Reflections on Boho's approach to gaming and performance

The ever-erudite Rob Reid dropped me an email a little while ago asking some questions for a paper he's writing on games and performance. Rob is one of the architects of Pop-Up Playground, the Melbourne gathering that has brought together a whole fascinating world of participatory makers, from digital gaming to interactive theatre to roleplaying to escape rooms, and on.

It felt like a good opportunity to wrap some thinking around Boho's practice, where it's come from, how we think about our work, what we're aiming for next. So, here goes.

How do you approach the design process for your interactive work?

Boho’s process really centres around working with research scientists - typically climate or systems scientists, but also urban designers, epidemiologists… Our shows usually draw on concepts from sustainability science, systems thinking, game theory, network theory, complex systems science, resilience - these fields which are often gathered together under a broad heading of ‘complexity’.

Basically, we’re looking at any sort of system in which lots of different elements are interconnected, and what arises from those interconnections. That’s the raw material for our games.

Working with scientists, we’ll go back and forth with them, building up our understanding of the system - whatever that system is - and creating a systems model. That model - which usually looks like a flowchart diagram, plus a whole series of maps, lists, other visualisations - becomes the basis for the show we build.

An example of the kinds of systems models we construct / adapt in our work.

We then go through that systems model, looking for key linkages and systems dynamics we can turn into games.

In the last couple of years, we’ve started breaking things down into two kinds of interactive activities - what we’ve dubbed ‘skilltesters’ and ‘games’.

‘Games’, in this parlance, involve choice - any kind of decision-making, resource allocation, negotiation, etc. Anything where the audience needs to predict how the system will behave, and make a call about what they’d like to see happen. Things where they have to use their strategic brain.

The other kind are ‘skilltesters’ - games where the purpose is just to win. Can you fly this bird over here holding it between two sticks, can you sort these counters out into piles of different colours in less than 30 seconds, etc… These games are often more active, more playful, and we use them to give us inputs into our system model, so we can read out different scenarios. But we don’t hinge big choices on them.

Most shows will have a mix of these kinds of activities - some games where the audience is making key decisions, thinking through problems and coming up with strategic solutions, and some skilltesters where we’re introducing ideas more playfully, giving them a quick input into the show without too much weight being placed upon their choices.

TEDxCanberra - Balloons - Image by Gavin Tapp

How do you account for the unexpected in your work?

Look, we’re not improvisers - we build a structure with some different pathways, some resilience to shock etc, and then we guide audiences through it. There’s room for discussion, but in some senses there’s still the chance that the audience can break the show.

That said, one major advantage we have in building an experience is that we’re very transparent with our aims - ‘we’re here to talk about this concept, we’ve made these games that do that, here’s how it’s gonna work’. The performers are usually playing themselves, facilitating and helping the audience. So, for example, when Nathan was running a piece of ours called Volleyball Farm for a Forum for the Future event in London in Nov, the game broke because we’d never calibrated it for more than 5 players. But Nathan was able to discuss the intention behind playing the game, what point we wanted to illustrate, and that worked almost as well.

Can you describe the encounter between a participating audience and your work? (ie, what's it like to play?)

We go for gentle, non-confrontational, casual. Me, I get more anxious and stressed as a participant in interactive shows than anyone, and we make putting the audience at ease the key watchword.

So you’ll be met - in say a foyer, if we’re doing it in a theatre - and you’ll be told what’s going to happen, and you’ll be guided to a table, or to your seat - given a little more of a heads up about what’s going to happen - and then you’ll be introduced to the facilitators, and then you get your hands on whatever it is. Gentle, all the time.

The games themselves, often are drawn from boardgaming, and there’s a well established practice in boardgaming of how to introduce rulesets to players - good, thoughtful advice I think we’d do well to learn from. There’s an order to how you introduce information:

1. Who you are in the game2. What your objective is3. How you achieve that objective4. What does a turn consist of

and so on. Not always appropriate, but it’s nice to have a clear, logical structure for how information goes.

The experience is often divided roughly into three different forms: games/interactive components, theatre/narrative, and performance lecture. We’d tend to cycle between these three forms rapidly over the course of a show, with the weight shifting between them as we build to the end.

How does narrative/mood/meaning emerge from the experience of your work?

It all happens in the post-show discussions!

Well, mostly. We usually build a show with a post-show chat built in - a conversation with a guest scientist or an expert in the field we’re discussing. Then we’ll have a glass of wine, and a really informal conversation with the audience. That’s where the ideas underlying the show get unpacked, that’s our chance to dive in deeper.

Of course, that’s not to say that the show itself doesn’t also bring out the ideas, but we think that explicit conversation afterwards is really important.

What/who have been your influences?

We started off making interactive work in Canberra with no-one else around doing it - not in the way we were, anyway. We knew we weren’t the only ones making it, but we couldn’t easily find out who else was out there, and what their stuff looked like. So we made a lot of stuff up.

Our initial impetus was to do computer games live on stage. We adopted frameworks and conventions from old computer games, and adapted them to stage. Hacked gaming controllers (console controllers, joysticks) where the audience controlled the actors live onstage. Our first piece was a game called Playable Demo, where the audience piloted the actor through a short scene in the style of an old LucasArts adventure game, using a torchbeam as a mouse cursor on stage.

A little deeper into our practice, we’ve taken a lot from some of our closer collaborators. Applespiel, obviously, and Coney. Applespiel for their actual genuine expertise in participatory theatre (as opposed to our make-it-up-as-you-go style) and Coney for the superb philosophy and vocabulary around how a playing audience could and should be treated.

Finally, we’ve learned a lot from scientists, particularly those working in the field of participatory co-modelling. This is a form of practice whereby scientists collaboratively construct a working model of a social-ecological system - for example, a region of farmland, or a river system. Then they bring together stakeholders from that system to discuss and debate issues facing it, with the model as a platform to facilitate discussion and compromise. Their tools for audience engagement may be a little rudimentary, but the sophistication of the underlying models they’re using put most theatre-makers to shame.

Young Boho. Jack & David in A Prisoner's Dilemma, circa 2007.

What drew you to working in participatory/playful performance forms?

We started Boho in late 2006: Michael Bailey, Jack Lloyd, David Shaw and I. Jack and I had made an interactive scene called Playable Demo in 2005, based on old adventure games. (In the floppy disk era, you would often get a single scene from a larger game as a kind of interactive advert for the whole game.)

We took that format and combined it with the science of Game Theory to make our first show, A Prisoner’s Dilemma. Game Theory is a great tool for game-makers because it breaks real world scenarios into well-defined mathematical structures. We created a whole series of micro-games based on different Game Theory thought experiments (the Prisoner’s Dilemma, Chicken, Dictator, Ultimatum) and threaded a Harold Pinter-esque narrative through them.

That show really placed us in a very particular niche: ‘interactive science-theatre’. What even is that. But it was good to be able to label ourselves as something for a couple of years, even though now we’ve spilled out in a lot of different directions.

 Food for the Great Hungers, 2009. 

What's the benefit/advantage of playing with a participating audience?

Ahhh, well, the trick is what we all know now, you and me and all the artists making participatory theatre, which is: the audience is always participating - it’s just a question of how. Sitting passively in the dark watching and not talking is a form of participation - we’re just so trained by theatre conventions that we take it for granted and don’t realise it’s a choice, a compact we all (artists and audiences) agree on.

Same with making site-specific stuff - you realise that the theatre venue isn’t a necessity, it’s an option - you use it sometimes when the moment calls for it, at other times you let it go.

Whatever level of participation the audience engage in, that’s a trade-off. If the audience are moving around outdoors experiencing your work, they’re feeling much more exhileration, excitement, there’s opportunities for happy accidents and beautiful unique experiences, but you run the risk of losing their focus, of them being distracted, feeling lost or confused.

If the audience are seated quietly and watching a well-lit stage, that’s ideal for delivering complex information and making sure everyone sees the same thing, but you’re talking at them rather than having a conversation, and you run the risk of boring them / annoying them if they feel like they can’t leave.

We (Boho) choose the level of interaction based on what we want their experience to be, what we’re talking about, what we want to discuss. If we want to talk with them about how tipping points or regime shifts occur, maybe that’s best if we just explain it as clearly as we can, using whatever theatre imagery works best. But if we want to illustrate the challenges facing local government when they’re evacuating small communities from a potential volcano eruption, maybe we want to give them the experience of trying to make decisions and negotiate compromises with imperfect information.

 True Logic of the Future, 2010. Pic by 'pling.

What mechanics do you use to encourage and support player agency?

Typically our games are quite short, and there are lots of them throughout a show, interspersed with narrative / storytelling moments, or micro-lectures. That means we can guide the audience through the aesthetic experience quite closely, rather than setting it up at the beginning of the night and just letting them roam free.

That gives us a better chance of managing certain player dynamics - reining in hot players who are dominating the games, or drawing in quieter, more passive players.

But player agency? Not our highest priority, honestly. We’ve usually created quite a curated experience, and though each game is completely interactive, and the whole show has a lot of different states and outcomes (usually in the thousands, if you tally it all up), we’re not running a LARP - we have quite a detailed sense of where we want the audience to go, and we’re happy to take them there.

- David

For a high-speed example of all of these principles in action (more or less), you can check out Jack and Mick's 18-games-in-18-minutes performance at TEDx Canberra:

Climate change in theatre

25 years ago, the conversation around climate change and global warming was beginning to take off in earnest among scientists and policy-makers. Then, in the early 90s, a well-organised campaign driven by the fossil fuel industry began to target the science and scientists behind what had until then been a relatively undisputed scientific phenomenon. Suddenly, the existence and extent of humanity's impact on the earth system became a topic of contention and dispute. A scientific debate became a political debate and the issue has become a divisive issue in popular culture.While there are no shortage of examples of the environment as a subject in theatre, the current climate crisis has generated its own unique array of theatrical responses. Rather than attempt to survey the entirety of a huge and swiftly-growing field, I want to explore the topic of climate change in performance from the perspective of a theatre-maker, looking at some of the challenges and opportunities created by the form and highlighting some specific lessons from plays which I have a personal experience of.Why do people choose to create theatre about climate change? From my own perspective, and through numerous conversations within Boho, I can see compelling arguments for and against choosing to address the topic through performance at all.On the one hand, there are few topics less amenable to theatrical presentation. Theatre thrives on personal tales, narratives of family, domesticity and the like. Climate change is abstract, impersonal, incomprehensibly massive in scale and with hugely diffuse impacts that occur over a timescale of decades. Trying to condense a massive global phenomenon into a show of an hour or less is an intimidating challenge, and it's hard to figure out where you can even find a starting point.On the other hand, there are few topics more engrossing, vital and important for artists in the 21st century. In one weird way, climate change is the story of our generation - you can tell it badly, tell it well or refuse to tell it, but you can't deny its resonance - people used to feel about nuclear war in similar terms. So for many artists, Boho included, it's sometimes worth the risk of diving in and getting it wrong.So how do you apply the narrow focus of theatre to the colossal specimen of climate change?The Landlords - Bringing Some Gum To A Knife FightThe Melbourne duo of Sam Burns-Warr and Jordan Prosser comprise The Landlords, and their 2011 show Bringing Some Gum To A Knife Fight responded to the challenge of the enormity of the topic by focusing on a very specific and concrete aspect. Their acerbic black comedy took place on the island of Tuvalu, the Pacific nation with the dubious honour of being the lowest country in the world, and consequently the first to be completely submerged in the event of sea-level rise.Bringing Some Gum takes the form of a presentation by two Australian scientists to the Tuvaluans, informing them of their impending doom and assisting them to come to grips with their own extinction. By taking on the role of enlightened western scientists, Jordan and Sam provided a well-observed and devastating satire of Australia's self-interested attitude towards its own welfare. The most brutal moment in the entire piece came with the awkward reminiscence that Australia had rejected Tuvalu's appeal for sanctuary for its small population, as it was not commensurate with Australia's stance of climate denial.Bringing Some GumBringing Some Gum offered neither solutions, nor hope. Instead, it was a measured and all-too-recognisable satire of Australia's current political strategy of ignoring and minimising the issue at all costs. In this way, the theatre can provide the vital and ongoing task of highlighting and lampooning the failings of its society and times. At this stage of the debate, satires such as Bringing Some Gum are an equally if not more effective means of countering the activities of the carbon lobby than engaging with them in formal debate.Tom Doig - Selling Ice to the Remains of the EskimosWriter/performer Tom Doig's one-man show Selling Ice to the Remains of the Eskimos offered a vastly different take on the subject, both more ambitious and doomed to fail. More of a series of interconnected sketches and stories than a single play, Selling Ice's battery of high-energy theatrical experiments examine the issue of climate change from a range of perspectives. From Tom's apocalyptic entrance in a wetsuit on a bicycle fleeing from a biblical flood, to a wholly politically incorrect depiction of an Inuit humiliating himself for money, to a Cormac Mcarthy-esque Winnie-the-Pooh story, to a fight with a dolphin staged in a one-man tent; all try and all fail to convey the significance of the crisis.These tricks and wildly varying setpieces are not merely captivating and entertaining to watch - they are a showcase of Tom's extensive exploration into how to express the catastrophe of climate change on the stage. This restless search is made explicit in the show's most moving moment, when Tom stops mid-scene and addresses the audience directly, confessing how afraid and concerned he is about his subject, and how helpless he feels as a performer to convey the full seriousness and impact of the issue.Selling Ice is admittedly, defiantly imperfect, but for me it is a vital addition to the body of work on the topic of climate change. To any theatre-makers interested in the subject, Selling Ice is a laboratory showcase of what works and what doesn't, as well as being an absurd and entertaining performance on its own terms.Third Ring Out3rd Ring OutZoe Svendsen and Simon Daw's Third Ring Out is an interactive module looking at the consequences of climate change at the regional level, taking place in a shipping container with a playing audience of twelve. Developed in 2009 with the support of Tipping Point, Third Ring Out has toured extensively throughout Britain over the last two years. Over one hour, the audience are seated around a table and presented with a simulated series of climate-triggered crises. Starting with rising food prices and escalating to heatwaves and tidal surges, the audience are invited to vote on a series of measures responding to these disasters, managing growing problems with finite resources.Originally growing from research into fallout shelters and training simulations preparing people for nuclear war, Third Ring Out is based on the concept of practice. The audience are presented with the scenario in the guise of a training simulation, and invited to consider what decisions might be necessary or desirable in that situation. In this way, Third Ring Out avoid a lot of the baggage and contention that comes with making predictions or assumptions about the likelihood or consequences of climate change and simply asks, 'If this crisis occurs, what should we do?'Like the creatives behind these three productions, Boho has been drawn to this topic. Both A Prisoner's Dilemma and Food for the Great Hungers touched on issues relating to climate change, and True Logic of the Future specifically constructed a what-if scenario for Australia in a changed climate. In a future post, we will discuss and explore in more detail why we covered this territory with True Logic, and the lessons we learned from it. For the moment, I want to conclude by suggesting that the struggle of theatre artists to effectively grapple with the issue of climate change may be a measure of society's capacity in general to understand and engage with the topic. Perhaps when we see sophisticated, coherent and nuanced theatre about climate change, it will be a sign that our culture is itself properly engaged with the topic.

The Usefulness of Failure

Attending the PLAYER Festival of live gaming at the London Science Museum this last weekend, I took part in Seth Kriebel's excellent Unbuilt Room performance, a live text adventure for five players. The game is structured as an 80s-style text adventure (think Zork or Adventure), with the audience taking it in turns to move the protagonist through a maze roughly mapped to the human brain.  The game lasts twenty minutes, and after several early fumbles we ran out of time before we solved the last puzzle.

Seth Kriebel's The Unbuilt Room.

In correspondence after the festival, Seth advised that only 20% of playing audiences 'completed' the game. Far from being a frustration or concern, my experience with the Unbuilt Room was that our failure to solve all the puzzles in time was one of the most exciting things about the game. At its simplest level, I am now imagining all kinds of exciting endings to the story, to which the real ending cannot possibly compare. At another level, the Unbuilt Room demonstrates one of the key principles of interactive performance which Boho have discovered/rediscovered through our work: the audience needs to be allowed to fail.

Failure serves a few purposes - firstly, it's a way of demonstrating that the interactivity is real. As an audience, if I go into an interactive work and manage to somehow get everything right first time, I might be convinced that I (and my fellow audience members) am a genius. But I'm probably going to assume that the game is rigged, and not really as interactive as it claims to be.Secondly, failure is the best (possibly only) way to learn. Without the opportunity to make (and correct) mistakes, an audience is only rewarded for playing it safe. Trial and error is an intrinsic part of learning - trial without error is just a rather pallid fantasy.How to build failure in to your games without discouraging your audience is a more delicate exercise, and one with which Boho is continually struggling.

Playable Demo. Image by 'pling.

One method was in our very first interactive game, Playable Demo (which later featured as a module within A Prisoner's Dilemma). Playable Demo was an adventure game which an audience member operated using a torchbeam as an onstage mouse cursor. The aim of the game was to help Prisoner 101 escape from his prison cell by collecting and combining objects, and interacting with his guard. We quickly found when we handed the controller over to the audience that the first thing they wanted to do was direct Prisoner 101 to harm himself (no surprises). And, naturally, we wanted that too. So there were numerous easter eggs built into the game where 101 was bludgeoned by the guard for making mistakes. Our fear was that people would simply toy with the character, rather than trying to solve the puzzles we had devised for them.

Our way around that was not to minimise their chance of failure, just to make the pay-off for failure less and less rewarding. It's as simple as repetition - when Prisoner 101 hit his head on the cell door the first time, it was hilarious. The second time, still very funny. The third and fourth time, producing the same result, less so. The audience quickly learned that they could play the game to lose (the interactivity was 'real', so to speak) but that there was more fun to be had in trying to solve it than in trying to break it.

Jack Lloyd, David Finnigan and Cathy Petocz. Image by 'pling.

One other lesson was to get to grips with the fact that an audience can really, seriously go wrong, and when that happens, you need to let them work it out. In True Logic of the Future, we had a puzzle built around the Logic Piano (a replica of WS Jevons' 19th century early computer construct). In this sequence, two scenes played out simultaneously - one set in a hospital, and one set at the scene of a crime by the city's dam. The audience used the logic piano to separate out the two scenes, filtering the messy sequence into its constituent parts. It basically operated with the same mechanic as Mastermind, but with two potential correct combinations - I'm sure we'll go into more detail with this game in a future post.

Most audiences ran through the sequence between 5 and 8 times before hitting on a correct combination of keys. Some audiences got it within 2 or 3 goes, making the whole thing seem quite easily. During one performance, though, the players ran through the scene 13 times without hitting on the correct combination. As a performer, that's desperate. You can feel the frustration mounting as the audience are trapped in this same section of the play, and the concern of the players as they fear that they might not be able to solve it. And when a sequence of the show that normally runs for 8 minutes runs on to 16, you begin to freak out that the show is going to run hugely over time, and everyone will be upset.But when, on their 14th attempt, the audience got the combination correct and solved the puzzle, the exuberant cheer of the audience was worth all the stress and panic. The excitement they had for solving the puzzle was real and tangible, and carried them (and us) through the rest of the show. Afterwards, that was the scene the audience talked about - that was the memorable moment for them. In a very real sense, that was the reason they'd come - to genuinely interact with play with a live performance that really responded to their choices.How much you let the audience fail, or how much you let their failure influence the show, needs to be dictated by the data you're looking to get out of the scene. In A Prisoner's Dilemma, failure in a scene was used to dictate which of the characters in the main storyline had been tortured, so we were able to make the risk of failure quite genuine. Again, in Food for the Great Hungers, failure in scenes correlated to poor industrial relations and multicultural policies in an alternate Australia. By mapping failure to a broader element of the productions, we were able to build a reward of storyline outcomes into the momentary let-down of not succeeding. On the other hand, the purely narrative sequences in True Logic were set in stone, so failure in interactivity was used as a guiding mechanism - by letting people fail quickly, fail often, and rapidly prototype and test new ideas until something sticks - the Angry Birds model (thanks to Deloitte Digital for this analogy). And, if it's the right story, failure can be total, as with the Unbuilt Room, severing the narrative completely and leaving threads tantalisingly untied  - but only if you're sure this is the feeling you're aiming to leave people with.Across all disciplines, failure is not merely an unfortunate outcome of a poor strategy - it's an intrinsic part of any serious enterprise. People use failure to adjust and recalibrate their strategies for dealing with the world. And in a live gaming / interactive theatre context, failure can be the most fun part of the experience. Don't underestimate the joy of making a live performer hit their head repeatedly against a wall for your entertainment.

(And sometimes you invent a scene entirely so the audience can fly the performers around stage like an old console game) Flying Dudes. Image by 'pling.