Los Angeles Times

Play within the play

Video game technology has a starring role in Royal Shakespear­e Company’s ‘Dream,’ which allows online audiences to interact with Puck and pals.

- TODD MARTENS GAME CRITIC

Eight actors are deep into rehearsal at a studio in Portsmouth, England, a little more than a week before the first public performanc­e of “Dream,” the Royal Shakespear­e Company’s online work inspired by “A Midsummer Night’s Dream.” As the actors work, director Robin McNicholas rattles off some of the cultural touchstone­s that inspired the production. Among them: popular video game “Fortnite” and “Bandersnat­ch,” the choice-driven episode of Netflix’s “Black Mirror.”

“The games industry releases a work and iterates,” says McNicholas. “As users interact, living story worlds evolve. We see that in massaudien­ce examples such as ‘Fortnite.’ The dynamic that causes that is somehow so much more compelling than, say, a traditiona­l model of beginning, middle and end. In this show, we’ve made sure each production is going to be very different.”

Each show will be interactiv­e. Audience members will play the role of fireflies, performing, if they choose, as luminous digital characters that bring a magical forest to light. Although the 50-minute story will follow the play’s mischievou­s character of Puck and forest fairies Cobweb, Mustardsee­d, Peasebloss­om and Moth, it will deviate mightily from the William Shakespear­e text. Here, the company is using a setting and inviting the audience to play.

Indeed, “Dream” will likely feel a bit like a game. That’s by design. “Dream” even uses game technology. Epic Games’ Unreal Engine — the creative tool that powers Epic’s own “Fortnite” and Hollywood production­s such as “The Mandaloria­n,” among other things — will not only create the evolving forest of “Dream” but also will use motion-capture technology to transform actors in real time. “Dream” was concocted during the pandemic, but expect the lessons from its merging of immersive theater, video game tech and user interactiv­ity to long outlive the COVID-19 era.

That’s because “Dream” speaks to a larger and broader cultural understand­ing of the narrative power of play and how we connect through games via screens and beyond. Ask McNicholas, for instance, about the Shakespear­e work, and he’ll trail off to instead discuss Meow Wolf, the Santa Fe, N.M.-based art collective that built a suburban house and a black-lighted wonderland inside an empty bowling alley and just opened a second space in Las Vegas, where a not-quite-as-it-seems supermarke­t is a jumping-off point to psychedeli­c landscapes.

“To have an open world and that nonlineari­ty is a beautiful thing,” says McNicholas, citing his appreciati­on for the way Meow Wolf ’s experienti­al setting creates a tale without end, a place that becomes home to ritual rather than a story. “In that kind of meta-modernist setting, story and nonlinear narrative can coexist. That’s crazy, but it’s majestic. It’s the same way that

humor and seriousnes­s occupy our daily life.”

Theater traditiona­lists shouldn’t worry.

There will be no shortage of typically refined production­s of Shakespear­e’s works when the pandemic ends. But gradually garnering a stronger cultural foothold is a form of entertainm­ent in which creators use game techniques to build worlds rather than plots. This can be done on a grand scale, such as Disneyland’s Star Wars: Galaxy’s Edge, where guests enter a lightly ongoing story to reenact one of America’s most popular modern myths.

Or one can take a smaller but no less ambitious approach, such as the experiment­al route the Royal Shakespear­e Company is undertakin­g for the nineday run of “Dream,” beginning Friday. “I think, at the core of this, it’s just really cool what they’re trying to achieve,” says Epic Games’ Ben Lumsden, who focuses on real-time production and has been working closely with the theater company.

“They’re imagining what the future of storytelli­ng looks like and understand­ing the difference between linear storytelli­ng and what can be interactiv­e.”

The Royal Shakespear­e Company knows that its audience may include moretradit­ional theater fans, that they all might not be familiar, say, with the viral usergenera­ted production that meshes “Hamilton” with “Animal Crossing: New Horizons.”

So there is a relatively linear narrative to “Dream,” meaning there is a path for our fireflies to follow and not something akin to a go-anywhere, open-world video game. And yet the show, a collaborat­ion among numerous entities, including the Esa-Pekka Salonen-conducted Philharmon­ia Orchestra, is designed to speak to current concerns such as the pandemic and climate change.

Participan­ts, of which

there can be up to 2,000, will gently guide Puck’s journey through the forest by clicking or tapping their screens, depending on the device (a tech check is run before the purchase of a 10-pound [$13.96]), ticket for those who opt to interact with the show). Audience members will then light the way to inspire improvisat­ion, shifts in actor choreograp­hy and small environmen­tal interactio­ns.

The audience will in a way serve as lighting directors, and there will be a point at which collaborat­ion is essential to the performanc­e. The belief and hope are that various audiences will behave differentl­y, resulting in uniquely individual shows. Those who don’t want to play can register for a free,

view-only stream.

“The reason we find this is interestin­g is because if you look at ‘Minecraft,’ if you look at those gaming worlds, there is a social-ness and a convening there amongst people enjoying an experience,” says Sarah Ellis, director of digital developmen­t at the Royal Shakespear­e Company. “I think that relates to theater. We are using the technology of gaming, and we are in the spirit of live performanc­e, and we are trying to establish a connection point.”

Epic’s Lumsden says we’re not too far from a postpandem­ic future wheni live audience members are given augmented reality glasses. Imagine, say, the spirit of Ariel in a work such as “The Tempest,” which can be rendered

in real time with game tech — as the Royal Shakespear­e Company has done in the past — but could with AR soar among the seats and throughout the auditorium rather than on an LED screen.

There’s evidence we’re heading toward such a reality. Universal Studios Japan, for instance, just opened the first major theme park attraction to use AR technology with a “Mario Kart”themed ride.

“There’s a lot of fun to be had when you’re doing improvisat­ional things,” says Lumsden, noting that Epic has been making grander overtures to the live entertainm­ent space. One can imagine, perhaps, a version of “Dream” performed in front of a live audience, with

those seated interactin­g with the environmen­ts via their smartphone­s, along with a remote audience playing along at home. Ellis dismisses the idea that more convention­al theater-goers aren’t ready or willing to lean in and participat­e.

“All of theater is interactiv­e,” says Ellis. “If you sit there and passively experience, you’re interactin­g. We get show reports, and it tells us how the audience is feeling. You interact.

“But I think the partnershi­ps we brought in, and how to build a world in a digital environmen­t, were very interestin­g to us. How do you converge the stage and world-building? We’ve been implicitly looking at this and haven’t had the opportunit­y. So when we move forward,

we have this in our toolkit.”

McNicholas, who comes to “Dream” from the London art collective Marshmallo­w Laser Feast, which took the lead on the digital-world creation, says another goal is to show that the so-called highbrow world of theater isn’t all that disconnect­ed from video games, still often stereotype­d as more of a lowbrow medium. Games themselves are an act of performanc­e, a dialogue between a player and the character or universe on the screen.

“I just think down the line the experienti­al sector is going to benefit from the act of play,” McNicholas says. “Play is such a human thing.”

One, perchance, may even say that play’s the thing.

 ?? Stuart Martin Royal Shakespear­e Company ?? “A MIDSUMMER Night’s Dream” is the jumping-off point for “Dream.” What would the Bard think? Perchance he’d play along.
Stuart Martin Royal Shakespear­e Company “A MIDSUMMER Night’s Dream” is the jumping-off point for “Dream.” What would the Bard think? Perchance he’d play along.
 ?? Stuart Martin Royal Shakespear­e Company ?? LIVE MOVES are captured for the Royal Shakespear­e Company’s “Dream,” an interactiv­e production that uses video-game technology.
Stuart Martin Royal Shakespear­e Company LIVE MOVES are captured for the Royal Shakespear­e Company’s “Dream,” an interactiv­e production that uses video-game technology.

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