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.

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!

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.

Updates and Plans for January

administrative, autoethnography, critical making, dissertation, Process Writing, reflective games, research

First post of 2018! First, some updates, then, some research work.

Here’s what’s going on with me and my work currently:

— I have applied for a legal name change. Update your contact lists — you should now have me as Jess Rowan Marcotte!

— My partner and I are likely moving in the next few months.

— Got a number of papers and conference proposals in.

— I will continue to work as part of the Reflective Games research group this spring. So far, I’m continuing to focus on larps and theatre. Right now, I’m thinking through and researching the “language” and “mechanics” of short-handing information in nanolarps. More writing on this to come soon, I think!

— I’ve submitted my dissertation proposal along with a two and half year timeline for completing my thesis-related creative work, autoethnographic study, archival practices, and the dissertation detailing all of this. This work will begin in earnest on February 1st, pending my updated ethics certificate and hopefully receiving a passing grade for the proposal.

— I am spending January tying up a few loose ends, setting up a museum exhibit that I helped to curate at THEMUSEUM in Kitchener-Waterloo called INTERPLAY: Thinking Through Games (see the exhibit description here: https://themuseum.ca/exhibitions/current-exhibitions/digital-dynamics-2018/interplay/), and running and participating in Global Game Jam 2018 at the TAG location.

— I have been reading more on autoethnography, which continues to prove itself to be a method with deep ties to intersectionality and feminism. My latest readings (& re-readings) have been Autoethnography: Understanding Qualitative Research by Tony E. Adams, Stacy Holman Jones, and Carolyn Ellis (Oxford UP 2015), Critical Autoethnography: Intersecting Cultural Identities in Everyday Life edited by Robin M. Boylorn & Mark P. Orbe (Routledge 2016 — first published by Left Coast Press 2014), and Heewon Chang’s Autoethnography as Method (Routledge 2016 — first published by Left Coast Press 2008).

Heewon Chang’s work has been the most useful from a practical “how do I get started” standpoint, and, with that in mind, I’ve adapted some of the exercises from Autoethnography as Method as I begin collecting what Chang calls “personal memory data.” My goal for January is to try and get as much of the preliminary investigation into personal memory data as possible finished. So, this blog is going to be a mix of personal memory data posts and Reflective Games research for a while.

One of the differences between much of the autoethnographical work I have been reading and what I am undertaking in my dissertation is that my focus is primarily on my identity as a creator and game designer. What I mean to say is that the group that I am studying are game designers, not members of a marginalized group or who necessarily share a particular identity beyond the fact that they are designers and academics working in the field of games and game studies — and those identities are far from unified wholes. That’s not necessarily totally different from what other autoethnographers are doing, but there are some key differences in the kind of subject matter I’ll be addressing. I wasn’t “born” as a part of this group in the way that I was born into other identities. My own positionality and intersections (and those of others) will of course be a part of this research, but nevertheless, many of the exercises suggested have to be adapted.

The exercise that I’ve decided to start off my personal memory data collection process with is from Chapter 5 of Autoethnography as Method — it’s Exercise 5.6: “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.”

Using this exercise as a starting prompt, I’ve decided to do multiple lists of artefacts with a focus on my identities as a player and as a designer. I’m planning to write a little bit about each artefact, and I’ve decided that I’ll place them first in a chronological order, and then later try to rank them by order of importance. I’m also going to write as much as comes out, drawing connections and pointing out gaps for future exploration or thoughts that are in tension as I go. This part of the process will be of course be in danger of being in large part revisionist, but knowing what I think is important in this moment and having some thoughts about why I think that’s the case should still be helpful. So, look out for a series of artefact lists related to play, digital play, and game design coming your way in the next little while.

Thanks for reading! Here comes a lot of dissertation work!