What didn’t work. In the spirit I always talk about, that discussing failure’s important, here are the bits I want to improve for future (and a rider to this – this is my personal list, not a detailed evaluation, and it’s thrown up quickly). Some of these are very local but are things to watch out for if the game goes elsewhere. You must read yesterday’s post about what worked alongside this one.
- The least used check in was the one inside Dreamland. While the Roller Disco and The Quarterdeck were well used, players didn’t get inside Dreamland, and we didn’t turn the people who were visiting Dreamland into players. We had Dreamland staff playing, but even they didn’t check in inside the park (even though they did go to other venues). If TribevTribe happens in big places, it needs a bigger presence.
- When staff from Dreamland and Turner Contemporary were playing, we could have made more of getting them to play against each other than we did. In week one and two, we kept them competitive, but it would have been good to have encouraged the organisations themselves to push this more internally. I had hoped this would create a game within the game.
- We didn’t use our players as the mechanism to get new people playing enough. We know this could work, and a few times it did, but we should have pushed it harder.
- We got some people Tweeting, using Instagram and watching the Facebook page, but we never took it further. We didn’t have the time or budget to fix the mechanics for people who wanted to play entirely online. An app overlaid on the real world game would be a good way to take this further, but you still need the real, physical game. Could the further away players encourage, mobilise, act as back room teams for the players locally? We needed this version of the game to work out how a more online version could work, though; it was like a big card sorting exercise.
- We didn’t add as many new check ins as we could have, mainly because I ran out of bits to make them! It would be good to have the time to mass produce log books, Chance cards and so on. To be more responsive, to add new check ins quickly.
- Some people ignored TribevTribe, and I felt that while it’s good that Cliftonville is developing its own identity, it was perhaps too separate. Visitors don’t care whether it’s Margate or Cliftonville, and could be encouraged to move around more. We tried to get Resort on the board, and the Tribes Festival was run from the Tom Thumb Theatre, but we didn’t nail either to involvement in the game. Venues in the Old Town and the lower High Street were more enthusiastic. How can we create something which drives visitors to Cliftonville, if Cliftonville doesn’t want to join up with what’s happening elsewhere? We made lots of good links, connections, and moved people to new places, but not in this case.
- With a bigger production team, we could have got check ins set up at some of the events happening around Margate too. We tried to get a check in at the Art Car Boot, for example, but didn’t get it sorted until very late so it didn’t happen. Again the short timescale we worked to made this harder.
- I think 6. and 7. show where we could have done with a little bit of help. TribevTribe played across some of the venues involved in the Tribes Festival, but a little bit of nudging other places from the Tribes Festival organisers might have meant we had check ins at more venues and events. I understand the budget and time constraints, but think future festivals need a bit of active curation to encourage collaboration. The space between exhibitions, events – the bit that TribevTribe occupied – the bit where audiences can find new experiences, move from thing to thing – is important. We need to develop audiences, get new people to see things, and make it easy for people who already see some things to try new ones. To make sure events, actions, happenings, dovetail.
- Our final week was the quietest, although it did swing the final results. It was after the school holidays, and after a big burst of activity in Margate, so there were fewer visitors in town, and fewer residents out around Margate as well. There were fewer check ins, but this allowed the Mods to play tactically, take places, and win the game. We could have pushed extra places, extra rewards more this week.