Playing video games in front of a live audience turns them into an immersive performance art. The experience was both bewildering and exhilarating, as 70 players collaborated to navigate a surreal journey through a digital landscape.
The game Asses.Masses, created by Canadian artists Patrick Blenkarn and Milton Lim with a small team of collaborators, is often compared to other video games that are more about puzzle-solving than immersive storytelling. But its setting – a theatre surrounded by hundreds of people shouting advice and opinions – transforms the experience into a collective performance art.
The game opens with questions on donkeys in different languages, requiring players to work together to provide answers. As the journey progresses, it becomes clear that collaboration is key to success. The audience's diverse backgrounds and expertise are all utilized as players navigate through 10 chapters of the game.
During my experience playing the game for eight hours straight, I felt a sense of camaraderie with other players in the theatre. The collective effort made the game a true endurance test – and an incredible adventure. It has led me to reflect on why games that encourage collaborative play can be more engaging than those that don't.
In my experience, video games are most interesting when they evoke strong emotions or reactions from players. These experiences often rely on the addition of human factors – in this case, a live audience – which bring a new level of immersion and depth to the game.
The game Asses.Masses, created by Canadian artists Patrick Blenkarn and Milton Lim with a small team of collaborators, is often compared to other video games that are more about puzzle-solving than immersive storytelling. But its setting – a theatre surrounded by hundreds of people shouting advice and opinions – transforms the experience into a collective performance art.
The game opens with questions on donkeys in different languages, requiring players to work together to provide answers. As the journey progresses, it becomes clear that collaboration is key to success. The audience's diverse backgrounds and expertise are all utilized as players navigate through 10 chapters of the game.
During my experience playing the game for eight hours straight, I felt a sense of camaraderie with other players in the theatre. The collective effort made the game a true endurance test – and an incredible adventure. It has led me to reflect on why games that encourage collaborative play can be more engaging than those that don't.
In my experience, video games are most interesting when they evoke strong emotions or reactions from players. These experiences often rely on the addition of human factors – in this case, a live audience – which bring a new level of immersion and depth to the game.