Los Angeles Times

Zoom taking off for gamer crowd

With USC students creating new titles for the platform, it’s gone beyond business now.

- TODD MARTENS GAME CRITIC

Just a few weeks ago, when the game world was anticipati­ng the next generation of consoles, such as Sony’s PlayStatio­n 5 and Microsoft’s Xbox Series X, we had no way of knowing that soon a new game platform would emerge. It’s one that had long been right in front of us and seems especially attuned to life during the coronoviru­s pandemic: Zoom.

Video conferenci­ng platform Zoom had been used regularly and often in business settings, but in our new stay-at-home, work-athome lifestyle it has become a prime way to connect, be it for jobs, for school, for socializin­g or even for fitness. And, as an academic team at USC has discovered, it’s a pretty good place to play.

“Play is very natural to fall into, and playing with non-game platforms is something humans have been doing for a long time,” says Aubrey Lynn Isaacman, a game designer and student in USC’s Interactiv­e Media MFA program. Isaacman references the Choose Your Own adventure books popular in the 1980s, noting that where there is a medium, there is play.

“With so many people staying at home,” Isaacman

says, “we’re going to see a lot of cool, new interactio­ns coming from places we wouldn’t expect.”

Shortly after Gov. Gavin Newsom placed restrictio­ns on social gatherings, the USC Game School sprang into action. Jeff Watson, an assistant professor of Interactiv­e Media & Games at the university, put out a call for students to create games using Zoom, keying in on the idea that many would now to be using the platform to connect and in need of ways to use it for its full potential — that is, to play, of course.

“It’s kind of reminiscen­t of what happens with all kinds of technologi­es,” Watson says via, yes, Zoom. “People think, ‘How can we be playful with this technology?’ Think of early cinema, effectivel­y just filming the proscenium of a play before realizing that we could move the camera around and put the camera on the wheels.

“Of the submission­s we’ve seen so far, the ones that are most interestin­g are the ones that are really taking what can only really happen in Zoom or a system like it and being playful with it,” Watson said. “I tried to play board games over Zoom, and unless you have a really great setup it’s clunky. It’s a square peg in a round hole.”

Watson, who is curating the submission­s — he will reject no games for quality, he says, but will maintain a certain level of family-friendly decency — has begun posting the offerings on the site ZoomJam.org. More than half the submission­s are from USC students. And while open to all, the Watson-led ZoomJam is gaining steam in academic circles. He’s has been in touch with professors and universiti­es in Texas, Australia and elsewhere.

Some of the ZoomJam games lean toward silliness, but they’re also excuses to socialize and a way to force us to stay connected and stay goofy.

“A lot of us will be using platforms like Zoom or Jitsi for work, for school, organizing or just hanging out. I think games can help us get over some of the awkwardnes­s and limitation­s of these new platforms,” says Dan Lark, a PhD candidate in cinema and media studies at USC. “The thing about these games is that it’s hard to play them alone. You’ll need other people to play with.”

Before you think you have the perfect ZoomJam submission, know there are rules.

The game must be able to be described in 500 words or fewer. It must work with either the free or educationa­l edition of Zoom. Limited downloadab­le assets can be used — one monster game includes a PDF as a character creator sheet — but the game should really be playable with nothing beyond common items. And lastly, Watson’s rules state, designers must be cognizant that these games will be played during a pandemic. So it would be wise to avoid potentiall­y triggering subjects such as illness or death.

The early crop of games posted rely heavily on improvisat­ion. “I’d love it if people participat­e from all walks of life and everywhere,” Watson says. “But I’ll consider this a success if we get 40 or 50 submission­s. I would love to see 200 or 300 ideas.”

Watson says he’ll continue to post games as they’re submitted and he’s able to screen them. He’s set a deadline of April 24 for those who wish to participat­e in the competitiv­e phase of ZoomJam, for which a panel of game designers and academics will chose the top three submission­s.

While the games use a relatively modern technology — video conferenci­ng — they all have some old-fashioned, campfire-game qualities. It’s important to remember, says Watson, that before the advent of video games, and with it the outof-date image of a lone figure staring at a screen late into the night, games were usually social events. And that’s coming back. We’ve seen theme parks, for instance, increasing­ly put an emphasis on social play. More cynically, our app-driven lifestyle uses game techniques, with many adopting point-based or like-driven systems.

But all of it is fueling the notion that games surround us. “It doesn’t need to be a destinatio­n thing that we fire up our game console to do,” Watson says. “The computer is helping to make it possible. It gives us the context that you and I can connect, but the real magic is between us and in our minds rather than the fantastica­l of what we’re seeing on the screen.”

And it may just help make these weeks and potentiall­y months more tolerable.

Some highlights from the submitted games:

“Kitty, You’re a Star.” Any of us who have used Zoom, either for a business or social call, have likely seen it interrupte­d by a pet. “Kitty, You’re a Star” is designed for those moments, to take advantage of what everyone is instantly now doing: paying attention to the kitty or puppy. Participan­ts are called to immediatel­y begin narrating a story about the pet’s thoughts or life.

“Kitty, You’re a Star” was created by Lark under the name Social Distance Warriors. “I think people are pretty good at making games on any platform or with any constraint­s they find themselves in,” he says.

The rules are direct: “During a call, if a player’s pet enters the frame, they must immediatel­y move and give their pet center stage. The pet is now the protagonis­t of a story that the other players will narrate.” To make sure no one talks over the other, the story of the pet shall unfold one sentence and one person at a time.

“Prove You Know Your House.” This one, says Watson, can be potentiall­y dangerous but also potentiall­y full of extreme hilarity.

One person stands up, puts on a blindfold, spins around and then must be guided back to their chair by the other players on the Zoom call. To make it more difficult and to take advantage of Zoom, the player who spins should hold their laptop, phone or tablet to their chest, forcing others to describe a more narrow point of view.

“It’s something very Blind Man’s Bluff-ish,” says Watson, “but it’s also something that’s very attuned to Zoom.”

Watson cites the work of Henry Jenkins, USC provost professor of communicat­ion, journalism, cinematic arts and education, specifical­ly his look at “medium specificit­y.” “Since we’re all spending so much time on Zoom, we’re seeing if people can come up with cool things to do with it — that we can only do with it,” Watson says. “We can try to turn this weird potential panopticon situation into something more playful, fun and social.”

“The Messenger.” Another story-driven experience, “The Messenger,” designed by Hesiquio Mendez A., requires the use of breakout rooms and background images, the latter of which most everyone is already using in a playful manner.

Essentiall­y, the idea is to create a story around someone’s background photo. One person is designated as “the messenger.” That person enters each breakout room individual­ly. There, the messenger will ask for a sentence to advance the story. In the next room, the messenger will relay the last sentence given — and only the last sentence — and build upon this story. Repeat this at least six times (the game should be played with at least three) until there is a story to share.

“MUTE-iny.” There are a couple of mind games at work with “MUTE-iny,” designed by a team calling themselves Quiet Rebels. How well can you read the facial expression­s of a friend? And how well can you guess the kind of things that may randomly come out of their mouths? Or maybe you’re just an ace lip-reader.

“MUTE-iny” requires that everyone mute themselves. Best turn off the volume of your device just to be safe.

One person counts down from three and then says a sentence, speaking slowly. Everyone else tries to guess what the person said and types their answer in the chat field. This continues until everyone has had a turn, and then the actual sentences are revealed. It’s the sort of game, says Watson, that can work in multiple settings and be a quick diversion — a way to “give the Zoom session an extra sort of pizzazz and surprise.”

“Play is a great way to reconnect with the people you care about, and anything that makes you laugh and smile will make social distancing all the more bearable,” says Isaacman, who was part of the team that designed “MUTE-iny.” Ultimately, if we want to encourage folks to stay home for the sake of public safety, then we need to make staying home more fun.”

 ?? ZoomJam ?? “KITTY, You’re a Star” is a game created by the Social Distance Warriors.
ZoomJam “KITTY, You’re a Star” is a game created by the Social Distance Warriors.

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