Critique Feedback
29.03.23
Thanks so much Delaney for writing notes for me 😊
Board game on a pedestal – more about observing than playing. Is it your intention to make it unplayable?
More observational. Think about different modes of presentation and how it affects the engagement of the viewer e.g. Board Game in a gallery
Control of the gallery space – it controls (to a certain extent) how we interact with things.
Think about the heights of the plinth in relation to each other- The roles/dynamics
Hierarchy of the plinths – throws the equilibrium out.
Asymmetry of power! Things to reflect this/ other aspects of the roles and dynamics through presentation.
How are the roles assigned? By chance? To think about in relation to your instructions. Peoples choice of which character to play already reflects aspects of their inner selves.
Interesting note- For the watcher there is a face in the back.
Agency- Role play as means by which we take up something.
Reinforce archetypes – people’s character/our own character. Does the game destabilise our ways of thinking about people/selves?
How people use the games indicates the self.
Concept of the boardgame is intense and can bring out the worst in people.
FATE/FORTUNE
Patterns in the boardgame e.g., playing again for long enough will reveal playing patterns in the game – to think about.
Raw Material – Form/Colour as hierarchy
Symbolism of red is noted.
Prototype – work currently seems like a prototype. Mostly in relation to the size of the plinth/board game.
Painting the figures to make their roles clearer.
White reinforces the black/red
Noel noted the box is reminiscent of a box of chocolates. Think about the opening of a box and how that engages the viewer.
Scale of the game.
Possibility - Different ways to change the character during playing. Ability to change roles during playing. Play on power dynamics, using this as a drive to become the aggressor?
Using scale to enhance the effect…on a table or larger?
Illusion of practicality
Playing the game has an emotionally driven engagement. Observing the games is a visually driven engagement.
Stanford Prison Experiment
Materiality of resin/ 3D print – want to play but not touch.
My personal notes during the session (mostly covered by Delaney too):
The power of asymmetry- why use an equilateral triangle to represent an imbalanced hierarchy?
Assigning characters- how?
Agency of characters and players within roleplay- aggression vs submission
Following stereotypical roles- enhancing the player’s personalities through the character they play
Fortune and fate- fortune mapping to fate
Eyes are drawn to the colour- hierarchy with colour- red gives an emotive element
White 3D prints: prototype- frozen in production stage
Dial up aesthetics- camp aesthetics
3D print- statue quality: remove the cards from the top of the plinth and place it in front
Lid- looks like chocolate box (probably not a good thing)
Scale is intimate- a prototype scale- scaling up would make it more intimidating
Changing roles- so characters aren’t fated to their role. Gives players more drive because they can ‘upgrade’ by changing roles (changing the hats)
Whoever loses in combat has to give over their head to the winning player- looting and attaining possessions as an incentive to continue the game. Thanks Phong for the awesome suggestion
Having a game that is playable makes the players more emotionally invested (participation)










