Games
I’ve designed many live and pervasive games with Pop Up Playground, and am hoping to work on other kinds of games too, including roleplaying and card games. I won’t list all of the smaller games we’ve run at PUP events, but below are some of the larger scale games we’ve run for the public, and details of the other games I’ve worked on.
The Focal Point – Pop Up Playground
Designed specifically for the State Library of Victoria’s centenary celebration of the library dome in July 2013, The Focal Point is a shared storytelling game in which players try to help library patrons from the past and future who’ve become unstuck in time as their personal stories get tangled in the stories in the library. These unfortunate characters are trapped in a single moment, but luckily the Department of Semantics has been able to arrange a period of Temporal Maintenance in which they can all be accessed and assisted in moving on in their personal stories. Involving conversation and creative storytelling, this game used ten actors and three game runners scattered across the State Library and generated some great stories.
[vimeo https://vimeo.com/72328820]
The Whispering Society
I designed The Whispering Society with Pop Up Playground for Melbourne’s first White Night overnight arts festival in 2013. More than one thousand people came to the starting point at the State Library of Victoria’s Queen’s Hall to see if they could pass the trials to be initiated into this secretive organisation of ghost whisperers – and to vote on whether or not the society should go public. You can find out more on the Whispering Society page, and also check out this video trailer Lawrence Leung made from his experience playing the game:
The Curse
My first big game with Pop Up Playground, and one of my favourites. It’s an immersive experience, debuting to the public at the 2012 Village Festival in Edinburgh Gardens, Melbourne. In the original version of the game, you are cursed by a fortune telling machine and must seek help from the tent boss and fortune tellers to lift the curse within half an hour. I’m hoping to bring it back, perhaps in a very different context, but as with all pervasive games it’s a bit hard to explain without you seeing it for yourself. Luckily for us, the delightful Lawrence Leung filmed his experience and turned it into this trailer: