Playing a video game in front of a live audience is transforming it into performance art. Asses.Masses, a Canadian game created by Patrick Blenkarn and Milton Lim, brought 70 players to a theatre for an 8-hour experience about donkeys, reincarnation and organised labour.
The setup was simple: on stage stood a controller and in the seats, the audience. Anyone who wanted to play became the avatar of the crowd, guiding a group of donkeys through a surreal journey. The game began with questions about donkeys in different languages, quickly revealing that collaboration was key to progressing. With Spanish and engineering questions being discussed alongside some obscure trivia about female donkeys (called jennets), it became clear that this was no solo experience.
The crowd's varied responses added an unpredictable element to the performance. One person might shout advice while another knows a crucial piece of information, such as engineering principles. The on-stage player would need to make decisions based on the collective input from everyone in attendance.
This experiment with live gameplay turned Asses.Masses into something unique and engaging – not just for its story or characters, but also for its collaborative gameplay mechanics. By incorporating a large group of players, it becomes more than just an interactive show; it's an active conversation between different minds.
The real test came when the players had to make tough decisions that affected their progress. The result was both chaotic and exhilarating – not unlike watching someone else play while participating as part of the collective effort. Some players felt overwhelmed by the number of opinions, much like those who try to corral ideas from an opinionated membership.
Despite some minor issues with herding cats in a sense, Asses.Masses proved itself to be a compelling piece of performance art. It brought out a camaraderie that's hard to find when playing solo – and inspired the thought that more games should incorporate similar elements of mass participation.
The setup was simple: on stage stood a controller and in the seats, the audience. Anyone who wanted to play became the avatar of the crowd, guiding a group of donkeys through a surreal journey. The game began with questions about donkeys in different languages, quickly revealing that collaboration was key to progressing. With Spanish and engineering questions being discussed alongside some obscure trivia about female donkeys (called jennets), it became clear that this was no solo experience.
The crowd's varied responses added an unpredictable element to the performance. One person might shout advice while another knows a crucial piece of information, such as engineering principles. The on-stage player would need to make decisions based on the collective input from everyone in attendance.
This experiment with live gameplay turned Asses.Masses into something unique and engaging – not just for its story or characters, but also for its collaborative gameplay mechanics. By incorporating a large group of players, it becomes more than just an interactive show; it's an active conversation between different minds.
The real test came when the players had to make tough decisions that affected their progress. The result was both chaotic and exhilarating – not unlike watching someone else play while participating as part of the collective effort. Some players felt overwhelmed by the number of opinions, much like those who try to corral ideas from an opinionated membership.
Despite some minor issues with herding cats in a sense, Asses.Masses proved itself to be a compelling piece of performance art. It brought out a camaraderie that's hard to find when playing solo – and inspired the thought that more games should incorporate similar elements of mass participation.