The line between player and performer is increasingly blurred in the world of video games, particularly when it comes to experiences that are designed for live audiences. Take, for example, a recent production of Asses.Masses, a game about donkeys, reincarnation, and organized labor, which was played out in a theatre with 70 other people. This wasn't just any ordinary gaming session; it was a performance art piece that relied on the collective energy and participation of its audience.
In this unique setting, players took turns controlling the game's avatar, with others offering suggestions and advice from their seats. The experience was not only about overcoming obstacles but also about engaging in discussions and debates about topics such as industrialization and labor politics. With its thought-provoking themes and humorous tone, Asses.Masses became an unforgettable event that left a lasting impression on all who participated.
This production showcases the potential of video games to evolve into performance art when played with a live crowd. By incorporating elements of improvisation and audience participation, it not only enhances the gaming experience but also creates a unique sense of community among its players. The fact that this is now being considered as part of the world of collective play highlights how video games can transcend their digital nature to become interactive, immersive performances.
The Asses.Masses project encourages viewers to consider the role of audience participation in shaping their own gaming experiences and invites us to explore whether it's possible to create something new through collaboration and collective gameplay.
In this unique setting, players took turns controlling the game's avatar, with others offering suggestions and advice from their seats. The experience was not only about overcoming obstacles but also about engaging in discussions and debates about topics such as industrialization and labor politics. With its thought-provoking themes and humorous tone, Asses.Masses became an unforgettable event that left a lasting impression on all who participated.
This production showcases the potential of video games to evolve into performance art when played with a live crowd. By incorporating elements of improvisation and audience participation, it not only enhances the gaming experience but also creates a unique sense of community among its players. The fact that this is now being considered as part of the world of collective play highlights how video games can transcend their digital nature to become interactive, immersive performances.
The Asses.Masses project encourages viewers to consider the role of audience participation in shaping their own gaming experiences and invites us to explore whether it's possible to create something new through collaboration and collective gameplay.