Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

Theme: Play and Time

Context:
When exploring this week’s theme, I thought about how modern game design sensibility focuses heavily on helping players progress. This is often done by providing clear instructions of what to do next to avoid any down time. I feel that this kind of treadmill guidance actually prevents deeper engagement that might occur when a player is required to make their own fun. 

I was inspired by The Longing by Studio Seufz (http://www.399d-23h-59m-59s.com/) which plays out in real time over 400 days regardless of the players actions. Grass Stains, a game by Nina Freeman, Aaron Freedman, Diego Garcia, and Amos Roddy(http://ninasays.so/grassstains/), is a take on playground soccer where the game does not denote sides, track score or set time limits. Both these games lack explicit objectives and demand deeper engagement from its players to find their own fun.

I thought about how I might make a similar work, that causes players to sit in a moment, and would be able to capture the new forms of play that might emerge. I was inspired by a previous APD work by Miles Colubriale that had participants navigate an exhibit as a piece of clay (https://www.youtube.com/watch?v=pAuvfnsQh8A). I felt the slow pace of movement really matched with what I was hoping for. I also felt it would be interesting to have players physically attached to the game, unable to remove their hand from this box till the timer ended.

The playground aesthetic with recess bell came last as a way to contextualize the experience. I knew I needed some kind of timer, and I felt it could be more interesting if it was obscured somewhat. This naturally led to the idea of the recess bell and the accompanying playground ambience. 

Method:
I created a small diorama of a playground using various craft supplies. I designed the space with various textures, shapes and novel objects to prompt various interactions. I then created a small soundscape with outdoor and playground noises to evoke the theme of a playground environment. The soundscape also includes a recess bell which indicates the start and end of a game.

Before the game starts, players are prompted to draw a small face on the back of their hand. When the first bell rings, that’s the cue to the players to enter the small playground. Players must remain inside the playground, walking on their hand’s index and pointer fingers, until the second bell rings indicating the game has ended. The game is designed to last a little longer than is comfortable in the hopes of capturing the new forms of play that might emerge.

Response:
Video Showcase: https://youtu.be/oLwyRKVRuas

I created a video of Small Recess where I explain the rules and show footage of two people playing a full round of the game.

Reflection:
I wanted to prove that play can be inspired when players are left sitting with nothing but time. I was hoping that instead of just standing around waiting for the experience to end, players would be driven to find new ways to keep themselves entertained. I feel the video captures this somewhat but it would have been better to have also captured footage of players interacting with the space with no timer, and to compare the difference in behaviour. I also worried that because the work had an emphasis on body and objects, the time element would be lost. That’s when I added the soundscape which I felt tied everything together and brought the sense of time to the forefront.

About This Work

By Duncan Corrigan
Email Duncan Corrigan
Published On: 16/03/2022

academic:

play

scopes:

sketch

tags:

APD Week 2, Advanced Play Design