My dear Jen, 
I guess I was simply bumble-bee- ing 
x

Sent from my iPhone

> On 19 Oct 2013, at 23:37, Jenifer Toksvig <[email protected]> 
> wrote:
> 
> Hello chaps,
> 
> I admit, I took a break from the digest arriving in my inbox, but I have been 
> drawn back to the list by the lovely Mary O’Connor, who pointed me at this 
> thread. And very timely it is for me, too, in terms of OST and gaming and 
> such. (Apologies for un-threading this post.)
> 
> Harrison said:
> >> Some people refer to the “Game of Life,” but it is scarcely a game you 
> >> choose to play (or not). [...]  OS for me is not a process we choose to do 
> >> or not do – quite simply it is what we are -- Self organizing, and OS is 
> >> only an invitation to be ourselves fully and purposefully. <<
> 
> For me, both OST and gaming are precisely about choice: about making choices.
> 
> I should say that I’m seeing ‘game’ and ‘gaming’ as different things, here. A 
> game has a pre-determined structure, rules, goals etc. ‘Gaming’ is about 
> people making choices within a given structure, and – crucially – that 
> structure does not have to be a game. Not as we traditionally perceive 
> ‘game’, anyway.
> 
> In my work making theatre, I’ve been exploring new ways to engage an 
> audience. Essentially, we are performing work in Open Space – although we’re 
> not quite, yet. We still haven’t introduced it as that, exactly. But it 
> follows the principles and Law, and – for me – the essence of choice that 
> lies in the self-organisation of OST.
> 
> The audience comes into what we’re calling a Storyworld: a big space, of 
> exactly the kind in which you might open space, set out in a similar way – 
> initially one collective space, then divided into smaller spaces – and here 
> they’re introduced to the way in which the story will be told.
> 
> The characters effectively call the sessions, playing scenes in those smaller 
> spaces (which we set out with furniture appropriate to whatever rooms fit the 
> story), and the audience then behaves exactly as they do in open space.
> 
> It’s very fluid: the audience can also call sessions, because they can talk 
> to the characters from the start, and we introduce them to the main story arc 
> from the start. More than talk to them, we try to build an environment in 
> which members of the audience (I like to call them audients) can form 
> relationships with the characters if they want to.
> 
> We encourage emotional engagement with the process by following a very simple 
> narrative which has plenty of room to be inflated and explored in open space. 
> Our core narrative is effectively the governing theme of the process, with a 
> strong narrative question established that will guide us through. The 
> business of the audience is to engage with us in telling that story, and the 
> issue for them is how these characters get to that final, inevitable 
> conclusion which we know they must reach by the end of the story.
> 
> So here’s the crossover I’m talking about, between how people engage with the 
> process in OST, and gaming, and this kind of theatre. A guy called Andrew 
> Glassner wrote a great book called “Interactive Storytelling” which is 
> essentially about how storytelling is evolving within the world of games. 
> (Actual games.)
> 
> In the book, he observes what he refers to as the ‘game loop’. (Although not 
> the programming kind of game loop, Harold!) This is a basic description of 
> what people do in the process of gaming.
> 
> 1. Observe the situation 
> 2. Set goals 
> 3. Prepare 
> 4. Commit and execute 
> 5. Compare result to the plan 
> 6. Evaluate the result for self 
> 7. Evaluate the result for others 
> 8. Return to step 1 
> 
> In football, for example: you have the ball at your feet and it's your move. 
> You look at where your teammates are, and how close to the goal you are. Then 
> you decide to kick the ball to Bob. You prepare by tensing and putting your 
> weight on the correct foot. Then you make the move and kick the ball. 
> Immediately, you look to see if the ball is going in the intended direction, 
> and then you evaluate whether or not Bob got it and is doing something useful 
> with it. Then you check that everyone else around you is responding to your 
> move in the way you thought they might, both your team and the other team. 
> Then you observe where Bob is going, and decide on your next move. 
> 
> It also works with chess: look at the game, make a plan, pick up the piece, 
> make the move, evaluate the move, look at the fear on your opponent’s face, 
> and so on. It works with any game, pretty much.
> 
> It also works in Storyworld theatre. An audient looks around the room. They 
> decide to follow a character who amuses them, so they turn and head that way. 
> When they get to that scene, they might hover to see if this session is 
> actually one they want to join. Other people seem to be here too, and are 
> also finding this moment funny, so they stay for a while. Then they hear a 
> song being sung across the room, and they look, set a goal to go over there, 
> and use the Law of Two Feet to execute a move across the room.
> 
> For me, the great joy of Storyworld theatre is that I have freedom of choice 
> to engage as I please: I can speak in a session, I can just listen, I can 
> bumblebee and butterfly. It’s the same when I am gaming: I observe, set a 
> goal, prepare, commit and execute, compare result to plan… and all in my own 
> good time.
> 
> I’m not talking about playing Monopoly. I’m talking about making my move in 
> Monopoly. The former has big rules and limitations. The latter just offers me 
> a structure within which I am free to choose. Whilst making my move, I can 
> butterfly as I watch other people discuss the game. I can announce a tea 
> break, and bumblebee between a conversation at the sink and another back at 
> the table. I can even move my little Top Hat illegally onto the pile of 
> Community Cards and state that this move is a new one I’ve just invented, 
> which allows me to give every player a card simultaneously instead of moving 
> to a new square. (Because – well, why not? The game can’t stop me. The other 
> players can be prepared for surprise, or use their two feet…)
> 
> That is me, gaming.
> 
> And also me being in Open Space.
> 
> And also me living.
> 
> So Harrison, don’t feel bad about not liking games! Games are often about 
> winning or losing, and when it feels like it’s either one or the other – 
> well, for me, that’s not a great game. Gaming, on the other hand, if you’re 
> talking about it as above, is just about process. As is OST. In the moment of 
> actually *playing* a game, when you are making your move, what you have is 
> complete freedom and agency to pursue your own choice of goals. You can even 
> break the rules, if you want.
> 
> The massive online games to which Jane McGonigal refers are, I think, 
> Storyworlds. It is in such venues that I began the journey which brought me 
> naturally into Open Space and now sees me exploring Storyworld theatre. (For 
> the Trekkies on the list, we privately refer to it as Holodeck Theatre.)
> 
> I find Open Space addictive. At least, I see it and feel it and am in it 
> always, and everywhere, and each time a little OST bell rings in my life (and 
> there are a lot of them, like tiny wind chimes) I get a tiny kick which feels 
> strangely like achievement. Those gaming moves ring similar bells for me.
> 
> Massively Multiplayer Online Roleplay Games, or MMOs, require a specific kind 
> of writing: you need to shape a whole world clearly enough that people can 
> imagine themselves being a part of it, playing a person within it, and making 
> journeys there, but also leave enough freedom for people to be anyone they 
> want, and make any number of different journeys, with as much potential for 
> bell ringing as possible.
> 
> In fact, as much potential as real life offers. That’s the power of story, 
> and it’s not like real life is story-free. OST is a running narrative in my 
> Life-Storyworld.
> 
> And there are some glorious days when I feel like I’ve levelled up in it :-)
> 
> Jen x
> 
> Jenifer Toksvig
> www.acompletelossforwords.com
> 
> The Copenhagen Interpretation
> www.thecopenhageninterpretation.co.uk
> 
> _______________________________________________
> OSList mailing list
> To post send emails to [email protected]
> To unsubscribe send an email to [email protected]
> To subscribe or manage your subscription click below:
> http://lists.openspacetech.org/listinfo.cgi/oslist-openspacetech.org
_______________________________________________
OSList mailing list
To post send emails to [email protected]
To unsubscribe send an email to [email protected]
To subscribe or manage your subscription click below:
http://lists.openspacetech.org/listinfo.cgi/oslist-openspacetech.org

Reply via email to