Has anyone been to Speakeasy in San Francisco?
Reviews?
PS: Thank you to everyone who has replied to my questions in the past.. I’m not sure if there’s actually a way to reply to your replies?
Misplaced Lens Cap

Origami Around
RMH
Today's Document
𓃗
No title available

roma★
Not today Justin
almost home

Game Changer & Make Some Noise

pixel skylines
d e v o n

titsay

#extradirty

blake kathryn
Doug Jones
Claire Keane

No title available

No title available
Interview Vampire Daily
seen from Pakistan
seen from Argentina
seen from Singapore

seen from France

seen from Uzbekistan

seen from Canada
seen from Morocco

seen from Türkiye

seen from Norway
seen from United States

seen from Spain
seen from Bangladesh
seen from Mexico
seen from United States
seen from Türkiye
seen from Russia
seen from United States

seen from Türkiye
seen from United States
seen from United States
@on-tuesday-last
Has anyone been to Speakeasy in San Francisco?
Reviews?
PS: Thank you to everyone who has replied to my questions in the past.. I’m not sure if there’s actually a way to reply to your replies?
My wife Lyndsay was diagnosed with invasive cervical cancer last month. She has already undergone a full hysterectomy and, as she is in recovery, she cannot work as much as she wishes she could. She will also be receiving chemotherapy and radiation for five weeks starting in January. The hospita...
Hey SLEEP NO MORE fans– The performers get a lot of love on here, and to a certain extent some of the front-of-house staff as well. But it’s not often that we have an opportunity to share the love with the back-of-house staff.
I’ve met Lyndsay a number of times and she is truly one of the most upbeat, positive people I have encountered inside the hallowed walls of the McKittrick.
If you are able to help out, even a little, please do!
New Doctor Who “Sleep No More” Promo Pics!!!
The Doctor chokes Clara out for not being as good as Amy Pond. A group of aliens look on in approval.
A local android has both a drinking and a gambling problem.
The Doctor must question a hotel porter about strange going’s-on. He finds him to be pleasant and not at all drunk.
Some holograms are naked.
Party guests menaced by tractor beams. Can the Doctor save them? Or will he just keep dancing?
This bitch.
The Doctor must face his ultimate foe. Who will prevail???
I love you.
Hey, Whovians—
Take this as a brilliant clue to GTFO of our tag! :)
Sincerely, The Insomniacs a.k.a. The Sleepless a.k.a. the Sleepaloes
Whovian/Sleepless hybrid considers… do I poke the bear, or do I let it sleep…
I’m an Insomniac & a Whovian... and this is a great post.
ISO readings
I’m working on an undergraduate thesis that involves studying lighting in digital and physical spaces in the context of immersive theatre and video game design, and I wanted to ask for reading recommendations.
My project is a game that will be installed in physical space, similar to the real escape game genre, but with more focus on creating an atmospheric interactive world. My thesis aims to create a play experience that combines the digital and physical worlds in a clear and engaging way by employing both game design and immersive theatre techniques with a focus on lighting lighting.
Does anyone have any recommendations for scholarly articles etc. related to the following topics:
- Theatrical lighting
- Lighting in interactive experiences
- Lighting in Sleep No More, Punchdrunk productions, or other Immersive theatre
- Anything about Punchdrunk or Sleep No More (related to design)
- Anything else you think may be related to these topics
Recommendations appreciated!
//?
i can’t play a video game for the first time twice, so i feed on other people’s first playthrough reactions like some kind of video game feelings vampire
Sleep No More, Video Games, and the Potential of Interactive Storytelling.
August 29 2011
On Thursday the 12th of August, I attended a performance of Sleep No More. Billed as ‘indoor promenade performance’, it entails being immersed in the world of the McKitterick Hotel (an impressively redecorated warehouse or three on west 27th, across the street from the back entrance of Scores) and treated to an adaptation, of a kind, of Shakespeare’s famous play that shows us the nature of evil, Macbeth. It was astounding.
Though it is not a word that can be found anywhere on the website (sleepnomorenyc.com), Sleep No More is a highly interactive experience- though one might suppose that physical interaction is a part of any immersive experience. Still, this is important to note for the upcoming discussion: The specific difference between immersive and interactive when one or the other is the goal of an experience. In the McKitterick Hotel, almost every door, drawer and closet is unlocked. You can read anything, pick up anyway, dig through people’s luggage and letters. The entire environment is touchable, if not tractable- even the performers. Though it is against the rules of the game to touch the performers, the performers may very well decide to touch you. You may be pushed gently aside, or taken by the hand and led, or- as I experienced- have a madwoman cup your face and lament at the cruelty in your eyes. The world you enter is filled with eerily familiar but ultimately alien landscapes and enough details to drown in. You can watch or play, observe or participate, that much is (largely) your choice.
The performance is interactive, but it is not changeable. Those choices I just mentioned do not effect the characters’ overall arcs, their intentions or their stories. Scenes play in a loop throughout the roughly three hour performance. Short of doing something dangerously disruptive, the audience cannot effect the outcome of the story.
The goal of Sleep No More is an immersive theatrical experience. It is not a game. It sets no goals or objectives for the audience, other than to experience. It’s brilliant and freeing.
And potentially frustrating, if you’re of a gamer’s mindset. Over at Wired, you can read an article by @jasonschreier about his experience of the theatrical piece, which he describes in the headline as “Like a game, but more confusing.” Schreier primarily decries the fact that it is impossible for an audience member to see the entire show, and that this fact makes most of what one experiences difficult to decipher or put into context: The experience is difficult to understand.
He argues that video game experiences are more rewarding because you achieve things. The game tells you so. I think this is an ineffective comparison, but the opening of an interesting discussion.
Compare Sleep No More to an open-world game like Fallout: New Vegas. While Sleep No More drops you into the middle of a performance and expects you to figure out what’s happening, New Vegas sets up the story first, then lets you loose. More importantly, New Vegas makes you feel like the things you do matter. Whether you’re shooting down raiders or discovering a pile of bones in a child’s crib, you’re always an active participant, integral to the story. Not just an observer.
So holding up video games to an immersive experience like Sleep No More doesn’t work as a 1:1, but even if you are, the argument is flawed in a few ways:
You can, in fact, prepare for the sort-of-plot of Sleep No More by brushing up on your Shakespeare, but the story is present in an abstract, exploratory way. The scenes, when you do find them, are not exactly straightforward. Think lyrical and interpretive dance. The story, as such, is not the most important part of the show. More important is the audience’s story: What they see and experience and what it does to them. Now, if what they see and experience frustrates and bores them, more the pity, but I have to say, I’d imagine it would take a respectable amount of willful disinterest to walk away from Sleep No More wholly unmoved.
The end result(s) of both Sleep No More and any video game are predetermined. Nothing you do as an audience member or player can actually change what happens outside of a couple permutations. Schreier is absolutely correct in that video games make you feel as though your choices have weight- and they do, but a very limited amount. I will defend the unique special snowflake status of my Commander Shepard TO THE DEATH but ultimately, I am not the only FemShep Paragon with Renegade Tendencies when Faced with Ultimatums who is Bedding Garrus Vakarian aka Dinosaur Batman: The Hero Omega Deserves. No, I am but one of many; because though the Mass Effect series provides the player with thousands of choices to make over the course of the franchise, they are still choices you are being offered and have to choose from. You can’t just make up your own. The ending to any work of art or entertainment created by someone other than the participant/user has a finite amount of leeway. Sleep No More is a single event comprised of smaller, looping events. It’s meant to be an immersive experience that theater-goers can explore to whatever depth they choose. It is, in fact, quite possible to see all the primary, story-centric scenes of Shakespeare’s Macbeth in one evening at Sleep No More. It’s not really necessary, though, nor would it be easy.
Sleep No More is not a game, it is not a puzzle. It’s more like a haunting. It’s like watching spectres enact their wicked follies again and again, helpless to stop themselves or break free. Sometimes the ghosts reach out for you, and you can rifle through the relics and detritus they’ve left behind, but the story cannot be changed.
Now let’s pull a bit of a conversational one eighty. The Minnesota Fringe Festival is a breeding ground for fun, funny, original and rather ingenious theatrical experiences. One participating company, Walking Shadow, has mounted two interactive theatrical puzzle experiences. The first was entitled 1926 Pleasant, and ran in 2006. You can read a detailed account of the play/game here: it is, in fact, a walkthru, something all gamers are familiar with. Both a theatrical experience and actual game the audience had to play in order to advance the story, 1926 Pleasant (and their latest puzzle production, Saboteur,) seems to accomplish what Schreier says Sleep No More failed to do, but the intent behind the two pieces are completely and utterly different, and so the comparison isn’t helpful.
Now, if the two pieces could be combined, you would have something that appeals to theater goers and gamers alike. Let’s take a look at a video game property like Bioshock and think of how these two formats of theatrical experience could be applied to making Bioshock a live action interactive event. Why? Because I am goddamn obsessed with this whole freaking idea, that’s why. If you’re still reading this, I don’t even know what to tell you. You’re as sick a puppy as I am.
As a self contained environment, it could be constructed the same way as the fictional McKitterick Hotel: Six stories of immersive environments fashioned after Bioshock’s more iconic levels, like Neptune’s Bounty, Arcadia, Fort Frolic, the Farmer’s Market, Hephaestus and Olympus Heights.
Rapture is largely comprised of sweeping atriums and surprisingly open spaces for being an underwater city. However, as Sleep No More demonstrates nicely, constructing outdoor spaces indoors is entirely achievable on multiple floors. Also the ballroom on the lowest level sports two stories of balcony seats and vaulted ceilings. It is a huge room that could easily be transformed into any number of centerpieces from the game.
Of course site-specific theater is just that. One could find a space more uniquely suited to Rapture’s grand halls, but the space Punchdrunk created in the form of the McKitterick Hotel is smartly and very successfully constructed. With relatively few changes, Sleep No More as it stands could be turned into the site of a Rapture live action interactive gaming experience.
The next question, of course, is who would go? Who would shell out, say, $100 to be let loose in that kind of environment for three hours, not knowing before hand how it would go? You’ll have adventurous types, you’ll have gamers, you’ll have theater goers, but the added responsibility that’s placed on the audience member when they’re expected to participate and actively move the game forwards as opposed to merely observing events as they unfold could potentially scare away much needed ticket sales, and come to that- how many tickets a round would have to be sold to make the endeavor even remotely feasible? Those are the questions I don’t want to think about because the other stuff is more fun, but it does make me think that the ideal place to try out an experience like this would be San Diego Comic-Con.
Your audience isn’t just built in, it’s swarming the grounds around where your theatrical gaming experience is held. San Diego boasts a throng of beautiful hotels, plenty of which are historic, as well as some industrial and warehouse sites that could be appropriated and converted. Passes could be given away at panels as well as purchased ahead of time to guarantee your spot. It would be, for the logistics of running such an experience, the perfect litmus test. Branching out to other audiences, of course, would be a different ballgame, but if this sort of thing was going to be made a reality, I think SDCC is a prime opportunity to give it a test run. Not to mention, I’m sure it would be the talk of the con.
Bioshock, Dead Space, Walking Dead, Arkham Asylum, even Game of Thrones- all are properties that could utilize the concepts of mystery, clue finding, puzzle solving and even, eventually, combat to engage an audience and motivate a player, as well as blend seamlessly with theatrical style presentations and fully fleshed out but self contained environments. We’re certainly seeing plenty of transmedia projects happening, and various properties bleeding into other mediums, so who knows- maybe this kind of thing isn’t that far off. I hope it’s not, because the only thing I want to do more badly than go back to Sleep No More is return to Rapture.
That last sentence hits home so hard. Love this post. I’d buy three times as many tickets to a six-story immersive Bioshock as I have to Sleep No More, and that is a damn large number of tickets. I’d sell your soul for the money if I had to. I say yours because mine’s already…indisposed. -C
Amen!
I’m so excited to see some writing on here comparing games and Sleep No More! Very insightful. I’m definitely making a note to look up 1926 Pleasant.
Spoiler warning: I talk about something that happens in the elevator.
The first time I saw sleep no more (March 2014), one of my first reactions was feeling like I was in Bioshock. I’m a huge fan of the bioshock aesthetic and a devoted gamer, so of course I fell in love.
I don’t know a lot about this but in 2009, to promote Bioshock, 2K Games actually set up a booth at Comic Con where participants could listen to audio tapes, rifle through papers, and uncover story information. They live updated it everyday. I remember hearing that there was a digital version of this beforehand as well. I wish I could have seen it.
Here’s what it looked like:
Your dream of a large scale immersive Rapture, is my dream too. My friend and I are actually working on an undergraduate thesis project that aims to create a play experience that combines the digital and physical worlds in a clear and engaging way by employing both game design and immersive theatre techniques. There will be a lot of overlap with the real escape room genre (I might make a post later about my thoughts on injecting more story objects into escape rooms), but we aim create more of a focus on atmosphere and world building. I will probably be will be more digitally augmented as well, seeing as we’re doing a lot of experimentation with projections, pepper’s ghosts, the LEAP motion controller, & Makey-Makey controller. (I know this is a pretty vague description... Hopefully I’ll have some good documentation when we’re done.) This will be a very small scale installation, taking place mainly in one room seeing as we are a team of only two people. (I also forgot to mention that it’s set in an underwater lab! It takes a lot of inspiration from games like Bioshock and SOMA.)
Sorry, enough about my thesis... trying to write descriptions of it kind of helps me sort it out in my head.
As a game designer I spent a lot time fangirling over the design of the show. There was so much that could be translated into game design lessons. Though there are some key differences that have been pointed out, I think immersive theatre design and game design can really benefit from each other. (I generally believe that cross disciplinary techniques can create really interesting content.) Every so often I think I should write these thoughts down but I never seem to. But here’s a few things that jump out in my mind right now.
I’ve always thought of the elevator being a really interesting moment of teaching the “player” through action. It’s important in games (and other interactive experiences) to show the participants how they’re meant to interact through meaningful interactions rather than written instructions etc. Though there is speech involved in the elevator, the actions carried out give meaning and reality to the words. When the first person is let of the elevator and abandoned, it shows the audience members that it’s okay to be separated, and that the show is best experienced alone. The one who is first has this decided for them, but the others see someone else go alone and perhaps that will encourage them to go alone.
Also if you’ve been to the show you’ve probably experienced the way that the show seems to naturally guide you to the right places. A lot of this is due to the performers and a lot of this is due to audio and lighting. In an article written by Natalie Robin, Felix Barrett is quoted as saying that the lighting in Sleep No More, “takes you by the hand and leads you”. This parallels the long practiced strategy of using lighting as a tool in video games for leading the player to specific areas, goals, or interactions.
Back to comparing Sleep No More to existing games- I definitely think of Bioshock, Fallout, and Sleep No More as works of art that share a lot of aesthetic similarities, but a less obvious comparison that comes to mind is Journey by thatgamecompany. Journey relates to Sleep No More not so much in visual aesthetic, but in communication.
If you play it online, you will run into one other random player and some point and you can choose to go on your journey with them. It’s totally anonymous. (It will only give you their alias after the game has finished and you have separated from them). There is no written or verbal communication in the game. The only way to communicate with the other player is through your actions. The player character also has the ability to make one sound, that is a sort of humming tone, that players use to communicate.
I feel that there is a certain similarity in feeling between the silent solidarity and non verbal communication experienced in Sleep No More. Perhaps I’ll explore this idea more in the future.
(Sidenote: I’m also very interested in the way Sleep No More uses transitional spaces, but that is a post in itself.)
(Another Sidenote: It would be interesting to look at SNM specifically in comparison to LARP. I’ve dabbled in LARP design, and I definitely took some inspiration from immersive theatre.
If you’ve stuck with me this far, thanks for reading. :)
I should really go to bed.
*Also Relevant* I just heard about this Walking Dead immersive theatre experience opening in atlanta (and I am drooling).
You remember don’t you?
I love this! I’m so happy that people are making fanart about the party.
(via https://www.youtube.com/watch?v=o6QLOvGdwNE)
Infinite “thank you”s to nycmits on YouTube for posting this!
Aaron Paul is the Boy Witch doing the remembering. Elizabeth Romanski is Hecate.
I am not sure who the woman is playing young Boy Witch on the stage, because she’s masked - anyone know? The older Boy Witch on the stage is Austin Goodwin.
Here is the text of Hecate’s intro to Boy Witch:
“My little phoenix.
Another year on this earth.
Tonight, we celebrate you rising from the ashes of a great fire. Reborn. Regenerated. Transformed.
Tonight, we celebrate in memory of the inferno.
You remember, don’t you? You remember, when you were a little boy.
When you were a little boy, your house caught on fire. I’ll never forget the look on your father’s face as he unfolded you from his arms and raced back into the burning building.
We stood there, next to each other on the pavement, you shivering in your pajamas, as you watched your whole world go up in flames.
You remember, don’t you?
You had tears streaming down your face, and I was so tempted. But something in your eyes stopped me. I wiped the soot from your cheek and streaked it under your eyes, saying now no one will know you were crying.
Come with me and you’ll never cry again.
I asked you to come with me and you agreed. This is how your story starts.
You remember when you were a little boy and your house caught on fire. You watched your whole world go up in flames.
I remember the little boy who lit the match.”
Paul Corning as Malcolm
How does one pronounce Hecate? Heck-uh-tee? Heh-KA-tay? Heh-Kate????
It depends on to whom you are speaking.
Wikipedia’s entry lists both HECK-at and HECK-a-tee as acceptable pronunciations (I could have used my official phonetics that I learned in college there, but I don’t have the patience to seek out all the appropriate symbols on my keyboard).
I believe one is preferred in Shakespeare because of the rhythm and cadence of the text, but I’m not enough of a Shakespeare aficionado to tell you which that is.
I personally say HECK-at, but I make no claims that I am correct or that that is the preferred pronunciation within the walls of the McKittrick.
I know others would probably like to offer their opinions on this, no?
I say Heck-at. I have been told that even performers who play the character differ on the topic.
I say heck-a-TEE... but a rose by any other name...
“IS THAT ALL THERE IS”
A rough Halloween party mask, referred from Austin’s Boy Witch in Inferno promo. I was planning to make it part of my costume, but one week is not enough for it to dry plus party only tickets on both nights are sold out…… ╮(╯▽╰)╭
Love the curtain idea! You used fluorescence XD Great job!
Warm up. Inspired by Olly Hornsby-sayer’s Speakeasy
This really captures Olly’s speakeasy!
So I have been working on more mask boxes and plinths. I have two plinths available immediately for art trade and a mask shadowbox that is available for sale. I can also do custom builds. Just drop me a line and we can work something out. #sleepnomore
This is completely freaking me out. We’re in the future!
Ashley Lawler's online portfolio; a properties artisan from New York, NY.
For my deck hand friends, carpenter friends, prop master friends, AD friends,
This woman is incredible. The precision is her work is pretty mind boggling.
For my Sleep No More folks,
Take a look at props/carvings. You might see a few familiar pieces!
The Hecate tear collection kit!
If you haven’t already, take a look at her miniature work. Awesome Porter pieces.
THE PORTER’S OFFICE MINIATURE MODEL. The detail is incredible. It looks so real!
The God Complex
If you are interested in immersive theater, performers from Sleep No More, and/or Billy Bell in particular–you definitely need to take a look at Bell’s latest project with Devin Compton, The God Complex. This looks like an incredibly ambitious project that I can’t wait to see developed. They are crowd-funding the initial legal fees and workshop expenses for The God Complex, with substantial funding to come later.
Billy and Devin explain what they have been creating in the video linked above. I am really hoping that the stars align for this project. I’ll be contributing as soon as November 1st rolls around…and I hope you can see fit to chip in a little bit as well.
Let’s fund art together!
(In other news, you can also find Mallory Gracenin wandering around this mysterious space…)
Well this sounds lovely. Absolutely giving a little to support it. Hope you can, too!
149. Have you made art of Sleep No More? Have you written about Sleep No More? Have you gotten a tattoo representing Sleep No More? Be careful, for the show gains power with each tribute that is made.