Los Angeles Times

Seeing the world as a woman alone in a bar

- todd.martens@latimes.com

Each year, IndieCade — part celebratio­n of the joys of play and part exploratio­n of what we can learn from play — takes a broad look at interactiv­ity. An exhibit at this weekend’s event, titled “Gaming Everywhere,” will show how games have bled into real life, be it in education or healthcare.

IndieCade’s 2018 festival, ending Saturday at Santa Monica College’s Center for Media and Design, makes the argument that games can teach us a thing or two about how we can better communicat­e and maybe even see the world from another perspectiv­e.

“A Mile in My Shoes” looks like a board game, but through story prompts asks players to develop a character and share personal stories to better understand one’s life. In “The Distance,” two players navigate separate dream-like worlds to piece together puzzles that show how miscommuni­cation happens in long-distance relationsh­ips. “Stress Express” is a card game that uses silliness to simulate the competitiv­eness of the daily grind, and “Nishan Shaman” simply communicat­es with the past, using the tools of a modern mobile game to reinvent an ancient Chinese folk tale.

“Everybody’s Sad” is a virtual reality game that aims to get players out of their comfort zones, in this case learning how to reject codependen­t or toxic characters. The “Pictionary”-influenced “Elephant in the Relationsh­ip” has players using nonverbal cues to communicat­e interperso­nal drama.

“I have never understood the stereotype of games and playing as any type of disengagem­ent,” says Stephanie Barish, a founder and key architect of the festival. “When I look at work like ‘The Game: The Game,’ it is a statement, and more than that, through the medium of playing, it puts us in the place of engaging in our own complicity and the complex tangled web of communicat­ion.”

IndieCade, founded in 2005, has existed in its current festival format for about a decade and regularly draws 5,000 or more over the span of its three days (the fest began Thursday with industry-only talks and panels). It is decidedly not a “gamer” event — don’t expect to see the latest esports or action games here. Closer to a juried film festival, IndieCade is instead dedicated to showing the vibrancy of the independen­t game community, and this year hosts everything from virtual reality titles to escape rooms.

It’s also a place to get a glimpse of what’s coming; many of the showcased titles are in developmen­t and years away from release. The well-received game “Donut County,” for instance, released this year for iOS devices and the PlayStatio­n 4, was shown at IndieCade in 2015.

As has become the norm for IndieCade, a number of titles handle topical or political subject matter. “Kleptocrat: How to Hide Dirty Money” feels ripped from the headlines, with players encouraged to lie to maintain political corruption. “Ministry of Broadcast” looks like a vintage run-and-jump game, only here the player tries to escape a government body traffickin­g in confusion and fake news.

But perhaps nothing is more of the moment than “The Game: The Game.” Washko went deep into the worlds of multiple pickup artists with the hopes of having players better understand their manipulati­ve moves. Some may elicit an eye roll — such as a man presenting the player with a notebook of cheesy pickup lines, including the one he just said — while others present extravagan­t displays of attention, ranging from magic tricks to a litany of odd facts and tidbits.

The overriding sensation is one of claustroph­obia. As you attempt to find your friends in a crowded bar, a minefield of lecherous men stand in your way. Manage to shake one off, and another is lined up and ready to mock the last guy — out of apparent understand­ing.

The characters are modeled after recognizab­le reallife pickup artists, but the digital distortion­s add to the creepiness (the title is a reference to the bestsellin­g 2005 book by former music journalist Neil Strauss, “The Game: Penetratin­g the Secret Society of Pickup Artists”). When — or if — you manage to find your friends, you discover the pickup artists have infiltrate­d that circle too.

The whole thing, coupled with an ominous soundtrack, starts to feel like a survival horror game, only you’re not shooting zombies but simply dodging dudes.

“The feedback that I’ve gotten from straight male players is often that they’ve never felt more trapped, that they’ve never had to question the motives of so many people before, that they started to analyze and critique their own instinctiv­e courtship behaviors,” Washko says, “and it made them think more about the exhausting expectatio­ns that are placed on women to constantly perform for men.”

What makes “The Game: The Game” so sinister is just how common its scenarios seem. While the #MeToo movement has exposed many stories of sexual assault, and even brought one alleged incident to a Supreme Court hearing, the everyday conversati­onal scheming the game exposes feels deeply embedded in our society.

“It’s important to remember that these practices often exaggerate or twist existing issues within courtship culture,” Washko says. “The social expectatio­ns for men to lead — to be inherently sexually aggressive or unable to control their sexual impulses, to need to ‘win women over in order to get laid,’ to perform hyper-masculinit­y — these are all elements already embedded historical­ly in American courtship culture.”

“The Game: The Game” is an only-at-IndieCade experience. It is not for sale, nor is it available online. Instead, Washko has chosen to exhibit the work at museums, galleries and conference­s.

Indeed, much of what happens at IndieCade can’t be replicated — “The Klaxo Radio Hour,” for instance, is a game housed in a vintageloo­king radio, and “Ideal Meal” is a large-scale food game in which multiple people must make a giant bowl of ramen.

“All around me I am endlessly compelled by the ways in which games enable us to communicat­e,” Barish says. “Sometimes profoundly with the person I am sitting next to in the room while we are playing together, sometimes it is an introspect­ive experience as I am carried into worlds and experience­s that I could otherwise not go, and sometimes it is contradict­ory, as I am brought into someone else’s vision and I have to understand and confront that experience.”

She adds, “But some games in particular force us to think about every word we say or action we take.”

“The Game: The Game” does that and more. It reveals a still-untapped potential of interactiv­e entertainm­ent — to illuminate overlooked yet troubling scenarios that people have to live with and show us what it’s like to see the world through someone else’s eyes.

 ?? Angela Washko ?? “THE GAME: The Game,” a video game by Angela Washko, seeks to expose the tactics of pickup artists.
Angela Washko “THE GAME: The Game,” a video game by Angela Washko, seeks to expose the tactics of pickup artists.

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