In this first piece on CULTURE LUST, I take a look at the convergence of freestyle gaming and augmented reality leading to amalgamate game spaces where programmers, architects, designers, actors, and other players shape the world.
I’m not a gamer like a lot of people are gamers. Yes, I’ve played Myst, WoW, CounterStrike, even Machinarium, but I’ve never been what anyone would call l33t. I find, too often, that the experience simply isn’t sustainable; or, at the very least, my attention span isn’t sustainable. Doing the same thing again and again, even if the monster is a different color, or the puzzle differently constructed, or the physics slightly skewed, turns the initial fun into something resembling work, which, after all, I can get plenty of at work.
Game developers have long recognized that with the exception of a small cadre of games, or game types, players really do want the option to go off script. But, in the well-worn world of the game, structure is critical, so even those opportunities to wander down a barely noticed hallway will only get you so far (think here of Half-Life or Grand Theft Auto). Of course, as anyone knows, this is not a problem unique to any artist or artistic undertaking. Structure gives the opportunity for story, which even in the post-modern haze of today is still a rather linear undertaking for both creator and consumer.
But take a game like Heavy Rain – due out later this month on PlayStation, and much hyped – where the action is not only (generally) nonlinear but also contextually driven. You have lots of choices – some significant some insignificant – but all with influence on how the subsequent experience evolves. How well Heavy Rain does will depend – on large measure – on how believable the experience is, how well players can understand and think through causality, and how successfully the narrative evolves.
The Heavy Rain press materials have made a big deal about how thick the script is, that it foresees almost every imaginable character interaction. This is impressive, yes, but still bounded, and necessarily so despite being a step (or giant leap) in the right direction.
So, on one hand we have this interesting development in gaming that stresses individual story development, unique experiences (since it is hard to believe that with x number of variable elements to the story that any two experiences will be exactly the same), and nonlinearity. And, on the other hand, we have some very interesting developments in augmented reality.
Augmented reality – known by the cognoscenti or hipsters or both as AR – is the overlay of data on the real world. A common application might have a user looking at a strip of storefront captured with the iPhone camera and seeing the names of the stores and their opening hours overlaid on the image. The idea is to use the vast information sources available elsewhere to supplement how we experience our visual (but could equally be aural) world. Like a lot of technologies, the real value is not in the actual whats but rather in the hows, and usually the unanticipated hows.
I think where this all gets very, very interesting is when you begin to combine the idea of gameplay with AR. Where immersive gaming is simply living. While this has been done on a painfully limited scale to date, the possibilities – for artists, for programmers, for architects, for designers, for actors, for gamers – abound.
At first, physical spaces would be appropriated, made dual-use by amalgames for gamers and non-gamers alike, both groups deeply immersed in realities not completely divorced from one another but deeply divergent. Think of overlapping geographies, overlapping and potentially dissonant interactions with causality, overlapping use paradigms for communal spaces. Imagine an amalgamer working assiduously against the flow of traffic in a subway, weaving in and out of the flow pushing against her. She’s aware of the bodies moving past her, jostling her, but she’s uncaring. To those around her, her actions are inexplicable since no train will be leaving from the platform for another 30 mins. To her, however, it’s all perfectly consonant with the road and directional signs painted on the walls all around, but visible only to her.
There will be a period of adjustment, much like that around pervasive use of Bluetooth headsets, when you’re never really sure if someone is speaking to you or to their friend in Cincinnati. And, while dual-use spaces will be useful, and in some cases, with particularly adept creators, integral to superb experiences, they’ll be difficult and tricky both as loci for story telling and social communion.
Although not necessarily an evolutionary step, since coexistence is much more likely, you can easily envision physical spaces repurposed and outfitted in their entirety so that the virtual intersects – intermixes – with the real. Skillful designers, programmers, and architects will be able to develop enormously compelling physical/visual admixes that will drive story and experience. Abandoned buildings, off-hour offices, depopulated post-5pm cities, late-night transport, purpose-built interiors and exteriors (gaming parks), networks of real estate managers, taxi-drivers, and others.
These others are important as well. Game developers need actors other than the players, forces that will move the story along a certain arc, away from others. Amalgames might include roles in other amalgames as part of the experience, or they might require actors who simply inhabit their normal selves but interact in particular, usually scripted manners. Out of work actors who want to work on method, passersby who would like to participate in a little performance, gamers taking a break, media covering the game, law enforcement, the amalgamation of real and virtual will inspire enormous creativity.
What’s really interesting – aside from the likely experience of amalgaming itself – is the challenge it presents for public space and social interaction. So much of meaning – particularly the consensual meaning that structures how we interact with one another and maintain social structure – relies on shared experiences of reality. Under normal circumstances what I see is what you see, what I hear you hear, what I understand to be there you understand to be there. While we often disagree on what all that might mean, we’re united in the collaborative experience.
It is usually a well-founded sign of insanity when we look at the same thing and see something completely different. In a world where my world is almost, but not quite your world, where my experiences differ from yours not just in interpretation but in character, where my game is your attempt to buy milk on the way home, insanity is longer quite the right word.
***
For more on augmented reality: Wikipedia, Technical Personal’s collection of some good examples is worth a visit to see what’s getting into the market, Bruce Sterling in his Wired blog – Beyond the Beyond – is tracking AR, presumably for a new project, and finally Jim Vallino’s list of resources and links is a good place to get started.