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Where Games Break

Me stealing my little brother's yellow tricycle

This is a talk I gave on Friday 4th of July at the brilliantly hosted beautifully attended Feral Vector game design event

Thanks so much to David Hayward for inviting me to speak, and to Pat Ashe and George Buckenham for listening to me worry about what to talk about. In the end, this was what I wrote and said:

Where Games Break

My Name is Hannah Nicklin
I’m a theatre maker, a game designer, a poet, an academic. I do other things.
And today I want to talk to you about Where Games Break
9 games. Or examples. 9 ways games break – have broken for me
in small and significant and personal and political ways

1.

Games always break. Eventually.
Not because they are literally broken, though many are
But because they are finite. Like spells.
They are a little pockets of ‘what if’ in a world of ‘what is’
They play with possibility and agency and system.
I am interested in Where Games Break
Not just for how games are literally broken.
Though many are.
But because in the space between ‘what is’ and ‘what if’
– the infinitesimally big-small space between these two things,
there, is transformation.

That’s the bit that is art.
That’s the bit that is politics.
That’s the bit that is a new thinking, heart-shifting, personal thing.

A little like becoming aware of the fact that you are breathing.
Or that you are blinking.
We spend 6 seconds of every minute blinking.
10% of all of our time, awake, blinking. Your mind just erases that darkness.

As soon as I notice that I can’t stop noticing.
Don’t worry it’ll wear off in a few seconds.

What I mean is, is that we swim in ‘what is’ and after a while we forget to look at it.
Games can plunge us into a different material; ‘what if’.
Like salt water into fresh.

That space in between, where games and reality meet, that’s interesting.
That’s where I’m talking about.

But, examples, shall I?
That’s much more useful
here are some of the ways games break.

2.

Me stealing my little brother's yellow tricycle

This is a picture of me and my brother.
In this picture I am stealing his tricycle.
If you look closely at my face and his.
I think this is pretty clear.
This photo is supposed to illustrate
Where games break
Because you want them to 

Because you choose to break them
And build them again. 

You break them because you’re playing make believe with your little brother and somehow you’re not winning so you make up a new rule that means that you do.

Which may or may not involve stealing his tricycle.

You’re in the hot grass of a July day, all grey shorts and stripy white and blue dresses, red leather sandals and the big hill is where the safe place is, but little hill is a safe space too but errr – the little hill is only a safe place for 5 seconds.

Games break because you want them to most often when you are a child, or a game designer.
It is the ultimate show of agency in a game system.
(different from turning over the board entirely, different to cheating – both of which still acknowledge the original game)
All children are painters and dancers and writers and game designers
They haven’t yet gotten used to the feeling of ‘what is’ against their skin
So they swim into ‘what if’
As long as we let them.
Because ‘what if’ is a way of understanding ‘what is’
Children and game designers break games to see what will make them better.

Here is a different way games break

3.

Anyone here ever play a mid-2000s JRPG called Baten Kaitos?
It’s a bit obscure, it was a gamecube exclusive, which probably didn’t help.
I bought it second hand, off ebay, and each mini CD came in a Perspex envelope
I sat in my first student house
Feeling fully like a grown up
New stationary, the smell of the university library
A small grey TV purchased on early Amazon
Late nights following the twists and turns of a genuinely gripping story.
It took a while for the crack in this game to break it for me.
Because the plotting was great
So many shows and games survive their brokenness for good plotting.

It was an aside.
A stupid character aside.
Some writer or designer at some point – probably late one night, or bleary eyed too early in the morning added a stupid bit of dialogue.

I’m a completist.
Which interestingly means I’ll often stop playing a game early.
I’ll realise that this game is too long for no other reason than perceived value,
Someone hasn’t thought about what time means.
Our only irreducible currency.
And that I just don’t have the time to play it properly
I don’t care enough to play properly
And if I can’t play it properly then I won’t play it at all.

That was part of what broke it
But what I remember even now
Nearly 10 years later
Is searching every cabin
In his stupid home town
Because that’s me.
I walk left first on scrollers to see if there’s anything hidden I might miss.
And I collect all the items and conversation.
And some tired, or bored, or unthinking writer
Decided to have me think and say something horrible about a female non-player character. Something about how they belong in the kitchen, etc. etc.
That’s more violent than you think
In a medium that invites you to act through another
The currency of your agency in circulation
to have it turned against you
Stings.
You are thrown hard against ‘what is’, this is not your ‘what if’

4.

The next break moves on from here to
All the games that were broken for me from the beginning
Because I grew out of being a tomboy
I stopped trying to beat them at their own game
I didn’t want to be the one they didn’t mean
I was a ‘them’, not an ‘us’
I tried out complicated thoughts about the possibility of being fucking intelligent and good at sports at the same time as wearing lipstick occasionally.
And that leads us simply to
All the games that were broken,
Because they made gendered, cultural, or controller-literacy assumptions
That meant I never even started them.

5.

This game broke where it was supposed to.
This game broke because I am racist.
Or at least because I grew up in a very big, very quiet, very hard to leave county, that was 98.5% white.
Hinterland was a collaboration between game design studio Hide&Seek and Ross Sutherland, a gamer and poet.
Hinterland was a poem you played across a city
You created a little avatar in an installation at Forest Fringe,
And you played through several levels or ‘cantos’ – which is a posh word for a long verse in a poem – which were booklets that can only be completed with the help of a stranger – a translator, in fact. Because half of the booklet is in a different language.

Hinterland plays with the people of a city
Much more genuinely than a lot of pervasive games I’ve played
That make others the background
Because it breaks the barrier between person-who-is-ok-with-the-idea-of-playing, and general person who doesn’t even know what a pervasive game is.
Together you and your consenting until-now stranger answer the questions in the canto into the receiver of a mobile phone,
you both later receive a verse of the poem you made together.
Your little figure back at the Forest Cafe moves on a level.
And you return to collect your next canto.

This game broke in a way that was deeply political.
Canto 5
The last level
required me to find someone who spoke Korean.
There were ways to solve this
Look up a Korean restaurant in Google.
But somehow that felt like cheating.
I stopped playing then.
Because I knew I would not know the difference, on the street,
Between a Chinese person, a Japanese person, someone Korean
It broke where it was supposed to.
In a way that was reflective.

6.

The Money is a game by a company called Kaleider
The Money is a simple game.
But one with rules so simple,
That it feels like real life  just with a problem to solve.

You can buy 2 different kinds of ticket to The Money
The first – silent witness – £10
You sit and watch
The second – benefactor £10 plus an amount of your choice
As Benefactor your job is to decide how to spend the money
The money is the sum of all the tickets.
It is on the table in front of you.
The decision must be made within 2 hours
And the decision must be unanimous.
If you do not spend the money by reaching a unanimous decision by the end of 2 hours, the money rolls over to the next group of people.

The Money is fascinating.
Fascinating.
And with rules so simple,
It just concentrates and shows up the rules we play by in real life but forget exist.
And it broke down a little when I decided to ask the question
“why do we think we are better people to spend this than the next group?”
And said that I would veto every decision that they made.
“that’s not fair”
“it’s in the rules”
“it’s unfair to use your power like that”
“the rules say we all of us have the exact same amount, I’m not doing anything you can’t do”

I was a little annoying 

It’s not a game about money
It’s a game about collective decision-making, how we decide what matters.
I decided what mattered to me was the idea that one group of people is any better than another
And I broke some real-life assumed rules about democracy and what power is
Because the game gave me the agency to do so
The rules of The Money broke the rules of everyday life a little.
Which is deeply fascinating

Also I am fully aware I was a little annoying.

7.

This is a game I don’t play any more
This is about games we play idly
Usually these games are safer, like counting magpies, or stones in plum pudding
But they are all games about how humans in an infinite universe imagine they have control.
This game is called ‘go on’, ‘click your ex’s name on Instagram’
‘test how much it does or doesn’t hurt anymore’
this game goes well until you see them with a new girl.
This game is like playing chicken with your heart
It broke it a little.

8.

Some games take a long time to break
Long after you stop playing them
Some games stay with you
Some games break over your thoughts like waves for days and days after
Kentucky Route Zero is a modern classic
Its spell is long, and complex, and its simplicity of form sets aside space for design that is more like life than life looks
And writing so smart it cuts to deep differences in approach and person and storytelling just by offering 3 options
And I can’t get the shape of Equus petrol station out of my head
And I can’t shake the taste of America, which I only really remember from one trip over there when I was still young enough for a discount ticket – all over sweet bread, powdered juice drink, and long drive over roads by night that still smelt of the sun
And I can’t get the song of drowned miners out of my head
Even though I never heard it.

Some games break long.

9.

Triathlon is a game I play with myself
It’s a game that happens between my head and my body
For 6 hours, for 12,
With the rules stipulating that you’re not allowed to wear headphones.
Just you, all of you, right now, every moment for a long time
Swimming, cycling, running

There is a theory about how our bodies deal with endurance effort.
It’s called the ‘Governor’ theory, and you may know about it if you listen to Radiolab or are a sports performance academic.

The governor theory suggests that there is a part of the brain which tells us when we have run out of energy
It tells us by sending signals to our muscles – fatigue, pain, struggle
But much like a car petrol gauge
The measure is under-estimated
There’s always a quarter tank left.
Experiments suggest you can trick it, you can push past that governor.

When taking part in endurance sport, there are certain measures
Called homeostats
You could also call them ‘breaking points’
Energy supply from glucose or glycogen,
blood oxygenation,
plasma osmality – which is science talk for the salt levels in your body.

And there are also centrally acting performance modifiers, such as motivation, self-belief, the presence of competitors, religion, prior experience,
sleep deprivation levels, general emotional state,
Which all govern how long our body feels we can continue – and even if you mess up that
There’s always something more left.

Triathlon is a fucking stupid thing to do.
It’s also great.
It’s like using 6 or 12 hours to roar with your body
A body that is not a thing looked at but is a thing for doing
It’s like remembering you exist
It’s like walking a psychological tightrope
It’s about playing with where you break.
Everything that ‘what is’ about being this woman with a body
Falls away into ‘what if’ one more step.

10.

Early Days of a Better Nation
Is my final example
It’s a playable revolution from the good folk at the Agency of Coney.
It’s been through several iterations
I played an early one at BAC.
You were thrust into the early days following a revolution and our job was to form a new government, and decide how we would govern.
This game broke perfectly
Profoundly
And personally
Just as I won.
This game told me what I already know – that I play seriously
This game taught me what I thought I knew – that I am good at getting people to listen to me, to follow.
This game taught me what I didn’t know – that I will always choose compromise and pragmatism over what I believe is technically better, but so hard as to be almost impossible.
That I listen to the central governor of my ethical and moral system,
and that I will accept a coalition government if it means I get to be the leader.
This game crowned me as president
This game made me David Cameron.

11.

Games can break because you think you can do better
They can break in ways that spit on who you are
They can be too broken to pick up
Or they can break where you are broken
They can break in a way that asks ‘what are our other options?’
They can break your heart
They can break over you like waves
They can break real, and hard,
And they can break open how you might affect, hurt others.

Games always break. Eventually.
Not because they are literally broken, though many are
But because they are finite. Like spells.They are a little pocket of ‘what if’ in a world of ‘what is’
They play with possibility and agency and system.
I am interested in Where Games Break
Not just for how games are literally broken.
Though many are.
But because in the space between ‘what is’ and ‘what if’ –
the infinitesimally big-small space between these two things,
there, is transformation.

That’s the bit that is art. That’s the bit that is politics. That’s the bit that is new thinking, heart-shifting.
A little like when you become aware of the fact that you are breathing.
Or that you are blinking.
What I mean is, is that we swim in ‘what is’ and after a while we forget to look at it.
Games plunge us into ‘what if’.
Like salt water into fresh, the taste of one still in our mouth, and the experience of the other surrounding us.
Where games break is the space between those two things.
The space, in fact, where everything ‘game’ happens.

In my opinion.

I am interested in Where Games Break.
Thank you for listening to me talk about them.

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Towards hope, new conversations, carrying on.

Yesterday I gave a talk to a group of City University students. I was invited to talk to the cultural studies course members by Dr Dave O’Brien about 3 things; firstly my thoughts on (not) digital theatre (in that I think digital artefacts and infrastructure are much less interesting than the changes wrought on us and our society and how interesting (and in my interests, interactive) art can interrogate that), the second: my work as a practitioner, and finally: existing in the arts as a human who has to eat, wear clothes, travel places, live under a roof, sleep in a bed, generally.

I’m pretty good at the first two. I’ve got a PhD in the first, and the second is going OK, I’m not ‘mid career’ yet, but I’m 29 years old and for the past 2 years I’ve been earning the majority of my money from freelance work in The Arts. For 3 years before that I did work for nominal bits of money (£50, £100) and expenses covered. For the 10 years prior to that I wrote and made and played and tested and produced poems and plays and soundwalks and opinions for ‘free’.

After the lecture a student came up to me, having been late and missed the bit about my practice (it was a 9am Wednesday lecture) and said ‘so what it is it you actually do?’

This answer always begins with a pause, and then I pick some of the following things: “I am…. a theatre maker, producer, event putter-onner, consultant in areas digital and game-y, creative producer, project manager of large scale digital projects, board member, game designer, lecturer, researcher, co-founder of a record label, evaluator, speaker.”

 She stared at me for a second and said “how old are you?”

And there was something else in her eyes

“I’m 29… Are you ok?”

 “Yeah, it’s just, it’s just a little overwhelming”

When I was chatting to Dave about how to make the lecture useful, he explained to me that these students – because of how funding is shifting away from arts and humanities in universities – are increasingly made up of very well off young people, much more international than before. Those, in short, who can afford to aspire to a career in the arts

In the lecture, the third part I showed the class 2 excepts from 2 blog posts, from Bryony Kimmings and Andy Field about a conversation that has bubbled up in recent days on how little artists are paid.

Bryony Kimmings is not a common example. She is extraordinarily successful. And astonished me when she described £75 nights out (I spent £11.50 last night, and £5 of that was the ticket) – but what you decide to do with your money is entirely up to you. I wouldn’t flinch on spending that on a new triathlon suit or replacing the headset on my bike, that’s priorities, they differ. They balked when they saw her figures.

Then I showed them a screenshot of the headline figures from my last year’s accounts. Here’s that.

Cursor_and_Draft_accounts_2011-12.pdf__page_4_of_7_-2

This year’s are likely to be more ‘profit’, but the more work that I am getting is because I moved to London – so my living standards have taken a big hit, I’m probably worse off and instead of a small terrace all to myself, I have a room in a shared house in South East London. There’s no lounge, and I just had to wrap my printer in a plastic bag and gaffa it shut and put it in the garden because I found 2 cockroaches living in it. (Alright, I didn’t HAVE to do that, but apparently that was my reaction). I can’t afford room for a desk. I recently got a chair I sit in to work from which is nicer than sitting on the bed.

I am tired. I am living on about £900 per month in a city that eats money. I work 6 days a week most weeks. I only this year took my first week’s holiday (I went to visit friends in Scotland and Manchester). I am angry. I am tired. There are better ways.

These were the things I told the class, through showing them those things:

Let go of the idea you will ever ‘just’ make art

Let go of the idea you will earn a middle class living

“Do you think it will have changed, do you think it will have got better by the time I graduate”

“How old are you?”

“20”

“Honestly? No.”

I didn’t go there to break young people.

So I also told her to remember how lucky we are if we make a kind of art that is acceptable to funders at all (cf. the difficulties of Hide&Seek, the complete lack of funding for exciting, vital new forms of culture such as independent video games, and the entirely expect loss-making activities of many internationally touring bands I know and love). I told her to remember to love what she does. To acknowledge that it’s much easier to feel the scared and overwhelmed, but to know in those big empty spaces which feel difficult to hold open are ripe for filling with whatever you want to. It won’t be predictable. It will be difficult. It shouldn’t be in some ways, and in others that slippery, sticky difficulty is precisely what making a thing is. Why it’s good. Don’t be desperate, be angry. I told her to get political. I told her to remember to love herself and not lose herself to what she does. Remember to enjoy it, especially when it’s easier to feel the other things.

Alan Lane published a brilliant post today about how HUB and Slung Low operate. I have so much respect and love for the way that they work. And think, despite it being true that that way of working can’t work for everyone there is so much to learn from it – not least that you can do something different – find your own model. I talked in the lecture about alternative models for funding. I dismissed crowd funding, as I typically do, as misused, lazy, and problematic in most examples I seen of it used in the (subsidised) arts sector. But I did talk about HUB, even before that blog post. I talked about pay what you can which I experimented with in Performance in the Pub. I talked, as Alan and Porl know, about how the most important things about a pay what you can model of supporting events is the conversation, saying ‘this space is different, that’s ok, let’s find a way to work out how we behave here’. I posted print outs of the cost of each event, I divided it by capacity and posted a ‘break even’ donation figure. My donation average was never under that. Some people didn’t pay at all. They saw some performance they would not have otherwise seen. That’s ok. That’s still a win in my book.

I think pay-what-you-can is a conversation every venue can have.
Just by creating a new space.
You do that by saying ‘this is different’
You use new language
You don’t say ‘donation’ if possible, because that always sounds supplementary
You tell people how much it cost in time and money and bodies to make a thing
You explain it’s ok if you can’t afford more than £2
You ask them how much the song that saved their life is
You tell them you’re not going to patronise them with pricing to show worth (as opposed to cost – i.e., ‘we can’t lower our prices, we want to be seen on a par with the Playhouse!’)
You say ‘what was this worth?’
Money is not the only economy. What we’re talking about here is value. Solid research suggests that you can create money “downstream” in creative ecologies by holding open a space to talk about other values.
You have to talk, though, directly and openly.
To everyone involved.
Not through a marketing department. Or rather, not in marketing. But in conversation.
You stand on the stage.
You stop being an institution. What use are institutions in conversations?
You are a person, and you hold open a new space.
I think every publicly subsidised venue should have 1 pay-what-you-can performance each week. I think certain post-code areas, ages, and income groups should have priority booking.
I think you solve the problem of people who can afford to pay seizing on it as ‘something on the cheap’ by asking them to be decent.
This is also what I am trying to do in Thisison – the app I am producing and researching for Albow – making a space for this conversation in digital spheres, making it cash-less and mobile. Encoding a conversation about value in user flows and interaction

I really really wanted to give that 20 year old student – and the others – enough hope and realism to continue to make in the existing, and enough anger and energy to think about breaking this system, making and playing with new ones.

The last slide I posted in the discussion said the following two things – about (not) digital theatre, and about being a part of The Arts, as a maker:

Listen. Be open. Challenge.

Pull language apart and look for meaning.

“If we don’t talk to each other, then we end up with nothing. And there’ll be a whole load of empty buildings with no art to fill them.”

That second bit is from Andy’s blog. To it I would add ‘and no audiences’.

Why the fuck should I expect to work outside the conventional employment system and still expect living standards of people who give their time over to that system?

That the system punishes you for stepping outside that system is HOW IT REMAINS THE SYSTEM.

So, here’s to Bryony. Who was angry, and said so, revealing the kind of income details people (especially nice, working class people) are not supposed be open about.

Here’s to Andy, who made practical suggestions.

Here’s to Alan, who runs things differently. Who pays everyone a flat median wage and open up his space with others for others and other economies.

Here’s to all of us. Chipping away at the system.

Advice that I repeat to myself when I feel it’s all to heavy: Carry on. Remember to enjoy it. Remember to love yourself and those you ask to work with you, and see the things you do. Feel angry, feel lucky. Listen. Be open. Challenge. Pull expectations apart and look for new ways of thinking.

Here’s to that.

Further reading:

Bryony’s post: http://thebryonykimmings.tumblr.com/post/67660917680/you-show-me-yours
Andy’s response: http://andytfield.wordpress.com/2013/11/24/transparency/
Blast Theory talk about being a company: http://www.blasttheory.co.uk/cash-money/
Alan on Slung Low’s way of working: http://alanlaneblog.wordpress.com/2013/11/28/blog-post-transparency-money-and-being-the-theatre-company-we-want-to-be/
Money, Love and Attention, more from me on economies of value: http://www.albow.com/money-love-and-attention/
Performance in the pub, a year in, including spreadsheets of all my costs and losses: http://www.hannahnicklin.com/2013/01/happy-birthday-performance-in-the-pub/