Last week, I went to the
Sandpit, "a project of Hide and Seek: London's First Pervasive Games Festival", which took place in Shunt. Inside London Bridge Station, there are a few actual streets, which I didn't even realise were streets, and in one of those streets, was a little doorway which led to an incredible underground club. It was dark in places and the venue seemed gigantic and dotted with random things, like a milk-cart, which people sat upon, and a large treasure chest, which seemed empty when I opened its heavy lid.
I played the Gossip Game and pretended to be a cross-dressing electrician, but failed to gossip enough to reach many conclusions.
Pieces of paper were passed around that may have involved biting and games such as this certainly seemed reminiscent of the playground. I remember a particular playtime when a whole school of children were turned into bats.
mikej_uk and I got into a discussion about unethical games from the 1980s and tried to think up our own. A whole range of strange games were available for the Atari 2600. such as the infamous
Custer's Revenge, where Custer was supposed to have sex with a Native American woman tied to a pole, but also
Bachelor Party, and
Beat 'Em & Eat 'Em. As a child, I remember playing a quite explicit text adventure, but that seems quite normal in comparison to those games.
imomus also commented on the Hide and Seek Festival and pervasive games:
Pervasive urban gaming: count me out, and in and raises some interesting points. He also links to a book review of
Ground-up City. Play as a Design Tool, which links to an article about a
playground for the over 60s. My parents seem happy to still play in playgrounds that were designed for the under 60s and I hope I still will be when I am 60.
Hide and Seek then wrote a response:
Thinking in (and out) of Pervasive Urban Gaming and also raises some points that have also been mentioned in some of the papers I've been reading about pervasive games.
City of Sound also give a lengthy description of the street of the future:
The street as platform.
I've also been reading about card-games such as
Gloom: The Game of Inauspicious Incidents and Grave Consequences (via
fridgemagnet) and wearable electronics, such as the
Lilypad Arduino and
satin_candy's
Catbag. I've also been reading about the
Maida Vale sand creature and hope one appears in Highgate.
I went to the
Digital Geography in a Web 2.0 World conference and listened to a talk on "Web 2.0, Neogeography and Virtual Worlds" by
Andrew Hudson-Smith, which showed a demonstration of
MapTube, which allows you to mix up maps, and apparently all maps created on there also appear in Second Life. He also talked about how games can use visualisations of cities and gave out a booklet on "Digital Geography: Geographic Visualisation for Urban Environments", which tells you how to make photographic planets (such as by using
Flexify), creating photo-overlays in Google Earth (using
PhotoOverlay Creator). I also listened to a talk on "3D Visualisation: From Lab to Field", which showed demonstrations of software that could tell you exactly what mountain you were looking at. I often confuse mountains.
I have also been doing some work and reading papers about pervasive games, immersion and presence in games, and gameflow. I just need to actually write my project proposal now,
Adventures? Well,
robinbloke and I sat on strange stools that had tails and drank smoothies in the Rainforest cafe, amongst the fake vines, and the constant announcements saying, "Your adventure is about to begin", so perhaps it has.