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197 |
Montola, StenroS & Waern
15
Psps d ss  ps p ds
Mkus M, Jkk Ss & ak W
Te majority o live action role-playing games are enacted either within astrictly conned area or in the middle o nowhere, in wilderness. However,there is also a minority o larps that are played in the streets, amongstunsuspecting bystanders. Tis minority has recently been gaining widerrecognition. Tese
pervasive larps 
are played all around a city, they invadeplayers’ everyday lives, and involve outsiders.Tis paper maps the design space o pervasive larp. Firstly, we dis-cuss dierent philosophies o pervasive role-play, looking at desired gameexperiences and cultural conventions o dierent orms o pervasive role-play. Secondly, we present a list o strategies that have been used success-ully to realize such games.
DeSignreSearch
 
| 198
PhiloSoPhieS anD StrategieS of PervaSive larP DeSign
Pervasive games are games that break the usual boundaries o games. While regular games are played at a set place and time by certain volunteer participants, pervasive games are dierent: Tesegames are either played out in the open, or they invade players’everyday lives, or they can involve outsiders and bystanders. In ourearlier work (Montola, Waern & Nieuwdorp 006) we have deneda pervasive game as a “game that has one or more salient eaturesthat expand the contractual magic circle o play socially, spatially ortemporally”.Tis blurring o the traditional boundaries o games usually leads to the point where players are unaware o where the game endsand ordinary lie begins; they oten are unsure about whether a cer-tain object, place or person is related to the game. While this isoten a source o pleasurable gameplay, it can also occasionally be acause o signicant problems in the game.1 Numerous larps and other games have inuenced this paper.As these games are generally poorly documented and mostly exist inoral tradition, we have not provided reerences to exact larps.2Tispaper is based on a report originally produced in the IPerG project(Montola, Stenros & Waern 007).
Ps p ds psps
Larps can be designed in order to meet a number o goals and pur-poses. In order to inorm design, we rst need to create a rudimen-tary classication o larp design philosophies: Tese philosophies areholistic approaches to larp organization, addressing both the ormand the unction o the game. While the vast majority o larps areconceived or recreation and entertainment, other uses include edu-cation, simulation and artistic expression. Tese unctions can beurther analyzed: Recreational larps, or instance, can produce plea-
1
For a reader unaware o our viewson pervasive games in general, werecommend having a look at ourwork discussing pervasive games ingeneral (Montola, Stenros & Waernorthcoming, Montola 2005, Montola,Waern & Nieuwdorp 2006), the ethicso pervasive games (Montola, Waern,Kuittinen & Stenros 2006) and pervasivegames in a larger cultural context(Stenros, Montola & Mäyrä 2007). 
2
We have used the ollowing pervasivelarps as background inormation:
Detlængste dag
(Denmark 2005),
Europa
(Norway 2001),
Ghost Express
(Finland2001-2002),
Helsingin Camarilla
(Finland 1995-2004),
Helsinki FTZ
 (Finland 1997),
Isle of Saints
(Finland2001),
Neonhämärä
(Finland 2008-),
Pimeyden maailma
(Finland 2004-2005),
Prosopopeia Bardo 1: Där vi föll
(Sweden 2005),
Prosopopeia Bardo2: Momentum
(Sweden 2006),
Rikoskannattaa
(Finland 2006)
Sanningenom Marika
(Sweden 2007),
The WhiteRoad
(Denmark 2007) and
Tre grader av uskyld
(Denmark 2006). Many non-pervasive larps also provided insightor this report. These include
Amerika
(Norway 2000),
Carolus Rex
(Sweden1999),
En stilla middag
(Sweden 2007),
Hamlet
(Sweden 2002),
Mellan himmeloch hav
(Sweden 2003),
Panopticorp
(Norway 2003),
Pelageya: Clarissie
(Finland 2005),
Pitkä perjantai 
(Finland1997),
Ringblomman
(Sweden 2004),
 System Danmarc 2
(Denmark 2005)and
The Executive Game
–series (Finland2001-2003). In addition, many pervasivegames and research prototypes haveinuenced our work:
Uncle Roy AllAround You
,
The Beast
,
vQuest
and
Epidemic Menace,
by way o example.
 
199 |
Montola, StenroS & Waern
surable play through physical exercise, social play, mental challenges andso on.Most o the design philosophies discussed in this paper are applica-ble to regular larp as well as to pervasive larp. Going pervasive is one way o creating strong experiences, but closed larps (which Martin Ericsson(orthcoming) has called
ecstatic furnaces 
) have their own advantages. Forexample, the 60° illusion larps (Koljonen 007) have worked out very well in creating visceral experiences. Ten again, some o the philosophies(like hiding in cityscape) are very particular to pervasive larp.Some o these philosophies can be combined with each other,whereas others have conicting goals. Below, we also discuss how webelieve the dierent strategies would work together with the more detaileddesign strategies.
cy s  bkdp
Urban pervasive games always have a relationship with the surroundingcity. Yet the attitude towards the city needs not be active: Te city can justbe something in the background. Games that are not specically designedto be played on the streets and just happen to take place there belong inthis category, as do games where the designer simply treats the city as asetting, a backdrop.City as a backdrop is closer to a lack o philosophy than to a ull-blown design attitude. Tese games are pervasive by accident, not by designer intent. Oten the players choose an attitude towards the city romthe other philosophies – one that suits their character.Most o the city games that were played in the Nordic countries inthe 990s belong in this category: Te games just happened to take placein the street.
Supported by:
Design strategies that do not rely on a actual worldand that clearly dene the game as a game, e.g. Scene-to-ScenePlay, Ludic Markers, and Ensemble Construction.
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