Dissertation: First Game Update — Puppets, Cosplay, Masks

critical making, curious games, dissertation, Process Writing

Writing here as a record of what my process has been like of late in relation to this first dissertation game. The work is proving hard to get a handle on — for a number of reasons, I think.

So, lately, I’ve been reading about larps and I also just picked up and am about to read Queer Game Studies, edited by Bo Ruberg and Adrienne Shaw. Since what I have been absorbing reading-wise is larp related, it’s perhaps unsurprising that I have had no trouble writing my latest larp once I settled on the topic. I completed a draft in just seven hours, and you can read that draft here: https://jekagames.itch.io/queer-sleepover-witching-hour

I have the materials that I need in order to experiment with making some objects for my latest game, but I am having trouble figuring out what I would like to explore in the game. The truth is, with everything that is going on in my personal life with my spouse’s work, and my difficulties with living in Fort McMurray, not to mention that doctoral programs are not known to be stellar for one’s mental health, I have been having trouble working at the same pace that I am used to. In January, I had to take a break because I was exhibiting burnout symptoms. The break seemed to work well, but I still haven’t been able to return to my former pace of work, and although my symptoms are not nearly as bad as they were, I still am having much more trouble focusing than I am used to. My resilience is not what it used to be. I’m not who I used to be.

Maybe it will all get better if this situation ever resolves itself, but for now, I have to continuously remind myself to be kind to myself and not to rush the work. But I feel guilty not being productive and not making as much as I am used to (even though I’ve released like three games in the first three months of 2018 and have been doing plenty of reading, writing and other work – sheesh).

I’ve been having doubts about this game as a “puppet” game, and with the materials I’ve gathered, I find myself interested in maybe making a game with masks, or costumes. The problem with masks and costumes, I think, is that it is difficult to make something that will be “one size fits all” — because one size doesn’t fit all. Nevertheless, I am considering the affordances of these different possibilities. One theme that is very present for me at the moment is mental health. It’s a bit of a tired metaphor if I work it from the “masks” angle, so I would have to consider carefully what I want to say and how.

The puppets are causing me trouble possibly because of the relationship between puppet and audience, and the kinds of activities that puppets are used for. I want the interaction to be meaningful and supported by the digital components of the game. I find myself thinking of the Bird Game Collective’s “Lovebirds” and how they made use of masks.

Amongst the materials that I have gathered to play with are three micro:bits, twenty-dollar microcontrollers developed by the BBC and brought to my attention by my colleague, Enric Llagostera. They are Bluetooth and radio-communication enabled straight out of the box, which is making me rethink my initial thoughts. I initially thought that the puppets would be easier to make and less likely to break if I had them interact with an environment that was wired up and close circuits using conductive material rather than having them wired up, since I didn’t want to have to deal with strain on the wires and such. While that’s probably true, I think that having interactions embedded in the puppets themselves probably gives me more interesting design possibilities. Maybe I should use a combination of both. I can also certainly find ways to protect the wires and avoid stretching them too badly.

Well, I wish I had some solutions and could get right into the making. I hope that this long, contemplative process will be well-worth it! I won’t stop playing around with ideas, sketching, and trying to make stuff, though.

Reflective Games: Opinions & Playtesters Needed

Process Writing, Uncategorized

Hi folks,

I have now finished a draft set of rules for QUEER SLEEPOVER WITCHING HOUR, and I would love to get your feedback on the document. Heck, if you want to arrange a playtest for this game, please also let me know! You can message me on social media (@jekagames) or send me an email at jess[dot]ro[dot]marcotte[at]gmail[dot]com.

Queer Sleepover Witching Hour draft rules
On itch.io: https://jekagames.itch.io/queer-sleepover-witching-hour

<3
Jess

AUTOETHNOGRAPHY: PERSONAL MEMORY DATA COLLECTION – EXERCISE 5.6 ARTEFACTS OF DESIGN

autoethnography, critical making, dissertation, game jams, Process Writing, research

Using Exercise 5.6 from Heewon Chang’s Autoethnography as Method (“List five artifacts, in order of importance, that represent your culture and briefly describe what each artifact represents. Select one and expound on the cultural meaning of this article in your life.”) as a prompt, I’m going to talk about my history with artefacts of design. I already wrote about my “artefacts of play” here [https://tag.hexagram.ca/jekagames/autoethnography-personal-memory-data-collection-exercise-5-6-artefacts-play/].

Of course, neither of these lists are exhaustive. In the artefacts of play list, for example, board games are notably absent, and I’ve spent many hours playing games like Battlestar Galactica or Betrayal at House on the Hill with friends. I may later try to do some kind of reconstructive timeline work to supplement them.

These lists are also deeply personal, despite the fact that I belong to a community at TAG and a broader “community.” It’s just overwhelming to try and pick out five canon artefacts. That’s because, let’s face it, everyone plays or has played in their life. It’s part of our development. And while maybe not everyone has “officially” designed a game, whatever that means, designing and adapting games and play is also a part of childhood play. So, with that said, here are my 5 Artefacts of Game Design, or, five important tools and influences on my game design process:

ARTEFACTS OF DESIGN

*Mindmaps
Especially when working from a pre-determined theme, mapping out my ideas and writing things down on paper in a spatially-organized way has always been an effective way of coming up with a game for me. It also makes it much easier to retrace my lines of thought later. This is a very important design tool for me.

*Game Jams/Rapid Prototyping
Looking at the roughly 30 games and game prototypes that I have made since January 2013, fully 21 originally started out as part of a rapid prototyping session (7 of them, with the first version made in less than a week) or as a game jam project (14 of them, with the first version usually made in 48 hours or less), whether later refined and reworked or otherwise. Having a playable version to refine and work with has been a key tool for me. It also helps me to discard what isn’t working before I have invested a lot of energy into it.

When I was studying creative writing, I was always more of a “short story” writer than a novelist or someone who wanted to sustain a long term project. I generally prefer to focus on one or two themes and ideas in a project, which I think is true of my game-making practice as well. I think that I can sustain longer term projects if I want — I have a current collaborative project that I have been working on for well over a year, and several other projects that took about six months of sustained work. But I haven’t yet found a project that I wanted to expand enough to make it into a single focus.

*Google Search Engine
The first game-making tool that I used (other than when someone else programmed my first video game ever during Global Game Jam 2013 in Unity) was Stencyl. From there, I moved on to Construct 2, then did a bit of Unity, and then learned Processing, then Phaser and some JavaScript, and now, I’m developping in JavaScript with whichever libraries are necessary to the project, and Unity once again for 3D projects (I’m not big on 3D for 3D’s sake at the moment — heck, I still need to learn how to make textures and align them). But, through it all, (and I normally use Duck Duck Go if I can help it), googling my problems has been a constant. I’d say that roughly half of my time spent programming is looking up code and figuring out how to make things work. Luckily, I’m very good at picking the right search engine terms. I would not have been able to develop games without a cracking good search engine as a resource.

*Duct Tape
Duct Tape is meant to represent two artistic practices for me — the first is “Making the most tin-foil, duct-tape version of a thing quickly” to test out concepts, and the other is how crafting and making physical objects is a core part of many of my games. I have always been a person who makes things. I enjoy prop-making, costume-making, sewing, sculpting, building structures, painting, drawing…

Luckily, I have been able to use these skills as part of my game-making practice with alternative controls. It’s been very useful to know about the materiality of things.

*The Desks of TAG Lab
I couldn’t think of an object that represented the role of collaborators in my process. Over the years, I’ve worked with many people in small teams (usually just 2-3 people) to make all sorts of projects. I’m very grateful to my collaborators — and each is listed on my games’ page next to the game(s) that we made together. I work best when I have other people to bounce ideas off of — and this is true even for my solo work. The reason I chose the Desks of TAG Lab as an artefact is because just sitting in the lab, amongst other people working, can lead to all sorts of conversations or collaborations, and the folk sitting there are usually willing to stop by for a quick chat, or, in the case of the talented programmers in the room, help me to answer particularly thorny coding questions. Even when working alone, talking about my work to others is very helpful. This is definitely a very important aspect of my process. Of my 30-ish projects, just 13 are solo endeavours.

—-

So, a fair few of these objects are abstracted, or are strategies rather than physical things. There are definitely other influences I could talk about.

Community is definitely one of those things, in the form of MRGS, Pixelles, and TAG. I could also talk about the specific designers who had an impact on the way that I make games, or who made me feel like I had permission to make “weird” games any which way I chose — like Pippin Barr, who taught the Curious Games Studio (my first “formal” game design class). I could also talk about specific tools, and their affordances, and what they encouraged me to make, and what I learned from them. I will eventually talk about the three years that I spent my summers doing Critical Hit, first as a participant, then as an assistant, then as a co-director. These were definitely very formative experiences.

More on this as my autoethnography continues!

Reflective Games: Sleepover Witching Hour

critical making, Process Writing, reflective games

Just a short entry to record for posterity an idea for a new nanolarp. This larp might be called “CAMP GENDERQUEER” or possibly “A SLEEPOVER PARTY FOR ADULTS” or…well, we’ll see.

Lately, I’ve been looking outside of nordic larp to other sources. This has led me to read a fair bit about “edularp”, which is to say larps and play-acting that takes place largely in primary school with young children. I guess this has contributed to my having childhood experiences on my mind.

Fellow Designer, friend and collaborator, Allison Cole made a series of nanolarps (well, shortish larps) for her MFA at the NYU Game Center where each game was designed with someone that she had not collaborated with before, but wanted to. One of the games that game out of this project, designed by Allison herself, Joachim Despland, and Carolyn Jong, is a game called “Remember That Time”, a game for three players and no facilitators which takes place at a high school reunion. Here’s the overview from Allison’s Anthology of Intimacy book (unpublished, artisanally handcrafted in a limited run):

“You are at a high school reunion. It has been 15 years since you graduated. When you were in high school you were in a triad and the three of you have found yourselves at a secluded table in the corner with a bottle of wine. The evening lies in front of you, with nothing to hold your attention but the exes from your fondly remembered youth and your memories.”

In this game, the players drink a bottle of wine together, reminiscing about their shared past and pouring toasts when they feel a scene is resolved, and playing until the bottle is finished. They then engage in a discussion about why the relationship ended and a number of other subjects. As the idea for this larp formulated in my mind, I was reminded of Allison, Joachim and Carolyn’s game (which I have not playtested because I do not drink). I’ve been considering what my next larp ought to be about, and I keep coming back to questions around my own gender and sexuality, and thinking about how to explore this very personal experience in a way that would be nice for other people.

As I flopped down onto my beanbag chairs in my office, in my permanent blanket fort (see picture below), I began to think about sleepovers and the intimacy of those strange, late-night conversations, which usually take place amongst people of shared assigned-at-birth gender of similar age. The conversations that I have had late at night during sleepovers, just as everyone is about to drift off to sleep, are some of the most intimate half-remembered conversations I ever had with friends in my youth.

The idea is only half-formulated for now, but I think that, in this larp, which would stretch the definition of nanolarp, I would like players to arrive in pajamas, watch a silly movie or play some silly board games, and then hang out on beanbag chairs and couches (both of which TAG has) in a room with the lights turned off, where nobody has to look anyone else in the face, and talk.

I think there would be rules to facilitate disclosure, and of course, some kind of fictional layer/persona, loosely defined, for each player. Maybe, if someone discloses something intimate, other players also have to bring up something about themselves. Maybe there are rules about what is said, and maybe there’s a cone of silence involved — what happens at Adult Sleepover stays at Adult Sleepover? It’s still forming in my mind. This may not be the case for everyone, but there’s a certain safety and intimacy involved in being bundled up cosily, chatting in the middle of the night, that’s difficult to otherwise replicate. The topics might be the usual ones — weird little stories that are too gross or embarrassing to tell in the light of day (if you see me in person, ask me about “Nickel”, a story that I still remember telling at Camp Tamaracouta as a Scout about a kid who picks his nose a lot), about crushes, opinions about anything from music to movies to how to solve all the world’s problems. I am sure this is partially my nostalgia talking, but I think this could be a warm, intimate and sincere experience, if I design it right and the players are feeling it.

Reflective Games: Genres of Thought Playtest

critical making, playtest, Process Writing, reflective games

Last week, I finished a playtestable version of a new nanolarp/improv game called “Genres of Thought” and had the chance to play one round with the folks from the Reflective Games project. We discussed it before playing, and Enric brought up the idea that technologically-assisted larps could be a different way of framing a larp and thinking about what “counts” as a larp and what could count, opening up the definition and hopefully making the form more accessible and less scary to new players.

During the game, I noticed a few elements that needed smoothing out, or that I had accidentally omitted from the rules — but, this wasn’t so much of an issue since I was the gamemaster and could make a decision on the fly about things like who should start the scene (it would have been utter confusion to have all the players at once), or who should be the “odd genre out” (I used a random number generator).

The Group Genre was “Fantasy” and the task was “to keep the surprise party a secret at all costs. The Odd Genre Out was mystery, and the Odd Genre goal was to describe your alibi for a crime, perhaps explaining the details of the crime. In the scene, players were preparing a surprise party for their 30-year-old Elder (people in Fantasy medieval age eras didn’t live so long, remember) and the Odd Genre Out was professing that they had not in fact told the Elder about the surprise party. There was also a bit with a giant magical frog, and a lot of laughter. With five players, it was a bit of a jumble, but the players seemed to have fun.

The genres were not as much a part of the focus as I would have liked — I think this also might have been because all the players were active at once, and both trying to pay attention to each other and be active in the game. More playtesting is needed to determine whether five players is too many, or whether players just needed to go “on” and “off-scene” more in the way that improvisers do. For now, I’ve not included that as a requirement, because I intend for this to be a nanolarp, and in larps, simultaneous scenes happen all the time.

The question that we discussed at the end of the round was, “What is something that you used to believe in that you don’t believe anymore, and why might that be the case?”

One of the players, noting that it’s the “big questions” that are likely to occur to people right away, noted that they no longer believe in God. The rest of our discussion focused on this topic, and people’s experiences with spirituality and the institutions that surround religion.

We also talked about the experience of playing afterwards — I think that many of the first round jitters would have been smoothed out with a few more scenes, and I admitted that while I eventually expected players to build up a rapport and a comfort/intimacy through play that would allow them to get to the “heavy” topics, I was surprised that it happened right away for our group. The Reflective games folk generally seemed to agree that playing together did make players feel open to discussing this vulnerable topic, but that also our pre-existing relationships as a research group (with the exception of a guest to the lab who was meeting us for the first time) likely also impacted what the players were willing to discuss.

I spent a bit of time reworking the rules to clarify some aspects of the game for both gamemaster and players based on this playthrough. Primarily, the rules I added have to do with how to choose the focus for the scene (basically, it’s okay to do it however you want and have multiple conversations going on at once, because it’s a larp, but if you want to play for an audience, use the Gamemaster as a “camera,” focusing attention on certain players in the scene). And with that, this prototype is ready to release out into the world. Here it is! Here’s the github repository.

When I brought up the fact that I knew some fairly experienced improvisers who might be willing to try out the game, the Reflective Games group expressed curiosity about what the gameplay would be like with these more experienced players. While I wasn’t able to arrange anything for my current visit in Montreal, my friend Jordan McRae has put together a group of people who are willing to playtest the game the next time that I am in town.

Reflective Games: The Dice of Destiny

Process Writing, reflective games

I have been drawing inspiration from performance studies and theatre for some time now in terms of game design. In particular, since I often ask inexpert players to come up and act without rehearsal, I have found myself interested in improvisation. I have a close friend, Jordan McRae, who runs a monthly tabletop RPG-themed improv show called “The Dice of Destiny” — it has been happening on the last Thursday of every month since August or September, and I have attended every show that I have been in town for. Importantly, this show incorporates game mechanics and improvisation together, with the outcomes of important player/improvisor actions being determined by a d20 roll. In a lot of ways, there many similarities between what I am designing and this show such as the in-character and interstitial scenes (character creation in Dice of Destiny, the mid-game intermission/check in) and the other improvisational aspects.

Last night, I went to see Jordan’s show, and afterward, discussed my current reflective games project with him — although it’s a larp, there are heavy improvisational elements. Jordan pointed out a missing piece in the design, which was how to ensure that players who have the odd genre out would deliberately try to raise the stakes in the scene and actively try to highlight their genre, instead of going along with the other players.

Jordan suggested adding a new dimension: there would be a public goal for the group, but the odd person out will also have a secret objective related to their genre that would actively encourage them to interact with the others in a genre-specific way.

I think that this will encourage interesting scenes. I’ll be working on programming an app to handle the game this week. Here’s the pseudocode/wishlist for what I’d like the app to be able to do:

1. Display an introduction to the game and the game rules.
2. Display instructions for gamemaster [i.e. responsible for texting/letting players secretly know the genres, responsible for describing elements in the scene, responsible for cutting when they feel it is appropriate] and players [act like yourself if you were in that genre with its horizon of expectations, work with other players’ ideas (yes, and…), try to accomplish your set task, answer questions between scenes].
3. Display a genre and a goal for the group chosen at random from a list.
4. Display a genre and a secret goal related to that genre for the odd person out, chosen from a list. Compare to see that the genres are not the same, and if they are, re-roll before displaying.
5. Display a question chosen at random from a list.
6. Have a button that the gamemaster presses to re-roll for a new scene and question.

Reflective Games: Genre and Ideology

Process Writing, reflective games

This week, I took some strides towards having something complete and playtestable for my latest larp. Since I want to preserve the process, I thought I would share my notes with you as well as the new insights I’ve had today into the design.

NOTES February 14th-15th 2018

“I have compressed disc in my back that I am getting treatment for, which has limited the amount of work I was able to do in the past little while. Last week I spent some time playing some games that I thought might have a reflective angle to them (What Remains of Edith Finch, Oxenfree, and Nicky Case’s simulation, the Evolution of Trust, which I highly recommend and I think belongs firmly on our list of reflective media — http://ncase.me/trust/). I also started playing Fallout 4, and am pretty disappointed by it so far.

I also spent some time thinking more about the larp I’m designing. Right now, I’m trying to work on what I might be able to say using the setup that I talked with you about last week, with movie genres setting the horizon of expectations, and one player belonging to a different genre that must nevertheless be integrated into the narrative. I think the setup is going to work well to create a productive pause that can lead to reflection but the question is, what do I want players to reflect about? One thought is that I may be able to guide the reflection through whatever goal or scenario the players are given to work out, where acting according to different movie genres will lead to different modes of thought and therefore different solutions. That would turn this larp into a system that could contain many possible areas of reflection, in the same way that /This Just In/ could possibly operate with different scenarios in an expanded version.”

NOTES February 19th-20th

* Every player assigned a movie genre
* 1 Player assigned a different genre
* All players have to use the “yes, and…” rule and incorporate each other’s behaviours as if they were normal
* They have to solve a problem together while staying in character as the “movie-genre” version of themselves

PROBLEMS
* changing a flat tire, doing a grocery run, deciding where to get food, preparing a birthday cake

This version of the game would not necessarily lead to reflections about critical subjects — but does a game have to be about a critical subject to get us to reflect?

I don’t think so, in terms of creating the moment of reflection, but it might be nice to target things a little more, in order to say, talk about problems in film? Representation in all spheres is a problem in Hollywood.

Is there a way to bridge in a discussion around stats/these issues? I think players that could spontaneously discuss such things would be rare, or I would be preaching to the choir. I think maybe the game needs to become more focused.”

At this point, I drew this mindmap:

Here are my notes from today, February 21st 2018:

“genres as frames of analysis

genres as ideology

*Ask them questions in between tasks a la In Tune
‘if your life as a genre, what genre would it be?’
‘how did the genre you were given affect your interpretation of events?’
Genres: a set of ‘rules’ and expectations
Ideologies: a systematic body of concepts especially about human life or culture, a manner or the content of thinking characteristic of an individual, group or culture
change the ideology/genre, change the interpretation of events.”

So. This is what the game might look like. I’m not one hundred percent satisfied that this will be the best game ever, but would look something like this.

1. The Gamemaster loads a web app on their phone which gives them the genres to assign to players in secret via text message. The app also loads up the nature of the scene and the interstitial questions.

2. Players receive their genres via text message. The gamemaster describes the scenario and the starting scene setup with as little or as much colour as they want.

3. Players play through the scene in physical space. The Gamemaster provides improvised supporting detail as needed.

4. The Gamemaster decides when to cut the scene.

5. After the scene, the Gamemaster asks the interstitial question. [Not sure if players should just be allowed some time to reflect here or if there should be a discussion.]

6. The Gamemaster reloads the page for a new scene.

7. Play is of variable length — 3-5 scenes?

I’ve created a repository for the code here, but haven’t put anything in it yet. My goal is to have a working prototype of the game for next week.

Autoethnography: Personal Memory Data Collection – Exercise 5.6 Artefacts of Play

adventures in gaming, autoethnography, dissertation, Process Writing

Using Exercise 5.6 from Heewon Chang’s Autoethnography as Method (“List five artifacts, in order of importance, that represent your culture and briefly describe what each artifact represents. Select one and expound on the cultural meaning of this article in your life.”) as a prompt, I’m going to use these artefacts to talk about my history with artefacts of play and artefacts of design.

In trying to write these lists, I’m aware of the difficulty of the word “importance” — my play and design practices have existed for a long time now, and it’s difficult to know what to give weight to. On the one hand, I could list “firsts” — but are the first games I played actually any more important for being first? There’s also games that I played often or repeatedly, not necessarily because they were particularly good or important games to me, but because they were there. In some cases, I just “remember” certain artefacts vividly — is the fact that they are memorable important? At any rate, I’ve done my best to make these lists without worrying too much about whether I’ve got all the most important ones down, and with a multi-faceted understanding of what the term “important” might mean.

Here’s the first list, five artefacts of play. Writing about myself in great detail is less easy than I thought it would be!

ARTEFACTS OF PLAY, BOTH DIGITAL AND PHYSICAL

* My mother’s brown silk skirt: I used to borrow this skirt constantly to wear it as a cape, or to pretend to be a two-headed monster with a friend. Dress-up and imagination-based games were very important to me as a child. I loved to play pretend. Nowadays, I still enjoy making costumes and cosplaying, and making objects, and I play tabletop RPGs all the time.

* My brother’s PlayStation 2: Many of the early gaming experiences that I remember were with the SNES and then the original PlayStation. I remember having a very limited set of games, which meant that I had to replay or watch my brother replay the same games over and over again. When our household finally got a PlayStation 2, I also got my own memory card, which was important because it was mine to save what I wanted on it. I remember the saved game icons, like the badges that I had earned as a Scout, lined up in rows. What’s important about the PlayStation 2 is that when we finally got one, I was old enough to buy games for myself, if I saved up enough money. The first game I remember buying for myself was Final Fantasy VII, years after it came out. Things are a little fuzzy — it’s hard to remember what I played first. I remember playing the Monster Rancher series, where game discs and others were special artefacts that could gain me unusual fantastic creatures…or often just boring old “Mochi”, the game’s mascot, designed to look like a Japanese treat that I didn’t try until I was an adult.

Even later, I often replayed the same games again and again because I couldn’t afford new ones. One of the games I remember renting most often was Wild Arms, a JRPG with puzzle elements where different characters had different special abilities that could solve puzzles in the dungeons. It was a compelling little game, but the copies that I had access to — one borrowed from a friend of my brother’s, and one rented from Game Zone, my rental spot of choice, always froze at the same point in the game when I played it on our PlayStation. The PlayStation 2 was better able to handle any scratches or flaws on discs, and so I was able to play past that point in the game on the rented disc. I remember longing to own a copy, and finally got one as a gift a few years ago.

I spent a lot of time on that PlayStation 2.

* JRPGs: My games of choice as a child were JRPGs. I especially played the Final Fantasy series, because they had a good reputation and I had limited disposable income, which made it harder to take chances on games. Lately, I have been replaying certain “classic” games that I own copies of with my spouse, including Final Fantasy X, Chrono Trigger, and Chrono Cross. Small moments in the play call to mind my childhood and my earlier formative game-playing experiences. I remember that I played Chrono Cross before I ever played Chrono Trigger, meaning that some references in the game to the other series were totally lost on me the first time around. I remember that one of my best friends’ brothers introduced me to Chrono Trigger, saying how he could choose to do the final boss battle right now, at any time, but that he would get his butt kicked if he did. At the time, I was intrigued, but had no idea who Lavos was.

* A Football: My dad was part of an amateur touch-football league for something like fifteen years. When I was about five years old, my brother started to play football with a local tackle football league. Every game, I would ask the coaches if I could play, and they would tell me “come back when you’re seven.” So I did, and from the ages of seven to twelve, I played in a boys’ tackle football league. I played snapper, offensive line, defensive line, defensive back, tight end, and specialty teams. At that age, I had hit a growth spurt before the other kids on my team, and I was pretty strong and coordinated. I learned a lot from this experience, about what it meant to be a “girl” in a patriarchy, about cooperation and being a part of a team, and about persistance. I also learned that I loved to tackle things and play in the mud. Rainy practices were the best practices. In addition to our taste in books and games, football is something that I share with my brother and father.

* My First Set of Dice: I started playing Dungeons & Dragons 3.5 Edition when I was seventeen years old, and I still have the first set of dice that I bought. They are simple, black and white dice. When my spouse tried to test their balance using the old heavily-salted water technique, they wouldn’t float. Over the years, I’ve garnered a reputation for being unnaturally lucky with dice — and not just these ones. I don’t roll a twenty every time, but my character stats, now always rolled under close observation, are always a bit better than normal, and I have been known to come through dramatically in a pinch when playing Battlestar Galactica and piloting. For the past few years, I have played a tabletop roleplaying game once a week (barring any unforeseen scheduling issues) with the same group of people. I’ve played multiple campaigns of Dungeons & Dragons, Pathfinder, Call of Cthulhu, Hunter: The Vigil, Ogg, Chaosium, Fate SRD, Fate Accelerated, Honey Heist, Fiasco!, Microscope, Kingdom, The Quiet Year, and many a random one-shot. Even when I’m at my most busy and can’t seem to make any time for leisure, I am usually still attending my weekly game night. So, tabletop games, and my dice, are constant companions of play for me.

Reflective Games: Shared Knowledge & Horizons of Expectations

critical making, Process Writing, reflective games

For my Reflective Games work, I am currently still playing around with nanolarp design, which has been a productive but challenging constraint. As with “This Just In”, the problem with running a nanolarp that also aims to inspire critical reflection is that there is so little time to convey a nuanced, in-depth situation to the player. So, situations that players are likely to be familiar with lend themselves well to having a larp created around them.

I’ve spent the past month or so exploring this limitation through a variety of different research paths. I started out thinking about “stereotyping as shorthand” — the kinds of information that are compressed by stereotypes in order to communicate quickly (but without nuance, of course). When I took an introductory philosophy class, we spent a fair bit of time talking about the difference between “stereotyping” and “negative stereotyping”, and how humans have historically used stereotypes for survival. That fire is hot and that gravity will cause me to fall if I step out of a window are both stereotypes that I don’t have to test in order to believe that they are true.

But the connotation of the word has been pretty strongly cemented at this point, and it was difficult to find literature that explored this idea of “shorthanding” — I also tried looking into “data compression”, and of course that was largely about technical protocols and algorithms for encoding data. From there, I moved into more linguistic areas of thought, after detouring around fortune telling and how fortune telling props are used as prompts for fortune tellers to access information stored in their brains. I did gather some interesting reading materials, including a source all about cold reading — I think that I will almost definitely use this information in a future project given how we made use of objects as “tarot”-style cues in The Truly Terrific Traveling Troubleshooter.

Really, I thought to myself, all of language is about representing complex objects, ideas and wholes with just a few syllables. So, I decided to do some research into Semiotics and Linguistics (and just for fun also found some texts about Contextual Behavioural Science that I intend to read).

Last week, during our Reflective Games check-in meeting, Rilla and Enric brought up some interesting ideas about the moment that we are forced to rethink received knowledge and shorthand that we have taken for granted, and the moments that come afterwards, and how these moments might in fact be the most crucial to reflection. From there, I returned to thinking through what kinds of information people in a particular region or culture were likely to commonly know.

While “This Just In” had been about narrowing in on a common narrative by trying to please competing concerns, I want this next larp to be about widening out from a narrow idea of what the horizon of expectations might be. I have been thinking carefully about how to seed these moments.

Through some free association, I started to think about the essay/letter that the teenagers write at the end of The Breakfast Club, describing how they were so much more than the stereotypes that people might see when they looked at them. From there, of course I thought about the eighties more generally and John Hughes, and coming-of-age movies/texts (which are a not-so-guilty pleasure of mine).

This led me think about Fiasco and how it operates on movie genres. A genre sets a common horizon of expectations in a way that isn’t too proscriptive. But then, I wanted to be sure that things would go off-script, and that the players would definitely move beyond that horizon of expectations and those genre tropes.

In games like Spyfall and Fake Artist in New York, one player is missing information that all the other players have. I am still formulating what this larp might look like, but I think it might go something like this: all the players are given a movie genre, but one player’s genre is different from the others. I might tell them something like “be the genre-movie-version of yourself” and include a set of rules that mean that the other players have to also behave as if the odd-genred person is perfectly normal and integrate whatever they bring to the table into the play.

I’m not sure on the rules yet, or the set of objects, but I think that this could be tested pretty easily.

So, we’ll see how things develop. I’m excited to be making something again, alongside all of this reading and research.

Global Game Jam 2018: transgalactica

critical making, game jams, Process Writing

For Global Game Jam 2018, I took on a local organizational role to make sure that things could run smoothly when our creative director, Gina Hara, was having her film, Geek Girls, launch in theatres on the same day. Nevertheless, the jam was relatively hands-off except for keeping an eye on the space, once I had made announcements, played the keynote, and helped a few people form teams. That meant that I had a fair bit of time to work with Squinky (Dietrich Squinkifer) on a project. Jammers rarely take my advice, but I never work in teams largely than three for a jam project, if I can avoid it, and in fact, two has been an even more ideal number of late for me, when working with Squinky. This year, the theme of the jam was “transmission”, and since Squinky and I are both nonbinary trans people, we decided that we absolutely wanted to make a game with trans themes and content.

We scoped tightly but ambitiously, aiming to write, record and subtitle a number of original texts as well as finding and editing other audio to fill out our soundscape. It’s rare that I work with narrative or writing-heavy projects for a jam, so I was actually quite pleased that things worked out so well this time. I think that what was helpful was that I was able to write what was working in the moment, and discard the ideas that weren’t, and that I didn’t have to sustain any of the pieces for very long. Since the narrative for our game was that the player was meant to follow a trail of radio station-style broadcasts, each piece was distinct and self-contained, but also working with larger themes related to identity, acceptance, and frustration, with a healthy dose of humour thrown in. That was helpful in terms of the writing. There were a couple of more serious, more explicitly personal pieces that I might have liked to be able to write and include for the project, but I couldn’t get that kind of writing done in the jam context, so rather than getting stuck on that, I wrote several pieces simultaneously, moving around when I got stuck.

When jamming, one core challenge is to on-goingly check in and understand your teammates’ needs and negotiate each other’s expectations — in our case, our schedules didn’t necessarily match up, since Squinky is a bit of a night owl, and I had to be at the jam relatively early to watch the space as one of the organizers. I would have preferred that we could be at the jam space at the same time and spend as much time as we could on the project (although I always make sure to have 8 hours of sleep a night during jams, regardless of what’s happening) — but I understood Squinky’s needs. Similarly, Squinky was concerned about the scope of the writing and audio involved in the game, given the jam context, but once we had gotten started, I really wanted to foreground the writing and audio and work with a distinct gated narrative, so I pushed for it.

The jam went smoothly on the whole!

I used my Zoom H2n for the first time, and am super pleased with how easy it is to use and how good the sound quality it produces is. In the end, we got it all done, including writing and recording an original theme song. In the end, we got it all done, only to discover during the first few minutes of playtesting that some of the audio was accidentally skipped because it was triggered when people accidentally passed the right station very quickly. Since Squinky isn’t big on crowds and there was a lot of potential for sensory overload, they decided to go somewhere quiet and add a delay as to how much of the audio had to be played from a story-related clip before the player could move on to the next. That prevented any accidental speed-running of the game.

I am super glad with how the project turned out and I feel very good about the trans-positive content that I wrote. Squinky is a very resourceful programmer too, which really allowed us to push that extra little bit to make the game feel right.

The github repository for the project is here.

You can play the game here <3. If you do, please feel free to let us know what you think on twitter (our handles are in the credits at the end of the game).