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Digital Creativity
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Performance meets games: considering
interaction strategies in game design
a
b
Elena Pérez & Lara Sánchez Cot erón
a
Depart ment of Art and Media St udies, Norwegian Universit y of Science
and Technology
b
Independent Researcher, Madrid
Published online: 06 Sep 2013.
To cite this article: Elena Pérez & Lara Sánchez Cot erón (2013) Performance meet s games: considering
int eract ion st rat egies in game design, Digit al Creat ivit y, 24:2, 157-164, DOI: 10.1080/ 14626268.2013.808963
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Digital Creativity, 2013
Vol. 24, No. 2, 157– 164, http://dx.doi.org/10.1080/14626268.2013.808963
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Performance meets
games: considering
interaction strategies in
game design
Elena Péreza and Lara Sánchez Coterónb
a
Department of Art and Media Studies, Norwegian University of Science
and Technology; bIndependent Researcher, Madrid
elena.perez@ntnu.no; lara@yoctobit.com
Abstract
1 Introduction
This contribution offers an evocative conceptual framework to inspire thinking about game design in an
alternative way. If proceduralism focuses on crafting
game systems, we advocate recovering the relevance
of players’ interactions by pulling digitally mediated
games out from the screen into the physical world
where gameplay and players can intersect and interact.
We draw on certain performance strategies to illuminate
some currently under-explored game design resources.
We use several case studies that help us describe what
we call ‘human-to-human interaction’ (H2HI) in game
design in three different levels: first, having designers
improvise according to players’ actions real time;
second, substituting computer game characters for
human actors who perform according to players’ suggestions; and third, looking outside the traditional computer game environment for a computer-mediated
human playground. These cases help us raise some conjectures about the possibilities of recovering the physical and social essence of performance for digitalmediated games.
The main current in contemporary game studies,
derived from earlier ludological theories (Eskelinen 2004) is called ‘proceduralism’, and focuses
on the formal essential properties of games as
designed systems with rules, mechanics and
challenges. This theoretical frame, embraced
both by designers and theorists and led by academics such as Ian Bogost (2007), understands
games as texts, and analyses them as objects
(Sicart 2011).
Although rules are truly the specific core of this
medium, proceduralists often forget that the
player’s input is inseparable from games; that is
to say, there is no game without players (Consalvo
2009). While most current games (computer
games but also non-digital games) create the
gaming experience by focusing intently on the
ways in which the game system enacts procedures,
there is a transitional body of work within the independent scene in which designers conciliate the
player with the physical experience of sharing
the performative space with peers. Established
examples are some of the Die Gute Fabrik game
designs, such as Johann Sebastian Joust and
B.U.T.T.O.N. inspired in part by the deliberately
awkward and difficult situations Marina Abramović conceived for her audience in some of her early
performances, and in which the ‘notion of content,
Keywords: improvisation, performance, game design,
human-to-human interaction, experimental performance
# 2013 Taylor & Francis
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Pérez and Coterón
2 Reclaiming player experience from
the game system: performative
strategies
as a formal property of art objects, is downplayed
in order to foreground social context and interpersonal relations’ (Wilson 2012, 58).
We will not advocate any radical stance
against proceduralism in games, but rather we
would like to put forward some alternative
design approaches as other possible interactive
design opportunities. Players and their creative
involvement are necessary ingredients in games.
However, their engagement and experiences
have been taken for granted as game creators
focus rather too exclusively on the rules of the
game. In the performance field, on the contrary,
practitioners have struggled to include the audience in the shows, seducing audiences into artworks through a variety of strategies designed
to engage them, breaking down the traditional
barrier between performer and artist and trying
to establish a shared event of (only) participants
in some cases. In this article, we shall look at performative strategies developed by what we generically call ‘experimental performance’ practices
in the late twentieth and early twenty-first centuries that may inspire new modes of game design
and can help us break from the fixed traditions
of mainstream computer-game field. By exploring games as activities rather than only thinking
of them as designed artefacts, we shall focus on
players’ actions and thus aim at recovering the
physicality of the game experience. In this intersection, we hope to contribute to understanding
how experimental performance practices can
help us to rethink game design. The question to
be addressed is:
Game theorist and designer Douglas Wilson has
looked into the field of performing arts to
propose what he calls ‘dialogic game design’, a
new approach to game design in which the
designer and the player relate to each other
through the game as if they were ‘in dialogue’—
in a figurative or sometimes literal way. This dialogical design frame was inspired in part by the work
of performance artists and the way they relate to
the audience, drawing attention to performance
practices carried out in the 1960s and ’70s by
artists like Yoko Ono and Marina Abramović.
Examples are Cut Piece (Ono 1964), in which
Ono sat on the stage and the audience was
invited to go up on the stage and cut away her
clothing, and Abramović’s early work Imponderabilia (1977), where she and her collaborator
Ulay stood nude in a doorway, forcing members
of the public to squeeze through and choose
whom to face. In these performance art pieces,
the artists created a context where the focus was
on the artist’s relationship with the audience,
which became the artwork itself. As performance
theorist Erika Fisher-Lichte explains, ‘performance provides the opportunity to explore the
specific function, condition and course of a particular interaction’ (2008, 40). In this sense,
these performances can be understood as exploring interactions per se.
From an independent game development
stance, as Wilson points out talking about his dialogic designs, many designers ‘aspire to interact
with their players in person’ (2012, 75) in the performance art tradition mentioned above. Making
the designer physically present seems in some
cases to be a successful strategy for changing the
relationship between designer and player,
making it more dialogical rather than having the
designer vanish behind the game system without
direct access to the players.
Another keystone of the performance art genre
that we would like to bring to game design is the
democratic treatment of the audience, in which
How can we improve the design of contemporary games in a way that enriches player experience and goes beyond the game system itself to
include the players’ capacity to generate new
layers of meaning?
We will argue throughout this contribution that
by substituting certain digital game elements
with human improvisation, game designers can
exploit the performative dimension of playing,
while simultaneously building social experiences
around games as the game becomes a social
event.
158
they are invited to become co-creators. This strategy is indeed a shared premise in the tradition of
the avant-garde, which advocates the democratisation of the arts by empowering people through
encouraging full participation in aesthetic acts
and processes (Dewey 2005 [1934]). To include
audiences in artistic production mechanisms,
experimental performance practices foster coauthorship by understanding artworks as resulting
from the meeting between authors/performers and
spectators on equal terms rather than spectators
consuming a work created by authors alone. In
the same way that Grant Kester understands
artists as ‘context rather than content providers’
(2004, p.1, emphasis added), we advocate game
designers ceding control over their systems to
players by foregrounding collaboration, dialogue
and improvised performance.
In this tradition, improvisation is a skill
acquired through training that professional actors
use to develop onstage performance—improvisation in and as performance—such as Keith Johnstone’s theatre sports developed during the 1970s
in Calgary, Viola Spolin and Paul Sills’ audience-led improvisations in Chicago in the
1960s – ’80s, and Augusto Boal’s Legislative
Theatre in the 1980s – 2000s.
Since the 1960s’ performance turn, performance art and experimental theatre events have
developed parallel to this tradition, but still stand
on the shoulders of these improvised genres,
sharing improvisation’s aim to create transformative events ‘co-constructed by the bodily presence
of both actors and spectators, generated and determined by a self-referential and ever-changing
feedback loop’ (Fischer-Lichte 2008, 38). What
makes performance different from improvisation,
among other things, is the following: in performance, the improvisational aspect is left to the
encounter between performer and audience,
while in improvisation it happens among performers as it develops stage performance. In this
sense, performance embraces contingency rather
than the attempt to stir the audience into controlled
and guided responses. In performance, a ‘shift in
focus occur[s] from potentially controlling the
system to inducing the specific modes of autopoesis’ (ibid., 39). That is, the artist’s job lies in creating the conditions for the possibility of interactions
to emerge, suggesting rather than explicitly
directing participants. This way, the participant is
empowered through her performance as she
becomes a cultural agent in an aesthetic work.
As Denzin argues ‘performance can be seen as a
form of agency, a way of bringing culture and
the person in play’ (2003, 9).
In this contribution, we shall use the concept of
performance to refer to both professional actors
and participants’ actions in an aesthetic work in
an attempt to see both parties’ contributions on
equal terms. This stance also captures the
essence of improvisation (spontaneity, reaction to
stimuli without preconceptions) while adding a
3 Improvisation and performance
Improvisation is a strategy from the early twentieth century that proliferated across the arts to
foster co-creative practices within the discipline
of traditional and alternative theatre. The practice
of improvisation advocated a turn towards art
forms that were more spontaneous, embodied,
playful and collaborative, rather than those that
were purely intellectual (Johnstone 2007). Artists
experimenting with improvisation produced new
disciplines and art forms ranging from improvisational theatre, jazz music, free dance, and later
movements such as FLUXUS, conceptual art and
happenings.
Frost and Yarrow (2007, 4) define improvisation as:
the skill of using bodies, space, all human
resources to generate a coherent physical
expression of an idea, a situation, a character
(even, perhaps, a text); to do this spontaneously, in response to the immediate
stimuli of one’s environment, and to do it à
l’improviste: as though taken by surprise,
without preconceptions.
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gameplay to the needs of the players, becoming a
very powerful tool to balance the game, react to
player performances, and also offer new game
options as the game proceeds.
level of cultural and political empowerment to the
cultural agent.
3.1
Human-to-human interaction in
games: designers and players
The first case in this analysis is described as when
the designer is present within the gameplay and
changes the game as it is taking place—in real
time, reacting to players’ actions. The live action
role-playing game (LARP) is the most extreme
form of audience-centred improvisation and is
considered both theatre and game. In this format,
the audience completely replaces the actors, who
are used as mere adjuncts and facilitators (Frost
and Yarrow 2007, 60). In some examples, as in
the LARP described by Montola, Stenros, and
Waern (2009) called Momentum (Jonsson et al.
2006), the game designers modify the course of
the game in real time:
3.2
Human-to-human interaction in
games: performers, game characters
and players
The second case of human-to-human interaction
(H2HI) we will examine occurs when the game
characters are humans and perform in an improvisational mode according to players’ instructions, a
strategy that echoes Viola Spolin and Paul Sills’s
first experiments in the strategy of the audience
request—in which actors perform what the audience suggests—and Johnstone’s theatre sports. In
The Ethno-Cyberpunk Trading Post & Curio
Shop on the Electronic Frontier (1994) by
Guillermo Gómez Peña and Roberto Sifuentes, a
performance that explored cultural clichés and
racial prejudices, spectators were encouraged to
confess their intercultural fears and desires into
microphones within the space (around a third of
visitors participated, with the rest remaining as
observers) and also via a variety of media offering
varying levels of individual security and anonymity. The performers would then improvise—in a
highly exaggerated manner—spectators’ thoughts
and suggestions (Dixon 2007).
This type of real-time improvisation ‘puts the
actors at the service of the audience, placing the
control of the story in the hands of the audience,
rather than having it controlled by the authors’
(Johnston 2005, 229). Roles are reconfigured and
the performer changes from the doer into receiver,
giving away power and control to spectators, who,
through ingenious suggestions and requests,
instruct the actors on how to proceed with the performance. This way, new power and status
relations are played out, empowering audience
over the performers.
Erika Fisher-Lichte warns against the dangers
of role reversal and argues that it is positive as
long as it establishes a community of co-subjects,
but falls short when it merely recreates the old
binary relationship in a new guise (2008, 40).
The new audience gets to exert control over the
The game masters had to work in shifts in
order to know player plans and improvise
appropriate and timely responses. They used
video and audio surveillance, spies infiltrating
the player group, network monitoring, and
GPS tracking. Almost a hundred people
worked behind the scenes on the game mastering. (Montola, Stenros, and Waern 2009, 114)
Something similar happened in the Spanish
game-based dramaturgy project called Mata la
Reina (Kill the Queen) (Yoctobit 2012). The game
space, a 300 m2 area, was filled with microphones
and surveillance cameras for game designers and
technicians to follow gameplay from an adjoining
room. In addition, game characters (actors)
wearing audio inter-communicators (as we can
see in Figure 1), reported issues and problems to
game designers. This method is significantly
similar to a process called The Wizard of Oz,
used in testing phases in the field of Human Computer Interaction (HCI). The Wizard of Oz refers
to experiments where a human interacts with a supposedly autonomous computational system that it is
actually being operated by a hidden human being.
For designers, the improvisational flow this strategy
affords—the sense that the activity is moving along
steadily and continuously—can be used to adapt
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Figure 1 Mata la Reina testing rehearsal at Intermediae Matadero Madrid, 2012. A droid (dressed in black) admonishes a player offscreen in the picture with the interphone open awaiting orders from the control room.
Source: J. L. Durante.
performers, which makes them aware of not only
the power than comes with this kind of authorship
(performers will do anything that is requested), but
also the responsibility that comes with it (their
requests shape the performance and the performers
are in the hands of the audience). While this kind
of audience request system recreates the performer – audience binary in reverse, it also draws
attention to the play of power and the co-creative
dynamics of the performance.
A game design that uses the audience request
strategy is Homeward Journeys—a mix of
graphic adventure game and interactive theatre
piece developed by the Spanish art collective Yoctobit (2010). The players are asked to help a stressed
businesswoman (an actress) get out of the office
before time runs out by giving her instructions
through a microphone (as shown in Figure 2).
Together with her performance, digital scenography—simulating a video game head-up display
(HUD) which simultaneously presents several
pieces of information, including the main character’s health, items and an indication of game progression—helps the players (audience members)
to figure out what the appropriate game inputs are
in order to proceed with the game and, along with
the actress’s reactions, complete it. In this sense,
this exchange can be understood as a form of participatory theatre/performance in which players and
game characters (performers) achieve game goals
in a joint performative effort.
3.3
Human-to-human interaction in
games: recovering real world
playgrounds for players
The third case of human-to-human interaction
(H2HI) emerges when the physical playground
environment is taken back. Although this is a
feature of traditional games, it is also part of a
new and emerging genre of local multiplayer
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Figure 2 Homeward Journeys play at Intermediae Matadero Madrid, 2011. A woman sitting on the left side of the image holding a
microphone suggests that the actress look for her cellphone in the bin while the countdown is running (6.03 min left).
Source: Yoctobit.com.
party games, which is being developed by digital
game designers working outside the conventions
of the mainstream computer games industry.
Inspired by the hybridisation of digital games
and games as a performance platform, these new
digitally mediated games explore the durational,
embodied, social and extended spatiality of performance forms in which the players interact
face to face, such as Spin the Bottle by KnapNokGames and Hit Me by Kaho Abe. Even though
party games can be understood as having
evolved from traditional folk games, the social
essence present in the original games has been
lost in console party games, where the devices
have taken attention away from the players. As
game designer Lau Korsgaard ponders, on
current console party games, everyone directs
their attention to the TV. In his view, taking attention away from the people at the party and putting
it on a screen always seems to be a ‘party killer’
(Fletcher 2012). In reaction to this issue, designers
have begun to discard the screen in games, instead
designing games where physical interaction
between players is prioritised over traditional,
screen-mediated interactions.
In this sense, theatre games can be a rich
inspirational field for game designers, and these
types of games connect to a wider tradition of education in theatre where games are used in the
studio as ways of establishing strong connections
between players. These games create relationships
that generate trust, comfort or even fair competition. An example is the adaptation made by
Tassos Stevens and Pete Law of an old theatre
exercise, the game called Sangre y Patatas
(Blood and Potato Chips) (2010), where players
gather in a playground, blindfolded as shown in
Figure 3. In the playground, there are areas
covered with potato chips and others with
hanging bells as sound hazards. Players must
move around the playground, one of them as the
killer ‘Sangre’ and the rest are prey ‘Patatas’. As
the killer bumps into someone to greet her with
her name, the prey must die in a theatrical
manner and leave the playground. The winner is
the last of the ‘Patatas’ standing. In this way, the
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Figure 3 Players try to find each other by listening to the sound cues. Hide and Seek Festival, London 2010.
Source: Screenshot from video filmed by Eva Kanstrup.
third, reclaiming face-to-face interaction and traditional playgrounds for games.
Including performance in any of the three ways
we have described adds a sense of unpredictability
and serendipity to the game. In most digital games,
even in those with the best computer-mediated
systems for supporting emotional behaviour, difficulty level and interactive character behaviour, the
game flow is less unpredictable and generative
than in the cases presented in this contribution,
where the unpredictability is human-driven.
Although it is hard to say exactly to what
extent, it can safely be said that it is possible to
merge performance with the game design field to
develop alternative forms of gaming. Through
this specific design approach, we aim to set some
inspirational strategies for designers to enhance
the performative and social essence of games, supplementing current procedural and overly rational
positions in game studies and game design.
It can also be argued that the experiences set
forth by game designers as the ones described in
this contribution are attempts to stretch the boundaries of current game and play activities.
For these reasons, we suggest thinking of game
design as an activity in which we are going to create
game affords theatricality and increased awareness
of the other players’ actions.
As Henry Lowood pointed out in his lecture
“Players are Artists, too” (2010), as designers we
are able to ‘design games [in which] players
respond by figuring out how to perform in surprising and delightful ways . . .. Players are the experts
on using games as performance spaces, creating
and showing off their own moves and plays.’
That is to say, as designers, we should take advantage of the ability of players to use games as performance platforms, not focusing on perfect play
over closed systems but rather on players’ creativity and improvisation. In this way, we can think of
games as situations and rely more on player’s performance.
4 Conclusions
Throughout this contribution, we have shown
three ways of including performance in games.
First, having designers improvising to players
actions in real time to improve gameplay;
second, capitalising on the interactions between
players and human game characters—actors who
improvise according to players instructions; and
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human-led experiences. In spite of a sometimes too
technocentric culture led by the realm of digital
games, we propose a more sceptical stance
towards technology in which we can foreground
social context and reflect on game design as a whole.
Lowood, H. 2010. “Players are Artists, too.” Accessed
March 10, 2013. http://youtube/PVnUDWhCEpE.
Montola, M., J. Stenros, and A. Waern. 2009. Pervasive
Games: Theory and Design. Burlington, MA:
Morgan Kaufmann.
Sicart, M. 2011. “Against Procedurality.” Game Studies:
The International Journal of Computer Game
Research 11 (3).
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Elena Pérez is a researcher, theatre practitioner
and experimental game designer. She is doing
her PhD (2009 – 2013) in the department of Art
and Media Studies at the Norwegian University
of Science and Technology, where she is looking
at how digital media is challenging classical
notions of participation, space and community in
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