Tag: Online larp

  • Writing Live Action Online Games

    Published on

    in

    Writing Live Action Online Games

    Written by

    [This article is also available in Spanish, at: http://vivologia.es/como-escribir-juegos-de-rol-en-vivo-digitales/
    Thank you to Vivologia for translating it!]

    This article was written in the Fall of 2020.

    Larps that take place online (Live Action Online Games, aka LAOGs/laogs, virtual larps, digital larps, or online larps) have several huge advantages. If you happen to be living through a global pandemic they let you keep playing without endangering others, and even in more normal times they let physically distant people share experiences in a way we never could have before the internet. They also have the potential to be accessible (and inaccessible) in completely different ways than physical larps.

    Game Structure

    Online games have different logistical challenges than face-to-face games. Some game structures work better than others.

    • The game will be more immersive if your tech limitations are part of the world in the game (diegetic). If your game is about people calling old friends who live in different states on a video call and you use a real video call over the net, it will be easier to suspend disbelief than if your game is about people who are standing in the same room but your players must talk via video calls.
    • Only so many folks can gracefully talk to each other at a time in a group. There are many ways to deal with this limitation, but it’s not realistic to expect 20 people to share a single video call and all have meaningful conversations.
      • A circle game, where you have 5 or fewer players all sharing a single conversation in a single space (such as one shared video call) can work well. More than that becomes unwieldy.
      • An even smaller circle makes conversation easier. One-on-one conversations work great. You could write a game with only two characters or with one persistent character talking to a horde of others one at a time.
      • You can have more players in your game if your game structure is organized to split them into smaller private conversations for most of the game. An example would be a game using a speed dating format so that the vast majority of the game is sets of two people talking separately. Note: only some technological tools will support this kind of breaking apart and reforming of groups.
      • If you want more people in a single game, you can break the group apart by separating how people can interact. For example, if only some players can talk in a voice chat that everyone hears, and other players listen but only write in a text chat, it will help folks share the conversational space. The key here is that players do not need to talk over others or interrupt to take part.
      • Another way to have more people in a game is to use technology that allows them to self-segregate into smaller conversations. For example, Discord will let you make a server with multiple (voice or text) channels that people can freely move between. Remo allows you to have multiple small “tables” that participants can move between. There are also some chat applications like Gather.town (free up to 25 people) that control who you can interact with based on distance in a virtual space.
    Discord group shot from Death in Venice, screenshot by Steve Hatherley
    Discord group shot from Death in Venice, screenshot by Steve Hatherley

    Running Face-to-Face Larps as Laogs

    Some games meant to be run face-to-face can be adapted to work online.

    • Small games that primarily take place in one circle (eg. everyone is in the same car on a road trip) require more suspension of disbelief, but can function just fine.
    • Larger games require tools (like Remo, Discord, or Gather.town) that let players self segregate into small groups. The separate “spaces” you create with technology can represent different areas of your virtual game space. Really large games may still have problems with players being unable to find each other or find space for private conversations, but this problem is less awful than if they were all forced into a single video call.
    Custom gather.town map for The Barbecue, by Quinn D and Faye Levin-O'Leary
    Custom gather.town map for The Barbecue, by Quinn D and Faye Levin-O’Leary

    Things That are Harder or Very Different Online

    Some things are hard to transition to a virtual space.

    • Workshops that were designed for face-to-face interaction don’t work well online. You will either need to find another way to accomplish what the workshop does, or redesign it to function with the constraints of how online interaction happens.
      • Some workshops that require physical positioning or touch (for example Sound Ball or Throwing Swords from Improv for Gamers) may be impossible to translate into an online format. Others that don’t require physical interaction (for example Describe in Detail) may be easy to translate.
      • If you can’t translate a workshop to work online, try to figure out what purpose it’s serving in the game and see if you can find or design something else that will serve that same purpose online.
    • If your game has logistics that don’t need to be done “in the game space,” do them before or after the game. Find ways to do things like pre-casting or have character-building workshops handled by the players before the game.
    • Safety tools need to be redesigned to function in a virtual space. Depending on the tools you want to use and the technology you’re using, you will probably need to build a new version that works. You obviously need to do this ahead of time and explain to your players how the modified tool is going to work.
      • For example, we have run OK-check-in using the chat channel attached to a video chat like Zoom or Google Meet. To check in, a player or facilitator sends a message like “Ok @quinn?” to a chat channel, which Quinn would respond to in the chat so it wouldn’t interrupt the spoken part of the game.
    Meet at the Tavern - Savalion the Knight, screenshot by Simon Rogers
    Meet at the Tavern – Savalion the Knight, screenshot by Simon Rogers

    Some things are much, much worse in a virtual game than face-to-face.

    • If a player is trapped alone for a long time they are going to be miserable. In a real game this can sometimes be ameliorated by watching others play (even if this is only out-of-character fun), but if you are alone in a video chat you don’t have a lot to work with.
    • Don’t make your players fight with each other to talk or wait a really long time with nothing to do. Some players will handle this better than others, but it’s not usually fun.
    • Whatever technology you use to interact will have problems. Have contingency plans for how to deal with those problems so they don’t just stop your game dead.
    • Players who habitually overtalk can cause huge problems. Either design defensively, or be careful who you invite to play your game: doing both is better. This is not to say that big talkers can’t enjoy online games without making people miserable, but you may need to sit down and talk to them beforehand about the limitations of your game’s communication technology.
    • People can only sit in front of a computer for so long. Games that are longer than about 3 hours will need substantial breaks. In general it’s probably better to just keep your game at 3 hours or less.

    Accessibility

    Accessibility has totally different challenges online. Physical mobility is less of a problem in online games, but other things like having a blind player or players who have hearing issues can be even more challenging to cope with than they are face-to-face. How accessible your game is will be highly dependent on the technology you choose to run the game.

    Please keep in mind that some people have a much more difficult time understanding what’s being said when your game includes multiple people talking at the same time. This can be even tougher online, since all the sounds are coming from exactly the same place (your computer speakers or headphones). Either design your game to avoid multiple conversations in the same space or include a content warning so folks who can’t handle this can avoid playing. If your game avoids too much crosstalk it can be more accessible for some people than a face-to-face larp, because they will have much more control of their sound setup and volume.

    Together Forever, screenshot by Simon Rogers
    Together Forever, screenshot by Simon Rogers

    Conclusion

    Online larps require different communication tools and design strategies to allow players and facilitators to effectively communicate. But if we use design and technology carefully our online games can bring together people from across the world and explore all sorts of exciting stories and experiences just as well as physical larps do. In the future when 2020 is only an unpleasant memory, we will still have these tools to use when we play with our distant friends.


    Cover photo: Custom Remo floorplan for Under the Faerie Hill, artwork by Alison Joy Schafer and Julie Diewald.

    Editing by: Elina Gouliou

  • Together Forever: A Larp about Dating in a Dystopian World

    Published on

    in

    Together Forever: A Larp about Dating in a Dystopian World

    Written by

    Together Forever (2020) is an online larp designed by Karolina Soltys, Patrik Bálint and David Owen, which focuses on romantic relationships and dating in a near-future dystopia. Social distancing is the norm, everybody stays inside due to the infection that started in 2020 and mutated uncontrollably. 

    The larp took place from 20-21 June 2020 and was played entirely via discord. The characters were created by the players, altered and connected by the larp creators. Most of the time players were matched together in one on one interactions, but they also had friendship and work connections with other participants as well as belonging to  small in-game support groups. The players were matched together on three different dates.For those who wanted it was possible to stay in-game the whole time. The participants could stay in touch with each other via video chat, texting or they could use a fake Facebook profile on discord. An in-game HelpBot that was played by the creators helped the players and gave them helpful information.

    The Game World 

    photo of the character Aeryn
    The author as Aeryn Cicelli.

    The larp was set in a world 40 years from today where social distancing is the norm. It was inspired by the movie The Lobster and the Black Mirror episode “Hang the DJ.” In the reality of Together Forever people live at home, either with their families or alone. Meeting other persons in the physical space is very rare and physical interactions only occur when it is absolutely necessary, e.g. seeing the doctor. Workers who are required to perform their work outside have to wear a hazmat suit for protection. Most activities are done by computer and VR. Professions which require leaving the house are much more hazardous and are considered blue collar work, which means they are underpaid and considered less desirable.

    It is possible to leave your family and live together with another person in a romantic relationship, but to do that you must go through the Together Forever programme to get matched. In game, the programme is specifically designed for people, who want to interact in actual physical romantic relations to find the perfect match.The Together Forever programme is a once in a lifetime opportunity to live physical relationship. The matches spend at least several hours together, chatting over video calls. After the calls, you will hopefully be matched with the match chosen by the Together Forever  programme and the two of you will live happily ever after. The choice is final and cannot be altered.

    The Playstyle and Accelerated Time 

    The theme for the larp was playing on romance, so that was the key focus of the game. The players spend a few hours in one-on-one interactions played via Discord video chat.  The game operates on the concept of accelerated time, which means  that several months are played in just a few hours. This gives the opportunity for the players to play a long lasting relationship while focusing on the important and intense moments.

    The Idea Behind It

    The creators of Together Forever wanted to create an online larp that centered on one-on-one interactions. According to Karolina Soltys, that is “usually where most drama stems from” so “online dating was an obvious choice.” The creators wanted the players to experience intense relationship drama while they have several dates with multiple people. Their pitch was “a story about attempting to have romantic relationships with a variety of people, some better suited to you than others, about growing as a person and looking for true love, whatever that means.” 

    The creators wanted to recreate that tone of dating in dystopian worlds, where the characters perceive the world to be their  “normal.” In the casting form they asked the players what they would like to experience and arranged the dates, the family meetings, and the support groups according to their wishes. 

    Aeryn Ciccelli: A Failure of the System Looking for Her True Love 

    As usual, every player in a larp has a different story to tell. And here I would love to share mine:

    Aeryn Ciccelli, 32, social worker specialized in children’s rights, was participating in the Together Forever Programme for the third time, which is unusual, because the programme has a 99.5% chance to match the perfect couple together and the programme accepts rarely second time candidates. For this reason she was pretty embarrassed from the beginning. The character’s background was that she was matched and married in her early twenties. When she found out back then that she had a severe and rare genetic mutation preventing her from having children (even vat-grown), her husband divorced her. Two years ago, she joined the programme again. Due to her trust issues she wasn’t matched with anyone in the end, even though she had found a person she really liked. So, she now joined again knowing that it would be her last chance to find her “Together-Forever-love.” 

    Aeryn’s Matches and Inner Conflict

    In-game photo of Genesis Samson
    Aeryn’s first match and long-term best friend. Photo by Sarah Clelland.

    Aeryn was no stranger to the programme and knew some other participants, including her best friends, Genesis Samson and Kira Alder. When she was matched with Genesis, she was excited. She helped her through the trauma of losing a loved one and was also Aeryn’s secret crush. Their time was limited to 12 hours and they video chatted and talked all through the night. It felt natural to talk with Gen, and she was so relieved that she was matched with someone she already knew and secretly loved. Gen was so understanding when it came to Aeryn’s insecurity about having children. It was all  perfect. In the morning they had to say goodbye. They were not supposed to have contact over the next 18 months, but they promised that they would keep in touch anyway. 

    Aeryn’s next match was Cosma Lodoni, also a person she already knew from her therapy group and loved to spend time with. Cosma had gained custody over their niece Carlotta, because her dad, Jordan, could not take care of her after the death of Carlotta’s mother, who was Cosma’s sister. Cosma was afraid of losing custody over their niece and Aeryn pulled all strings in her position as a social worker for children rights to ensure that this wouldn’t happen. She also defended Cosma in front of Carlotta’s father and felt like a knight in shining armor. After nine months she really loved Cosma and dreamed about taking care of Carlotta together with them. Still, the inner conflict grew due to Aeryn’s feelings towards her first match. 

    In-game photo of Kira Alder by a window with a building in the background
    Aeryn’s wine and chat buddy and former activist friend, Kira Alder. Photo by Serena Barney.

    After she had to say goodbye to Cosma, Aeryn briefly wanted to quit the programme. She had already undergone turmoil and to spend another 9 months with a  stranger was something she didn’t want to endure anymore. But her faith in the programme pushed her to continue. She didn’t want to be in the 0.5% that would fail the programme again. Her last match was Kira’s brother Darius Alder.Even if Kira, Aeryn’s friend, seemed to be supportive and happy about it, Aeryn still felt a lot of pressure. T When she saw Darius for the first time, she was immediately reminded of Tom, her ex-husband. The hair, the smile, the voice… and even though she tried not to, she absolutely fell in love with him in the first few minutes. 

    The chats with Darius were always sweet and nice, but Aeryn knew that he wanted to have kids. So she told him that she would lot be able to have any. He reacted so tenderly, so immensely understanding, that she started to cry. She was so relieved when he said he didn’t care. But she started to doubt.  But what if he divorces her again? What if he finds out that he wanted to have children after all? Would he leave her? Would he confirm her being a failure? After a while she started to doubt if the programme would really match her with Darius and she proposed that they run away together into the Wilderness.

    He sweetly talked her out of it, telling her to have faith in the programme. Aeryn confessed her love to Darius and she hoped that her faith in the programme would pay off.

    The Final Match

    In-game photo of Darius Alder posing with his hand on his chin.
    The final match and Aeryn’s together-forever-love, The final match and Aeryn’s together-forever love, Darius Alder. Photo by Jesper Kjær.

    During a support group meeting the final matches were announced. Aeryn received following message: “We hope you enjoyed your time in the Together Forever programme. The algorithm has now assigned you your Together Forever match: Darius Alder. Feel free to share the joyful news with the rest of your support group.” Finally, she had made it. Finally, she was no failure anymore. But then her joy was overshadowed by the reactions of the others. Nobody else in her support group was happy about their matches; one participant even didn’t get matched at all. Her phone pinged and she got a message from Gen. He claimed it was all a conspiracy, that the programme was rigged. But Aeryn didn’t want to hear it. It could not be true. It SHOULD not be true. The HelpBot told her that a taxi will wait for her outside to bring her and her match in their new home. Aeryn sat silent. Her phone pinged, one message after the other, Gen asking her to join a rebellion. She turned off the computer and put on her hazmat suit. Tears were running down her face when she looked at the last conversation with Gen. 

    Genesis Samson: “I am sorry.”

    Aeryn: “Don’t do anything stupid!”

    Genesis Samson: “Goodbye.”

    Aeryn: “Gen…don’t…GEN! No, you are my best friend! Gen… please… don’t”

    Aeryn dried her tears, closed the suit, put her phone on the kitchen table. The doorbell rang, she smiled. Everything started burning around her, her friends started a rebellion. But Aeryn didn’t care. She and Darius would be happy together. No failure. Just love. And opened the door. 

    My Experiences as a Player

    It was my second immersive online larp during the COVID-19 pandemic and though I struggled first with the romantic aspect due to some previous bad experiences in larp romance, I was really excited. The whole buildup for the game started a few days before, with people posting captions and pictures on their fake Facebook wall and I also started to chat with some connections off-game a few hours before the game started. I felt the excitement of my character, so I tried three different outfits for my first date. 

    During the workshop the organisers briefed us the safety rules which were short and fitting: use the expression “off-game” if anything is up or you want to have a break in the game. You can also use this as a safe word. And don’t play on someone’s physical unattractiveness. 

    Even if we were 36 players, I always felt that the organizers always had good contact with us, helping us out where it was possible. The timetable seemed to me a little bit too complicated at first, but it was no problem to follow and the schedule was perfect for me. The one-on-one conversations were never too long or too short and though I am not used to playing with accelerated time, it turned out to be very easy and felt natural. Karolina said that the schedule was one of the hardest nuts to crack: 

    In-game photo of Cosma Lodoni with headphones on.
    The second match and member of Aeryn’s therapy group Cosma Lodoni. Photo by Lolv Peregrin.

    “Judging by experience, this is much harder to do in online larps, where people tend to get ‘stuck’ in a particular conversation and find it awkward to leave. This is one of the reasons why we needed to enforce particular durations for the scenes. We found it quite hard to guess what durations would work best, as it would depend a lot on individual player preferences and the chemistry between the players.” 

    The thing that astonished me the most was the story and how it was told. I was one character and just got a little glimpse of all what was going on: the Facebook, my connections who told me about other people, the support group, and the family meetings. All of that gave me the impression of a big and diverse world. Especially at the end where my story basically found a happy end, it became bittersweet because I experienced the feelings of all the other participants and that there was a rebellion going on. That gave my ending the perfect Black Mirror feeling.

    It was an amazing experience to play a subtle tone with my matches. I sat there for several hours in front of the computer, and it was an emotional ride. I really didn’t expect that kind of immersive and intense play via video chat. 

    Together Forever was a very well-constructed and player-focused online larp with a lot of thought that was put into the design, the schedule, and the player experience. The larp gave the possibility to play romantic and intense dating scenes in a world bigger than just the one-on-one dates. 

    More About Online Larps (also known as LAOGs)

    Together Forever was one of the online larps that were organised during the pandemic and was very positively received. I also played Animus – the Inner Circle created by Chaos League, which ran four times and also will return for a second season in September and October.  Together Forever and Animus alike stand out for their intense and immersive player experience, even if you just sit in front of the computer. 

    If you want to know more about online larps / LAOGs, you can find here Gerrit Reininghaus’ Manifesto for LAOGs

    Together Forever was scheduled to run again with two runs already played in August and more runs currently planned. For more information, please click this linked site.


    Cover photo: In-game photo of Together Forever by Lolv Peregrin.