The Come Out and Play Festival is a street games fesitval dedicated to exploring new styles of games and play.

Come Out & Play 2006 in New York City

Journey to the End of the Night
A pursuit across Manhattan in four parts.

Location: Around New York City
#of players: 200
Duration: 3 hours URL: Journey to the end of the night details

You will travel by foot and/or public transportation to three checkpoints. At each checkpoint you will collect the signature of an SFZero agent. You will be pursued by chasers. If caught, you too become a chaser.

The city spreads out before you. Rushing from point to point, lit by the slow strobe of fluorescent buses and dark streets. Stumbling into situations for a stranger’s signature. Fleeing unknown pursuers, breathing hard, admiring the landscape and the multitude of worlds hidden in it. For one night, drop your relations, your work and leisure activities, and all your usual motives for movement and action, and let yourself be drawn by the attractions of the chase and the encounters you find there. No bikes, no cars, just feet and public transportation.

For more details and documentation the game, see Journey to the End of the Night. Includes write-ups from a San Francisco game.

Designers: Sam Lavigne, Ian Kizu-Blair, Sean Mahan

SFZero ( http://sf0.org) is a game set in the real world and mediated by a website. While most games function as an escape, SFZero is an engagement. Players are challenged to explore and interact with their environment in ways beyond those to which they are accustomed. Gameplay consists of completing tasks and submitting proof in the form of digital media and written descriptions.

SFZero is played in the space between the virtual and the real: between a fantasy game world online and a city. Players are both semi-fictional characters and simply themselves as they undertake tasks that go beyond the normal actions of everyday life. In this schizophrenic way they are able to exceed their limitations. The more the game is played, the more the virtual intersects with and becomes the real. This becoming is accomplished by collaboration, the
creation and insertion of artistic objects, public microperformances, and a scoring and level system that encourages players to carry out increasingly difficult and transformative tasks.

Sam Lavigne: sam(at)paragoogle(dot)com

Ian Kizu-Blair: ikb(at)paragoogle(dot)com

Sean Mahan: swmahan(at)gmail(dot)com