Games for an Uncertain World Now Play This is a new weekend of games and game design. We have games that take place in installations and games that take place on walks; games for bustling groups, for screens, for strange physical contraptions, for bodies, for the space inside players' heads. The thing that ties these works together is an interest in game design as cultural practice; in play as one of the fundamental ways that we understand and interact with the world. This is a collection of writing about the shifting nature of gameworlds, and how and why they change. It contains both games you can play and reflections on the how games are made and their place in our culture. Endpaper images via the Mechanical Curator at the British Library NOW PLAY THIS Next time you’re on a train, count the stops till your stop then put your headphones in and close your eyes. Keep them closed. Each time the train stops, keep track. Think about where you are, assuming you haven’t made a mistake. Think about where you might be, if you have made a mistake. Think about what train stations you might dream if you fell asleep. (Don’t fall asleep.) You win if you open your eyes exactly at your stop. Choose some small incident from your past. Write the details on a piece of paper, along with the rules of this game. Seal the paper in an envelope. Write something on the front of the envelope to remind you of the incident, and add an instruction, something like: “if it is 2019 or later, write down your memories of such-and-such incident, then open this envelope”. Now, keep remembering the incident, over and over, but different. Change something. Keep remembering and rewriting and remembering. Every time you think of it, write this new memory with its tiny lie. Don’t think of this game. Just think of the not-quite-true thing that happened. See if you can shift your memory far enough that when future-you finds and opens the 2019 envelope, they’re not sure which memory is real: the one in your 2015 head now that you’re going to write down, or the one in their head that you’re going to build for them over the next four years. Paper theatre. Collection: Poppenspe(e)lmuseum/Puppetry Museum, the Netherlands NOMICS By Kevan Davis founder of Blognomic Nomic is a game in which changing the rules is a move. The game was designed by Peter Suber in 1982, as part of a book on the logical and philosophical knots of self-modifying legal systems. Nomic starts off as a "deliberately boring" game about adding up die rolls, but each player can also propose a single change to the game's rules, on their turn. A vote is taken, and if enough vote in favour, the rules are updated for the next player's turn. On one level, Nomic is a collaborative exercise in game design, the players working together to create something less boring than dice rolling. It only takes a single rule amendment to introduce a deck of cards or a chessboard, to require forfeits, or to send players outside. The dice can be removed entirely, and the victory condition changed. Once a new part of the game is in place, further proposals can build on it, and fix any problems that arise. On another level, Nomic becomes a microcosm of democracy. As soon as amendment votes require anything less than unanimity, it becomes possible for higher-scoring players to attempt to strengthen their position, or for the lower ones to team up against the leader. It's up to players whether they rely on a communal sense of fair play (in practice, a proposal to tax a minority may be booed down even by players who would not be affected by it), or to build their own checks and balances. Since the rule-changing extends to the voting system itself, players can dabble with simultaneous or secret voting, hierarchies of power or even a monarchy or dictatorship. Exploiting loopholes is fair game. Sometimes innocuous-seeming rules will allow a player to gain a sudden and unexpected advantage over others, maybe even enough to win. Such a loophole might arise accidentally, or it could be placed there intentionally by a player hoping that nobody would notice it during voting. The ruleset printed here is a greatly simplified version of Suber's original. The game can take any number of players, but is best with at least five. Write new rules on a spare sheet of paper, or jot proposed new rules on index cards and add them to the table if they're voted in. The ruleset becomes even easier to amend and track as a document on a shared laptop or tablet, and one of the best ways to play Nomic is the internet, with some online games lasting for decades. 1. The players of this game are listed in the score table at the bottom of the page. Scores start at zero and are kept as a tally. 2. The rules, and any information required to be tracked by those rules, can only be changed when this is explicitly permitted by the rules. 3. Players may leave the game at any time, but players cannot join mid-game. 4. Players take turns in the order they are listed in the score table. A turn consists of: * Proposing a change to the rules. * Rolling a six-sided die once, and adding the result to the player's score. (If a die is not available, toss a coin instead: if heads, gain 7 points.) 5. When a rule change is proposed, every player must vote either FOR or AGAINST it. If every player votes FOR it, the rule change is adopted and the rules are updated. 6. After two rounds of every player having had a turn, rule changes instead only require more votes FOR than AGAINST, in order to be adopted. This takes precedence over rule 5. 7. Newly created rules are given a number one higher than the current highest-numbered rule. 8. If two rules contradict, the lowest numbered rule takes precedence unless otherwise specified. 9. If players disagree about the legality of an action, the player to the right of the player whose turn it is may settle the dispute. Their decision is binding, but may be overturned if every other player objects to it. 10. If a player has a score of 100 or more on their turn, they win the game. If the game reaches a state where further play is impossible, the player whose turn it is wins the game. OUR WORLDS ARE NUMBERED Procedurally generated games and seeds By Tom Betts A Minecraft world generated from the seed “invisible” When players explore the blocky worlds of Minecraft, they’re experiencing places built not by hand, but by mathematics. Minecraft uses procedural generation to create its endless terrains and winding caverns. Similar techniques are used to produce the infinite sci-fi planets of No Man’s Sky, and the tense dungeons of Spelunky. At its most basic, procedural content generation builds game structures (things like environments, enemies and equipment) from mathematical algorithms. At their heart are strings of numbers produced by equations like perlin noise or cellular automata (more on those in a moment!). Those numbers are used as the basis to build the world. Players often describe these processes as random, but in many cases they aren’t random at all. In programming creating random numbers is an unusual task, because it runs counter to the predictable logic that we associate with computers. Random number generators are vital in many areas of computing, from gaming to security and cryptography. To produce numbers that are unpredictable, many systems begin by sampling data from something the computer cannot directly predict: time. So they record the exact time (down to the millisecond) that a game is started, and then use this number as the starting point (or seed) for the creation of the game world. Because this event is triggered by the user not the program, it’s far more unpredictable. This technique makes it incredibly unlikely that any two players will end up with the same seed and related game world, because even a millisecond difference in the seed number will change the output of the entire system. Some games allow players to define their own seed, enabling people to share their game worlds with others. Entering the same seed in any copy of the game will always lead to the same world being produced, because once an initial seed has been chosen, the string of numbers produced by the code is purely deterministic (following the same pattern every time). But how can something as simple as a string of numbers be used to create the complex 3D worlds we see in games today? The success of any procedurally generated game rests on how well the designers and programmers can transform the output of random number generators into an interesting series of spaces and encounters. Many games use the perlin noise algorithm mentioned above to generate terrain because, once seeded, this function can produce values that rise and fall in way that can easily be used to approximate hills and valleys. Other games use cellular automata to create caves or watercourses, using random seeds as the basis for simulated growth systems - but the real artistry in procedural worlds comes from the subtle ways in which these systems can be combined. The first few numbers in a seed might be used to start the generation of the game’s overworld, while the next few could feed the beginning of a cave system that lies beneath that terrain. Other elements, such as the positioning of flora and fauna, can be derived from the same procedural seeds, as can subtle but important aspects like the individual size and colour of each. The game designer will often limit the range of these aspects to avoid chaotic results, and although a different seed might produce a totally different world, the style and feel of the worlds will usually remain consistent. For instance, when generating a world the program might Perlin noise, and a landscape generated using this technique define planting spots randomly across the entire terrain, but it will restrict alpine flowers to high altitudes and swamp grass to low levels. Similarly, in Minecraft the location of precious ores is partly random but limited to specific altitude ranges. So although the exact position of mountains and valleys may vary from seed to seed, the geology, flora and fauna will remain coherent and familiar. Defining the right range of restrictions while allowing an interesting range of randomness is a challenging task. Procedurally generated games must balance the thrill of chaotic outcomes with a level of reliability. If generated worlds are too formulaic or simplistic, they can feel stale and boring. But if the world is too random or unstable, then it can be hard to engage with. The best designs often build in space for both, presenting stable territories alongside less predictable environments. Careful layering and filtering is part of any generated game world. It’s like gardening, where the shape of the plant is pruned and guided, always remaining familiar, while still allowing unique shapes to occur. A digital seed allows us to share not only the type of plant we have chosen, but also to reproduce its exact form every time. WHEN THE MAP INVADES THE TERRITORY by Darran Anderson author of Imaginary Cities Detail of the labyrinth in Sens cathedral The worlds within and outside video games have a symbiotic relationship even though it is often assumed that games developed in their own sealed environment. Nintendo was founded as a playing card manufacturer in 1889, in the weeks between Van Gogh finishing Starry Night and the Moulin Rouge opening. In the years before developing Periscope, Sega made jukeboxes. It was of some satisfaction to learn, having grown up blasting Nazis in the Wolfenstein series, to learn that computers partly developed from code-breaking machines that helped defeat the Third Reich. Architects and game designers have faced the same problem; how to recreate the three dimensional world in a two dimensional medium. They responded to the challenge in remarkably similar and interconnecting ways. Pacman eats his way essentially around a ghost-haunted floor-plan. So closely do the perspectives in games like Head Over Heels resemble the isometric projections of the Bauhaus and the Russian Constructivists that they make the likes of Herbert Bayer and El Lissitzky seem pioneers of computer games before there were even computers. It is of little surprise that generations of city-building games like SimCity have adopted this god’s eye view. The development of games has been a process of increasingly mimicking the real world, in the hope of surpassing it. There is a problem however. Games are restrained by technical limitations. The flat-land perspective may have evolved into the isometric illusion of depth but it was still boxed in. As yet unable to offer a world in which the gamer could freely roam, designers ingeniously turned this disadvantage into an advantage. Again, they followed architectural examples. They transformed a prison of successive rooms and corridors into a labyrinth, and every labyrinth needs a minotaur. In 1981, the scientist Malcolm Evans designed a maze on his Sinclair ZX to test the power of the computer and was persuaded to turn it into a game. He did so by adding the unlikely presence of a pursuing Tyrannosaurus Rex. The result was 3D Monster Maze. The labyrinth model was fortuitous; it became known as the dungeon crawl, exploiting the considerable overlap between early gamers and Dungeons and Dragons roleplayers. It advanced again inspired by real life architecture; namely subterranean systems from Nazi bunkers in Wolfenstein 3D to scientific research facilities in the likes of Half-Life. As hardware developed, games began to break through to the surface. In shoot-em ups like After Burner and Space Harrier, and later racers like Wipeout and F-Zero, the foreground cascades towards the viewer giving the illusion of travelling into the distance. The very motion of Star Fox was inspired by walking through the Fushimi Inari shrine in Kyoto. Since the backgrounds are never entirely reached or explored, game designers could indulge their artistic and prophetic sides, constructing all manner of futuristic cities. This was an old technique popular in Northern Renaissance painting where the likes of Bosch (Adoration of the Magi, 1485) and Jan van Eyck (Road to Calvary, 1530) smuggled architectural experiments and Ideal Cities into religious allegories. It was a method then employed in theatrical backdrops and into the age of cinema; the travellers in The Wizard of Oz dance their towards a perspective-trick painting of the Emerald City. It is, in essence, the tantalising Utopia on the horizon, powered by our own imaginations. As the cities in games became more representative of real cities, they began to ask questions that architects and urban planners had long pondered. Space could be used to reflect and perhaps accelerate supposed moral decay. In a spate of beat-em ups beginning with Renegade, vigilantes would clean up the streets by beating petty hoodlums to a pulp, battles sustained by eating roast dinners lying on the pavement. Reflecting a gamut of puritanical thought, including zero tolerance, prohibition and the broken windows theory, these games were an implicit condemnation of decadent cities. Even the structure of these games originated in religious historiography and histrionics, echoing The Pilgrim’s Progress with its proto-end of level bosses and moral journey as much as the hierarchies of criminal gangs. With Streets of Rage rocket-launcher toting police or Final Fight’s ‘roid rage mayor, you have a genre satirising itself, intentionally or otherwise. Architecture is, in part, an expression of authority; who has power and who has not. The oppressive use of space can come actively with zones of exclusion (demonstrated in stealth games like Metal Gear Solid) or passively as liminal areas (as shown in GoldenEye). The subversive aspects of urban exploration and parkour have informed games like Mirror’s Edge, where dissent and freedom is articulated by a reclaiming of forbidden space. Where there is power, as Foucault pointed out, there is resistance. The future will be old and it will contain the wreckage of the present and the past. The most visionary games have embraced this from the retrofuture Russian architecture of Strider to the Hermann Finsterlin-echoing blobism of Balamb Garden in Final Fantasy, the Escher-inspired structures of Monument Valley to the expressionistic shadow puppetry of Limbo. Bloodborne absorbs memories of mist-shrouded Edinburgh and Prague; Dishonoured adds the spectral light of Victorian London. Anor Londo in Dark Souls was directly inspired by Milan Cathedral while the designers of Devil May Cry visited Gaudi’s buildings for inspiration. BioShock is an Ayn Rand-mocking Art Deco Atlantis. Its follow-up BioShock Infinite recalls World’s Fairs via Krutikov and Jonathan Swift’s flying cities. It is even tempting to see architects like Le Corbusier and Frank Lloyd Wright playing games with their grand plans (Radiant and Broadacre City respectively), suggesting that architecture has always had an aspect of the virtual. Amidst the young people playing Minecraft today are the architects of tomorrow. “Everyone should be able to build” Friedensreich Hundertwasser has claimed “and as long as this freedom does not exist, the present-day planned architecture cannot be considered art.” With anticipated advances in augmented reality, 3D printing and nanotechnology, this gap may well be narrowing, just as it is between cyberspace and physical space. With technology catching up with our imaginations, we could well see impossibilities (the physics-defying spaces of Gravity Rush and Portal for example) become possible. This will create new perils and resistances as much as wonders. The question we must pose, is whether we will be the beneficiaries of change or the victims, the gamer controlling their own world or a character in someone else’s game? AN UNRELIABLE REPORTER By Philippa Warr NOW PLAY THIS Decide which direction - north, south, east or west - is the most dangerous. For the rest of the day, make sure that you're never exposed to the horizon in that direction. Keep something between you and it at all times - a passer-by, a building, a bus. (A window isn't good enough.) Image via the Mechanical Curator at the British Library There are too many games to play in a lifetime so we must pick and choose. And so I read blogs, check forum posts, watch game trailers, skim press releases and plough through crowdfunding pleas. There are many games I will play as a result of these exploratory voyages but many more that will only be known through words on a page or images on a screen. But they are not lost. They are the foundation for new worlds and stories in my imagination. A character name might catch my eye and spark an entire backstory independent of what the developers intended. A combination of place names lets me sketch my own map, adding geography and landmarks. I have a whole alternate universe in my mind where the upcoming military shooter, Call of Duty: Black Ops 3 is a cyberpunk thriller with you playing as the megacorporation's bio-enhanced security force. As a games journalist there's flexibility in what I write but it centres on the reliable core of a game– understood mechanical systems cloaked in a known visual style and with reference points from elsewhere in gaming. Unpublished are the ideas from these myriad parallel universes. But they are not lost. Here are two from my unreliable reporter collection: "Blood Cloud May Help Insect Befriend Humans" There's a game called Path of Exile. It falls outside my area of expertise and so I've not kept up with its development and know almost nothing about how it plays. What I do know is that a player can have an ingame pet called a Gore Weta. It's a weta – a massive grasshopper-type insect – that follows you round in a cloud of blood, haemorrhaging a red trail as it moves. I started imagining what biological advantage that could offer. Surely the blood would attract predators? So the weta of my imagination has a symbiotic relationship with the player. Maybe it lures predators over, convincing them an injured mammal is just around the corner, bringing them within range of your weapons so you can strike a killing blow of your own and dine well. In exchange the weta gets protection and other bonuses. My Gore Weta has a place in an ecosystem. "Terror Of The Deep 'Mostly Harmless'" Another is ARK: Survival Evolved. The developers unveil creatures they're planning to include via illustrated dossiers. I like the gigantic vampiric sea creature dossier. For the naming they've turned to a genus of squid-like creatures from the Cretaceous – Tusoteuthis. Tusoteuthis is related to today's Vampyroteuthis infernalis. That name translates as "vampire squid from hell" but these defensive, slow-moving little creatures suck no blood. . I wondered whether the imaginary Tusoteuthis vampyrus was having a similar PR struggle. Perhaps "the terror of the deep" was a casualty of some deep-seated human fear of something so alien-looking. The crushing of prey and siphoning of blood using talons on its tentacles in the dossier were thus misunderstandings of natural behaviour. My Tusoteuthis vampyrus is a gentle giant stuck in a horror movie ad campaign. NOW PLAY THIS CREDITS Director: Holly Gramazio Digital Curator: George Buckenham Producer: Jo Summers Visual design and programme editor: Sophie Sampson Identity: Dick Hogg Custom controllers: Louis Roots Facilitators: Alice Bowman, Mink Ette, James Hunter, Ben Nizan Executive Producer: Alex Fleetwood Thanks to Paul Callaghan, Magnus Anderson, Fred Deakin, Viviane Schwarz, Terry Cavanagh, and all at Somerset House. Now Play This is supported by Arts Council England, Somerset House, Ukie and Film London. Thanks also to Playhubs, The Wild Rumpus and Hire Intelligence for help with tech equipment. NOWPLAY PLAYTHIS THIS NOW
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