An analogy between a board game and forum theatre to increase the reflective approach upon design processes Ligia Estera Oprea Malmö University Malmö, Sweden [email protected] ABSTRACT Complete me is a board game about drawing, environment exploration and appropriation of everyday objects. Since the game revolves around two roles, Critic and Artist, in this paper I will talk about the similarities of these roles with the ones from improvisational theatre and the act of performance. The aim is to emphasize the connection between art and play and strengthen the social aspects of performance in games. Also, to encourage the reflective approach upon design process using analogy between interdisciplinary fields. One player is the Critic who chooses randomly a card with a topic that the rest of the players, the Artists will draw by using objects to complete their drawings (Figure 2). The Critic blindfolded the entire game, in the end judges the drawings and declares the winner of the round. Author Keywords Interaction design; performance; appropriation; MDA; magic circle; social interaction. INTRODUCTION Concept Complete me is a party game for 4 – 6 players, a drawing game about appropriation allowing the players to satisfy their curiosity by snooping around people’s homes. The game has 144 drawing cards, 1 blindfold, 6 white boards, 6 dry pens, 6 erasers, 32 tokens for keeping up the score (Figure 1). Plus, the companion app available for Android in Google play, that allows the players to set up a timer and search in the same time inspiration on google images by scanning the QR codes from the drawing cards. Figure 1. The game props: the box, the tokens, the whiteboard with the pen, the drawing cards Figure 2. Example of appropriation, drawing from the 3rd lo-fi prototype playtesting Meanwhile, the Artists search around the house or in the space they situate themselves for one object to complete the drawing topic. Although the main mechanic (Hunicke, LeBlanc, & Zubek, 2004) is to draw and make use of the environment, there are no special skills required to play this game, because the focus is not on drawing but on appropriation (Sicart, 2014). Appropriation According to Miguel Sicart, appropriation is one of the core attributes of play and strongly connected with playfulness. Therefore, to appropriate a context presumes that it was not created or intended for play (Sicart, 2014). Every object that it is used in a different way than the one it was created for, it is appropriated. For example, using a pencil to make a hair bun instead of a hair clip. “Appropriation in art is the use of preexisting objects or images with little or no transformation applied to them” (Chilvers, Glaves-Smith, & Chilvers, 2009). So, using the everyday objects in their original form and not changing them, adds an extra challenge to the game. The players are constrained to see the object as a whole and reinterpret it. Improvisation Improvisation is a form of live theatre in which the plot, characters and dialogue of a game, scene or story are made up in the moment ("What is Improv? « Austin Improv Comedy Shows, Classes – The Hideout Theatre", n.d.) It is most known from the stand-up comedy shows, although improvisation has been present in many areas, like classical theatre, forum theatre – the theatre of the oppressed and of course, LARPs. Every LARP, live action role playing game is based on improvisation no matter the genre (Jonsson, Montola, Waern, & Ericsson, 2006). The improvisation in Complete Me is about actions, imagination, creativity, and reaction speed. The artists need to draw based on a random topic but first, they need to adapt to the space context. A friend’s house or a relative’s, the chosen object can be used from complex or simple perspectives. Performance The critic is blindfold so she cannot see the artists’ drawings, only in the end she can see the drawings and critique according to her personal style (Figure 3). Every action made in front of an critique. The fact that the critic behavior becomes more prominent at the beginning and in the end, can also be a similarity. Because, during the game, the emphasis is on the artists, on the actors in forum theatre. Although, theatre of the oppressed is about power, equilibrium, and democracy and Complete me is about drawings, appropriation, reinterpretation, and exploration, they are still alike. The design process behind the board game assured there is power balance between Artists and Critic. Also, because it has more rounds and at every round the critic changes, it allows everyone to become at some point Critic and Artist. Magic circle Performing a play, creating a piece of art, playing a game is like stepping inside a magic circle where special rules apply (Juul, 2009). The magic circle is a phenomenon in which players decide to play and by consent enter the special social and psychological space of a game. By entering the magic circle the artists are allowed, empowered to snoop around, to search and explore the environment especially when they are in a friend’s house. Conform to social etiquette, certain behavior is considerate inappropriate, but in the magic circle it is allowed. METHOD The iterative design process, “test, analyze refine, repeat” (Fullerton, Swain, Hoffman, & Isbister, 2008) started from a pitch game inspired by the illustrator Cristoph Niemann’s work named Sunday Sketches (Figure 4). Figure 3. Critic blindfolded, waiting for the Artists to finish their drawing audience becomes a performance, either as a Critic who judges the drawings or as an Artist who performs with his piece of art in front of fellow players (Schechner, 2013). The analogy that I am going to make between Complete me and performance is linked to Augusto Boal’s theatre of the oppressed. In forum theatre, the spectators are encouraged to participate, becoming at some point actors in the play, by a Joker. The Joker is the facilitator, the one who instigates to discussion, to participation, a mediator between actors and spectators (LEE, 2015). The Joker becomes the critic who facilitates the game, by choosing the card at the beginning of the game and in the end by giving Figure 4. Sunday Sketches by Cristoph Niemann After playing Pandemic and Cards against humanity and analyzing their mechanics, dynamics and aesthetics (Hunicke, LeBlanc, & Zubek, 2004) and we decided for simple rules, multiple rounds, timer. As for the aesthetics, we wanted the players to enjoy regardless their drawing skills level. Our testers confirmed later that contrary to other drawing games, e.g. Pictionary, they did not felt pressured to make nice drawings. Although, few of them expressed their desire to learn how to draw. Around 20 playtesting have been done during the design process, and about 6 of them were done remotely. The playtests done by ourselves on the site were video recorded. For the remote playtesting, without us as observers, we created a format document requesting information about the host, the numbers of players and their thoughts on the Artist and Critic’s role. The playtesting involved international students and adults of different ages (Figure 5), sometimes we asked them to play different versions of the game so that the testers could compare themselves and notice the differences, but mostly we played different versions with random group of people and make our own observations. Figure 5. Playtesting the hi-fi prototype. Waiting with curiosity the Critic decisions. FINDINGS The entire design process had a user centered approach. The testers were the ones that influenced the present concept, although further testing is needed. The players expressed their desire to keep the Critic blindfolded, because their other senses, like hearing become enhanced. “hm, I was just waiting but I was excited to see what will come out”, one Critic said. “I could hear you coloring”. As shown above in the performance sub-section, the Critic is not an outsider, but he takes part in the game, only that his control over the game culminates with the end of the round. The testers were the ones that guided us to take the right decisions regarding the concept. Though, it is not enough to listen to an opinion. In order to adapt an improvement, it should be validated by a larger number of people. And any feedback should be carefully analyzed, because sometimes the explanations behind a behavior are more complex. When there is little chance to involve the end users in the design process, it should be taken into consideration the “the distance relationship”. Remote playtesting, with structured documentation, offered us the chance to receive more various and detailed feedback. As a reflective activity, writing down their thoughts and impressions about the game, after they finished playing it, it gave space for a more elaborate and analytical feedback. DISCUSSION Csikszentmihalyi talks about autotelic experiences when referring to an activity and says that no future benefits are expected because the reward is the doing itself (Kiili, 2006). People enjoyed playing Complete me, even if in the beginning were a bit skeptical about their drawing skills. They realized that each Critic is subjective and that leads to unexpected outcomes. People described it as being “fun”, though we know from Bogost that “fun” is overrated and sometimes opposite to enjoyment (Bogost, 2016). Some experiences are intriguing and questionable, like “how come you always win?”. Barbara (Barbara, 2015), explains so well the valuable characteristic of board games, which is bringing people together. The players do not face screens, but they face each other as they sit around a table or a board. Interacting with tokens, with surfaces, the tangible nature of the board game facilitates social interaction. “Whenever people meet in dialogue the outcome is somewhat unpredictable and spontaneous (Clark, 1996). Acts are performed on the spur of the moment, often unexpectedly. What previously was private may therefore, in a serendipitous interaction suddenly be needed for joint actions” (Arvola, 2005). CONCLUSSION “To play means to do something that is neither “serious” nor “real”. Yet play is nonetheless important, for it demands risks and promises rewards that may have consequences for our everyday lives. We play to escape, to step out of everyday experiences, if only for a moment, and to observe a different set of rules. We play to explore, to learn about ourselves and the world around us. We can learn so much about a community by studying the way that its members play as we can by studying rituals“ (Bial & Brady, 2016). And this is what I would like to emphasize, analyzing the design process with different lenses – the lenses of art and performance, making analogies between interdisciplinary fields as part of a reflective stage in the design process can bring new understandings over social interaction. The relationships between players, between actors, between the members of a community while they mingle in the magic circle brings out different roles: “from arch-enemy to team leader to partner-in-crime” (Salen & Zimmerman, 2003). REFERENCES 1. Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Retrieved from http://www.aaai.org 2. 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