SFZero: the universe's only real-world first person action / adventure game

SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities.

"SFZero, a community of gamers who were transforming their day-to-day environment into one large playing field. They were getting out into their cities, meeting one another, and using social software as a means to engage with and support one another with actions that shape their actual relationship to their city. Here, through the web, I discovered something clearly different from the ‘virtual’ world offered by online realities such as Second Life. Rather than a simulated space for developing relationships situated within a fantasy world, the device of fantasy, games and networked tools were facilitating relationships and encounters in local live space. Rather than a parallel universe, this was a collision of social realities. Not alternate, not underground, but complicated and integrated.

This was what Guy Debord had written about years ago when he called upon people to “detourn” their spectacular lives. In Society of the Spectacle DeBord decried the mediated existence of modern citizens – passive and docile to the manipulative strategies of industrial regimentation. The Situationists issued a manifesto to all beings of agency, to take to the streets and to recaptures one’s own sense of active expression in daily life, through the disruption of routine with self-invented games and play.

The self-generated games at SFZero, offered players exactly this type of Situationist intervention. And yet the best part was it didn’t seem as contrived and mannered as an ‘art project’ nor separated and invisible, available only to an audience with an art historical context, knowingly nodding within a gallery while viewing historical documentation: people as actors in their lives, ongoing, publicly, engaged and creating meaning through relationships, not because experts and media dictated for them to follow, but for themselves and each other."
-- Alice Planas


SFZero.org

Flashback [game]

"Flashback is a game in which you complete real-world missions with the aim of de- and re-constructing American History and connecting with others to change the world. You begin at level 1 with 0 points. As you complete missions and advance in level you gain the skills and historical knowledge you'll need to develop strategies for overcoming persistent historical injustices and defeating your class enemies."



Flashback is funded by a grant from the Corporation for Public Broadcasting. For more information, see the American History and Civics Initiative press release.



playflashback.com [closed beta]

Helen Chanam



A sprawling urban epic. Told by doctored book, hidden floppy disk, sticker streetcorner narrative, instant message spambot, art gallery exhibition, multi-user text-based dungeon, craigslist personals, PGP encryption, spray-painted stencil, free voicemail service, personal terrorism.

Funded in part by the University of Chicago Festival of the Arts.



Journey To The End Of The Night [street game]

"The city spreads out before you. Rushing from point to point, lit by the slow strobe of fluorescent buses and dark streets. Stumbling into situations for a stranger's signature. Fleeing unknown pursuers, breathing hard, admiring the landscape and the multitude of worlds hidden in it.

For one night, drop your relations, your work and leisure activities, and all your usual motives for movement and action, and let yourself be drawn by the attractions of the chase and the encounters you find there."



Check out Journey to the End of the Night in:
San Francisco
Brooklyn
Manhattan
London
Los Angeles
Chicago
Washington DC

If you want some tips on organizing a game in your city, let us know.

The Sweet Cheat Gone [street game]



An investigation of guilt and innocence played out across the streets of San Francisco. Players are divided into teams that either prosecute or defend the accused perpetrator. It is their job to collect evidence around San Francisco on foot, bike, or Muni (no cars or taxis allowed) that supports their case.


The Sweet Cheat Gone

Seeing Beyond Sight



Blindfolded photography challenge, ongoing at SFZero.org, with past events in SF, NY, and Raleigh NC. Also, we had a big party at 111 Minna (in collaboration with The Craigslist Foundation and the Exploratorium).


check out:
SeeingBeyondSight.com (the book)
or SFZero praxis

Ghosts of a Chance

[in production]

A game for the Smithsonian American Art Museum.

Ghosts of a Chance

“Ghosts of a Chance” invites gamers to create objects and mail them to the museum for an "exhibition" curated by two game characters posing as employees. But the "game within the game" is also a challenge to uncover clues to the narrative that binds those objects, and to investigate the way objects embody histories.

D Fatower

A series of enigmatic and interconnected texts and objects that led participants to explore and investigate various locations in Bologna Italy while uncovering a narrative.



D Fatower

OUR CAT TARDEN





Stuff

We also make stuff.



Virtual Visits to Para-Chicago

We made this text-based multi-user space modeled on Chicago under Helen Chanam's identity and got it accepted into Rhizome, a virtual museum! For further description, see the text below:

"A game set in virtual Chicago. "The Loop" becomes an intertextual spatiality: nodes conflate city intersections and unfinished manuscripts. A narrative begins to unfold, assigning the user a role that he/she may decide to ignore. At the same time, a paradoxical metanarrative arises from the explicit absence of the protagonist and her implicit presence as the very interface itself: that which mediates subjectivity. This could be described as a confusion between text and context.

The protocols which govern and regulate my cartography-impulse extend beyond physical space. I allow myself to indulge in a protocol which renders all nodes equivalent.

Rhizome Terms: access, allegory, artificial life, body, Conceptual, contextual, death, desire, digital, disappearance, game, Generative, historical, HTML, immersion, interface, Internet, Java, Narrative, network, Perl, posthuman, public space, social space, software, space, Telematic, Text, Virtual reality"

"I remember the MUD landscape I designed, where it was always the winter of the broken twig, the summer of heated abjection; there was the cooling sea where Clara might go, smeared with shit, piss, and cum, mixing with the tepid waters; there was the neophyte Alan, hysterically picking up coins and menses in any combination, delving into tunnels, falling into the vaginal opening in the floor, labial opening in the wall, the clock bleeding second after second. Nothing happened that couldn't be corrected by prayer as Death and Tiffany fucked murderously, returning the unstable world to where it used to be. There were Man to be fought in this world where everyone is naked, crawling, where the Pub offered female and male cum, as well as piss to drink, where delirium is the order of the night. I could fight with Honey there, and violated I could die piecemeal. I never programmed the eating of corpses, but the possibility was there, running ragged through the body of the other in the midst of bodies. Everyone sexed everyone else, every hole offered itself, the mazes crashed against impossible topologies, and there were prisons from which it was impossible to escape, ever, before the shutdown-closure of the world. But most of all I remember wandering within all of this, things dripping, stumbling about at the debris of my own creation built upon the structure of a clean economy, clean game, with foreclosed though wounded bodies. Here one slid with every hole filled with fingers and other proturberances, with burbling or mewling mouths, with insatiable hungers for bodies among bodies. I remember returning in my dreams to dissolute programming, walking along the path strewn with feces, the two of us covered in menstrual blood, the blood-red sun crashed hard against horizon of the text. Build one yourself she said, motion begets motion."
(source: http://collection.eliterature.org/1/works/sondheim__internet_text/an.txt)


ACTIVATE MUD

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Speaking Engagments and Conferences

Previously Upcoming
[contact us]

PRESS

ACADEMIC


CV4U

Playtime is: Sean Mahan, Ian Kizu-Blair, Sam Lavigne



You can also download our CV: playtime_cv.pdf

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