Posts Tagged ‘playtesting’
Green Lantern Boot Camp Game: Playtesting and Categorisation
Wednesday, August 31st, 2011

Green Lantern is one of the most creative superheroes – he can solve problems with any object he can think of. The process of playtesting a game where an angry swan (it’ll break your arm!) can meet a steel chair (classic WWE weapon) was a lot of fun and inspired this from Holly.
One of the things I like most about playtesting is the detritus that accumulates around it: the piles of index cards with SLEEPY PANDA or HAND GRENADE written on them, the pirate-coin hoards bought for a pound from party shops, the silly hats, the stickers, multi-coloured pens, the tiny model dinosaurs, the always-bewildering-in-retrospect score charts.
And one of the other things I like about playtesting is the mental equivalent of these piles of tiny objects – the little odd things that you didn’t expect to think about, but which turn out to be vital. With Green Lantern Boot Camp, it was categorisation.
When I started work on the game, a lot of the important design decisions had already been made – for example, the decision that players would have a limited array of “constructs” which they could summon, and that these constructs would be divided into five categories. What those categories are, though: who knew? But they had to contain everything a Green Lantern might want to send into battle, divided up into five different types of thing, five discrete chunks of the world.

Twenty Questions divides the world into three categories: animal, vegetable or mineral? The Australian Aboriginal language Dyirbal famously has four, according to Lakoff:
- Men, most non-human animals
- Women, fire, water, birds and monnotremes
- Edible fruit and vegetables
- Everything else
John Wilkin’s seventeenth-century invented language has forty categories, and Jorge Luis Borges uses these forty as a jumping-off point to imagine his own unlikely system, in which everything in the world boils down to fourteen categories including “belonging to the emperor”, “embalmed”, “piglets” and “from a distance look like flies”.
It’s a lot of fun, this divvying-up of concepts into types of meaning; De Bono uses it as the basis for a charming game in which players divide eight random nouns into two meaningful categories (you can give it a go in Kevan Davis’s implementation here). And part of the reason it’s so much fun is because of what it reveals about the world of the person doing the dividing.
So if I were divvying up the whole world into five categories for my own purposes, they might look like “sentient things” (real people, IM windows, blackbirds), “consumable input” (chocolate, books, the moon), “things that have to do with moving about” (the sea, dresses, staircases), “systems” (ideas, rulesets, recipes) and “things I don’t care about much”. That’s fine for my experience of the world; but it wouldn’t be very useful if I were a Green Lantern training to manifest giant green constructs and send them into battle.
The categories we ended up with for the Green Lantern Boot Camp were “animals”, “weapons”, “blunt objects”, “sharp objects” and “natural forces”. And what these suggest is, perhaps, that the Green Lantern’s world is rather a grim one. If I suddenly had the power to summon enormous green constructs of anything I liked, I expect I’d use the power for things like really delicious food, flying office chairs, enormous balloons, friendly dodos. But for the Green Lantern, it’s all about the type of damage that something can do in battle.
Arriving at the Hinterland
Wednesday, August 10th, 2011
This is a blog about the genesis of our poem you can play, Hinterland. For information on the project and how to play, please visit hinterland.hideandseek.net)
With just a week to go before the Hinterland opens up at Forest Fringe in Edinburgh, I wanted to look back briefly on the genesis of the project. The story begins at Hide&Seek’s very first event and my very first game, in 2007 at the BFI delegate’s centre, when it was called the London Poetry Game.
Some principles have run through all three versions of the game: 1. The game requires you to talk to strangers via a specially-created telephone hotline 2. Your reward for taking part is a poem. 3. The game is about cities and the languages spoken within them and 4. The game is not really that much of a game at all.
Looking back, it’s clear that my own insight into this particular form has developed over the four years I’ve been working with it. The way I work with technology (and the people who work with technology), the assumptions I make about people’s willingness to take action as part of the games I design, and my understanding of how (or if) a game can have a political perspective, have all progressed some distance in that time.
Back in 2007, it ran like this: I took some verses of September 1, 1939 by W.H.Auden and translated each line into a different language, and printed the new poem out with the rules on the back. Players had to go out and find bilingual speakers of those languages, and get them to phone in both a reading and an English translation of the line. Those lines were then compiled into a presentation of the poem at the end of the festival, which consisted of three parts: 1. a reading of the poem in the many languages; 2. a reading of the poem in the multiple translations and 3; a reading of the original poem, by me.
Except it didn’t work out that way, of course. Not really knowing what playtesting was, I encountered all my problems in the field. Players weren’t so interested in the task, describing it as ‘a bit stressful’ and ‘difficult to do’, and so we didn’t get anywhere near a complete poem. Also, I was (while running the festival at the same time) my own audio edit guy. We set up a phoneline with that automatically generated .wav files, which I then cut together using an open-source sound editor.
The performance at the end, therefore, consisted of me playing the short audio file I had managed to put together, and then manfully reading a rather long poem to a patient but disengaged audience.
The way I understood the problems with the game were primarily practical and functional – deriving from my assumption that if I could fix the way we communicated the game to players, and fix the way we created the audio file, then the project would work fine. I documented those problems in more detail in a post last year.
In 2010, we were able to fix all those things. We worked with technologist Chris Thorpe to create a dedicated website for the game, poet Ross Sutherland to create a more accessible poem for translation, and producer Sarah Ellis to create robust translations and a community engagement programme. Nick Ryan devised a sound editing process and created an audio realisation of the poem. We were embedded within the 2010 Weekender with a much greater pool of players to draw on. And Ross created a video document of the project which summed it up wonderfully.
Symphony (The London Poetry Game) from Ross Sutherland on Vimeo.
And yet… This smoother, more efficient, more effective execution of the game now yielded a different set of problems. Players still participated in the game more out of enthusiasm for the concept than out of any real sense of fun. And our attentions were turned more closely to the second set of participants in the game – the people who the players seek out in search of translations. What was in it for them?
I have always hoped that the London Poetry Game would ‘say something’ about our multicultural urban lives. That a game which brings speakers of different languages into proximity with one another was by definition a good thing, that it ‘created dialogue’ and ‘opened our ears to the different languages spoken in a single street’ (those two culled from various application texts for the project over the years). But maybe the noble aims were muddied by the framework in which the game operated. An English-speaking creative team, making a game and a poem in English, which gets English -speaking players to act on its behalf, by requiring (forcing) bilingual (‘native’) speakers of other languages to perform limited actions. Maybe there was something a bit colonial about all that…
(I think it’s worth noting how it was only possible to address these higher concerns once the basic problems with execution were fixed. I’d like to revisit this in a future post – maybe collaborative projects have a hierarchy of needs?)
In answering that challenge, I have been fortunate enough to continue the collaboration with Ross and Sarah, and draw the essential understanding and input of Tom Armitage, newly-minted game designer and technologist at Hide&Seek. Through a longer period of development, we’ve had a chance to reflect on the affordances of the hybrid form we have created, to work through (with a residency at BAC) the dramaturgy of the player-stranger dialogues that the game generates, and to examine how a poem could be generated from the actions of players in a more discursive and gamelike way. We’ve thought a lot about how a game for two players where one player speaks more languages than the other creates a very interesting power dynamic. We’ve prototyped, playtested and discussed, and in doing so come up with something that has travelled a very long way from its last iteration.
I don’t want to spoil the game for potential players by telling you what’s in the Hinterland. But I think it’s definitely true to say that there’s more game, more poem and more dialogue in there than there was before. I hope you’ll join us if you’re able…
A Guide to Playtesting from H.G. Wells
Wednesday, January 26th, 2011
In 1913, H.G. Wells wrote a book called Little Wars. It’s a set of rules for a toy-soldier game, and it sounds like it’s probably pretty good fun; but the main appeal of the book lies in two areas:
1. There are lots of pictures of moustache-wearing Edwardian men looking puzzled by little paper houses.
2. And Chapter 2, “The Beginnings of Modern Little Warfare”, is an incredibly detailed 4000-word essay on how the game was designed: the rules Wells started off with, what worked, what didn’t, how it changed, basically the entirety of his design process. Anyone who’s designed a game may find some of it eerily familiar.
There’s the inspiration, with a throwaway observation:
The beginning of the game of Little War, as we know it, became possible with the invention of the spring breechloader gun. This priceless gift to boyhood appeared somewhen towards the end of the last century, a gun capable of hitting a toy soldier nine times out of ten at a distance of nine yards.
Technological impetus to innovation, there. Then some casual declarations about how there’s “definitely a game in that”, and a vague attempt at trying it out with whatever they had to hand:
The seed lay for a time gathering strength, and then began to germinate with another friend, Mr W. To Mr W. was broached the idea: “I believe that if one set up a few obstacles on the floor, volumes of the British Encyclopedia and so forth, to make a Country, and moved these soldiers and guns about, one could have rather a good game, a kind of kriegspiel.”…
Deciding to cut down on the random factor:
We arranged to move in alternate moves: first one moved all his force and then the other; an infantry-man could move one foot at each move, a cavalry-man two, a gun two, and it might fire six shots; and if a man was moved up to touch another man, then we tossed up and decided which man was dead. So we made a game, which was not a good game, but which was very amusing once or twice.
Occasionally men came into contact, with remarkable results. Rash is the man who trusts his life to the spin of a coin. One impossible paladin slew in succession nine men and turned defeat to victory, to the extreme exasperation of the strategist who had led those victims to their doom. This inordinate factor of chance eliminated play; the individual freedom of guns turned battles into scandals of crouching concealment; there was too much cover afforded by the books and vast intervals of waiting while the players took aim. And yet there was something about it…. It was a game crying aloud for improvement.
Practical questions to answer and problems to solve:
Houses and sheds must be made of solid lumps of bricks, and not hollow so that soldiers can be put inside them, because otherwise muddled situations arise. And it was clearly necessary to provide for the replacement of disturbed objects by chalking out the outlines of boards and houses upon the floor or boards upon which they stood.
And while we thus perfected the Country, we were also eliminating all sorts of tediums, disputable possibilities, and deadlocks from the game. We decided that every man should be as brave and skilful as every other man, and that when two men of opposite sides came into contact they would inevitably kill each other. This restored strategy to its predominance over chance.
Clever ideas with unexpected outcomes:
We then began to humanise that wild and fearful fowl, the gun. We decided that a gun could not be fired if there were not six—afterwards we reduced the number to four—men within six inches of it. And we ruled that a gun could not both fire and move in the same general move: it could either be fired or moved (or left alone).
Making the players’ tasks more interestingly difficult:
Our next step was to abolish the tedium due to the elaborate aiming of the guns, by fixing a time limit for every move. We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men. This led to small bodies of men lagging and “getting left,” to careless exposures, to rapid, less accurate shooting, and just that eventfulness one would expect in the hurry and passion of real fighting.
Airy statements about how it would definitely be easy to find a technical solution:
But I think it would not be difficult to procure a cheap clock [...] that would have minutes instead of hours and seconds instead of minutes, and that would ping at the end of every minute and discharge an alarm note at the end of the move. That would abolish the rather boring strain of time-keeping.
Making sure it’s fair:
At first we played the game from the outset, with each player’s force within sight of his antagonist; then we found it possible to hang a double curtain of casement cloth from a string stretched across the middle of the field, and we drew this back only after both sides had set out their men. Without these curtains we found the first player was at a heavy disadvantage, because he displayed all his dispositions before his opponent set down his men.
And of course, tweaks to stop people exploiting holes in the ruleset:
All sorts of odd little difficulties arose too, connected with the use of the guns as a shelter from fire, and very exact rules had to be made to avoid tilting the nose and raising the breech of a gun in order to use it as cover….
They’re a devious lot, toy soldiers.
London Poetry Game – the first time
Monday, June 21st, 2010
In 2007, at the very first Hide&Seek Weekender, I designed and ran something called the London Poetry Game. It was my first go at designing something on a grand scale… Basically, I wanted players to go out into London and find translators of a poem. A poem where each line had been translated into a different language… Translations were phoned in to a hotline, and then cut together to make the poem.
Unsurprisingly, the game had several flaws which were revealed in playtesting. And when I say playtesting, I mean the public running of the game – I didn’t know what playtesting was at the time… I’m running the London Poetry Game again this year, so I thought I’d share a little summary of all the things that went wrong. I hope to correct at least some of them this time around.
- We didn’t distribute the flyer or publish the pdf online, so access to the game was limited to a very small group of players at the BFI. I dropped some flyers off at the Poetry Café in Covent Garden. They were bemused.
- The time available to the very small number of players was too brief to let them play as part of their daily lives, but too extended to capture their attention and interest.
- The challenge to players – figure out what language each line has been translated into, find a stranger who speaks that language, and get them to call a number to leave a translation – is really pretty hard. And there wasn’t a great deal of reward for players.
- The poem selected – W.H.Auden’s September 1, 1939, proved problematic for several reasons. It was full of archaic language that was hard to translate – and the lines themselves made little sense in isolation.
- I did the translations myself, using a mix of Google Translate, international friends, and loitering around the public library in Finsbury Park, asking strangers if they spoke any foreign languages and if so would they mind translating a line of a poem for me, in the name of interactive art. I had no means of checking the translations.
- Producing the translated poem required the graphic designer to install multiple foreign language sets, which introduced some errors into the translations, making them illegible even to foreign language speakers.
- The last two points meant that many players hit a confusing translation, which left them with a bewildered stranger telling them that the line that they were trying to translate made no sense. Most people quite rightly stopped playing at that point. I basically bullied my friends into completing one verse of translations..
- I was responsible for taking the MP3s and editing them together, which, I did, kind of, whilst also, you know, running the whole festival and getting drunk a lot. To think it was only three years ago… Anyway, that was terrifically inefficient.
- The final performance was very pretentious, as I insisted on reading out the whole of the poem, even though the players had only made a translation of one verse. Not as pretentious as going on to make a speech about how Pervasive Games were The New Punk Rock, but hey.
Despite all of these things, I think that the bit of poem that we did manage was rather beautiful, as you can hear for yourself.



