Writing Trivia Is Hard: Interview Transcript

My name is Travis Larchuk and I am the head writer of NPR’s Ask Me Another, which is a public radio quiz show. It’s an hour long show, it airs on the weekends in most places, and it’s hosted by a comedian Ophira Eisenberg. We have a musician whose famous from the internet, Jonathan Coulton. It’s a very nerdy show. At the end there’s a winner. They win a Rubix cube that cost us nine dollars. It’s very low stakes.

Writing trivia is hard, there’s a lot of fact-checking involved. You have to make sure that there is only one answer to the question, which is harder than you might think. For example, who’s the spy with the initials J.B. who was the star of a blockbuster movie franchise? It could be James Bond but it could also be Jason Bourne. Or if you go into TV it could be Jack Bauer. It could be Jack Bristow from Alias. There are a ton of spies with the initials J.B.!

The last thing that you want is for somebody to give an answer and then you have to stop down everything while get on to Google to see if they are actually correct and that they have just slipped into a hole that you didn’t even realize was there.

We had on our show a big controversy because the answer to a clue about a food that smelled bad but tasted great was. We said it was jackfruit and a lot of people wrote in and said it was durian. There was a huge controversy about it. I don’t want your letters! I do not want your letters about this. I’ve read enough of them. Public radio listeners love to let you know when you’re wrong. And they’re great! And please continue to donate to your local public radio station.

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Disarm: An Interview: Transcript

My name is Pedro Reyes and what I do is mainly sculpture. Disarm is a project . . . It is a set of musical instruments made out of destroyed weapons.

[sound of flute being played]

To make a guitar or to make a violin or to make a drum set we were working very much like cavemen. You know blowing and scratching and banging these pieces of metal, trying to figure out how to make sound with them.

[bell rhythm]

It is very important to train our capacity to play, to be a little bit foolish. I am not a musician. I often invite musicians to create compositions, which is super exciting because it means that every time that they play it is a new thing.

[guitar-like instrument riff]

The best thing is when when you don’t know when a project continues to bring surprises.

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Dispatches from the Field: Come Out and Play: Transcript

5 4 3 2…[whistle]

[music with clapping]

So Come Out and Play is an annual festival. We’ve been running it now for twelve years.

It offers free games created—original games created by designers from all over the country, sometimes outside of the country.

You know, we think of it as a big street game field day festival.

People go out and use this dowsing rod to help you find different types of sound.

Right now we are at Come Out and Play Family Day here on Governor’s Island in New York City.

Myself and my colleagues at Brooklyn Game Lab are out here demoing Battle Lab, which is our physical live action roleplaying program.

What we’ve brought today is actually a couple different games that our campers have designed this summer. We go through the whole process from brainstorming, writing the rules, play testing, fixing it, and play testing it again. And finally playing and sharing our games.

Come Out and Play is a festival that started off just really for  teens and adults, and has expanded to have games for people of all ages.

I played games. I went to the fencing. I went to the throwing the ball and putting it in the bucket.

We really think about, like,  how do we get people to play together in different ways. It has to feel surprising and fresh, right? There’s nothing sadder in this world than a hopscotch grid that you’ve seen like eight times. They want a game that allows them to hang out with their friends. It’s a three-minute game that between like three and twenty-one people can jump in and play. It takes me like a minute and a half to explain, and once you’ve seen it played I don’t really have to explain it to you at all. And if somebody doesn’t like it, they’re like, alright, I’m going to go do something else. And then somebody else is like, this is my jam, I’m going to do this all night! This is our practice. This is, like, how we think about making something. We just want people to have experiences that they think are joyful and fun.

[music]

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Pedro Reyes

“It is very important to train ourselves in our capacity to play, to be a little bit foolish.”

 

WHO

Pedro Reyes (born 1972, Mexico) lives and works in Mexico City. Having studied architecture, Reyes is keenly interested in how people interact with structures—both built and imagined. While his projects take many forms, they often explore ideas of utopian societies and social revolution. His choice of materials is often inspired by political or social issues, such as gun control and citizenship.

 

WHAT

Disarm Mechanized II is a mechanical orchestra made out of weapons seized by the Mexican police in Ciudad Juárez. As a response to the drug cartel wars, Reyes dismantled the guns to create this work. He collaborated with local musicians to design and build the instruments, and also to compose the music you hear.

 

WHY

The prevalence of gun violence in Mexico and the United States led Reyes to explore how deadly weapons could be turned into agents of peace and social change. By repurposing the guns to make music, he rejects their original violent function.

 

LISTEN

PlayTime curator Trevor Smith discusses how Pedro Reyes uses play for social change. Read the transcript.

 

 

WATCH

Pedro Reyes on the relationship between play and creativity. Read the transcript.

 

 

 

WORKS

 

Disarm Mechanized ll, 2012–14
Recycled metal from decommissioned weapons
Courtesy of the artist and Lisson Gallery

 

(Image credits: Photo by Allison White/PEM; © Pedro Reyes; photo by Allison White/PEM.)

Play Digest: The Game of Life

Life is complex. Family, friendship, health, work, inequality, the state of the world all contribute to our understanding of and approach to our daily lives. This week’s Play Digest links up with games based on lived experiences.

It goes without saying that sometimes games can help escape these realms, even navigate them, or aid in solving real world issues. It’s worth noting that the board game we now know as Life was released in 1860 under the name The Checkered Game of Life, which, in fact, referred to its checkerboard-like playing surface, but which also might be the best unintended euphemism ever in board games.

When the popular Uncharted video game series was “recast” earlier this year with two women taking over the lead, the progression of gameplay wasn’t altered much. Over the course of the game, however, the relationship that develops between Chloe and Nadine has made some women reflect on not only of how sometimes complicated, competitive female friendships are portrayed on the game screen, but how it mirrors real life.

Women, and perhaps women of color especially, are subject to near-constant micro-aggressions aimed at their appearance. Wieden + Kennedy art director  Momo Pixel created Hair Nah as a response to one such insult in particular. As a comment on those who cannot resist the lure of difference, Hair Nah has the player trying to get her avatar to the airport and onto a flight with as few “hair reaches” as possible. It is a great example of enlightenment through light humor

DreamDaddy is a queer dating app sim in which you don’t just date a gay dad, you are the gay dad. The characters are given deep back stories, problem children, job woes, and identity crises. Gamewright Leighton Gray says it was important to her as a gay woman to develop an honest and humanistic approach for the LGBTQ gaming community. She added, “There’s so little queer content now that’s just light-hearted and fun and silly and showcases a really honest relationship. I think part of the goal for this was for it to be for everyone.”

More often than not life isn’t so interesting, as manifested in Desert Bus, once called the worst video game ever made. In it you drive from Tucson to Las Vegas and immerse yourself in all the monochromatic boredom of a roadtrip. But there was art in its mundanity and it has its fans (and raised a good deal of money for charity). Now there is a sequel, with a big “improvement”: if you win, you now get to drive the bus back to Tucson.

The life stage that vexes many of us the most perhaps (at least in the west) is death. Death isn’t addressed in the old Hasbro Game of Life (in which you’re more likely to cash in your 401k than meet the Angel Gabriel), but video games are full of it: graphic, grizzly, hyper-realistic, but usually atypical for the average player. Mortician’s Tale is different. Imagine, for a moment, that you run a funeral home. Mortician’s Tale is an outgrowth of the death positive movement, and aims to demystify the death and grieving process by putting the player in the mortician’s robe. It’s a game that would make Jessica Mitford proud.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: The Game of Life via Flickr.)

My Life Up Until November, 2007: An Infographic

The subjects of artist and funnyman Andrew Kuo’s colorful infographics are personal memories, moments from the near past, and thoughts about the future. His take on this work: “Putting ideas on a scale challenges the authority of a thought.”

Look for the next infographic in coming weeks.

 

Storming the Fort: A Story

Albert Mobilio’s series of short fictions may be extrapolated from the rules of traditional games, but, in fact, they illustrate how time-honored and grounded in reality rules are. Missed the earlier stories? Read them here and here.

The fort is a line of gymnasium horses, parallel bars, curio cabinets, beat up lawn mowers, and other similar obstacles. The obstacles should not be too high, nor should they be too low, nor should they be just right, as such a notion appeals to a normative objectivity unrecognized as viable by players and game masters alike. Where necessary, the obstacles should be shrouded in black crepe, as befitting those objects (e.g., a tire, an ottoman, a treadmill, a corpse) that remind us that life itself is an act of mourning the relentless increase of the inanimate around us. Players form two teams, one in a line about twenty feet from the obstacles, the other just behind the assemblage. At a signal, the attacking team rushes forward and tries to climb. They must go over, not around. The defenders try to prevent the assault from succeeding. To do this they may go anywhere they choose. Maybe home, to a hot toddy and an uncracked copy of Middlemarch that will be read, it will, it will.

In any case, all manner of holding or blocking is permitted, anything, in fact, except hitting or other forms of aggressive roughness. Unexpected intimacies—kisses blown across the gym horses, suggestive winks while in a clinch with an opposition player, or frottage, but only light frottage, such as might be acceptable at a freshman high school mixer—are also permitted.
The defending team tries to prevent the attackers from getting over the obstacles. They may climb, push, or repurpose personal grooming items as weapons (only to be brandished in as much as one can brandish, say, tweezers). This is the way of the world: all against all, winning isn’t everything, it’s the only thing. But the struggle is not so grim. If the attackers do not triumph in a pre-determined period of time—oh, about two minutes of appropriately Darwinian mayhem—then the two teams reverse positions. The shame of defeat flares but briefly in the players’ inmost selves; they will surely strive again and some Homer—could it be that ginger-haired lass who smells faintly of doused church candles—may perhaps someday sing of their brawny exploits. ♦

(Image credit: Wenceslaus Hollar, Tangier Views, about 1670, etching. Courtesy of the Metropolitan Museum of Art.)

Play Digest: Playtime Turns Fifty

Trevor Smith, PlayTime curator, shares this week’s Play Digest on the film inspiration behind the exhibition title—and this site by extension. Looking for a good watch? We recommend Playtime on its anniversary.

Jacques Tati’s movie Playtime, released in 1967—and turning fifty this week—was a failure at the box office on release and almost bankrupted him. Yet today the film is rightly hailed as a cinematic masterpiece. In contrast to the cynicism and hard-bitten critique of the French new wave, Tati’s faith in extraordinary images, his roots in physical comedy, and the “classic French ability to spot the ridiculous in the everyday” appeared mordantly nostalgic. Today, his playful yet sharp-eyed vision seems ever more profound.

Shot entirely on huge stage setsPlaytime imagined a Paris whose life was organized by modern rhythms of work and leisure. The movie unfolds in three acts. The first is set in the non-spaces of airports, open cubicle offices, and trade fairs. The second act takes place in an apartment whose floor to ceiling windows at street level turns the family into inadvertent performers. The final major arc of the movie takes place on the opening night of a restaurant/nightclub whose slick modernity renders the chaos behind the scenes all but invisible.

Tati’s reaction to these patently modernist scenarios is not to offer a disenchanted critique but to begin to play and test its limits. Often his comedy began in an act of misunderstanding or misuse of an object, which is one of the key threads in our exhibition at the Peabody Essex Museum.

While the strict separation of work and leisure in these scenarios is very much of Tati’s time, his understanding of the importance of play to human imagination and empowerment in uncertain times remains revolutionary.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: United Archives GmbH / Alamy Stock Photo.)

Sweat: An Image Gallery

Photographer B.A. Van Sise brings us the before and after of sport in his series Sweat. With these double portraits, he offers a close look at the drive of players from the Knicks to the Gotham Girls Roller Derby League.

 

Well, for starters, I don’t like sports.

I played baseball as a kid, if one can call what I did “playing.” Mostly, I stood out in the outfield and held my glove in the air and prayed to the love that moves the sun and all the other stars that nobody would ever hit the ball in my direction, which invariably everybody did. If such a thing is possible, I’m pretty sure I would have had a negative batting average and my teammates—a group of post-pubescent murderers who all hated my tiny, non-hitting, non-catching, non-running body—would clearly have preferred to use me as a backstop.

I’d return home from my games, open the hamper, toss in my uniform covered in tears and goose shit, and listen to Edith Piaf music.

It’s a shock I never made the majors.

Years later, while working my first big newspaper job at Newsday, the sports editor would be forced—when the rest of the staff was sick, vacationing or dead—to send me to photograph sporting events. I have a deep-seated admiration for sports shooters; I know a lot of them, and am constantly dazzled by their work. Sports work is the hardest kind there is for a photographer, and not the kind for me. I’d spend a couple bored hours taking pictures of where the ball or puck was or wasn’t, hand in the work with my fingers crossed, and go home, open the hamper, throw in a button-down shirt covered in tears and goose shit, and listen to John Coltrane.

Last year, a buddy of mine convinced me to go see a New York Cosmos soccer game with him. He was a leader for the group of Cosmos hooligan fans who attend every game, and he told me that I should come down, if only to yell at strangers for ninety minutes. As a good and loyal New Yorker, it’s hard to pass up the opportunity to fight with strangers for hours, so off I went—and I was marveled.

The players on the field never stopped moving. They ran and slid and fought and looked like men who’ve been through a war. When they lost, I imagined their homes, their hampers, their jerseys, and their bachata music.

So that’s how it began. Since then, I’ve been visiting with athletes of every stripe to try—situation and weather allowing—to photograph them identically: first, arriving to an event, and later walking off the field just seconds after they win, lose, or quit for the day. The personalities, I’ve noticed, vary in culture from one sport to next, but one thing pervades the lot of them: a desire to prove themselves. To go faster. To work harder. To do more. At a certain level, every sport seems to turn into a game of inches, and all of those who most impressed, it seems, were still thinking about much greater distances.

I called it Sweat, because I was pretty sure the Peabody Essex Museum wouldn’t let me name it, well, Goose Shit.

 

B.A. Van Sise, Sweat
Danny Szetela // New York Cosmos

 

B.A. Van Sise, Sweat
Adam Moffat // New York Cosmos

 

B.A. Van Sise, Sweat
Ruben Bover // New York Cosmos

 

B.A. Van Sise, Sweat
“Kate Sera Sera” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
“Northern Fights” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
“Lumiknoxity” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
“Kid Vicious” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
BackAlley Dred // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
Buay Tuach // Knicks

 

B.A. Van Sise, Sweat
Hanner Mosquera-Perea // Knicks

 

B.A. Van Sise, Sweat
Luke Kornet // Knicks

 

B.A. Van Sise, Sweat
Xavier Rathan-Mayes // Knicks

 

B.A. Van Sise, Sweat
Leon Gray // New York City Marathon

 

B.A. Van Sise, Sweat
Matt Schaar // New York City Marathon

 

B.A. Van Sise, Sweat
Sami Yewman // New York City Marathon

 

B.A. Van Sise, Sweat
Jennifer Piazza // New York City Marathon

Check out more from B.A. Van Sise’s Sweat series.

Writing Trivia Is Hard: An Interview

“Writing trivia is hard, there’s a lot of fact-checking involved. You have to make sure that there is only one answer to the question, which is harder than you might think.”

Travis Larchuk is the head writer for NPR’s trivia, puzzle, and word play show Ask Me Another. When PEM sat down with Larchuk, he told us about the tricky nature of crafting trivia questions and a recent controversy on the show: a question about bad-smelling fruit (how many can there be?).

Read the transcript.

 

(Music credit: Podington Bear “Reckoning” (CC BY-NC 3.0) via Creative Commons.)

The Paradoxical Usefulness of Nonutilitarian Motion, A.K.A. “Play”: An Essay

Fiction writer Karen Russell’s visit to an aquarium unexpectedly reveals parallels between dolphins at play and the freedom of writing.

One uniquely perverse kind of movement is “play.” What could be a more audacious use of our time? Playgrounds are some of our most demented constructions, if you think about it—even more surreal, in their way, than cemeteries! Go to a playground, and what do you find? A do-nothing machine. A go-nowhere machine. The swing set, the see-saw. Human-powered pendulums that would appall Henry Ford. Here’s equipment that wheels in circles, going nowhere fast. Scaffolding to support kinetic dreaming. Stasis-in-motion. We set aside these nature preserves for the imagination; we stent a space for fantasy. Then we encourage kids to use a bunch of hot aluminum as the looms and struts for their waking hallucinations. No kid sees that rusty-ass equipment as we do: a bunch of lawsuits waiting to happen. They see: Spaceship. Gryphon’s nest. They see through, they see beyond. They do story-embroidery. Kids can see the symmetries, the underlying forms—and they play with them. A kid I am acquainted with saw the propeller on the back of a barge, and believed the boat was powered by a gigantic hair curler. Another saw a nun on television, and said with quiet conviction, “mermaid.”

Play may be how we consummate our humanness, but it’s certainly not unique to us.

Who knows what is actually happening to kids on a playground? Their real muscles contract; meantime, their names and their identities dissolve, reconstituting inside of some strange game. Play erupts on the threshold of the cognitive and the physical, the actual and the unreal. According to Friedrich Schiller, play cures our species’ “fragmentation of being” by reconciling the drive for form and the drive for sense, our longing to annul time and our desire for new horizons of truth and meaning. Why would anybody assume that this kind of movement is something gratuitous, or something to outgrow?

Play may be how we consummate our humanness, but it’s certainly not unique to us. Gregory Bateson has written about play in the animal kingdom. According to Bateson, play is the seedbed of language, all metacommunication. Take two wolves roughhousing. A certain kind of bite denotes “game on.” It moves them into a separate zone, marked off from ordinary time: a pageant of battle. This simulation constitutes a metacommunication between the wolves, says Bateson, because the play bite denotes a real one.

The value of play can’t be reduced to its effects.

“Now we are going to do a special theater of killing one another,” snarl the wolves. “This will be fun.” Their mock-battle makes possible a genuine encounter with ferocity, in the “safe,” cordoned-off arena of fiction.

Others will disagree with me, but I do not think the function of play is to build up muscle tissue or to discharge aggression. These things can and do happen, of course. But the value of play—like that cousin species of dreaming, reading—can’t be reduced to its effects.

Play ceases to be play the second you hitch it to some utilitarian purpose. This is the paradox that challenges the game designers. It’s also the paradox that greets us writers at our desks, where it can feel truly insane to let yourself move through the dark, trying things out. It takes courage to move down the page without a definite goal, to discover through this searching process what remains to be said. It takes faith to make a not-for-profit movement, and it takes ingenuity and rigor to design the right structures to make play possible.

At the National Aquarium in Baltimore, I watched intelligent mammals playing, using their energy not for consumption or defense, but for creation. It looks like a game: they are making bubble rings. At Sea World, a dolphin figured out how to shape the bubbles, and now they teach each other how to do this; perhaps this is the dolphin’s bubble workshop. Evidently they take great pleasure in creating these elastic autobiographies. Artists of the moment, they watch the products of their bodies rise. Dolphins, I imagine, must also deal with survival questions, very important questions—the horizontal, linear ones, like, “Is there a shark behind that rock?” But they also design these bubble rings, each addressed by a unique sentience to the ocean’s surface. Up they rise, in shimmering flumes, for no reason, or for reasons that are as yet opaque to humans.

From where I was standing it looked like the animals were enjoying a radical freedom.

Viewed from a survivalist’s standpoint, the dolphin’s playful undulance seemed like a pretty dubious use of calories. In Schiller’s terms, they are “burning up their surplus.” Goofing around, where they could be mating or hunting or conserving strength. If they were our cousins, we might tell these dolphins to get a haircut and get a real job.

From another angle, however—from where I was standing, outside the tank—it looked like the animals were enjoying a radical freedom. They were reveling; they were revealing something hidden inside themselves, to themselves, in the form of these bubble chains. In a state of play with no clear goals, they were turning themselves inside out, discovering what a breath could become. And I have to confess, I was so moved by this. It was hard not to read into their fluid ricochet, something analogous to the free play of thought.

Jokes and dreams and games may be the only places—and I mean to evoke a physical place, a site—where a certain kind of truth telling is possible. Some of the best lines in our literature occur as parentheticals, asides. Shakespeare’s fools and ghosts murmur truths that would be otherwise inadmissible in any king’s court. This playfulness must pose a double threat to authorities; the second they take such writing seriously, they risk looking ridiculous themselves.

It’s simplistic to reduce a writer’s playfulness to a tactic, a device.

Critiques of human monstrosity get encoded in fables about pigs and overcoats and Yiddish demons. But these writers also joke for joking’s sake. It’s too simplistic, I think, to reduce their playfulness to a tactic, a device. The human exuberance and irrepressible strangeness of their books is an implicit critique of global monoculture and local tyranny; these authors resist the homogenizing, dehumanizing forces on their own terms. Such writing waves a freak flag, signals a freewheeling intelligence. It says: we are free to move down the page, regardless of our physical circumstances. You can shut down the roads, control the news, imprison our bodies, deluge us continuously with reasons for paralyzing fear, and still we can move invisibly in that other territory. In these writers’ hands, play becomes a celebration or everybody’s upward mobility, where the imagination is concerned.

It can be a revolutionary act, to take the scenic route.

I love being reminded that no matter what we are writing, we are playing with sound, patterning music for another’s mind. And that once you find the rhythm of a piece, that music can tug you irresistibly toward sense. I wanted to write about this topic in no small part because play hasn’t felt safe to me for a while, and that scares me. You have to fight to preserve a space to wander, where movement is its own reward. I don’t mean to sound naive here—groping in the dark can also feel totally miserable. Our fun is not everybody’s fun. Play is a risky use of resources, it is a waste of time, if you demand that it deliver a payoff.

“Dolphins play to test the contingencies of their world,” I was told. And so do we. ♦

(This piece is a condensed and edited version of the 2015 AWP Conference & Bookfair keynote address by Karen Russell. Used with permission from the Association of Writers & Writing Programs. Image credit: Photo by Mathias Appel from Flickr.)

Play Digest: Costume Drama

From writing to acting to game playing, the desire to inhabit a character other than our own is a deeply human desire: to play, to escape, to possess traits we weren’t born with. While the practice of cosplay—dressing up as a favorite character from a movie, video game, or anime—is now widespread, it is still viewed by some as an act of transgression. With this week’s Play Digest, we take a closer look.

Just dressing for the everyday is itself a effort to project a persona, and garments can often “act as totems and taboos,” says costume curator Kimberly Chrisman-Campbell. In a way cosplay is transgressive, but it needn’t hold the negative connotation that word might suggest.

Hard research supports the notion that cosplay is not only a healthy expression of fandom, but also a practice that can benefit people who suffer from  conditions as varied as social anxiety disorder and stuttering. For those not familiar with this kind of play (or those who have always hated Halloween), why people cosplay may remain a mystery, but its advantages to those who participate are legion, even beyond the simple, joyful fun of it. But, in some cases, even the protective bubble of cosplaying can’t always protect the player from the ailments of society.

Somewhere between fandom, cosplay, and costuming sits the phenomenon of the mascot. Fans feel strongly about them. The Ballard Institute at the University of Connecticut recognizes their importance and asks why we care so much about them. A good, brief history of the mascot was the subject of an episode of the 99% Invisible podcast.  (And if they’re not your thing, blame this guy.)

But many mascots—fuzzy and cheerful or those of the more menacing variety—all boosters of sports consumerism and tribalism—come with loaded histories. The last few years especially have been witness to full-throated attacks on teams—at all divisions and levels of play—who cling to names, identities, and mascots that perpetuate stereotypes and demean personhood. From the Warriors to the Indians to the Zulu Cannibal Giants (yes, really): here’s a timeline.

But back to cosplay: despite some popular opinions that revolve largely around the perceived geekery of the endeavor, what gets expressed over and over is what a positive social outlet and avenue of self expression it is. Unlike a competitive sport, cosplay doesn’t have winners and losers, is a creative outlet to the highest degree, and, ultimately, is an exceedingly accepting community that reaches far beyond the art of dressing up.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Yukicon cosplayer from Flickr.)

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