[arg_discuss] Social Interaction in ARGs
Steffen P. Walz
walz at arch.ethz.ch
Mon Jun 23 06:51:15 EDT 2008
hi christy & all,
not sure if this is helpful for the social interaction discussion:
for my ongiong phd thesis about the architecture of pervasive games
(not yet completed, and tentatively titled "the ludic machine"),
amongst other stuff, i put together an interlinked inventory of
smallish essays / statements that discuss particular spatial
archetypes which have some 'archaeological' value for pervasive game
design - i call these entries "play-grounds".
one of these essays is concerned with the space of the "theatre" and
the relation of the theatrical space to role-playing. for said essay,
i have created a little matrix with two continua setting into
relation space and performance mode, and plotted some examples into
the grid:
1) 4th wall - Broken 4th Wall - i.e. from clear actor/spectator
separation to actor-player identicalness;
2) Proscenium Theatre - Undefined space - i.e. from a strict
demarcation of actor area and player area to an undefined performance
space.
find a preliminary version of the text including the matrix here:
http://wiki.caad.arch.ethz.ch/Organisation/LudicMachine
hope this inspires the discussion - this may not be exactly on social
interaction as discussed in the past postings, but may help to
understand how historically, there have been attempts to involve an
audience into a pre-programmed play. or so,-).
spw
Am 23.06.2008 um 04:50 schrieb Christy Dena:
> Cool. ARGs really are about performance in so many ways.
>
> But that still isn't the aspect of roleplay I was talking about. I'm
> after a definition that indicates how much the 'performance' of the
> player differs from their everyday self. There must be a continuum or
> something that shows the difference between a player performing an Orc
> or Shakespeare on the one end and being themselves but doing something
> they have never done before on the other (and all that is in between).
> [I don't have any of my books with me and am on short periods of
> dial-up and so can't research this myself right now.] Hmm, perhaps I
> shouldn't of put the draft up just yet after all. :\
>
> Anyway, I think ARG players are usually called on to do more on the
> 'other' end of the spectrum. But, I may be entirely wrong and so would
> love to know more. Jan sent me a great example of roleplaying in her
> ARG. I'd love to see others.
>
> John Evans has actually moved all of the content into the ARGology
> wiki. So, please, feel free to hack and add at will!:
>
> http://www.argology.org/wiki/index.php?title=Social_Interaction
>
> A start may be to add a quote from Jane's essay in the roleplay
> section!
>
> OK, over and out. :)
>
> On 6/22/08, Hugh Davies <marcus.helm at gmail.com> wrote:
>> Hi all
>>
>> Im just catching up on this discussion and just wanted to weigh in
>> on the
>> idea of "playing/performing a role"
>>
>> I recon that this might be an example of Jane Mcgonigals notion of
>> Performance of Belief within the field of Pervasive Games. This is
>> similar
>> to the suspension of disbelief associated with cinema audiences
>> but more
>> active; while suspension of disbelief implies a tacit agreement of an
>> audience to defer their judgment and accept fiction as truth in
>> exchange for
>> entertainment, performance of belief requires players to also
>> become actors
>> not just spectators, performing within the reality of the game, thus
>> creating greater immersion both for themselves and for others.
>>
>>
>> Jane discusses the notion of performance of belief and give a
>> brief history
>> of the credulous spectator here:
>>
>>
>>
>> http://www.avantgame.com/MCGONIGAL%20A%20Real%20Little%20Game%
>> 20DiGRA%202003.pdf
>>
>> Im also interested in Brians comment:
>>
>>> From an experience design perspective, the ARG as developed is
>>> like a piece
>> of clothing lying on a table: it is only truly "as designed" once
>> it is
>> being worn.
>>
>> I think that there is a unique open sourceness to ARG's in that
>> players
>> activly shape the game into the experience that that want to have,
>> create
>> their own intruege and level of involvement. Im reminded of the
>> horror
>> cinema technique of showing as little of the evil as possible to
>> allow it to
>> individualise itself in the minds of each viewer.
>>
>> hugh
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__
Steffen P. Walz
ETH Zurich
Game Design Research Department of Architecture
Phone +41 44 658 16 36 CAAD Group, HIL E 15.1
E-Mail walz at arch.ethz.ch CH-8093 Zurich, Switzerland
http://spw.playbe.com (my playce)
http://wiki.caad.arch.ethz.ch/Organisation/SteffenPWalz (academic)
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