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).

Dissertation Autoethnography: Journal Entry #1

autoethnography, Process Writing

February 1st marked the start date for my autoethnographical data collection and the death of my Uncle Roger. I guess that if there is a method that takes particular care to acknowledge how personal factors and lived experiences affect research, it would be autoethnography.

The year has been off to a rough, complicated start, and I think that it is important that I be candid about that so that there’s a record of the ebbs and flows and complicating factors related to my creative practice. My uncle’s death, followed closely by the birth of a new nibling (a gender neutral term for niece/nephew), alongside my exhaustion from dealing with uncertainty related to my spouse’s employment, and the fact that doctorates are known to be stressful for one’s mental health, are all examples of the things that are keeping me from focusing as much as I would like to on my dissertation work. I have been having a hard time focusing on my work, and have been noticing some early warning signs for burnout. I am doing my best to be patient with myself, say no to as many things as possible, and take breaks when things aren’t working. I’m already feeling much better.

Although I’m not behind on my dissertation schedule quite yet, there are a number of blog posts that I have intended to write that I haven’t yet. Some are in progress, such as an adapted form of Exercise 5.6 from Heewon Chang’s Autoethnography as Method, and others are a part of my creative process (such as writing about the creation of my global game jam game, transgalactica, which you can play here). Since you’re reading this, that means I’ve managed to get some work down, so here’s hoping that I can keep that up!

In terms of my new project, what I will say for now is that I have been toying about the idea of working with puppets for some time now. Here’s the history of the project so far as I can reconstruct it: I took a course called Objects, Agency and Material Performance with Mark Sussman, and some of the discussions centered around puppets. As part of this course, I attended a puppetry performance involving a bunraku-style puppet (in the sense that it was controlled by three operators) called The Tablesee a trailer here.

Then, last spring, Dietrich Squinkifer & I talked about making a series of games in suitcases, one of which would involve puppets and soft circuits. I was signed up for a puppet creation workshop in the summer, but the workshop was cancelled. This year, a game that ostensibly used puppets as alternative controllers made the alt.ctrl.GDC lineup, and I have several critiques of the game’s design. For one, it is still screen-based, drawing the focus away from the puppets, involving a series of minigames that, from what I can tell, are played by pressing a button on top of the puppet’s head (I find this disappointing since there are so many other possible interactions to do with puppets). For my first dissertation project, after discussions with my supervisor, other game designers, and my partner, I’ve decided that I’ll use puppets as a starting point despite the disappointing GDC puppet game. I am thinking that I may want to work with bunraku-inspired puppets because I’m interested in playing with distributed agency and having players either collaborate or have differing agendas, but needing to maybe keep up the facade of unity and make the puppet work as best they can. I’ve barely started to think about what gameplay might be like, or what I might like to do.

Today, with this puppet project in mind, I managed to sit in at the last minute on part one of a soft circuit workshop at the Milieux Institute, given by Marc Beaulieu and Genevieve Moisan. I’ve worked extensively with the Makey Makey, but not with many sensors or circuits more complicated than that. The project that my team chose to work on (the workshop will continue next week) was proposed by a person named Pat, whose father has Alzheimer’s and benefits from tactile stimulation. She had been thinking about making a fidget quilt or mat for him for some time. So, today, we thought through what that project would look like with three separate interactions that would be tailored specifically to her father and his personal history. By the end of the workshop, we decided that we probably needed to scope down, and that Pat would then be able to extend the project later on.

I learned a lot, though I still need practice drawing circuits and making sure that everything that needs power or input gets what it needs. It’s amazing how much working with more complex computers and boards handle for you. Sensors are exciting but mysterious things that I can break or short-circuit if I wire them wrong. I think much bread boarding will be needed. I’ll need to work more with smaller, possibly wireless electronics to make a project like this work, I think.

So. Life is happening all around me, and it’s seriously messing with my best laid plans! But, I trust the schedule that I’ve set for myself, and I’ll do my best to take care of myself as needed.

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!

Reflective Games: This Just In! playtest

critical making, playtest, Process Writing, reflective games

As you might have realized from my posts over these past few months, I’ve been working with and researching larps since October or so. Last week, I ran my first larp, a pre-made nanolarp called “Abattoir” — you can read my previous post about that here.

This Just In! materials

This Just In! mindmap from development

In the time since then, I set a deadline for myself to create my own nanolarp. From start to finish, including the discussion before the game and the debrief afterwars, this larp should take around forty-five minutes to play.

For a long while, while reading up on all these topics, I struggled to find a topic that I could explore in a short larp for the reflective games group to play. Last week, when I finally sat down to do some brainstorming and create a mindmap, the tumblers fell into place in the lock and in about an hour, I had the basics of the game decided and put into place. I just had to develop characters and a self-contained ruleset based on my research.

This morning, I playtested the larp with the Reflective Games group.

In a nutshell, this is a larp about subjectivity and how different networks “spin” the news – there are overarching, oversimplified narratives that show up time and time again in news stories.

You can read, or even play, the entire larp here on itch.io. Here’s a ringing endorsement from one of the players who playtested with me this morning:

“Thank God I didn’t go to journalism school.”

A little more on how the playtesting went:

The players appreciated the flow of information — it stimulated their conversation and added a good level of complication. Players were aware of the kinds of news narratives they were reproducing as they were producing them, which created a kind of unease. For some players, they avoided bringing up certain narratives deliberately (i.e. mental health), while other players said that they embraced their role and said whichever shitty thing came to mind.

When asked to tell me about something memorable that happened during play, players highlighted these occurrences:

* Trying to negotiate the meta and self-awareness around the topic of mainstream news outlets was satisfyingly awkward. One player said that this felt like it was probably pretty true to what happened in these kinds of spaces, with “edgy” content slowly grounded down until it had no edge.
* The news team agreed, at Station Management’s insistence, that they should not mention the “alt right” in the news cast, since it might alienate some of their viewers. During the news cast, “alt right” accidentally slipped out, and the reaction from Station Management (shock) and the Young Idealist (Pulitzer! Pulitzer!) was very satisfying.
* The alarm that signaled the end of the discussion was surprising and memorable when it came – one player felt that this was a nice moment.

Here’s some of the feedback that players provided to improve the game:
About the news cast at the end, players suggested that perhaps they might be able to work jointly on a kind of teleprompter script or to have players take notes. I’ve decided not to go that route, but have decided to encourage the newscaster (who needs to deliver the news report) to take notes. Additionally, the folk in the Reflective Game group suggested that I emphasize that they will indeed have to give a sixty second report at the end of the game.

There were some adjustments to be made in terms of the instructions for the players to let them know what they ought to be doing. From my own observations, I decided to make it explicit that players should introduce themselves, and have added in a warm-up exercise to get players into character and more comfortable with the play.

On the whole, I’m quite satisfied with how this larp played, although I’m aware that the people who played with me this time around were an ideal audience, and that the game might play differently with another group. That’s just how larps work, I guess.

For now, I’ve decided to release this as a prototype with the one “tragedy” that I ran today. In the future, I would like to develop other situations and create a deck that could be shuffled, or a table of results which could be chosen from with dice rolls.

Reflective Games: My First Time as a Larp GM

Process Writing, reflective games, research

This morning, for the reflective games group, I ran “Abattoir” (also known as Heiferdammerung) by Mike Young and Scott David Grey. You can find it here. This nano larp is meant to last around ten minutes. The original game has nine playable characters, but this morning, there were only five of us including myself. Here are some brief notes.

I’ve got a fair bit of experience as a tabletop gamemaster, but this was my first time running a larp.

I used the opportunity to try out a number of nordic larp techniques and approaches to framing a game that I haven’t used formally before. It feels like the sort of opt-in that I often frame my games with, however, so it felt comfortable enough. After I cast the four players, I started off by offering a little bit of information on the themes of the game — this wasn’t exactly a content warning. Content warnings are not usual for most larps, from what I have seen in my research, because it is difficult to know, especially in something freeform, what topics might arise. Instead, there are rules and systems that larpers put into place to deal with difficult content as it arises and afterwards, once the game is finished. Specifically, the systems that I’m thinking of are the “cut/break” system, which players can use to redirect or interrupt the game, and the “Debrief” period after the end of the game.

Last week, I gathered together a set of rules cobbled together from some of the sources I’ve been reading for the kinds of larps that I would like to run. I’ve gathered that information here.

So, after the content warning, I explained the concepts of “break” and “cut” and how to use them. In terms of physical boundaries, I suggested that this time around we have a no-touch larp, since it didn’t seem necessary for the sake of the story, and then I opened up a discussion about boundaries. Knowing that it can be hard to figure out what to say at that point, I tried to give the players enough time to think about what subjects or topics that might arise and what they were up for or not. What that wound up meaning this time around is that one player decided to observe rather than play given the subject matter. I think this underscores the importance of creating opportunities for players to opt out, and talking about the themes of a larp even if you can’t quite give completely accurate content warnings. I had to rethink my casting choices a little bit, and decided that I would be a GMPC, which is to say that I would play a character in the game as well as run it.

The space that we ran the game in was set up for a meeting, with eight interconnected tables arranged in a square, with an empty central space. The creators suggest running the game in an open field, but one wasn’t readily available in the immediate environs of downtown Montreal, and our time was limited.

This was a good first experience in terms of learning when to wait (which in this game, was responsible for quite a lot of the tension, I think), when to cut/go to the next part of the game, and when to improvise. To make the game run smoothly with so few players, I had to occasionally add in information or events. For example, all the players managed to dodge the winches and hooks that were meant to capture them. As a result, although they could not go backwards, there was not necessarily any incentive for them to go forward. I considered ending the game there, with them waiting, but instead introduced an event with a non-player character that one of the player characters had an attachment to, which worked to urge them further into the abattoir.

The players remarked on the tension between knowing approximately what happens in an abattoir and trying to think and behave like a cow. One player also noted in our debrief that it was largely possible for this to be played in such a short amount of time because most people are at least a little bit familiar with the subject.

I think this is an important note for the nanolarp that I will be designing this week, to be played next Wednesday, the 13th. I’m trying to delineate a topic with the idea that it might be good for the group to have some general, common knowledge about it in mind. More on this soon!

Reflective Games: Coming Home to a New Form

critical making, Process Writing, reflective games, research

Learning about Nordic Larp and the culture around it is a little like coming home. The discourse often focuses on taking care of people, making sure that consent and boundaries are negotiated, and making sure that larp can be a space to explore difficult subjects as safely as possible. On the other hand, there are so many styles and schools within Nordic Larp, and learning about those is both thrilling and intimidating.

What’s amazing about larp is that there is a huge amount of content (especially proceedings-style papers from the Knutepunkt conference) published each year and available for free. There’s a lot to absorb, and a lot that makes me feel uncertain about the best way to proceed. At the same time, the sheer volume and variety of manifestos and articles available signal the lack of unified consensus about larp design. That means that maybe I can carve out a space that I am comfortable designing in. I’ll try to explain my discomfort and excitement a little bit.

So. As a game designer, the subjects and scenarios that I design around are often ones where there is the potential for discomfort and even outright (emotional) harm to the player. To name a few topics, I’ve worked with design questions related to consent and physical touch, sensual relationship with plants, inequality and harassment for women in the workplace, different intersections of oppression, and emotional labour and radical softness.

My games often invite players to be vulnerable. Although they may choose their own level of comfort, players frequently choose to be quite vulnerable, as it turns out, particularly when it comes to my game about consent (In Tune) and the one related to emotional labour (The Truly Terrific Travelling Troubleshooter). Negotiating consent and learning about one’s comfort levels frequently means a certain amount of disclosure to one’s partner, by way of explanation for why a boundary exists, or even by disclosing the existence of a boundary. Similarly, since The Truly Terrific Travelling Troubleshooter prompts players to draw on their own experiences to come up with a (fictional or non-fictional, player’s choice) trouble, players often wind up coming up with problems that are partially based on the ones that they are already facing.

These experiences are carefully crafted, and I have considered how to facilitate this sort of play through rules, framing, and control of the experience. That is what makes some forms of larp intimidating — there’s a loss of control that goes beyond anything that I am used to as a game designer or as a tabletop game master. There are many techniques to help restore some of that control, though, which makes this loss of control both intimidating and exciting. I am used to crafting moments both as a designer and as a game master, and responding on-the-fly to my players, but I am always there in order to provide additional information, to tell them what they see, to play non-player characters and shape the experience.

There are so many forms of larp to learn about, and relatively few chances to experience them all for someone living in Canada. That means that I will have to feel out what will work best for me as a designer by reading widely — on the other hand, there is so much to read that it has been difficult to absorb everything as well as I would like. I’m working on it, but there’s still plenty to read.

For my larp, I think that I would like to invite the Reflective Games group to play, along with some other folk at TAG and perhaps my usual Monday Night RPG gaming group. That would mean having roughly ten or so people, so perhaps I will create a smaller-scale prototype to experiment with an even smaller group.

When it comes to subject matter for the larp, gender has, as one might imagine, been on my mind lately, as I approach a legal name change and have been using they/them pronouns for roughly a year and a half with most people. I keep thinking about the discomfort of being misgendered, the compromises I choose to make, and the discomfort that some people seem to feel at even the idea of nonbinary identity. This isn’t a very settled subject — there’s a lot of (not necessarily in good faith) debate around this, especially lately with respect to the Jordan Petersen video incident at Laurier. Maybe this is a good thing because of the questions that it raises – questions that I have no answer to. I am also not altogether sure yet what the “thesis” of such a game would be. I’m working on it.

I will continue to read, but this week, I think I’ll also focus on trying to create something.

[PS: I also had the chance to showcase The Truly Terrific Traveling Troubleshooter at MEGA this weekend — I had some very interesting conversations around it, and on the whole the game was well-received. To children, I got to talk about making conductive buttons and makey-makeys. To parents, I got to talk about the value of emotional labour. To my academic peers and other designers, I got to talk about physical-digital hybrid games and the genesis of this game. On the whole, the feedback that I got was that generally people were surprised by how effective a tool this was. Oh, and of course, in case you missed it, the digital edition of The Truly Terrific Traveling Troubleshooter is available here!]

Reflective Games: GAMERella and the Truly Terrific Traveling Troubleshooter

Process Writing, reflective games

NOTE: When I say “week” in this post, I’m talking about the time between the Reflective Games Group meetings, which generally happen on Wednesday mornings.

This week, I decided to focus on getting a project that’s been lingering for a long while done, which is the digital version of the Truly Terrific Traveling Troubleshooter. Up until the previous week, my time when I worked on it (in between my synthesis essay and other commitments) was spent making 3D models. The project is fairly simple, but I am teaching myself Unity in order to make it. Unity isn’t so difficult, but it does have its quirks and of course I’m using it to make something that is quite unlike the usual beginner tutorials. It’s amazing how much of my programming knowledge from other languages and engines applies in Unity, so I’m not quite starting cold. The reason that I haven’t learned Unity up until now is because my previous laptop wouldn’t run Unity at all — some quirk of my particular processor and Windows 7 rather than a speed issue. I had run previous versions and done KO-OP Mode’s “make weird stuff in unity” tutorial, which is quite fun.

I’m hoping to finish the project this week — I already have the “main mechanic” implemented, basically, but now I’ve got to add in explanations, text, menus, an introductory screen, persona generation, etcetera. For now, all the objects are textureless — it’s a look that I’m into, but we’ll see if I stick with it. I think I will for this version.

The other project that I worked on this week was journaling as a form of data collection during the GAMERella jam, where I made a project called #nofilter with Squinky, Serena Fisher and Diana Lazzaro. You can check it out here: https://jekagames.itch.io/nofilter. As it turns out, journaling took up a fair bit of time during the jam. I wound up writing about 2000 words or so.

So, with two days spent on the digital version of The Truly Terrific Travelling Troubleshooter last week, followed by the GAMERella jam — an intense two days of making — I find myself rather tired. I think that I’ll spend the next two days on The Truly Terrific Traveling Troubleshooter and try to finish it. That way, I can focus on my dissertation proposal, getting some writing out there into the world, my Reflective Games design work, and my tabletop game design work (Radio D-20 and my new time travelling campaign) from now on. Perpetually working on so many different projects is tiring sometimes because I have to keep them all in mind. In a way, that’s what I find refreshing about jams — you make something self-contained and finished in a single weekend. I’m ready to finish something on my task list!

Reflective Games: Roleplaying for Reflection

Process Writing, reflective games

I began my work this week by brainstorming actions that could have meanings ascribed to them, or that seemed to easily support meaning-making in ways that could potentially be reflective. I’m including this portion of my week as a record of my process, even though I didn’t pursue this avenue for very long, because it led me, along with other factors, to what I’ll be working on next for Reflective Games. Here are a few of the actions that made my list:

— Sorting (Categorizing)
— Dividing/Separating
— Button-clicking
— Rolling Dice
— Teaching
— Speaking
— Running to/Running from
— Searching/Hunting
— Attacking/Defending

After this point, I finished reading Heewon Chang’s Autoethnography as Method, which is going to be of use for both reflective games as we study design processes and for my dissertation. Then, as part of my weekly roleplaying group activities, I started to roll up and conceptualize a character for a campaign where everyone will be playing a monster, and we have the opportunity to play with some powerful abilities and character concepts. Mine is the ghost of a Dhampir, and let me tell you, with the Dhampir and ghost stat boosts, my ghost character now has a charisma score of 25, and is only level 3 (+2 levels for the ghost template, which is powerful).

The process of character creation made me think back to the avenue that I was exploring with Blast Theory, bleed, deictic language, and Nordic Larp.

I have been considering the strengths, limitations and challenges of narrative as a tool for creating reflective moments. So, it occurred to me that a roleplaying campaign, either purely physical or with a special added digital element or alt controller, might be an interesting thing to design. I next thought about how I could design a campaign in an extant system, and how I am currently designing a tabletop roleplaying system called Radio D-20, which involves sections of play divided up according to the structure of radio program segments (inspired by the usual structure of a Welcome to Night Vale episode), and involves collaborative character creation and a shared character pool. In roleplaying games, there are always a lot of unknown elements and it is difficult to say whether players will ever reach the content that you write for them (railroading and reorganizing aside), so there are no guarantees whether the moment that you as a writer/designer think is so poignant will also affect them. However, I have had many reflective moments as a player, and I think that the openness of the system can support that by balancing that openness with constraints. This is still a strong possibility for a future design, but it occurred to me that this is a potential opportunity to experiment with a format that I have been curious about designing around for a long, long time, and doubly so after reading about some of the amazingly reflective game examples within it: larp (Live-Action Roleplay).

Having never designed a larp, but read about them at length, my next step is to read some larp manifestos and creation guides, starting with the ones listed here, all while considering the subject of my larp:
https://nordiclarp.org/wiki/Category:Documentation

Thematically, there have been explorations of some incredibly nuanced and difficult topics in larps, especially in the Nordic Larp scene in particular. The tip of the iceberg includes terminal illness, the 1980s AIDS crisis, and sexual assault. Larping can be a very intense experience, especially when one deals with these kinds of themes. For some LARPs, the organizers have mental health professionals on-hand as a resource for during or after the experience.

“Bleed” is the idea that one’s experience in a larp, where one is asked to totally identify with and embody a character, can “leak” (y’know, or bleed) over into the rest of one’s life. This might happen during a break in the game, but it can frequently also happen in the weeks and months that follow a larp. These feelings, which may be negative and difficult to deal with, are one reason why many larps include a sort of debriefing session with the organizers, potentially the other players, and mental health professionals. It seems like an excellent opportunity for critical reflection.

This hearkens back to Blast Theory’s Ulrike & Eamon Compliant and the interview at the end of the experience — something that I have been considering all along. It’s satisfying to have circled back around this way.

Thus far, I’m thinking that I will choose a theme that relates to my own lived experience with my intersectional identities. I also think that this should be a short larp, although I’m not sure how short. Larps can range between five minutes (Akira Thompson’s …&maybetheywontkillyou) to being spread across multiple sessions over the course of months, or even years (Vampire: The Masquerade). More experienced larp writers have experimented with characterless larps that are about the environment created, with very specific constraints around speech and language, but I think that even for a short larp, I’d like to have the players participate in character development sessions ahead of time. I am not an actor, but I think that I may be able to design exercises to help players discover who their character is, and perhaps I can enlist the help of some friends who are involved in the Montreal Improv community.

Even before having settled on a subject, I am thinking of the kind of “gamemaster” that I usually am, and the techniques that I use to approach the control of information. This makes me think that I don’t necessarily want to just provide the rules and see what happens. I think I’ll have to communicate with players either in-character or through technology. I’m already considering how to diegetically pass along information. I know that some styles of larp are very directed and take place in a contained space. This is where reading more about larp manifestos will be invaluable.

Some of the themes that I’m considering right now relate to queer identity (and, in particular, my lived experience with nonbinary gender identity) or mental health, or queer identity and mental health. Although the stakes are very different, I was deeply affected by the actions available to the player in …&maybetheywontkillyou, where the actions available to the player are to speak up, or choose to be silent. This is something I think I might want to experiment with. And, although I didn’t like A Closed World (MIT GAMBIT) very much, one of the ways that it has been easier to talk about gender identity, pronouns and sexuality with my family has been by “swapping the norm”, which is something A Closed World sometimes does (this is, if I understand correctly, randomized at the beginning of the game). The premise there is basically, “What if being heterosexual were the ‘abnormal’ identity?” or, y’know, calling someone whose gender identity matches their assigned-at-birth identity the wrong pronouns for five minutes to let them see how they like it — these things obviously don’t stand in for lived experience, but I suppose they illustrate a rhetorical point.

Well, these are the thoughts and work that is percolating at the moment. On to researching nordic larp design!