Jiituomas ([info]jiituomas) wrote,
@ 2008-04-14 17:41:00
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Playground Worlds – a subjective review
Despite being involved with Playground Worlds myself, as an author and as one of the proofreaders, I feel like commenting on the book. This isn’t an actual review, jus a set of opinions.

Montola, Markus & Stenros, Jaakko (eds): Playground Worlds. Creating and Evaluating Experiences of Role-Playing Games. Solmukohta, 2008.

In general:

First of all, I must say that I like the balance between authors: mostly Nordic, but again also some key contributions from outside the local scene. Secondly, I really like the split between article styles: It gives a chance to present things from a certain point of view, without imposing one rule set upon all papers. There is a problem in it, too, and one that I really dislike: the “lighter” papers have been allowed to state things without basing them on data, unlike the research papers. And I think people will end up quoting those anyway, treating the statements as if they were facts. Nevertheless, the whole books works in a nice progression of increasing reference lists, from one section to the next.

Proofing quality is decent enough, especially given the speed that was needed in the end. Every article has a couple of typos left, but nothing too dramatic. I’m really annoyed that I missed one significant one in Emily’s paper. It seems that two articles are missing references, though – Parsler two, Kim one.

The introduction is nice, but weirdly enough lists most, but not all, of the articles in the book. An understandable choice, but once you list all but a few, the effect is almost dismissive.

The use of pictures in this year’s book is definitely a good thing, they really work as an important part of the works they accompany, illustrating key points that would not be as apparent otherwise.

The Journalism & Community section

Hyltoft’s report on the Danish boarding school is a nice piece of advertisement. It’s very positive, naturally, but contains just the right amount of self-criticism to save it from appearing just a promo piece. Combined with Henriksen’s works and Harder’s article in Lifelike, it gives a good basis for any discourse on role-playing based teaching.

Ahlroth’s clever critique of Laws is really fine, I especially like the “minimum input of any participant” –idea on ideal position for a critic. There’s an almost Wilde-like attitude in what Ahlroth writes on being a critic, and his system is simple, yet thorough enough, and elegant. One of my definite favorites among this book’s articles.

Koljonen’s paper on Dragonbane is OK, and contains what it promises. It’s not, however, particularly notable as a text – from a writer and game analyst of Joc’s caliber, this is a clear disappointment.

Which leads us to Westerling’s paper, which is a sort of “success revisited”. It’s got all the reasons why En Stilla Middag was a success – many of her tips (such as “avoid micromanagement”) standing in direct contrast to the reasons why Dragonbane didn’t exactly become what it was meant to be. It’s a fine, fine text, and will further help establish ESM’s deserved status as one of the “canonized” Nordic larp works.

Kjaer’s list of production tips is again, well, OK. I think the practical applications of it may be good for many, but to myself, being an experienced larpwright and one who does almost all of the work by himself, it did not offer anything new or useful.

Hook’s almost list-like text on the history of British larps is an important document on one playing culture. I’m a bit baffled as to why it’s been put in the first section – despite a lack of academic references, it’s clearly a research work. I hope we get more of these sorts of papers in the future.

The Art & Design section

Parsler’s paper is a nice counterpoint not just to the preceding one but also the Nordic design papers in the book, presenting one small-scale, high-end British larp. It’s a decent report, nothing spectacular, but illustrates its points well enough. The design aspect it was meant to convey gets through very nicely.

Norgren’s communication-based article on Totem is extremely evocative. It was very nice to read something that both explains concept design and makes it possible to really envision the results.

Pedersen & Munck, too, manage to convey the experience of the game they portray very well. Their work on the Dogma hobo-larp The White Road is short, but clever and suitably critical. And again, as with Nordgren, special emphasis is made on points of design that were unique, which is something I really like.

After these two, Lassila’s piece on adventurous romanticism as a style seems like a publicity, self-praise work, even though it does describe the genre quite solidly.

Likewise, Holter’s text on Agabadan, an ARG work resembling chaos magic more than larp, seems a bit out of joint: Holter is extremely player-critical, to the point of hostility. While it is understandable, given how the game went, it makes the report very hard to read.

Wrigstad has written a concise summary on Jeepform, which is great – both the fact that it’s been done and the article. The text is open and easy to access, despite having loads of attitude in it. This is an extremely important contribution, for both designers looking for techniques and as an introductory piece for people interested in the Jeep way.

Hultman, Westerling & Wrigstad return to En Stilla Middag, this time from the design point of view. The article is a nice summary, but I would have preferred a bit more of a critical approach – for example, many of the techniques advertised here actually weakened the game experience for me. (Having to run to the door every time someone says something loud in the next room, just to see if he’s on the “inner monolog” podium or not, simply sucks.)

Then we get to one of the book’s weak points, by Trier-Knudsen. His article on Agerbørn is annoyingly pretentious, and makes unsubstantiated claims about the originality of the sort of narrativism the game was built upon. Skipping over written descriptions of similar games made earlier, as well as theory/manifesto works like Kim (2004) or Westlund (2004), while making claims of novelty, is simply arrogant. This paper should not have been published without heavier editorial work.

Barkholt-Spangsbo has written something that I would love to see appear more: a practical work in applied larp theory. In this case, it’s mostly about ho Fatland’s interaction codes (2006) were implemented in a larp, and in what context. Very nice, and well told. I would have liked a bit more references, though, as some of the points are now just anecdotal.

Pettersson’s paper on indulgence is also nice, and necessary, even though he’s again returning a lot to the same games as in his previous works. The idea of designing for indulgence in some cases is very solid, and resonates strongly with some of my own older works, such as The Sin-Filled Nights of Bratislava. Again, some wider references on key points would have been nice.

Kim’s piece on Parlor Larps is one more necessary addition to our knowledge on larp phenomena around the world, and he presents a clear picture of the composition, strengths and weaknesses of the form. It’s direct, solid, and contains all the necessary info. So a good paper, if not something that’s awe-inspiring.

Research & Theory

(Here I am a bit more critical than before, given the differing criteria for these works.)

I was already familiar with Hopeametsä’s paper, having been present when she first introduced a verion of it in 2006. I really like what she has done – analyzing an immersive larp that’s been run multiple times, via debriefs and interviews, is solid research. While I do not agree on her thoughts of optimal game presence as flow (I’ve suggested in 2006b that it’s a similar, different autotelic state), Heidi argues her points well, and ties it all in with game studies material, from classics to recent. As far as the quality and depth of research work on larp goes, I find this the best paper in the book. It’s something that’s also useful for my own thesis work, and I am very glad it’s now been published.

And then we jump immediately to low point number two: Rognli has come up with a good idea, but when the “as” in the title was switched to “is”, the results got seriously damaged. Instead of a look at similarities and possible connections between children’s pretence and larp, we get an ideological manifesto. What could have been something useful is now an unfounded claim – Rognli fails to establish why similarity and common roots should, as he said, make the activity the same one, identical, instead of a sibling. The concept of pretence as a tool is left out, and with it, sufficient reasoning.

Lieberoth also deals with the same issue, but from a much more reasonable standpoint. He argues his points well, and the material from the side of children’s play is good. Yet I do think that what’s being said on role-playing games, though, comes at times without sufficient data or references, which leaves the contribution a bit suspect.

Of my own work I will only say two things: one, I am quite pleased with it, and two, I should have made references to Kim, Westlund and Lehrskov (whose post-game reduction and Kaprow’s ideas on Chance-based art are interestingly alike) in the section where I talk about narratives.

Emily Care Boss has given us this year the true highlight piece, as Brian Morton did last year. While I think the article could be a bit deeper, simply having a condensed entry on key Forgean concepts is great. Having one of this quality is magnificent! We finally have something holistic that researchers can access – and something people attempting to grasp the Forge can start with. Along with Ahlroth’s paper, this is my favorite contribution in the book.

Denward and Waern present the process of build Sanningen om Marika, the (now) Emmy-awarded, highly impressive interactive larp/ARG/tv-show/whatever project. It is an excellent report, and an intriguing read, but should in my opinion have been a part of the Design section of the book. It’s a paper on how things were done, not new data.

Widing gives us this year’s application of “take philosopher X and apply his/her thoughts on larp”. This time its Arendt, and Gabriel indeed manages to deal with the points of social criticism, alienation and larp quite well. Given the subject matters of capitalism, individuality and temporary spaces, I nevertheless would have liked a few steps outside just one line of thought – for example, also referencing Deleuze & Guattari would have added a lot of strength to this article.

Finally, Konzack & Dall discuss Medievalism in role-playing. Their emphasis seems to be on tabletop, but much of it is very fantasy larp relevant as well. It’s got a very solid research basis, which is then applied to role-playing games. Yet as with Lieberoth, I was left wanting more: there’s extremely good material on Medievalism and the Medieval Times, but applying those to the games is done by just mentioning some rpgs’ traits.

I may be critical here, but excluding the two articles, I was really pleased with this book. It’s got both interesting stuff and important contributions to larp designers and researchers alike, and often many of the articles manage to be both interesting and important, making it enjoyable reading as well.




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Exhuming Agabadan
(Anonymous)
2008-05-01 03:04 pm UTC (link)
Jesus. I had no idea my article had such a hostile feel! I believe some of the emotional confusion in the text is simply an effect of this being the first "real" LARP I tried to run; apparently in-game chaos and post-game blues are common for LARP creators, but I wasn't prepared for these things at all, so my memory of the whole experience is still tainted by conflicting emotions.

Probably the only way to fix this is to create another LARP - one that works. I need to master the form somehow.

BTW: I really liked your article on happenings etc. Absurdist LARPs are definitely something to explore, IMO (have you seen Fame (http://norwegianstyle.wordpress.com/2008/01/08/fame/)?)

- Matthijs

(Reply to this) (Thread)

Re: Exhuming Agabadan
[info]jiituomas
2008-05-01 04:22 pm UTC (link)
Thanks for the feedback. I'll read Fame at some point in the near future, hadn't noticed it before.

I remember my own feelings after our first "failed" larp, before which I'd already done dozens. Had I written about it, the text would have had a lot of the same tone as yours did - including a mixture of "they did wrong" and "we should have designed it better" - even though the game actually went quite well and the players enjoyed it.

Mastering the form, so to speak, does help, but it isn't all. What has mostly taught me to accept the chaos of larps and the fact that what happens is not what I exactly intended has been my decision to experiment. After doing larps in other people's styles, with other people's rules, and seeing how players react to them has taught me more on the charming & frightful variance than a decade of making games in just my own style ever would have.

And even though my review doesn't explicitly say so, I found your text a valuable addition to the book, despite the style. Game descriptions, bad and good, of successes and failures, is one of the things the scene currently really needs.

(Reply to this) (Parent)(Thread)

Re: Exhuming Agabadan
[info]geirtbr
2008-06-26 02:55 pm UTC (link)

Quote "Game descriptions, bad and good, of successes and failures, is one of the things the scene currently really needs."

Now I agree on that! I will work to accomplish that in relation to some of the games I have been to. For example, I have a pile of really good notes from "a nice evening", but its actually quite difficult to write out in a way that makes sense to the outsider (which is my target audience). Consider, for example, explaining the concept of "meta-technique", which is fun, but explaining it to an outsider, for example an old professor in sociology that has never played anything role-playing like, is demanding!


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Re: Exhuming Agabadan
[info]jiituomas
2008-06-27 07:30 am UTC (link)
It's extremely demanding, something I have very clearly found out when writing about the limits and extensions of larp for my doctoral thesis.

Do you by any chance have enough notes on some Russian larp that could be published somewhere? Would be a great teaser for your future work, and a nice look at a foreign playing culture.

And I think A Nice Evening can still tolerate a few more well-written papers about it before that subject is completely exhausted. :)

(Reply to this) (Parent)(Thread)

Re: Exhuming Agabadan
[info]geirtbr
2008-06-27 11:31 am UTC (link)
Yes, I nice evening is great, not only as a larp concept but also because the choice of theme (classical scandinavian plays) makes any report more "publishable" - I suspect it can be regarded as more "serious" by outsiders. Another swedish play that I have excellent material from (and which is highly underdiscussed, in my opinion) is "Vändepunkter". The notion "interactive theatre" has never been more appropriate. This play was deeply surrelalistic, a little like the new movies of Anderson. It was a one-evening play, but with a production team that overdid "a nice evening" (the swedes really knows how to make plays when they decide to do it properly!).
I have a lot of notes from russian plays, but the thing is - I dont think they make sense for anyone others than me. Actually, they sometimes dont even make sense for me as well. - Making sense of russian plays is somewhat of a challenge, just to comprehend what is going on, and the form. The latter is radically different scandinavian style, and players interact with fast russian slang. So I try to pick up what I can, and supplement with pre-game material (rules, discussions) and post game material (webdiscussions, interviews) to create some sort of whole picture. I am not at the point yet, were I comprehend enough - hopefully, I will be there by 3. of september, when my visa expires. I will try to write some reports in livejournal from time to time, but I have been working on finding a writing style that suits blogs (having to be somewhere between insider and outsider). - It would have been interesting to meet and discuss further with you, at an appropriate time.



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Re: Exhuming Agabadan
[info]jiituomas
2008-07-02 06:10 am UTC (link)
Precisely because of the differences in form, I'd really like to see one or more written-down reports. That would enable at least getting some sort of picture about how it all differs.

I'll probably have to interview you on it all, in a professional capacity, at KP next spring. The informal talk on this subject we had at the Lappi restaurant during AWiF was informative, but I think we just scratched the surface there. And I didn't have a proper chance to talk with you further at SK itself. So I'll hopefully see you in Norway during KP.

(Side note: Pay attention to Jaakko Stenros' master's thesis when it goes online (hopefully in early August). It's written in English, and deals with Goffmanian framing in pervasive larps. So sort of a sibling work to your own. I think you'll find it interesting. I'll post a link on my blog, naturally, when it's available somewhere.)

(Reply to this) (Parent)

Re: Exhuming Agabadan
[info]geirtbr
2008-07-16 02:51 pm UTC (link)
unfortunately, i wont be at next years knutepunkt. I wont be in norway very much until autumn 2009, if everything goes as planned.
- I was in latvia last weekend, to see how they played.... It was interesting. I thought they played similarly to the russians, but.... It was much inspired from tabletop also, actually it was more like a freeform game... With the worlds biggest freeform blackbox! a 5 kilometer long military runway!

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