This post is by R&D Group artist, César Alvarez, about The Universe is a Small Hat, an immersive electronic musical theater experience he is developing with director Sarah Benson and game designer Ivan Safrin (check out Ivan's website HERE) as part of Berkeley Rep's 2013 Groundfloor Program. To learn more about César and his work, check out his WEBSITE, or follow him on TWITTER.
"Games are a kind of theater in which the audience is an
actor and takes on a role – and experiences the circumstances and consequences
of that role.” - Anna Anthropy (Riseof The Videogame Zinesters)
During my time in The Civilians R&D Group I have been studying how to turn the experience of my musical into an immersive and interactive game. My piece is entitled The Universe is a Small Hat and tells the story of a techno-Utopian space colony which encounters a mysterious non-human atmospheric intelligence. Each audience member plays the role of a colonist and has to choose how to behave and interface within the micro-society on the ship. The decisions that each person makes influences their experience of the piece, opportunities they have, their access to the ship itself, and ultimately the ending that they experience.
During my time in The Civilians R&D Group I have been studying how to turn the experience of my musical into an immersive and interactive game. My piece is entitled The Universe is a Small Hat and tells the story of a techno-Utopian space colony which encounters a mysterious non-human atmospheric intelligence. Each audience member plays the role of a colonist and has to choose how to behave and interface within the micro-society on the ship. The decisions that each person makes influences their experience of the piece, opportunities they have, their access to the ship itself, and ultimately the ending that they experience.
“A game is an experience created by rules.” - Anna Anthropy
Games are systems and so they are well-suited to tell
stories about systems. Small Hat is at its core about a society, which
is a network of shared laws, customs, and/or organizations. My piece also deals
with physics which is a system of laws capable of describing and predicting
aspects of our Universe. The idea for turning my piece into an immersive
experience first came from this video of futurist Jason Silva talking about his experience of Sleep No More.
When I found this video I was trying to figure out how to tell a futuristic story in a theatrical context, but I feared that being conventionally presentational would come off as hokey. My sense is that science fiction has a bad reputation in theater. Perhaps science fiction works better in novels and films because both forms are so good at immersing us in a fictional future. Silva connects Sleep No More to virtual reality and frames its (albeit analog) interactive environment as an evolution of the video game and “the future of storytelling.” I think he has a point. For centuries theater has served to create a moment of physical rest and reflection after a day of labor. But now, as more jobs than ever require hours of isolation sitting in front of a screen, plugged into a network, theater might be well positioned as a place to engage our bodies, and allow us to interact with one another in physical space.
When I found this video I was trying to figure out how to tell a futuristic story in a theatrical context, but I feared that being conventionally presentational would come off as hokey. My sense is that science fiction has a bad reputation in theater. Perhaps science fiction works better in novels and films because both forms are so good at immersing us in a fictional future. Silva connects Sleep No More to virtual reality and frames its (albeit analog) interactive environment as an evolution of the video game and “the future of storytelling.” I think he has a point. For centuries theater has served to create a moment of physical rest and reflection after a day of labor. But now, as more jobs than ever require hours of isolation sitting in front of a screen, plugged into a network, theater might be well positioned as a place to engage our bodies, and allow us to interact with one another in physical space.
Image from Ivan Safrin's Space Cruiser, an interactive multi-playervideo game designed for Hayden Planetarium. Ivan is collaborating with César on Small Hat. |
Below I've presented some game concepts alongside a
description of how we are integrating the concept into The Universe is a
Small Hat. The concepts that game designers use to describe their work have been helpful as I try to merge these two worlds. My hope is that more theatre
artists start creating work that generates a story-driven interactivity.
Player Character - is a character in a video game or role playing game who is
controlled or controllable by a player, and is typically a protagonist of the
story told in the course of the game.
In Small Hat the
“player” is the audience member. And as I develop the “script” I am viewing the
audience member as an actor in the play. The script should be a delineation of
circumstances that allow for a mediated experience full of sensation, story and
choice. The audience members will not be asked to “act” or play a character
other than themselves. Since they are cast as members of the space colony we
are asking them to be themselves exactly as they are, or as they'd like to be.
Each colonist is given one of six “identities” based on a brief evaluation, but
each individual can embrace, switch, or reject the identity as they see fit.
Non-Player Character - any character not controlled
by a player.
In Small Hat the
Non-player characters will be the trained actors. More than a script they will
have a timeline of events, set of tasks along that timeline, an extensive set
of guidelines and possible outcomes. Their interaction with the Colonists
(audience) will often be improvised based on rules rather than scripted.
Reward - The reward is the positive consequence of
conquering the challenge; it can be anything from an increase in score, new
items, or a cutscene.
In our piece the primary
driving reward is to know the space and the story. When you enter the
multi-room space you'll want to explore it all, but it is quickly apparent that
you don't have access to it all. Only through operating within or subverting
the rules of the world can you discover the whole space and learn the whole
story. At the end each colonist is faced with a personal choice. The
information you gained and experience of the piece will impact that choice.
Risk - a situation involving exposure to danger, or
in the case of a game, the loss of points, rewards, or status.
Risks in Small Hat have to do
with losing resources (points), or failing to experience the whole space.
Failure to participate in the piece could also result in feeling left behind,
or cheated out of the story.
Cutscenes - A cutscene is a sequence in a video game
over which the player has no or only limited control, breaking up the gameplay.
Cutscenes are used to advance the plot, strengthen the main character's
development, introduce enemy characters, and provide background information,
atmosphere, dialogue, and clues.
The video game form of scene/gameplay/scene/gameplay reminds me of the musical theater form of scene/song/scene/song. In Small Hat we will move the narrative primarily through songs and gameplay, with very few static scenes between characters. When the actors speak they will usually be addressing the colonists directly.
Items – Objects which play role in the story. The
might contain clues, unlock elements of the story, offer powers or privileges.
Items in games remind me of
props in the theater world. How can we use objects interactively to transmit
the narrative?
Score - In games, score refers to an abstract quantity
associated with a player or team. Score is usually measured in the abstract
unit of points, and events in the game can raise or lower the score of
different parties. Most games with score use it as a quantitative indicator of
success in the game, and in competitive games, a goal is often made of
attaining a better score than one's opponents in order to win.
Every Colonist has a score in
the context of the piece. How you value that score is really up to each
individual. Players may choose to work hard to achieve high score and the
associated rewards, and players may opt out of the system and choose other ways
to spend their time.
Playtesting is the game
design version of workshopping in theater. Playing a game and identifying its
weaknesses is an incredibly important part of designing a functional and
enjoyable system. As we develop Small Hat we will need to constantly be
trying out ideas on audience even from the very earliest stages. We will have
to figure out the specifics of playtesting a musical.
Skill and
Chance – This is a polarity that is present in many games. There is a
randomizing element (dice or cards) but also a system of rules which can be
employed though a player's skill.
Both skill and chance will
show up in our piece. Specific strategies will allow Colonists to achieve
higher and reach greater depths of the world. But the randomizing elements will
add unexpected outcomes.
Level -
In a video game a level is the total space available to the player
during the course of completing a discrete objective.
In Small Hat there are
4 levels of play. The first level is available to everyone. The second and
third levels are available later in the piece, through high achievement or
cunning. Each level allows for a greater understanding of the narrative.
Check out a track from the show below:Thanks César for sharing. For other posts from our other R&D Group artists, please click HERE.
Check out a track from the show below:Thanks César for sharing. For other posts from our other R&D Group artists, please click HERE.
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