Playing Lotus (2016)

This post is the first autoethnographic account in a research project for a future article to be titled ‘Cardboard Asia’.

Background
The lotus flower is a common element in Asian themed games where it is used to denote orientalism and mysticism. The flower, while often used to represent Chinese themes, also has a long history as the ‘sacred lotus’ in the Indian religions of Hinduism, Buddhism, Sikhism and Jainism. The lotus is, therefore, a polyvalent symbol and generic orientalist signifier. The lotus is featured in the German Der weiße Lotus (2000) that depicted territorial control in the middle ages and Flower of the Lotus (1996), which was republished under the title China Moon (1998). The German-only language version of Lotus (1998) is an award winning piece-stacking racing game with some strategical elements, which featured a red snake-like dragon on a grid layout that somewhat resembled a flowering lotus plant, a very stereotypical representation of Chineseness.

Lotus (2016) by Jordan and Mandy Goddard (Renegade Game Studios)

Lotus (2016)
The most recent Lotus boardgame first signals its ‘asianness’ representationally with the box cover that depicts a digital watercolour painting of a woman in traditional straight collar purple cheongsam with coiled buttons and green and gold embroidery, who appears to be levitating a glowing lotus flower. On the cover, the title ‘Lotus’ has a calligraphy-styled font, and the game’s designers are simply listed as ‘Jordan & Mandy’, while the back of the box has images of the game’s components. The back of the box signals the game’s Chineseness with a single hĂ nzĂŹ character appearing next to the component list, which Google translates suggests is ‘lotus’. The game is illustrated by Anita Osburn and Chris Ostrowski, and made in China, but Lotus is published by Renegade Games studies, which is listed as a Californian company, who also publish two other popular Asian themed games Lanterns: The Harvest Festival and Honshu.

First encounter
As with most ‘boxed’ board games, the first game involves several commons experiences including the removal of shrink wrap, the ‘popping’ of cardboard tiles from the factory punched card stock and the learning of the rules. Our first game was a four player experience, with Harriet, my ten-year-old daughter, my partner Lucy, and our friend Jodie, who began reading the rule book while I search for a ‘how-to-play video on YouTube. The first game we played was an introduction to the game’s aesthetic experience that I described as ‘beautiful meanness’. Playing the game involves placing the individual flower cards on the table and completing the flower ‘sets’ of the flowers placed by others by adding the right number of cards/petals. Each of the flowers – Iris (3 petals), Primrose (4 petals), Cherry Blossom (5 petals), Lily (6 petals) and the Lotus (7 petals) – is a typical Chinese flower type. The font on the Guardian cards and points coins replicate the calligraphy style of the box cover, but the cards lack other overt symbols of ‘Chineseness’.

Each player gets two insect tokens – Yellow (Butterfly), Red (Ladybug), Blue (Dragonfly) and Green (Caterpillar), which evokes the connections to Japanese games media where bug collecting (Pokemon and Yokai Watch) is considered an honourable and worthwhile pursuit. In Lotus, the insects are ‘Guardians’, and when placed on the flower cards, they count as that player’s territory. To take a flower, the player must complete it, but to get the bonus points or special power tokens, the player with the most Guardians wins. This helped to offset the ‘meanness’ I felt in completing the flowers that other player’s put down. By building up the flowers, we emotionally invest in them, and it can feel mean when other players complete your carefully assembled Lilly or ambitiously planned Lotus. The beautiful meanness of the game became even more profound to me during our second game. In the first game, my strategy of completing flowers rather than investing Guardian tokens into them meant I won with a huge lead and prompted an immediate second game where I became the one to beat. Instead of focussing on taking the flowers in the second game I invested in achieving all the special powers, which gave me fewer points but it felt like I was experiencing more of the game than simply winning.

Final thoughts
Lotus is a game designed in the United States and made in China. It is a global product, one that is clear in its Asianness but also offering a contemporary feel to the concept. Lotus has a degree of ‘ludonarratological dissonance’ in which the gorgeous aesthetic, underlying spiritual and botanical motifs, contrasts sharply to the competitive element of traditional ‘trick-taking’ in Western card games like Bridge or 500. Board games, in general, suffer from this problem, and in the future, I’ll put together a blog post on those that work to overcome it (I’m thinking specifically of Netrunner).

Lotus is a game designed in the United States and made in China. It is a global product, one that is clear in its Asianness but also offering a contemporary feel to the concept. Lotus has a degree of ‘ludonarratological dissonance’ in which the gorgeous aesthetic, underlying spiritual and botanical motifs, contrasts sharply to the competitive element of traditional ‘trick-taking’ in Western card games like Bridge or 500. Board games, in general, suffer from this problem, and in the future, I’ll put together a blog post on those that work to overcome it (I’m thinking specifically of Netrunner).

iii. first encounters with PokĂ©mon GO

Critics of PokĂ©mon GO have called the app a device for amassing geospatial intelligence, and an instrument for violating personal information and privacy. The autoethnographic approach employed here recognises that these concerns are important, but they are only one way of addressing the disruptive potential of PokĂ©mon GO and the degree to which its play has been performed, contested, resisted and rewarded at a local level. The debate and concern over the potential abuse of surveilling features of all mobile technologies should not be minimised, but it is also only part of what is going on and we shouldn’t abandon a closer look at the entire experience.

My first experience with the PokĂ©mon GO app transformed the interior and exterior of my workplace, the University of Wollongong, especially how I came to view and experience the campus. Often a place of intensive periods of work, teaching and researching, inside classrooms and between them, the campus – although an aesthetically enchanting location of artificially created streams and duck ponds and richly authentic native flora – had become a familiar site. That changed with PokĂ©mon GO, as I searched the local environment for virtual monsters between classes, on the way to the library, to buy coffee and attend meetings.

The app changed the way I was oriented to the campus. My typical landmarks of central buildings, duck ponds and pathways changed to focus on the PokĂ©stops in the game which would reward me with in-game items. I was also intrigued to learn, and often think about, how these in-game locations were crowdsourced by players of Niantic’s previous game, Ingress. Walking between PokĂ©stops, I began to hold the phone up in front of me as I walked: forcing my eyes between the virtual environment of the simplified Google Map on my screen and the direction I was heading. This act signalled my performance of play, and I noticed other ‘Trainers’ who similarly identified themselves as players to the world with a particular stance that centres the phone at chest height or above and in the middle of the view. The app forces the player into a new physical relationship with the phone, holding it out in front to look between the screen and the path ahead. This new way of holding the phone while walking aggravated a pre-existing neck injury, and I found myself always trying new ways of holding the phone to reduce its impact on my body.

Pokestop

My favourite UoW campus Pokéstop.

 

Here I note the immense power and privilege that comes with the position of lecturer at an Australian university. First, because my wage had enabled me to buy into a contract for a new iPhone, the 6S, in the week of the app’s launch (deciding between the closed model of Apple products and more open operating system of Android devices). Having access to the high number of 4G access points on the rooftops of the campus buildings and the institutions high-density WiFi signals servicing the demand for high-speed internet access of students and colleagues, meant that connection – when the servers were operating- was assured and not disrupted by gaps in coverage experience by other regional and rural players. The campus was also privileged as a prime location for Ingress players, university students who had mapped the location of potential sites of significance and interest by submitting details to Niantic as part of the play of their previous game.

Pokemon GO map of Pokestops on the University of Wollongong Campus

Pokemon GO map of Pokestops on the University of Wollongong Campus

This Google Map is an incomplete picture of the Pokéstops that I choose to seek out as I walk across campus. I no longer travelled along the most direct route between buildings, which increased the distance I covered with the app and advancing the number of pokémon I could find and the number of Pokéstops I could visit each trip. I began to leave the office to make short walks of ten minutes more often.

Until playing PokĂ©mon GO, I had assumed that non-university attending players would regard the campus as a public place. My assumption was that ‘the public’ would visit to take advantage of the density of pokĂ©mon and PokĂ©stops. I had assumed, wrongly, that players would regard the University campus as a public place, similar to the Wollongong Botanic Gardens directly across the street, which also has a high density of available PokĂ©stops.  My incorrect assumption was revealed by a question on the Illawarra PokĂ©mon Go Facebook group. On the annual recruitment ‘Open’ day the University of Wollongong marketing team added ‘lures’ to each of the campus PokĂ©stops.  Lures are purchased in-game items that increased the number and rarity of PokĂ©man ‘spawning’ in that location, which resulted in the arrival of a rare Kabutops: the question posed to Facebook asked if it was permissible for those not intending to enrol to be on the campus.