Thursday, October 20, 2011

Chief nourisher in life's feast

Michael Abbott at Brainy Gamer says Sleep No More is:

the first time that both strands of my life’s work--theatre and video games--have coalesced to form something that feels at once deeply familiar to me and breathtakingly new.

The hardcore gamer's take on the show is an illuminating one.

SNM is an incredibly stimulating sandbox, chock-full of fascinating characters, artifacts, and narrative events. Throughout my time there (I saw it twice), I was struck by a familiar sense of open-world freedom, bound by intentional designer-imposed limits, but ultimately responsive to my desire to test those limits, tweak the system, and observe the results.

At the second performance, I found myself digging to figure out how the system works; looking for the seams; seeking ways to give myself an advantage over the other audience members; developing strategies to overcome the system’s rules.

In other words, I played Sleep No More like a game, and its design encouraged that behavior. SNM isn’t a sender-receiver event. Like all great games, its system responds to player actions, including those that would seem to fall outside the “acceptable” range. SNM gets more interesting the harder you play with it.

It's possible I'm pulling together a Google doc of show information to guide my next trip.

1 comment:

  1. So excited! I'm almost just as excited to plan the next trip as I am to go! :)