Sharing the Process

Adrienne and I just opened The Children’s Hour with EgoPo Classic Theater, with her as guest director and me as stage manager/dramaturg. It’s an intense, dramatic play that takes the audience through a roller coaster of emotions as the lives of the characters fall apart.

But despite the emotional investment the performances demand, as I sit behind the semi-transparent black curtain that separates my tech booth from the performance space, I can’t help feeling like the audience is missing half the experience, if not more. Our rehearsals included hours of conversation and exploration, of developing backstory and relationships and searching for answers to difficult questions. We fought tooth and nail – sometimes even against what was written on the page – to build the characters into real people instead of archetypes, with sympathetic motives for the choices they made, good or bad. Once in an early rehearsal, I came out of the studio to the lounge to gather actors for the next scene, and when I apologized for being behind schedule, they responded unanimously that they were not upset at all, that they’d loved having the time to sit and talk about the play.

The audience doesn’t generally get to see this part. Of course, the purpose and goal of all the exercises and conversations is to create layers that will exist in performance even without explicit knowledge of where they came from. And doing the work definitely makes a better end product. But even so, when a friend asked me how the play was going, I told him it was great, but that I felt like I’d gotten a lot more out of the rehearsal process than I do now being in performance.

Here’s the thing. A big part of why I wanted to pursue theatre as a career is because of how much I love the process. I love learning new things about empathy and humanity from how different people interpret words or ideas. I love asking questions and the eureka moments when something finally clicks into place. And it’s great that theater-makers get to experience this. But for theater to continue serving a purpose in the contemporary world, we can’t be doing it just for the joy we get out of it. We have to make and share theater in such a way that the impact it has on audiences is as powerful as the impact it has on the artists creating it.

And if the most impacting part of the work is often the process rather than the product, and we want the audience to have as effecting an experience as possible, then syllogism tells us that we should bring the audience more into the process. Like the special features that are probably one of the only reasons people still buy hard copies of some films, or backstage passes that let people see behind the scenes of rock concerts, or the Pottermore website JK Rowling created to share more of the secrets of the Harry Potter world that have been only in her head for so long. All these things open a window into process, into how a product reached its end-state. And people love it.

Process-orientation has been part of the Swim Pony mission for a long time, both in the kind of work we do and in how we share and develop it with our community. But we’re excited to do even more. We’re excited to further develop an artistic community that’s about dialogue and openness from the beginning, rather than one that presents a streamlined finished product that only scratches the surface of what went before. I hope you’re as excited about it as we are.

-Sam

A little guest directing, a little guest blogging

Adrienne and I are starting off fall working on something a little out of the ordinary for Swim Pony: a “play play,” as Adrienne likes to call them. Adrienne is guest directing The Children’s Hour at EgoPo Classic Theater, a 1930s period drama about an all-girls boarding school, one girl who doesn’t quite fit in, and the destruction she wreaks with a slanderous story about her headmistresses’ supposed secret love for each other.

Despite the heaviness of many of the scenes, there is a lot of laughter and joy and support in the rehearsal room as we unpack these characters and their stories together. While we work on the show, Adrienne is doing a little guest blogging for EgoPo as well…

 Check out her first post on their company blog!

S

The Awesome Lady Coefficient

When I was growing up my mom, a family therapist, used to talk about the problematic representation of women in The Muppets.

I’ve felt a lot of ways about this at different points in my life. On the one hand, I totally get that it’s super crappy to have the extent of a gender be portrayed as mean/bossy, blonde/ditzy or chicken. This is why I advocate so hard for gender parity versus representation. Some women are blonde and ditzy or mean and bossy or chickens. But when you have so little room in our cultural narrative space, when this is the only version of women we see, these limited categories that appear again and again get really problematic. This “tokenism” and its cousin The Smurfette Principle are pernicious and pretty widespread in many parts of our cultural consciousness.  So in that sense I am one hundred percent with my mom.

On the other hand, The Muppets.

And this is the thing. It really sucks to be the person who has to fight the silly, sublime and nostalgic force that is this thing that Jim Henson made. It’s so freaking difficult, in the face of something that you agree is wonderful in some ways and that you see is wildly commercially successful and popular, to try and fight for conversation space about the other ways in which it’s hurtful and plays into larger forces that harm women and misrepresent them. (Shout out to Katherine Fritz who wrote a lovely essay about this.)

Harder still, is the moment you have to decide if you want to be the proverbial Smurfette. Or direct her in a show. Or sign on to light her. Or whatever your part in the larger creative system might be.

This is the sticky place where our theoretical desire to stick to our Awesome Lady principles is put into real conflict with our day to day artistic and professional goals.

It sucks.

There’s misogyny for you. Pouring a big bucket of suck on everything.

And part of that bucket of suck, part of what sometimes happens, is that it’s super hard in the moment to figure out how to balance those two conflicting considerations.

Obviously, if there’s a project where you make a million dollars starring in the most artistically fulfilling role but there’s a tiny imbalance in the casting ratio (let’s say 5 dudes to 4 ladies), you might figure it’s still worth it. And just as obviously, if there’s a crap no-line female part with no pay and no audience and the play is about how stupid and terrible women are and the director likes to point out how much he thinks this is true, you might realize there’s really no reason to do this horrible thing.

Actresses out there, can you feel the tiny niggle inside of you that is still considering that second option?  Just sayin’…

I think this instinct to jump at any and all work is part of how a perceived lack of agency pressures us into doing things that are against our ethics, don’t give us artistic fulfillment, and don’t even pay us. It’s as if any work is better than nothing at all.

I don’t buy that.

I think there is a reasonable estimate we can make of the artistic and/or professional merit in a potential project. I also think that it is possible for the problematic ethics of something to outweigh that artistic and professional merit if the problematic nature is problematic enough. What we need then is a living artist’s guide to figuring out how to measure those relative merits and ethical levels of importance – within ourselves and for individual opportunities – and come up with a way to help us gauge the overall worth.

Which brings me to the most recent meetings of The Awesome Lady Squad.

We started with exactly this question. We have internal values we want to uphold. We have a lot of factors to consider – factors of age, demand, opportunity, etc. that all play into how we make choices.

So we began by trying to define a methodology for determining the merit of a project divorced from our Awesome Lady ethics. We looked at Neil Gaiman’s great speech that includes the metaphor of a “mountain” that artists are climbing. We tried to come up with concrete categories for this inner intuitive sense about whether a project is taking you “up the mountain” or down. We chatted about the ways that different things matter at different times in one’s career, how a solid day job may make the “money issue” shift, and how we each differently balance the relative weight of artistic merit versus professional development.

We came up with four factors that any opportunity can be evaluated under:

  • Professional Development (P) – i.e. street cred. Will this be a high profile gig that leads to more work? Is it with a big name company that will look good on the resume? Is it an internship that might not pay well but will give you access to a desirable new skill set?
  • Financial Compensation (F) – i.e. money. Does it pay well (especially when broken down by the amount of money for the total time you will work)? Is it a job that might bring in income over a longer time frame?
  • Artistic Merit (A) – i.e. art. How much do I respect and get behind the vision of this work? How much does it allow me personally to fulfill my artistic expression?
  • Interpersonal Dynamics (I) – i.e. people. Do I like my collaborators? Who is in charge and how much do I trust them? Is this company one that’s easy to get along with? Are there non-artistic partners I need to interact with and do like them?

We had everyone rate the relative importance of these areas for themselves at this moment using 20 “value” points to create relative weights for each aspect of influence. We each used 20 poker chips and had to divvy them into piles for each category. The total chips in each pile became coefficients (i.e. fixed numerical values) that were used later in our larger equation.IMG_5033

Even doing this caused some of us to rethink. I thought my artistic merit category would be far and away the highest. But when I really thought hard about choosing a project, I realized that personality and chemistry with my collaborators is nearly as important and that I feel like I can’t get to that artistry without an ability to groove and talk to the people I’m creating with. Either way, these numbers gave us constants that would stay the same, standing for our core values when it came to evaluating a project.

Armed with this info, we talked about people’s actual upcoming opportunities and tried rating them in each of the four categories. We used a scale from 1 (perfectly advantageous) to -1 (totally detrimental) with 0 being neutral. While it was easy to freak about what we didn’t know, we made our best guess with the info we had. In some cases it also spurred the person to see where they really needed to find out more (about fee or the company’s street cred) to be able to make a more informed choice. We found it helpful to start from the middle and move up or down based on subjective factors you consider.

And then we created an equation that uses these numbers and pops out a score. To do this yourself multiply your four personal value numbers for each area (each some portion of 20) with the specific project’s strength or weakness (from 1 to -1) and…

Voila! An objective measure of whether you should do this thing or not! Like a pro and con list on steroids. For you math heads, here’s how we wrote it as an equation:

(P * P’) + (F * F’) + (A * A’) + (I * I’) = Overall Project rating
NOTE: In the above P = Professional Development value to you generally and P’ is the value for the specific project.

And then we came up with a scoring system:

  • Negative: Don’t do it unless you can adjust something to bump the result positive
  • 0 – 5: Only nominally worth it. Might be worth considering saying no if you’ve got a lot of these on your plate so you don’t end up at burn out.
  • 5 – 10: Decent. Barring another great project this is likely worth your time, so long as it’s in balance with other stuff and your life.
  • 10 – 15: A pretty sweet spot. This is where the work is satisfying and sustainable.
  • 15 – 20: A mountain-climbing fast track. Chase this stuff as fast as you can.

“But, wait!” you might be saying. What about all that Muppet and Smurf stuff from the start of this blog post? Where’s that factor for Awesome Lady ethics? How do we include the value of projects that advance or detract from our Awesome Lady principles?

I thought about one project in particular, the statistic project I did a while back analyzing data on female creative professionals in the Philadelphia theater community. This project, if looked at only in terms of the equation, would be massively negative, a definite no-go. It made me no money and took time away from finding projects that might. It offered no professional advancement because if anything I was a little nervous it might put people off of working with me if I’d criticized them. It had no interpersonal reward because I was all alone and had no obvious artistic merit because it was all admin.

Using my value numbers and the equation I came up with a -5.  A total no, right?

Well obviously (Awesomely) not. I loved this project. I talk about it all the time. It is still super meaningful to me as a female creator, even if some part of me saw that it took time away from all those other things. At the moment I did it, advancing the Awesome Lady cause was front and center in my mind. I was doing a lot of writing. I was feeling really frustrated. I felt a strong need to make a dent in the artistic world for Awesome Ladies.

ALS 07.21Clearly there’s something else bumping my equation into strongly positive territory.

And what about companies where the people are nice, the money and professional advancement is good, and the shows have lots of artistic merit in most respects but you just can’t help noticing that all the folks running things and all the writers being produced are male, most of the designers and actors are guys and the voice of women in the artistic process feels shut out? Clearly, even though there’s lots going right in a situation like that, there’s something else that needs to weigh in to reflect this complicated picture.

How do we rate such a thing?

By using the Awesome Lady Coefficient!

Without it, a max score for an opportunity is 20. This is a project where everything is perfect. So let’s say you are in a theoretical world where you rate the project a 20 in the money, professional development, artistic merit, and interpersonal categories, but the project is undeniably misogynist. If you could shut your eyes to that one aspect, you’d love doing this, but the message, the gender makeup of the cast/crew/production team, the way that females are paid compared to men, and/or all the little ways we subtly make female creators feel less than their male counterparts is glaring to the maximal degree.

The way we’ve defined the Awesome Lady Coefficient (ALC) is to say that at its maximal level, a project at a perfect 20 when confronted with the maximal frustration of gender inequity and discrimination becomes neutral. In other words, the max of the ALC is 20. And you can rate a given project or opportunity on that same 1 to -1 scale. When you add it into the equation it looks like this:

(P * P’) + (F * F’) + (A * A’) + (I * I’) + (ALC * ALC’) = Overall Project rating including assessment of project’s gender equity ideals.

Knowing how to factor in your desire to make that ALC value something specific and as quantifiable as money is important. It allows you a chance to look clearly at the hidden cost of projects that make you feel like you’re compromising your ethics. You may not rate the coefficient at 20. For a lot of people they might want to but find that doing so is just too tough right now. We’re not here to judge, but we do think it’s useful to note that if a project doesn’t come up positive unless that coefficient comes down near 0, there’s some thinking to do. And if you are consistently in a place where you never raise that ALC number into positive territory but say that you’re an Awesome Lady ally then there’s some thinking to do there as well…

It also means that if you REALLY want to say yes for the other reasons, maybe you might have a conversation that shifts the project or your role in it in a way that helps raise up the ALC factor so it’s more agreeable. That might be requiring conversations around problematic stereotypes in rehearsals or with audiences, asking to audition for a part that doesn’t include a rape scene, requiring a female AD or dramaturg to be a part of the show’s development so there are non-performer female perspectives in the room.

And maybe, sometimes, it’s a way to help justify the saying no to something that seems so logical but for the fact that it really messes with your internal sense of ethics. It’s a way to validate that inner voice that often gets sidelined with other people’s “rational” choices.

It’s a way to help yourself clean off that bucket of suck and grab back your own agency.

Even in the face of powerful forces like Muppets.

Or Shakespeare.

Or artistically stellar companies that overwhelmingly produce male playwrights.

It’s a way for you to own your own values and figure out what part of these complicated legacies you want to be a part of.

Just another day’s work for the Awesome Lady Squad…

– A
PS – We’re thinking about expanding this into an interactive app that will let people adjust these numbers and calculate the math automatically. If you know of someone that might be interested in designing such a thing, hit us up at swimponypa@gmail.com

Re-conceptualizing Gameplay as Play Play

Sam here. As Swim Pony’s new Artistic Associate, I’ll be taking on some of the company blogging alongside Adrienne.

I grew up playing video games. Since my brother is only seventeen months older than me, we spent most of our time together as kids, and in addition to building LEGO cities and biking around the rotary at the end of our street for hours, that meant a lot of video games. First, it was Cruisin’ USA on the Nintendo 64, Super Smash Brothers Melee on Game Cube, and every generation of Pokemon. Later, we were more into epic role playing games like Fire Emblem and the Tales series, as well as real-life simulations such as Animal Crossing and Harvest Moon… and the occasional round of Mario Kart.

At a certain point, I developed more of my own interests and gradually played fewer and fewer video games. Ironically, I think my falling out with the hobby coincided pretty directly with diving into theatre full-throttle in middle school. For a while now, I’ve thought of gaming somewhat nostalgically, as something I really enjoyed and wish I could have time for again.

So starting work for a company interested in the hybridization of gaming and theatre feels more than a little bit like coming full-circle. Over the past few weeks, we’ve started Play Play meetings, where a group of theatre artists gather and share ideas/games/research links that explore the whole game/theatre mash-up concept – and it’s more prevalent than I thought. Key players in both industries are becoming more and more interested in immersive experiences that welcome participants into the world of the game or the performance, and therefore it’s clear to see how the two can meet in the middle.

Our conversations so far have focused largely on games with hyper-realistic role playing and thus real world believability. We talked about Sunset and Gone Home, two short computer games that place you in a hyper-realistic world where you role play as a character and have to explore your environment to solve a mystery. They’re what are called “real-time art” or “story exploration games.” By default, you’re forced to interact with your environment as you would if it were real: open drawers, turn on lights, read notes. The ability to interact with the world in a real way is as important as the plot in creating a sense of immersion, if not more so.

But digital games aren’t the only form of “gaming” out there. Another popular genre is LARPs (live action role plays). When this topic came up, I realized that I have a huge amount of misconceptions about what LARPing is today – partially due to ignorance, and partially because I’ve just never really thought about it. I considered LARPing as sort of a physical take on fanfiction: players dress as their favorite character(s) from existing games or stories and act out alternate universe/continuation plotlines.  In some cases, this is accurate; LARPing can be as simple as a group of friends getting together and fighting with foam swords, inspired by characters or scenes from fantasy worlds.

But I have recently learned that LARPing is a lot more than that. Adrienne shared a clip from a Nordic LARP called Delirium, in which 36 players portrayed couples in a mental institution for fifty hours. The environment was designed so that it was impossible to escape from your character; if players tried to rebel against non-player authority figures or the set expectations for a situation, the scene would reset and they’d have to start over. The experience was much more intensive and immersive than my preconceived notions of LARPs.

Though this is considered a game, since people choose to play and to take on roles, it feels very theatrical; there is a set, costumes, lighting, rehearsed actors (playing doctors and other authority figures), and so on. It seems a bit like a sneaky way to get shy audience members to become participants in a large-scale immersive play, by tricking them into thinking they’re playing a game rather than seeing theatre.

One of our Play Play conversations brought up something else that is, technically, a LARP. Several members of the group talked about times when they were assigned to play out societal roles in middle school as a practical lesson. One “game” involved first, second, and third world layers; the small first world group had a Nintendo, Doritos, and air conditioning, while the third world classroom was jam-packed with no entertainment, money, or hope for escape. Another school had “Immigration Day,” where they spent the whole day standing in line, and were more successful at getting through quickly based on the characters they’d been assigned and how they dressed and acted correspondingly. These cases were very successful at getting participants to engage and play their roles because the setting was created with real in-game rewards and punishments for role playing appropriately.

My question after hearing about these scenarios was whether the participants, as middle schoolers, were aware of the lessons they were supposed to be learning or if they just felt like they were playing a fun game. This led to agreement that debriefing about the lessons learned was an essential part of the experience. But in thinking about actually devising a theatre/game hybrid, is there a way to ensure participants are aware of the plot being created around or by them while they’re actively within it? For that matter, is it more effective/useful to aim for an immersive and complex world or to prioritize the plot you want the participants to experience?  How many branching storylines are you able to realistically incorporate into live theatre, when each change affects the real world and the variables are harder to control? How can the digital element of video gaming be incorporated into live performance? Is that a necessary part of game/theatre hybridization?

This is just the tip of the iceberg of our conversations and the questions they brought up for me. I’m excited to see where we go from here, both at Play Play and Swim Pony at large.

And I think my brother – who never stopped playing games — will be proud to hear I’ve started again, and that I even get to consider it part of my job.

-Sam

Week 6: Sharing “Drawing Sounds”

Below is the digital sharing from Lyric, Mike, and Adrienne’s collaboration. Enjoy the binaural sounds of this drawing best by listening with headphones.

This digital recording was made during the creation of this image:

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If you’re interested in reading more about Lyric, Mike, and Adrienne’s work together you can check out Arianna’s short essay “Seeing Sounds, Hearing Shapes,” or Adachi Pimentel’s photography. If you’d like to learn more about the collaborators, check out this page.

Week 8: Sharing

Below you’ll find the digital sharing of Jaime, Magda, Chelsea, and Adrienne’s week together. It’s titled Shame, and features pictures taken by everyone in the group as well as an original story by Jaime. We recommend you view this book by maximizing this pane on your screen, and scrolling.

If you are interested in reading more about this week’s collaboration, check out Arianna’s short essay, “Exploring Shame” or take a look at Adachi Pimentel’s photos from the residency. To read more about the artists you can check out their profiles here.

Week 8: Exploring Shame

Jaime Alvarez, a multimedia artist and photographer, Adrienne, and Magda San Millan and Chelsea Murphy (aka Magda and Chelsea), dance and performance artists, came together for a week to think about the performance of shame and depictions of shame in art. How do we document shame? How can we recreate the feeling of shame or inspire it in others?

Early in the process, the group came up with the idea to create “still life images of shame,” brainstorming ideas about specific gestures or situations that might communicate that emotional state through art. Examples included images in which people were laying face down on the floor, hiding their face, or looked as though they were “caught” by the camera. The group was also interested in creating images of things that “might feel shameful” while making them feel “soft or inviting [by] diffusing them with pleasure.” Interested in experiments that would integrate elements of vocal improvisation, performance, movement, and photography, they set out to find ways to expand their own perceptions of live performance and photography. As a witness to this process, I will offer some insight into the exercises they performed during the course of their research, as well as what was going on just outside of the frame of some of the photographs captured in their sharing, here.

A brief critical context might help frame the experiments they conducted throughout their collaboration. Conversations throughout the week coalesced around the differences in both temporality and subjectivity between live performance and photography. Live performance disappears as it is happening; those exact moments in time can never be recreated or repeated. Photographs, however, are indexical signs of the past – they capture a moment “as it was,” preserving it precisely and in perpetuity. Similarly, as a medium, performance capitalizes on the subjectivity of individual performers while photography has the power to objectify and reproduces subjects. These distinctions prompted them to explore how they might combine live performance and photography in ways that challenged the traditional intersection of these two mediums: bad PR photos. What could they do instead of using photography to document or prove the existence of performance?

As a way through this question, the group experimented with “translation.” What if a photographer listened to a violinist, then used photography to recreate that music without capturing the actual violinists’ performance? As much of Jaime’s previous work proves, photography can be used to create art that is non-literal and non-documentary. The group brainstormed ways to use photography as an instigator, and end-in-and-of-itself.

The early exercises the group worked with were movement and vocal improvisations. Magda and Chelsea lead the group in exercises that required a leader to influence the movements of their follower with touch, and later, sound. Leaders would translate an impulse they had into the body of their follower, concentrating on different touch and sound qualities. A brusque or rough touch might inspire a skeletal or jerky movement, while a deep sound may encourage a follower to sit down or plod forward in a heavy way.

The group continued to explore the interactions between live performance and photography, creating movement-photography duets. One person was directed to move or complete a series of actions, while the other would follow with the camera.

Chelsea and Magda created a movement piece in which Chelsea moved throughout the space while Magda followed her with the camera. It was fascinating to observe this documentary dance, noticing the ways in which the framing impulse of the camera influenced Chelsea’s movement in the space. At which moments was she most conscious of the camera’s gaze? How was she responding to Magda’s efforts to frame the photograph? Magda’s dance as she maneuvered the camera was not captured by the camera’s lens. Instead, her movements are recorded by the perspective of the images in this series. This photo series is the translation of a movement impulse into a photograph.

Screen Shot 2015-07-06 at 9.51.20 PM

Another translation exercise required everyone to think about what they are ashamed of and prepare a self-portrait. Chelsea drew a picture of herself, titled “Vapid Teeny-Bopper Portrait”.

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Here’s what she had to say about the drawing:

Chelsea Murphy: I am small and I’m cute on the outside, but on the inside I’m not cute. Sometimes I don’t even feel like a girl. I am bigger than that. I’m like a young boy and a grandma. I counteract my outside by taking up more space. I’m really afraid of being called stupid or ditzy, I make my voice lower. I try to own the bigness of me.

Arianna Gass: Why did you draw such big eyes in your photo?

CM: I feel like big eyes make me look like a little stupid girl.

AG: And the headphones?

CM: That’s a teeny-bopper thing. The thing I’m shameful of is that [this picture] exists in me. I didn’t expect to feel shame [while] taking these photos, but I totally did.

Taking her drawing as inspiration, the whole team worked together to create a “shameful” scenario for Chelsea. We had 90s pop music playing loudly, we gave Chelsea some gum to chew, Magda chose her dress, and everyone shouted encouragement as she posed for the photograph. Here’s one of the shots:

Chelsea

Sometimes, these shameful photos took more than just a scenario. Adrienne’s shame portrait was about being “afraid that I’m a huge giant that crushes things, that I’m too big, I make big sounds.” She had brought in an assortment of objects that evoked shame, including a box of jewelry she had broken on stage while performing as The Truth. Magda commented that if Adrienne was afraid of being too big, she should pose in a “barbaric” way. As we had with Chelsea, we costumed Adrienne and got her to pose in front of the camera, but a costume, some music, and encouragement weren’t quite enough. As Jaime captured the photographs, Adrienne started to sing opera. Soon, Magda and Chelsea hung off of her arms, just out of frame. We had Adrienne bang loudly on a drum. It was not enough to create the situation – she had to perform it.

AdrienneBarbarian

As the group continued to work together, they experimented with more photo series, both posed and improvised, that included aspects of shame and the translation of musical or movement impulses into photographs. Photographs of Kewpie-doll Magda; hair, both chest and pubic; bare bellies and butt-cracks were the results of this work, and they all proved that photography could augment live performance, working in more than just the traditional documentary realm.

In several photographs, they demonstrated the ways that photography could capture what was never really there, or erase what exists.

blue cloud

no head

They also showed ways in which photographs could tell a story, and how the modern dance structure of accumulation could manifest itself visually.

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This residency week culminated in the creation of a “story box of shame” – a series of photographs and one transcribed story that evoke and invoke elements of shame. The box is like a Flux Kit: a mixed-media experience that encourages participants to excavate their own feelings about shame. Shame is a floating blue cloud or disappearing white glow. It is exactly how dumb we look when we are dancing, or moving, or singing, or smiling. It’s what we fear we are, or know we aren’t, but still think about sometimes. The box (or digitally, the PDF) is more than a record of this collaboration. Its a short performance, an uncanny dance of those things that we hide away, that make us blush, that beg for a second look.


Arianna Gass is a recent graduate of Vassar College. In addition to documenting Cross Pollination, she is the Program Manager for Drexel University’s Entrepreneurial Game Studio. Her own art practice is located at the intersection of digital and embodied play, and her scholarship focuses on feminism, performance studies, and game studies. You can find more of her writing and work at www.ariannagass.com.

Coming Soon: The Summer of Play Play!

There’s this term I use for plays that I think epitomize the passive theater experience: Play Plays.

In the past, when I’ve used the “play play” term I‘m generally making fun of a kind of play that exists in a very narrowly defined idea of theater one that, in my opinion, doesn’t makes the full use of the superpowers of a live medium. I’ve been thinking a lot about the word “play” in the last couple years and in particular about the ways our “plays” contain very little “play” for the people we invite in to experience them. I’ve been looking to games as inspiration for how theater might learn to do things a little differently. Lately, I’ve realized I need to do more than just read about these ideas, I want to put them into action.

So! This summer Swim Pony is going to re-define it’s own snarky definition.

We’re launching “Play Play”: an exploration of theater and games in collaboration to find whatever engaged and play-full experiences might be possible. We’re inviting anyone interested in the intersection of games and theater as an avenue for play (play) to join in on an open-source six week research and exploration project. What exactly does that entail?

Throughout June, July and August the Play Play team will meet up six times for 2.5 hours, the first half for research and discussion and the second for on the ground trial and error in the real world. This is pure research, no final products in mind here. We’re just interested in learning more about what’s out there, and conducting some simple experiments in real time. Swim Pony will offer up a meeting space, some snacks and a little cash if an idea simply needs some resources to come to completion. Meetings will be lead collectively and topics of interest decided together.

So if you’re already looking into game and theater hybridization or if you’re just intrigued by the idea look at the dates below and email swimponypa@gmail.com with your name, preferred email and a few sentences about why you’re interested.

Participation is free and selection will be first come, first serve-ish. (What does that mean? Mostly, if you email first you’re in! That said, we want to create a balanced group, ideally with a variety of perspectives and experiences so we’re just being upfront that we reserve the right, if we have to cap, to pull from responses with an eye for group diversity.)

Can’t take part! Have no fear. We’ll chronicle the work and share a post on each week’s discoveries on the blog.

THE NITTY GRITTY DETAILS

DATES: Mondays June 22nd & 29th, July 13th & 20th, August 3rd & 10th. All from 10am – 12:30pm. YOU MUST AGREE TO COME TO AT LEAST 5. Everyone gets one off but the idea of this is to get a running convo, which isn’t possible if it’s too hodge-podge attendance-wise. If you need to miss one please indicate the date in your email.

LOCATION: TBD depending on size. We’ll let you know.

Best!

A

8 Steps To Actual Actual Innovation in Arts Funding

A few years after I first started working in theater I ADed under a director who used this phrase that I love. When he was trying to uncover something about a moment, get at what the character was doing, he would say something like, “So what’s actually actually happening is…”

I love this turn of phrase, actually actually, because I think it speaks to the layers of honesty with which we communicate. There’s a way in which we might say we’re doing something but actually actually we’re kind of doing something else. Like when I say that I’m working all day on a grant but actually actually I’m equal parts answering grant questions and distracting myself with games on my phone or reading emails that I don’t really need to look at. It’s not malicious, this uncovering of my real activities but it does show the ways in which we label our actions in ways that aren’t always inclusive of all the forces working on us. I’m not on the internet because I don’t want to write the grant, I do, I just also am tired and really enjoying unlocking the secrets of Dwarf Complete.

Actually actually is a manifestation of our actions in the most literal and concrete sense of themselves. It strips them of their highfalutin’ intentions and gets down to the nitty gritty of their real intents and their actual (actual) effects. It shows that our motives are often more complex and human than their purest descriptions.

Sometimes I wish I could ask arts funders to tell me what they actually actually want.

In my anecdotal experience, when people give away large amounts of money there’s what they say they want in their beautifully crafted guidelines and then there are the means by which these funds are dispersed. And a lot of the time, the stated want isn’t actually actually best engendered by the means in which things are executed.

I don’t, truly, honestly, think this is malice. I know as artists there are times it can actually feel that way. But I really don’t think it is. That said, I think it’s useful for us to remind ourselves of the difference between what is said and what we feel like we actually actually see. It keeps you sane. It keeps things in perspective. It allows you not to get caught up in rage when you feel like you are held to a standard or desire that’s not always what is shown on the surface.

This isn’t true across all my experience, and it certainly exists at a lot of levels of divergence from that first actually to the second. The one that most gets me though, the one I find the most often frustrating, is the call for “innovative” art. Innovation is a tricky work. It is grounded deeply in risk. It requires, by definition, newness and the encountering of the unknown. It is something encountered for the first time. All of which is very hard to explain in a clear and delineated narrative six months, a year, two years before the innovative thing is going to take place, before its component pieces are thoroughly explore and identified, before its map has been charted, before experiments have been conducted to test hypotheses. By the time these kinds of things are known, the actual innovation is already over.

You can court the unknown, or you can have a steadfast plan carried out without alteration. You can scientifically journey into unfamiliar experimentation or you can seek the rigorous and practiced craftsman to execute his skill. These are both interesting and potentially worthy things. But in actual actuality they are a non-overlapping Venn diagram.

I understand the desire to know things, I do. But you can’t have it both way my darlings. Or rather, you can, in a way, if you pretend it’s possible and leave it to those actually executing the thing to try their damnedest to pull those two circles toward a tiny space of intersection. It’s a lot of work, that pulling, work that I’d say is better served elsewhere, like actually actually implementing some innovation.

My guess is things won’t change soon. But if someone else’s giant pile of money were up to me, here’s how I’d actually actually propose to get there:

 ADRIENNE’S LIST OF FUNDING PROCESSES FOR ACTUAL ACTUAL INNOVATION IN THE ARTS

1.   WHAT: Give $5,000 to the first 25 people under the age of 30 that ask for it. No questions asked.

WHY: First off, in the grand scheme of things, this is nothing. This is one not that large Pew grant. For reference, my very first show, THE BALLAD OF JOE HILL, was made with $1,500 and it launched my career into an entirely new orbit. Think about what 25 upstart artists could do with 5K. Plus, if they ask first they’re likely the most shit-together folks of this age set.

2.    WHAT: Rent a rehearsal studio space for a year and give away 20 hours worth of time to anyone that asks for it.

WHY: Space is one of the first thing that starts costing you money fast and it’s especially hard when you are at that stage where you’re in total blank canvas mode. It feels decadent and wasteful to sit in a room you paid for without a plan so often this time, which is actually the most important, happens in the cracks and spaces between “real” rehearsal.

3.    WHAT: You want fancy video work samples for grants? Hire a staff videographer and pay for them to shoot and edit the work of people in the Philly arts community.

WHY: The cost of a staff person like this is likely akin to one big grant to a large organization. Pay for this instead and you will get better work samples. You won’t have to keep telling artists we’re not spending enough on videographers. You won’t have us waste our time developing the skill set of videography and editing when we could be making stuff.

4.    WHAT: Democratize the grant writing process. Hire a staff that crafts the language submitted to the panel or board for every applicant. If you need to offset this cost have them work on a commission basis commensurate with budget size.

WHY: It is true that an individual artist might have a project as worthy of funding as a huge non-profit. But the chances that a solo creator has a whole paid staff of grantwriters is nil. So in essence, a huge part of what you’re actually measuring in the grant process is the monetary reach of the applicant and not the actual artistic ability. This is campaign finance reform 101. If everyone has the same writer, then the projects will actually be presented in a fair and equal way.

5.   WHAT: Fund an entirely “research” based phase with no require showings or products other than to document what happened and share that with the artistic community.

WHY: This is the thing that the academic weight of science has over the arts. People believe that research for research sake is valuable WHETHER OR NOT IT BECOMES A VIABLE PRODUCT. Scientists know this. They know negative results aren’t failures. I think artists know this but they get so beaten down about it that they forget. What if we got to go and sit in on rehearsals for each other or read papers about the questions other companies are asking and the methods they use to do so? What if we had a peer to peer exchange system the way that the scientific world does? I bet we’d all be a lot artistically richer for it.

6.   WHAT: No project grants. For 5 years. Only operating support.

WHY: Seriously. You all know. I don’t even need to explain this one.

And while I’m at it:

7.     WHAT: Stop dictating how to spend the money. No required areas. No explaining if you have to shift money from one place to another.

WHY: Do you know about these folks: https://www.givedirectly.org/operating-model.html? Their aim was to benefit the extremely poor across the globe. There are lots of charities that decide how exactly poor people across the globe ought to make their lives better and allow people to give them a cow or build a school, or whatever. In most cases the funder is telling the person who could use the funds what method would be best for the person to improve the person’s life. Sound familiar? These folks thought to themselves, “Hey. Who knows better than the actual person how they could best make their life better.” In other words, they assumed that person was as intelligent and capable as they were, just in need of the funding. I think we need to start imagining a world where artists just get to use money for their art in the way that they see most efficient towards making their art. Because if we believe they are smart and capable creators, why would we assume they don’t know where the resources toward their work ought to be best used?

And lastly:

8.    WHAT: One year, forget about trying to define “excellence” and just give all the money out by random lottery.

WHY: It was a real lesson in what a little but of status can do when my recent War of the Worlds collaboration was picked up as the mayor’s selection into the Bloomberg Public Art Challenge. Comparing the way people talked about the project with my collaborators and I before and after someone decided it might be worth a million dollars showed that so much of the perception of “value” and “quality” is intensely subjective. If we could just try democratizing this for a year, we might end up with people that would never ever seem like they would deserve that money, but absolutely blow us away with what they are capable of.

I’d even propose that if we took one major funder’s pool and did this instead of what they currently do, we wouldn’t even need more money. But I bet we’d have a whole lot more actual innovation

That’s all for now…

A

A Million Female Gandalfs

Today I had my final class of the semester at one of the schools I teach at. For the final of Voice for the Stage, I ask my students to perform a monologue they’ve worked on for several weeks in the large mainstage theater in front of each other. They pick their monologues themselves; I allow them to be from movies or television, from a favorite play, anything that they are genuinely interested in. I do this because it’s a chance for these learners to test their abilities, honed over the last 14 weeks, to offer up the stories they’ve chosen to tell via their bodies. I want, and encourage them, to choose words they feel will be thrilling for them to inhabit. It’s a chance to see if the class has helped them in transmitting those narratives’ feelings and emotions out of their imaginations, through their voices and out into an audience.

Today a girl stepped onto the stage and performed a monologue from Lord of the Rings, playing the wizard Gandalf.  I think about the fact that a year ago I was watching another girl performing another Gandalf monologue during this same culminating performance day and that earlier this semester I also saw another female Gandalf at a different school.

I think about how every single year there is a female Gandalf.

Last week, I sat in my living room and heard six fast and sharp pops from somewhere to the south and west of my window.

Oh no, I thought. I know what this sound is. I hope it’s something other than what I think it is, but if I’m honest I know exactly what this sound is, and still I keep working, hoping somehow that I’m mistaken until minutes later I hear the parade of several sirens in the distance and I can’t pretend any longer that what I already knew I knew wasn’t true.

In the moment I’m afraid, I’m scared, and I’m sad.

I think, I should call Brad and make sure he’s ok. Even though I know he’s at the theater, having left nearly 40 minutes ago, I should still just check and make sure.

I walk to the window and I see two police cars parked on the corner and several police walk into a mini market. Moments later I see several people, males of varying ages from teenager to thirty something adult, all walk quickly out of the store. They’re all African-American. They’re looking at their phones. A microsecond-long thought passes through my head, “What are the police doing? Why aren’t they stopping these men? What if they need to question them? What if they’re involved?”

This is the first thought that instinctually comes into my head. That they are guilty. It isn’t one of reasoned or rational thought. It’s gut reaction. It’s fear. It’s instinct. It’s the first story that comes to my mind.

A moment later I’m examining that thought, the first that flashed in my mind and I feel disgusted with myself.

In that moment I say, literally, as in actually I saw to myself out loud to the room, “What is wrong with you Adrienne? Why would you think that?”

I think, Why is the first narrative you’ve built around these humans who are leaving a store and looking at their phones one that assumes their guilt? What is it about them that makes you think this way before you even have had a moment to think? Why is the story you instinctually tell one of guilt and violence and implication? Why is the story you tell not one of a person scared and wondering if the people they know are alright? Why is their act of looking at of phones something that nonsensically becomes something nefarious instead of appearing innocent because it’s the EXACT SAME INSTINCT you yourself had?

And of course it’s because they are Black.

And in this moment, it’s painful to realize this.

And in this moment, it’s painful to realize that I do not want that impulse inside me.

And in this moment, it’s painful to realize that even though I do not consciously believe it, something about the world I live in has made this my gut instinct.

And in this moment I hate the world and I hate the gut instinct and I hate myself and I feel privileged and stupid and small.

I think, Why on instinct don’t you assume that these fellow humans are going to their own friends and families and making sure they are ok, that they hurry from this place because they too are scared and worried and want to feel comfort in a moment of stress and tension and possible tragedy?

I think, Why, why, why on earth is that not the story you instinctively picture?

I think about how quickly that terrible default story appeared in my mind. I think about the fact that I’m a storyteller by trade. I wonder about whether I’m telling stories that make it easier or harder for this kind of terrible default story to emerge.

I think about all this and I’m ashamed.

There is a darkness in you, I think. There’s something dark and sticky and terrible and it’s not something you put there on purpose but it is part of a much bigger problem that’s so so so terribly hard and sad and needs to be changed. I think about the color connotations of the words that my brain has just used to think about the problem, again the ones that simply came to mind. I think about how these too are problematic tropes that assume fault based on color and that they too infect the stories we tell.

This is not darkness, I think. You cannot think of the terrible thing that feeds the bad kind of stories as darkness. You are not allowed to equate darkness with that kind of evil and hatred.

I’m ashamed in that moment of the story that emerges from my brain without my asking it to appear. I hate it and I stand at my window and I look at the people walking by and I do my best to imagine a new story. In my new story I finally see the lines of worry in their faces. I think, You need to step back and work harder to see the world better. You need to work harder to get those other instinctual stories out of yourself, to find their roots and pull and pull and pull. You need to keep working on new stories that are better, you need something else to plant in their place.

Today between the myriad of moments in which I smile and clap and laugh with the group there’s a different kind of moment, one in which I pause and purse my lips for a moment and feel very very sad.

I’ve seen female Gandalfs and female Jack Nicholsons from A Few Good Men. I’ve seen Black students play Abraham Lincoln and Tom Cruise and Liam Neeson (saving his daughter from kidnappers) and Liam Neeson (fighting wolves in the woods). Today I see two girls with long black hair, girls who are Mexican, playing Carrie Bradshaw and Gretchen Weiner from Mean Girls. I’m sad that between the very occasional For Colored Girls… monologues there’s so much Lindsay Lohan in The Parent Trap and Macaulay Culkin from Home Alone.

I’m sad because every year I see a female Gandalf.

I’m sad because there are a million female Gandalfs, it seems. I’m sad because I’ve seen students choose to play sponges and mutants and demons and even a human embodiment of a font, and though every year I see SO many of my female students find power and depth in speaking like Ian McKellen pretending to be a bearded wizard I have never, not once, not even one single time in seven years of teaching, seen a male student decide that they’d find something exciting and inspiring about speaking words originally intended for a woman.

I’m sad because this must mean we are not doing well enough in the stories we have for my female students.

I’m sad because the first story that comes to my mind when I see a group of Black men reacting to a gunshot is the worst kind of story. I’m sad because this isn’t the story that should be brought to my mind. And because it is, we’re clearly not doing well enough in the stories we have for them either.

I’m sad because I know that I get so tired hearing stories about women that conform to all the stupid and terrible gender norms. I’m sad because I get so tired of having to hear these same stupid stories that are such a tiny part of the larger whole of what being feminine can mean. It hurts me that there aren’t a larger number of better stories for the women who stand on that stage.

I think about the times someone has created a story for me that I do not want to be a part of, of the effort it takes to remove this story from myself. I think about the way that I am doing the same to others without even realizing it, without wanting to, and that I need to keep striving to find a way to stop.

I think about the stories we as a culture force on people without their consent. I think about how we also allow those stories to be attached onto people, to dictate how their lives are told, while apathetically doing nothing. It makes me think about the way that stories about thugs and gangs and riots are used to distract us from the larger more terrible and oppressive stories about the world. It makes me think about the way that we shove these stories into the brains of children who don’t have the ability to judge these stories for the garbage they are. I think about all the work we are now responsible to do as adults in order to pull those stories out of ourselves.

I think about how we are literally wasting people’s lives by casting them in these shitty stories, how even a million female Gandalfs can’t create enough force to invert the imbalance.

And I think that this rooting, this active undoing and this need for rewriting for the better must be the job of our lives as artists. If we aren’t doing this, what good are any of the stories we go on to create? At this moment, as storytellers, we must take responsibility for the telling. For what other kind of magic can we possibly be here on earth to do?

– A