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:

Choose Your Own Adventure

'Choose Your Own Adventure' is the name we use when referring to the style of performance whereby, as in the legendary book series of that title, the audience is able to navigate through a story by making a series of consecutive decisions that determine which of a pre-determined set of endings takes place. This works through a series of storyline nodes, operating like non-interactive cutscenes, with two or more options branching from each one - the graph below from FlowingData shows a typical structure.

CYOA techniques in theatre work much the same way - actors perform segments of non-interactive script, interspersed with opportunities for the audience to select one from a number of clearly delineated options.

The main benefit of this style of theatre is that the audience is hyper-empowered - what they say goes, they can identify which story elements interest them the most personally, they can explore the morality of their own decisions, and generally tailor their own unique experience. Stories can have huge variations in potential outcomes. Decisions can be made by individuals who are singled out, or (I think more commonly) some kind of voting mechanism can be employed, such as in the case of Emergence by Synarcade, or Trouble on Planet Earth, Escape from Peligro Island and  Half-Real by The Border Project. Finding a decision mechanism which doesn't unnecessarily hold up the flow of the show is obviously important - both of these companies have produced devices which generate colours and are distributed to audience members, which is a neat way of focusing the response through set channels while being nice and tech-y. This focus  is crucial - options have to be clear and limited to the available choices since there may not be any room for improvisation.

A big plus with CYOA is that audience size can be very large and still have every viewer  - this is limited only by the voting mechanism. On the other hand, after a certain point, the actual impact of each individual audience member is essentially zero, and I think this can become obvious and lead to alienation. That said, there's also the fun for a viewer of seeing areas where their instincts conform or differ from those of everyone else.

Choice paths are generally unidirectional so where decisions change the story, this narrative path carries out throughout the remainder of the show. Potential paths for an audience increase exponentially as the show progresses, so even with recycling of sections (as shown in the loops and multiple paths to the same node in the diagram above), there's a huge amount of scripting and rehearsal for sections that the audience will never see.

I must admit I often have issues with using this type of theatre from a scripting standpoint. For my money, an ending must be justified by the story, so a situation whereby the trajectory of a narrative lurches off track due to the intervention of an audience is likely to result in a story that would have been unsatisfying had it been a non-interactive work.  It's a challenge to ascribe a meaningful moral arc to a story whose ending isn't inevitable. So it might be more rewarding to use CYOA techniques to allow an audience to change how they approach a story, rather than the content of the story itself. One of the things about Choose Your Own Adventure novels that I find satisfying is working backwards through the book and contrasting the various possible outcomes, so replicating this on stage presents opportunities.

We've also found that audiences can tend towards a median outcome - an extreme event that is caused by one vote will tend to be cancelled by a conservative or opposite one soon after - people want to see a bit of every possibility rather than commit to one course. And even if there's a good deal of audience cooperation with one another, the fact is that if you write ten endings, odds are that on a given night, an audience is going to wind up seeing one of the middling ones, quality-wise.

It's fun I think to have the option of failure for the audience involved in a CYOA, so that certain options are available only if they succeed in tasks, time-based games - we talk about failure and reward in a separate post.

If there are more than two options on a given choice, there's a chance that more than half of your audience at each point will see a result they didn't vote for - unless you get into some kind of preferential voting system, I guess. Another way to deal with that issue might be segregation of audience based on their decisions (somehow) so that each group has the experience they asked for - this subdivision could be interesting if the segments were then required to competitively or cooperatively complete a task at the conclusion of the performance.

Boho have used CYOA techniques a couple of times, particularly during Food For The Great Hungers, where it formed the show's conclusion and detailed an alternate history of 20th Century Australia. We didn't want to suggest that history was something where conscious choices were made in advance, so we extracted the 'decisions' from the behaviour of the audience during previous scenes, which were then mapped to social factors. A conscious vote on whether conscription could ever be morally acceptable became war willingness, an unconscious vote on tea preference became multiculturalism, a competition between unionists and factory owners became industrial relations, a cooperative challenge based on communication became media adoption, and a series of totally arbitrary moral choices based on emotional bias became political outcomes. These decisions having been made in advance, the 'adventure' through history was presented as a monologue (performed by two actors). A sample generated monologue can be found here. This was fun to do because the voting mechanisms weren't announced in advance, so the generated story was a surprise. Still, there was still a bit of an 'Okay, so that's what happened' feel, and once the history mapped on all factors to a middling path extremely close to what actually happened, which was confusing.

CYOA theatre is a fun format. The audience enjoy a lot of control and the link between their action and the outcome is strong, and it's a good overarching structure which can accommodate a lot of additional styles or kinds of story. The audience have a chance to view a performance like they might a sculpture, coming at it from different angles and seeing it in different lights. The trick is making sure that the format doesn't become the focus of the experience at the expense of the story.

The Adventure Game

The next in our series of posts exploring different interactive performance styles is the Adventure Game. The name and form is derived from the genre of video games (which peaked in popularity in the late 80s to mid-90s), in which the player takes on the role of a protagonist working their way through an interactive storyline through exploration and puzzle-solving.Sam n Max Hit the RoadSam & Max Hit the Road. Does it involve wanton destruction? We can only hope. The Adventure Game is a format that is pretty prevalent in our work, since it allows a non-linear exploration of what is fundamentally a linear text. The Adventure Games mindset is really useful when the main concern is for the storyline, rather than having the focus on the variety of options and customisability available to an audience. The focus is on solving puzzles and achieving objectives, so there are crossovers with The Treasure Hunt.The style is suitable for mysteries, or any story where there is an unknown that needs to be discovered, and you can get a lot of text out so it's equally suitable for comedy, drama, horror or whatever style of narrative is needed.The actors on stage play characters (rather than facilitators, or just themselves). The audience is characterised either as a God-like character, or they assume the role of the character who they are piloting about.The nice thing about the adventure game is that audiences can experience what interests them directly. They can ask for information on something and the performance fleshes it out for them. And everything they do is right, because even if it's not forwarding the story the fact that you've written dialogue or action in anticipation of their decision means that they are rewarded for their instincts. An important part of getting people to relax and risk failure is to amplify their input. A flick of the wrist on their part, and a whole sequence unfolds onstage. The people on stage are doing all the work.It's really important to make sure communication to the stage is mediated through a very tightly controlled channel - you probably don't want people yelling out instructions because it breaks suspension of disbelief and there's a good chance it'll be an idea which is incompatible with the scene (punch that guy!). So channelling the input through a controller or system of some sort is the way to go. There's a million ways to do this so it's a matter of programming, budget, style, and so on. Video game controllers are an obvious choice, and we've used playstation controllers without disguising them, as well as hiding wiimotes within small props. A torch was a great facsimile for a cursor. These days you could hack a kinect to pretty awesome effect, I'm sure.  We have had controllers break and had to hand out painted arrows to hold up - not great. But really it's anything you can cue an actor with, so it only needs a little bit of data - an x/y is plenty, buttons are a luxury. You could do it with sound, actors could chase a remote controlled car around the set, or you could contrive a mechanism that tilts the whole stage like Marble Madness.The experience is better if the audience can see both what is going on onstage, and the mechanism of control. Depending on the feel of the room, audience members can communicate with one another and work together, or they might be more inclined to do it on their own.A risk is that the person with the controller will be overwhelmed if they can't work out what to do - it's not like in a computer game where it's fine if the player puts down the controller and plays again later - so a healthy system of increasingly obvious hints is good, and an atmosphere where it's okay either to ask for help from other audience members or to pass the controller on to someone else is good to have.My feeling is that Adventure Games are inherently a different form to the Choose Your Own Adventure, which is similar in that characters are led through a story but the focus is on the input of the audience leading the story down one of a number of paths. I think this has such an enormous impact on the way a story is written - the traditional moral arc of crisis, climax, consequences is almost impossible to faithfully apply when you don't know what the ending will be, and the idea of a conclusion that is unpredictable but inevitable goes out the window - a nice discussion on this topic in a gaming context can be found at GamePlayWright. So I differentiate the two, and I'll write about Choose Your Own Adventures separately another time, but I'm also happy to argue the point. Playable DemoAdventure Games can work over a particular scene, or they can form the main structure for an entire production. The first interactive scene we ever wrote, Playable Demo, was a daggy 10 minute adventure game we first staged in 2005. We're fond of this one.Playable DemoThis was a straight adventure game clone, born out of our nostalgic love for early 90s games mainly by LucasArts (and Sierra, I guess), with one audience member using a torchbeam as cursor to click about the stage. Interacting with non-player characters in different ways was achieved through coloured filters (pass the torch through through red filter to interact aggressively and through the blue filter to be more conciliatory, or green to question for additional information). This gave us room for lots of easter eggs to be hidden about the place, and the scene was very simplistic - get two items (a sock through conversation and some pennies by finding the in the space) and combine them to make a third (a bludgeon), then use it to escape from a prison cell (by bludgeoning). The key here was to have a lot of room to explore and to have contingencies worked out in advance for what people would try to make us do - we don't really like to improvise. But it's on the cards - and a good response that acknowledges what the audience member is trying to do is always going to be better appreciated than "I can't interact with that object".What was really fun about this scene was the way that the feel of the interactions changed over the course of the performance from experimental and random, to combinatorial and exhaustive of options, and finally to reasoned, logical behaviour. At first, the torchbeam goes everywhere and the majority of the contingency text comes out, so red herrings were avoided. A good way to imply that a particular choice was the not the one that moves the story forward is to end with a joke - that's the payoff, rather than suggesting they've achieved a milestone in the script. Then once the mechanism was understood and it was clear what components of the scene were important and had interactions that had not happened yet - door, guard, bed, bucket - these items were focused on by using each option sequentially, but without a specific outcome predicted. By the end, the feel of the torch in the space was completely different. It had stopped ambling about, there was no hesitation, it snapped from place to place in a logical series of commands - take sock, get pennies, bash guard, exit. The great thing was, I think, that there was excitement not just in the person controlling the performer, but in the rest of the audience as well - even though they hadn't been controlling the performer they had still been making the logical connections themselves, so those intuitions were still proven correct, and if worse came to worse and the person with the controller really didn't get it, other audience members were always happy to pitch in.You can download the script here, if you like.Beneath a Steel SkyBeneath a Steel Sky. Great interactive storytelling from the good and old, set in Australia for some reason, and free to download. It's the mutts nuts.

The Treasure Hunt

The Treasure Hunt is a scene we love using because it gets the audience working directly with the environment, so it's great to break down walls. Depending on what you want to achieve, there are good ways to get story content out at the same time.Performers can work as facilitators in case things get stuck, characters are possible as well but this relies on there being some kind of justification for them in being in the space but not helping - obviously the performers know where the treasures are hidden so any attempt to have characters pretending to be helpful risks coming off pretty obnoxious.The performance can have several streams but we've found it works best when the streams are completely linear, otherwise the structure can fall apart. The focus is on exploration, experimentation, puzzle solving and discovery. All the events should be largely pre-scripted since keeping the audience on track without distractions or red herrings is really important. Improvisation is generally not necessary, the scene itself is kind of the star anyway so performance elements can be quite minimal.It can be difficult to find places to hide things that don't get accidentally discovered in the rest of the search. It's good to make items as innocuous as possible, with characteristics that when shown in clues make the item the only possible candidate. It's good if there's a lot of other stuff around too, so that just picking up everything isn't an option.All audience members can take the initiative to contribute, any one of them can make the intuitive leap, and if an audience member has figured something out it's unlikely that they'll sit there without contributing by at least voicing their thoughts, and more likely they'll get involved because it's fun to take ownership of your own good ideas. Sometimes individuals will work on their own, sometimes leaders emerge naturally and ideas get passed to them. The combined input of all the audience members drives the show.The result is a feeling of reward and progression. True Logic: Treasure Hunt to unlock charactersThe first scene of True Logic had David's character, Will, locked to a table with a gold lock, and a pile of keys on the stage, all of them silver except for the one gold key, with the onscreen instruction - UNLOCK. This was as strong an offer to the audience as we could think which still had a task involved - identify the correct key from the pile - and still had a risk involved - what if the key doesn't work? By including uncertainty about what they are required to do and the risk of failure, the audience have to rely on their own logic. This leap of faith being done, our aim was to reward as much as possible, to encourage further interactions - in this case, the whole play starts. The storyline backs up the action on stage - the environment is an onstage metaphor of a computer system, so unlocking the initial character represents a start-up sequence. It also sets up the relationship of the audience to the show - they make things move forward.[youtube=http://www.youtube.com/watch?v=iUuHB0i-Dsw&feature=channel_video_title]In this scene, which occurred immediately after Will's unlocking, Jen and Alex (played by Cathy Petocz and Jack) are shown onscreen. This was a live video link from offstage. Visual clues are shown on both sides, setting up two streams of information and clues to follow. As the locations indicated by the onscreen clues are found, the treasures are discovered, in each case ephemera from the characters' lives - photo albums, calendars, diaries, birth certificates, etc - all blank of information. These are passed to Will, who places them in a drawer, and the items emerge onscreen, this time full of details. This was done to begin to offer snippets of character development. Onscreen, the treasures also show the next item to be searched for.  The final treasure on each stream is a document with highlighted letters in its title. By holding the titles next to each other, the highlighted letters spell 'Vest Pocket' - an audience member reaches into Will's pocket and finds a coin, a replica of the Gold Sovereign minted by Jevons in 1855. This is sent to the other space, which ferries Jen and Alex onto stage. Great Hungers: Treasure Hunt as a cooperative race[youtube=http://www.youtube.com/watch?v=cvDJNpnHQiI&feature=relmfu]This was recorded over two nights and the streams played out quite differently between the nights, so the video above is more of an overview. This was a timed scene that fed into an alternate history of Australia, with the results influencing the landscape of media and communications. Two of the bedrooms at Manning Clark House have bookshelves running the full length of walls, with sections numbered and categorised. This gave us a coordinate system we could use for clues, which were written in books on themes of mass communication that we bought for the show. One room can see but not hear the other, the second room can hear the first but not see them. After a few clues, the streams cross into opposite rooms, and then back again, and the two rooms need to use the tools available to them to communicate. The objective was to create a working cooperation between the two rooms to discover the key to opening the door, which was a synchronised clap.It was particularly fun when audiences interpreted the scene as a race with the opposing room rather than a cooperative exercise, and tried to work out ways of getting information out of the other team without giving any themselves. We also used the video/audio split for a treasure hunt as part of a two-day residency at PACT in 2009, that we call Big World/Tiny World. The audience were split between the dressing room and stage area. We had fun with this one - the stage area was populated with cheap and cheerful replicas of features of the dressing room - printed out photos, a couch made out of the seating bleachers, bigger scale graffiti, and so on, and the dressing room had miniatures, like a toy car and model piano. The aim was to unlock a keyed lock on one side of the door, and a combination lock on the other. This one focused more on different kinds of clues, some are in the list below. Kinds of clues we've usedCoordinates to books or treasure location • Arrows on live video pointing at treasure location • Pictures of treasure location • Pictures of the correct key to use • Tiny/Huge versions of the treasure location • Puzzle pieces • Recording of lock combination on a CD in car CD player • Putting torch in a cradle to aim at a map Next articles up look at the role of failure, and the Adventure Game.