The Usefulness of Failure

Attending the PLAYER Festival of live gaming at the London Science Museum this last weekend, I took part in Seth Kriebel's excellent Unbuilt Room performance, a live text adventure for five players. The game is structured as an 80s-style text adventure (think Zork or Adventure), with the audience taking it in turns to move the protagonist through a maze roughly mapped to the human brain.  The game lasts twenty minutes, and after several early fumbles we ran out of time before we solved the last puzzle.

Seth Kriebel's The Unbuilt Room.

In correspondence after the festival, Seth advised that only 20% of playing audiences 'completed' the game. Far from being a frustration or concern, my experience with the Unbuilt Room was that our failure to solve all the puzzles in time was one of the most exciting things about the game. At its simplest level, I am now imagining all kinds of exciting endings to the story, to which the real ending cannot possibly compare. At another level, the Unbuilt Room demonstrates one of the key principles of interactive performance which Boho have discovered/rediscovered through our work: the audience needs to be allowed to fail.

Failure serves a few purposes - firstly, it's a way of demonstrating that the interactivity is real. As an audience, if I go into an interactive work and manage to somehow get everything right first time, I might be convinced that I (and my fellow audience members) am a genius. But I'm probably going to assume that the game is rigged, and not really as interactive as it claims to be.Secondly, failure is the best (possibly only) way to learn. Without the opportunity to make (and correct) mistakes, an audience is only rewarded for playing it safe. Trial and error is an intrinsic part of learning - trial without error is just a rather pallid fantasy.How to build failure in to your games without discouraging your audience is a more delicate exercise, and one with which Boho is continually struggling.

Playable Demo. Image by 'pling.

One method was in our very first interactive game, Playable Demo (which later featured as a module within A Prisoner's Dilemma). Playable Demo was an adventure game which an audience member operated using a torchbeam as an onstage mouse cursor. The aim of the game was to help Prisoner 101 escape from his prison cell by collecting and combining objects, and interacting with his guard. We quickly found when we handed the controller over to the audience that the first thing they wanted to do was direct Prisoner 101 to harm himself (no surprises). And, naturally, we wanted that too. So there were numerous easter eggs built into the game where 101 was bludgeoned by the guard for making mistakes. Our fear was that people would simply toy with the character, rather than trying to solve the puzzles we had devised for them.

Our way around that was not to minimise their chance of failure, just to make the pay-off for failure less and less rewarding. It's as simple as repetition - when Prisoner 101 hit his head on the cell door the first time, it was hilarious. The second time, still very funny. The third and fourth time, producing the same result, less so. The audience quickly learned that they could play the game to lose (the interactivity was 'real', so to speak) but that there was more fun to be had in trying to solve it than in trying to break it.

Jack Lloyd, David Finnigan and Cathy Petocz. Image by 'pling.

One other lesson was to get to grips with the fact that an audience can really, seriously go wrong, and when that happens, you need to let them work it out. In True Logic of the Future, we had a puzzle built around the Logic Piano (a replica of WS Jevons' 19th century early computer construct). In this sequence, two scenes played out simultaneously - one set in a hospital, and one set at the scene of a crime by the city's dam. The audience used the logic piano to separate out the two scenes, filtering the messy sequence into its constituent parts. It basically operated with the same mechanic as Mastermind, but with two potential correct combinations - I'm sure we'll go into more detail with this game in a future post.

Most audiences ran through the sequence between 5 and 8 times before hitting on a correct combination of keys. Some audiences got it within 2 or 3 goes, making the whole thing seem quite easily. During one performance, though, the players ran through the scene 13 times without hitting on the correct combination. As a performer, that's desperate. You can feel the frustration mounting as the audience are trapped in this same section of the play, and the concern of the players as they fear that they might not be able to solve it. And when a sequence of the show that normally runs for 8 minutes runs on to 16, you begin to freak out that the show is going to run hugely over time, and everyone will be upset.But when, on their 14th attempt, the audience got the combination correct and solved the puzzle, the exuberant cheer of the audience was worth all the stress and panic. The excitement they had for solving the puzzle was real and tangible, and carried them (and us) through the rest of the show. Afterwards, that was the scene the audience talked about - that was the memorable moment for them. In a very real sense, that was the reason they'd come - to genuinely interact with play with a live performance that really responded to their choices.How much you let the audience fail, or how much you let their failure influence the show, needs to be dictated by the data you're looking to get out of the scene. In A Prisoner's Dilemma, failure in a scene was used to dictate which of the characters in the main storyline had been tortured, so we were able to make the risk of failure quite genuine. Again, in Food for the Great Hungers, failure in scenes correlated to poor industrial relations and multicultural policies in an alternate Australia. By mapping failure to a broader element of the productions, we were able to build a reward of storyline outcomes into the momentary let-down of not succeeding. On the other hand, the purely narrative sequences in True Logic were set in stone, so failure in interactivity was used as a guiding mechanism - by letting people fail quickly, fail often, and rapidly prototype and test new ideas until something sticks - the Angry Birds model (thanks to Deloitte Digital for this analogy). And, if it's the right story, failure can be total, as with the Unbuilt Room, severing the narrative completely and leaving threads tantalisingly untied  - but only if you're sure this is the feeling you're aiming to leave people with.Across all disciplines, failure is not merely an unfortunate outcome of a poor strategy - it's an intrinsic part of any serious enterprise. People use failure to adjust and recalibrate their strategies for dealing with the world. And in a live gaming / interactive theatre context, failure can be the most fun part of the experience. Don't underestimate the joy of making a live performer hit their head repeatedly against a wall for your entertainment.

(And sometimes you invent a scene entirely so the audience can fly the performers around stage like an old console game) Flying Dudes. Image by 'pling.

The Treasure Hunt

The Treasure Hunt is a scene we love using because it gets the audience working directly with the environment, so it's great to break down walls. Depending on what you want to achieve, there are good ways to get story content out at the same time.Performers can work as facilitators in case things get stuck, characters are possible as well but this relies on there being some kind of justification for them in being in the space but not helping - obviously the performers know where the treasures are hidden so any attempt to have characters pretending to be helpful risks coming off pretty obnoxious.The performance can have several streams but we've found it works best when the streams are completely linear, otherwise the structure can fall apart. The focus is on exploration, experimentation, puzzle solving and discovery. All the events should be largely pre-scripted since keeping the audience on track without distractions or red herrings is really important. Improvisation is generally not necessary, the scene itself is kind of the star anyway so performance elements can be quite minimal.It can be difficult to find places to hide things that don't get accidentally discovered in the rest of the search. It's good to make items as innocuous as possible, with characteristics that when shown in clues make the item the only possible candidate. It's good if there's a lot of other stuff around too, so that just picking up everything isn't an option.All audience members can take the initiative to contribute, any one of them can make the intuitive leap, and if an audience member has figured something out it's unlikely that they'll sit there without contributing by at least voicing their thoughts, and more likely they'll get involved because it's fun to take ownership of your own good ideas. Sometimes individuals will work on their own, sometimes leaders emerge naturally and ideas get passed to them. The combined input of all the audience members drives the show.The result is a feeling of reward and progression. True Logic: Treasure Hunt to unlock charactersThe first scene of True Logic had David's character, Will, locked to a table with a gold lock, and a pile of keys on the stage, all of them silver except for the one gold key, with the onscreen instruction - UNLOCK. This was as strong an offer to the audience as we could think which still had a task involved - identify the correct key from the pile - and still had a risk involved - what if the key doesn't work? By including uncertainty about what they are required to do and the risk of failure, the audience have to rely on their own logic. This leap of faith being done, our aim was to reward as much as possible, to encourage further interactions - in this case, the whole play starts. The storyline backs up the action on stage - the environment is an onstage metaphor of a computer system, so unlocking the initial character represents a start-up sequence. It also sets up the relationship of the audience to the show - they make things move forward.[youtube=http://www.youtube.com/watch?v=iUuHB0i-Dsw&feature=channel_video_title]In this scene, which occurred immediately after Will's unlocking, Jen and Alex (played by Cathy Petocz and Jack) are shown onscreen. This was a live video link from offstage. Visual clues are shown on both sides, setting up two streams of information and clues to follow. As the locations indicated by the onscreen clues are found, the treasures are discovered, in each case ephemera from the characters' lives - photo albums, calendars, diaries, birth certificates, etc - all blank of information. These are passed to Will, who places them in a drawer, and the items emerge onscreen, this time full of details. This was done to begin to offer snippets of character development. Onscreen, the treasures also show the next item to be searched for.  The final treasure on each stream is a document with highlighted letters in its title. By holding the titles next to each other, the highlighted letters spell 'Vest Pocket' - an audience member reaches into Will's pocket and finds a coin, a replica of the Gold Sovereign minted by Jevons in 1855. This is sent to the other space, which ferries Jen and Alex onto stage. Great Hungers: Treasure Hunt as a cooperative race[youtube=http://www.youtube.com/watch?v=cvDJNpnHQiI&feature=relmfu]This was recorded over two nights and the streams played out quite differently between the nights, so the video above is more of an overview. This was a timed scene that fed into an alternate history of Australia, with the results influencing the landscape of media and communications. Two of the bedrooms at Manning Clark House have bookshelves running the full length of walls, with sections numbered and categorised. This gave us a coordinate system we could use for clues, which were written in books on themes of mass communication that we bought for the show. One room can see but not hear the other, the second room can hear the first but not see them. After a few clues, the streams cross into opposite rooms, and then back again, and the two rooms need to use the tools available to them to communicate. The objective was to create a working cooperation between the two rooms to discover the key to opening the door, which was a synchronised clap.It was particularly fun when audiences interpreted the scene as a race with the opposing room rather than a cooperative exercise, and tried to work out ways of getting information out of the other team without giving any themselves. We also used the video/audio split for a treasure hunt as part of a two-day residency at PACT in 2009, that we call Big World/Tiny World. The audience were split between the dressing room and stage area. We had fun with this one - the stage area was populated with cheap and cheerful replicas of features of the dressing room - printed out photos, a couch made out of the seating bleachers, bigger scale graffiti, and so on, and the dressing room had miniatures, like a toy car and model piano. The aim was to unlock a keyed lock on one side of the door, and a combination lock on the other. This one focused more on different kinds of clues, some are in the list below. Kinds of clues we've usedCoordinates to books or treasure location • Arrows on live video pointing at treasure location • Pictures of treasure location • Pictures of the correct key to use • Tiny/Huge versions of the treasure location • Puzzle pieces • Recording of lock combination on a CD in car CD player • Putting torch in a cradle to aim at a map Next articles up look at the role of failure, and the Adventure Game.

First

Following our performance at TEDxCanberra 2011, which was kind of a pilot for us in combining lecture and storytelling with interactivity, we're working on formalising our work over the last few years, categorising it, and considering where various techniques are most effective. Figuring that others might find this useful too, over the next few months we will be posting regular articles on interactive performance styles and tech, looking at ways that audience members can contribute to their own appreciation of a work, resulting in a richer artistic experience.We're looking to create a resource for people interested in developing interactive narrative performances, and we'll be aiming to post a new article every week or two. The first of these is the Treasure Hunt interactive mechanism, it's up now. Take a look.You can also find all the information you need about the company, including previous productions and scripts, reviews and whatnot, and contact info - it's a website.