Thursday 26 August 2010

Agency Debrief, initial thoughts (or one rambling blog post of many)

The Agency, debrief

 

This is a slightly belated recap of The Agency, our strategy and ‘immersive’ board game experience, that we originally performed For Hide And Seek down in London (at the ICA and the National) and thanks to some money from the lovely people over at Arts Council England developed it for a week in Bradford as part of a residency at the Univeristy.

 

There’s stuff about the game and what happens in it ect in the posts below this one, and they will give you some context if you need it.

 

Over the 15 or so games we played we presented everything from a perfect session to quite ropey fragmented versions.  Every game was a slightly altered iteration and although that was in itself an incredible luxury in terms of the work’s development, it also meant there was never a constant against which to measure the game’s progression, but come the end of the process it feels like we’ve arrived at a version that we are all pleased with and feels solid enough to go out as –is for a while.

 

We spent the greatest portion of out time finessing the rules and the language in which they were presented.  The whole process has been a constant shifting scale of functional V.S texture, and at its greatest moments of success the rules and mechanics have coincided and melded with the texture in such a way that the world of the game demands the rule in a completely organic manner.  One of the key properties of the game that we wanted was for the audience to be able to participate in a deep and complex game of strategy inspired by Euro Games, and other complex board games (of which I personally am a big fan) but to be able to access it through an almost intuitive level as served through the emerging narrative of the game itself.  I try and not to tread too closely to board-games apart from that initial starting point, just because they are very different beasts, and although there may be some mechanical crossover, the core experience at the centre of it all are worlds apart.

 

In fact the experience is at the heart of The Agency, when I refer to the texture of the game I am talking about all of the individual elements that create the experience of being in the situation room of the game.  To al intents and purposes we are creating an immersive experience, even though immersion is a word I am increasingly suspicious of, partly because it is over and mis-used.  Trying to find immersion if a constant struggle against the imperative of rules, not just in the world of games.  We come from a theatrical background where immersion is very much du-jour, and executed with varying degrees of success.  There are a series of political and ethical considerations that are sadly too unexplored within immersion as it is employed in the theatre, often a shorthand for surrender to the experience, becoming part of it, but is rarely accompanied by any true sense of agency or with the creation of a space that is in any way open to re-configuration through participation.  Immersion often represents a narrowing of the rules of engagement as the audience negotiate an uncertain world trying to remain immersed whilst fundamentally remaining passive.  This is largely I feel a semantic issue as audiences, producers and promoters mislabel experiences as immersive when immersion is perhaps not the work’s core property.

 

But back to our game, a structure that demands participation and a group of players to affect the space of play.  The immersion we sought to create was one of narrative and emotional engagement as permitted through the rules of play, and this was created partly though mechanics but also through world creation.  The star of the game in the end became the country of TIGALI itself.  We spent a long time on our various drives across the country making up a  back-story to Tigali, and its 16 regions, giving ecah one some of the texture I keep talking about, and as we progressed the game we offered the information more readily and openly to the players.  As we gradually infiltrated these details into the game (anecdotes and amusing stories initially in there as padding as much as anything else) it became clear that players began to respond very differently to the map, the way in which they talked about the various regions and determined their decisions became more certain, they referred to the regions with greater confidence, and we began to tailor the narrative outcomes of the game to suit the regions more, and gradually the emergent narrative system we were hoping to create was born.  I recently read a short guide to creating emergence in Edge magazine.  And basically to sum it up its all about variables, the more variables with knock on effects you have the more possibility there is for unpredictable emergence.  To use the example of The Agency, the players may not cross a region until they have successfully bribed local authorities to agree to the deforestation, if they chose to pay the bribe, the bribe may or may not succeed, if it succeeds then they may build a road although there is always a chance of strikes, equally once the deforestation ahs happened there are a series of environmental scenarios that can occur, protesters, strikes, landslides which will in turn have repercussions down the line, equally they can chose to not deforest and instead to pursue a more environmentally friendly process, which may in turn win them approval of the relevant regions, but equally may prove problematic if they are chasing rebels or hostage takers who may well hide in the densely forested regions, ect ect ect.

 

So the large variety of possible scenarios and outcome all influenced by a series of tree like narrative structures, doing one thing can lead to a series of potential other things which in turn can each affect another series of things down the line.  The key then is have a lot of things up your sleeve.

 

Within this increasingly large world of emergent story telling the key was working out where the audience fit into the story with their own interactions.  We loved the idea that although the key interactions were clearly prescribed on the various character sheets the players were in fact free to do what they wanted as we then resolved all actions on a series of probability scales and die roles on the fly, adapting the story, and responding to the players.  However finding that line where the rules bleed outwards and their edges become porous in allowing the players to enter the world of Tigali and at the opposite where they exist as rigid unbendable parameters for a narrow set of interactions was a semantic balance that we are still adjusting.

 

In one post-session debrief a player who wished he had realised the freedom that was implicitly offered them said that we should have opened the game by clearly indicating ‘you may do what you want’.  This is a big risk that I feel would lead to the ‘monopoly bank robber’ effect, where as a child I grew bored of monopoly God Mode in a computer game where your character can’t die and has unlimited ammunition, in effect destroying the game and although fun to begin with the lack of limitations quickly strips the game of any sense of challenge or achievement.  So providing an openness that sits comfortable within the parameters of the game’s world became a question of pacing and embedding a tutorial element into the first two or three turns of the game.  After an initial briefing Victoria who has the most direct contact with the players in running the game simply says “your time begins now”.  The team then have five minutes to muddle through a first turn occupying themselves with the overall arch goals of the game.  In the second turn regardless of the outcome of the first turn we begin to introduce secondary scenarios, as soon as these begin the world of Tigali begins to open up, and this makes the difference between a linear singular objective driven game and the more sprawling open world of The Agency, the fact that the events on the board don’t necessarily correspond to any of the predetermined behaviours is suggestion that all is not as it seems when it comes to choice making in the world of Tigali, rising to the various mini challenges that are presented requires the players to reconsider the relatively narrow palette of interaction initially presented to them and eventually move away from the board, using the phone to communicate with specific characters, use soldiers to to search door to door, convince the diplomat to negotiate with rebels and pirates, leak information to the local news ect…

 

The game still needs to present a large amount of information to players and present it very clearly and quickly, and this is the next stage of development. Our crucial statistic screen which runs the engine that dictates the state of the country presents the information in a very direct, I dream of projecting irt down onto the country itself creating an interactive map and allowing the players to reamin focussed on the world itself, rather than splitting their point of focus between loking down and inwards at the board and then changing to outwards and up for the stats.  This felt like the biggest disconnect in early games, but gradually as the regions in the stats have become richer the connection between these and the areas on the map has become more tangible.  One of my personal biggest problems with it at the moment is that regions slip into extinction and this does not necessarily have the immediate effect that I hoped it would.  Initially we ran a population statistic in the corner, where the number of souls in Tigali was monitored, however a number of population is a relatively empty exercise until it is contextualised, so next I intend to include a lost souls figure, monitoring growth and decline, and how many people have died during the Agency’s tenure in Tigali.  This is largely to force a conversation amongst the players as to their responsibility towards the fictional country.  When it comes to choice making within the game there’s often a ‘fuck them’ moment where they decide to sacrifice a dying region or call an airstrike to simply eradicate the pirates rather than negotiate, and often there is at least one voice that stands up in protest, one player was morally offended when another suggested they basically engage in human trafficking to appease some terrorists, and a player in the role of the general when offered the option of ‘village to village search and destroy‘ to find a lost president couldn’t bring himself to order the loss of life.  These interactions I think are symptomatic of the game’s biggest success which is world building.  The purposefully ‘airy’ rules allow the players a wide palette of interactions and through that a greater freedom to interact with the world of the game.

 

I am reading the great series of blog post by Adrian Hon over at MSSV about Civilisation and a further expansion of that over at Phillip Trippenbach’s. In Civilization one of the most interesting elements is how the game allows players to generate stories.  I believe there is a key difference between a game that tells a story and one that allows a story to be told, and Civilization is particular in allowing space for the player to write their own story onto the largely abstracted epic landscape below them.  And there is some of that I think in Tigali, the game itself aims to empower players to affect and participate in the world.

 

I have been thinking a lot about world building recently, partly as part of this, partly as part of some of the other continuing narratives and mythologies that we are building into our adventure games, and I will expand upon them at a later date, but there is a fascinating difference in world creation in a tactile immersive manner as oppose to the freedom and space allowed by a system such as Civ or to a lesser degree Tigali. As with all best things we have arrived here a bit by accident, if you trace back down on these posts you will see that the early intentions and starting piece for the game were very different, but the call of Tigali was too strong…

 

As a final appendage we are also re-contextualising the game’s play at the moment rolling it out into non theatrical and game settings, last night it played in an office to a bunch of recruitment consultants and the tone although not radically different shifted enough for it to be notable.  The game has changed so radically depending on its setting which I will also touch upon later.  But as for a first debrief of The Agency, thanks for playing.


--
ben eaton
www.beneaton.org.uk
www.invisiblelflock.co.uk
07813214235

Coming soon from us: The Agency special performances at gallery 2 Bradford University.  The Happy Project launching soon in a Leeds city center location as well as other games, installations and projects.

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Wednesday 18 August 2010

the map comes together

our first attempt at mapping Leeds on a large scale: 300 A4 sheets.

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Tuesday 29 June 2010

New characters and new groups of players

Now i realise that i've never really debriefed our ICA play of The Agency in a meaningful way, but things have been busy busy busy.

Be that as it may we're going back down to London on the 10th of July to play it again.

It went great last time, there was loads we liked and the overall core experience of the game works.

Six players played the game at the table  in a brilliant combination of team co-operation, and players choosing to sacrifice their personal goals for the greater good of the country, as well as Diplomat who spent most of the game making back room deals on the in-game phone and ended up pulling off a coup on the last day of the game.

great stuff!

The other thing was the interaction from the 'audience' players.
Originally they were conceived of as a separate team of their own who spent the time rolling die and generally making the background stuff happening.  This worked and was part of the whole "hiding the mechanics' part of the piece, but also didn't work as a straight experience for those players, so at the last minute we changed it all up a bit and instead invited people who didn't get to play the around the table could come  and watch the proceedings and were invited to intervene and come and help with some of the game resolution mechanics as well as help form the plot and scenarios in the game.
And people did.  there was some great interaction and audience members returning over the 90 minutes the game took to see where Tigali was at what they could input now.

We really enjoyed this, partly because it adds a whole element of unpredictability which we love into the game experience.  Everything is still determined on a set of statistics and dice rolls, there is no 'playing god' but the nature of the input and some of the consequences that external audience members come up with in return for the choices the characters are making are different from our own, and it also begins to transform the piece into this game engine over which we have increasingly less control as we gradually cede it all over to players and audience..

So for the next incarnation of The Agency we are going to open the idea up even more, audiences will now be able to watch and join in the game from anywhere in the world on the internet. We're building a webpage that will host a live feed of the game being played and a live twitter feed through which anyone will be able to interact with the live game on the ground.  i will post more details on this as we figure out the parameters of it all, but you can check back here or follow @the_agency_live which will be the feed's twitter id.  This will allow not just for a remote audience to play but for those players to be bel to keep up with the action as well as how their idea played out if it makes it to the board.

today we've begun to redraft, changed some of the game balance to bring out some elements more and crucially we have lost a character and replaced him with another.

The Architect is now gone and instead is replaced with an Emergency Response Team.

The ERT operatives can deliver fast and short term aid solutions to regions of Tigali which are under threat.  The presence of a ERT unit improves a region's general health, meaning that getting a unit in can help to stabilize or even save a region on the brink of disaster.  We have also built in a new Airdrop move for ERT units meaning they can be moved faster and more cheaply.  This increases the speed in which the team can deploy these units around the map, but also only provides a short term solution, and training new ERT units is very expensive, and as ever taking a flight anywhere in Tigali has a 1/6 chance of crashing due to freak weather conditions... We hope the new character is going to spice things up a bit more, the Architect who was in previously felt a bit 'more of the same', a character whose role was only really self serving and was a hangover from when we wanted the Architect to build townships for population control, this means that we have also removed a whole victory condition, which was a bit flabby anyway, and instead created a much more exciting character with t a bit of variety.

A lot of that will make very little sense if you have not played the game yet, but good news the Arts Council have kindly granted us a small pot of money to develop the piece so it will about over the next couple of months.  

The game is exciting and quite tense, and has got players interacting with each other in ways we never really expected, and we're going to be developing that further both for the physical experience and the online element, so please stay in touch. 

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Monday 14 June 2010

test play and what are we representing?

tonight we had our first playtest of the Agency with a bunch of kind people who have never played the game before.

and i'm glad to say it went well, there was plenty wrong with it, and we didn't finish a game rather played through two hours and got a sense of what we needed to tuck and nip and change up to make the whole thing the experience we wanted.

There's lots of boring nuts and bolts stuff, and a lot to do with levels of clarity and intuitive decision making that we need to improve on.  The biggest thing at the moment is the pace and the feedback to the players controlling the 'fates', the games of chance that determine the events in play and the result of the actions that the players chose to undertake on the map.  We're going to make some pretty drastic changes on that front, letting it be largely performance led although still determined as a result of random event generators and dice rolls.

Players tonight thought the vents were scripted, which is good, because they weren't but the random generators and dice rolls were creating a chain of events  that hung together cohesively as a narrative, and ended up empowering the players, who said that they felt that they had 'power'.  Which was what we were hoping for: a strong sense of action and consequence, but most importantly consequences and actions that matter in the context of the world.

I thought a lot about actions that mean something, we talk a lot about oil in our game, and there are downsides to having an economy reliant on oil, one being that the potential damage when oil spills happen is quite large.  This has obvious real world parallels.  It s late and i  won't dwell on this too long but i have long been obsessed with ideas of representation and iconography, and the language, especially the visual language, that we use to represent events and people.  A lot of this has to do with the stories we tell ourselves and each other about things and moments that have happened, big and small and how we use representation within these narratives.  This seems to be particularly relevant with the rise of all sorts of fundamentalisms the world over.  Particularly the rise of the conservative Christian Right in America, who are rewriting the narratives of evolution and most recently slavery.  By retelling the narrative of slavery and writing out some of its major players and most importantly emancipators is an aggressive use of representation to rewrite truth and in the process our history.

Stories and games are two very different things, many will say that the two are mutually exclusive.  Any of you who read these pages of mine will know that i am not one of those, i believe that narrative and story are compatible, and mutually inclusive on both a meta level and an active level of participation.  Those who don't see it are looking at narratives in the wrong way.

I found this on a blog i follow:

"So what have games given me? Experiences. Not surrogate experiences, but actual experiences, many of which are as important to me as any real memories. Once I wanted games to show me things I could not see in any other medium. Then I wanted games to tell me a story in a way that no other medium can. Then I wanted games to redeem something absent in myself. ... I learned that maybe all a game can do is point at the person who is playing it, and maybe this has to be enough."
-Tom Bissell, from his book
Extra Lives: Why Video Games Matter

 The game as a lens through which to see ourselves.  We talk about this a lot in performance and theatre, the performer presenting him/herself live on stage, in moments of disappearance that at a deep ontological level are fundamentally about the audience members themselves, all acts of performance are live moments in which the audience contemplate their own mortality.  I have got to this place in my practice ironically out of what i see as the  relative impotence of theatre in interaction and in creating meaning through this without positing the performer in a position of heightened idolatry as either sacrificial body or holy untouchable.  So whereas Tom Bissel is writing about video games, i would venture that in games that are collaborative practices of play the game points not just at the one person who is playing but al of them, and points back and forth because games and players are about what you do, they are fundamentally active forms, that point and repoint and repoint each time from a different perspective and position.

So what does this have to do with representation?  Well perhaps at the heart of all of these is how we represent ourselves.  So as we make a game about a humanitarian crisis (although with a darkly comic edge) are we in fact tasking the audience to consider themselves, how they react together and how they are co-represented in the context of the in-game events.

Players tonight all played with a different focus, all were immersed in the world of the game, but some were trying to push their own personal victory, others were so caught up in the greater good they forgot entirely about their individual goals and focussed instead on the island as a whole.  I'm not sure what it says about them all as individuals but it says something.

So we have created a world that works, and one in which the players want to spend some time, we now need to find who they are in it and most importantly who they can become in it over the space of 120 mins as groups and also as individuals.

look out for photos tomorrow 

and a live stream from the ICA

B.
x

     

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Tuesday 8 June 2010

Rules rule

its true, they pretty much do in games.  Rules also scare me a little bit, i like the freeform-ness of open play, the messiness of the meandering worlds we've created up until now, the idea of being firm abut what a player can and can't do, and having to stick to that is the most intimidating part of making a game, for me at least.  

These rules are wrapped so tightly in the theme and narrative of the world, so as to hopefully become obvious, and be absolutely intuitive actions that the players expect to undertake as their characters.  So in that sense they're becoming quite easy to get down onto paper, and also the more i tinker and build and finesse them more it becomes crucial for me to stop layering and layering mechanics and remember that crucial to this whole event is the experience itself.

When thinking about them it occurred to me that the addition of the group pot of money in the middle (a suitcase full of cash) has now become the prevalent mechanic of the game, in a world where everything costs money and there's lots to solve what are you going to chose to do, and who will convince the others that they need the money the most... sort of like that reality TV show the Bunker, only with a satirical third world theme and no real money.  But unexpectedly the game has become a game of economic bartering and fast paced negotiation, whereas it previously in my mind at least owed more to an old Avalon Hill board game.  I like this new flavor, mainly because it emerged organically out of conversations between Victoria and myself, and out of the lack of a successful resource mechanic in the game.  And after all money is everything, especially in the third world.  In this version the money is only being spent on the Agency's operations, but in a future iteration i would like a way for the money to flow through everything, and increase the possibility for inter agency corruption, but let's focus on a first rule set then dream up a second one.

look out for a first draft here

B.

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Saturday 5 June 2010

engine-ering live play

just short notes today, 

today has been mostly spent cowering from the sun building and tweaking the central game engine that i'm building in Isadora.  Game engines is a term usually used to describe the inner workings of a computer game's program, the central bit of code that churns through all the data and turns it into graphics and ingame physics ect..

well the Agency has no graphics and physics in that sense although there are plenty of graphs and statistics, but the engine that i'm building is intended to churn through all of the game data as it happens, keeping track of the world's statistics and most importantly the effects that these stats have on the game.

This has become both practical and process for me.  Stripping away all of the procedural stuff (dice rolling checking charts ect..) and replacing it instead with what we hope are a series of intuitive choices and actions means that all of that needs to be replaced with something, and the engine is going to be taking care of all of it for us, driving the narrative forward.  I'm using Isadora to build it, software that i don't normally use for this sort of task, that i normally use to build interactive video environments, however here it's churning through maths equations and spitting them out as graphs and numbers for the players to be able to immediately understand what is happening inside the map (on the ground) so the visual layout of the information is key as well as what information is made public and what remains hidden as 'cogs and wheels'.  That last part is the process part, by having to build the engine and the decide what data to pass through it, patching all the paths and routes together i am making creative decisions as to the feel and depth of the experience, as well as the precise level of feedback the players will receive for their actions. At what point does a box begin to glow red as its population level reaches a dangerous low? how fast do the graph columns rise or sink? how many decimal points do i use to give the players a feel of the depth of their choices but without overwhelming them?  All of these decisions are central to the design, because although they may not alter the mechanics of play they will have a huge bearing on the live experience and the player's ability to interact with each other and the data intuitively (remember the ipad advert: "you already know how to use it"). 

Well the engine will be presentable tomorrow so i will post photos of the interface and perhaps some examples of it working.  Eventually i may make the patch available if people want to dig around in it. below are some photos if you're into that sort of thing, the central patch is made up almost entirely of custom user-made-actors and other custom actors nested in others as there's a lot of data being handled in 16 separate instances and a lot of repeated maths and triggering.

more on the design and feel of the game as well as less techy stuff soon, promise

B.

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Friday 4 June 2010

game engine

quick shot of our game engine taking shape in Isadora to keep track of live stats ect...

B.


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