1 of 37

PORTALS

Play with distance

2 of 37

PREPARATION

  • Download Discord: get on
  • Polling: Open menti.com
  • Resources: Cryptpad >>>>
  • Who has no camera or micorphone?
  • Soundtrack for the game >>> Download link in Discord

3 of 37

WORKSHOP STRUCTURE

MONDAY:

INTRO

Design Principles

PLAY

DEBRIEF

TUESDAY:

DESIGN

Form Group

Build World

Write Game

THURSDAY:

PLAY

DEBRIEF

WEDNESDAY:

FINISH GAME

4 of 37

PORTALS

How can the surrounding environment be incorporated in worldbuilding?

What are rules that enable meaningful dialogue?

How to integrate movement into screen interactions?

How can distant places share one physical game space?

The Stalker talks of a Room, in the Zone where desires can be realised, Sci-Fi- Film by Tarkovsky, 1979

5 of 37

Hybrids of digital and physical play:

Remote Reality

Life - Stream

Video Augmented Role Play Alternative Reality

Live Online Action Mixed Reality Transreality Pervasive

GAMES

6 of 37

  • Use the ‘Real World’ as Playground

  • Give easy access through remote interaction.

  • Connect physically and mentally distant places through shared gamespace.

7 of 37

  • Create immediacy and intimacy through live transmission.

  • Enable Collective Worldbuilding

& Emergent Gameplay

8 of 37

THE REAL WORLD

THE MAGIC CIRCLE

Social

Spatial

(Temporal)

Expansion

THE GREYZONE

Physical Reality

Self

Imaginary Reality

Alter Ego

Role Play

Social Contract

Game Rules

THIS IS NOT A GAME Aesthetic

9 of 37

PHYSICAL AND IMAGINED

Imagination can change our perceptions of reality on a neural level → Guided Visualization

Blur of Fiction and Fact in Contemporary Media and Politics

“Society of the Spectacle”

Imagining scenario in an emotionally neutral place can change our attitude to place in reality.

Ideokinesis, mental images of archetypal forms from evolutionary past used to improve posture.

10 of 37

Killer: The Game of Assassination first published in 1981 by Steve Jackson and based on science fiction satire La decima vittima directed by Elio Petri

La decima vittima (The Tenth Victim), 1965

11 of 37

Unrealism - Real Game Play

by Omsk Social Club

Running over three different platforms and lasting 56 days the game explores the idea of life online as Paradise without ecology, the ontology of the avatar and the atomization of identity

PHYSICAL AND VIRTUAL

Constant Connectivity

& Performativity

Collective identity

‘Global Brain’

(Online) Presence and Absence

Virtual Embodiment

12 of 37

Drone operator inside a control cabin

The spaces are physically connected

Responsibility towards ‘real’, embodied persons.

How does distance contributes to behavior?

13 of 37

Can You See Me Now? by BLAST THEORY, location based game, 2001. Online players compete against performers on the streets who are tracking the player down through Location data.

The Game makes location central to the game play. The physical city is overlaid with a virtual city to explore ideas of absence and presence.

Unified Game space through Rules or Fiction

PLACES → Use as Set/ Change their Meaning in the story/ Integrate in story

→ Use as is (Documentary) - Show Players Environment

SPACE

14 of 37

Temporal Expansion of Play → Ambient Games → Dormant Games

Day and Night time Play across different time zones

Time limitations in narrative

Imaginative time → Epic or Small (eg. You live only one day)

Mayflies squeeze their whole life into 24 Hour

TIME

ViewScream is a live-action game designed 2013 by Rafael Chandler for video-chat. Four officers find themselves aboard a damaged starship. They're cut off from each other, and can only communicate by using view screens throughout the ship.

15 of 37

→ Breathing Exercises

→ Dance

→ Sports

→ Audio walks

Location Based → Mapping Technology

MOVEMENT

RANDONAUTICA is a quantumly generated Choose Your Own Adventure reality game

16 of 37

The Fortunate Ones by Ron T Blechner

Skinship/Touching Intelligence by Susan Ploetz

2801 by 0ct0p0s

use Hypnosis and Sensing Exercises to explore our Imagination of an Alien or Artificial Consciousness.

SENSES

TOUCH

SMELL

HEARING

TASTE

17 of 37

Light

Camera

Music

Costume

Visual Effects

SCENOGRAPHY

2801 by 0ct0pos using face distortion

18 of 37

The strongest immersive technology is our imagination.

Technological tools CAN support the immersion but only if they are PART OF THE STORY.

There is a reason why media is used!

Technology as actor/ stage

Play with different technologies/software: Phone, Chat, Videocall, Email, Website, Virtual background, Face filter, Ai generated voice, Voice enhancer, Real time editing...

TECHNOLOGY

19 of 37

OUTSIDERS

→ Avoid / Integrate them in the Gameplay

INSIDERS

→ Reasons to Communicate

Different forms of Interaction

Maybe Non-Verbal

Distributed Knowledge

INTERACTION

Oumuamua (on Phones) Player walks outside gets a call by an extraterrestrial consciousness /meteor which is played by a group lying in a dark room communicating through image messages.

20 of 37

RULES

ENABLING STRUCTURES

Preparation: How to get into the game? The player is a guest in your world...be a good host, ‘Accommodate’

Include a small debrief instructions: What happens after play? When/How does the game end/ start?

Conversation tools help the improvisation and can guide / explore new ways of communication

21 of 37

Active listening

  • Nod your head.
  • Agree with speaker.
  • Match voice pattern.
  • Maintain eye contact.
  • Identify representation system.

Mirroring

  • Match body posture
  • Study nonverbal behavior
  • Maintain eye contact
  • Don’t Ape, Adjust politely
  • Neuro-Linguistic Programming
  • Decoding Body Language
  • Subliminal Messaging
  • Social Engineering
  • Human Algorithm
  • Mind Control

Human Machine?

Design for Subversion

22 of 37

Dialogue

  1. Establish a safe space
  2. Set ground rules
  3. Listen without resistance
  4. Take risks: confront perceptions & surface feelings
  5. Appreciate ambiguity. Value the unknown
  6. Stay engaged through questions
  7. Listen while you speak Observe thought patterns
  8. Gradually address the hard questions
  9. Do not quit or avoid the difficult issues
  10. Let new information change you

23 of 37

Conflict Resolution

Transcultural Data Pact is a game staging a historic trade negotiation between two nations with shared ancestry and clashing beliefs

It explores how personal and collective data practices and devices might shape the attitudes and fortunes of a society.

created by DECAL@Furtherfield, chroma.space and the School of Informatics, Edinburgh as part of the research project Qualified Selves.

24 of 37

Accomplices

Carry Conspirative Attitude Are bound by a common goal

Have an enduring mutual relatedness that carries consequences.

Explore CRITICAL EMPATHY A concept that emphasizes the limitations and complications of empathy from reflexive perspectives. It does not only refer to the process of imaging another person’s point of view or emotional state, but also to an awareness of the limitations and complications of empathy - Todd DeStigter

Which also relates directly to Haraways insights:

If you take anybody seriously, one of the things you learn is not knowing. That’s one thing I learned from Cayenne and my other dogs. Not knowing is a quasi-Buddhist value. And the appreciation of not knowing and letting that be is something you learn in a serious relationship. It’s a kind of letting go. Not knowing and being with each other not knowing.

If you take anybody seriously, one of the things you learn is not knowing. - Donna Haraway

25 of 37

STORY

Seducing

Open Ended

26 of 37

Collective

Worldbuilding

“Yes and…” Whatever the other player suggests, you go along with it and try to add onto what is already being built.

Microscope RPG by Lame Mage Productions. Players use index cards to create the history of a fictional World taking turns in creating scenes, periods or events.

27 of 37

Building a Character

Provide structure → What does the story need? Build a SKELETON.

Leave space for the player to FLESH them out. Provide guiding questions that are relevant to the narrative or your theme.

Generally a character needs: A Story, Memories, Goals, Intentions, Desires, Secrets, Fears, Relationships, Problems, Abilities, Interests…

But it doesn’t need to be a human!

Make it playful. This preparation is part of the Game…

28 of 37

SHADES OF GREY

Avoid Stereotypes. The are easy but not rewarding.

Complex characters with multiple, contradicting

Layered Personalities

→ also a Reason to Role Play

29 of 37

CHALLENGES & CHOICES

Puzzles, Clues, Secrets, Twists Difficult but solvable

Tough Choices → with Repercussions

Reason for Action /Discussion → eg. A has what B wants

Triangles!!!

30 of 37

TRIANGLE OF DESIRE

Desire is triangular: an object, a subject, and a third person toward whom the desire (envy) is directed (Girard, 1965).

31 of 37

AY TRIANGLE

MAYBE

YAY

NAY

32 of 37

CHARACTER AS ALIBI

“We need the excuse of a fiction to stage what we truly are.”

TAKE AWAY

Bleed allows us to take things from the Game into the real world.

33 of 37

Game structure

1 hour total running time

15-25 min SET UP

15-30 min PLAYTIME

5-10 min DEBRIEF

34 of 37

FORM GROUPS

Number of Players = Number of Creators

SMALL GROUPS → Need less time!!!

(Min. 2 >>> Max. 5)

Write a or down to start a group

Others can join you adding their names and their

YAYs/NAYs to the palette.

or start a new group

Consider technical and time

when choosing a group

SPACE

SENSES

MECHANICS

MOVEMENT

INTERACTION

TECHNOLOGY

Also consider:

STORY

THEME

35 of 37

DESIGN

Test

mechanics

Find Theme

Set Design Goals

values

Design rules

that support

Values

+Subversion

Develop

Micro-Game

36 of 37

PLAYTEST

ROOM

Reading manuals

Assuming roles

Setting scene

ROOM

Micro Play

Game

ROOM

Debriefing

game process

narratives

ROOM/

PLENUM

Debriefing

concept

37 of 37

THE MACHINE STOPS 2021

1h PLAY → THE MACHINE STOPS 2021

Divides in pairs. Follow the script together/apart.

Collective debrief