JustinDunn

Artwork # 4: Join the World Wide Web (FINAL GAME)

Gameplay:

This game is based around the idea of privacy and government surveillance. My project is a LARP, choice driven kind of game where I act as an official from the government to help guide the player through setting up his/her first computer. The player will be given information about their character so they can get into character such as the name, email address, country, birth date, citizenship ID, bank information, passport info etc. I, the government official will give the player a set of instructions to follow in order to complete the computer set up process. Some of these instructions include joining certain wireless devices, signing up for government websites, social media sites, setting up an online banking account, enabling settings like cookies, camera on the computer, and agreeing to terms and conditions. So for these different steps, players will be presented contracts, webpages and softwares to fill in their own given personal information to complete the steps.

The choice driven aspect kicks in when players decide whether or not to put in their real information. Players can choose to either follow the instructions, or not. With that said, in the end, players will either have their privacy breached by the government if they follow the instructions, or be put on their watch list if they don’t follow instructions.

 

For each step, if the player chooses to put in real information, I will present them with a “notification” from the government, complimenting the player’s action and also notify the consequences of the player’s action in a satirical way. For example, a notification for choosing to enable camera / microphone would go like “your computer mic and camera will be accessed at certain times by our safety department just so we can ensure your safety. Don’t worry, you won’t even be aware when we access your camera and microphone”. Whereas if you choose not to enable camera and mic, you will receive a notification telling you “WARNING: your computer camera and mic will not be able to be accessed by us because you disabled the feature. This way, we cannot monitor you at all times to ensure your safety. You are now on your own”. So for every step that the player takes in the instructions, they will receive a notification regarding the results of their actions. So many of these notifications have a satirical aspect to them, where they reflect on what’s going on in society today in terms of privacy on the internet. These notification cards are also a way to motivate players to perhaps go back and forth between putting in real information and putting in fake information.

 

There really is no win state as the game ends by me telling players how much of their privacy has been breached based on how they approached the overall set up process, and telling players how much notoriety that they have from the government. I believe this game overall serves as a reflection on what’s going on in the internet today, with privacy and government surveillance issues.

 

The left picture shows a step where players will be given a phone where they have to choose to download these softwares or not. The screen on the right is another step where players have to choose which wifi device to join. They can choose to join the official wifi, or other alternatives. 

 

Example of one of the forms that are required in the steps. So players choose to fill these parts in with real or fake info. 

 

The official instructions, the different steps like terms and agreement, finger scanning, picking interests and enabling cookies / notifications / location. The last picture shows the different information of the player’s character (bank card, ID, passport), and the notifications. 

 

Playtest:

So I playtested this game with a few people and they seemed to enjoy it, especially the notification cards that they received. I think the LARP aspect definitely brings life to this game too as we pretty much play out a scenario like in banks when you set up a bank account with an employee there. I’ve noticed that many players either went full in with filling in real info or fake info. So they don’t really go back and forth for the set up process. I think a way to fix this is to give players something to lose, so perhaps adding stats to the game. Stats like health, money, notoriety, privacy level, government watchlist level etc. And the choices that they make for each step will impact on these stats, thus motivating players to go back and forth between following and not following instructions to try to balance / prevent these stats from dropping. Perhaps I could make it so if a certain stat reaches a certain point, then the player would lose.

 

Artist statement:

I think my unconventional gameplay is inspired by many of the art games that we looked at in class such as September 12th, where instead of killing terrorists you actually end up killing innocent civilians. In addition to the many other games that were introduced by classmates in the indie show & tell, I think that many of the games talked about in class had significant socio cultural contexts to them. For the September 12th, it was a game criticizing the Iraq War and the controversial damages that were caused by the US military. So I really liked how this game isn’t served to entertain, but to protest against an important issue.

I think my game is also highly similar to the “Institute” that we watched in class. With players given instructions on what to do from the institute, it definitely makes the gameplay linear but also really fun and interactive, almost like a LARP. So I think my game is also very similar to that, given that it’s a LARP but also has that similar linear style gameplay to the Institute. I think the Institute screening definitely played a role behind the inspiration for this project. The idea of making things interactive in real life, by intervening certain social spaces / situations, I really wanted my game to have those elements too. My game was also highly inspired by the topics that we discussed about in regards to happenings and scores. Yoko Ono’s Grapefruit consisted many sets of instructions, guiding players to do certain things based on their own interpretations. So my work was inspired by that as you can tell, I give a set of instructions and it is up to the player on how to go about those instructions. I really liked the freedom and open to interpretation aspect to the scores created by Yoko Ono so I wanted to incorporate that into my game too.

Finally, the Dada movement in Berlin was a big inspiration for my game. Given that most of the art works made in the Berlin Dada movement was some form of protest or criticism against the government and World War 1, I wanted my game to be a work of criticism too of an issue that I’m passionate about, in this case I made it a form of criticism against privacy and government surveillance. I just really liked the idea of using art as a way to address contemporary issues because it is a great way to capture people’s attention. Hence, my game was highly based on the ideas and motivations behind the different artists that used art to criticize during the Berlin Dada movement.

Final Project Idea: Join the World Wide Web!

 

Gameplay idea:

The idea for my piece would be based around the themes of privacy, censorship and government surveillance. Set in an authoritarian world, the protagonist (you) has received a new computer for his / her birthday. The protagonist is required to perform some setting up with the computer in order to be granted full access. The gameplay kicks in from here.

My piece would be a digital game, in which you follow a set of instructions published by the government where you have to browse through different sections of the webpage (kind of like the internet feature on GTA 4), and do different things like setting up accounts, joining wifi devices. It is up to the player whether to follow the instructions or not. The decisions and choices made will have an impact on the final results for the player. The overall objective of the game is to see who follows the instructions and who doesn’t, and the end result will show how much of the privacy of the players have been breached by the government.

Inspiration:

I’m inspired by many of the art games that we’ve seen in class that are related to contemporary issues such as the September 12th game where you have to bomb terrorists but actually also end up bombing innocent civilians, thus bringing up the many controversies that arose from the Iraq War. I like how the gameplay is totally different in that game because to win, players must not drop any bombs, unlike in normal games where killing is always the answer. I feel like my piece would have this unconventional aspect to the gameplay as well, because players can decide for themselves, and decide whether or not to follow instructions. I’m also inspired by the Dada movement in Berlin, where many of the art pieces were directly criticising the government and the Great War. My piece is similar to the ideas and motivation behind the Berlin Dada movement too, because I believe that my piece is also a form of criticism against the government and their breach of privacy. Privacy and government surveillance are becoming an issue these days, especially with the recent problem of net neutrality. I want to address this issue through this game and hopefully raise awareness about the importance of internet freedom and privacy.

Indie Show & Tell: Orwell

Game:

Orwell is a simulation game where you play as a person working for the government that looks for and investigates national security threats. Aka spying on people in public.  Set in a country called the Nation, you have the ability to spy at people through surveillance cameras, and access to their private information through the government’s database. It’s a game that really makes you question the right to privacy, whether or not this surveillance is ethical.

Gameplay video: https://www.youtube.com/watch?v=gF534eFpR4whttp://

 

What I think:

I think that this piece can be related to many of the game examples discussed in class, as well as the reading about the radical political avant-garde. This game is very relatable to games like September 12th, where it criticises US military actions in the Iraq war by having a very unconventional gameplay, and the mod Quest for Bush, a game that reverses the role typically found in game, where the main enemy is George Bush. I definitely think there is a huge political aspect to the game Orwell. With issues such as privacy and surveillance these days, this game really fits well into these issues. It brings up questions about the ethics of surveillance. I think this is a great and important game that helps us learn, and gets us thinking about what is right and what is wrong.

Artwork #3 Intervention – Law Abiding Citizen (GTA)

Documentation video: https://drive.google.com/file/d/1IA4mTWYg0QFPF5tKLfvWFbRjr9A03Ksc/view?usp=sharing

 

About the Intervention:

So my intervention piece is based in the online world of GTA 5. In a world full of killers, robbers, explosions, lootings, street races, I decided to become a law abiding citizen for a while on a GTA online server. With that said, I drove my car around the city following the traffic laws. So I stopped when the light was red, I looked at the sides before cutting lanes, I got stuck in traffic, and most importantly I didn’t speed. Without any weapons to defend myself, I was left with the middle finger to give to players who followed me. Some of the players that followed me ended up killing me and destroying my car. I also walked around the streets, smoking cigarettes and drinking. I didn’t make my character run at all. Some players walked with me, but again some players just ended up killing me numerous times. Finally, after a few tries, I decided to drive to the airport and fly a plane like an actual pilot, following real world procedures. With that said, after my smooth departure, I ended up being shot down by other players. After flying, I decided to go on a long road trip down the highways of Los Santos with my truck. I ended the journey by parking at a diner and enjoying a nice meal there.

I thought this intervention was very interesting because in a world where all this violence happens, I decided to put some neutrality to that. I decided to play against the game rules and the game mechanics, to see how others would react, and to see what other gameplay experience I’d get out of that. It was certainly an interesting experience, a different one. I enjoyed it because of how others reacted. Some people laughed, some people didn’t care, and some people just followed along. Overall, I feel that this intervention was successful, because I was able to take this virtual world and modify it in a way.

Inspiration:

I was inspired by many of the videos that we watched in class, such as the Youtube channel Improv Everywhere, and the use of the chat system in America’s Army. I thought it was really interesting to see how people would react to their interventions such as freezing in public, or lining up for a fake Apple store, or dressing up as BestBuy employees. By taking the usual everyday scenario and changing it, people were often shocked and confused, which was really funny to watch.

I was also inspired by the Youtube channels of LSPDFR and GTA Flight Crew. For LSPDFR, they enact different kinds of environments in the game with other players, such as escorting the president to the airport, cruising the city as police and fighting crime etc. They take the existing gameplay of GTA and modify it to give a different experience, thus really inspiring me to do my intervention. GTA Flight Crew is a channel that does realistic flying tips in GTA 5 with the planes in the airport. They follow real world procedures and try to implement those procedures in the world of GTA. Instead of flying like crazy, they fly professionally, thus bringing another experience to the aviation aspect of the game. Other games that have inspired by to do this intervention is Euro Truck Simulator, where you are required to drive to different destinations following proper road laws. So you could get fined for speeding, crashing, crossing red light etc. This game takes the conventions of driving in video games and takes it to another level. Finally, the mod of Atlas Life in Arma 3 was also a huge inspiration for mine. It is a mod that intervenes the combat gameplay of Arma 3. You play as a civillian and you can do all kinds of things like working, growing plants to sell, selling drugs, or joining law enforcement. Rather than shooting enemies, this mod brings a way different experience to Arma 3. Players live normal lives in the world, with laws to follow, in which they can get arrested and put in jail by other players if they break those laws. So the main inspiration for my intervention piece was how all these different examples intervene the existing gameplay, and modifying them to give different experiences to players.

I feel like many of Yoko Ono’s work, especially her scores in Grapefruit really create different kinds of interventions and have played a big role in the inspiration for my piece too. By instructing people to do what they wouldn’t usually do, things that were out of the norm, it really made her work unique forms of interventions. I think a good example is her “Walking Piece” in 1964, by asking the person to walk in the footsteps of the person in front in different places, it again really breaks the social norm and really changes the existing everyday scenario of walking on the streets into something fun. That piece is one of the many that inspired me to break the norm of GTA Online, to see how people would react, to see what experience I would get out of that intervention.

Art Game Show N Tell – Jazzpunk

https://docs.google.com/presentation/d/1c1JyafNs84A7ZxBso7ahRwYjvDlZXM8ElTFkhEXKTd0/edit?usp=sharing

 

JazzPunk:

Jazzpunk is an adventure video game made by Adult Swim in 2014. The game takes place in a 50s setting, where you play as a spy in a top secret spy agency. You get sent out to abstract and nonsensical missions with pretty much just one object, however, the game makes it so that exploration plays a huge part in the gameplay. There are NPCs, objects that you can interact with placed all over the map in every level, thus really driving players to go check out each one of those objects and interact with them, rather than focusing entirely on the objective. I think this is a great art piece because of the art style, the gameplay and the humor.

Art Game

So why I think JazzPunk is a great art game is because of the art, gameplay and humor. First looking at the humor, the game provides all kinds of jokes and one liners when interacting with NPCs, which really bring the barely animate NPCs alive. The little interactions such as putting food on NPCs so birds can charge at the NPCs, spraying things at NPCs, and blowing smoke from cigerattes into NPCs which really enhance the comedy aspect of this game. These interactions actually remind me of the game Postal, where you get to do all kinds of things in the game world. Furthermore, the game has a some mini games, so games within the game. These aspects in the game really break the conventions of a normal game because it really gives players something new and unexpected in each new level!

Not like most games out there, the art style in this game is truly unique. With its low poly, cartoonish, minimalistic, 50s style design, the game truly stands out in the art direction compared to many of the other indie games out there. The art has a strong relationship to the abstract and comedic aspects of the game, which makes me further admire this game. The art style actually also looks very much like many of the art pieces in the Dada movement of Zurich and Hannover. Very colorful, abstract, and toy-like art pieces, which can be seen in this game too. So I also think this game reflects well on the two movements.

Overall, this is a great art game that reflects on many of the experimental art pieces that were discussed in class. Like Yoko Ono’s Chess set, or the giant joystick controller, by breaking gameplay conventions, this game truly is a unique art piece.

 

Game Appropriation 1st Prototype

Gameplay:

My first game is based on Battleship / Rush Hour / Tic Tac Toe, and it is a 1v1 game where you have to move blocks on a grid sized area to match 6 of the same symbols either horizontally or vertically (each move counts as 1 move). The amount of moves one player can make are determined by the total values of the playing cards drawn by the player (21 max like Blackjack). The player essentially players Blackjack to try to get as close to 21 as possible, so they can perform more moves. When a player gets blackjack (21), they can not only move their blocks 21 times, but move the opponent’s blocks 21 times too, to disrupt their arrangement. The goal of the game is to get 6 matching symbols first before the other player does.

 

Feedback:

However, based on feedback from classmates and my professor, the game wasn’t really an appropriation but more like a new game with new mechanics. It wasn’t really taking something existing and transforming it into something new. This was because I created a new playing board out of cardboard box, new playing parts out of paper, and a deck of playing cards which didn’t have much relationship to the overall gameplay at all. It was at that point that I decided to create a new game with a fresh new idea.

Game Appropriation Final – “Jim’s Rant”

Jim’s Rant

My new and final game called “Jim’s Rant”, is appropriated from Cards Against Humanity and the classic “last word is the first word of new sentence” game. The goal of this game is to construct sentences, and create a funny / crazy / silly rant with the given cards.

Materials

  • Cards Against Humanity deck (Black and white cards)
  • One deck of playing cards
  • Blu-Tac
  • Blackboard

Gameplay

This game takes 4+ players, and each player must draw and always have 10 white Cards Against Humanity cards (cards with nouns on them) with them. The cards can be used to add onto a sentence during the game (each player can only add in 1 white card for their turn). A black Cards Against Humanity card is used to start a sentence with a topic (For example,  a black card could say “Everything I know about teaching I learned from _____ “). So with the black card as the starting point for each sentence, players fill in that blank space with their white noun cards to create a funny sentence.

With that said, a sentence is prolonged / continued with a deck of playing cards. Numbers 2-5 representing the word “or”, numbers 6-10 representing the word “and”, and King Jack Queen Ace cards representing full stop. The Joker card ends the current sentence and the whole game, and whoever drew the Joker card has to read out loud the whole rant. So after a player adds their white card to the sentence, they have to draw a playing card to see how the sentence will continue. When it’s a full stop, a new black card is drawn to start a new sentence with a new topic. If other cards like and, or are drawn, then the sentence / same topic continues. Game ends when a player draws the joker card or when players run out of full stop cards (K, Q, J).

All sentences are constructed on the blackboard, so we use blu-tac to stick the cards on.

Documentation

  • Translation shown on the board
  • Playing cards stuck on the board with blu-tac
  • Black cards representing start of a new sentence (added after getting a full stop)
  • Playing cards representing “and”, “or”, or “full stop”
  • White cards representing nouns that players put on to add to a sentence

So on the gameplay on Friday, we constructed a short rant with the cards. I think the game went well, people seemed to enjoy it and have a laugh. The overall rant we constructed translates to:

Trust me I’m, running naked through a mall, pissing and shitting everywhere or a stray pube, and living in a trashcan, and taking a man’s eyes and balls out and putting his eyes where his balls go and then his balls in the eye holes. Bullshit, and GoGurt, or an m16 assault rifle was invented in Nazi Germany. It says here you robbed the black power ranger, why’d you do that? The Romans used Hot cheese, and  opposable thumbs, and sperm whales, and cheating in the special olympics, or estrogen and a sassy black woman as toothpaste”.

Improvements

Based on the playtest on Friday, I believe everyone had fun.  Gameplay was simple to understand, fun and went pretty smoothly. However, at times people were not sure of what was being put down by other players, hence not really following the overall rant. I think that could be fixed by either reading out loud whenever a new card is placed down on the board, or just have the person read out their own cards that they put down. Furthermore, I feel like that the “or” cards are quite unnecessary as they disrupt the flow of sentences, so for next time I might just make the cards numbered 2-10 as just “and”. Finally, a better way to save time is to have the blu-tac already stuck on to the cards before inviting players to join, rather than just sticking blu-tac on the cards during the game.

Inspiration

My piece was inspired by many of the appropriation examples shown in class. I really liked the idea of physically altering two existing objects and creating something new with those two artefacts. I feel like I can very much reflect my appropriation piece on the Dada movement in Berlin because of many of the political ideologies and social criticisms behind that movement at that time. With my piece, you can actually create sentences that can very heavily criticise certain current political ideologies or social norms which can be rather controversial. So my game is pretty much criticism about all kinds of things. It’s that controversy that my game provides, which really reflects on the movement at that time in Berlin, because the Dada movement in Berlin was criticising the war, the treatment of soldiers with PTSD and soldiers with disabilities etc. m

My piece was also inspired by many of Yoko Ono’s works in the past, such as staging public protests against the Vietnam War, her Cut Piece in 1964 where she confronted issues of class, gender and cultural identity, again, all works of criticism just like my appropriation piece. Finally, I also really liked her Wish Tree piece in 1981, where people were invited to write down a wish and hang the paper on the tree. The tree eventually got filled with wishes, and was sent to the Imagine Peace Tower in Iceland to promote peace. I liked that sentence building aspect of her piece, thus that played a huge part in the inspiration for my piece too.

Overall, my piece can be described  as a piece of criticism, that was inspired by many of the political and social works from the Dada movement in Berlin, and also Yoko Ono’s works.

 

Dada Collage – Paris

 

Our collage was based on works from the Dada movement in Paris. Works by artists such as Duchamp, Picabia, Dali, Arp, Breton, Man Ray and Tzara. These art works and our collage itself were influenced by the literature, performance, and classical music background of Paris.

Appropriation show and tell “Vapourwave”

V a p o u r w a v e

PDF Document

 

I chose the vapourwave genre not only because I like listening to it, but also because I think it is a perfect example of appropriation. It takes samples of songs from the 80’s – 90’s (typically jazz, elevator, disco, r&b, hip hop music), and transforms them into something new. Well not really new, but something very different from the original songs. The samples usually get chopped up, slowed down, filtered, or cut, which gives the new appropriated piece a very chilled out, laidback and slow vibe, thus giving perhaps nostalgic, utopic or surrealist feelings to the listeners. Vapourwave is also based around the concepts of failed promises of capitalism, hence the music and visuals are often associated with old commercials, computer softwares, technology, popular entertainment etc.

 

Aesthetics play a big role in the genre too. Aesthetics is a word usually associated with the visuals that go with the music. It’s what makes up vapourwave, its unique visuals. Often you’d see Japanese letterings, old Microsoft layouts, brands, purple / pink color schemes and retro style graphics in music videos of the genre. Again, taking old visuals from the 80s and 90s, and transforming them into something new. Sort of like a collage thing. Examples of music and aesthetics can be seen in the PDF document above.

 

With the themes of nostalgia, capitalism, consumerism, satire, surrealism, and not to mention the art, really gives this genre its uniqueness and makes it a great example of appropriation.

Photograph

 

Photograph (Score)

https://experimentalgamedesign.sites.northeastern.edu/files/2017/09/Photograph.pdf

 

Inspiration

My piece of score was inspired by Yoko Ono’s utilization of the environment and audience’s interpretation. In her scores, they can be performed in pretty much any kind of environment, which makes each happening that the audience participate in unique and different from others. That’s what I really liked about her scores, because every time her scores are performed, a different result is produced. A different environment takes part each time. The little details that we don’t often notice in our everyday environment may also be involved in her scores. With that said, my score works by having a person photograph something of “significance” in their environment. After that, find another person to photograph something of “significance” in the same environment, but this time with first person’s picture in the frame. Repeat this process until there is no significance left in the room. So my score is inspired by the environment aspect of Yoko Ono’s work. I hope that through this score, people may notice about and pay attention more to the little details in their environment, and perhaps become more aware that even the smallest detail can be of “significance”, that there is more to one’s everyday life / routine. On the other hand, I also wanted my work to be very open to interpretation. For Yoko Ono, the steps in her scores are very broad, vague and open ended. Anyone could interpret her scores very different ways and that is what I like so much about her work. Different interpretations, ideas, and thinking could come into play by having the audience to participate. With that said, I think it’s that open-ended aspect that makes the performances of her scores much more interesting and fun, because every performance would be different. Overall, I was very inspired by how Ono doesn’t follow the rules, and how she has kind of a laissez faire way of doing things. I hope that I could implement such ideas into my score too. Other works that have inspired this piece would be the movie Inception. I really liked the idea of layers and how each layer of the dream state becomes deeper in the movie. However for this case, each layer of picture is meaningful in its own way. Celia have mentioned to me that my score reminded her of the TV Buddha by Nam June Paik, and now that I’m thinking about it, I would certainly agree that that piece has a similar concept to mine, which I admire. I like how that piece has like an infinite recurring action similar to my score. My score has that degree of infinity aspect to it too, because people can take however many pictures they want.

Documentation

 First picture taken in the score today

The final picture of the score from today’s class

After performing the score today in class, there are some things to consider about next time this score is done. The camera quality of the phone plays a big role, because lower quality cameras may make certain pictures harder to see, which thus affects all layers of photos in the score. Another thing is the distance between the phone with the picture and the phone with the camera. In previous iterations, I didn’t explicitly mention distance that the phone should be inside the camera frame. The further the distance may make it difficult to view the picture so I changed that to, the phone must be placed in either one of the four corners of the camera frame. One last thing that I noticed when performing my score in class today is the lighting. It is important to keep in mind the lighting of the shot, and make sure that it doesn’t affect the overall lighting of all previous pictures. Such things are important to consider about when performing the score because one mistake could potentially affect all previous layers of pictures.

Iterations

  1. My idea started off first with Snapchat, and how you can add friends into a “group / shared” story function. I wanted to do this score where people just basically take and upload snaps of something of “great significance” in their environments to the group story. However, I didn’t think this would be unique as others may view that as just a typical Snapchat story.
  2. Andre made an interesting suggestion in which instead of doing a picture within a picture, layer by layer, the audience would get their phones and each take a picture or something significant, until there is no one left, and combine all those phones together  in one last photo frame, with one last significant part of the environment in the middle. So instead of having one phone in each photo every time, this would be having all the phones involved in one picture.
  3. Finally, another iteration that could be tested in the future would be to just be consistent with 2 phones. 2 phones with good quality cameras and see if that could overcome the quality issue.

Overall, the score went very smoothly. People brought in different ideas as to what significance was to them in the classroom environment, and people seemed to enjoy taking part in the score. The final picture was not very clear and hard to see because of the phone camera quality. However, next time, we could take the suggested iterations above into consideration to hopefully produce better and more interesting results!