Scoop! The Final Version

Posted by alexfleetwood on 11:30 am

After many playtests, experiments, disasters and and broken cameras, we arrived at the most epic running of Scoop! at the Southbank Centre on August 1st, 2009.

Here’s a quick summary of the game:

Scoop! is a game for 3 teams of 15 players. It takes about 90 minutes to play. Each team is a rival tv news crew. The Red Team are radical lefties. The Blue Team are staunch conservatives. The Yellow Team are tabloid muck-rakers. Each team has a digital camera, a bag of props & costumes, a mobile phone, two walkie-talkies, and a tip-sheet, and an impossible deadline…

The game begins with the presentation of the rules and the tip-sheet – a list of stories that the teams will have to cover. There are two importnat principles to absorb: If you can’t make the news, fake the news – it’s a cut-throat rolling 24-hr news environment. The story must be got at any cost, even if you have to make it up. Shoddy working practices make great news stories – if you can film your opponents doing anything, that’s a bonus for you and a penalty for them.

In addition to the stories on the tipsheet, there are two politicians (one Red, one Blue) out there giving speeches and kissing babies; capture them on camera for bonus points!

Once the teams are ready, they start recording on their cameras simultaneously. There are two rounds of filming. After each round, teams return to base and watch the films they have just shot in a live 3-screen presentation, during which their news reports are scored.

The complete rulesheet for the teams can be downloaded in pdf format here


Into the Breach!

Posted by Justin on 1:43 pm

As a Hide&Seek production, Scoop! is complex and – frankly – epic in scope.

For us, this is the result of a design process that was longer and more collaborative than that of our usual productions; a process that has led to a game with far greater depth and ambition. For players and participants, Scoop! should be a very different kind of pervasive game experience, with a shift in our approach to the relationship between narrative and spectacle.

Over the past days and weeks, we’ve been working hard – crafting props, working on scoring mechanisms, shooting video, casting performers … and now we’re ready & raring to go!

Over the weekend, we’re scheduled for two runs of Scoop! – The first run is on Saturday, between 2.00pm and 3.30pm. The second, final run will be on Sunday, from 4.00pm to 5.30pm.

For those of us behind the scenes, Playmakers has been an exciting, challenging, and – most importantly – highly entertaining project. So thanks to all of you who’ve participated & contributed, and we hope to see as many of you as possible this weekend!


Photos from 2morro

Posted by Justin on 3:38 pm

From 2morro09, some fantastic Playmakers images by photographer Samuel Cho -

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Scoop! Feedback

Posted by Justin on 11:45 am

Following last Wednesday’s playtest of Scoop! (ruleset, video), we recieved the following email from Michelle Pratley -

I thought Scoop! on Wednesday night was brilliant.  Way, way better than one of the earlier incarnations of the game that I played at the ICA.  I have a couple of small suggestions to help make it even better …

* The written instructions could be simplified and more catchily and cleverly presented.
* The teams could be given longer to prepare – ten minutes flew by.
* A stop watch would be incredibly helpful to make sure we reached 20 seconds (this was a problem in our team).
* Some people are too shy to present (one of our team members did so but looked fairly unhappy doing it).
* A helper could give a quick tutorial or written instructions to at least one member of each team on operating the camera (to help avoid problems with the camera).
* The playback session is a bit long and unwieldy.  To avoid this the teams could possibly just film their individual reports, rather than the whole twenty minutes.

My main comment concerns the scoring system and the need to prevent ruthlessly efficient target driven teams (for which I accept all blame) triumphing over amazingly creative magum opus teams.  The aim should be to have fun rather than simply file as many reports as possible. but the current scoring system doesn’t work that way.  Giving people more time to think about the reports might help with this.  Spontaneity could also be induced by requiring all reports to involve a passer-by in some capacity.  I’ll have a think about how the scoring system might be improved and let you know if I think of anything clever.  I also wondered if it might be getting perilously close to copying aspects of the Go game, which is obviously also to be avoided.

These are just my humble thoughts, so feel free to incorporate or ignore as you see fit.

See you next time,

Michelle

Did you get a chance to play on the Southbank last Wednesday? What do you think of Michelle’s comments? Is she right? Send us an email!


Setting up Scoop!

Posted by joshhadley on 1:17 pm

So the last two days have been a flurry of activity. I’ve been called in as a special reinforcement to help to pull things together for tonight’s Sandpit playthrough, and so we’ve been dashing around, pulling together the various props, costumes and handouts that are going to be needed for tonight’s innaugural run of the Scoop! ruleset. Silke’s theme of duelling cable news crews won the vote and, if all goes to plan, should make for extremely entertaining play.

Putting together an equipment pack that will challenge the players’ creativities while not stiffling them with obvious “right” answers is a trickly line to tred – as Alex put it, we want to give them enough rope to hang themselves, but not proscribe the type of knot they have to use. So each team will find itself with several large pieces of cardboard, some transparent acetates that will allow them to draw in their own special effects, and a collection of party poppers, balls and other delights that carefully straddle the line between ‘whimsical’ and ‘useless’.

The same challenge emerged in putting together an appropriate set of clues. Between us, Holly and I put together two full sets of clues – one nice and vague, leaving a lot of creativity to the teams (“the south bank has been invaded!”), and the other quite concrete, with specific examples and suggestions of how each story could be manufactured. In the end, we all agreed that a mixture of the two was best, and so we have some quite lose clues mixed with some very specific ones. Finally, we added the possibility of inserting new tip-offs throughout the course of the game, by giving each team a mobile phone and preparing some extra-special surprises for the night…

Against the backdrop of all this, we were also working hard at the ruleset, giving it some extra streamlining for live play. The scoring system has been simplified substantially; the missions are now graded in terms of difficulty and are scored for completion, rather than on a per-second basis. On the other hand, the criteria that the reporters now have to meet in order to earn their points are much more stringent. Jingles have to be sung and dress codes have to be met before points will be handed out. A half-day in Clapham Junction turned up some wonderfully tiny blazers that would make excellent reporters’ jackets; Camden provided them with some suitably massive counterparts. Ties made from ribbon will be de rigueur on the South Bank this evening. Gradually, our choices could be seen to be drawing us ever closer to our obvious muse


Influences & Inspiration (Yes, And – Part 2)

Posted by Justin on 6:58 pm

As you may have noticed, I’ve started adding some extra videos to this section of the site. While not directly related to the game as it stands, they’re an attempt to zoom out for a wider view of the project – a view that includes videos, links and photos … thoughts triggered by the brainstorming sessions, conversations we’ve had, and comments and feedback from elsewhere.

So, let’s see what we’ve got to work with:

- [1984] – the first ever ad for the Macintosh (directed by Ridley Scott)

- [Dave Green's Glom] – footage from a camera game by Dave, one of our video guys

- [Massive Urban Gamers ... ] – Bruce Sterling’s (sardonic) annotations of my promo email

- [Paparazzi] – which, if you squint, has a certain family resemblance to Scoop!

- [Justin.tv] – best known for its founder, Justin Kan, who used it to broadcast live, 24/7, from a webcam attached to his hat

- [Whiteboard from "Yes, And!"] – with notes that would (eventually) become A Day At the Beach

- [Checkpoint] – a game of furniture smuggling, from Hide & Seek

- [Video Screens] – a photo from our BFI playtest

Q: What other relevant links have we missed?  What does it all mean?  Does anything on the list trigger any further questions or comments for you?

Oh, and – if you haven’t done so already – remember to vote for our fifth playtest ruleset!  You’ve got until Monday…


Ruleset Voting – Playtest #5

Posted by alexfleetwood on 11:28 am

At the “Yes, And!” session on Sunday, we came up with not one but THREE different rulesets. So to decide which one we’re going to play next Wednesday, it’s voting time…

Should we play…

SCOOP!, from Silke Abele, in which TV news teams compete for the scoop of their careers.

1984, from the “Yes, And!” narrative discussion group, in which only shoulder pads and cumersome electronic goods stand between our (Wo)Men From the Ministry and the perfect public information film.

A DAY AT THE BEACH, from the “Yes, And!” individual roles discussion group, in which our tourist families must gather enough footage to prove the general awesomeness of their perfect holiday.

Which ruleset should we use for Playtest #5?

  • SCOOP! (40.0%, 12 Votes)
  • 1984 (30.0%, 9 Votes)
  • A DAY AT THE BEACH (30.0%, 9 Votes)

Total Voters: 30

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Voting will close at 3pm on Monday 22 June, leaving the Playmakers team with two days to run around frantically hunting for buckets, microphones, rosettes, beach balls, trolleys or 80s-era fax machines, depending on which ruleset you decide sounds most beguiling…

EDIT: And with the poll having closed on Monday afternoon, we’re happy to say that Silke Abele’s SCOOP! emerged victorious, opening the door for all kinds of journalistic skullduggery!  Hurrah!


Yes, And – day report, Part 1

Posted by alexfleetwood on 11:29 am

Slightly belated reporting from the front line of collaborative game design – sorry all, I blinked and 2 days went by…

A bleary-eyed Playmakers team set up shop at The Hub on Sunday morning. One thing I’ll tell you – community collaborative design processes are TIRING, especially when there a Sandpits to run… Also I sustained a nasty French cricket injury in the park on Saturday.

Half an hour in and everything was rosy again! A crack team of old friends and new faces arrived to contribute ideas, develop fresh concepts, and help us think about the parts of the game that remained unsettled. We split into two groups – my group wanted to focus on two things – storylines and what could we do with the Humongous Filming Device to make it more interesting / more team-friendly / create better video.

Working with James Wallis, Gwyn Morfey, Kevan Davis, Ben Henley, and a very nice lady who dropped in but didn’t leave her name (thank goodness she did though or it would have been bloke-a-rama) we pushed on through some early thoughts about surveillance, 60s Russia to get to… 1984. Chatting about 1984, we decided there were several things about it that we liked.

1. In terms of surveillance culture, the one that Orwell wrote about and the one we’re living in now are very different. We think. And those differences are interesting.

2. Lots of interesting things happened in 1984, like Torvill & Dean, Tommy Cooper dying live on national TV and the recording of Do They Know It’s Christmas?

3. Shoulder pads, 80s hair, gigantic cellphones, fax machines and VHS camcorders are both amusing and interesting from a game design perspective.

All the chat about surveillance reminded me of another piece of feedback we’d had from theatre director John E McGrath. John wrote a bugely interesting and important book about surveillance culture called Loving Big Brother, which he lent to me near the start of the project. John’s feedback about the Playmakers game was this:

Thoughts from a ’surveillance’ point of view.  One of the most interesting things about surveillance is how it transforms space.  Your description of the city game you played in New York reminded me of the kind of ‘performative space’ experience I talk about in the book.  In your surveillance game, however, the experience feels to take the ’shooting’ metaphor as the central experience and perhaps loses engagement with space as a result.  Stepping into a space and thinking you may or may not be under surveillance is rather different to hiding from and trying to catch other teams.  There’s something about the immobilisation of surveillance that’s perhaps lost here too – the fixed cameras that never quite have the range to show the interesting stuff outside the frame, the disempowered security guard stuck in his station looking at screens – very different to competition of catching the other team.

So in the morning, we talked a lot about how surveillance culture might relate to our game, and what a ruleset that made the most of different versions of 1984 might be. Here’s my draft of that ruleset: http://ludocity.org/wiki/1984.

Something I think we should add in to this version is Ben Henley’s idea about a second camera:

While discussing how to play up the “dystopian surveillance” theme a bit more, I wondered if it might be interesting to have a second camera pointing backwards and recording what the players were doing (maybe even hidden so they aren’t aware of it?). The footage wouldn’t be for scoring, but just to improve the coverage of their reactions, making the edited footage of the game more interesting (and informative to game designers).

More later from other folk present at the Yes, And day!


Whiteboard from “Yes, And!”

Posted by alexfleetwood on 7:39 pm

Brainstorming


Game design notes, one month later

Posted by hollygramazio on 5:26 pm

This Sunday there’s a Playmakers session at the Hub – we’ll be around for most of the day, talking about rulesets, making them up, testing them out, trying to answer some of the recurring questions about costumes and theme and electronic devices and team roles and all that WHERE IS THE GAME GOING???? stuff.

You should come along, if you’re around and interested – even if you’re only dropping in for half an hour, it should be fun. With any luck we’ll have a few potential game designs by the end of the day; but if not, then that’s okay too – see, for example, these notes from the Olde Dayes of Playmakers…

& also capes!

Note the capes: they will become a recurring theme.

Red team

The Red Team is vicious and determined.

This graph was supposed to indicate poor gameplay, I think

Annotations suggest that this graph was intended to represent poor gameplay.

The capes again.

The cape obsession recurs.

Gnomic indeed: no idea what this was about

I’m not sure what the gnomic utterances were for, which is perhaps what makes them gnomic.

Capes. And bees.

So, this appears to be a picture of three bees, one of whom is wearing a cape. Er. Your guess is as good as mine on this one.