International Espionage
Less of a formal review and more of a series of observations that I noted down whilst playing the game.
I should start by saying we had a really great time playing this and it made the trip across from London worthwhile. The game is fun, witty and works well in exploring an unfamiliar city with unfamiliar people.
The name is excellent, it drew it to us immediately and when we saw a chap standing around with a shirt, tie, umbrella and suspicious looking briefcase we knew where we had to go. It feels like you are playing the game before it has even begun and certainly beat being shepherded with a loud-hailer.
However, when we spoke to him initially he noted that the previous days game had not gone that well and he hoped for a better result today, certainly more people were playing etc. It was candid and in that environment acceptable to talk in this way but it did leave us feeling a bit underwhelmed, especially as we had paid money to play the game. It would have added to the game, as well as not making us feel like we had a mistake in choosing it, if he had responded in character to our questions e.g. “all operatives are fine and living under assumed names” or “sorry that information is classified”. The player is especially vulnerable at the start of a game, the description in the programme is vague and it would be good to make them feel comfortable, again because they have paid to play.
The game starts with an explanation that 7 people are required to take a suitcase which contains a team name and a location marked on a map where they must set up base. A two metre circle was to be drawn in that location (chalk provided) and the briefcase to be stored within. The seven leave before the rest of the group who are then randomly assigned to teams and must locate the base to start the game proper.
You are also issued with water pistols to take down rivals. When a player is 'shot' they must count to 100 before joining the game again.
An excellent touch here was that I had arrived with a friend but had been chosen to be a team captain. He explained that if friends wanted to play together (which they do) then they could receive their team briefing but decide to join the friends team anyway, regardless of what team they were actually meant to be on. The captain therefore does not know if he can trust his friend or not. This was an excellent way to include friends joining each other without breaking the games fiction, indeed the not knowing added to the tension.
The ultimate goal for each team is to capture the other teams briefcases, but what stops this from being a simple capture the flag variant is that each member of the team also has his own instructions that they do not make known to the other players. Mine, for example, told me to befriend the captain of a neighbouring base, steal his team and his briefcase before relocating my own base to avoid reprisal. On the surface you are working together but there is an underlying mistrust as you yourself know you are not being entirely truthful so therefore what are other peoples hidden agendas?
This mistrust combined with playing in a real environment is what gives the game its edge. After I had completed my hidden objectives I was left guarding our single suitcase. It's a game played with strangers so you start to suspect everyone who comes near you, as you have no idea who is playing the game and who is just a member of the public. I had a lot of fun standing in a circle of chalk with a single briefcase waving my water pistol at people and telling them to 'move along'.
Due to the size of the city and the location of the other bases the game is very spread out. Somebody has to guard the suitcase (one assumes) which means that a player can be left alone for a long time with no idea what is happening and no real way to get back into the game.
This is one of the games biggest failings. The intentionally fuzzy rule-set invariably leads to players who do not get a good experience because they don't know what to do, their team does not exist or people aren't playing correctly. Of course it can also provoke amusing scenarios such as:
'my boyfriend is on the other team but wants to join ours'
'Does he have a suitcase?'
'No'
'Tell him no'
I certainly felt that my experience of guarding the base would have been made better if I was with someone. Perhaps being forced to operate as teams of two could help keep players from becoming lost and losing focus. Providing a little more structure and clarity would help make sure that all games are good games but have enough freedom to become excellent games by allowing for situations such as the one described above.
Once everyone has shown their true colours (we were double/triple crossed ) the game heads towards a final showdown as teams and newly made alliances take their suitcases to the final rendezvous. In our game a team were already camping in the location, water pistols drawn and ready to take down anyone with a suitcase.
The lack of clarity meant the finale turned into a water pistol fight with no one really sticking to the 100 second rule (what are you meant to do, just stand there?) and no one really knowing who was on who's side. Which is all very amusing in theory but having played a game with a clear objective for one and a half hours it would be good to have some sense of how you did and a feeling of comradeship with whatever team you managed to survive with. It also needed an endgame briefing similar to the opening of the game to give the players a better sense of closure, people just drifted away.
All of that being said the overall feeling of running around a city completing objectives, being forced to interact with strangers, having a time pressure and a loose narrative to take part in made for a very compelling experience that I would love to play again.
Ross Phillips