Backchatter at Freeplay
Freeplay was amazing! There was this crazy “I love Indie” vibe and the keynotes really stretched the concept games and gaming.
I ran Backchatter at Freeplay. It was made and open sourced by the awesome Local No. 12. Backchatter is a Twitter game about picking buzz words, with the twist that if you pick buzz words that not many other people pick, you’ll get more points.
How did it go? Although there were (I’m guessing) around 300-400 people at the conference, most people weren’t tweeting. 38 people signed up to take part, which I think was around the number of active tweeters. Most of those people played it once or twice. There was a steep drop-off, on the final day there were about 6 people who where entering every round and really competing for the win.
Although Backchatter was announced at the start of the conference, instructions were included in the programme and I tweeted fairly regularly about it, I think I needed to get up and explain the rules. Some people didn’t know that words rolled over or didn’t understand how to enter words. It doesn’t matter how simple your game is, players will need some hand holding. This is my experience in making augmented reality games as well. In a game that takes place in the real world you don’t have people’s undivided attention or high-bandwidth communication. Ideally your game should need no instructions at all. If you’re running Backchatter make sure that you’re monitoring the direct messages to the game twitter account for errors. Keep sending out twitter updates with hints on how to play.
What I really want to know is, was it fun? There was no talk on the #freeplay10 tweet stream about Backchatter itself, and not a huge amount of players actively playing. But I did hear people talking about it around the conference. I really wished for more involvement. My motivation for running games at a conference is to add a new layer of involvement to the conference, to cut across social cliques and make the whole experience more fun and rewarding. Backchatter fulfilled some of that, but only for a handful of Twitter users. The next step for me is to take to the audience non-obtrusive, opt-in games that try to meet these goals. Technology and the virtual world will be used a tool, not the platform.
It was interesting that there were some vocal Twitter scoffers in the audience. Some people really reacted to the platform this game was delivered on. It seems they feel Twitter attacks the value of friendship and all it’s users are vainglorious. People should carefully consider which technology they take on, but don’t confuse the medium with the game. Oh, and hecklers suck.
If anyone else is taking on the challenge of running Backchatter, feel free to contact me.







