic whale migrations, where the person playing the whale navigates around the game space using echolocation.

The electronics that power the whale hat.

The electronics that power the whale hat.

Using a sonar range-finder commonly used in robotics, I hooked it up to a RBBB running Arduino code that generates different patterns of beeps depending on how close objects are in front of the hat-wearer: a continuous loop of 4 beeps when there’s something within 50cm; 3 beeps when there’s something within 1m, 2 beeps, 1.5 metres etc

During the game lab I first got a chance to try out the experience of wearing the hat (complete with headphones and blindfold) and then I roped in the other attendees to help me try out some simple game mechanics. The sorts of things I had written down in my notes as things to explore were “finding objects”, “avoiding objects”, “detecting stationary objects” and ” detecting moving objects”.

Game #1: Whale invaders

Prototyping games for the whale hat #1 from nikkipugh on Vimeo.

Kind of a slow-moving version of the arcade game space invaders: the whale (in the hat) can move from side to side and has to try and ‘catch’ the krill (other players) who are approaching steadily.

If I were to try this again, I might try and set the krill off on their journeys with bigger intervals between. As it was though, this was a beautiful visual spectacle with the gradual advance of the krill contrasting nicely with the clumsier movements of the whale!

Game #2: Seek the krill

Prototyping games for the whale hat #2 from nikkipugh on Vimeo.

This time the krill remained stationary and the whale had to move around trying to locate them.

We talked about what might be motivating the krill (we found ourselves using many phrases we hadn’t anticipated using that day!) and also identified that we kind of needed to justify the sonar more. For example, it would have been possible for the whale to have caught the krill just by walking up and down and waving their arms around at random. We also toyed with the idea of limiting the number of grabs per game.

Although the krill aren’t doing much during the game, I love how you can see all the different emotions they’re (silently) going through!

Game #3: Whale seeks krill seeking plankton

Prototyping games for the whale hat #3 from nikkipugh on Vimeo.

Trying to give the krill a role that couldn’t be performed equally well by a chair. Now the krill are allowed one step per click and have to gather as many plankton (small pieces of paper) as possible whilst avoiding being caught by the whale.

Game #4: Nuclear krill

Prototyping games for the whale hat #4 from nikkipugh on Vimeo.

A shift from object detection to object avoidance. Now we’re justifying the sonar and it’s starting to feel more game-like!

The whale has to avoid the er, the whatever they are. The other players are probably no longer krill, but in the absence of any other term we ended up calling them nuclear krill to signify that they were something not very nice.

The whale’s objective is to get from one end of the playing area to the other.

The nuclear krill are trying to block the whale’s progress. They are allowed one step per clap (approximately every ten seconds) and can move across the playing area, but not up and down it.

We also tried a variant of this where the nuclear krill could only move across, until the whale had passed them, at which point they became locked in to a ‘vertical’ line and could then only move up and down. This change was made to try and prevent redundant nuclear krill. Bad things happen when nuclear krill get bored…

If I can get to the stage where I can build a few more whale hats then the next thing I want to try is having multiple whales. We discussed how having one whale trying to get from A to B at the same time as another whale trying to get from B to A would make things more of a challenge for the nuclear krill and would also reduce the problem of redundancy.

So…

Overall I’m happy with the experience of being the whale (another one of those unanticipated phrases!). I like the combination of vulnerability with the almost super-hero power of being able to see by sound.

I love the spectacle of the game as seen by an audience. All of the versions we tried worked well at this and I think slowness and silence could be a really nice contrast within a busy event environment where this could eventually end up.

That leaves the krill. How can I make life for the krill more interesting?

hƿæl

I’ll be spending today at mac workshopping some ideas for a pervasive game involving this prototype sonar whale hat I’ve made.

Prototype whale hat using a sonar range-finder and Arduino processor

Prototype whale hat using a sonar range-finder and Arduino processor

Doing a quick bit of online browsing about whale migration beforehand, I came across this and love the image:

Humpbacks Humpback

Winter: warm, low latitude tropical waters (breed and give birth)
Spring/Summer/Autumn: cooler, high latitude polar waters (feed)

Most humpback whales make mammoth journeys every year between their feeding and breeding sites. Because seasons are reversed either side of the equator, Northern and Southern Hemisphere populations of humpbacks probably never meet; those in the north travel towards their breeding grounds in tropical waters as those in the south are travelling towards the pole to feed, and vice versa. [source]

Emergent Game website relocated

Gosh, 2 years since I started sending people around the city seeing things from the perspective of soft toys.

The original Emergent Game website has now been archived at http://emergentgame.npugh.co.uk/

Pirates with parrots and rabbits with robots,
Witty repartee and elegant sub-plots,
Yellow fluff furballs that hang down on strings,
These are a few of my favorit things.

Angry triangles and dogs that do scuba,
Tractors and raptors and rum straight from Cuba,
Avataris that fly with a cape, no wings,
These are a few of my favorit things.

Overnight braveness in frizzers and fridges,
Ventures to Edinbra and bartrin’ for bidges,
Rodent detectors with baubles and springs,
These are a few of my favorit things.

When the peas talk,
When the bots bork,
When I’m feeling sad,
I simply remember my favorit things,
And then I don’t feel so bad.

Egor Beaver, My favorit things

My favorit things from Egor Beaver on Vimeo.

story for a flow chart

I’d be really interested in hearing more about who you consider your influences or precursors in installation art – I’m vaguely drawing up an enormous Flowchart Of Pervasive Games And Where They Come From And All That Sort Of Thing, which is obviously never going to be even slightly exhaustive but which might be fun to have around. I don’t have much from installation art there – any suggestions?

Holly in the comments for a previous post

I was pretty rubbish for about the first 2 of my 3 years doing A-Level Art and Design, so I’m guessing this happened in about 1996/7, after a certain rollicking from Hillary regarding some lino prints got me thinking more about process and journey.

I got the train up from Southampton to London to Go And Look At Some Art. I think what I did was to rock up, find a newsagents, have a flick through Time Out and see what looked interesting. …and so I ended up in somewhere I think was probably Mile End.

This was a part of London I’d never been to before and it was all pretty scary. When I finally found the address given in Time Out, the building was big, not at all what I was expecting (like an old town house or civic building of some sort) and very locked looking. In fact, very boarded-up looking…

After a bit of hesitation and hopeful looking around for any indication at all that this might have been a gallery, I plucked up the courage to ring the buzzer indicated by a note attached to the door that might have been referring to the art I was seeking. When the door was opened, and the correct place had been confirmed, I was led inside and it became apparent that the building was well on its way to becoming derelict: I was guided around holes in the stairs and there were bare floorboards and bare wires.

A few storeys up, we came to a door with a small wooden chair placed next to it.

I was to go inside and be careful. The man would be waiting for me outside.

The dark room I stepped into was one of those where there would ordinarily have been 3 or 4 steps down from the door to floor level. However, the artist had constructed his own floor that began at door level and then cut through the room sloping both up and away towards the back of the room and also from left to right. The new floor was made of metal grill, so as my eyes became accustomed to the dark I could begin to make out the cables snaking across the original floor below, a couple of vertical columns piercing up through the grill from below and also some faint light associated with those columns.

I slowly made my way across the metal structure, all the while aware of my location in the middle of the room. Approaching and then looking down into one of the columns, it became apparent that there was a monitor at the bottom showing some video. I can’t remember much about the video, except my impression is that it was a blueish monochrome and the images might have been abstracted shots of human bodies. I don’t recall there being a narrative or a soundtrack (although there might have been sound).

…and that was it, really: a wonky floor and a few monitors you could look down on through rectangular tubes. I was in there for so long that the artist sat waiting outside was wondering whether he should come in and check on me!

When I did finally leave the room, I was invited to chat with the artist for a little while. I’m not sure if he and the other artists working in the building were squatting or not, but he was living – for the time being at least – in a small room not much bigger than the mattress on the floor and cooking from a primus type thing in the corner.

We talked for a bit and then I left to continue my day of art-looking.

I don’t remember anything else I saw that day.

I do, however, remember telling the story of seeing that installation over and over again when I got back to college. My tutors were concerned that I had put myself in danger, and in retrospect I probably had. Fortunately though, it had all worked out fine and for the last year of that A-Level my work was predominantly installation-based and so much the better for it.

***
So, an experience of installation art that had a big influence me. If we’re drawing lines from that day to my thoughts and doings with pervasive games now, it would be tempting to label them thus:

  • Following a scrap of tempting information into the unknown.
  • Pushing beyond the edge of your comfort zone.
  • Putting your trust in strangers.
  • Only you and the other thing.
  • Experiencing with all the senses.
  • Forgotten or overlooked spaces.
  • Because we want to make something.
  • Sharing the story afterwards.

London and Tokyo, via Bournville village green.

Since doing an exchange visit there in 2005, my contact with Joshibi University of Art and Design and its students has included: helping to host their exchange students coming to Birmingham; effectively working there as a technician for a month; countless days just sort of hanging out there; keeping in contact with several pupils and alumni, including visiting their homes and having them stay with me in the UK; and hearing from alumni friends their tales of working as artists post-graduation and their encounters with graduates from other universities. As a result, I have a pretty well-formed idea of some of the things I would like to do to shake things up a bit, beyond my low-level “So, have you ever considered showing your work, outside of a gallery context” vibrations.

In 2006, 2007 and 2008 I also coordinated and delivered the social programme as part of the annual Joshibi Summer School. This involved sorting out all the pastoral and evening/weekend social stuff for the 30-or-so students who would spend a month based at Bournville Centre for the Visual Arts (BCVA).

We’ve had many conversations about how the Summer School programme could be improved. The main problems from my point of view are that the students arrive as a group; take over a block in a halls of residence as a group; are the only group studying at Bournville over the summer; have an interpreter with them the whole time; and have negligible contact with anyone outside of the staff and the other Summer School students. They may get to experience something of a different way of approaching art education, but there’s a lot missing in terms of cultural exchange and development of language skills.

I decided I didn’t want to work on the social programme this year, but was later invited to provide a day’s teaching for the Summer School. Based on last year’s werewolf success, and my recent work with BARG, there was no doubt that a game would be involved.

dead pikachu

My contribution was to form a starting point for a larger project where the students would go on to develop work that contrasts London and Tokyo. I ran two workshops in the morning where we compared the places in Japan they recommended I visited to the places that actually had meaning to them in their day-to-day lives. This got us from guidebook staples such as the Emperor’s Palace and Kiyomizu-dera to stories of favourite ice-cream shops, overheard sounds of children playing in campsites and stars as seen above car parks.

We also looked at the landmarks that we give significance to in our journeys through landscapes that we are very familiar with. Taking our journeys to university as an example, we drew maps and uncovered more stories. I’m familiar enough with the bus ride to the Joshibi Sagamihara campus that I could recount my personal map of that journey and compare it to theirs. This experience lasting only a few seconds is so completely and vividly on my map that I’m genuinely shocked to realise now that it’s a memory from 4 years ago.

As expected, the smell of the chicken farms featured prominently in the cycled versions of the journey…

question card

For the afternoon, I’d prepared a scavenger hunt around Bournville Green and the surrounding area.

This was designed as a team game, but with significant components where each student would be very much working alone (…unless they plucked up the courage to ask passers by for assistance!). Use of the Japanese language was, of course, banned throughout.

consultation

The students randomly selected a question to tackle and then had some time to discuss it with their team mates. The questions were worded to avoid typical Japanese constructions of English. I also tried to avoid making them so simple that no discussion was needed to fully understand them.

Examples include.

  • There is a car park at the Western edge of the park. Around it, with one end in the ground, are wooden “dragon’s teeth”. How many dragon’s teeth are there?
  • Stand between the Porter’s Lodge and the church. Look at the church. Can you see the carved wooden panel? How many flowers does it have? What is the man holding in his left hand?
  • Go to the chemists and find a lilac-coloured dog hanging up by a door. What colour is his collar, and how many diamonds are on the front of it?
  • In the alleyway between the chemists and Louise’s, there are some old style posters. What is the name of a UK city written on one of them?
  • Go to the butchers shop. What is the name of the sheep on the counter near the window?
  • Go to the Wyevale garden centre. There is a scarecrow near one of the doors. How much did his hat cost?

There were a range of strategies employed in designing the questions. Some of them, such as the sheep’s name question above, could only be answered if the student asked the appropriate question of the relevant shop keeper. Others would be made infinitely easier if they asked a member of the public for help in explaining what a particular word refers to (e.g. dragon’s teeth).

The other major aim was to get the students out and into parts of Bournville that they would never normally go to. This had the intended bonus of meaning that I had to seek out these places first. I was a student at BCVA for 5 years, and yet there were so many places in that tiny area that I had never been to until the planning stages of this game. I had lots of adventures and conversations: so much of Bournville is hidden away in a secret second-layer-back, and there are some truly class acts working there.

I was also determined that I would work with what was already in situ, and not parachute in any foreign bodies to plant for the game. The sharks, Iggle Piggles and Bill Oddies were all there already, waiting to be discovered and played with.

Right, so we had the basic mechanism of having to go to places and find answers to questions. The other aspect of the game design was about how to make this an intense, sometimes visceral experience.

tech amnesty

Prior to explaining the game rules, we’d confiscated (in a nice way!) all their mobile phones, electronic dictionaries and phrasebooks. This was originally done to ensure that looking things up didn’t replace discussion, but I think it also had quite a wrenching effect, because this technology is usually very heavily relied upon.

maybe the man with the plant knows where the garden centre is

I deliberately made it so that, after the initial discussion phase, each player then had to go off independently to find the answer. This took away another safety net of group decision making.

The other thing to do was to add a magic vest in the form of some hats for the players to wear whist they were out and about.

consulting the map

This covered my usual criterion for having an element of silliness involved in order to break down a few barriers, but as Holly Gramazio pointed out at Hide and Speak, your players look like criminals and, if the students were going to be in the bank counting CCTV cameras, I wanted it to be clear that they probably weren’t dangerous! The “help me find stuff” labels on the hats were intended as an invitation for people not involved in the game to approach the students and initiate conversations.

The weather was drizzly, the students were extremely tired after spending a long weekend in London (not to mention the jet lag!), energy levels were low, and I had to tweak some stuff on the fly to increase the pacing, but it all worked! It worked a treat!

magic hat and green

run

It was great to see the balloons bobbing around on the green and in front of the parade of shops. It was fun to see the teams playing jan-ken-pon to decide the next runner, but substituting diddle-diddle-dum lyrics so as to avoid the 50 point fine for speaking Japanese. It was satisfying to hear small groups of students with nothing to do standing around and chatting in English. It was worrying to hear that one girl hadn’t been seen for 25 minutes, but heart-warming to hear from the search party that she’d been found in the park with a gang of kids around her trying to help her solve her clue. We giggled to hear the story of people offering to help count dragon’s teeth. It did nothing less than warm my cockles to hear someone describe the hats as being magic, a comfort, and to thank me for making them wear them.

relocation of the Bournville factory, as explained through the medium of leaves

thinking hat

changeover

All three teams did really well and the rain mostly stayed away until we had finished playing. The final scores were in the region of 120 points (average 10 points per question) with only maybe 4 failed questions per team.

I finished off the day with a more formal presentation about the use of mechanisms and rule sets to instigate interactions with spaces; how presenting something as a game contrasts with presenting it as a piece of performance artwork; the importance of stories; the importance of magic vests/hats; the importance of silliness (and how it’s easier to be part of a large group doing silly things rather than being by yourself doing silly things) and how doing projects in public spaces confers ownership of that space to you (in the sense of responsibility and empathy, rather than of power).

Anyway, it looks like I may yet end up doing some social stuff with the group on Saturday: I may take the opportunity to quiz them on how the game has affected their perception of Bournville…

loudnoisesandflashinglights

Stuff to follow on from and slot into the Playmakers conversation here and here.

I originally named the Synapse the Synapse because I imagined the arduino-powered, instruction-delivering oojamaflip to be at the head of a chain of people, something a bit like a neuron.

synapse sketch

functions

I’ve just now discovered courtesy of wikipedia that:

The word “synapse” comes from “synaptein”, which Sir Charles Scott Sherrington and colleagues coined from the Greek “syn-” (“together”) and “haptein” (“to clasp”).

Which is even more apt; so if anyone asks, that’s my story and I’m sticking to it.

So right, the question is how to give as many members of the playmakers teams (usually about 15 people, I think) important jobs to do. (NB important does not necessarily equate to sensible.) Rather than thinking of the camera as a huge physical device, I see it more as a large mass of people having to move in unison. On the Ludocity forum I initially suggested remoting the power supply to the video camera so that several people had the responsibility to keep switches closed in order to keep the camera filming. This was an extreme example, and probably not one you’d actually want to do because the stakes are a bit high if someone breaks the circuit and the camera loses power. You’d have to stop play and get things set up to start recording again = too much of a handbrake.

So, back to the old staple of loud noises and flashy lights. Loud noises instantly draw attention to the players both from bystanders and from other teams they may be trying to sneak up on/away from. Flashy lights because if you’re watching playback on 3 screens simultaneously, you’re not going to be able to identify which camera the sound came from.

your players will look like criminals

At tonight’s fizzPOP I hacked together a bike light, an attack alarm and a couple of push-to-break switches to see if the approach looks like it’s got legs. Both switches have to be continuously held down or else lights will flash and noises will be noisy.

After the session the other hackers were kind enough to humour me and help give it a little test. It was raining, but fortunately we were in a building next to a railway viaduct, so we headed for that.

loud noises and flashy lights from nikkipugh on Vimeo.

Can confirm lights are bright enough and noises loud enough.

Prior to going outside, we’d had a really good discussion about the Playmakers project, possible roles of technology and what were appropriate roles of technology.

A really interesting idea that bubbled up was what would the scoring be like if you could use augmented reality software to recognise the presence of players from other teams and therefore automate durational scoring? We imagined ridiculously big It’s a Knockout style marker images being carried around the streets.

Could have some interesting implications for superimposing graphics over the videos during the playback too…

Anyway, back to loud noises and flashy lights. From the test we learned:

  • Switches need to be more tricksy: maybe tilt switches or something that rely on the position of whatever you’re carrying – push buttons as they are are too easy to hold shut.
  • Things will get interesting with upwards of about 5 people in a chain.
  • The camera person needs to be quite a way back from the loud noise and flashy light device…
  • … but I like the way the video shows the team doing stuff, having the camera pointed down the line like this.
  • Croc clips can’t be relied upon if you’re running around!

Synapse

Back in April I finally got to go to play at the Sandpit.

One of the games I played before dashing off to get the last train was Shrine – the 2nd iteration of the Playmakers project to crowd-source contributions towards developing a new pervasive game.

Did I mention the train journey home? Good. It was quite a long one and I had lots of thinking time to mull over what I thought of the game and how it might be improved.

I think the game’s been played several times now with varying rules that I’ve not really been keeping track of. Key components are (I think) 3 teams of about 15 players, each (teams, not the players) with a flip video camera on a large tripod and running around to film different objects/actions/people within a set time to score points. The teams then assemble together to watch all three videos being played back at the same time and some sort of scoring takes place.

BFI, May 2, Playtest #3b from Hide and Seek on Vimeo.

These are the main areas that have been identified as needing some thought (reproduced from the Ludocity forum):

  • So, the video playback – is it fun to watch, should it be more fun? How should people be filming? Is there some way to make the videos… prettier, and if so is that a desirable end, or should the focus be purely on making it easy to score?
  • One of the problems with the basic game is that it’s very open to one player grabbing the tripod and running off, and some of the players feeling peripheral or not having anything to do. Should there be more roles for specific players? Different jobs to do? The traitors were a step towards this, as were the encoded clues, but should it be clearer, more extensive? What should the different team members be doing?
  • How is the game introduced, how should the rules be explained? Should there be actors? Pieces of paper in envelopes? Skywriting (we can’t actually afford this)? Should it be part of the game, or clearly set apart from it?
  • So, there’s a tripod. There’s a video camera. There’s a brightly-coloured feather-duster. But maybe there should be something else… a mobile phone, ringing with extra tasks, or letting teams communicate with each other? Some sort of tiny computer doing… something? GPS tracker?
  • The game will be played at the H&S Weekender around the Southbank Centre, and it’d be nice if the basic game could work in a variety of locations, but what’s happening in the space? How far should people go, and what’s there when they get there? Is there a secret dance extravaganza that they need to find and film? A hot air balloon (this is another thing we can’t actually afford this)? Something happening, something installed, something participatory, something they need to create themselves – what’s there?
  • At the moment, there’s the tripods; there are sports bibs. That doesn’t have to be the case. Maybe there could be different costumes for different roles within a team; or maybe the people presenting the game need costumes, or someone running around the space as a target has a costume, or something else entirely. Maybe the tripod isn’t a tripod, but an enormous teddy-bear. Maybe it’s a balloon that’s gradually inflated over the course of the game. Maybe it’s a perambulator with a goldfish bowl inside, who knows?
  • One problem with the game as it stands is that there’s not that much of a feeling of good gameplay being rewarded. The balance of points for filming targets and opposing teams isn’t right; adding extra ways to get points (for example, by identifying traitors successfully) doesn’t necessarily work with the rest of the game. So, how should scoring work – how many seconds of filming another team’s tripod, for example, should be equal to successfully finding all the targets?
  • How should all these different components fit together?

I like those questions a lot. Seems to me it’s a basic arsenal of interrogation for any game designer to ask of any game they’re designing. Bing! Preserved here for future reference!

In this particular instance though, the two I’ve homed in on are how to make the video work (in terms of making it watchable and also making it scoreable) and also how to ensure that all team members have roles to play.

Meanwhile, I’ve recently made and used The Anticipator. Techy GPS thing hidden innabox in such a way that it becomes a prop for getting a group of people to work together as a team. Round 1 was with primary school children and now I’m thinking about how to apply this to BARG-related stuff.

So, something I want to explore that can easily be attached to a live project with real design criteria and real deadlines.

…I spent the weekend doing some rapid tinkering ahead of meeting up with some of the Hide&Seek folk at an event tonight…

I now have a working prototype for something I’m calling the Synapse. It’s basically a portable arduino-powered device that buzzes and flashes out a sequence of warnings and cues for players to do stuff.

Because the timing is now independent of any filming taking place (when I played Shrine it was done off the flip’s counter: cunning, but caused a few problems) players can take their time to get into position and check the equipment is all working ok. The LEDs and buzzer also make it really easy to sync up multiple films.

The only thing left to do now is to figure out how to use it…

Here’s my first test:

Synapse test #1 from nikkipugh on Vimeo.

I was struggling before with matching up the concept of the film documentation and the style of game-play. They didn’t seem very compatible somehow and the end result was some meandering video that [during the scoring for the version I played in] wasn’t in step with those from the other teams and just wasn’t that interesting to watch[Disclaimer: I haven’t particularly watched any of the video from the other games. They might be very different …or that may underline my point…].

I had a bit of an epiphany when I changed the way I was looking at things and rather than seeing a game followed by a scoring phases that conveniently produced some film documentation too, saw it as teams competing to produce the video that would beat the other videos.

That and seeing the collated videos as a film that therefore needed moments of tension and conflict and suspense in order to keep the audience interested. (Humour’s a given in this situation, I reckon.)

So, each team has a task to do. It could be filming objects or actions; it could be finding things; it could be collecting objects. It’s the background action of putting balls in holes. (Collecting physical objects would make it a lot easier to score this aspect, rather than the durational stuff we were trying to do in Shrine.)

Interjecting into this are the unnecessaries – the tasks you have to complete when the Synapse gives you a very defined time limit in which to do them in. These are like jousting an invisible opponent – you either have to be the best imaginable or put your fate down to chance… Will it be rock paper scissors, will it be doing the best improvised dance routine or will it be waving a flag at a checkpoint?

The synchronised unnecessaries where each video component goes head-to-head with the others are what potentially start to make the videos into a film.

I have plans for how to develop the synapse as a way for making several people work together, but for now let’s just get some feedback on what we’ve got so far…



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