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	<title>jeff watson &#187; Interviews</title>
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		<title>Serendipity, ubicomp, and “over-coded smart cities”: an interview with Mark Shepard, creator of Serendipitor</title>
		<link>http://remotedevice.net/blog/serendipity-ubicomp-and-%e2%80%9cover-coded-smart-cities%e2%80%9d-an-interview-with-mark-shepard-creator-of-serendipitor/</link>
		<comments>http://remotedevice.net/blog/serendipity-ubicomp-and-%e2%80%9cover-coded-smart-cities%e2%80%9d-an-interview-with-mark-shepard-creator-of-serendipitor/#comments</comments>
		<pubDate>Tue, 21 Jun 2011 18:47:40 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[mark shepard]]></category>
		<category><![CDATA[navigation]]></category>
		<category><![CDATA[sentient city survival kit]]></category>
		<category><![CDATA[serendipitor]]></category>
		<category><![CDATA[serendipity]]></category>
		<category><![CDATA[ubiquitous computing]]></category>
		<category><![CDATA[urban space]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6027</guid>
		<description><![CDATA[Mark Shepard is an artist, architect and researcher whose post-disciplinary practice addresses new social</a>...]]></description>
			<content:encoded><![CDATA[<p>Mark Shepard is an artist, architect and researcher whose post-disciplinary practice addresses new social spaces and signifying structures of contemporary network cultures. His current research investigates the implications of mobile and pervasive media, communication and information technologies for architecture and urbanism.</p>
<p>His current project, the <a href="http://survival.sentientcity.net">Sentient City Survival Kit</a>, [which includes the iPhone app, Serendipitor] has been exhibited at the Center for Architecture, New York; the International Architecture Biennial Rotterdam, the Netherlands, LABoral Center for Art and Industrial Creation, Gijon, Spain; ISEA 2010 RUHR, Dortmund Germany, and the Albright-Knox Art Gallery, Buffalo, New York.</p>
<p><strong>What was your trajectory into this kind of art practice?</strong></p>
<blockquote><p>I come from a background in Architecture and Media Art, and have been experimenting with alternate trajectories for what has come to be called urban computing for about ten years now. I have always been fascinated with cities and technology, and my practice has emerged out of a curiosity regarding how forms of mobile and embedded, networked and distributed computing can shape our experience of the city and the choices we make there.</p></blockquote>
<p><strong>Most location- and context-sensitive apps are about making things faster and more efficient. <a href="http://www.serendipitor.net/">Serendipitor</a> slows things down and disrupts the flow. Why do you think this is an important thing to do?</strong></p>
<blockquote><p>Computer science and engineering are practices that hold optimization and efficiency as important design challenges. And that&#8217;s all well and good when we&#8217;re talking about relatively instrumental applications of these technologies in urban environments. But artists frame questions in ways scientists and engineers do not, and when considering the implications of these technologies for urban life, one has to wonder what other criteria could be relevant. Who really wants a faster, seamless, more optimal and efficient life?</p></blockquote>
<p><strong>Projects like this are inherently multiple &#8212; even paradoxical. As you write on your <a href="http://www.andinc.org/">website</a> (quoting Deleuze), &#8220;AND is neither one thing nor the other, it&#8217;s always in-between, between two things.&#8221; Why does this kind of instability inspire you?</strong></p>
<blockquote><p>Well, as Deleuze says a little further on in that quote &#8220;it&#8217;s along this line of flight that things come to pass, becomings evolve, revolutions take shape.&#8221; Much of my work looks for ways out of static dichotomies that serve to maintain the status quo. Destabilizing tactics often reveal the more subtle and nuanced forces at play in a given situation, and help open up lines of thinking that can help us move beyond established belief systems.</p></blockquote>

http://vimeo.com/14205766

<p><strong>How have people been using the app? What kind of feedback have you received &#8212; and what kind of data have you gathered?</strong></p>
<blockquote><p>The feedback has been surprisingly positive. People seem to really enjoy the app, and have been using it around the world. Many have suggestions of their own, ideas for new instructions, ways to share their routes, etc. Much of this is anecdotal in nature, however, and I do think that the plural of anecdote is not data.</p></blockquote>
<p><iframe src="http://player.vimeo.com/video/14205709" width="555" height="312" frameborder="0"></iframe></p>
<p><strong>What were you looking for when you set out to design Serendipitor? And what did you end up finding?</strong></p>
<blockquote><p>Serendipitor is one component of a larger project called the Sentient City Survival Kit (<a href="http://survival.sentientcity.net">http://survival.sentientcity.net</a>), a project that explores the implications for privacy, autonomy, trust and serendipity in this highly optimized, efficient and over-coded &#8220;smart&#8221; city heralded by ubiquitous computing evangelists for some time now. With Serendipitor, what started as an ironic proposition &#8211; that in the near-future, finding our way from point A to point B will not be a problem, but maintaining consciousness along the way might be more difficult, and that we would need to download an application for &#8220;serendipity&#8221; from the App Store &#8211; turned out to be quite popular when implemented as an app. I didn&#8217;t expect to find that the irony could be so easily lost in the process!</p></blockquote>
<p><strong>What&#8217;s next &#8212; for you, and for smartphone-enabled humanity?</strong></p>
<blockquote><p>Smartphone-enabled non-humanity, of course. ;-) </p></blockquote>
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		<title>Serendipity with an edge: A chat with Benrik about Situationist App</title>
		<link>http://remotedevice.net/blog/serendipity-with-an-edge-a-chat-with-benrik-about-situationist-app/</link>
		<comments>http://remotedevice.net/blog/serendipity-with-an-edge-a-chat-with-benrik-about-situationist-app/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 17:17:12 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[ben carey]]></category>
		<category><![CDATA[benrik]]></category>
		<category><![CDATA[constant nieuwenhuys]]></category>
		<category><![CDATA[henrik dalehag]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[serendipity]]></category>
		<category><![CDATA[situationism]]></category>
		<category><![CDATA[urban space]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=5925</guid>
		<description><![CDATA[Situationist is an iPhone app that injects surprise and serendipity into everyday life. The app uses geolocation</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/06/Screen-Shot-2012-01-05-at-1.52.04-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/06/Screen-Shot-2012-01-05-at-1.52.04-AM.png" alt="" title="Screen Shot 2012-01-05 at 1.52.04 AM" width="194" height="205" class="alignright size-full wp-image-7531" /></a><a href="http://www.situationistapp.com/">Situationist</a> is an iPhone app that injects surprise and serendipity into everyday life. The app uses geolocation and push notifications to alert members to each other&#8217;s proximity, then challenges them to interact in random &#8220;situations&#8221;. As the artists state on the app&#8217;s website, &#8220;Situationist is not for the timorous . . . in fact it is a protest against the demonisation of strangers encouraged by the media. Fear not!&#8221; <a href="http://www.benrik.co.uk/">Benrik</a>, the creative partnership of Ben Carey and Henrik Delehag who created the app, spoke with me about their project via email:</p>
<p><strong>Situationist App really messes with my day sometimes. It makes me uncomfortable and interrupts important meetings. It fragments moments that would otherwise have been continuous. Is it all about breaking things, or does it put something together, too?</strong></p>
<blockquote><p>We&#8217;re quite comfortable with creating uncomfortable moments. Part of the idea behind what we do is to create counter-routines, to highlight and question the structure of your everyday life by imposing an alternative that clashes with it &#8211; our &#8220;<a href="http://www.amazon.co.uk/This-Book-Will-Change-Your/dp/075222669X/thiswebsite-21">Diary Will Change Your Life</a>&#8221; book series is based on the same principle. It&#8217;s serendipity with an edge. Of course you could always just ignore the app&#8217;s notifications&#8230;</p></blockquote>
<p><strong>One thing I really appreciate about this App is that it&#8217;s somehow about an urbanism that&#8217;s not rooted in any particular city &#8212; or even in any particular <em>kind</em> of city. It works great here in LA, at least when it comes to gathering-places like bars and restaurants and workplaces. I imagine it works quite differently in London, what with people actually walking around everywhere. Is there anywhere it wouldn&#8217;t work? Or, put differently, what would a city look like that didn&#8217;t need an intervention like this?</strong></p>
<blockquote><p>That&#8217;s an interesting point. It does presuppose a certain kind of city, and in fact it sets out to foster it &#8211; a city where people walk around at some leisure and spend time in open communal spaces where they can see and find each other, like cafes. It also requires a certain kind of urban being and community, a city-dweller who trusts his or her fellow citizens enough to interact with them at random. We think subconsciously the model must have been Paris. Unsurprisingly, the app has done very well there, and we get lots of emails clamouring for a French version.</p></blockquote>
<p><strong>Do you get any kind of analytics on the back-end about where and how people are using the app? Do have a &#8220;master map&#8221; of unfolding situations to ponder?</strong></p>
<blockquote><p>The app was created on a shoestring, so we don&#8217;t have google-like levels of back-end data, although it would be very useful. We do know the most popular tasks / interactions &#8211; the most popular is &#8221; Wave at me like a long-lost friend&#8221;. The least popular is &#8220;Help me rouse everyone around us into revolutionary fervour and storm the nearest TV station&#8221;, which is a shame as it&#8217;s our favourite. We also discovered something interesting when examining successful situations &#8211; when you pair up the photos of the strangers who&#8217;ve interacted, a disproportionate number look very similar. At first we thought our designer must have somehow mismatched the data. But what this must reveal is that people are much more prepared to interact with a complete stranger if they look like them. It probably makes sense in evolutionary terms, but it&#8217;s still uncanny to discover this through the app.</p></blockquote>
<p><strong><a href="http://remotedevice.net/blog/another-city-for-another-life-the-unforeseen-games-of-the-city-of-the-future/">Constant wrote</a>, &#8220;We are in the process of inventing new techniques; we are examining the possibilities existing cities offer; we are making models and plans for future cities. We are conscious of the need to avail ourselves of all new inventions, and we know that the future constructions we envisage will need to be extremely supple in order to respond to a dynamic conception of life, which means creating our own surroundings in direct relation to incessantly changing ways of behavior.&#8221; Is this what you&#8217;re up to, then?</strong></p>
<blockquote><p>Yep. The original situationists pontificated at great length about situations, but didn&#8217;t actually come up with many &#8211; the derive, detournement, and not much else frankly. We see ourselves as continuing their work &#8211; although in very different historical and political circumstances obviously. Debord also foresaw new technologies would lead to new situationist techniques. This app is one of the first to explore geolocation technology as a means of remodelling urban relationships. Most geolocation apps seem to focus on providing coupons for cheaper coffee, which makes us despair ever so slightly.</p></blockquote>
<p><strong>You&#8217;ve got to have a touchstone quote or two. Hit me.</strong></p>
<blockquote><p>Hmmm. We do have a slogan for Benrik: &#8220;Your values are our toilet paper&#8221;. Or in French: &#8220;Vos valeurs sont notre pecu&#8221;.</p></blockquote>
<p><strong>What&#8217;s the next step? Is there a Commune App in the works? Will you be expanding or updating Situationist App in any way?</strong></p>
<blockquote><p>Not sure what our next app will be yet. The market for proto-Marxist apps is no doubt huge and very lucrative. We&#8217;ll update Situationist at some point, but the idea was always to keep it extremely clean and minimal. We&#8217;ll probably add tasks suggested by our users.</p></blockquote>
<p><strong>Thanks again&#8230;much appreciated.</strong></p>
<p>More info: <a href="http://www.situationistapp.com/">http://www.situationistapp.com/</a></p>
<p>Situationist App developed by: <a href="http://www.turnedondigital.com/">Turned On Digital</a></p>
]]></content:encoded>
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		<title>Jeff Hull on The Games of Nonchalance: a guerrilla street war against banality and routine</title>
		<link>http://remotedevice.net/blog/jeff-hull-on-the-games-of-nonchalance-a-guerrilla-street-war-against-banality-and-routine/</link>
		<comments>http://remotedevice.net/blog/jeff-hull-on-the-games-of-nonchalance-a-guerrilla-street-war-against-banality-and-routine/#comments</comments>
		<pubDate>Tue, 04 Jan 2011 04:46:31 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[bay area]]></category>
		<category><![CDATA[jeff hull]]></category>
		<category><![CDATA[jejune institute]]></category>
		<category><![CDATA[nonchalance]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[public space]]></category>
		<category><![CDATA[san francisco]]></category>
		<category><![CDATA[situationism]]></category>
		<category><![CDATA[street art]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=4697</guid>
		<description><![CDATA[In the Games of Nonchalance, participants experience a vast transmedia interactive narrative woven into the fabric of the Bay Area, following threads of story and mystery through city streets and a wide array of on- and offline media artifacts. I caught up with Jeff Hull shortly after his appearance at IndieCade.]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/01/nonchalance1.jpg" rel="fancygroup"><img src="http://remotedevice.net/wp-content/uploads/2011/01/nonchalance1.jpg" alt="" title="nonchalance1" width="600" height="337" class="aligncenter size-full wp-image-4698" /></a></p>
<p>Jeff Hull is the founder and creative director of <a href="http://www.nonchalance.com/">Nonchalance</a>, a hybrid arts consultancy based in San Francisco. At this year’s IndieCade, Nonchalance <a href="http://www.indiecade.com/index.php/2010/awardresults_post2010/">won the World/Story Award</a> for their “epic, immersive, poly-media, real-world adventure,” the Games of Nonchalance.</p>
<p>In the Games of Nonchalance, participants experience a vast transmedia interactive narrative woven into the fabric of the Bay Area, following threads of story and mystery through city streets and a wide array of on- and offline media artifacts. I caught up with Jeff Hull shortly after his appearance at IndieCade.</p>
<p><strong>Hi Jeff, glad to finally get around to this again (click here to read Jeff Hull’s previous interview with Jeff Watson). What&#8217;s been happening with Nonchalance over the past few months?</strong></p>
<blockquote><p>Basically hustling, trying to develop the business so we can continue to do radically creative work.  A lot of elbow rubbing and hob-knobbery, presentations and pitches and such.  There&#8217;s more exciting things, too, like doing a <a href="http://www.youtube.com/watch?v=UsyybmZFmXg">TEDx talk</a>, and winning our first Indiecade Award!  We&#8217;re quite proud of that.</p></blockquote>
<p><strong>For those who weren’t there, could you quickly describe what you did at IndieCade?</strong></p>
<blockquote><p>Without building the &#8220;Jejune Institute South&#8221;, we were trying to produce a street level installation to give visitors a sense of the real world nature of our game.  There were a lot of art and artifacts from the game, with some gritty multi-media to back it up.</p></blockquote>
<p><iframe src="http://player.vimeo.com/video/11705554" width="521" height="293" frameborder="0"></iframe></p>
<p><strong>I thought of you recently as I was giving a talk on remix culture. We ended up discussing the Situationist concept of detournement, and it occurred to me that this is a good baseline description of the kind of work Nonchalance does. Is that what you&#8217;ve been doing all these years, detourning the Bay Area (and sundry other places)?</strong></p>
<blockquote><p>I never thought of it in that way, but the answer is yes, absolutely.  I&#8217;ve always been a cut &#038; paste, drag &#038; drop kind of artist, and shamelessly so.   I have no qualms about it because I know that what I&#8217;ve produced from these other sources is completely original.</p></blockquote>
<p><strong>One of the things I like the most about Situationist art is how it&#8217;s geared toward inspiring the viewer/participant to discover the untapped possibilities of the world around them &#8212; &#8220;to expose the appalling contrast between the potential constructions of life and the present poverty of life.&#8221; What are the potentials you&#8217;re exposing, and what kinds of poverty &#8212; intellectual, emotional, or even economic &#8212; do your projects work against?</strong></p>
<blockquote><p>&#8220;Potential constructions of life&#8221; is a great description for what we&#8217;ve attempted.  We&#8217;re presenting this parallel universe in which we&#8217;re actively at war with banality and routine.  It&#8217;s a guerrilla street war, too, not some hypothetical plane. The potential is for collective behavior that promotes warmth and trust, communicating something very meaningful through mass media, and generally allowing for variation, color and fun in the civic realm.  The poverty exposed is that of spontaneity and creativity in every day life.  We don&#8217;t always recognize how confined or restricted or repressed we are, and I&#8217;m speaking generally about &#8220;us&#8221; as a group or society, rather than us as individuals.  Re-imagining and then reconstructing how we operate and function as a culture is our greatest aspiration.  We can only do it in these microscopic slivers, though.  The slivers exist in tandem with the rest of the world, often overshadowed by it, but they do exist, awaiting discovery by the curious dilettante.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2011/01/nonchalance2.jpg" rel="fancygroup"><img src="http://remotedevice.net/wp-content/uploads/2011/01/nonchalance2.jpg" alt="" title="nonchalance" width="623" height="419" class="aligncenter size-full wp-image-4699" /></a></p>
<p><strong>Interestingly, the Situationists actually thought through the idea of pervasive or ambient urban/social detournement, which they (somewhat awkwardly) called &#8220;ultra-detournement.&#8221; In the same passage, they write, &#8220;the need for a secret language, for passwords, is inseparable from a tendency toward play.&#8221; Is this a need that you have? What needs do you see Nonchalance as being capable of fulfilling?</strong></p>
<blockquote><p>You always blow my mind with these questions, causing me to deeply reconsider everything I&#8217;m doing.  The reference kind of evokes &#8220;The Crying of Lot 49&#8243; in which secret symbols are leading toward an entire social strata hidden right under our noses. I love the concept because it suggests a kind of sleeping giant in our midst.  I suppose Nonchalance is gesturing toward that giant, prodding at it&#8217;s awakening.</p></blockquote>
<p><strong>A wise man once said that &#8220;[an] emancipated community is a community of narrators and translators.&#8221; This kind of &#8220;emancipation&#8221; seems to be a core component of some of your recent projects, most notably Scoop!, which invited players to become reporters for an actual (temporary) FM radio station. Are even your more narrative-heavy projects like The Jejune Institute really just sly ways to get people to narrate and translate their own community?</strong></p>
<blockquote><p>Yes and no. We certainly enjoy superimposing our own narratives over other more dominant stories, especially on the local scale.  It&#8217;s very liberating.  And within that framework we&#8217;ve strongly encouraged user generated content, and experimented with &#8220;open source&#8221; media programming, such as Scoop and the 01 project.</p>
<p>On the other hand, that user generated content is highly facilitated and curated by us (because we consider ourselves the ultimate arbiters of style and taste in our productions).  We give people a creative template to work within.  There are a few folks who have run with it, though, and gone completely off the map.  I&#8217;m calling out Garland Glessner, Carolee Wheeler, and Michael Wertz, founders of the Elsewhere Philatelic Society.  It borrows themes from Nonchalance, but it is it&#8217;s own unique and beautiful world.  That&#8217;s a great example of people narrating their own communities.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2011/01/nonchalance3.jpg" rel="fancygroup"><img src="http://remotedevice.net/wp-content/uploads/2011/01/nonchalance3.jpg" alt="" title="nonchalance3" width="623" height="346" class="aligncenter size-full wp-image-4700" /></a></p>
<p><strong>Is this sort of what you mean by &#8220;Situational Design&#8221;?</strong></p>
<blockquote><p>Not exactly. To be honest, what I mean is &#8220;Lifestyle Curation&#8221;.  That is; allow us to creatively direct an afternoon of your life.  To offer a real world glimpse of the &#8220;what if&#8221;, and invite you to experience the world around you in a slightly different, although heavily contrived, way.  I&#8217;m reclaiming the word &#8220;pretension&#8221; by the way.  It is a positive force in my universe.</p></blockquote>
<p><strong>Do you feel that social media and screen-mediated forms of community are anathema to the kinds of visceral experiences you&#8217;re trying to create? If so, how is this conflict complicated/mitigated as pervasive computing and mobile media blur the boundary between the real and the virtual?</strong></p>
<blockquote><p>Actually, through conversations at Indiecade we began to develop a vision for a game on a traditional platform that promotes user generated content and real world interaction.  That&#8217;s a direction I&#8217;d like to see video games take, where passivity becomes antiquated.  Technology both empowers us and disables us to various degrees.  It can support or discourage real world experience.  I suppose the Games of Nonchalance represents a certain nostalgia for more sensual forms of expression and interaction.  But how did we produce these experiences?  How do most people discover them?  Through computers.</p></blockquote>
<p><strong>Thanks for doing this again. Let&#8217;s catch up soon &#8212; and see you at IndieCade!</strong></p>
<blockquote><p>Always a pleasure, Jeff!  Until next time.</p></blockquote>
<p>[This interview <a href="http://www.jawbone.tv/articles/item/505-games-of-nonchalance-art-transmedia-and-args-in-san-francisco.html">originally appeared</a> at the always-awesome <a href="http://www.jawbone.tv/">jawbone.tv</a>]</p>
<p>[See also: <a href="http://remotedevice.net/blog/trap-doors-jeff-hull/">Trap doors and hatches all around: Jeff Hull on infusing variability and play into the workaday world</a>]</p>]]></content:encoded>
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		<title>Subtlemob creator Duncan Speakman on &#8220;framing everyday realities&#8221;</title>
		<link>http://remotedevice.net/blog/subtlemob-creator-duncan-speakman-on-framing-everyday-realities/</link>
		<comments>http://remotedevice.net/blog/subtlemob-creator-duncan-speakman-on-framing-everyday-realities/#comments</comments>
		<pubDate>Thu, 07 Oct 2010 21:16:37 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[documentary]]></category>
		<category><![CDATA[duncan speakman]]></category>
		<category><![CDATA[indiecade]]></category>
		<category><![CDATA[locative media]]></category>
		<category><![CDATA[subtlemob]]></category>
		<category><![CDATA[urban space]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=4061</guid>
		<description><![CDATA[Duncan Speakman&#8217;s Subtlemob project, &#8220;As if it were the last time,&#8221; will be taking place</a>...]]></description>
			<content:encoded><![CDATA[<p>Duncan Speakman&#8217;s Subtlemob project, &#8220;<a href="http://subtlemob.com/?p=591">As if it were the last time</a>,&#8221; will be taking place in Culver City this weekend as a part of the <a href="http://www.indiecade.com/index.php/2010/big_games/">IndieCade Big Games program</a> [sign up <a href="http://subtlemob.com/?p=591">here</a>]. The project immerses audiences in &#8220;the cinema of everyday life&#8221; by inviting them to quietly and anonymously gather at a secret location equipped with headphones, MP3 players, and customized sound files provided by the artist. By all accounts, the ensuing experience is a powerful one, something that &#8220;<a href="http://londonist.com/2009/11/review_subtlemob.php">captures what it is to escape from the world for a little bit – and then to return and find that you see things just a bit differently</a>.&#8221; In the interview below, Duncan talks about his trajectory as a media artist and the curious connections between locative art and the core impulses of documentary cinema.</p>
<p><img src="http://remotedevice.net/wp-content/uploads/2010/10/subtle-collage.jpg" alt="" title="subtle-collage" width="590" height="386" class="alignnone size-full wp-image-4064" /></p>
<p><strong>Your work brings together locative media, social media, performance, interaction design, sound design, and something akin to real-time filmmaking (without a camera). How did you end up working in this heavily mixed space? That is, what&#8217;s your background as an artist, and what led from there to here?</strong></p>
<blockquote><p>I began as a musician, and an interest in technology led me to becoming a sound engineer. While I was studying sound enginnering at university I got turned on to to documentary production and post-production. At this point I moved to Bristol (partly led by the music scene that was around at the time, Portishead, Tricky et al). I soon got a computer and started teaching myself interactive software and became involved in developing prototypes for interactive television documentaries within the broadcast industry. It quickly became apparent that the ideas I had didn&#8217;t work on a 4:3 television screen and I found myself drifting into the art scene, where I could explore my ideas for interactive documentaries in an installation context. Over time my main work shifted into public spaces, while my sketchpad was a series of online videos that I considered to be micro-documentaries. Single take shots of everyday moments which I would present in slow motion and write a soundtrack for. Sometime after this I began working with GPS technology and located sound, there was a bit of an epiphany moment where I suddenly found myself walking around listening to my sound pieces, and seeing the films I had been making happening around me, te real world framed by the soundtrack. Previously I had shunned walkmans because of the way ey cut you off from your acoustic space, but I suddenly saw them as an opportunity to make people connect with the world around them by framing it in the same way I would create documentaries. </p></blockquote>
<p><strong>What are the big touchstones (artists, projects, movements, etc) for you?</strong></p>
<blockquote><p>From a visual perspective I think one of my biggest influences is Roy Anderson (&#8216;you the living&#8217;, &#8216;songs from the second floor&#8217;). His films are detailed and heavily constructed fictions, but essentially appear to me as a series of individual framed moments of the everyday that come together to create a reflective picture of society, plus they&#8217;re funny. I haven&#8217;t managed to get the funny bit in my work yet, but I&#8217;m trying! Soundwise I find myself drawing inspiration from music that works well when listened to in public spaces, I guess this seems an obvious choice! What I mean is that there&#8217;s a huge variety of music in the world that blows me away, but some of it works better at a concert or on a home stereo. For walking the streets (and framing the world) I love Taylor Deupree, Fennesz, Godspeed You Black Emporer, Tool, and a bit of Maria Callas. Recently though my ears have been pricked by Ben Frost, his stuff has absolutely knocked me sideways so now I&#8217;m worried my next piece is going to end up ripping him off too much!</p>
<p>For text I find my influences in many places, aesthetically I love Ben Marcus at the moment and I&#8217;m beginning to understand Sylvia Plath, but in terms of what I&#8217;m actually making I think I&#8217;ve accidentasly become the protagonist in Tom McCarthy&#8217;s &#8216;Remainder&#8217;, a man who spends all his effort on getting people to renact the everyday world just so he can have a richer experience (sorry Tom, that is an incredibly dumbed down description of one of my favourite ever books!)</p></blockquote>
<p><strong>On your website, you speak of employing walking as &#8220;both a process and/or an outcome of my work.&#8221; What is it about walking and being in public space that&#8217;s so charged with meaning?</strong></p>
<blockquote><p>I guess it&#8217;s where I now locate the &#8216;interaction&#8217; in my work. Although I&#8217;ve returned recently to using pre-recorded linear soundtracks (as opposed to GPS or other responsive systems) the audiences still have to interact with the world when they move through it. Forcing them to move through public space forces them to deal with an environment I can&#8217;t control, forget gestural interfaces, this is real interaction, ha! But there&#8217;s also something about the narrative of a walk that I enjoy, and I like relating it to musical dynamics. The relationship goes both ways, the speed of your movment is often influenced by the pace of the soundtrack you&#8217;re listening to, but also your sense of the music is changed depending on whether your moving through a crowd in a narrow street, or walking out on to an empty plaza. When I&#8217;m writing the music with Sarah Anderson our process is to sketch out a few ideas and then take them out and walk them. We note what they make us aware of, and how they influence our movement, then we adapt and rewrite and re-walk until they are creating the effect we&#8217;re looking for. Sometimes I think that the main reason I brought walking (which I enjoy for pleasure anyway) into my work was to ensure I didn&#8217;t spend so much time spent in a dark studio, and that now I HAVE to get outside to write the music.</p></blockquote>
<p><img src="http://remotedevice.net/wp-content/uploads/2010/10/wide590liverpool.jpg" alt="" title="wide590liverpool" width="590" height="195" class="alignnone size-full wp-image-4066" /></p>
<p><strong>Because I&#8217;m a fan of the NFB, I&#8217;m also a fan of John Grierson. I was pleasantly surprised to see a reference to him on your site. How is it that you see your work as a kind of documentary? </strong></p>
<blockquote><p>Grierson described documentary as &#8216;the creative treatment of actuality&#8217;, films like &#8216;nightmail&#8217; and &#8216;coal face&#8217; seem so far removed from the type of &#8216;documentary&#8217; that fills our screens today. They took everyday realities and framed then within beautiful soundtracks, creative musical editing techniques, poetry and abstraction. I guess that&#8217;s the kind of documentary I&#8217;m trying to make, ones that show us nothing more than the everyday, but try and show us how beautiful it can be. When audiences in my work are performing instructions, those instructions have been derived from observed events, so really they are just the sort of &#8216;re-enactments&#8217; that traditional documentaries use all the time. I suppose that even at a base level I&#8217;m just asking people to watch the world around them, I&#8217;m just giving them a soundtrack, a natural history voiceover for anthropological documentaries about urban life? That&#8217;s probably talking it up a bit too much!!</p></blockquote>
<p><strong>What are your thoughts about running a walking-oriented game in a car-oriented city like Los Angeles? Can you imagine a pervasive project that could work with the car culture instead of against it?</strong></p>
<blockquote><p>Oh, that&#8217;s a very tough question! I can imagine something that uses cars, maybe uses their windows as frames for the world in a cinematic style, but I don&#8217;t think I&#8217;d let the audience do the driving, imagine if they were so distracted by the experience they drove into a pedestrian who was taking part in one of my other works! that would ruin everything!</p></blockquote>
<p><strong>UPDATE</strong>: Photos from &#8216;as if it were the last time&#8217; at IndieCade <a href="http://www.flickr.com/photos/remotedevice/sets/72157625053305431/">here</a>.</p>]]></content:encoded>
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		<title>Transforming space with play: an interview with David Fono of Atmosphere Industries</title>
		<link>http://remotedevice.net/blog/transforming-space-with-play-an-interview-with-david-fono-of-atmosphere-industries/</link>
		<comments>http://remotedevice.net/blog/transforming-space-with-play-an-interview-with-david-fono-of-atmosphere-industries/#comments</comments>
		<pubDate>Wed, 06 Oct 2010 14:54:08 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[atmosphere industries]]></category>
		<category><![CDATA[david fono]]></category>
		<category><![CDATA[indiecade]]></category>
		<category><![CDATA[kate raynes-goldie]]></category>
		<category><![CDATA[pervasive games]]></category>
		<category><![CDATA[toronto]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=4019</guid>
		<description><![CDATA[Atmosphere Industries is a Toronto-based cross-media design collective whose projects &#8220;combine</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.atmosphereindustries.com/">Atmosphere Industries</a> is a Toronto-based cross-media design collective whose projects &#8220;combine fun, community, technology, and a hearty helping of sprinkles.&#8221; Atmosphere&#8217;s pervasive games and experiences have exhibited around the world at events such as <a href="http://www.comeoutandplay.org/">Come Out and Play</a> (NYC), where they took home the 2010 <em>Best in Fest</em> and <em>Best Use of Tech</em> awards. This weekend, their faux-celebrity camera-stalking game, Paparazzi, will appear as a part of the <a href="http://www.indiecade.com/index.php/2010/big_games/">IndieCade 2010 Big Games Program</a> [sign up for the game <a href="http://2010paparazzi.eventbrite.com/">here</a>, or just drop by the <strong>IndieCade Village at 1:45pm on Saturday, October 9th</strong>]. In the leadup to IndieCade, co-founder David Fono took some time out from his preparations to talk with me about Atmosphere&#8217;s interaction design philosophy and playful approach to community building.</p>
<p><img src="http://remotedevice.net/wp-content/uploads/2010/10/atmosphere-500x375.jpg" alt="" title="atmosphere" width="500" height="375" class="alignnone size-medium wp-image-4036" /></p>
<p><strong>First, I should disclose that I have brand envy: &#8220;Atmosphere Industries&#8221; is a great name for a cross-media game design collective. What&#8217;s the story behind the name?</strong></p>
<blockquote><p>Thanks! We actually used to be called &#8220;Giant Dice,&#8221; but ultimately found that to be a bit too literal &#8212; plus, you know, the whole gambling allusion. Credit for &#8220;Atmosphere Industries&#8221; goes to my co-founder, Kate Raynes-Goldie. By &#8220;Atmosphere,&#8221; we mean that while our weapon of choice is games, our broader goal is to play around with ambiences and different ways of experiencing the world. The &#8220;Industries&#8221; is just meant to be ironic because factories don&#8217;t actually exist these days, or something. </p></blockquote>
<p><strong>Artists working in this space come from an unusually wide range of backgrounds, both in terms of theory and practice. What was your trajectory into the realm of pervasive interaction design?</strong></p>
<blockquote><p>I suspect I align myself with most others in this space by admitting my origin story is fairly nerdy. I went to school for computer science, discovered human-computer interaction, aligned myself with a professor who was into technology art, and developed an obsession with social media back when it was totally avant-garde. So the ingredients were there, but the catalyst was a version of The Game (<a href="http://en.wikipedia.org/wiki/The_Game_(treasure_hunt)" rel="nofollow">http://en.wikipedia.org/wiki/The_Game_(treasure_hunt)</a>) I played while interning at Microsoft Research. After returning home, I concocted the harebrained scheme to do something similar in Toronto, but make it last 10 times longer. So, the answer to your question is: it just seemed like fun.</p></blockquote>
<p><strong>Recently, some commentators have placed so-called &#8220;Big Games&#8221; in opposition to screen-based &#8220;virtual&#8221; games. Do you think this is an opposition that&#8217;s going to make sense in a few years?</strong></p>
<blockquote><p>I spend a lot of time trying to explain what I do to people whose only conception of a game is the kind you see on a screen. Pervasive games of any sort are very much on the fringe, and I don&#8217;t see this changing for the foreseeable future. If you think of what constitutes a major success in the domain right now &#8212; Foursquare, SCVNGR, a few iPhone AR games &#8212; these are simplistic games with a small user base of early adopters. Compared to the multi-billion juggernaut that is the videogame industry, they barely even register. The entire world now thinks in terms of screens (even if those screens have GPS and accelerometers.) Personally, I don&#8217;t really expect to see this change; I mean it would be fantastic if pervasive games become a substantial force, but it&#8217;s far enough off that I find it more productive to think of our work as a niche cultural artifact that offers an alternative vision of the distant future. That&#8217;s why we&#8217;re an art collective, and not a business, per se. Though if anyone wants to give us money, we can make that work.</p>
<p>As a side note, it&#8217;s interesting to note that while virtually everyone stares at me blankly for at least 20 seconds while I describe what a &#8220;street game&#8221; is, virtually everyone has also spent a significant amount of time playing them &#8212; as kids! It&#8217;s definitely a comment on society that we seem to have erased these memories from our minds, and replaced them with Halo 3. I&#8217;m not sure what that comment is, though.</p></blockquote>
<p><strong>I see games and activities that layer interaction over the real world simultaneously moving in two general directions: along one path, I think there&#8217;s a movement toward more asynchronous or &#8220;ambient&#8221; games that players can integrate into their daily lives as a kind of background activity &#8212; think cross-media Parking Wars or Farmville. The other path leads to real-time/real-world games that work kind of like events or theatre performances, where players show up and have an intense, focused experience. As a designer, what do you see as the strengths and limitations of these paths?</strong></p>
<blockquote><p>One of my great internal struggles is deciding which of these I&#8217;d rather be working on at any given moment.</p>
<p>Ambient games are fantastic, because you have the chance to draw users into deep, sustained narrative or gameplay structures. There&#8217;s more raw material to play with a long-term experience, and more user attention to take advantage of. More importantly from a &#8220;business&#8221; perspective, you can reach a way larger audience. Getting 40 people to love your game is very satisfying, but I&#8217;d be lying if I said I didn&#8217;t occasionally want to appear on the cover of Wired. </p>
<p>In terms of crafting a powerful experience, though, nothing beats an event. Theatre really is definitely an apt analogy here. I recently had the following revelation: This is theatre, and I should be talking to theatre people. Big games are fundamentally performative and narrative-driven even when they&#8217;re not, and when you start looking at interactive theatre shows, the boundary between the two forms becomes essentially invisible. And the difference between making a casual, online game vs. a theatrical performance is comparable to the difference between writing an essay and having a fist-fight. The great thing about theatre, of course, is that it&#8217;s highly visceral, profoundly draining, and over almost instantly. </p></blockquote>
<p><img src="http://remotedevice.net/wp-content/uploads/2010/10/gent-2-500x332.jpg" alt="" title="gent-2" width="500" height="332" class="alignnone size-medium wp-image-4031" /></p>
<p><strong>More than a few of your games have covert or overt political/educational messages. Is this just a natural consequence of setting your games in the real world, or are Situationist-style political interventions a part of Atmosphere&#8217;s mandate?</strong></p>
<blockquote><p>To be honest, this is something I&#8217;ve never really thought about. Our latest game, Gentrification: The Game!, was (for obvious reasons) our most seemingly political, but we went to great pains to avoid embedding a distinct political message in the game. We were primarily concerned with creating a compelling game. Our mandate is simply to provide enjoyable, playful experiences that transform and reflect a space. </p>
<p>Our interest in themes like gentrification isn&#8217;t the result of a pointed artistic agenda, but neither is it a natural consequence of doing our work &#8212; I think, rather, it&#8217;s a consequence of doing our work well. Our games are about spaces, and if you&#8217;re going to have an audience engage meaningfully with a space, you have a responsibility to explore the issues and concerns that are particular to that space. If you&#8217;re faithful to that design principle, political or educational themes are unavoidable. A general failure to accomplish this is central to the critiques of pervasive gaming I&#8217;ve seen, and just about every game could benefit from deeper ties to the context which it appropriates. But it&#8217;s very, very hard to do, and I guess that&#8217;s why we don&#8217;t see too much of it. </p></blockquote>
<p><strong>What&#8217;s coming up for Atmosphere?</strong></p>
<blockquote><p>We&#8217;ve got a few projects in the pipeline, including some collaborations with theatre folks, as well as some online-only games. But the big thing for the foreseeable future is trying to build up a community around pervasive games (or, more broadly, &#8220;unconventional games&#8221;) in Toronto. There is a shocking lack of people doing this sort of thing in Canada as a whole. So, if you&#8217;re a Torontonian and you&#8217;re reading this, you should probably contact us. We have a website going up soon at recess.to, and we&#8217;re planning to get some regular events running in the new year.</p></blockquote>
<p><strong>Thanks for taking the time to do this &#8212; and see you at IndieCade!</strong></p>]]></content:encoded>
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		<title>Taking risks and dancing with audiences: Andrea Phillips on writing for transmedia and ARGs</title>
		<link>http://remotedevice.net/blog/taking-risks-and-dancing-with-audiences-andrea-phillips-on-writing-for-transmedia-and-args/</link>
		<comments>http://remotedevice.net/blog/taking-risks-and-dancing-with-audiences-andrea-phillips-on-writing-for-transmedia-and-args/#comments</comments>
		<pubDate>Thu, 29 Apr 2010 21:03:29 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[andrea phillips]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[my super first day]]></category>
		<category><![CDATA[routes]]></category>
		<category><![CDATA[science fiction]]></category>
		<category><![CDATA[smokescreen]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[sxsw]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=3284</guid>
		<description><![CDATA[In this interview, Andrea Phillips discusses her creative process and the formal and technical limitations (and possibilities) of ARGs and other playful forms of transmedia storytelling.]]></description>
			<content:encoded><![CDATA[<p>I met <a href="http://deusexmachinatio.typepad.com/">Andrea Phillips</a> at this year&#8217;s SXSW, where she delivered <a href="http://www.deusexmachinatio.com/2010/04/beyond-the-brunette-new-and-improved.html">a smart, wide-ranging talk</a> about the representation of women in ARGs. Andrea is a veteran ARG writer, designer, and player, and is the current chair of the <a href="http://wiki.igda.org/Alternate_Reality_Games_SIG">IGDA ARG Special Interest Group</a>. In this interview, Andrea discusses her creative process and the formal and technical limitations (and possibilities) of ARGs and other playful forms of transmedia storytelling:</p>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/04/Andrealearnshowtowin.jpeg" rel="fancygroup"><img class="alignnone size-medium wp-image-3289" title="Andrealearnshowtowin" src="http://remotedevice.net/wp-content/uploads/2010/04/Andrealearnshowtowin-500x577.jpg" alt="" width="500" height="577" /></a></p>
<p><strong>You&#8217;re a self-identified science fiction writer working in a very hard-to-pin-down storytelling medium. How did you end up writing and designing ARGs?</strong></p>
<blockquote><p>I was one of the moderators for the <a href="http://en.wikipedia.org/wiki/Cloudmakers">Cloudmakers</a>, back in 2001. As a writer, it was like a lightning bolt falling from heaven. I went through the experience and thought, &#8220;That. I want to do THAT.&#8221; It took a few years to go anywhere, though. Finally my fellow moderators, <a href="http://danhon.com/">Dan</a> and <a href="http://mssv.net/">Adrian Hon</a>, started talking about forming the company that would later become Mind Candy. I begged them to let me help out so relentlessly that they had no choice but hire me. I&#8217;ve been in the business ever since.</p></blockquote>
<p><strong>One of the things that is quickly becoming an issue with game and transmedia writing is the sometimes tenuous position of the writer in the apparatus of production. How do you think being an ARG writer differs from being, say, a TV writer or a novelist?</strong></p>
<blockquote><p>At its best, writing for an ARG is a performing art. When you write a novel, you work in isolation; you won&#8217;t get feedback from the bulk of your readers until it&#8217;s completed. And with a TV show, production schedules mean the writing is completed sometimes months before a show airs.</p>
<p>With an ARG, though, you can dance with your audience. If they take a shine to a minor character, you can boost that character&#8217;s role midstream. If they&#8217;re bored with a plot thread, you can catch it early and fix it. And that kind of feedback is addictive to a writer. It can be difficult to get that kind of feedback in other media at all. But in an ARG, you&#8217;re doing something close to watching their faces as they read along, so you know when you&#8217;re succeeding and when you&#8217;re failing.</p>
<p>In the larger realm of production and transmedia, though, I think this causes some logistical problems. A great transmedia experience requires an agility that traditional means of production just don&#8217;t have, and the writer can be placed in a difficult position, trying to maintain the integrity of the experience while working within the framework of your production schedule.</p></blockquote>
<p><strong>In a recent post on this issue on your blog, you wrote that sometimes &#8220;there are so many writers working on a project that it&#8217;s hard to know whose hand [is] guiding the wheel. But these are solveable problems, and solving them would benefit us all.&#8221; What kinds of first steps do you think need to be taken to advance the cause?</strong></p>
<blockquote><p>The first step would be looking at the kinds of roles game writers and transmedia writers fall into right now, to see if we can find common structures. In games, there&#8217;s a lot of support for the title &#8216;narrative designer&#8217; right now. That&#8217;s the person who comes up with the spine of the story, whether or not they ever write a word of player-facing copy. Maybe we need to go in that direction, and separate the narrative designer from the world designer.</p>
<p>And given the performative element of an ARG, maybe we need to be crediting writers alongside actors. &#8216;The character of Alice Liddell was performed by Ada Lovelace, and written by Marshall Thurgood.&#8217;</p></blockquote>
<p><strong>Shifting gears a bit, I&#8217;m curious about how you tackle the complex demands of ARG writing and design. After meeting with a client, where do you begin? What comes first for you, the formal constraints (ie, the kinds of interactions you want to produce) or the story material?</strong></p>
<blockquote><p>Everything I do begins with a big idea. Sometimes that&#8217;s mine, and it springs into existence fully-formed &#8212; &#8220;What if everyone wrote about waking up with superpowers?&#8221; Sometimes it&#8217;s the assignment given to me by a client. &#8220;We have XYZ requirements and assets. What do you have for us?&#8221;</p>
<p>From there, I do a little research and a little bit of what looks from the outside like nothing at all. Going to the gym, walking to school, cooking. The important thing is that I leave my brain unoccupied so it&#8217;s free to come up with stuff, like particles popping into existence in a vacuum. As the idea simmers in the back of my head, everything about what the project should look like becomes obvious to me. It feels very much like discovering something that was already there.</p>
<p>Specific story elements come last for me. Tension and pacing and structure are the first things that come to mind, and the specific plot and story elements flow out of that. It&#8217;s the opposite of the way I did things a few years ago. I used to think of story and plot detail first! I&#8217;m not sure why it&#8217;s changed, but I&#8217;m helpless to do it any other way, now.</p></blockquote>
<p><strong>Historically, most ARGs have been event-driven time-released stories with beginnings, middles, and ends. One of the nice things about this narrative structure is that it allows writers to plan (and re-plan, as conditions on the ground shift) their stories in much the same way that they do in more traditional forms: that is, via character arcs, acts, orchestrated patterns of conflict, and so on. However, these kinds of ARGs are usually not replayable, and many people &#8212; for many reasons &#8212; feel that this is an area where the form could stand to experiment a little bit. What are your thoughts on this?</strong></p>
<blockquote><p>I agree that we need to experiment more. But the good news is that the experimenting is going on now.</p>
<p>Not to toot my own horn, but one of the things my project <a href="http://www.routesgame.com/home/">Routes</a> did was creating a weekly webisode from the events in the ARG, so you could interact with the live experience while it played out, but there is also an artifact of the experience that gives the project a long tail it wouldn&#8217;t have otherwise. In the metaphor of the ARG as a live concert, that&#8217;s creating a recording you can listen to at any time. You won&#8217;t be able to do all of the same things &#8212; you won&#8217;t be able to throw your underwear up on stage or smell the guy in front of you &#8212; but you&#8217;ll get some sense of what it was like to have been there. I think this technique could definitely move into wider use.</p>
<p>And there are a number of entirely replayable experiences, too: <a href="http://www.smokescreengame.com/">Smokescreen</a>, the <a href="http://www.cathysbook.com/">Cathy&#8217;s Book</a> series, etc. The downside of this is that you lose some wonder, some discovery, a ton of reactivity, and the camaraderie of a single community playing along together. It transforms into a different kind of experience.</p></blockquote>
<p><strong>So can a <em>system</em> for storytelling &#8212; that is, a set of story-world parameters and rules of engagement &#8212; be considered a kind of fiction? If so, how does this change our understanding of what a writer is?</strong></p>
<blockquote><p>Oh, it absolutely can. I&#8217;d consider <a href="http://www.mysuperfirstday.com/">My Super First Day</a> to be a set of very loose story-world parameters that I&#8217;ve set, and I consider it a work of fiction. It doesn&#8217;t make me a writer, though; I only get to be a writer if I also participate. But I&#8217;m indisputably the creator.</p>
<p>You may also be familiar with <a href="http://www.gamegrene.com/wiki/Main_Page">Ghyll</a> and <a href="http://tsots.pbworks.com/The%20Song%20of%20the%20Sorcelator">The Song of the Sorcelator</a>, both arguably just frameworks for writer-participants to play around with. This is one of the things I keep playing around with in my personal work, actually; where is the line between a creator and a participant, and how can you blur it in a way that will be rewarding to everybody?</p>
<p>As time goes on, I think the boundary will become ever more nebulous. We&#8217;re already seeing major entertainment franchises take a kinder, gentler stand on fanfiction and fanart. That&#8217;s the first step in building collaborative culture. The secret, of course, is that once you&#8217;ve given your audience official permission to collaborate with you in any meaningful sense, they&#8217;re yours forever, hook, line, and sinker.</p></blockquote>
<p><strong>Where do you see all this going in the next five years? And what&#8217;s next for you?</strong></p>
<blockquote><p>Five years is an incredibly long time. Five years ago, there was no such thing as Facebook or Twitter, and when you walked into a digital agency and said &#8216;interactive&#8217; they thought you were talking about banner ads and SEO. I think in five years, the entire entertainment landscape is going to look so profoundly different that anything I have to say on it is worthless.</p>
<p>As for me, I have a couple of things cooking right now. I try to do enough professional projects to keep the rent paid, and enough personal projects that I feel I&#8217;m always pushing my own limits. But my personal projects are largely microscopic in scale and experimental to the point of self-indulgence. I&#8217;m thinking about trying to do a bigger, more ambitious experimental personal project toward the end of the year, and possibly funding through Kickstarter or some such thing. I&#8217;m not sure what it would look like, but I feel like it would be a shame not to try. The creative life is all about taking risks.</p></blockquote>
<p><strong>Thanks, Andrea!</strong></p>
<p><em>UPDATE: get your own copy of &#8220;How to Win at Anything&#8221; (pictured above) <a href="http://www.etsy.com/listing/35010623/how-to-win-at-anything-journal-red">here</a></em></p>]]></content:encoded>
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		<title>Trans-Canada transmedia: Christopher Bolton’s multi-platform search for identity, sound, and story</title>
		<link>http://remotedevice.net/blog/trans-canada-transmedia-christopher-bolton%e2%80%99s-multi-platform-search-for-identity-sound-and-story/</link>
		<comments>http://remotedevice.net/blog/trans-canada-transmedia-christopher-bolton%e2%80%99s-multi-platform-search-for-identity-sound-and-story/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 23:16:33 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[canada]]></category>
		<category><![CDATA[christopher bolton]]></category>
		<category><![CDATA[ed robertson]]></category>
		<category><![CDATA[gordon lightfoot]]></category>
		<category><![CDATA[in search of gordon lightfoot]]></category>
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		<category><![CDATA[transmedia]]></category>

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		<description><![CDATA[This interview is a snapshot of Christopher Bolton’s thinking as his transmedia project, In Search of Gordon Lightfoot, moves through the funding process and into the first stages of pre-production.]]></description>
			<content:encoded><![CDATA[<p>Christopher Bolton is a Canadian writer, producer, and actor, best known for his award-winning comedy series, <a href="http://en.wikipedia.org/wiki/Rent-a-Goalie">Rent-a-Goalie</a>. A few months ago, Christopher &#8212; AKA &#8220;Bolts&#8221; &#8212; contacted me asking for feedback on his latest project&#8217;s transmedia strategy. After a few minutes of chit-chat and an exchange of development documents, I realized that the project, a comedic exploration of Canadian landscapes popular and physical, entitled <em>In Search of Gordon Lightfoot</em>, was much more than a TV series with a few transmedia extensions tacked on just for the hell of it; no, this was something different, something much more integrated &#8212; transmedia from the get-go. And, as it happens, it was also something that sounded quite funny and more than a little community-minded in its direct engagement with audiences and Canuck mythology. Naturally, I wanted to be a part of it. A few web chats later, we came to an agreement &#8212; I would consult on the project and shadow Christopher as he worked his way through the development process, and in return he would share what he learned with me, here, in the form of a series of interviews.</p>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/04/09-4.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-3094" title="09-4" src="http://remotedevice.net/wp-content/uploads/2010/04/09-4-466x700.jpg" alt="" width="466" height="700" /></a></p>
<p>This first interview is a snapshot of Christopher&#8217;s thinking as the project moves through the funding process and into the first stages of pre-production. It reveals a considered and well-informed view of transmedia and the new storytelling landscape. It is an inspired and often very funny view of the future of entertainment, and I look forward to speaking to Bolts more as his work on the project progresses.</p>
<p><strong>You’ve worked in the Canadian film and television industry for a while now.  What’s your background, and what’s changed since you got started?</strong></p>
<blockquote><p>My background is varied.  Until my mid-20’s it was solely acting.   In ’93 I took a stab at writing and that landed me at the <a href="http://cfccreates.com">CFC</a> in 94 as a writer.  I did the directing curriculum at nights and on weekends and directed my first two – and only two – short films there.  In 2003 I teamed up with a fella goes by the name Chris Szarka and we formed a company to develop and ultimately produce a cable ½ hour comedy up here called <a href="http://http://en.wikipedia.org/wiki/Rent-A-Goalie">Rent-A-Goalie</a>. In there somewheres I did a few stints as A.D. and Props Man.</p>
<p>As for how it’s changed since I began…televisions are colour now and very crisp and clear.</p>
<p>It was during the production of RAG that I became interested in Transmedia though I didn’t know it was a concept with a name.  I suggested ideas to the broadcaster, ideas intended to drive traffic to and from the mother ship – some UGC, a genre bending prequel movie, some mobile applications – but it was always met with a no.  It was a licensing issue and I get that but&#8230;well…I’ll leave it there.   I blame myself.  I should have pushed harder.</p>
<p>When I began developing In Search of Gordon Lightfoot I met a woman named <a href="http://jillgolick.com">Jill Golick</a>, a digital pioneer in Canada.  She began my indoctrination into this world.</p>
<p>Man-oh-man, forget how the industry has changed since I started; in just 7 years, dated to when we began development on RAG, it has broken almost to the point of no-fixee.  I was at a card table recently of smart broadcasting folk with impressive CV’s discussing the future of our industry.  The hardcore estimate for conventional broadcaster life expectancy in Canada was 2 years and the optimistic guess, if you’re said broadcaster, was 10 years.  Basis or not to such speculation I was rocked.  The consensus was that cable isn’t going anywhere fast because subscription is consumer-choice. It just won’t look like pay cable does today.</p>
<p>The web has blown shit wide open.  Access, audience contact and engagement, community building, social media, distribution platforms, the very nature of what content is (stop calling it a Television show for cryin’ out loud) is so drastically different that it needs to be called something new.   There is a good and big explosion at the point that industries are colliding – tv/film/branding/communications/tech – and where the smoke clears is an opportunity to re-imagine and develop content specifically to meet the unique demands of all interested parties and, more importantly, audience. The excitement for content creators lay in the exploration of new ways to tell story.  A fractured media landscape is exactly what I needed as it helps to make sense of how I think and speak.</p>
<p>This is a frontier and frontiers benefit the entrepreneurial spirit greatly.  I think it was <a href="http://en.wikipedia.org/wiki/Ted_Hope">Ted Hope</a> who said that it’s the era of Artist as Entrepreneur and it behooves anyone taking that notion seriously to look at how those industries conceive of and deliver content and will do in participation with one another.</p>
<p>The logline for my new company, Forty Farms, is…</p>
<p><em>The client is the brand is the consumer is the experience is the entertainment.</em></p>
<p>…and that could just as easily read…</p>
<p><em>The experience is the consumer is the client is the brand is the entertainment. </em></p>
<p>Ruminating on this one-hand-clapping-esque driver is a good way to get inside the headspace necessary for making resonant, profitable entertainment going forward.</p></blockquote>
<p><strong>What is In Search of Gordon Lightfoot?</strong></p>
<blockquote><p>ISOGL is the title of two of six platforms in an as-of-yet-unnamed Transmedia Project about searching for an identity, a sound, a connection to a landscape, and a warm dry spot to pitch camp for the night.   The first is a 13 x 30 minute comedy that sees <a href="http://en.wikipedia.org/wiki/Ed_Robertson">Ed Robertson</a> (frontman for the pop-rock outfit <a href="http://barenakedladies.com">Barenaked Ladies</a>) and myself flying around Northern Canada in an iconic bush plane looking for reclusive rock legend <a href="http://en.wikipedia.org/wiki/Gordon_Lightfoot">Gordon Lightfoot</a>.  Why?  Because he has something that belongs to us.  We <em>just</em> miss him everywhere we look and become embroiled, instead, in some small town, wilderness related mayhem before a narrow escape back to the skies to search for another day.  The second is a tribute record to the man himself.  Our guest stars in the series will be well-known Canadian music acts who will do double duty – act their asses off for the show and then sing them back on covering one of Gordon’s tunes for the album.  These two properties are designed for distribution together but that ain’t prescriptive.</p>
<p>The remaining platforms are a game, feature, feature documentary, and graphic novel.  Our point of identification in the meta-narrative is a guy, a creative guy, who stumbles, flies, loves, fishes, hikes, and writes his journey. It’s a walk through time, media, story and Canada with a fella trying to make sense of it all.  Taken together it will serve as a big ol’ love letter to this country as well as warm, beautiful, funny and musical showcase of Canada to the rest of the world.  The idea is to entice <em>more</em> Germans – as if that were possible – to come canoe our rivers and lakes.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/04/IMG_4858.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-3096" title="IMG_4858" src="http://remotedevice.net/wp-content/uploads/2010/04/IMG_4858-500x375.jpg" alt="" width="500" height="375" /></a></p>
<p><strong>Do you conceive of the project as a show with a Transmedia experience, or a Transmedia experience that includes a show? Is there a difference?</strong></p>
<blockquote><p>I’m reluctant to answer this question because it implicates me by rendering the project’s history a little less pure than I’d like it to be.   The series was to be my sophomore ½ hour effort.   Discussions with broadcasters were frustrating me – one guy’s problem with it was that he didn’t like flying so he bumped on the aviation part – and I figured that it was the right time to dig in the dirt of new business models and alternative modes of storytelling.  I began thinking of an extended narrative for Search, ideas I wanted to implement but that didn’t fit in the series as well as different platforms that interested me.  Writing for gaming for instance has particular cache.  Are you kidding me?  No limits storytelling?  It was like my head exploded and I knew my time in traditional would serve me well here because what that <em>did</em> teach me was restraint.   Restraint, I think, is key to navigating a world as full of opportunity as No Limits Storytellingville.</p>
<p>That’s the long way round to saying that, though I didn’t conceive of it as such, I absolutely consider this project a Transmedia Experience that includes a show.</p>
<p>I love that you call it a Transmedia Experience because that is key to how I frame this thing.  It’s a creative and production process <em>experience</em> and the user can consume it soup-to-nuts or in parts.  Empowering the audience to participate breeds pride of ownership and I think people will respond to that.  What’s really blowing me away is people contacting me with platform ideas of their own as well as reach-outs that I initiate bearing fruit as well.  This dialogue between you and I is a prime example: a) it helps us both in our respective missions b) it is content c) it will drive traffic to our mutual benefit.  That’s some performing shit in my opinion.</p>
<p>As to whether there is a difference between a Transmedia experience with a show or a show with a Transmedia experience?  Abso-<em>lute-</em>ly and it’s as important a distinction there is in defining Transmedia.  It’s essential that TM design be ground up rendering every platform essential to the broader stroked narrative.  Tacked on properties will feel like tacked on properties and your audience will at best dock you points for that and at worse abandon the project altogether.  It seems to be the mistake producers are making in trying to design additional platforms for their fleshed out traditional properties &#8211; done in this order it becomes re-purposed material as opposed to original, non-linear content that is platform-specific.</p></blockquote>
<p><strong>What got you thinking about developing a Transmedia strategy for Lightfoot? Why not do things the same way you&#8217;ve done them in the past?</strong></p>
<blockquote><p>What gets me excited about Transmedia is the belief that the present (past) model is broken and that the opportunities inherent in being an early adopter to this kind of storytelling are huge.  It seems simple: a fractured media landscape begs a splintered approach and a savvy user demands that it be robust.  I leapt at the chance to create within those parameters.  And some of the best minds I know, people who’ve made good, albeit waning, livings in Traditional are meeting in dingy bars to discuss how to make ground-up changes in their industry because they don’t feel they have anything to lose.  It’s electrifying to hear the talk.  And it’s not griping ‘<em>make the writer matter’</em> or ‘<em>actors are people too’</em> stuff either.   These are talented and frustrated professionals, who’ve read the writing on the wall, discussing a renovation of the system that values what they do and has everyone thinking creative + business + tech from step 1.  Who was it said it feels like 1911 and we’re the guys learning that different angles and editing are good? Oh right, that was you.  Spot on Mr. Watson.  Makes me crave a cigarette and I don’t smoke.</p>
<p>Reminds me of a joke about lemon meringue pie.  I’ll have my friend Jeremy deliver it to camera and post it on my site when I get a site.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/04/IMG_1005.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-3098" title="IMG_1005" src="http://remotedevice.net/wp-content/uploads/2010/04/IMG_1005-500x666.jpg" alt="" width="500" height="666" /></a></p>
<p><strong>Canadian TV productions have notoriously low operating budgets. How are you going to pay for all the different components of this project?</strong></p>
<blockquote><p>F@#ed if I know.</p>
<p>Kidding.  Sort of.</p>
<p>Yes we have tiny budgets up here and they are getting tinier by the day.   We shot Rent-A-Goalie for a half million bucks an episode in 3<sup>rd</sup> season and that was extraordinarily high then.  Today you’d probably have to bring in a CSI for that.  Not quite but, y’know, almost.</p>
<p>In my opinion the answer to low budgets is to go lower.  Don’t try to make a $200,000 show look like a ½ million bucks because it’ll suck.  Make a 100 K per episode show and don’t apologize for it.  Don’t try to stretch the dollar.  Don’t try to stretch anything.  Just make the most awesome content you can possibly make with what you have and concentrate on what hooks – story.  Necessity is the mother of invention and with today’s technologies you can make it beautiful for peanuts.  The key is knowing how to make it beautiful and that is art as it’s always been.   Ted Hope again &#8211; he tweeted recently that  ‘A return to less could be more.’  Yes.  Just plain yes indeed.</p>
<p>The agencies that help us make entertainment in Canada are trying hard to keep up with the changes and, on the business side of it, are thinking progressively.  We’ve pitched the project to the Funds with no real ask other than a dialogue.  We ask whether the model makes sense and how could they see being involved?  They appreciate it because they’re trying to wrap their heads around new models as well and we appreciate the response because it helps us create accordingly.  Assuming we get the Funds, and if we keep the thing indie-spirited, there will be shortages to make up but they aren’t prohibitively huge.  For that we’re looking at brand relationships plus some crowd-sourcing options and a bit of private investment to top off.  I’m not frightened by the financing plans yet.   But then I’m the guy who writes fart jokes in these partnerships.</p></blockquote>
<p><strong>How has taking a Transmedia approach changed the way you’ve gone about raising development money and securing licensing agreements?</strong></p>
<blockquote><p>The absence of a broadcaster has cleaned rights up immensely.  And, again, the wild west of the Internet means very few precedents so we’re kind of making it up as we go along. Talks with musicians, writers, performers have been positive – everyone seems to want to see it work.   A western spirit of <a href="http://en.wikipedia.org/wiki/Keiretsu">Kereitsu</a> – a Japanese business model based on industries working with one another to the benefit of all – is what we’re looking to build.  There’s power in that.  The power of community.</p>
<p>We’ve received some development money from regular avenues for traditional deliverables like series bibles and pilot scripts for the 13 x ½ hr.  I’m writing the feature script during the month of April as part of a month long script competition.  With no dough attached to its development I am hungry to work completely and feverishly to reduce the <em>time</em> it takes to develop.   That platform is a No-Budget film we want to make as a Canadian nod to the <a href="http://en.wikipedia.org/wiki/Mumblecore">Mumblecore</a> tradition. We were soft-offered some development dough for it but it would be recoupable so what’s the point?  I’d rather put it on the screen down the road.  That property sits with a different producer than the one who has the series, which is a different producer than the one who has the feature doc.   So you see how the heavy lifting is spread out while the creative remains central.  So there’s a bit of my own money – well, my wife and children’s too &#8211; in play on this one but that’s not a bad thing because I’m positive we can make a business out of it.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/04/IMG_2939.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-3100" title="IMG_2939" src="http://remotedevice.net/wp-content/uploads/2010/04/IMG_2939-500x375.jpg" alt="" width="500" height="375" /></a></p>
<p><strong>Here&#8217;s a two-parter: 1) What role, if any, do you see for the audience in producing and developing content for Lightfoot? and, 2) as an artist, how do you feel about opening up parts of the creative process to audience participation?</strong></p>
<blockquote><p>It is my sincere hope that the audience will do the lion’s share of the work.  My favourite thing, by far, of having a popular show was that, love it or hate it, everyone had something to say about it. Inviting them to voice those opinions netted us feedback and story fodder.  When I began developing Lightfoot I continued to invite that input.  Everyone I talked to had a Lightfoot story &#8211; some were first-person accounts, some were major life events with Lightfoot as the soundtrack and some were tales of mistaken identity.  They were all fantastic though and enthusiastically told. There is one that stands out – a guy nearing 40 now told me about a Sunday morning in the early 80’s where he and a buddy were playing hockey in an alley, taking shots against a neighbour’s garage.   The puck-on-metal clang is a very common ruckus up here but it might be a little much for a rock-star early on a Sunday morning.  This grizzled dude walks out in his robe and asks the children, in a charming and patient manner no doubt, to stop interrupting his sleep.  The storyteller’s friend told him that was Gordon Lightfoot.  I told Gordon the story and he swore it was his dad who tromped around city alleys in his robe.</p>
<p>An aside re. the organics of this thing – that story got back to Gordon and Gordon commented on it.  Commenting is content.</p>
<p>So I wondered if it was possible to formalize this relationship between creator and audience and that’s the plan for ‘Search’.  We are opening up the process, inviting anyone who has been touched by the subject matter to chime in.  I want tales of bush piloting gone wrong and small town yarns, the instances where a song played over a formative time in one’s life.  And then we want to be invited to shoot in the places where the story was originally set.  We want to engage the people who helped develop the content in producing it as well.  Maggie Ancaster of Herring Neck, Newfoundland gets to be prop master for a day or two.  The result here, we hope, is to make shooting the show as much of a celebration of this country and it’s people as the content is.  Totally 360.</p>
<p>This isn’t a new idea.  One of the great Canadian storytellers of this generation, Stuart McLean, has been doing exactly this forever and a day.  His material resonates because, beyond being talented, he sits with the people and listens to them.  Gordon too.   He says it’s dialogues with the people who consume his art that shapes it.  Sure, he loves to play because he loves to play but it’s more than that.  It’s an exchange.</p>
<p>Writing tv and film in the traditional manner doesn’t offer that opportunity exactly.</p>
<p>I’ve been warned off what this means to me as an artist but I don’t buy it.  There’s a quote from Martha Graham posted above my desk that says, paraphrased &#8211; don’t be a donkey, you’re no genius.  You’re a dude who types for a living.  Just stay open and let flow through you what will.   What I want flowing through me are the stories of the people I want to write stories for.  If I can conceptualize a boundary that resonates with people, inspiring them to tell <em>their</em> version, my job simplifies to merely taking good notes.  And ain’t it nice for Maggie Ancaster to get a credit on some quality Canadian content?  Story by: Maggie Ancaster has a good ring to it don’t ya think?</p>
<p>I made the name Maggie Ancaster up.  Any similarities to any living persons, dead or alive&#8230;yadda yadda yah.</p></blockquote>
<p><strong>Are there any touchstones that serve as inspiration for this project?</strong></p>
<blockquote><p><a href="http://http://www.thecanadianencyclopedia.com/index.cfm?PgNm=TCE&amp;Params=A1ARTA0010471">Stuart McLean’s</a> stories for sure.  Properties that have been sent my way since I began talking about it – <a href="http://http://www.thecanadianencyclopedia.com/index.cfm?PgNm=TCE&amp;Params=U1ARTU0002302">Murray McLauchlan’s</a> ‘Floating Over Canada’ is a good example.  Specific properties have specific inspirations: the series is homage to John Lurie’s ‘Fishing with John’; the feature is inspired by films like ‘Wendy and Lucy’ and ‘Old Joy’; the feature doc by <a href="http://wernerherzog.com">Werner Herzog’</a>s Encounters At The Edge of the World; the record was a <a href="http://http://en.wikipedia.org/wiki/Rick_Rubin">Rick Rubin</a> inspired thing; and the graphic novel is egged on by the likes of <a href="http://http://www.drawnandquarterly.com/artStudio.php?artist=a41e32e169aff2">Yoshihiro Tatsumi</a> and <a href="http://http://www.drawnandquarterly.com/artStudio.php?artist=a3dff7dd55a576">Seth</a>.</p></blockquote>
<p><strong>Is this the future of TV?</strong></p>
<blockquote><p>It’s the future of entertainment for sure.  The single media property is done and so are sloughs of other givens we ‘know’ about entertainment.  The audience is now referred to as the user and respecting them as a client will take us a long way.  The power they have in pressing little buttons is unprecedented and so creating experience and empowering them to participate are paramount moving forward.  In the not so distant future Networks will be of people around people not corporations defining content and retaining sole authority to distribute it.   Speaking of which…has anyone tackled the David and Goliath story in the new era?  They should.</p></blockquote>
<p><strong>About Christopher Bolton:</strong> Christopher Bolton began acting in his teens appearing in feature films <em>Global Heresy</em>, <em>Killing Moon</em>, <em>A Colder Kind of Death</em>, <em>Dead By Monday</em> and <em>The Third Miracle</em>, as well as the Showtime television movies <em>Hendrix</em> and <em>Our Fathers</em>. Additional television credits include roles on the series <em>Northwood</em>, <em>Mutant X</em>, <em>Blue Murder</em>, <em>Little Men</em>, <em>PSI Factor</em>, <em>La Femme Nikita</em>, <em>Street Legal</em> and <em>The Outer Limits</em>. Bolton earned a Gemini nomination for his guest-starring role as ‘Joey Williams’ on the award-winning series <em>Cold Squad</em>.</p>
<p>His work in film and television led him to try his hand at writing. This effort landed him a spot at the esteemed Canadian Film Centre in the Resident Programme. He entered as a writer, but left having written and directed his own short film entitled <em>The Tooth</em>.</p>
<p>He then completed a two-year stint acting on the highly regarded Showtime Network television series <em>Street Time</em>. It was on <em>Street Time</em> in 2002 that he met producer Chris Szarka, forming a partnership to create and produce the multiple award-winning television series <em>Rent-A-Goalie </em>for Showcase.</p>
<p>Bolton is the executive producer, star and creator/writer of <em>Rent-A-Goalie</em>.  He is represented by DF Management in the US and Celia Chassel/Gary Goddard in Canada.  His new Transmedia Production House, Forty Farms, will launch in May, 2010.</p>
<p>[This interview is <a href="http://workbookproject.com/culturehacker/2010/04/12/trans-canada-transmedia-christopher-bolton%e2%80%99s-multi-platform-search-for-identity-sound-and-story/">cross-posted</a> at the fabulous <a href="http://workbookproject.com/culturehacker/">Culture Hacker</a>]</p>]]></content:encoded>
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		<title>Trap doors and hatches all around: Jeff Hull on infusing variability and play into the workaday world</title>
		<link>http://remotedevice.net/blog/trap-doors-jeff-hull/</link>
		<comments>http://remotedevice.net/blog/trap-doors-jeff-hull/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 05:22:07 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
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		<category><![CDATA[street art]]></category>

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		<description><![CDATA[Nonchalance’s practice stands at the intersection of three core concepts: Narrative, Consciousness, and Space (both public and private). Founded in Oakland in 1999 by director Jeff Hull, the organization’s primary goal is to infuse more variability and play into the civic realm.]]></description>
			<content:encoded><![CDATA[<p>Last month, I put out a call on the <a href="http://five.pairlist.net/mailman/listinfo/arg_discuss">IGDA ARG SIG discussion list</a> for information about the use of pervasive games and ARGs in museums, universities, libraries, and other institutions (for more on that, see <a href="http://remotedevice.net/blog/args-in-institutions/">this resource</a>). One of the people who responded to this call was none other than Jeff Hull of <a href="http://www.nonchalance.org/">nonchalance</a>, the Bay Area urban art organization responsible for (among other things) the <a href="http://jejuneinstitute.org/">Jejune Institute</a>, which happens to be one of my favorite pervasive story/game projects ever. Sensing that Jeff was a kindred soul of sorts, I asked him if he would do an interview about public space, community, and play.</p>
<p><img class="alignnone size-full wp-image-2834" title="EPWA-fence-sign" src="http://remotedevice.net/wp-content/uploads/2010/03/EPWA-fence-sign.jpg" alt="" width="540" height="405" /></p>
<p><strong>It strikes me that a lot of the work going on right now in location-based experience design can trace its origins back to Situationism, sticker art, and &#8212; going way back &#8212; graffiti. There are also some obvious connections to amusement park and museum design. What are the big touchstones for you? </strong></p>
<blockquote><p>Wow.  I&#8217;ve never had any one zero in so accurately on my influences before.  For years, before we started Nonchalance, I was doing a guerrilla campaign called Oaklandish that was really attempting to fuse together the ideals of Situationism and Street Art.  We&#8217;d use multi-media devices and historicaly driven content to produce happenings designed to gather large groups of people together in negative urban spaces, so they could begin to interact with each other and the space around them in new ways.  It was literally &#8220;the construction of situations&#8221;, with a strong post-graffiti mindset.  Haring and Basquiat are like Patron Saints to me for the very literate, site-specific graffiti art they did early on.  And, yes, we absolutely had an amusement park mentality as we are created the Games of Nonchalance.  When I grew up I worked as a child performer at a place called &#8220;Children&#8217;s Fairyland&#8221; in Oakland, and it was this magical hokey little fantasy world, where you could literally fall down a rabbit hole.  They had magic keys where you could turn them in a lock box and suddenly hear a recording of a nursery rhyme, while looking at a diorama of the cow jumping over the moon, or whatever.  There was a yellow brick road leading through the park to an Emerald City. We want to present those kinds of interactions everywhere across the civic realm, so that trap doors and side hatches exist all around you, all the time, fuzed into the urban landscape.</p></blockquote>
<p><img class="alignnone size-full wp-image-2845" title="urban-overlay" src="http://remotedevice.net/wp-content/uploads/2010/03/jeff-hull-1.jpg" alt="" width="540" height="500" /></p>
<p><strong>Over the past few years, a lot of different disciplines have been coming together around notions of embodied experience, public space, community, and play. Everyone from performance artists to game designers to educators and curators seem to be grasping at different versions of the same thing. But what *is* that thing? Do we even have a word for it?</strong></p>
<blockquote><p>Interestingly, most of our intern applicants have been architecture students. Somehow they&#8217;re all thinking about their work in a different way, too.  There&#8217;s some kind of convergence.  When I asked the question to our production manager Sara Thacher, she felt like it wasn&#8217;t necessarily useful to put a label on it, but we both agreed that the zeitgeist is happening.  Sara is more interested in &#8220;why&#8221; so many different people are exploring this new &#8220;Third Space&#8221;.  We agreed it is in part a reaction to the narrow confines of sanctioned activities in public space, which have been largely defined by commerce.  We can legally: commute, shop, and drink a latte. Walk or run in a park between sun up and sun down.  Otherwise you&#8217;re somehow suspect.  People feel isolated by that.  I think we&#8217;re all trying to loosen those reigns through their own individual contributions.</p>
<p>My name for it is Socio-Reengineering.  That&#8217;s Jejune Institute terminology, and in our story it has dubious connotations, but we&#8217;re actually quite sincere about this aim.  To infuse variability and play into the workaday world by re-engineering the way that people navigate and experience the space and the population around them.  Sometimes it can happen in a seemingly spontaneous way, like a flash mob, and sometimes it is the result of meticulous design and effort.</p></blockquote>
<p><img class="alignnone size-full wp-image-2835" title="Octavios_msg3" src="http://remotedevice.net/wp-content/uploads/2010/03/Octavios_msg3.jpg" alt="" width="540" height="360" /></p>
<p><strong>One thing I really like about the Jejune Insitute is the fact that it&#8217;s a cross-platform interactive narrative that works a little bit like a gallery installation: it&#8217;s just *there*, online, on the air, and in physical space. This represents a very different approach to storytelling than that found in more &#8220;traditional&#8221; ARGs, which are typically structured around the gradual unveiling of story information leading up to a climax event of some sort. What made you pick this different path? What did you gain (and/or lose) by abandoning the unity of time?</strong></p>
<blockquote><p>You&#8217;re correct about the <a href="http://jejuneinstitute.org/sf.htm">induction center</a> as &#8220;gallery installation&#8221;.  We wanted to create an immersive automated well-curated environment, and to have it exist semi-permanantly. We were outsiders to the ARG universe, and totally ignorant of it&#8217;s culture and customs.  So when we finally appeared at the <a href="http://www.argfestocon.com/">ARG Fest-o-Con</a> in Portland, we learned that we had inadvertently solved one of the major stumbling blocks of earlier ARG&#8217;s; &#8220;replayability&#8221;.  What we had produced could be experienced over and over again, and shared with friends, and so on.  The big trade off was that it was local.  People in other parts of the world are not able to experience it directly.  But ideally we&#8217;ll be able to produce unique experiences in other cities in the future.  Every city should have their own game!</p>
<p>The other thing that led in this direction was that after doing work in the streets for so long I became very curious about those semi-public and private spaces as well.  What are the boundaries between them?  A corporate office building has all those questions built into them.  There&#8217;s this very sterile environment that is in someways meant to intimidate people.  We used that to our advantage in the narrative, and at the same time subverted it by asking people to explore and reexamine that space.  That was a clear incentive for us in creating the induction center.</p></blockquote>
<p><strong>You&#8217;ve been embedding story and play into the Bay Area for a while now. What kind of dividends has this paid in terms of building community and bringing like-minded individuals together? </strong></p>
<blockquote><p>For players; yes, there&#8217;s definitely been a coming together of like-minded people, especially with the recently released Act IV.  It emphasizes group play, inter-dynamics, and trust so that when the group completes the experience they have truly been through a rite of passage together.  We&#8217;ve been hearing from participants that they have really gelled with other players this way and formed deeper bonds.  You can really see it in the <a href="http://www.flickr.com/photos/mrericsir/sets/72157617487031789/">EPWA protest</a> video; all these weirdos just coming out of the woodwork to party in the streets.  Ironically, because I&#8217;ve remained &#8220;behind the curtains&#8221; for so long, I don&#8217;t feel like I&#8217;ve benefitted socially from any of these activities!  I&#8217;m really looking forward to coming out from backstage more and interacting directly with the players in the future.</p></blockquote>
<p><strong>Is civic engagement an artistic imperative?</strong></p>
<blockquote><p>I&#8217;d say not.  Great art can be something completely personal and private.</p></blockquote>
<p><img class="alignnone size-full wp-image-2848" title="radios" src="http://remotedevice.net/wp-content/uploads/2010/03/radios.jpg" alt="" width="540" height="500" /></p>
<p><strong>I live in Los Angeles. Do the kinds of projects we&#8217;re talking about work best in denser cities like San Francisco or London? Or can we imagine locative stories anywhere, and on any scale?</strong></p>
<blockquote><p>I view these productions as being fully scaleable.  It&#8217;s not so much an issue of geography and architecture as much as culture.  A map isn&#8217;t unpredictable, but people can be! Once you know who the participant is then you can begin to imagine how they might interact in that particular environment.  For example, I&#8217;d love to produce something for Las Vegas.  There is also the <a href="http://www.accomplicetheshow.com/">&#8220;Accomplice&#8221;</a> game in Hollywood, which operates a little more like dinner theater in the streets.</p></blockquote>
<p><strong>If you go back to the 1990s, a lot of people were predicting that the future of storytelling and play was going to be defined by screens, VR goggles, and, ultimately, brain implants. Thankfully, it looks like that&#8217;s not the way we&#8217;re heading &#8212; at least not right away. Where do you see all this locative stuff going in the next few years?</strong></p>
<blockquote><p>Mobile technology can potentially allow us to get away from the screen and back into the real world.  I&#8217;m awaiting a few app features to be developed so we can take our immersive experiences to a new level, and which would allow other users to create their own real world adventures.  I want my phone to let me know about the secret discovery awaiting me right around the corner.  Then I want to share that discovery.  I foresee every institution with real space developing their own interactive mobile applications; the Magic Mountain choose-your-own adventure iPhone game, the MOMA interactive mystery tour, or the narrative based campus orientation experience, as you had mentioned.  I think at first there will be a ton of poorly designed ones, until people get over the novelty of it and recognize it as a true art form, like film.</p></blockquote>
<p><strong>What&#8217;s next for nonchalance?</strong></p>
<blockquote><p>On the practical side, we just put together a board of advisors to help us develop our business.  On the creative side, we&#8217;re talking to a potential collaborator right now in the mental health field about producing a multi-sensory maze that serves therapeutic purposes.  It would essentially be an inward-bound expedition through the gauntlet of emotions, with positive achievements built into it.  Have you ever been on <a href="http://en.wikipedia.org/wiki/Mr._Toad%27s_Wild_Ride">Mr. Toad&#8217;s Wild Ride</a>?  It would be like that, but for your psyche. That&#8217;s one thing on the table, but we&#8217;re still looking at other opportunities.</p></blockquote>
<p><em><a href="http://www.nonchalance.org/">Nonchalance</a>&#8216;s practice stands at the intersection of three core concepts: Narrative, Consciousness, and Space (both public and private).  Founded in Oakland in 1999 by director Jeff Hull, the organization&#8217;s primary goal is to infuse more variability and play into the civic realm. Over the intervening years the team has comprised a fluctuating roster of collaborators that currently includes Sara Thacher, Sean Aaberg, and Uriah Findley. Past projects have included <a href="http://www.oaklandish.com/welcome.html">&#8220;Oaklandish,&#8221;</a> <a href="http://www.oaklandish.com/EVENTS/drivein/index.html">&#8220;The Liberation Drive-In,&#8221;</a> <a href="http://www.oaklandish.com/EVENTS/CTF/index.html">&#8220;Urban Capture the Flag,&#8221;</a> and &#8220;The Bay Area Aerosol Heritage Society.&#8221; With over 100 free public events under its belt, Nonchalance has received thirteen consecutive &#8220;Best of the East Bay Awards,&#8221;  and produced exhibits and installations for the Yerba Buena Center for the Arts, the Oakland Museum of CA, Southern Exposure and the Oakland International Airport.  They are currently wrapping production on the &#8220;Games of Nonchalance,&#8221; an &#8220;Immersive Media Narrative&#8221; leading participants on a journey of urban exploration throughout San Francisco&#8217;s hidden present and past.</em></p>]]></content:encoded>
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		<title>Learning by ARG: an interview with Mela Kocher Lennstroem</title>
		<link>http://remotedevice.net/blog/learning-by-arg-an-interview-with-mela-kocher-lennstroem/</link>
		<comments>http://remotedevice.net/blog/learning-by-arg-an-interview-with-mela-kocher-lennstroem/#comments</comments>
		<pubDate>Sun, 07 Mar 2010 17:54:58 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[conferences]]></category>
		<category><![CDATA[dml 2010]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[ken eklund]]></category>
		<category><![CDATA[mela kocher lennstroem]]></category>
		<category><![CDATA[participation]]></category>
		<category><![CDATA[ucsd]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=2711</guid>
		<description><![CDATA[Mela Kocher Lennstroem is a Swiss games researcher currently living in San Diego, where she conducts post-doctoral research on “the blurring of reality and fiction in digital media, especially in ARGs.”]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.pixelidentities.com/">Mela Kocher Lennstroem</a> is a Swiss games researcher currently living in San Diego, where she conducts post-doctoral research on &#8220;the blurring of reality and fiction in digital media, especially in ARGs.&#8221; I caught up with Mela via <a href="http://twitter.com/PinkCloud13">Twitter</a> and email after she co-presented (with Ken Eklund, Stephen Petrina, and PJ Rusnak) a &#8220;mini ARG&#8221; at the <a href="http://dmlcentral.net/conference/">2010 Digital Media and Learning Conference</a> in La Jolla, California &#8212; an event I wish I&#8217;d attended, especially after talking to Mela about what happened during her session.</p>
<p><strong>First off, I noticed your dissertation, <a href="http://a.imagehost.org/download/0672/pixelkaninchen_pdf">&#8220;Follow the Pixel Rabbit,&#8221;</a> on your website. Even though I can&#8217;t read German, I found it interesting to flip through the pages. Speaking generally, what&#8217;s your dissertation about &#8212; and what does the Alice reference in the title mean?</strong></p>
<blockquote><p>I wrote my dissertation on storytelling in video games around 2002/2003. At that time game studies was still a pretty new thing at universities in Switzerland (and games not really accepted as a serious academic subject). With the reference to Alice in Wonderland I wanted to make the statement that digital games offer a magic, bizarre and wonderful world for the one who dares to enter. My dissertation is about different ways of storytelling and player engagement of video games, hyperfiction and interactive movies &#8211; latter being a genre that failed remarkably in its beginnings &#8211; just watch/play <a href="http://www.imdb.com/title/tt0171392/fullcredits#writers">I&#8217;m Your Man</a>!</p></blockquote>
<div id="attachment_2725" class="wp-caption alignleft" style="width: 510px"><a href="http://remotedevice.net/wp-content/uploads/2010/03/mela_teddy_ARG.jpg" rel="fancygroup"><img class="size-medium wp-image-2725" title="mela_teddy_ARG" src="http://remotedevice.net/wp-content/uploads/2010/03/mela_teddy_ARG-500x666.jpg" alt="" width="500" height="666" /></a><p class="wp-caption-text">Mela Kocher Lennstroem</p></div>
<p><strong>Obviously you are engaged with a lot of different fields of inquiry, from game design to narratology to aesthetics. How did you end up deciding to study/make this kind of stuff? What path did you take to becoming a theorist-practitioner?</strong></p>
<blockquote><p>Besides frenetically playing <a href="http://en.wikipedia.org/wiki/Game_&amp;_Watch">Games &amp; Watch</a> as a child, I lead a pretty video game-free life until my roommate in college got me into <a href="http://en.wikipedia.org/wiki/Myst">Myst</a> and <a href="http://en.wikipedia.org/wiki/Riven">Riven</a>. I studied German literature at that point and was curious to test the traditional literary theory frameset on games &#8211; and luckily my professor was encouraging that. Writing a dissertation on the topic was a pretty natural step (since it was fun, challenging and exciting), and during that time I played lots of games and taught many game workshops for teachers and librarians. In the past years I&#8217;ve been getting more and more intrigued by ARGs and their vast potential for storytelling and blurring the lines between fiction and reality &#8211; so I was more than happy to have gotten a research grant to study, play and now even make ARGs in the USA for two years.</p></blockquote>
<p><strong>You recently appeared on a panel at the <a href="http://dmlcentral.net/conference/">Digital Media and Learning</a> conference entitled, &#8220;Storytellers, Storymakers and Learning by ARG.&#8221; As a part of the panel, you and your co-panelist, game designer <a href="http://twitter.com/writerguygames">Ken Eklund</a> (<a href="http://www.worldwithoutoil.org/">World Without Oil</a>), designed and ran a mini-ARG. What was the purpose of this game, and how did it work?</strong></p>
<blockquote><p>The conference theme was &#8220;Diversifying Participation&#8221;, and our team wanted to discuss ARGs &amp; participatory learning. Since it would probably take an hour to explain what ARGs are (and people still wouldn&#8217;t get it!), it seemed more effective (and way more fun!) to have the audience engage in one first hand. The game plot went like this: One of the speakers (which ended up being me) got lost on campus and was not be able to show up for the session in time. While Ken explained this to the waiting conference attendees, he had a &#8220;stress-induced narcoleptic attack of 20 minutes&#8221; so the audience was completely left to themselves (while our other two team members, PJ Rusnak and Stephen Petrina, stayed incognito in the room for possible trouble shooting).</p></blockquote>
<p><strong>I wish I had been there. How many people ended up participating?</strong></p>
<blockquote><p>You should have! <img src='http://remotedevice.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  There were around 40 people in a quite tiny room so it was packed. It was amazing which strategies the participants came up with &#8211; they started a Facebook search, tried to sneak Ken&#8217;s phone from his sleeping hand, they tweeted me, tried to call and text me and physically went out on campus to search for me &#8211; unfortunately for them, in my fictional world my phone was malfunctioning and I could only send them pictures from my location via tweet to ping.fm. That constraint gave way to lots of creativity, though (as our PM team had hoped for), and the participants truly engaged in their storymaking efforts.</p></blockquote>
<div id="attachment_2730" class="wp-caption alignleft" style="width: 510px"><a href="http://remotedevice.net/wp-content/uploads/2010/03/Mela_miniARG_tweets.jpg" rel="fancygroup"><img class="size-medium wp-image-2730" title="Mela_miniARG_tweets" src="http://remotedevice.net/wp-content/uploads/2010/03/Mela_miniARG_tweets-500x312.jpg" alt="" width="500" height="312" /></a><p class="wp-caption-text">Screen capture of Twitter activity from the mini-ARG, Feb 19, 2010</p></div>
<p><strong>What kind of feedback did you get? How was the notion of &#8220;learning by ARG&#8221; understood by the assembled educators?</strong></p>
<blockquote><p>There was definitely excitement in the room during the game (I watched the video later on). Most of them immediately understood that it was a game, and got into play mode. My favorite reaction was the (failed) gamejack attempt of one man who offered to hold his own speech while they were waiting for the scheduled speaker. Another person doubted that I was truly lost but suggested that I might just need a bit of comforting to take up my role as speaker. Lovely!</p>
<p>Even from this short ARG performance, people saw the great potential ARGs bear for learning &#8211; via features like creativity, collaboration, common goals, instant player feedback, immersion, role play, problem-solving&#8230; Most attendants thought of the ARG as an inspiring experience during an academic conference stuffed with formal one-to-many presentations.</p></blockquote>
<div id="attachment_2735" class="wp-caption alignleft" style="width: 510px"><a href="http://remotedevice.net/wp-content/uploads/2010/03/Mela_miniARG_saviour.jpg" rel="fancygroup"><img class="size-medium wp-image-2735" title="Mela_miniARG_saviour" src="http://remotedevice.net/wp-content/uploads/2010/03/Mela_miniARG_saviour-500x375.jpg" alt="" width="500" height="375" /></a><p class="wp-caption-text">The players eventually </p></div>
<p><strong>On a more meta level, how do participatory game constructs like storymaking ARGs complicate or extend your thinking on narrative in digital games? Are the categories of &#8220;story&#8221; and &#8220;game&#8221; collapsing into one another, or do the traditional boundaries still hold?</strong></p>
<blockquote><p>ARGs have a potential for storytelling and storymaking that video games do not have, because of the possibility for real time interaction with the puppet masters and the actual chance for the player (or the more believable illusion!) to influence the course of the game. Narrative adventure video games are in comparison to that so limited and often incoherent due to their closed programming. Of course, more open structured video games like <a href="http://en.wikipedia.org/wiki/Grand_theft_auto_iv">GTA</a> offer completely different ways of experiencing and creating a story as well which also extends beyond the realm of the screen, but ARGs just take this idea much further. But new options bear new problems, and ARGs rely on the puppet masters&#8217; coherent and instant feedback and their fair choices &#8211; and on the collaboration of the fellow players.</p>
<p>To your second question: I&#8217;d rather keep the concepts of &#8220;story&#8221; and &#8220;game&#8221; apart for analytical reasons, even though they tend to overlap [in the case of] ARGs: [that is,] I can play by being part of the story or by trying to crack a code. I would say that ARGs make story playable, but they are more story than game &#8211; but then this also depends on what the player is looking for. I myself love to &#8216;stalk&#8217; a character and get into the game through character interaction while others love to solve puzzles etc. &#8211; the more traditional game-aspects of an ARG.</p></blockquote>
<p><strong>What&#8217;s next for ARGs &#8212; and for your research in general?</strong></p>
<blockquote><p>I&#8217;m curious to see if ARGs will develop towards shorter, replayable and even payable game formats for wider audiences (and therefore blend with features of video games).</p>
<p>I myself got very intrigued by having experienced a challenging setting like the academic conference as a playground, and I hope to investigate further in that direction. I&#8217;m not a fan of serious games per se, but I do believe that &#8220;play&#8221; in general provides at its core some of the most valuable experiences for living and learning.</p></blockquote>
<p><strong>Thanks, Mela!</strong></p>]]></content:encoded>
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		<title>Talking story with Jan Libby</title>
		<link>http://remotedevice.net/blog/talking-story-with-jan-libby/</link>
		<comments>http://remotedevice.net/blog/talking-story-with-jan-libby/#comments</comments>
		<pubDate>Wed, 24 Feb 2010 23:55:22 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[jan libby]]></category>
		<category><![CDATA[story worlds]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=2516</guid>
		<description><![CDATA[Knowing that Jan Libby is a prolific and talented indie ARG designer, I asked her if she would be interested in doing a short interview about how she plans and evolves her games -- and about the important role of story in the future of ARGs. We exchanged a few emails, and Jan sent me these responses -- along with some great behind-the-scenes images from her upcoming indie storyworld, 36nine...]]></description>
			<content:encoded><![CDATA[<p>A couple of weeks ago I posted a list of <a href="http://remotedevice.net/blog/arg-tools/">content management and delivery tools for indie ARG producers</a>. In the comments, Jan Libby (<a href="http://twitter.com/labfly">@labfly</a>) noted that &#8220;the first element you need to organize and lay out is &#8216;your story&#8217; and then later how it connects to the world. After all, this is a storytelling genre.&#8221; Knowing that Jan is a prolific and talented indie ARG designer, I asked her if she would be interested in doing a short interview about how she plans and evolves her games &#8212; and about the important role of story in ARGs in general. We exchanged a few emails, and Jan sent me these responses &#8212; along with some great behind-the-scenes images from her upcoming indie storyworld, <em>36nine</em>&#8230;</p>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/02/35nine5.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-2525" title="35nine5" src="http://remotedevice.net/wp-content/uploads/2010/02/35nine5-500x394.jpg" alt="" width="500" height="394" /></a></p>
<p><strong>I wanted to dive right into some nuts-and-bolts writer stuff, so here goes. Suppose you&#8217;re setting out to make an indie ARG. How do you begin? Do you start with particular design goals (e.g. modes of participation you&#8217;d like to elicit, networks you&#8217;d like to engage with, etc), or do you look for a story first? </strong></p>
<blockquote><p>Whether i&#8217;m working w/a client or doing an indie, i always begin with story.  Of course, with a client i will have many things to consider (brand&#8217;s voice, brand&#8217;s audience, brand&#8217;s platforms, etc.) while creating a story that fits for the gig, but story is still most important.  The way the story unfolds to &amp; interacts with the online and offline world happens organically as i write the story (but i keep that list of mechanics separate).</p></blockquote>
<p><strong>Screenwriters and novelists typically articulate their themes by moving a protagonist through conflict, crisis, climax, and resolution. ARGs and other distributed story/play activities arguably function in a very different way &#8212; not least because of their fundamentally participatory nature, which has the effect of fragmenting the role of the protagonist across the player community. What&#8217;s your thinking on how ARGs can engage with themes and create meaning?</strong></p>
<blockquote><p>My ARG stories are very much like screenplays.. except instead of the conflict, crisis, climax and resolution only happening to the character world, it also happens to my players/audience.  So, as i write the storyline/storylines for the characters, i&#8217;m not only working out how the events will change the characters, but also considering where the players/audience fit into this world and how they will/may touch it/affect it/change it.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/02/36nine1.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-2527" title="36nine1" src="http://remotedevice.net/wp-content/uploads/2010/02/36nine1-495x500.jpg" alt="" width="495" height="500" /></a></p>
<p><strong>Boundaries seem to blur rather quickly in the ARG space. I wonder: do you consider yourself a game designer or a storyteller &#8212; or neither? </strong></p>
<blockquote><p>I really consider myself a storyteller that loves ARGs&#8230; and i still like &#8220;puppetmaster&#8221;.</p></blockquote>
<p><strong>I&#8217;m curious about how you structure your projects. Do you work with a storyboard from the very beginning &#8212; i.e., do you use it to discover the arc of your story &#8212; or is it something you only bring in once you know where things are going?</strong></p>
<blockquote><p>Usually a story has been in mind for quite some time before I begin to write it, storyboard it, etc.  At some point i buy a notebook, foam core and index cards.  The notebook comes first.  i write and write and write and soon the notebook leads to index cards and foam core boards.  The first set of boards i create break down the Acts of the ARG (this will include diff paths the players/audience may create).  The next set of boards will break down the characters.  Near these boards i place boards for &#8220;assets&#8221; and begin those lists.  Later in the process i will connect story and characters to assets via string.  i&#8217;m sure that sounds archaic but i work best when i can touch it and live with it around me like that.  i can look at and rework these boards for a long time.  i have boards up right now that i&#8217;ve been working on for over 8 months.  i&#8217;m slowly building a world and the boards are evolving as i write scripts, build sets, props, shoot, etc.  soon i will begin the ARG boards.  My ARG boards will take me from day 1 to end game/goodbyes and beat out what happens each day within the storyworld (including mechanics, assets, shoot sched, etc).</p></blockquote>
<p><img class="alignnone size-full wp-image-2535" title="36nine-duo" src="http://remotedevice.net/wp-content/uploads/2010/02/36nine-duo.jpg" alt="" width="500" height="452" /></p>
<p><strong>In your comments on my earlier post, you wrote: &#8220;my storyboard is separated from my assets charts.&#8221; Why do you think it&#8217;s important to keep things separate this way?</strong></p>
<blockquote><p>I prefer ARGs with a story.  Some ARGs just deliver a string of events.  For me, by starting with a &#8220;storyboard&#8221; that is dedicated to story only, i can be sure i will not make this mistake.</p></blockquote>
<p><strong>ARGs are inherently collaborative; creators often work in teams, and games almost always involve a large amount of back-and-forth between the players and the designers. How do you accommodate for this dynamism in your story planning?</strong></p>
<blockquote><p>You make sure you communicate well with everyone on the team.  This means you must have a great way to share information and to keep everyone on the same page.  On a recent project i simply made a doc out of my ARG boards. Each day everyone could look at that and see what was happening that day and where we were headed.  It&#8217;s also really important to have a great producer staying on top of everyone with a hot sheet.  Everyone should know as you head into producing the ARG that some things will change due to players/audience interaction/participation.  So, you must make certain that you have the time in your schedule to accommodate those changes and forks in the road.  i don&#8217;t think its a good idea to shoot a ton of stuff pre-launch.  i do shoot some, but most is scheduled to happen post launch so that is really is happening during the &#8220;story time&#8221;.  (its like live theatre that can react/change/or not to the players/audience) And again, you make sure you communicate the changes well with everyone.</p></blockquote>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/02/36nine2.jpg" rel="fancygroup"><img class="alignnone size-medium wp-image-2529" title="36nine2" src="http://remotedevice.net/wp-content/uploads/2010/02/36nine2-500x340.jpg" alt="" width="500" height="340" /></a></p>
<p><strong>Where are things going for ARGs? And for you?</strong></p>
<blockquote><p>i really don&#8217;t know where ARGs are going.  i think if ARGs are to survive they need to grow and change.  First, we need to tell better stories.  i would love to see more artists and filmmaker types dive into the genre to help push the envelope. We need to examine how ARGs play out.  There are many problems with how and where ARGs are played out now.  Many people have told me they&#8217;d love to play an ARG but just don&#8217;t know &#8220;what to do&#8221; or &#8220;where to go&#8221;.  i&#8217;ve been playing around with different &#8220;live help&#8221; ideas.  On Levi&#8217;s we had &#8220;GameTeam&#8221; who were around the boards to help out newcomers.  i know it was a useful tool but its only the beginning.  Also, traditional forums are overwhelming to many newbies. The forum set up hasn&#8217;t changed much since.. um forever.  we should redesign &#8220;the forum&#8221; or the space where the players organize and meet.  Beyond all that, i do think that &#8220;interactive storyworlds&#8221; have a big future.  i&#8217;m certain that someday, in the not so distant future, some cousin of ARGs and MMORGs will deliver episodic adventures to players/audience. i like this idea that on a given night a storyworld comes alive and you are invited to step into it and for a couple hours and then check back next week for the next episode.</p></blockquote>
<p><strong>Thanks, Jan!</strong></p>
<p><em>Jan Libby created the popular indie Alternate Reality Games &#8211; </em>Sammeeeees<em> &amp; </em>Wrath of Johnson (Sam II)<em>.  Her year following </em>Sammeeeees<em> was spent writing and designing for LG15 Studios (on the </em>Lonelygirl15<em> Series season 1 &amp; 2). She then partnered on Book 3 of the horror/sci-fi </em>Eldritch Errors<em> with Brian Clark &amp; GMD Studios.  Jan now works primarily as an ARG/ARE and Community consultant to Media Companies and Agencies. After recently wrapping on Levi&#8217;s </em>GO IV<em> Game/Experience, Jan has spent the last couple months building up her next indie ARG storyworld, </em>36nine.</p>]]></content:encoded>
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		<title>Building a vast world with an indie board game: an interview with James Taylor</title>
		<link>http://remotedevice.net/blog/vast-world-indie-boardgame/</link>
		<comments>http://remotedevice.net/blog/vast-world-indie-boardgame/#comments</comments>
		<pubDate>Thu, 11 Feb 2010 15:21:08 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[james taylor]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=2259</guid>
		<description><![CDATA[In this brief interview, I ask game designer James Taylor a few questions about how his latest board game engages players in consuming and producing story both within and beyond the boundaries of the magic circle.]]></description>
			<content:encoded><![CDATA[<p>James Taylor describes his board game, <a href="http://www.facebook.com/group.php?gid=343959205127&#038;ref=ts" target="_blank"><i>The Gentlemen of the South Sandwiche Islands</i></a>, as &#8220;a strange little logic puzzle with an archaic feel.&#8221; It&#8217;s a highly engaging game, with a simple set of core mechanics that give rise to some very complex and nuanced strategic gameplay. But the game is just as interesting in terms of the way it incorporates narrative, both inside the game &#8212; as an emergent property of the game&#8217;s rules and fictional frame (including the great art done by Dan Gray and Jason Pruett) &#8212; and outside the game &#8212; as a variety of transmedia artifacts. In this brief interview, I ask Jim a few questions about how his game engages players in consuming and producing story both within and beyond the boundaries of the magic circle.</p>
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<p><b>Hey, how&#8217;s it going?</b></p>
<blockquote><p>Heya Jeff. It&#8217;s going well, I s&#8217;pose. </p></blockquote>
<p><b>Cool. So I wanted to talk to you about the role of narrative in and around your board game, <a href="http://www.facebook.com/group.php?v=info&#038;ref=ts&#038;gid=343959205127"><i>The Gentlemen of the South Sandwiche Islands</i></a>. One thing that really stood out to me when I played is the way the game provokes storytelling among the players. I know you&#8217;ve playtested this thing a lot &#8212; what kinds of storytelling behaviors have you noticed during your playtest sessions?</b></p>
<blockquote><p>Yeah &#8211; I did pay attention to the emergent storytelling in the gameplay. Different pieces will wind up together on islands, and players will sometimes come up with little micro-narratives for these scenarios. For instance, if the two gentlemen characters wind up together, players tend to come up with some biting (British) trash talk between them. In one of the versions of the game, I had a lot of quotes from the characters in the character booklet [that comes with the game]. I spent a lot of time getting those quotes just right, but then I ditched a lot of the quotes because I felt like they were actually getting in the way of players imagining scenarios. I&#8217;ve had to stop myself from overdetermining the experience. It&#8217;s certainly the difference between designing a game and writing a short story. With a game, people have to meet you halfway with their own creativity.</p></blockquote>
<p><b>Which came first, the game mechanics, or the storytelling? What were your original design intentions?</b></p>
<blockquote><p>There was a story first. But it wasn&#8217;t the story of the Sandwiche Islands. It was a dream about a warped city intersection &#8211; and trying to cross crosswalks in order to strategically reorganize a group. The game was dark and it was called The Intersection. (I think I was watching a lot of <i>The Wire</i> at the time.) But it was just a little too dark so I set the game in another time period and I lightened up the narrative.</p>
<p>As for my design intentions: I can&#8217;t say I really had any. I didn&#8217;t set out saying: &#8220;I want to make a novelistic game or a literary game, or an old courtship or an educational game&#8221;&#8230;.or anything like that. I just had a dream about this thing. I got out of bed and stared at a piece of construction paper for a while, then I decided to put down a couple of blocks&#8230;or spaces. Somehow, the game managed to hold my attention for an entire year.</p>
<p>For part of that time, you have to understand that I was going through a break up and somehow it was comforting  &#8212; and a pleasant distraction &#8212; to just play out different scenarios in the game. There are hundreds of thousands of possibilities on the game board, and somehow it was soothing to play through these while my head was all disjointed from the breakup. It was a pleasant distraction.</p></blockquote>
<p><b>At what point did you decide to start building a world of story <i>around</i> your game instead of just <i>inside</i> of it?</b></p>
<blockquote><p>It started with one little detail that I wanted to include. But I couldn&#8217;t fit it into the character booklet. The <a href="http://en.wikipedia.org/wiki/South_Georgia_and_the_South_Sandwich_Islands">South Sandwiche Islands</a> are located just south of Galapagos and the story takes place about a half century before Darwin. One of the characters, Puff, has a hobby of collecting insects and he&#8217;s always mumbling on about stuff that sounds strikingly similar to the theory of evolution. But no one ever listens to him. Again, I couldn&#8217;t fit this into the character booklet, so I expanded it into a letter, and then I realized that I had a very detailed and coherent world (and history) in my head that I could include by way of these different letters.</p>
<p>Of course there&#8217;s also another story level of the game&#8217;s making and creation.</p></blockquote>
<p><b>When I saw you the other day, you were working on writing customized &#8220;letters&#8221; to include with in each game box. You said the idea was that everyone who buys the game is going to get a unique letter written by one of the characters in the story world. You also said that this was turning out to be a lot of work. Could you talk about this a bit for people unfamiliar with this aspect of the project?</b></p>
<blockquote><p>Sheesh &#8211; I don&#8217;t want to get anyone&#8217;s hopes too high. Realistically there will probably be 3 different versions of the game that each contain different sets of letters. The idea is that the different sets of letters are all different fragments of the grander historical puzzle. But, yes, even the 3 different sets of letters are becoming time consuming. I just wrote one in the voice of an 18th century weathered British ship captain and it&#8217;s hard to get the accent right &#8211; I just read a lot Moby Dick and hoped for a spillover&#8230;</p>
<p>Perhaps the most fun aspect of the letters is that all (or most) of them will mention someone holding another letter, or writing a letter, within it. For instance, when the ship captain sees Jules, Jules is holding two letters in his hand &#8211; and the reader might wonder if those letters will become important, or appear in someone else&#8217;s game box. This literary conceit of referring to the actual object of the letters (which later work themselves into the text) is something that you can find a bit of in Samuel Richardson&#8217;s <a href="http://en.wikipedia.org/wiki/Pamela">Pamela</a>, which was published in 1740.</p>
<p>So, in summary &#8211; yes the letters are a lot of work; but I think it&#8217;s manageable; and I&#8217;m willing to do that work because letters somehow perfectly lend themselves to fragmented narratives.</p></blockquote>
<p><b>Are there any particular outcomes you&#8217;re looking for here &#8212; for example, are you hoping that players will begin to communicate with one another in order to share the content of their letters?</b></p>
<blockquote><p>(Totally loaded question!) Sure, breaking up the history of the game into these letters is a way, I think, to create a strong fan community. People talk about stories (like movies and books) anyway, because they create a shared cultural experience, so why not let people talk about the content and in talking about it find out more about the story itself? It&#8217;s including the socializing process of media into the content. Or the content into the process of socialization. </p>
<p>I was taking Henry Jenkins&#8217; <a href="http://henryjenkins.org/2009/08/transmedia_storytelling_and_en.html">transmedia entertainment class</a> and remember reading something about building vast worlds that are so deep that  no one person could possibly collect all of the diegetic information, so fans have to exchange story information with others in order to get a better sense of the story and world. </p>
<p>I think that was what I was aiming for in breaking up the letters into different boxes. </p></blockquote>
<p><b>What&#8217;s next for you?</b></p>
<blockquote><p>I recently turned down a game deal from a small/mid level publisher. They wanted exclusive publishing rights. I wasn&#8217;t ready to make that commitment. Instead, I&#8217;ve decided that I&#8217;d like to see this game sold in bookstores. I think it has literary roots. I&#8217;m set on seeing it in bookstores.</p></blockquote>
<p>For more info, see <a href="http://henryjenkins.org/2009/11/how_do_you_sell_an_artsy_board.html">this post</a> from Henry Jenkins, which includes Jim&#8217;s notes on the role of transmedia storytelling in the project. You can find out how to buy your own copy of the game <a href="http://www.facebook.com/notes/kickstarter/creator-qa-south-sandwhiche-islands/187372003406">here</a>.</p>]]></content:encoded>
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