Tabletop_Gaming__April_2019

(singke) #1

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t a recent meeting of the Manchester
Game Studies Network, Hwa
Young Jung (a multidisciplinary
artist and games designer)
and Dr. Emma Murray (senior
lecturer in criminal justice from Liverpool
John Moores University) presented their work
in developing Probationary: e Game of Life
on Licence. Produced through workshops with
men on licence, Probationary explores the lived
experience of being on probation, reecting real
experiences of being subject to the criminal justice
system and presenting players with an opportunity
to play, understand and discuss such systems
within our society.
Probationary very clearly takes the form of a
game. To all intents and purposes, it looks like
a classic game such as Snakes and Ladders, or,
indeed, eGame of Life whose title it invokes.
In terms of gameplay, Probationary (which was
designed for three to ve players, one of whom
takes a game master-like role as the ‘Eye’) gives
each player an identity (a composite character
with a set of values, abilities and restrictions)
and the goal of moving from their designated
starting space to the nal ‘safe space’. Movement
is determined by the roll of a d6, with players
picking up cards on each space that either award

or remove points. e
player with the most
points by the time all
players reach the safe
space wins. In addition
to this classic roll-and-
move mechanism, players must ‘report in to the
Eye’ at specied points, with penalties applied
for failing to do so.
Probationary prompted a discussion that
could broadly be divided into three categories:
questions about the probation system, questions
about co-creation and ethics, and questions about
games more generally. Prompted by the seemingly
innocuous question ‘Is Probationary a game?’, we
found ourselves engaged in a heated (but good-
natured) discussion about the nature of games.
ere have been many attempts made to dene
games. Some emphasise playfulness, others rules,
others conict. In his keynote presentation for
the 2003 Level Up conference, Danish game
designer and theorist Jesper Juul oered what
has become an inuential denition of games,
arguing that they must be: (i) rule-based; (ii)
have variable, quantiable outcomes; (iii) have a
value attached to the outcomes (some outcomes
are better than others); (iv) involve player eort;
(v) have an attachment of players to the outcome
(winners ‘feel good’ and losers ‘feel bad’); and
(vi) have negotiable consequences (the game can
be played with or without real-life consequences).
How does Probationary fare? It certainly has
rules (it comes with a rulebook) – these allow
players to quantify the outcomes, of which

there are some that are ‘better’ than others
(there will always be a winner). Does the game
involve player eort? No, or at least not beyond
the mechanical action of rolling dice and moving
pieces. Like Snakes and Ladders, Probationary
is a game of chance with minimal player agency.
In the absence of any meaningful input on the
part of players, any attachment to the game’s
outcome is likely to be short-lived. As Juul notes,
this category is negotiable, depending as it does
on the lusory attitude of the players. In other
words, if attachment is in the gift of its players (i.e. a
subjective response is made possible by the game’s
rules) then this relies on the players themselves.
Juul’s last criteria, ‘negotiable consequences’, was
an interesting one. While for those at our session
the game could be played without consequence,
its thematic impact was dramatic. at some of us
could play Probationary in this way underscored
the fact that for those living on licence there exists
a parallel ‘game’ in which the submission to a
system of rules, and the attendant frustrations and
apparent lack of agency is rather less negotiable.
According to Juul’s framework, then,
Probationary is not a game. Does this make it any
less eective in obtaining its goal of stimulating
discussion about the probationary system in
the UK? Absolutely not. Taking this further, does
classifying something as a ‘game’ or not actually
matter to anyone working outside of games
research? Probably not. Consider the original
Game of Life, which falls short of Juul’s denition
for exactly the same reasons. Yet, despite this,
eGame of Life is recognised by millions as an
archetypal game. Could we say that games include
“anything that might be classied as such by the
people who are playing it” – a cop-out or a more
inclusive (non-)denition that seeks to move
away from perceived value? Perhaps both.

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180


(a)


(b)


Play it smart


Doctors Paul Wake and Sam Illingworth
are Manchester Metropolitan University
academics and co-directors of The
Manchester Game Studies Network.

What’s in ‘a ga me’? Our professors of play consider what lies behind


the seemingly straightforward denition of a tabletop experience


tabletopgaming.co.uk 49

Probationary: a game
that explores the
experience of living
while on probation
(Dan Burns)
Free download pdf