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6.29.2020
9.26.2017
Working in the Theatre: Polyphone
Musical Theatre of the Future
In February 2017 I went to Norway to talk to experimental LARP designers about making a participatory space musical. I got to share a lot of my beliefs about musicals, participatory theater and transforming the civic sphere with art. You can watch:
Watch it on YouTube
Also check out Lizzie Stark's primer on Nordic Larp HERE.
Watch it on YouTube
Also check out Lizzie Stark's primer on Nordic Larp HERE.
3.09.2017
The Skin of Our Teeth at Theatre for a New Audience
Eric Farber and Fred Epstein | Photo by Henry Grossman |
Photo by Henry Grossman |
Photo by Henry Grossman |
New York Times Feature: "Why Thornton Wilder Matters in the Trump Era"
New York Times Review: "In ‘The Skin of Our Teeth,’ the End of the World as We Know It"
NOISE
Jenna Rush | Photo by Eric Wolfe |
Photo by Eric Wolfe |
Photo by Eric Wolfe |
NOISE was a commission of Playwrights Horizons Theater School.
Jack Moore of the Public Theater talks about it in this podcast. (Minute 42)
Here's a demo of a song from the show:
8.19.2016
The Elementary Spacetime Show
photo by Eric Wolfe |
“The universe doesn’t care if you live. It just doesn’t want you to die as the result of a false impression."
The Elementary Spacetime Show
Music, Book and Lyrics by César Alvarez
Directed by Andrew Neisler
Choreography by Sonya Tayeh and Ben Hobbs
September 10-24, 2016
Co-presented by The University of the Arts and FringeArts
TICKETS AND INFO HERE
REVIEWS:
The Philadelphia Inquirer - 'Spacetime Show' probes teen suicide with humor, music, physics
WHYY/NPR - Fringe Reviews: 'The Elementary Spacetime Show'
Broad Street Review - University of the Arts/FringeArts co-production asks, "Why live?"
11.24.2015
FUTURITY
Illustration by Adam Hayes |
Music by César Alvarez with The Lisps
Lyrics and Book by César Alvarez
Directed by Sarah Benson
Directed by Sarah Benson
FUTURITY won the 2016 Lucille Lortel Award for Outstanding Musical and received 5 nominations.
FUTURITY won the Off-Broadway Alliance Award for Best New Musical
NY Times Review HERE
3.12.2015
Washeteria
This is a song from my episode of Washeteria:
A site specific, immersive theater piece for children. Louisa Thompson
designed a fantastical laundromat inside an former auto parts store
in Brooklyn. I wrote a mini-musical for the piece. My episode (Directed by the luminous Annie Tippe) is called Consuela and the Great Genie of The Laundry Bag. It's about a woman trapped inside a laundromat by an evil manager, and a genie who loves granola bars.
One thing that is
interesting about this show is that that as we've been rehearsing, every
single day we are visited for an hour by a different second grade class
from The Brooklyn Arbor. I love the idea of making a musical in front
of an gaggle of squirming second graders.
Tickets are HERE.
10.14.2014
Ursula K Le Guin on Science Fiction
"Truth is a matter of the imagination" - Ursula K Le Guin
Image Credit - The Left Hand of Darkness by David Lane |
I recently read Ursula K Le Guin's legendary novel The Left Hand of Darkness. In the introduction she lays out a really compelling meditation on the role of science fiction in culture. As we are ever more altered by our technology, it bears repeating that the metaphors of science fiction might help us create a more intelligent society.
Introduction
"Science fiction is often described, and even defind, as extrapolative. the science fiction writer is supposed to take a trend or phenomenon of the here-and-now, purify and intensify it for dramatic effect, and extend it into the future. "If this goes on, this is what will happen." A prediction is made. Method and results much resemble those of a scientist who feeds large doses of a purified and concentrated food additive to mice, in order to predict what may happen to people who eat it in small quantities for a long time. The outcome seems almost inevitably to be cancer. So does the outcome of extrapolation. Strictly extrapolative works of science fiction generally arrive about where the Club of Rome arrives: somewhere between the gradual extinction of human liberty and the total extinction of terrestrial life.This may explain why many people who do not read science fiction describe it as "escapist," but when questioned further, admit they do not read it because "it's so depressing." Almost anything carried to its logical extreme becomes depressing, if not carcinogenic.
Fortunately, though extrapolation is an element in science fiction, it isn't the name of the game by any means. It is far too rationalist and simplistic to satisfy the imaginative mind, whether the writer's or the reader's. Variables are the spice of life.
This book is not extrapolative. If you like you can read it, and a lot of other science fiction, as a thought-experiment. Let's say (says Mary Shelley) that a young doctor creates a human being in his laboratory; let's say (says Philip K. Dick) that the Allies lost the second world war; let's say this or that is such and so, and see what happens.... In a story so conceived, the moral complexity proper to the modern novel need not be sacrificed, nor is there any built-in dead end; thought and intuition can move freely within bounds set only by the terms of the experiment, which may be very large indeed. The purpose of a thought-experiment, as the term was used by Schrodinger and other physicists, is not to predict the future - indeed Schrodinger's most famous thought-experiment goes to shwo that the "future," on the quantum level, cannot be predicted- but to describe reality, the present world.
Science fiction is not predictive; it is descriptive.
9.26.2014
The Universe is a Small Hat - BABYCASTLES RESIDENCY
The Universe is a Small Hat is a multiplayer immersive musical that tells the story of a space colony leaving earth in order to devise a more rational society. I've been developing this piece for two years now, and it isn't quite like anything I've ever created or experienced. Part game, part performance, part social experiment, part Utopian concept album, part party. We can't make the piece without willing participants. Come out and play.
OFFICIAL WEBSITE
Trailer HERE
An Octoroon
From left, Chris Myers, Danny Wolohan and Amber Gray. Credit Pavel Antonov
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Composing for Branden Jacobs-Jenkins' An Octoroon at Soho Rep this past spring was one of the most exhilarating artistic experiences of my life. The song I wrote for the end was meant to be a moment of healing or reflection after the intense discomfort and insane melodrama that the play intentionally creates. Lester St. Louis is the fantastic cellist who makes it happen in the show.
NY times Review HERE.
Here's my original demo of the closing song:
"When You Burn It Down."
Music and Lyrics by César Alvarez
7.16.2013
The Universe is a Small Hat - 1st Play Test
Engineering meaningful participatory theater.
Photos by Nora Mericicki from the Berkeley Rep Ground Floor workshop/playtest June 21, 2013.
A Song from the show:
"Games are a kind of theater in which the audience is an actor and takes on a role – and experiences the circumstances and consequences of that role.” - Anna Anthropy
Below I've presented some game concepts alongside a few thoughts on how we are integrating the concepts into The Universe is a Small Hat. The words that game designers use to describe their work have been helpful as I try to merge these two worlds. My hope is that more theater artists will start creating work that generates story-driven interactivity. In the two large playtests we've done I've found an incredible willingness on the part of audiences to participate as long as the system makes some sense to them.
Photos by Nora Mericicki from the Berkeley Rep Ground Floor workshop/playtest June 21, 2013.
The Witness Training. Safiya Fredericks (background) as The Founder and audience member/colonist Melissa Nigro
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During my time in The Civilians R and D Group and the Berkeley Rep Ground Floor Program I have been studying how to turn the experience of my musical into an immersive and interactive game. My piece is entitled The Universe is a Small Hat and tells the story of a techno-Utopian space colony which encounters a mysterious non-human atmospheric intelligence. Each audience member plays the role of a colonist and has to choose how to behave and interface within the micro-society on the ship. The decisions that colonists make influence their experience of the piece, opportunities they have, their access to the ship itself, and ultimately the ending that they experience.
A Song from the show:
Games are systems and so they are well-suited to tell stories about systems. Small Hat is at its core about a society, which is a network of shared laws, customs, and/or organizations. My piece also deals with physics which is a system of laws capable of describing and predicting aspects of our Universe. The idea for turning my piece into an immersive experience first came from this video of futurist Jason Silva talking about his experience of Punchdrunk's Sleep No More.
When I found the Jason Silva video I was trying to figure out how to tell a futuristic story in a theatrical context, but I feared that being conventionally presentational would come off as hokey. My sense is that science fiction has a bad reputation in theater. Perhaps science fiction works better in novels and films because both forms are so good at immersing us in a fictional future. Silva connects Sleep No More to virtual reality and frames its (albeit analog) interactive environment as an evolution of the video game and “the future of storytelling.” I think he has a point. For centuries theater has served to create a moment of physical rest and reflection after a day of labor. But now, as more jobs than ever require hours of isolation sitting in front of a screen, plugged into a network, theater might be well positioned as a place to engage our bodies, and allow us to interact with one another in physical space. George Lucas recently came out with a similar point in his Times article The Future of Movies.
The Healer Training |
Below I've presented some game concepts alongside a few thoughts on how we are integrating the concepts into The Universe is a Small Hat. The words that game designers use to describe their work have been helpful as I try to merge these two worlds. My hope is that more theater artists will start creating work that generates story-driven interactivity. In the two large playtests we've done I've found an incredible willingness on the part of audiences to participate as long as the system makes some sense to them.
Player Character - is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game.
In Small Hat the “player” is the audience member. And as I develop the “script” I am viewing the audience member as an actor in the play. The script should be a delineation of circumstances that allow for a mediated experience full of sensation, story and choice. The audience members will not be asked to “act” or play a character other than themselves. Since they are cast as members of the space colony we are asking them to be themselves exactly as they are, or as they'd like to be. Each colonist is given one of five “identities,” or jobs, based on an evaluation, but each individual can embrace, switch, or reject the identity as they see fit.
Non-Player Character - any character not controlled by a player. In our case, the actors.
Reward - The reward is the positive consequence of conquering the challenge; it can be anything from an increase in score, new items, or a scene.
Risk - a situation involving exposure to danger, or in the case of a game, the loss of points, rewards, or status.
Cutscenes - A cutscene is a sequence in a video game over which the player has no or only limited control, breaking up the gameplay. Cutscenes are used to advance the plot, strengthen the main character's development, introduce enemy characters, and provide background information, atmosphere, dialogue, and clues.The video game form of scene/gameplay/scene/gameplay reminds me of the musical theater form of scene/song/scene/song. In Small Hat we will move the narrative primarily through songs, direct address, and gameplay, with few scripted scenes between characters. The colonists also have a lot of time to interact directly with the drones, in which case the drones will be improvising based on their understanding of the world.
Items – Objects which play role in the story. The might contain clues, unlock elements of the story, offer powers or privileges.
Score - In games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points, and events in the game can raise or lower the score of different parties. Most games with score use it as a quantitative indicator of success in the game, and in competitive games, a goal is often made of attaining a better score than one's opponents in order to win.
Playtesting – This is an idea in games that you have to play the game in order to gauge its effectiveness. Is it challenging? Too repetitive? Too easy? Interesting to both expert players and novices? Factors of the game can be tweaked and adjusted according the to subjective experience of the playtesting. I thought playtesting is the game design version of workshopping in theater, but I've actually discovered it is more analogous to rehearsal. We actually need the players (audience) to see even the most basic elements of the piece on their feet.
Skill and Chance – This is a polarity that is present in many games. There is a randomizing element (dice or cards) but also a system of rules which can be employed though a player's skill. Specific strategies will allow Colonists to achieve higher and reach greater depths of the world. But the randomizing elements will add unexpected outcomes.
Level - In a video game a level is the total space available to the player during the course of completing a discrete objective.
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