Final

The Movies (Final)

For my intervention I plan on going to the movie theater.  I will pay for a random movie (the movie doesn’t matter). Once the movie starts I will bring out a book and read it throughout the film. Watch how the other movie goers and theater staff react to you reading a book instead watching the movie, which everyone expects.

Documentation: I went to see the 12:35PM show of the Young Messiah at the AMC Loews Theater because I expected there to be a fair number of people at the theater at noon time. I sat in the front row of the theater so that everyone in the theater could see me. I pulled out my book as the movie started and began reading. It was dark so I assumed that it would take other people in the theater some time to notice that I was reading a book. However, it seemed like the other movie goers were far more interested in the movie. I only observed three people who actually seemed to notice that I wasn’t watching the movie, but reading a book. There was a man who was sitting next to me that was the first to notice. He glanced over but did not seem surprised or seem to care at all. A few moments later he went back to enjoying the movie. Half way into the movie two old ladies left the theater. As they walked towards the exit they saw me reading.  They gave me funny looks, but did not question me about it. No one at the theater seemed to really care or notice, which was a little disappointing. I was expecting people to ask questions, but they did not.

 

Young messiah

 

Artist Statement:

The original concept for this intervention was to watch a Netflix movie at the movie theater. However, I realized that that would not be possible as the theater I was in did not have wi-fi. I wanted to do this because I thought it was interesting to see how people reacted to me interacting with a media at a setting created for the specific consumption of a different type of media. In any given social setting people have a certain idea of what is acceptable or the “norm.” I wanted to do the complete opposite of the “norm” and see how people reacted.

I was inspired primarily by the Dada artist who created art out of pre-existing things. I created something new out of a pre-existing process which is similar to what the Dadaist did. I was particularly influenced by Marcel Duchamp’s piece The Fountain. The Fountain was essentially a bathroom urinal that Duchamp sent to an art society contest. The society believed that the urinal was a joke and not really art so they rejected the urinal. The society was expecting more conventional forms of art such as painting or sculptures. However, Duchamp decided to do something unconventional and surprising. It inspired me to do something that was unexpected and unconventional. It inspired me to go against what the expected norms were and do something completely unexpected. In this case the expectation was to watch the movie, but by reading instead I went against the established norms like Duchamp.

Frustrition – Final

Artist’s Statement

Frustrition features a simple enough mechanic, but expresses the ease with which people can frustrate those around them, and be frustrated as well. By allowing players to utilize “kingmaking” mechanics, and by typically penalizing players more for failing trivial tasks, the goal of Frustrition is to drive the players up the wall and to each others’ throats.

The game draws its title from an amalgam of the words Frustration (n: the feeling of being upset or annoyed, especially because of inability to change or achieve something), and Attrition (n: the action or process of gradually reducing the strength or effectiveness of someone or something through sustained attack or pressure). Combined, I think they express something that many people often feel: that the world around them is out to confound them, and there is nothing they can do about it.

While my original concept was to mimic this behavior with a resource management system, I found through testing that that wasn’t as clear in its execution, and didn’t convey the emotion of frustration with the game. In fact, that original concept was incredibly boring, and often resulted in unwinnable scenarios (which, while also frustrating, is not good design). However, I now believe that this game is not only playable, winnable, and quick (a must for such a casual game), but also fun. While players may feel frustration, I don’t think it is so much in direct response to the mechanics of the game not working now.

 

The links below are to the rules document and the game’s cards, which should be printed and cut out along the black lines. Other materials required are an 8-sided die, and possibly up to 36 small counters to mark Frustration that players have accumulated.

Frustrition Rules (PDF)
Frustrition Cards (PDF)

Iteration #1: Final – Too Many Mikes (title pending)

My game is a resource management card game, focusing on the social dynamics of a D&D group and their play. The mechanics focus on playing Event Cards (things such as “Critical Hit!” or “Unnecessarily Kill the Quest Giver!”) which alter the players’ Engagement, Joy, and Calmness–expressed as stress tracks–to help them gain victory points. Forming Bonds of friendship or… foeship (?) with other players lets your actions impact them, for good or ill, and help advance the game; and yes, “frienemies” are a thing.

The resource tracker is posted below, as well as guidelines for creating cards. I’ll be making a total of 45 cards, and the game will accommodate 3-5 players. While it may seem cooperative due to the Bonds, the game is still competitive.

The title comes from my old D&D 3.5 group, which inspired this game’s interactions through a very negative experience two years ago. There were 3 Michael’s in the group, so Tiki used to joke that there were, “Too many Mike’s, not enough MC’s!” (from “too many MC’s, not enough mics.”

Tiki’s cool. One of the other Mikes? Not so much.

Enjoy.

Game Idea-Too Many Mikes