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Screenshot of The Museum Game sliding scale of interestingness. A convict love token is connected to Mary Gilmore's typewriter with the resemblance 'anti-establishment: he's a highway robber; she's a radical socialist poet

Cultivating conceptual propinquity

Dialogic thinking doesn’t only mean taking into account two different perspectives; it also means recognising the common ground between entities – what it is that makes them one. This post is a note about game mechanics to cultivate conceptual propinquity.

In Sembl games, players form associations between pairs of objects or concepts. Evaluating others’ moves according to a sliding scale of interestingness provides for a great gamey dynamic. It’s fun, and about as open and social a contest as you could imagine.

Screenshot of The Museum Game sliding scale of interestingness. A convict love token is connected to Mary Gilmore's typewriter with the resemblance 'anti-establishment: he's a highway robber; she's a radical socialist poet

Screenshot from the Museum form of Sembl showing the sliding scale of interestingness.

More importantly, the mission to associate, and the challenge to be interesting – both invoke and honour dialogical play, sparking all manner of logical and analogical associations between nodes. In aggregate, those associations form a new big picture of the networks we inhabit, which in turn can help us to communicate better via machines.

But to operate optimally, Sembl needs an additional filter.

Sembl’s true power lies in its capacity to surface similitude – links that are mutually applicable, or bi-directional. Such links do not make a comparison; they unite.

Having now observed dozens of games played at the Museum, I notice that players often deviate from my purist approach, and create links in the form of this-whereas-that, associating the pair by way of an opposition or a third element. Such moves can be highly humorous and thereby interesting, but asymmetrical links do not serve the purpose of drawing disparate objects and concepts together, so their interest is more fleeting. Asymmetrical linked data is also, as I have ranted earlier, subjective, sometimes objectionable – even authoritarian.

The act of perceiving a resemblance between things conceptually distant elicits understanding of important hidden-in-plain-sight patterns. A sense of connectedness – or the overview effect – is insightful and can fill us with wonder at the beauty and fragility of the Earth. Such a perspective can also yield understanding of the structures that divide us.

Beyond its liberatingly loose notion of interestingness, Sembl needs to surface higher-value, propinquitous links – those with a centripetal force – those that specify the nature of a similitude. I’m therefore thinking that… Players should be able to mark down links that don’t work both ways.

On group size and complexity

Sembl works for lots of different sized groups. We reckon that playing in a team of two to four is ideal. Any fewer and the ideas might not flow freely; any more and you might have too little time with your hands on the device :)

Below you can see board designs for three, four, five and six teams. (So a single Sembl game can involve 6 to 24 players – and we can host multiple games simultaneously.) Each team starts with seed content occupying a coloured spot. In most boards, you have your own seed node to work from, but with the board for younger players – the last one, below – you share with another team. Numbers indicate which round of play that node becomes available.

In all of these designs, I’ve attempted to make the game enjoyably resolvable in an hour of play. Round 1 is always a warm-up. You’re not competing for the place on the board, you just need to find one thing that resembles your seed node, and explain how.

In Round 2, each node in contention is linked to two of the Round 1 nodes. With the simple board for four teams, that pattern continues into the final round. With the other boards, Round 3 requires you to find fewer nodes with more connections.

In Round 3 of a six-team game, you compete for two nodes, each of which is linked to three prior nodes. With the other boards, the aim of Round 3 is to occupy a single node, which is linked to either three, four or five others in accordance with the number of teams playing.

I’m fascinated by how the dynamic of the play shifts according to the number of nodes in contention (relative to the number of teams playing), and the number of prior nodes these nodes link to. The board for five teams is probably the most challenging. Not only are you competing with four other teams for a single node, your node must link to five prior nodes. It might push the limits of what’s achievable within the hour – or perhaps the peculiar pressure of such a game will inspire wondrous thinking!

The backstory: transmit history, avert apocalypse

So where have the devices come from? Who made them and why? Thinking on this, I came up with a backstory:

A set of devices has been sent back from the future, after the apocalypse, when people have forgotten about the time before, what the world contained, how things worked, and what it all meant. They yearn to know of the richness and diversity of their former world; they want to learn about the past — our present – in an organic but semi-systematic way.

So they created a game-in-a-box that we past people can enjoy playing and which streams its generative data back into the future, through a hub device that orchestrates and prevents random data entry. The more games are played, the more the future folk remember and understand.

There is an ulterior motive, but it is not evil: it is only to prevent the apocalypse. Yes, the future folk hold firmly to a fragile hope that if people in the past could understand things better – if they would only pay more attention to how meaning is made – then the apocalypse may never happen. The future folk must be subtle; they must not reveal the disaster ahead – the past people must not be afraid! So they operate under a guise of intriguing frivolity, and own only half their purpose.

And why did they choose to send the devices to the National Museum of Australia? Well, that will be the subject of a future post…

Sembl: conception

Dream announcement: the Museum is developing a prototype of an iPad game for teams of students visiting the physical space of the Museum. It’s called Sembl and I’m just a bit excited about it.

The game

Sembl is a game of relatedness. The challenge is to think about an object’s attributes – composition, shape, colour, use, provenance, whatever! – in order to find a way in which it relates to another object.

The aim is to occupy nodes on the gameboard, by making meaningful – and appealing – connections. In each round, players must identify an object and describe how it relates to existing objects on the board. Each round is time-limited, but teams need to take care to create connections that are interesting or delightful in some way – whoever proposes the best object and relationship wins the place on the gameboard.

Paper gameboard seeded with four items

Board design

We’ll provide a few different boards, to suit different player numbers and levels – we want kids as young as 10 to enjoy the game. Above is a sample board for four teams, which might work well for older children and adults. Seed content can be anything on display at the Museum but in this case all the objects are on display in our Landmarks gallery.

Origins

Sembl is based on a conceptual game that Charles Cameron aka @hipbonegamer has used for decades now – hipbone games – which take many forms and work for many purposes, from pure amusement through to thinking deeply about the connections between apparently disparate opposites. Charles’ games are in turn inspired by the glass bead game in the Herman Hesse novel of the same name.