off the road

Things we learnt doing GameCityNightsAway #1. 

GameCityNights in Birmingham

GameCityNights in Birmingham

 

A couple of weeks ago we concluded the first tour of GameCityNights, which was a brilliant, tiring and hugely educational experience for us.

There are a few longer write-ups to follow, but here’s a few bullet-points of things we learnt which perhaps you might find useful if you’re about to tour an evening of videogame culture related *something*…

 

There isn’t a single, defined audience for videogame culture content. 

I know you knew this already, but touring around to different towns served to brutally underline this fact. Some nights we were faced with a sea of culturally curious punters – interested to learn more about broad game culture ideas, some nights a pack of gamers eager for us to stop talking so they could get on with playing things. We needed to communicate what we were going to be doing better or at least the perimeters of it.

Take your own equipment as much as possible. 

The quality of a/v from venue to venue can vary *hugely*. We were trying to deliver an event which, when done as it should be, leans heavily on music and visual material not just as a supporting backdrop but a key part of what it is. It’s only when you see the assets through a Christie rig that you realise what you’re missing… Whilst we were showing up with a tech-rig that was over-engineered on stage, that allowed us to give the host venue the simplest possible set-up of stereo audio and single dvi.

People are curious about videogames. 

Our marketing material was a little vague, designed to give a flavour rather than definition of the gig. We didn’t really have any choice on this leg, and by and large this was fine. Most audience members turned up not knowing what to expect, and most of them were excited by that and joined us on the journey of making the evening happen with aplomb. Not everyone though, I should stress. A couple of people were upset at what was being delivered – of which more later…

Most shows aren’t 3 hours +

It’s true! Communicating the pace and rhythm of the event in advance is much more important that we expected. When combined with elements of the event that can expand and contract with the amount of devs showing / telling, this can lead to some long run-times. That said, we only cleared the four-hour mark once.

You’re much more tired than you think you are. No, seriously. You are. 

We’d planned to do lots of writing during the tour, keeping up a blog etc – but it just wasn’t possible to do so. Following a 2-6 hour drive, tech setup, 3-4 hour event and then derig, we were just too knackered to then write-up what had just happened. We need to look at other ways of capturing activity in the future that rely less on typing somewhere quiet. I think we’ll end up with audio / video in future…

You’re much hungrier than you think you are. I mean, really

The schedule ended up eating into eating time. With most shows going up at 7, and the tech setup only ending at around 6.30 – we were often forgetting to eat. There’s only so many service-station pasties a man can take…

There’s lots more to write up & say about the tour process, which is forthcoming.

 

 

Posted in GameCityNights, notes | Tagged , | Leave a comment

GameCityNights : The Final Stretch — Exeter, Margate, Leeds & Liverpool need YOU!

Lee has just posted up a video of the recent Birmingham gig, which illustrates really nicely how we hoped the tour shows would work – and signposts how we’d like to develop them more.

Here it is…

 

The Nights away shows are designed quite differently to the Nottingham events. For the past three years we’ve been inviting headliners and devs along, playing competitions, interviewing folks from their desks and injuring audience members (once). For the tour, we wanted to try something different and it’s taken us a while to refine exactly how it would work.

We’d always designed this tour to be about something more than the presentation of a given headliner. This was about playing around with the question, “What are your games worth?”, whilst inviting participation from developers who might want to come and show their stuff and help answer that question with us.

That’s meant that the whole night has been more constructed than the shows usually are. There are things like underscoring, a non-linear structure and (hopefully) more of a sense of performance to it. Fun, no?

It took us a while to work out exactly what the relationship of the stuff we did on stage was to the guests who generously come along to show their stuff and play it with the audience – and it was in Birmingham that this really came together.

The Edge presents GameCityNights gigs are the sum of three things. Jimmy and I doing our stuff about value and videogames, guests talking about their work they’ve brought along and then talking about them with the audience, and lots of intervals for drinks. (nb. There’s a series of longer underbelly production posts coming soon for fans of workflow, wordpress, ableton live, basecamp, tractor, vdmx, resolume, keynote etc.. but this is more a call to action..)

It’s pretty much working now, but we need your help for the final push.

If you’re a developer in any of the Cities we’re coming to next :

Exeter, Margate, Leeds or Liverpool -

get in touch and come and show your stuff at the show. More than that, we’d really appreciate it if you’d let us know how it can be made better. (The Nights gigs need to work in a few different ways – they need to entertain the audience, make the venue bar happy, but they really need to also work for you Ms & Mr Developer.)

If you think you could come along and talk for a couple of minutes about your work, have people play it, get featured in Edge-online and spend a few hours in the company of friends – then get in touch. The best way to do that is doing this :

  1. Register on opengamecity. That way we won’t lose your assets or contact details.
  2. Turn up and talk about your game for a few minutes in the show.
  3. Let the audience play your game and talk to them.
  4. Talk about how that was with us and the audience.
  5. Buy James and I a drink (..or some crisps. I really like crisps).

Basically, if you think having a night with devs and the public and drinking and talking and thinking is a good idea, come along and let us know how we can make this one better. We might well be doing this again, and we want to keep sharpening the tools.

Finally, here’s a word from lovely Mike Bithell about OpenGameCity. He’s talking about the festival, and it’s fair to say that the audiences at nights tend to be a little less random – but the overall point of it stands..

 

 

Posted in GameCityNights, notes | Leave a comment

…and a happy new year to you too.

Okay, okay, okay – we’ve been a little behind, things have been far busier than they usually are post-festival. In previous years immediately after the close of the festival the team would simultaneously collapse, catch a bad cold, rebuild their relationships with their families and wake up just in time for Christmas. 2012 was a little different.

We had an amazing festival last year, and straight after it dived into prep for the first three dates of the GameCityNights tour. There’s lots more to be said about that (not least because we’re about to go back out again) and I’ll post that up here next week, suffice to say we had a fantastic time in Bradford, London and Dublin and learnt a huge amount about putting on Nights gigs in other cities. Thanks SO much to EDGE, EA, Maxis and especially everyone who came out to see us – we’re really looking forward to seeing you again in a few weeks…

Following that I went out to visit the BIG festival in Sao Paulo where I was speaking, meeting amazing people and learning lots about videogames and the public. Thanks to the lovely BIG people, especially Jason Della Rocca for initiating the visit; and the British Council for supporting my work there. Again – lots more to say about that, which will be appearing here in the next few weeks – in the meantime, here’s Jason’s report – which includes that picture of me standing awkwardly in front of some beer that you were looking for.

Off the Map

You can get the main news about this over on the main site, but we should mention here a major new project that’s just launched. The projects that excite us most are the ones that bring together new partners to do interesting things, and this is really one of those…

We’ve been talking with the lovely folks at the British Library for years now. We first met them through our National Videogame Archive work and have since fed into their web archiving work and delivered a few talks at St Pancras.
Similarly, Crytek have been generous and imaginative supporters of the festival in lots of different ways over the years- realising some fantastic events and initiatives with us from educational workshops to large-scale experiential.
We’ve been trying to look for a way to make a different kind of competition platform for students within the project for a while. GameJam’s are fantastic, focussed events that can create a huge amount of momentum- but whilst they burn bright, they burn fast. We’re attempting to make something a little more long-term, which would focus as much on process and context as it would the finished work – and we’re hoping the ‘Off the Map’ will start to do that.
It’s our first year with the project, and as such we’re hoping to do a lot of learning about how to improve it before opening it out to the wider World. Again – we’d really appreciate your thoughts as we get going…

Sites

You might have arrived here through the core gamecity.org site, the more astute amongst you might have noticed that a things have changed there. A few years ago, when we ported the site over to WordPress, one of the main reasons we did so was to gain the agility to allow us to quickly spin-up sites for new initiatives and projects that came up. That worked really well for us, but not so well for the user – and the main hub site slowly evolved into the kind of arrangement you’d usually see on the front of a fridge, with magnets.
When we started out, things were simple and GameCity was purely a festival.
It isn’t now.
It’s a platform for interesting projects which translate videogames and cultural technology to the broadest possible audience, so we’re trying to evolve the site that to reflect that more clearly.Lee has been slaving over this for the last month and we’d really appreciate your feedback on how it works.

Here’s what we’re thinking…

gamecity.org 
This is the main core site. It aggregates news from our other projects, and also forms the centre of our network. As well as pulling together information from the work, we’re going to use it for posting broad news about the main activity and as an announcement board for interesting things that our friends and partners are doing.
In the past we’ve had lots of emails from folks asking us to announce their initiative / project / thing – and we’ve not really had a place to do that. Now we have. If there’s anything you want us to mention – send it in to info@gamecity.org.

nights.gamecity.org
The nights site is going to contain all the info about GameCityNights gigs – at home or away – and also a lot more information about the developers, artists and speakers who take part in them. In particular, we want to close the feedback cycle between event and site to make that a lot more rapid. You’ll notice this particularly with the tour in the next month when we’re going to operate with a hitherto untapped efficiency that will shock and awe us all.

open.gamecity.org
Open is the place where you can make our work much better by adding yours. Whereas previously it’s been limited to just providing access to the festival, now we’re starting to use it for GameCityNights and other projects too. It’s hopefully going to make the whole pathway to events and onto coverage much easier – something that should be especially valuable with the EDGE partnership around the Nights’ tour. We’ll talk some more about that process in the next few weeks, but let us know how you get on with it…

prize.gamecity.org
Y’know – stuff about the Prize.

GameCity TV
We’re going to continue to post-up the archive of our events to the YouTube channel, but more importantly offer some more framing and context to them on the rest of the sites. There’s some fantastic stuff there, but we don’t always present it as well as we should.

cityhall.gamecity.org
The strap-line for this project used to be, “we’re trying to find out what a videogame festival could be” – and we still are. This site is going to be the more candid, nuts and bolts process notes log about how that exploration is going. We like to think we’re pretty open about input into the project from the people who attend it, but we want to make that discussion more constant. Again, we want to deliver this on a sustainable cycle and more importantly also feature contributions from the rest of the team who work on the project. Hope you can join in, too.

Christopher White has left the building

Finally, we can’t let the first post of the New Year pass without paying tribute to Chris White who left us at the end of 2011 to new adventures. Chris joined us a couple of years ago after calling me up and bluntly asking for a job. It was weird because he kept calling me ‘Mr Simons’ on the phone, which I don’t think anyone has ever done before.
Anyone who’s worked with us over the last couple of years will know how central he was to everything we did, and everyone here wishes him everything he wishes himself in his new adventures in the promised City of London. Keep in touch, Chris!

Posted in notes | Leave a comment

GameCityNights(Away)*

Another reason why things have been quiet around here lately was announced a couple of days ago.

That’s right folks, we’re going on tour.

What?! How? Why?

Well, we’d had a lot of feedback from folks saying they wanted us to do a Nights gig in London – which originally was something we considered. Perhaps a bi-monthly event in a central London location which borrowed and built on some of the formats we’ve been playing with in the home shows. This idea gathered pace even more following a discussion with the lovely Richard Keith from EDGE / Future, who really made the whole thing possible by suggesting we collaborate on the events. With their help and the support we’ve had from the (gorgeous) tour sponsors, EA’s SimCity and Gioteck – we were able to develop the whole project alarmingly quickly and in parallel with production on GameCity 7.

Pretty quick though, it became clear that there was a more interesting way of doing this than just another night in London. There are already plenty of brilliant geek / game events happening in London – the more exciting thing was to do it somewhere else. Better still, lots of different places.

GameCityNights as a platform has changed a lot over the past three years, and of all the things we do it’s the easiest to play with. The show that goes out to the tour venues is going to be necessarily different to the thing that happens every month at Antenna, but more of the detail of that soon. Our main concern is that we don’t just try and replicate the thing that takes place at home, rather we try and help to make a local platform for each venue.

To that end, as always, we’re going to need your help.

We’ve got the main arc of the tour pretty much worked out, but that’s just one part. If you’ve got an idea or a game you’d like to show and tell folks at one of the dates, then get in touch and help us make a very different set at each venue.

Drop us an email at nights(at)gamecity.org

Those dates again?

2012

13/11 Bradford, National Media Museum

20/11 London, BFI Southbank

21/11 Dublin, Science Gallery

2013

24/1 Nottingham, Antenna

29/1 Bristol, Arnolfini

31/1 Cambridge, Junction

5/2 Birmingham, MAC

22/2 Exeter, Animated Exeter

23/2 Margate, GEEK Festival

25/2 Leeds, Carriageworks

26/2 Liverpool, FACT

Hope we meet you there!

 

*A quick word on the ‘away’ part of this project. Because we’re pathologically incapable of naming anything we do without having a ‘gamecity’ prefix, the original idea was to call the whole tour ‘GameCityNightsAway’. Of course, the thing about ‘away‘ is that it’s very much a relative term. For people coming to see the show in Bristol for instance, it’s not necessarily ‘away’ at all. It’s Bristol, which might be where they live, or not. Because of the complexities involved with this idea, which only came to light when we started talking to the venues themselves to prepare marketing materials, the ‘away’ was permanently dropped from the title to avoid confusion. Of course, if we’d actually though it though, it should never have been there in the first place. This is what we talk about when we talk about ‘short-sighted kerfuffles’.

 

Posted in GameCityNights, notes | Leave a comment

Window Shopping

We must be getting close to the festival starting, because banners and posters are starting to appear around the City. It’s a super-exciting ( if nerve-wracking) time for us, and especially so this year because we’ve been lucky enough to be able to take the design of the festival even further…

We bang on a lot about the festival being not just about videogames, but a meeting point where conversations between videogames and lots of other different art forms can take place. This year that’s an aspiration that’s being realised better than ever, wholly because of the enthusiasm and generosity of Stephen and the brilliant folks at Page45, widely regarded as the best comic book shop in the developed World.

You might not know, but this year all of the festival visual design has been created by the splendid Philippa J Rice. Incase you haven’t seen it yet, here’s some of her work being attached to the front of the Council House by some folks on a crane…

So, Philippa’s beautiful designs taking over the Page45 store window is obviously great for us because it communicates to thousands of people that the festival is taking place – but it also does so much more than that. Philippa’s style communicates to the World that we’re a festival that’s put on by people, for other people and siting the installation she’s made in Page45′s window draws a direct line from comic books to videogames, and from the festival to the City it’s based in.

That’s much more than effective advertisement, an exchange of banners, some mutual RT’s – it’s a public conversation between videogames and comics. You’re going to be hearing lots more about that very soon.

It doesn’t hurt that it looks beautiful too:

 

Go and visit, say hello, buy some comics.

 

 

Posted in GC7, notes | 1 Comment