The Art of Collective Play: How Video Games Can Become Performance Art
A recent theatrical production of the video game "Asses.Masses" turned an ordinary gaming experience into a work of collective performance art. The game, created by Canadian artists Patrick Blenkarn and Milton Lim with a small team of collaborators, is about donkeys, reincarnation, and organised labour.
The game opens with a series of questions, mostly about donkeys, some in different languages, and quickly becomes obvious that players must work together to get them right. The setting โ in a theatre, surrounded by others, everybody shouting advice and opinions and working together on puzzles โ transforms the experience into a collaborative performance art piece.
The game is designed around collective play, with players taking turns guiding an avatar through a surreal quest to regain their jobs from redundant farm machines that have made them redundant. This creates a sense of camaraderie among players as they navigate the game's challenges and discuss its themes.
However, despite its innovative design, the game also highlights the limitations of traditional gaming experiences when played alone. Players often struggle to connect with each other and prioritize ideas, leading to a herd mentality where individual opinions are drowned out by the crowd.
The success of "Asses.Masses" as performance art raises questions about how video games can be reimagined as collaborative experiences that engage audiences on multiple levels. Its use of live gameplay, audience participation, and interactive puzzles creates a dynamic experience that blurs the line between gaming and live performance.
As the article highlights, this type of engagement is not unique to "Asses.Masses." Other games, such as "Baby Steps" and "Dark Souls," have been praised for their challenging and thought-provoking gameplay. However, "Asses.Masses" stands out for its innovative use of collective play and interactive storytelling.
The article also touches on the idea that traditional gaming experiences often focus on removing suffering from the player experience, making games smoother but less engaging. In contrast, games that create a sense of pain or discomfort can be more memorable and thought-provoking.
Overall, "Asses.Masses" offers a compelling example of how video games can become performance art through collective play and interactive storytelling. Its success raises questions about the future of gaming and its potential to engage audiences in new and innovative ways.
				
			A recent theatrical production of the video game "Asses.Masses" turned an ordinary gaming experience into a work of collective performance art. The game, created by Canadian artists Patrick Blenkarn and Milton Lim with a small team of collaborators, is about donkeys, reincarnation, and organised labour.
The game opens with a series of questions, mostly about donkeys, some in different languages, and quickly becomes obvious that players must work together to get them right. The setting โ in a theatre, surrounded by others, everybody shouting advice and opinions and working together on puzzles โ transforms the experience into a collaborative performance art piece.
The game is designed around collective play, with players taking turns guiding an avatar through a surreal quest to regain their jobs from redundant farm machines that have made them redundant. This creates a sense of camaraderie among players as they navigate the game's challenges and discuss its themes.
However, despite its innovative design, the game also highlights the limitations of traditional gaming experiences when played alone. Players often struggle to connect with each other and prioritize ideas, leading to a herd mentality where individual opinions are drowned out by the crowd.
The success of "Asses.Masses" as performance art raises questions about how video games can be reimagined as collaborative experiences that engage audiences on multiple levels. Its use of live gameplay, audience participation, and interactive puzzles creates a dynamic experience that blurs the line between gaming and live performance.
As the article highlights, this type of engagement is not unique to "Asses.Masses." Other games, such as "Baby Steps" and "Dark Souls," have been praised for their challenging and thought-provoking gameplay. However, "Asses.Masses" stands out for its innovative use of collective play and interactive storytelling.
The article also touches on the idea that traditional gaming experiences often focus on removing suffering from the player experience, making games smoother but less engaging. In contrast, games that create a sense of pain or discomfort can be more memorable and thought-provoking.
Overall, "Asses.Masses" offers a compelling example of how video games can become performance art through collective play and interactive storytelling. Its success raises questions about the future of gaming and its potential to engage audiences in new and innovative ways.
 #GamingEvolution I mean, who wouldn't want to be part of a surreal quest with strangers
 #GamingEvolution I mean, who wouldn't want to be part of a surreal quest with strangers  ? It's all about collaboration and problem-solving, which is super refreshing from the usual solo gameplay vibe
? It's all about collaboration and problem-solving, which is super refreshing from the usual solo gameplay vibe  . The idea that individual opinions can get drowned out by the crowd is actually kinda cool though
. The idea that individual opinions can get drowned out by the crowd is actually kinda cool though  #HerdMentality. And I'm intrigued by how these games are blurring the lines between gaming and live performance
 #HerdMentality. And I'm intrigued by how these games are blurring the lines between gaming and live performance  . It's like, what happens when gamers become performers?
. It's like, what happens when gamers become performers?  #GamingAsArt
 #GamingAsArt . I mean, who doesn't love playing games with friends or family? But this takes it to a whole new level where everyone's input and ideas are valued equally. It's like when you're working on a group project at school and everyone has to pitch in โ it makes the experience so much more enjoyable and rewarding.
. I mean, who doesn't love playing games with friends or family? But this takes it to a whole new level where everyone's input and ideas are valued equally. It's like when you're working on a group project at school and everyone has to pitch in โ it makes the experience so much more enjoyable and rewarding. . I think that's something we can all learn from, even if it means stepping out of our comfort zones and being vulnerable with others.
. I think that's something we can all learn from, even if it means stepping out of our comfort zones and being vulnerable with others.
 . With so many games now focusing on collaborative experiences like "Asses.Masses," it's clear that gamers are craving something more than just solo play. The future of gaming is all about creating immersive experiences that bring people together, and I think we're just scratching the surface of what's possible
. With so many games now focusing on collaborative experiences like "Asses.Masses," it's clear that gamers are craving something more than just solo play. The future of gaming is all about creating immersive experiences that bring people together, and I think we're just scratching the surface of what's possible  .
. .
. . But collective play takes it to a whole new level of engagement and community building. It's like we're all in this together, working towards the same goal
. But collective play takes it to a whole new level of engagement and community building. It's like we're all in this together, working towards the same goal  .
. . But when it's done right, it can actually enhance the experience and make it more memorable.
. But when it's done right, it can actually enhance the experience and make it more memorable. .
. . But at the same time, I'm a bit worried that we might be losing our individuality in the process. I mean, remember when games were all about solo experiences and you could just zone out for hours?
. But at the same time, I'm a bit worried that we might be losing our individuality in the process. I mean, remember when games were all about solo experiences and you could just zone out for hours?  It's like, I get that we're all working towards a common goal here, but can't we still have our own thoughts and ideas too?
 It's like, I get that we're all working towards a common goal here, but can't we still have our own thoughts and ideas too?  . I mean, who wouldn't want to shout advice and opinions with their fellow humans in a theatre? It's like a big game night, but with depth and meaning. And the fact that it highlights the limitations of traditional gaming experiences when played alone is just the icing on the cake
. I mean, who wouldn't want to shout advice and opinions with their fellow humans in a theatre? It's like a big game night, but with depth and meaning. And the fact that it highlights the limitations of traditional gaming experiences when played alone is just the icing on the cake  . I think this is the future of gaming we've been waiting for - interactive storytelling, collective play, and audience participation all coming together to create something truly unforgettable. Let's get ready to level up our game nights!
. I think this is the future of gaming we've been waiting for - interactive storytelling, collective play, and audience participation all coming together to create something truly unforgettable. Let's get ready to level up our game nights!  . Still, if it works for people, more power to 'em. It's just...interesting, that's all
. Still, if it works for people, more power to 'em. It's just...interesting, that's all  .
. But seriously, this is the future of gaming - interactive storytelling, live gameplay... it's like an immersive experience or something!
 But seriously, this is the future of gaming - interactive storytelling, live gameplay... it's like an immersive experience or something!  . We need to be able to share our thoughts and ideas without getting lost in the crowd
. We need to be able to share our thoughts and ideas without getting lost in the crowd  . Anyway, I'm excited to see where this whole collective play thing takes us!
. Anyway, I'm excited to see where this whole collective play thing takes us! 

 I gotta say, this whole "Asses.Masses" thing is really cool! It's like, what if we took gaming out of our solo bubble and brought it to a community setting?
 I gotta say, this whole "Asses.Masses" thing is really cool! It's like, what if we took gaming out of our solo bubble and brought it to a community setting?  And the themes of reincarnation and organised labour are just... wow, they're so thought-provoking!
 And the themes of reincarnation and organised labour are just... wow, they're so thought-provoking! 
 I mean, we're already living in a world where social media and online discourse can be super overwhelming, so maybe gaming experiences that push us out of our comfort zones are just what we need.
 I mean, we're already living in a world where social media and online discourse can be super overwhelming, so maybe gaming experiences that push us out of our comfort zones are just what we need. 
 the way they got everyone working together to solve puzzles was so cool and it made me feel like part of something bigger than just playing a game alone
 the way they got everyone working together to solve puzzles was so cool and it made me feel like part of something bigger than just playing a game alone 
 and I loved how it made me think about themes and ideas that I wouldn't normally consider outside of a game
 and I loved how it made me think about themes and ideas that I wouldn't normally consider outside of a game 
 , but Asses.Masses seems to actually encourage that kind of collaboration and discussion. It's like, instead of just following a script or trying to be the best player, you're actively working together with others to solve puzzles and progress through the game. That sounds way more fun to me
, but Asses.Masses seems to actually encourage that kind of collaboration and discussion. It's like, instead of just following a script or trying to be the best player, you're actively working together with others to solve puzzles and progress through the game. That sounds way more fun to me  I mean, the way they used collective play and interactive puzzles to create a sense of camaraderie among players is pure genius.
 I mean, the way they used collective play and interactive puzzles to create a sense of camaraderie among players is pure genius. 
 . Can we create an experience that doesn't make us wanna scream and just get to the next level?
. Can we create an experience that doesn't make us wanna scream and just get to the next level?