GameCamp presents BoardGameCamp

Mark your diaries: Saturday 9th October is BoardGameCamp, part of the London Games Festival, brought to you by the same people who were behind GameCamp back in April, in the same place. We’ll be playing games old and new, hosting discussion sessions and seminars on all types of tabletop games, and even running a competition for teams to concept, design, build and playtest a game in six hours… with some truly awesome prizes.

More to follow, but the first tranche of tickets will go on sale on Friday (£10 including lunch). Last time we accidentally put them all online at once and they still sold out in half an hour, so don’t hang around.

Every thing is a play thing: Toy Story and transmedia storytelling

I’ve been enjoying the summer movie blockbusters, more or less, and have been struck by a couple that veer off in a decidedly metaphysical direction. And you won’t be surprised to hear that I’ve spent a while thinking about the last few scenes of one film in particular, which may rewrite or redefine the entire narrative you’ve just seen.

I’m talking, of course, about Toy Story 3.

The Toy Story trilogy is being hailed as one of the great film series of all time, on a par with the Godfather series or the original Star Wars movies. Both of those were weakest in their third acts, while Toy Story 3 is a masterpiece. But it’s also the one that pulls together a number of strings that have run through the three films, and threatens—right at its very end—to drag the whole edifice to the ground. And it’s all done with one line of dialogue, that almost everybody else seems to have missed.

Here we go, and beware massive spoilers on the starboard bow. We’re at the end of the film, the very end of the story. Andy is introducing the toys to Bonnie.

Andy: [opens box, and takes out Jessie] This is Jessie, the roughest, toughest cowgirl in the whole west. She loves critters, but none more than her best pal, Bullseye!

[pulls out Bullseye, and makes a whinnying sound]

Andy: Yee-haw!

How does he know their names?

These are two toys that were in Andy’s room when he returned from camp at the end of Toy Story 2, unmarked and without packaging. He has no way of knowing what they’re called—the product names they were originally marketed under. But he does.

Oh, you say, he could have asked. His mom could have remembered. He could have gone on the internet—in fact Toy Story 3 includes a knowing reference to it:

Hamm the Piggy Bank: C’mon. Let’s go see how much we’re going for on eBay.

but if Andy had checked the net, he’d have discovered that Jessie, Bullseye and Woody himself are very rare, very collectible, very valuable toys. That was the central plot-driver of Toy Story 2, and the theme of sentimental value versus financial value that underpins a lot of that film. In fact it’s fair to say that if anyone in the Toy Story world had been able to identify Jessie and Bulleye, they’d have known that these were no ordinary toys.

Yet Toy Story 3 opens with the toys about to be either thrown away, donated to charity or consigned to the attic. Nobody in Andy’s family has the slightest idea that these three toys have any value at all. They have no clue what the toys are, and they don’t care. Oh, perhaps there was an old book about ‘Woody’s Round-Up’ somewhere in Andy’s house? But in Toy Story 2 Woody has no idea of his past, of the TV show about him, of the existence of a single other artefact about the Round-Up Gang. If such a thing had existed to show Andy what Jessie’s and Bullseye’s names are, Woody would have known about it too. Andy’s mum? Too young.

There is only one other way for Andy to have learned Jessie and Bullseye’s names: for Woody to have told him. We see Woody write a note for Andy to find towards the end of Toy Story 3. This violates all kinds of unspoken rules about what toys can and can’t do; but then so does speaking to Sid in the original Toy Story. Nevertheless, it’s an enormous taboo. Would Woody really have taken such a drastic step just to point out a couple of names? Surely not.

There are only one conclusion we can draw. Andy cannot plausibly have discovered these names, and so this scene cannot have happened. It is an imagining. A figment. A dream.

That’s a pretty big thing to have to swallow in the brightly coloured child-friendly universe of the Toy Story films, but becomes a lot easier in the light of one other crucial point. Woody is the central character in the films. He is our viewpoint, our north star. We navigate the films by him, and see the world and its moral dilemmas through his eyes. And he is badly broken. He has persistent amnesia.

Who’s Woody’s owner? Andy. The energy behind all three films is Woody’s desire to get back to Andy, to do the best for Andy, to be Andy’s toy. That’s his whole identity: he is Andy’s toy. This is what makes the opening scenes of Toy Story 3 so heart-wrenching, as he finally comes to understand that the 17-year-old Andy, about to leave for college, has outgrown him and the other toys.

But Woody is at least fifty years old. ‘Woody’s Round-Up’, the TV series that spawned him, we know from Toy Story 2 ran from 1941–42 and 1946–57. If Andy was six in 1995, the year of the first movie, and had owned Woody from birth, that’s still a minimum of 32 years unaccounted for. What was Woody doing in that time? Where was he? Who did he belong to? Why doesn’t he remember? Why isn’t he troubled that he can’t?

Other toys remember. In Toy Story 2 we get Jessie’s memories of her previous owner Emily—Jessie is the same age as Woody—and in 3 we hear Chuckles’ tragic story of being loved and lost by Daisy. Having a new owner doesn’t erase the memory of the previous one: in Toy Story 3 Jessie can still remember Emily, though she is now Andy’s. But Woody doesn’t remember more than thirty years of his past.

It’s not as if this is hidden away. Toy Story 3 has a whole subplot about how easy it is for toys to have their pasts and memories erased. Admittedly it involves Buzz Lightyear, not Woody, but it says to us: how fickle are toys’ minds, how simply they can be changed. And it asks the unspoken question: if Buzz’s mind can be reset so easily, without him remembering anything about what happened, who else is missing a chunk of their lives? Buzz forgets he was ever Spanish, but still responds to Spanish dance music. What forgotten history is Woody responding to? Even in the first film he’s not the Woody of ‘Woody’s Round-Up’, he’s harder, less naive, more prone to harsh emotions like jealousy. What—who—shaped him that way?

So Woody’s mind is damaged, his history missing. Once again Pixar throws us a hint: his TV series was missing its last episode; just as his life is missing its first. Both stories are incomplete. So can we believe this convenient happy ending that Pixar serves up, or are there indications that this may be as much of a dream as the ending of Inception—

(yes it’s a dream, of course it’s a dream, but it’s Cobb’s dream so the top will fall. The clues are there.)

I don’t know. I have no grand theory, no explanation. Given that Toy Story 3 is part of the Pixar universe, with subtle cross-over elements to their other films in the background, then there may be hints elsewhere, a treasure-hunt through Ratatouille, Up and Monsters Inc. I have an unpolished idea that everything we see after the pit sequence is not real, or that Woody is either playing or daydreaming—we know toys do both—and therefore has escaped, like Cobb and Sam Lowry before him, into an internal world where he cannot be restrained. Maybe.

And there’s something going on with Woody’s repeated exclamation that “There’s a snake in my boot!” There can’t be; Woody’s boots don’t come off. But there is a recurring motif on Woody’s boot—Andy’s handwritten name. Come on. You’re telling me that’s not deliberate, that Andy’s not the snake?

So here’s the real theme of the Toy Story trilogy: who was Woody’s true owner?

…okay, enough. That was fun but let’s step away from the continuity. I’ve got two serious points.

Firstly, the Toy Story films are three fantastic movies. However they are not a great trilogy. With the exception of a glorious deus-ex-machina at the end of TS3 that’s prefigured in the first movie, there’s very little that links the three together in terms of plot or development or themes. The Godfather this ain’t.

The Toy Story trilogy has plot holes thirty years wide, which nobody notices—partly because Pixar has done an excellent job of drawing attention away from them, and partly because it’s a cartoon for kids and we have been taught not to look for narrative sophistication or consistency in things that we are told are for children. What else is traditionally seen as a children’s medium? Games. Exactly. Does story in game suck? Yes, it still does. Gosh, I wonder why.

The second point: Inception is designed as a movie that is left for the audience to untangle on its own, over a nice glass of wine after it’s left the cinema. Christopher Nolan deliberately cheats us of an easy conclusion by cutting the final shot instead of letting the camera run: he makes us do the work. (Compare and contrast to the final shot of Tarkovsky’s Stalker, which doesn’t cut away but has similar whoah-shit implications.) The film demands that we discuss and play with its elements to understand what we’ve just seen. And with the growth of trans-media narrative forms, where it’s up to the viewer to track down the different pieces of the story across different mediums and knit them together for themselves—and if you thought that trying to watch something like Heroes or Defying Gravity with the BBC’s bizarre PVR-defeating scheduling was hard then oh man—this is going to become a lot more common.

The thing is, when you lay out a story like a jigsaw and expect someone else to put it together, you’re making it easy for them to spot the holes in it. Even without that, audiences are becoming more media-literate and more playful, more willing to explore and interact with narratives. Ten years ago they’d have accepted a film as a flat piece of passive storytelling: now they want to play with it. You can blame merchandising, blame tie-in video games, blame fanfic, blame cosplay—and then you’re an idiot, because you shouldn’t be blaming these things, you should be embracing them. These people love what you’ve created so much that they want to be involved with it.

For ages (since 1994, actually) I’ve been trying to explain to people the difference between passive and interactive narrative. And if you encourage people to interact with narratives, they’re not going to stop with the bits of your story you’re happy for them to tweak. Fans have been doing it since the 60s. But today geek culture is mainstream. Comicon gets reported on the evening news. We’re all fans now.

If you’re in the business of telling stories, you have to accept that what you do, no matter how hard you try to lock it down and control it, what you produce is now an interactive medium.

And if that scares you, I’ve got an answer. You may not like it.

It’s the name of this blog.

Counting down

Right. If you haven’t voted in the Cadbury Pocketgame stakes yet, you have five hours till the polls close. Head to http://www.pocketgamecompetition.co.uk/ and vote for Flick Racer please… and while you’re there spare a thought for the fine Choc-a-Block, languishing in third place and deserving of your love. Yes, you can vote for more than one game. Please do.

Pocket Games redux

Various people have commented that my entry on the Pocketgame competition website is unreadable. They are quite right, it is unreadable. Here’s the poster-image in all its glory (click on it to embiggen), followed by a link to the competition website so you can vote for me. If they’ve fixed the site-registration issues, which I’m told they have.

You can find the competition at http://www.pocketgamecompetition.co.uk/call_for_submissions/10460

Pocket Games

I need your help. One of my designs has been shortlisted in a competition run by Cadburys the confectionary giant for what they call a ‘pocket game’. The first prize is £3000 ($4500) and more interestingly, thousands of copies of the winning game being given away to the public. The next round of voting is a public vote, and I need yours.

My entry is called ‘Flick Racer’ and it’s about flicking car-counters around a chalk-drawn track. It’s Subbuteo meets Scalextric, or (if you know your games) Carrom meets Formula De, or Carabande with a complete rules overhaul, made small enough to fit in an Altoids tin.

‘Flick Racer’™ was submitted under the pseudonym ‘Martin Adams/Hypergame’, because there are eleven judges for the first round of the competition and five of them know me. But now the shortlist has been announced and it’s a public vote there’s no more need for anonymity. There is, however, an enormous need for your vote.

The voting site is here. You will have to register to vote, or log in using Facebook Connect.

Many thanks.

Diana Jones Award 2010 shortlist announced

The committee of the Diana Jones Award has released the shortlist for its 2010 award. This year the shortlist contains four nominees that in the opinion of the committee exemplify the very best that the world of hobby-gaming has produced in the last twelve months. In alphabetical order, they are:

  • BOARDGAMEGEEK, a website edited by Scott Alden and Derk Solko;
  • CHAOS IN THE OLD WORLD, a boardgame by Eric Lang, published by FantasyFlight Games;
  • KAGEMATSU, a role-playing game by Danielle Lewon, published by Cream Alien Games;
  • MONTSEGUR 1244, a role-playing game by Frederik Jensen, published by Thoughtful Games

The winner of the 2010 Diana Jones Award will be announced on the evening of Wednesday 4th August, at the annual Diana Jones Award and Freelancer Party in Indianapolis, the unofficial start of the Gen Con Indygames convention.

ABOUT THE NOMINEES

Boardgamegeek
A website edited by Scott Alden and Derk Solko

BoardGameGeek is a resource without peer for players of board and card games. Its comprehensive database is a first and best reference for both staunch grognards and casual non-gamers, presenting not only reference data about games but also the reviews, opinions, expansions, photos, and session reports of its membership. The site’s internal economy effectively rewards those who continue to make the site broader, deeper, and stronger, and as a result its community is smart, enthusiastic, and steadfast. In 2010, BoardGameGeek celebrates its tenth anniversary, adding longevity to the roll of its merits. In one small corner of human endeavor, BoardGameGeek’s exhaustive knowledge base, devoted community, and collaborative bedrock exemplify the absolute best that the Internet has to offer society.

Chaos in the Old World
A board-game by Eric Lang
Published by Fantasy Flight Games

In Eric Lang’s Chaos In The Old World, players take the roles of four cruel and hateful gods, competing—and cooperating—to debase and destroy the human world. Lang takes the heart and flesh of the Warhammer cosmos and stretches it as tight as a drumhead across a boardgame that richly evokes the baroque insanity of its source material while remaining elegant and rational in design. Side elements feed game play rather than distracting from it, and each god fulfills its individual character while reinforcing the game’s structure as a whole. The basic mechanics repeat and reveal themselves from new angles, channeling competition and fueling flavor as the game builds to its climax. Simultaneously rewarding planning and immersion, Chaos In The Old World masterfully bridges the board-game design gap between European architecture and American art.

Kagematsu
A role-playing game by Danielle Lewon
Published by Cream Alien Games

With Kagematsu, creator published roleplaying games boldly continue their advance into uncharted territory. Set in Japan, the game flips genders on the players, casting men as village women whose efforts to romance the wandering ronin Kagematsu are judged by the woman playing him. The text is lucid and elegant. The game plays to a natural conclusion in four or five hours—resolving the fates of the women, Kagematsu, and the village—with no need to force things along to finish on schedule. And play is lush, anxious, and partakes of great dramatic energy from its tight mechanics and device of gender-reversal.

Montsegur 1244
A role-playing game by Frederik Jensen
Published by Thoughtful Games

Montsegur 1244, by Frederik Jensen, uses actual history to frame a tightly focused game that explores faith, loyalty, and the bonds of kinship. Using the final, brutal siege in the Catholic crusade against the Cathar heresy as a backdrop, players take the roles of true believers trapped in the fortress of Montsegur. As the inevitable endgame draws closer, each player must decide—will their character abandon their faith and recant, or will they burn for what they believe? This single, simple choice drives the entire game. Montsegur1244 succeeds brilliantly in evoking the horror and pathos of the doomed Cathars, and combines the best of Nordic and North American roleplaying traditions. The game is carefully structured where it needs to be and completely freeform where it doesn’t. Elegant, simple mechanics support play that is often surprisingly emotional. The choices players are presented with are impossible to reconcile. The tangled web of family, love, duty and belief only amplify the difficulty of the decision each must eventually make.

ABOUT THE AWARD
The Diana Jones Award for Excellence in Gaming was founded and first awarded in 2001. It is presented annually to the person, product, company, event or any other thing that has, in the opinion of its mostly anonymous committee of games industry alumni, luminaries and illuminati, best demonstrated the quality of ‘excellence’ in the world of hobby-gaming in the previous year. The winner of the Award receives the Diana Jones trophy.

Past winners include industry figures Peter Adkison and Jordan Weisman, the role-playing games Nobilis, Sorcerer, and My Life with Master, and the board-game Ticket to Ride. The 2009 winner was the card-game Dominion, designed by Donald X. Vaccarino and published by Rio Grande Games.

This is the tenth year of the Award.

CONTACT
For more information, see the website www.dianajonesaward.org or contact the committee directly: committee@dianajonesaward.org

Five things I’ve been thinking about

Following on from the meme that has gone through Kim and Alice and Dan and David and no doubt elsewhere, here are five things I’ve been thinking about:

1. Games
2. Games
3. Games
4. Sex
5. Games
(with apologies to Hunt Emerson. Sorry Hunt. Also sorry that Fantasy Advertiser never published that interview I did with you in 1990. It went bust before I got it properly typed up. My Matt Groening and Jim Woodring interviews too.)

Hide & Seek & Aliens Among Us

The third Hide & Seek Weekender is kicking off in a couple of days, and should be fantastic. Three more days of brilliant, gorgeous and eccentric social, street and pervasive games, in and around the South Bank. I’ve been privy to a lot of the plans and preparations—Spaaace has been sharing office-space with Hide & Seek for a couple of months, which is a truly sweet deal—and there are some very cool things coming up. Head over to the Weekender’s own website for a glimpse of what’s coming up, and if you’re anywhere near the National Theatre in London on Friday, Saturday or Sunday then you’d be a fool not to drop in.

Of special interest to traditional gamers is an event I’m running on Friday night: ALIENS AMONG US. This is a post-Werewolf/Mafia game, which is to say a social game for a large group in which a minority of the group are intent on killing everyone, and the rest of the group has to work out who they are and kill them first. The difference between Werewolf/Mafia and Aliens Among Us is that in Aliens Among Us everyone has big guns.

AAU is not my game. Well, okay, this iteration of it is, but I didn’t come up with the core idea. The game was originally devised by Erick Wujcik, sometime in the early 1980s—which makes it extraordinarily early for a game of this type, predating Mafia/Werewolf by five years. The thing is, he never published it. In fact, as far as I can tell and I’ve asked a bunch of people, he never even wrote it down as a playtest set of rules. He did, however, play it with many groups at conventions and gatherings around the world, and he would describe it enthusiastically to fellow games designers, such as myself. I only heard the description once. Once was enough to know it was genius.

In the James Wallis 12″ dance-remix it goes like this:

  1. Earth has been invaded by aliens. Lots of them. The human-to-alien ratio is about 10:1. Aliens and humans look identical, and can only be differentiated after they are dead.
  2. Aliens want to kill all the humans. As a result the humans want to kill all the aliens.
  3. You are a member of the Ultimate Defence Force (because the Penultimate Defence Force didn’t really work out.) You are tasked with seeking out and destroying all aliens. Some collateral damage is inevitable, of course, and is expected.
  4. The UDF has itself been infiltrated by aliens. Some say it’s been heavily infiltrated—so heavily that the ratio of humans and aliens in its ranks is more like 5:1
  5. Humans get 5 points for killing an alien, minus 1 for every human they kill. Aliens get 1 point per human they kill, minus 5 if they kill an alien.
  6. The number of points your character has when they die (and they will die) is the number of points you have to generate your next character.

Erick ran the game as a conventional post-Gygax/Arneson RPG, with GM and players. I’m not doing that: I’m going to brief the players and let them get on with it, intervening only to deliver updates on the situation. I’ve also wonked the character-generation bit for a more general audience. In my version you don’t buy attributes or skills; you buy the two things that really matter in a game like this: (a) your rank in the UDF, from boy scout to general; and (b) your weaponry, from pointy stick to portable 22-kiloton warhead.

Erick Wujcik, as some as you know, is someone with whom I had a troubled history. He started off as my mentor in the industry, stalled my career for three years and ended up shoving an enormous blade into my back. He died of pancreatic cancer in 2008. The thing is, whatever he was like as a person or a business associate, there’s no question that he was a brilliant games designer. Also there’s no copyright in game concepts, and I firmly believe that Aliens Among Us is too good an idea to let die with its creator.

So there’s this playtest at the Weekender, and if it comes together then I’ve been talking to an American games designer about various possibilities, and—well, if that comes together too then it will do so with a rightness and a pleasingness that I think will satisfy anyone who knew Erick or his work.

I’ll keep you posted.

Kidnapped by Ninjas

‘Kidnapped by Ninjas’ is a new video podcast about games—mostly but not completely video games—put together by a games designer, a games developer and a games modder. The modder is wunderkind Harry Hughes; the developer is Cat Burton of Mind Candy, and you won’t be surprised to hear who the games designer is.

Episode 1 has dropped (watch here; other download sites coming shortly) and we’re talking mostly about Blur, the driving game from Bizarre Creations that comes on like Project Gotham Racing with Mario Kart power-ups, as well as Grand Theft Horsey… er, Red Dead Redemption. We also talk review systems, who exactly has been kidnapped by ninjas, and drop a minor exclusive about the revision of a 90s gaming classic.

It’s 16 minutes. Future episodes will likely be a bit longer and a bit smoother, and we will fix Cat’s lapel-mike, and I will have a haircut and stop looking at Harry as if I’m about to eat him.

If you enjoyed KBM #1 then you can follow us on Facebook and Twitter, read the blog and even wear the teeshirt.

Enjoy!