COLLECTIVE      COMMUNAL          DECENTRALIZED       HYBRID       INTERACTIVE      IMMERSIVE      PERVASIVE     SIMULTANEOUS         TRANSVERSAL

              ABYSM Accomplices


              ABYSM, Player: Sayuri Chetti & Nick Koppenhagen, UI Design by Marijn Degenaar, Font:Icarus by Sophia Brinkgerd


              ABYSM is an online game that uses the theatre as its map. Players can take on the role of a character or ‘take control’ from home as a player on the game’s website and a camera mounted on chest harness, transmitting the first person perspective of the avatar.


              ABYSM, Player: Dawid Grzesinski & Nikolas Brummer, UI Design by Marijn Degenaar, Font:Icarus by Sophia Brinkgerd

              The movements and choices made within the game shape the performance scripts and soundscapes that serve as a guide for characters and players alike. Together they set out on a journey from personal to collective memory and trauma. The story is non-linear and subverts narrative conventions and archetypes - following the Fool’s rather than the Heros Journey. It takes place in a Multiplayer Game played in a state of connected Hypnagogia, the state between wakefulness and sleep. Multiple QUESTS lead through three REALMS: The Node, The Edge, The Field, which correspond to division of Theatre Space: Backstage, Stage, Auditorium.

              THE FIELD, Player: Sayuri Chetti and Maciec Sado, UI Design by Marijn Degenaar

              The Hybrid game combines methodologies from Role Play and Computer Game Design, Therapy and Performance Improvisation to craft a personal and transformative experience for the players. A crucial part of the game is also the debrief discussion in which players give each other feedback but also deal with emotional challenges that may arisise during play. What happens when your avatar is another person with their own set of motivations? What resistance and implicit violence is felt when you are being played?

              Direction: Carina Erdmann
              Programming & UI Design: Marijn Degenaar
              Music: Lendl Barcelos
              Narrative Design: Steph Holl-Trieu
              Technical Advice: Nick Koppenhagen


              Supported by
               

              Mark