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A journal paper, published: "Collaborative performance and asynchronous action: World Without Oil's fragmented forum." http://bit.ly/fJQy6p
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Steve Greer
Note to self: fewer words in title of next journal paper.
@stevegreer
Steve Greer
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Jack Arnott’s recent speculation about the possible end of game endings opens with the recognition that “before the advent of ‘saving’, the completion of even a simple game could take huge amounts of patience, effort and time.” I’m not sure I’ve ever fully realised the consequences of that difficulty for how I treated game narrative then – and now.

Let me try to explain: I’m a member of a generation of gamers who grew up playing ridiculously hard games, completion of which was routinely outside the reach of most players. I don’t say that with pride in the presence of casual gaming – pause to spit on discarded Wii – but to remember that even when the dearly departed Crash1 was prepared to dedicate page after page to maps of my favourite platformers,2 death followed death followed death.

Jet Set Willy and Manic Miner may, technically, have been games about collecting champagne flutes after an epic bender so you would be allowed to go to bed, or struggling to collect keys before you suffocated in a mining accident.3 But they were also about falling to your death in an endless recursive loop until your lives were gone. Or brushing against a small, innocent-looking green bush on the first screen and discovering that it was apparently coated with insta-death poison. In those perilous circumstances, engagement with narrative becomes a luxury.4

It’s for these reasons that I might have developed particularly obsessive save habit, memorising quick-save and quick-load shortcuts before anything else. So now I try to preserve my fragile avatar, saving before and after cut scenes; before and after character load-outs and talent choices. Stealth games are particulary demanding: I think my first ride through Thief: the Dark Project5 produced over 300 distinct and largely pointless saves. But even then I’m still – from time to time – panicking and saving myself into a figurative corner, reloading to find myself forever miliseconds before an unavoidable explosive death. In other words, regardless of the game, I seem to be stuck playing Jet Set Willy.

  1. Many of Crash’s most memorable covers were painted by the talented Oliver Frey, who also has a fine side-line as a prolific creator of gay erotic art. Let Google be your guide. []
  2. Yes, platformers. Other genres of games may have greater reputations as eye-gougingly tricky, but my pre-teen years were spent repeatedly falling from small platforms due to ill-timed jumps. In games as well as in real life, hardy harr harr. []
  3. No-one worried that these were games that children would play. I like to imagine the Daily Mail’s response today. “Debauchery simulator!” []
  4. It was a war, man. A war! []
  5. For the record, I am not now nor have ever been “a taffer.” []
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Working with my performance writing students this morning, I set them the task of quickly inventing a game to be played before, during, after or as a piece of performance. I asked them to determine a playing space, one or more tasks to be completed and a relationship between the players.

Here are three of the ideas they shared five minutes later:

1. During a theatrical performance, the player must try to copy another member of the audience: posture, coughing, fidgeting etc. The player thinks that they are the only person playing, though the game has many participants.

2. Team game for a group in which three people are blindfolded. Played in a town centre, the group must find beg, borrow or steal the seven objects on a provided list, including the blindfolded members throughout. When you have all seven items, gather in the park to build a rocket.

3. Played front of house at a theatre. One person collects the group’s money and buys the corresponding number of tickets distributed randomnly around the auditorium, which he or she then hides around the foyer. If you find a ticket, you get to see the show, sitting somewhere you didn’t choose; if not, you get to watch the show from the foyer.

Now trying to find some time to playtest.

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An occasional kind of post in which I am enthusiastic about ideas I’m not working on right now:

  • the Having-A-Good-Day RPG: you found your keys! you’re early  to work! Chair gives +10 sitting.
  • you’re holding a glass of wine at a fancy reception: you’ll need the iPhone app that claps for you when you shake it.
  • Robot Wishes You Were Here: service that automatically creates postcards based on your social network feeds (photos, tweets) while you’re on holiday.
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