Sitting in the Clinton Street Bakery eating their excellent blueberry pancakes and catching up on the blog. We ran the second performance, if that’s the right word, on Saturday afternoon, the hottest day of the year here so far. Two over dressed British gentlemen cabbed across town with 40 ipaqs and headphones to Parsons college of Art & Design where they issued the ipaqs (getting pretty slick at that now with the help of some excellent volunteers) before sending about 30 players out into the cacophony of Manhattan to begin the game.

At the strike of 14.50 on the huge digital clock that hangs above Union Square the players hit go and began nervously weaving through the bustling crowd listening to the toll of points removed or added as lovers and dancers came close. But what a crowd, everything you’d expect from Manhattan: people picnicking and sun bathing; a Hare Krishna unit drumming away, some sort of Korean church running an outdoor service; a circle of African Americans taking turns to rap along to a beat box; a farmers market; and, finally, our players, sneaking and strolling, running or hiding. An incredible game space and one we always hoped we could find.

I always enjoy the moment when people first start to talk to each other and start playing together. This is the core of the game; in Union Square it took 15-20 mins of game play for two large groups to form, one of Lovers and one of Dancers, carefully avoiding encountering each other and trying to mop up the last individuals. Well we assumed the groups were homogeneous but we get the impression that some people had joined the wrong group. We gave out 30 devices, 15 of Lovers & 15 of Dancers, but at game end we had two groups of unequal size. If you encounter a group of the opposing team you’d get a flurry of points knocked off, but once done, if you stayed close to these supposed friends, you’d loose no more points. We reckon this leads people to joining groups of people from the opposing team, with the urge to join a group overcoming the players individual logic. This didn’t go down so well during post game feedback when one or two players questioned the unequal group sizes; kind of cuts against American’s sense of rugged individualism.
And that was that for Comfort of Strangers in New York. The game really had a buzz around it, although there was some bemusement about what is was about, with one rumour claiming it was some experiment in psychological control. Overall feedback was overwhelmingly positive, with people really enjoying the initial period of disorientation and quick learning curve, followed by the exciting feeling of jeopardy. The technology held up (despite a really, really annoying bug in the mscape experimental release) and our tweaks to the game design really paid off in that people could play through to the end of the game without the rapid polarisation we saw in London.