Showing posts with label new york times. Show all posts
Showing posts with label new york times. Show all posts

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. 
The Witness Training. Safiya Fredericks (background) as The Founder and audience member/colonist Melissa Nigro


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:


“A game is an experience created by rules.” - Anna Anthropy (Rise of The Videogame Zinesters)

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
"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.

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.

The Bluelight


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.

The Belief Ladder

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.

Audience members fill out exit surveys after the playtest.



César Alvarez - Creator/Composer
Sarah Benson - Director
Ivan Safrin and Syed Salahuddin - Game Designers

For more information on the The Universe is a Small Hat tweet or contact César.

12.06.2009

44 Considerations for Young Composers



1. Stop listening to what everything/everyone seems to be saying.

2. Then start listening again whenever.

3. Spend lots of time doing whatever you like doing.

4. Forget about everything you learned sometimes.

5. Make music that only your cat likes.

6. Music can be the wrong place to look sometimes.

7. You are very powerful.

8. You are very tiny.

9. You are perfect.

10. You are making a difference.

11. As an experiment stop trying to do the thing that you've been expecting yourself to do.

12. If you aren't doing anything you are still a composer.

13. Don't write a score for a piece that doesn't have a score just because the grant application says you have to have a score. (You might suggest that they read Varese's "The Liberation of Sound" 1936)

14. Don't take the rhythm out of your piece because "contemporary music isn't supposed to have rhythm."

15. Don't put a pulse in your piece because you think no one will listen to it otherwise.

16. Whatever your parents think about your music is fine.

17. If your significant other won't listen to your piece all the way through it doesn't mean that he/she is not right for you.

18. Read "Noise" by Jaques Attali

19. Read "The Rest is Noise" by Alex Ross

20. Music bloggers have a disturbing appetite for live and recorded music, and you shouldn't feel like you have to keep up. In fact, just don't read them unless you really like the feeling it gives you.

21. Go to the library sometimes.

22. Listen to the city.

23. Take a walk.

24. Eat local vegetables.

25. Consider the semiotics/social impact/evolution/formal structures/psychological effects of recording technology.

26.Try to imagine that sonic art (music) is the non-linguistic expression (explanation) of an infinitude of things that happened, are happening, and that will happen.

27. Grant yourself permission to write the future of humanity's organizational efforts in all areas.

28. Work with the assumption that your music has a massive capacity to achieve transformative results.

29. Consider quantity over quality.

30. Allow yourself to keep everything and forget everything.

31. If you want to say "I hate music and I'm going to do something else" just say it.

32. If you went to a conservatory it doesn't mean that you are letting someone down if you:
a. Don't notate your music.
b. Do something different entirely
c. Put down the instrument you practiced for your entire life and only play an instrument you barely know how to play.
d. Never practice.
e. Have a healthy skepticism (disrespect) for all the crap you learned in conservatory.


33. If you didn't go to a conservatory you don't need to "go back to school" and refer to 9.

34. If you are currently in a conservatory don't take yourself so seriously, remember that you are learning inside a specific institutional dynamic (point of view), and refer to 9.

35. Specify failure. Generalize success.

36. All rejected applications are valuable gifts, the summed value of which will purchase tremendous acceptance in the future.

37. When you don't get the grant you will doubt yourself. When you get the grant you will be proud of yourself and then doubt yourself. All of that is fine.

38. Be wary of out dated and newly minted sonic and musical moralities.

39. Be wary of composers and teachers trash talking "Pop Music" if they aren't referring to specific artists or musical currents. It's entirely possible that they don't know what they are talking about.

40. Be wary of the cult of the "new."

41. Be cautious fixating on new technologies just because they are new. Consider letting your musical imagination guide you to the technology that will aid in the realization of the imagined sounds.

42. Think about what caveman music might have sounded like, and what purpose it might have served.

43. Send your music to your middle school music teacher. I bet he/she will be really happy you did.

44. Make more music. We need it.


I wrote this piece in response to Annie Gosfield's Article for the New York Times website entitled "Advice for Young Composers."

7.02.2007

Moving Beyond Kyoto


Al Gore's op-ed in the New York Times, is chilling. He is definitely trying to invoke a sci-fi-esque global call to arms which perhaps will resonate with our nation of "Armageddon" fans. I don't know if people will catch on until the sky actually catches on fire and you need a scuba tank to get to your wall street job.

"In the last 150 years, in an accelerating frenzy, we have been removing increasing quantities of carbon from the ground — mainly in the form of coal and oil — and burning it in ways that dump 70 million tons of CO2 every 24 hours into the Earth’s atmosphere.

The concentrations of CO2 — having never risen above 300 parts per million for at least a million years — have been driven from 280 parts per million at the beginning of the coal boom to 383 parts per million this year.

As a direct result, many scientists are now warning that we are moving closer to several “tipping points” that could — within 10 years — make it impossible for us to avoid irretrievable damage to the planet’s habitability for human civilization."

full article here...

5.31.2007

Pulverizer of the Past

My friend Chris got some great NYT facetime with this article about his zany intermissions project. Some of the listening is really interesting, and the concept is a riot. Chris is someone that has a very unique relationship to sound, and I love him for it. The only thing weird about the article is that they put "sound-artist" in quotes as though that is a term which is either from another language or just not acceptable yet. Good job Chris, if anybody could get the word sound-artist in the Times you could. (Though usually you say Phonographer no?)

I came across these quotes that are relevant to Chris' work today:

"The musician, once outside the rules of harmony tries to understand and master the laws of acoustics in order to make them the mode of production of a new sound matter. Liberated from the constraints of the old codes, his discourse become non-localisable. Pulveriser of the past, he displays all of the characteristics of the technocracy..." (Jacques Attali)

"...In other words, digital freedom comes with a price attached: confusion gets disseminated from the fringes as much as from power centres. It therefore becomes the task of acoustic engineers to make a humanised noise, to wrestle the new tools into a language usable and accessible by the listener." (Rob Young from Worship the Glitch)

Audio Clips From “Music Before and Between Beethoven, Stravinsky, Holst”
Audio “After Beethoven” (mp3)

Audio “SF Variations” (mp3)

Audio “Holst, Hitherto” (mp3)


3.17.2007

NYT Music Roundup:

Here's a bit on the wonderful Nico Muhly. I got to share a bill with Nico while I was hanging onto Corey Dargel's coattails last year at the New Yorker Festival. Brilliant, precocious, friendly, unpretentious, and quite attractive if I do say so. Some people got it all.
Young Composer Finds His Fuel in Restlessness


Two of my favorite guitar Goddesses Kaki King and Marnie Stern make headlines.
Guitar Heroes, Make That Heroines, in Indie Rock

Reverse engineering Glenn Gould for a computer to play is always fun to read about. But I'm confused because I thought John Oswald was working on this very thing, but there's no mention on him or his cohort Ernest Cholakis.
Is It Live ... or Yamaha? Channeling Glenn Gould

I can never resist reading the new york times writing about indie rock. And my mom always forwards it to me: "This article made me think of you." I love you mom, and yes I've heard of (insert name of absurdly popular band)
Auditioning for the World Stage at an Austin Festival