Now Play This 2025 review – the end of an era of experimental game design

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"Now Play This Festival Concludes, Marking the End of an Era for Experimental Game Design"

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TruthLens AI Summary

Holly Gramazio, a game designer and novelist, reflects on her childhood experiences with games, particularly one she created with her friend Summer, as she prepares to close the Now Play This festival of experimental game design, which she co-founded in 2015. This festival has been hosted at Somerset House in London every spring, with the exception of a few remote editions during the pandemic. It emerged as a unique alternative to traditional gaming events, focusing on experimental and indie games rather than blockbuster titles. Gramazio notes that the festival is concluding due to the challenges of sustainability, echoing sentiments shared by many similar events. The festival has been a celebration of game design as a cultural practice, with a strong emphasis on community and folk games, which require no special equipment and are often passed down through generations.

Over the years, Now Play This has highlighted the evolution of indie games, showcasing how accessible development tools and digital platforms have enabled small teams to share their creations with a global audience. The festival has consistently pushed the boundaries of game design, featuring projects that explore the intersection of physical interaction and digital play. This year’s event took on a new format, resembling more of a symposium, with a focus on discussions about the emotional responsibilities of game designers and the impact of role-playing games on players' mental health. Despite fewer games being presented, the festival maintained its commitment to experimental play. However, the increasing commercialization of the gaming industry and the challenges faced by live events post-pandemic have left fewer spaces for this kind of innovative exploration. As the festival concludes, there is a sense of loss regarding the potential future developments that could have emerged from continued experimental play in the gaming community.

TruthLens AI Analysis

The article delves into the final iteration of the Now Play This festival, highlighting its significance in the landscape of experimental game design. By recounting personal anecdotes and the festival's origins, it reflects on broader trends in the gaming community and the challenges of sustainability in creative ventures.

Cultural Impact and Community Sentiment

The author, Holly Gramazio, shares a nostalgic perspective on the festival, which has served as a unique platform for indie game developers and experimental designs since its inception in 2015. The emphasis on cooperative play, as illustrated by her childhood game, resonates with the festival's ethos of fostering creativity and collaboration. This narrative aims to evoke a sense of loss among attendees and the wider gaming community, as it signals the end of an era marked by innovative, non-traditional game experiences. The closure of Now Play This suggests a shift in the gaming industry, potentially steering it towards more commercial endeavors, which could alienate the core community that values experimentation and artistic expression.

Sustainability Concerns

Gramazio's comments on sustainability reflect a broader concern within creative industries about the viability of independent festivals and projects. The need for these events to adapt to changing economic conditions is a key takeaway, suggesting that without proper support and resources, even cherished cultural moments may fade away. This aspect of the article aims to raise awareness about the financial realities faced by such initiatives, potentially rallying support for future endeavors or alternative models of community engagement.

Manipulative Elements

While the article primarily serves to inform and reflect, it could be interpreted as subtly manipulative by invoking nostalgia and a sense of urgency regarding the fate of experimental design in gaming. By focusing on the personal story and the emotional weight of the festival's closure, it may create a narrative that encourages readers to mourn the loss rather than critically assess the reasons behind it. The language used is emotive, which can sway public opinion towards a sympathetic view of the festival's closure.

Comparative Analysis

In relation to other news pieces within the gaming industry, this article stands out for its reflective and personal tone. Most gaming news typically revolves around upcoming releases or commercial successes, lacking the introspective quality present here. This divergence may highlight a growing need for discussions around the cultural significance of gaming beyond mere entertainment.

Potential Societal Impacts

The closure of Now Play This may have implications for the indie game community, potentially leading to fewer platforms for experimental games. This could result in a homogenization of game design, where only commercially viable titles are produced. Such a shift might limit diversity in gaming narratives and experiences, ultimately impacting the cultural fabric of the gaming community.

Audience Engagement

The article likely resonates more with indie developers, gamers interested in alternative experiences, and cultural commentators who appreciate the artistic aspects of gaming. It serves as a rallying cry for these groups to advocate for the preservation of experimental spaces within the gaming industry.

Economic Implications

While the article does not directly address financial markets, the trend towards commercialization in gaming could influence stock prices of companies focused on mainstream titles, potentially detracting from those investing in indie games or experimental projects. This shift may lead to a reevaluation of investor interest in diverse gaming portfolios.

Geopolitical Considerations

There are no overt geopolitical implications in the article, but the themes of cultural expression and innovation can relate to broader discussions around creative industries globally. As countries prioritize technological advancements, the loss of unique cultural events like Now Play This may reflect a larger trend in the global creative economy.

Artificial Intelligence Influence

It is unlikely that AI played a significant role in the creation of this article. The personal anecdotes and emotional tone suggest a human touch that AI models typically do not replicate effectively. There may be elements of AI-generated content in the formatting or distribution of the article, but the core narrative appears to be deeply rooted in personal experience and reflection.

In conclusion, this article serves as a poignant reminder of the fragility of creative spaces in gaming and the need for sustainable practices to support innovative design. The narrative effectively encourages readers to reflect on the cultural significance of such festivals, while also raising questions about the future of indie game development.

Unanalyzed Article Content

When she was a child growing up in Adelaide, Australia,Holly Gramaziomade up a game with her friend Summer. The two girls would lie back on swings with their eyes closed. When someone made too much noise nearby, they’d sit to attention and yell as loudly as they could: “Don’t wake me up!” The game captured a child’s view of grownups and their irksome inconsistencies – the self-defeating idea, or perhaps threat, that an adult could scream themselves awake amid their stated efforts to remain asleep. It was a co-operative game: the two girls “won” if they shouted in unison. If only one yelled, they lost. “This is the first game I remember playing,” records Gramazio in the printed guide (which also doubles as a delicious compendium of folk games) for the finalNow Play Thisfestival of experimental game design.

It’s wrapping up “for the same reasons a lot of festivals wrap up”,she writesin a blog post marking its closure. “Sooner or later you need to find a way to make it more sustainable… Or if you can’t do that, you have to go: well, we had a fun time but that’s enough.”

Gramazio is a game designer and novelist. Her bestselling 2024 bookThe Husbandsis a playful satire on contemporary dating, in which the protagonist magically receives a new potential husband whenever her current partner climbs the ladder into her attic. (It’s currently being adapted for Apple TV+, with Juno Temple in the lead role.) Gramazio co-founded Now Play This in 2015 with the designer V Buckenham. The festival has taken place at Somerset House, London, every spring since, except for a couple of remote editions during the pandemic. It has been something of an antidote to the usual boisterous video game events, where trailers for the latest titles vie for attention from dangling screens, and queues of backpack-wearing teens wait patiently for a quick go on a forthcoming blockbuster.

When Gramazio and Buckenham started Now Play This, indie games were in the ascendancy. Development tools such as Unity had democratised game-making, and ubiquitous digital stores such as Apple’s App Store and Steam enabled small teams to make their work available to a global audience at the touch of a “submit” button. Stars emerged: Derek Yu, creator ofSpelunky, in which you guide a fragile cave explorer through a deadly, forever-shifting underground cave system; Bennett Foddy, designer ofQWOP, a hilariously frustrating physics-based game where you control an Olympic runner’s thighs and calves one key at a time (and which even had a cameo in the US version ofThe Office);and Lucas Pope, whose gamePapers, Pleaseshowed mainstream audiences that video games could be more than digital shooting galleries, even addressing weightier themes such as immigration and bureaucracy. A scene emerged, and kooky, playful live events such as Babycastles in New York, or the Wild Rumpus in London, where attendees could play unfinished hits of tomorrow, became popular.

Even at that time, Now Play This was on the more experimental end of the spectrum, celebrating games that blurred the lines between screen-based play and physical controllers involving, say, ropes or skateboards. The unifying factor was an interest in game design as cultural practice, not merely for profit. And Gramazio’s love of folk games – typically amusements that can be played in a group, require no special equipment and are passed between communities in an oral tradition – ran through everything.

Since the debut of Now Play This, traditional games have become firmly mainstream. Hit Channel 4 showTaskmaster, now entering its 19th season, is an endlessly delightful compendium of folk games (“Count the beans in this baked bean tin. Your time starts now”; “Get this camel through the smallest gap. You have 10 minutes”).The Traitors, soon to debut on the BBC in a celebrity version, refines the popular parlour game Mafia, also known as Werewolf. Now Play This would often present similar everyday games, but with their original charged motifs in place. For example, Bolshevik Circus is a deceptive game of tag in which participants have hidden roles: president, guard, assassin or communist. Like Gramazio’s childhood game about not waking her parents, this is a low-stakes reproduction of a more frightening, capricious vision of the adult world.

This year’s event presented a different format, closer to a symposium than a weird arcade, with fewer games on offer and a greater representation of student projects. Attendees heard talks on, for example, the responsibility that designers of role-playing games have to the emotional wellbeing of their players, who might play through a provocative scenario about grief or abuse (a tool increasingly used by psychotherapists, according to the speaker), then must shake themselves out of the experience as they reinhabit their own reality. But there were plenty of playable, experimental games too, such as Rave Confusion, in which you play as a character lost at a rave, searching for someone as things become increasingly distorted and confusing.

The value of these kinds of lively conversations and experiments is clear. Often work created and debuted at the margins of the field of game design has filtered through to influence the mainstream hits. Minecraft and Fortnite (as well asThe Traitors) have their roots in experimental design that was never intended to turn a profit. And yet the fierce commercialisation of the industry, and post-pandemic struggles of live events, mean there are fewer spaces for this kind of experimental play for play’s sake. So, as we celebrate a decade of playfulness in the heart of the capital, we also mourn its passing, and the loss of what might have emerged because of its continued existence.

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Source: The Guardian