Category Archives: Play

Gamification is an Ugly Word

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I was recently asked to create a workshop for a conference that would introduce a small group (around 25) to concepts of play for work. Over the last few years I have come to dislike words like gamification, edutainment, or serious games, and what they stand for, but had not really spent much time thinking about why.

There is this idea that if only we could make things which we are not motivated to do more fun, then we would want to do them more. Also games are fun, people often like playing games. So therefore we should make: work, training, learning, education, study, eating well, and exercise more like games, then they will be fun too, and we will enjoy doing them. At least that’s what the plan usually is.

The issue is not only that the execution of this concept is poorly done, but there are often more fundamental issues with it in the first place. Not every task is suited for being made a game of. However, amongst all the mess, there are some good examples of games being used in serious ways, which I will try to highlight later on.

So, I had to prepare a workshop, but I didn’t want it all to be negative, I wanted there to be some positive outcomes for the people who attended. It was also important for me that they went away with more than a simplified idea of how games and work can be mixed.

I observed that there are four broad approaches to mixing work and play, each with their benefits and issues in different amounts. I will go through them one at a time, giving the example of the activity I had the attendees of the workshop complete.

1. Rewards, Badges, Points and Medals.

This is the easiest way to gamify any activity. When tasks are completed, the player is awarded a small reward. The more tasks completed the more rewards are gained. Players can compete with each other to see has the most rewards, encouraging engagement with the game.

It is possible to add timing, reminders, and a little bit of randomness to increase the engagement of the players, see Skinner Box and Operand Conditioning if you are interested in learning more and research out from there, also look at the free-to-play mobile gaming market.

The activity: When the participants entered the room, an equal mixture of black and blue chairs were set out, there were more seats than participants. The group was split into two teams. Each team was tasked with gathering and stacking all the chairs of their teams colour to the side of the room, maximum stack size of five chairs.

Stickers were rewarded for certain tasks completed.

  • First chair moved.
  • Third chair moved.
  • Placed the last chair on the stack.
  • Placed the last chair on the stack three times.
  • On the team that stacked all their chairs the quickest.

Thoughts: The participants did not really enjoy staking chairs, and could see they were being manipulated.

In situations where the person wants to achieve something, is capable of achieving it, but perhaps is not intrinsically motivated to do something, rewards can potentially help. Also, if the activity is optional and engaging, this additional motivation can help. The issue is being forced into a system of rewards and being manipulated, or being told something is now fun because of stickers. Another issue is that people can become reliant on extrinsic rewards. Removing these reward risks removing the desire to complete the original task, even in cases where the person originally enjoyed the task itself.

2. Incidental Outputs of Game are Work

This is a little harder to describe, but the idea is as follows. Sometimes when playing a game, things which are not a major aspect or goal of the game also occur. If the game can be created in such a way that these outcomes are useful, then they could potentially be harnessed for work. For example, although Civilization (Sid Meier) does not explicitly test your knowledge of history, players often get a better grasp of historic events and time periods. Pokémon GO, asks you to collect Pokémon, but to do so successfully requires you to walk around (there are also motivations of play more similar to 1. within Pokémon GO). A really good example of this is how playing games can reduce pain felt (google: reduce pain with games). These games are not designed as training tools for not feeling pain but simply playing games in itself is distracting/engaging enough for it to work.

The activity: I had the participants play Connect-4 with the chairs, placing them in turn into the room. Although the group is focussing on trying to win the game, the nature of the activity means that the chairs were placed in such a way that they could be used as seating again, i.e. returning them to a state similar to when they entered the room.

Thoughts: The participants enjoyed this activity a lot more, however, they noted that it was not an efficient way of completing the task. In general it would have perhaps been a better use of their time to just get the job done, and then move on to something else. The other issue is, an example with placing chairs was relatively easy to determine a game for, but coming up with a truly engaging game with incidental outputs for many jobs, tasks or training would be quite a difficult feat of design.

3. Layered Gaming

In 2. the issue was designing a game that had in game incidental outputs that equated to the none engaging work that was original required. The idea of layered gaming is to further separate the game and the work. Have a game which can be played in parallel to work, an alternative reality that is happening in the same space and time. Depending on the type of work which is required the game must be selected so that it does not interfere with it directly. So whilst doing physically intensive work a thoughtful word or memory game could be played, or vice-versa.

The activity: Whilst stacking the chairs away for the second time, each player was given two scrabble tiles. The players had to form groups which would create the longest work. All players in the group with the longest words would be declared the winners.

Thoughts: In this instance this lead to quite a bit of distraction and not a whole lot of stacking chairs. With more consideration between the choice of game and the work/training activity I think there could be potential in the idea. The difficulty is making the game not interfere negatively with the original task.

4. Just Play

One option, and probably the simplest, is just to make time to play and games. I find it a good way for people to get to know each other. Games allow interaction through systems, and give space for people to both talk about something specific (the game) and about other things in between. There is also opportunity to not say anything and just engage with the game, meaning long awkward silences are far less likely. Finally, games create stories and moments that people can relate to later, and in the case of non-digital games people have to share a space.

The activity: For this example we played a variation of Lemon Joust a game brought to the world by Minkette. Players each balance a lemon on a wooden spoon. When the game begins the players attempt to knock off other players’ lemons with their spoon. Players who have their lemon knocked off are eliminated, the winner is the last remaining player with a lemon on their spoon.

Thoughts: The majority of the participants seemed to enjoy playing or watching the game. This method of just allowing play seems the most honest and least manipulative of the four suggestions. Not to say there are not certain scenarios where each could be appropriate, if well developed. This method is probably the cheapest, but for some reason perhaps the hardest to justify as there is no work being done. All you need to do is a little research and identify some great games for groups of people. With the recent resurgence in board, card and party games there are plenty to choose from. Check out ShutUpAndSitDown for some ideas of games to play.

Final thoughts

Overall I believe the workshop was a success, the participants seemed to enjoy it and gave positive feedback. Of the four activities, lemon joust and connect-4 were the most popular.

There is clearly a spectrum of approaches to mixing games and work. All the way from having games and work embedded in the same system through to having them completely separate from each other.

There is plenty of challenges in making them work together well, and in some cases it may be worth it. However, in my opinion, both the cheapest, simplest and most honest solution is to just create time for play and games, as a different activity to work. This way, there is clearly no manipulation and those that do not want to participate do not have to.

Argh, Who am I?! – Playtests & Hiatus

I’ve had chance to playtest Argh, Who am I?! a couple more times and have decided to put it on hold for now, however it may come back in another form. Here are some of my reflections on the last two playtests.

Playtest with my MA students

The first of the two most recent playtests I learnt that players were quickly identifying who was telling the truth/lying and then narrowed down on who it was. I noticed that players were more likely to ask someone who was telling the truth, in order to avoid the mental anguish of dealing with untwisting lies.

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I decided to up the complexity and allow players both a chance to lie and tell the truth. To do this the players turn their cards upside down each time they’ve asked a question. This difference had an additional benefit of allowing for a mechanism for telling who had and had not being asked a question, meaning no player was left out from asking or answering a question.

Thanks to Hadeel, Tom, Sun, & Jai for playtesting.

Playtest with the Board Game Studies Colloquium

In the second of the two most recent playtests the upped complexity didn’t really add anything other than further confusion, which in this case isn’t really an interesting solution.

Players had fun, but I think the amusement came from coping with the mechanics rather than playing the game. This can be good in certain situations, like the weird mental block that occurs when matching pairs in Dobble, or racing against time trying to roll dice in Escape: Curse of the Temple. However, the connection did not feel right in this instance.

Thanks to Ralf, Jacob, Tom & Tiago for playtesting.

 

Final Thoughts

Overall the game had two parts that didn’t connect very well. First was working out who was telling the truth or lying and the second narrowing down to the card you’re holding. Players would start the game, in brain twisted confusion, then clarity, then finish with systematic logic. I think there perhaps needed to be a less linear relation between these two parts.

For some reason lying as an answer was difficult to do. First the question had to be assessed, then check for a yes/no answer and then potentially reversed. This process just seemed more tasking than it aught to be. There was a few times where players got confused and gave the wrong answer (including myself).

In the end the game play had very little interesting choice, much possibility for strategy or fun inherent in the game play. The players were told whether to lie or tell the truth. On reflection I think lying is more likely to be amusing when you can be caught out, and there’s a risk/reward tied to this.

An Observation

The most interesting thing that arose from the games was the possibility for ambiguous answers and questions, and the possibility of players disagreeing with each other about the answers.

For example:

  • Someone asked if they were alive or dead, when they were holding a robot card.
  • Someone asked if they were magical, when they were holding a zombie card.

Both these questions gained different responses within the groups. Perhaps there is something in this, an idea for another game. For now at least the game where you don’t know your own identify is on hold.

 

Argh, who am I?! – Revision and Playtest 2

I made some revisions to both the cards and rules for Argh, who am I?!

Previous Posts: Argh, who am I?! v1 rulesMaking of, Playtest 1.

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Changing the Card List

The card list has been expanded and changed from all Hollywood monsters:

  • Frankenstein’s Monster
  • Mummy
  • Skeleton
  • Vampire
  • Werewolf
  • Fish Person
  • Zombie
  • Ghost

To a range of people/things:

  • Alien
  • Robot
  • Pirate
  • Ninja
  • Cowboy
  • Demon
  • Angel
  • Zombie
  • Vampire
  • Werewolf
  • Santa Clause
  • Tooth Fairy
  • Easter Bunny

This should now allow the players to narrow down their potential character card in a larger range of ways, similar to 20 Questions.

Changing the Rules

The first set of rules I wanted to change from version 1 of the game, was the question and statement section. The answering back and forth was messy.

The main issue I was trying to avoid with the original rules was that as soon as the players realise that one player is telling the truth (or lies) they become the most reliable source and there is no reason to ever ask anyone else a question. By giving the player who is asked a question some power, it reduces the chance of this happening. In changing this aspect I did not want to lose the freedom of the players to ask whoever they wanted a question.

There were a number of possible work arounds which I considered:

  1. Every player must be asked at least one question before, players can be asked another question. This at first seems a fair method however it has a downside in terms of elegance. The players will require an additional token or card to remember who has and has not been asked a question. Additionally, the first player will get to ask their choice of all other players whilst the last player will not get a choice, every round. This could be solved by skipping the first player of the previous round to change the first player for the current round. Balancing out in the end. All this adds a lot of additional components and rules for a relatively small game.
  2. Players who are asked a question get to ask the next question, and must ask someone else. Players in this case have to balance asking someone who they know is telling truth/lies with giving them the power to ask another question about their own card. In this manner the game should self balance. One issue might be that players may realise the point at which someone has worked out their own card and therefore not ask them a question again, so they cannot declare. To get round this a player could declare at any point.

Of these I selected the second option.

Changing the Setup

Another issue that needed resolving was the length of the game, which for its type was possibly too long. Also there was difficulty in knowing what the cards were in the deck, so you could work out who are or are not. A problem exacerbated by the newly increased character list.

This was solved with a simple setup rule change.

  • The entire deck of cards is shuffled.
  • Cards are laid face up, one at a time, in a grid.
  • Any time a card matching an existing grid card is found it is added to the play-deck. Therefore, mixing the matching truth and lies cards between grid and play-deck randomly.
  • Once the grid and play-deck both contain one of each character type, the play-deck is shuffled again.
  • Each player takes one card from the play-deck.
  • Players help each other orientate their cards correctly.
  • The game begins.

So, although the list of characters is longer, the actual play-deck is smaller than the original version. Additionally there is no need for reference cards for the player as setting up the game creates a grid reference for all the players. There is also now no repeating of the same characters.

Playtest 2

I took the new cards and rules to my monthly board game meet-up and played a couple of games.

The first game went ok, but there was a weakness found in the system. Once someone had identified who they were once, and therefore had the most cards, they could keep randomly guessing to diminish the deck and win with their single card.

The second game we removed this issue, if you’re wrong when you declare you are removed from the game. However if you’re the first person to declare correctly you win. This added a nice layer of tension, do you risk guessing early without all the information but with good odds, or do you risk waiting and someone else guessing first. It also reduced the playtime to a nice length for the style of game.

I did however get confused with the truth and lies, and double negatives at one point, giving a player some incorrect information.I handled it in that moment with a friendly apology, however, this is something that needs consideration in the future.

We played with a relatively large group of people and at times I noticed that some were being left out more than others, so further testing is required for different group sizes.

Once the game was reduced to two/three players the game play changed. For two players it is impossible to have the don’t question back rule.

Thanks to the Playtesters: Ricky, Robin, Patrick, Jonathon, Jazz, David & Peter.

What’s next?

  • I am going to have another look at balancing the character list, so it doesn’t swing too heavy in any sub-genre’s favour.
  • I need to test it a lot more times with different group sizes, and different deck sizes.
  • I’m interested to see if I can expand the deck, but add an additional stage to the set-up which removes a number of cards depending on how many players and how difficult the players want the game to be. This might need a little bit of math to get to a nice starting point but will be ultimately balanced in playtesting.
  • Consider testing the other rules variation with the additional tokens, to see how it feels.

Can I get the new cards?

I’m going to hold off uploading the new cards for a little while until the game has settled and I have time to do some more placeholder art rather than just text titles.

Argh! Who am I? – Playtest

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Finally got round to playtesting Argh! Who am I?! this week, you can read about the making of it here. Although the general feel and mechanics of the game was good there were some issues which need improving on.

1. The playtime was a little long for the type of game it is.

This could be relatively easy to solve on it’s own, the answer would be to simply reduce the number cards in the play session. So instead of removing only 1 card at the beginning of the game, you could remove three. However, I feel there is more to this issue.

2. The fish-man was the least interesting character to talk about.

This is likely because there is less popular culture about the fish-man monster when compared to vampires, werewolves, ghosts, etc. The answer is remove it, or find a replacement. Doing this would actually help neatly with issue 1.

3. It is difficult to keep coming up with interestingly differences between the characters.

One issue might be the range of characters, in the first version of the game they are all classic monster tropes. This means all of them are already grouped by one sort of characterisation, removing the opportunity to explore. This could be resolved by increasing the number of groups in the set, i.e. sci-fi characters, fantasy characters, monsters, etc and reducing the number from each set.

4. Giving a true information, is very precise. Giving a false information is vague.

Once someone was found to be giving the true statements, players who had lying cards could abuse the imbalance of power between the two. There’s 8 characters, so the player eliminating the options through negative comments are at a distinct disadvantage. In short, the difference between having a truth card and a liar card are too great. By reconsidering the objects/characters on the card this could be improved. For example if instead of characters there were objects which were a set of binary choices:

  • Black / White
  • Round / Square
  • Edible / Non-edible

e.g.

  • 8 ball – black, round, non-edible
  • slice of bread – white, square, edible

If I ask am I round, and I know if you are lying or telling the truth, then I can deduce the truth relatively easily. However, this really reduces the number of questions which are usable, and the game is significantly reduced in terms of creativity and free thinking. This idea is part way to a potential solution but not the full answer. Each character card needs similarity with some of the other cards but not with all the other cards.

Other ideas for variations

Whilst thinking about these issues I came up with a few ideas for the game that I need to consider for a little bit before making the next version. Some of them should be easy to test, just by varying the rules.

  • When you ask a question everyone else answers. Removes the need for a statement.
  • Players with liar cards, can both lie and tell the truth. Add some chance for deviance, will depend on what the items are on the cards whether or not this is suitable.
  • After a player is asked a question, they cannot be asked another question until everyone else has been asked. Removes the need to give a statement. Requires a neat way of keeping track of this.
  • Have players create their own cards, i.e. the backs follow truth and lies but the characters / items are decided by the group who play. This adds another element of creativity to the game.

The big question – what or who do I put on the cards?

The main issue I need to consider is what it is that goes on the cards in the first place. Monsters was a quick idea I had and it worked well enough for the playtest, but I feel that this is the thing that needs changing, it’s also the most time consuming thing to do, both in thinking and time spent creating cards that are nice enough to play with.

Thinking about the theme of the game might help, mechanically it’s about truth, lies and deduction, which sounds a little like a murder mystery. Perhaps you’re removing suspects, finding locations and looking for specific objects. Not sure how all this ties in with not being able to see what you’re holding, but their could be an answer somewhere.

Witch: The Road to Lindisfarne at London Indie RPG Meetup Group

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Last night I made my way to the London Indie RPG where six of us decided to give Witch: The Road to Lindisfarne (Pomey Crew Design, @PompeyCrewDesig) a go.

Witch: The Road To Lindisfarne is a GMless role-playing story game for 4-6 players.

In a single evening, players will collaborate to tell the story of the journey to a young woman’s absolution. They will explore the lingering pasts of a cast of characters, their relationships to each other, and decide their ultimate fates.

I heard about this game at an earlier London Indie Meet, and have since been looking for an opportunity to try it out. Since there were six of us, we had the full roster of characters, Elouise (the accused witch) and the troupe of five leading her from London to Lindisfarne, where she is to be burnt alive.

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I chose the character Ham, a greedy, twitchy and cowardly character. Throughout the game I tried to find the answer to my characters three questions.

  • Who is paying you to lead your companions?
  • Who makes you want to be a better person?
  • What offer would it take to betray your companions?

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One of the most interesting things about the game is that the player whose character is Elouise decides whether they are guilty or innocent at the beginning of the game, and a card representing this is placed in the centre of the table, under a larger card marked ‘The Truth’. This card is revealed in the penultimate part of the game, just before we hear what happens to our characters after the event at Lindisfarne.

Over four main Acts, we explored different locations on the route. Tied to each location was a mood guiding the feeling of the company. We, not purposefully, forgot about this aspect in our game, not that it seemed to matter much.

On the way our band dealt with bustling crowds in London, questioned party loyalties in Hangmman’s Wood, and dealt with a scene of a murder near Cliff Top Pass. It was also at Cliff Top Pass, that Ham had his most interesting moments. Whilst the other members were either away dealing with the scene of the murder or asleep around the campfire he spoke to Elouise and revealed that he had contracted the plague, (note: an important part of our story was that Elouise was accused of bringing the plague and one of the character’s sisters had also died from it). He bargained with Elouise to find him a cure, as she had some knowledge of herbs. She agreed but only promised to slow its progress and Ham set her loose in the woods to find the necessary ingredients.

When the alarm was raised at the camp by two of the other characters, they rushed to find the rest of the party at the murder scene. Upon their return to the campsite Elouise and Ham were back in the ‘rightful’ places and Ham concocted a story of kidnappers and bribes, only to line his own pocket further.

After some drama at Lindisfarne, one Knight refusing to carry Elouise to the pire, a squire admitting that it was his fault for the plague as he had renounced god, and Ham revealing he had been healed by Elouise by showing his scars where the boils were, we determined not to burn her. Which when we turned over the card in the centre turned out to be the right thing to do as she was innocent.

Ham returned home with heavy pockets of gold, falsely claimed for compensation for paying of the ‘kidnappers’ but vowed to change his ways after paying of his debts and getting his sister safely back to their homestead. It is here that is was revealed that Elouise was right and that she had only slowed to plague and not cured it, a couple of small boils remained on his back.

I really enjoyed the game we had, I think having a very tight structure for the game worked as there was still plenty of room for players to explore their characters relationships and history. I would be interested to see how the game plays with the same group, and how much variance their really is. However, it is clear that playing this with different groups would get different play experiences. Also its relative ease for setup and play compared to other games makes it great to play at short notice.

Beta Public 3

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Yesterday, I made my way to Beta Public 3 at Camden People’s Theatre (@CamdenPT).

An event curated by Pat Ashe (@patrickashe) and Thomas Martin (@tjamesmartin) that brings together people to explore and talk about games, performance, play and where they meet. With games set up in both the basement and the ground floor there was plenty of things to see, and that is before the performances (but I’ll get to that in a bit).

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Down in the basement the first game I played was Panoramical by Fernando Ramallo (@compositeredfox) and David Kanaga (@dkanaga). A midi controller was used to control a range of parameters in a landscape as well as levels on a number of sound tracks. The landscape I got to explore seemed like a colourful swamp with mounds and reeds. Experimenting with the different levels I was able to get a myriad of effects. It felt like improvising with a musical instrument.

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I then waited for a turn with Bounden a collaboration between Game Oven (@GameOvenStudios) and the Dutch National Ballet (@DutchNatBallet). Fortunately I managed to find someone to play this cooperative game with, a very nice gentleman named Salman. This game has each player hold one end of a smart phone, they then must manipulate an on screen icon to reach certain points by moving, rotating and pivoting the phone. The affect for both the players and audience is that an improvised dance is created, players moving around each other contorting to reach the on screen goals.

Prowl by Nate Gallardo (@Poxican) and Danny Gallagher was also set up. I did not get a chance to play this, partially because I am put off by the Oculus Rift which although immersive leaves me feeling ill for far longer than the time I can manage to play for. I have a similar issue with 3D cinema. I would like to find out more about the game, and am left wondering if it only works with the Oculus Rift in terms of experience.

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I then played Luxuria Superbia by Tale Of Tales (@taleoftales). Here you control a curser that travels down a tube which appeared to me like the inside of a plant’s vascular system. As the curser touches different elements around the outside of the tube, little quirky animations are revealed (dolphins leaping, anchors appearing, life rings popping up). It was pointed out to me before I played that the game was a metaphor for sex. The pacing of your interactions were key to doing well at the game, unlike most games of this form which are very twitch response based this was an interesting and engaging take on the idea.

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On the ground floor there was Here & There Along The Echo by Cardboard Computer (@cardboardcompy) they folks behind Kentucky Route Zero. A phone and a number were on a desk. Ringing the number gets the player through to a automated response service. Pieces of the narrative are revealed by selecting and exploring through the different options. The space was a little noisy for me to get a real good impression of the game, however it just goes to show some of the creative things going on in games. If there’s something where there is interaction and choices there is an opportunity for a game. This game helps enforce my view that everyday things can be used in new ways in order to find potential game experiences.

The final game on display was Bonus Look by Droqen (@droqen). This is a cooperative game where one player controls a character through a maze of rooms using the curser keys on a keyboard where all other keys have been removed. The other player controls elements of the environment using a second keyboard (holding keys to make the matching letters on the screen passable by the character). The catch, the player controlling the environment cannot see the screen, and the player controlling the character must relay information and commands to them in order to progress. There is something compelling about challenging people to communicate information to another ‘ignorant’ but ‘powerful’ person in order for them to cooperate.

As well as the games on display there was a series of four performances.

The first was by Ellie Stamp (@StampEllie). A performance that explored peoples’ perspectives of each other, and numbers and their apparent meanings when assigned to groups of people. The performance ended with a sing-a-long interjected with suggestions from the audience on how they believe other people perceive them. Also there was mention of Elvis’s love child.

The second was by Coney (@agencyofconey). Each audience member was given a card and as the story of Sally was read out we could collectively vote on which action she would take at certain intervals. This piece brought to my mind the ideas of dreams and reality. As the reader asked, were we each aspects of Sally’s life or something else entirely. The simplicity of the mechanic of voting made it easy for users to take part. I especially liked the parts where voting took part with our eyes closed so we were not able to affect each others votes (intentionally or not). I would really like to see an entire piece like this where both the voting and the audience is blind fully immersing them through the use of language.

The third by George Buckenham (@v21). George played and talked about Panoramical, despite the projector not working properly (no reds) he covered one of the scenes inspired by the council blocks near where he lives. Adjusting the knobs lead to interesting layers of manipulation occurring to the passing image of the buildings and trees. He was excited to talk about how he had found fractals emerge through exploration rather than a conscious decision in the programming. Emergence is something that really interests me, the thin space between, chaos and an ordered dynamic pattern.

Finally a performances by Emma Bennett. Emma piece involved sharing information about birds, in time with photo prompts on the screen she would start stating little pieces of information about different birds and their identifying features, only to interrupt herself when another photo would appear. It was a similar effect to a sound effects board that can only manage one sound at a time, noises and loops of spoken word repeating and causing interesting patterns. The absurdity and dry wit worked well within the piece, a bird table where a bird was waiting for sex provided punctuation throughout the piece and increasing amusement through the audience.

I spend a little time after the performance and got to speak to a few people, many of whom I had met briefly at GameCity just a couple of weeks ago. I really think there needs to be more events like this, and if there already are events like this I need to find them.

GameCity9: Saturday 1st November

The final day of GameCity and the second day of running Massively Multiplayer Rock Paper Scissors.

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I arrived early so I had chance to see Henry Smith (@hengineer) give a talk about his local cooperative game SpaceTeam. He also spent some of the time talking about his latest project Blabyrinth and his long term project Shipshape.

What interested me most about Henry’s talk was the influences he drew on to create his game. Board games like Space Alert (Vlaada Chvátil), influenced SpaceTeam. Whilst, Escape Curse of the Temple (Kristian Amundsen Østby) and the TV shows Knightmare and the Crystal Maze influenced Blabyrinth. Games including Galaxy Trucker (Vlaada Chvátil) are an influence on Shipshape.

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(more professional GameCity event photos like this one here)

Most of the day was spent manning the table with Massively Multiplayer Rock Paper Scissors, but thanks to my friend Keith who came to help out I had a brief chance to run around the rest of GameCity and try my hand at a couple of things and meet some great people.

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I had a chance to sit down for a couple of minutes and play GlitchSpace (@SpaceBudgie), I turned down the offer of the OculusRift and settled for a standard monitor. This first person puzzle platforming game used the interesting idea of a graphical coding UI to influence the objects in the game world. So in order to navigate the space you would use code to open and close doors, change the length of platforms and other such things.

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I had a quick talk with the creator of Spectral (@FirepunchGames) whilst someone else was demoing the game. Here the player controlled a spectral entity which could manipulate objects in order to solve puzzles and unravel a greater mystery. I wish I had chance to sit down with the game, hopefully I’ll get chance again in the future.

There were plenty of other games/events/talks I heard about whilst at GameCity which I did not get a chance to participate directly in all of which sounded great. It is a shame I did not get more time to wonder round and see all the different things in the constantly changing space. Next time I need to book more time for it.

GameCity Closing Event

In the evening I attended the GameCity closing event at the Nottingham Contemporary (@nottm_contemp). Whilst things were getting set up, I spent some time watching a few people try Titan Souls (Acid Nerve), which brought to mind a punishing 2d pixel art style Shadow of the Collossus. This game is definitely now on my radar.

I got an opportunity to announce the results for Massively Multiplayer Rock Paper Scissors on one of the stages with a microphone. For those that care about these things the results were:

  • Team Blue: 110
  • Team Red: 121
  • Team Yellow: 141

During the event I got a bit more time to play and see a number of games they had set up. These included (but not limited to):

  • Hohokum (Honeyslug) which involves exploring strange worlds and unlocking new paths. This was also projected onto a wall at an impressive scale.
  • Dog Park (@potatojin) a simulation of being dogs in a park.
  • Musclecat Showdown (Major Bueno @ThatMajorBueno), a game of striking poses with your cats by matching the commands on screen. This had amazing cartoon muscly cat poses. from Natasha Allegri (@natazilla)
  • Push Me Pull You (@pmpygame) a game for four people in teams of two (or two extremely dextrous people) involving controlling a two headed creature in a game of ball control. I do not think I few words can describe it, go have a look for yourself.

hannah

(photo from Brendan Caldwells (@Brendy_C) article on Rock, Paper, Shotgun)

As well as meeting and speaking to some fantastic people, I have to say my highlight of the evening was the spoken word piece by Hannah Nicklin (@hannahnicklin), Games We Have Known and Loved. Hannah gave the titles of all the stories she had exchanged during her day at GameCity, breaking the list to expand on certain stories (mine included amongst them). She highlighted towards the end how we all had a story to tell and with just a little prompting we can find something interesting to say. I reflected that although I was initially racking my brain to think of something on the spot I have since recalled many more stories of games with friends. One of the stories Hannah told was of a girl whose last gift from her father before he past was a Playstation, that is still running today, really moved me. I too am left with the hope that this Playstation never stops working. I am left at the end of all of this with the confirmed impression that games are really important entities/experiences in our lives – individually, socially and culturally.

GameCity9: Sunday 26th October

GameCIty9: Thursday 30th October

GameCity9: Friday 31st October