Tiny Games
– a whole world of true social gaming in your hand
There is an
increasingly valid question emerging from the more experimental fringes of the
interactive entertainment sector: what exactly is a video game? What are the
essential components? And where does gaming meet simple social interaction – or
even theatre?
With experimental 'social gaming' projects such as Johann Sebastian Joust and physical interaction concepts like Bennett Foddy's climbing simulator, Mega Girp, the display is fading into the background, or even being removed altogether. So when does a video game become, well, a game?
With experimental 'social gaming' projects such as Johann Sebastian Joust and physical interaction concepts like Bennett Foddy's climbing simulator, Mega Girp, the display is fading into the background, or even being removed altogether. So when does a video game become, well, a game?
London-based
studio Hide&Seek has always pushed and prodded at this question. Its output
has ranged from live urban gaming events to treasure hunts to Facebook titles,
and it has won various awards in the process. It has also happily taken up
interesting commercial and client projects, one of which, 99 Tiny Games, placed
the rules for a series of playful social participations around London as part
of the city's 2012 festival. Now the team has expanded that project – into what
could be one the most interesting smartphone gaming concepts ever devised.
That's as long as their Kickstarter campaign, which finishes on Friday, makes
its target – which is a familiar refrain in today's games industry where
increasing numbers of small studios are turning to crown funding sites for
financial backing.
So okay, here's the concept. Tiny Games is essentially a huge collection of, erm, tiny games, provided on an iPhone app and designed to be played in a variety of social situations. They're not actually games as such, but rule systems, which facilitate play. So if you're in a pub, one game named Chip Stew challenges players to construct the most revolting dish possible out of words on the menu. Whoever comes up with the least appetising concept wins.
"The 'baby' in 'baby carrots' lends all kinds of possibilities," says studio director Alex Fleetwood, as we chat about the project in the pub next to his office in Farringdon. "Salad with mashed baby, for example. But there are more cerebral games as well"
Participants
work out their own scoring systems, the smartphone application (and you only
ever need one phone to play) merely provides the ideas. It's like carrying
around a collection of Victorian parlour games – except the Tiny Games take
advantage of modern social settings and contexts.
They're amusing, raucous and inventive and the concept was heartily embraced by attendees at the recent Game developers Concept in San Francisco - so much so that the team has been able to call on a series of veteran designers such as Robin Hunickie (the producer of Journey) and Broken Sword creator Charles Cecil to contribute their own concepts to the collection.
They're amusing, raucous and inventive and the concept was heartily embraced by attendees at the recent Game developers Concept in San Francisco - so much so that the team has been able to call on a series of veteran designers such as Robin Hunickie (the producer of Journey) and Broken Sword creator Charles Cecil to contribute their own concepts to the collection.
So how did
the idea come about? Fleetwood sees it as a natural continuation of the team's
work so far: "We've designed video games for the browser and for iOS,
we've also designed tons of real-world events and festivals, and the studio is
now merging those elements together into interesting and hopefully commercially
sustainable ways.
The problem with real-world events is, if you can't be there at the right time, you miss out. The 99 Tiny Games format was a way to address that. It was an invitation to real-world social play, it was about combining the words on our posters and the place to create a game."
The problem with real-world events is, if you can't be there at the right time, you miss out. The 99 Tiny Games format was a way to address that. It was an invitation to real-world social play, it was about combining the words on our posters and the place to create a game."
Transfering
the concept to smartphone seemed like an obvious evolution. "We're super
aware that your smartphone is 'in the world'," says Fleetwood. "The
heritage of video game design tends to assume an intimate relationship between
person and phone screen and that everything beyond that is irrelevant to the
design. But we're interested in the fact that you can hand your phone around,
you can run with it, and it knows what time of day it is and it knows where you
are. There's a ton of stuff these devices are doing that are affordances for
designers. And we wanted to make use of them."
And why
Kickstarter as a funding model? The site, which allows users to fund creative
projects with donations, has produced some huge success stories, but studios
now seem to be finding it harder to attract a committed base of paying fans.
"We really want to combine client work with games written directly for an
audience," says Fleetwood. "The advantage of crowd funding over
investor funding is that we can take more risks, there's no one pressuring us
to deliver a return on investment, it allows us to be open and discursive in
considering what the game is. Tiny Games is based around some hard lessons
we've learned about what it is we're best suited to making – it is about
real-world play, it's distinctive, and there's not a lot of competition in the
real-world smartphone gaming market."
In a
somewhat symbolic gesture, we then spend the next few minutes attempting to
come up with an acronym for this new genre. "SMERGAP?" attempts
Fleetwood. "Smartphone Enabled Real-World Game… the 'W' is a problem…
wait, Reality Game! There you go, SPERG!" But he checks himself almost
immediately. "No forget all that, we've only just got away from ARGs,
let's not bring in a new gaming acronym – it's death to a wider audience."
So we chat
about the commercial plans for the game. If it hits its Kickstarter fund, it's
likely the concept will launch with around 300 games, and if that works out, it
will be followed by a series of themed packages: Tiny Games for the Home, Tiny
Games for Public Transport, Tiny Games for the Pub… "Some will be chosen
by our backers," says Fleetwood. "Current favourites are Tiny Games
for Waiting Rooms and Tiny Games for In Bed. But I also really want to do Tiny
Games for Kids, Tiny Games for Weddings, Tiny Games for the Beach… that all
plays to our strengths as a studio: not all of us can write code, but we can
all design tiny games. It's become part of our culture over the last year -
we've designed hundreds and we pretty much design a new one every day. And
you've got to have an endless content strategy to maintain interest and
awareness; you've always got to be reaching out to new audiences."
The current
format is also open to modification and renewal. "There's a giant roadmap
of features we'd like to put in Tiny Games," says Fleetwood. "I'd
like to pull in different APIs, so we could have music games that use Sound
Cloud and picture games that pull in stuff from Flickr, and social games that
use your Facebook account. Once you start thinking about the smartphone not
just as a purveyor of on-screen information but as something that's hooked up
to the internet, lots of fun stuff starts to become possible. We're really
interested in [co-operative party game] SpaceTeam, we're interested in
networking devices together and the play opportunities manifested there.
There's a bunch of stuff around local networking, leagues and social groups;
maybe unlocking a range of games that are darker or more challenging that you
have to play your way towards. The idea of being able to customise the
experience is really interesting."
I love the
idea of video games as facilitators of social fun; as almost theatrical things.
We've seen glimpses of this in the past; Dance Dance Revolution in the arcades,
Sing and Guitar Hero at home – and we've also seen the ability of smartphone
games to unite social media users and gamers: the explosions of popularity with
titles like Scrabulous and Draw Something, for example. There is a sense that
creativity, friendship and competition can all be combined by video games, or
at least game-capable devices, into engaging new forms of entertainment, which
don't necessarily rely on everyone constantly watching a screen – we're just
not quite there yet.
"The
idea of video games as escapism is only one part of it all," says
Fleetwood. "It's an important idea - I love getting lost in something like
Red Dead Redemption, that's never going to go away. But at the same time, the
history of games before the video game era was about these situated social
experiences with your family or your kids or your Bridge club, it was about the
whole package. It's exciting that as video game design goes mobile, it starts
to break down into civic space and real-world games. You can't pull those two
things apart as easily as you once could. I believe that spending five years
doing interesting things with games in public spaces is going to turn out to be
really useful for the next 5-10 years of mainstream video games."
There's
something truly fascinating in that. Sometimes I wonder whether the next big
idea in game design won't be about a better form of representation on screen,
but about games as a means of facilitation: the game as tool rather than focus.
Perhaps the designer's role, which was always about creating this sense of a
magic circle within the simulated world, will be to broaden that circle to
encapsulate whole social spaces. For a while it looked like Johann Sebastian
Joust may be a conceptual one-off, but then we had SpaceTeam and at the Launch
conference in Birmingham on Tuesday, I also saw a new physical game named
QuickDraw by Greenfly Studios, a sort of cowboy duel simulator in which groups
of friends use PlayStation Move controllers as six-shooters, walking away from
each other then turning and 'shooting' to see who has the fastest arm. The fun
isn't so much in the game system as in the participation and theatre of it all.
In the
future, everything is going to be about the player rather than the designer.
Game design is becoming more attuned to the emergent relationship between
systems and participants; it will be more improvisational – and more 'social'
in the truest sense of the word. I think maybe Tiny Games points us in that
rather fascinating direction.
The Tiny
Games Kickstarter page is here.
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