Prompts like 'turn left' offer users the chance to get lost.
Cat Macnaughtan’s card game offers users the opportunity to get lost. (Photos: Supplied / Design: Tina Tiller)

Pop CultureJune 9, 2023

The New Zealand travel card game being adopted by stoned American teens

Prompts like 'turn left' offer users the chance to get lost.
Cat Macnaughtan’s card game offers users the opportunity to get lost. (Photos: Supplied / Design: Tina Tiller)

Getting Lost is being played all over the world – and not always in the way its creator envisioned.

Cat Macnaughtan is used to hearing from her fans. They write her messages, send her ideas and share photos of themselves. Often, those snaps are taken in far-flung places. “The photo that I typically get is a bunch of middle-aged women dressed horrendously in op shop clothes in the middle of nowhere on a slide,” she says.

She loves getting those snaps of people in random places, because she sent them there. Thanks to Macnaughtan’s popular card game Getting Lost, tens of thousands of people have taken her advice to “Take the next left,” “Follow a white car,” and, “Head to the highest place you can see.” Users shuffle the deck, draw cards at random and let fate determine their next move.

People follow the prompts on her cards when walking, cycling and driving to have an adventure they wouldn’t otherwise have. Some use them to entertain the kids on a lazy Saturday afternoon. Others pop in a marriage card to help them decide where and when to propose.

“We live a very pre-ordained life. We’re driven by algorithms no matter where we go. Not having a plan does freak some people out,” says Macnaughtan. “This game will never be for them.”

A child tries out the card game Getting Lost, which has told him to 'turn right'.
Getting Lost cards prompt users to visit places and do things they otherwise wouldn’t do. (Photo: Supplied)

Instead, Macnaughton’s typical players are mums, kids and families who want to embark on a cheap and cheerful trip. Her card games offer impromptu opportunities to go off the beaten track and discover parts of the world players haven’t yet been before. Sometimes, it’s a dusty, overgrown street. Other times, it’s a secluded beach with dolphins playing in the surf.

It takes the destination out of the equation, she says. “Let’s make the journey, and the path, the fun part.” It also harks back to a childhood instinct to explore. “When we were kids we made up crazy games that led us to crazy places, because we wanted to explore, we wanted to adventure. Somewhere, we’ve lost that.”

Getting lost, safely, is entirely the point. Her game, Macnaughtan says, is the antidote for those who are sick of, or don’t want to follow, the typical travel trends and visit the Instagram-famous spots. “There’s a time and a place for TripAdvisor and for Google,” she says. “This allows you to follow directions but be out of control.”

Sometimes, like the family who found a giant restaurant-sized KFC bucket in the middle of a random field, the places her fans end up aren’t so glamorous. Other times, like a sunset proposal on a grassy hill, they’re gloriously impromptu. Macnaughtan loves hearing about the strange places her fans end up. “It’s play, it’s adventure, it’s fun,” she says. “We’ve had 30 proposals. It’s not Instagram-perfect, but it’s flippin’ epic.”

Recently, Macnaughton’s card game ticked over 100,000 sales (packs of cards cost between $17.95-$25.95 and feature local scenery on the back.) She’s running her $1 million business from her kitchen table with two part-time staff on board to help out. This week, she left full-time employment as a strategist to focus on Getting Lost full-time.

Cat Macnaughtan enjoys getting lost
Cat Macnaughtan is now working full-time on what started as a side hustle. (Photo: Supplied)

Macnaughtan’s kept as firm a grip on her business as she can, tracking growth and choosing opportunities carefully. She’s in 200 New Zealand stores and a recent expansion to Australia has paid off, becoming her biggest market.

When the American chain store Kohls called her, she thought long and hard about the offer, then turned it down. “It was horrendous timing, [we were] so not ready,” she says. “It would have been the death of our business had it gone ahead … there’s no way we could have powered up to do that.”

But some things remain out of her control. Recently, she noticed an escalation of orders coming from America. She doesn’t promote Getting Lost or advertise there, but occasionally Getting Lost’s posts go viral. Sitting in a cafe, she jumped online to see what was happening. “We had all these posts, people tagging people and saying, ‘Let’s get stoned and play this’.”

Her game had been discovered by American teens who wanted to smoke weed and get lost. Wary of what could go wrong in such a litigious country, she began to freak out. “We have a whole bunch of young people in America getting stoned and playing our games. Are they driving into lakes? Are they driving off cliffs? What are they doing?”

Some even messaged her directly. “People were like, ‘Can you make a ‘Getting Stoned’ edition?’ I’m like, ‘We absolutely cannot.'”

Macnaughtan started Getting Lost after an audience built around her 2014 travel blog, which detailed her family’s adventures finding hidden, undiscovered places. On weekend’s they’d climb over fences, climb down cliffs and find secluded, unheralded spots, then photograph and write about them.

One day, a reader asked if she knew any good spots to visit in Waiouru. She’d just moved there with her husband and children and wanted more options than just the Army Museum. “There is nothing that Google can tell you. TripAdvisor is probably going to be the … local dairy and maybe a local cafe. It’s not going to tell you anything,” she says.

But it put a thought in the back of Macnaughtan’s mind. She didn’t know Waiouru well, but based on her own adventures, she knew it must be full of possibility. “Instinctively, I knew there must be watering holes, there must be a hill you can roll down with a field of wildflowers, there must be so many amazing places,” she says. “I can’t tell you. No one can tell you. But you need a mechanism to be able to confidently explore and discover them.”

She wrote up some directions, found a printer, cut up some cards and a game was born. Now, Getting Lost has fans all over the country and around the world. People take her cards with them when they travel to help them explore more than just the usual tourist spots. There are around 30 different editions now, for road trips, date nights, camping, walking the dog, heading into the bush and office parties. During lockdowns, she made an at-home edition.

She could move it all onto an app, and it is something she tried. But a developer took her money and never did the job, and she took it as a sign. Getting Lost isn’t about staring at a phone screen. It’s about a real-world experience, prompted by her cards. She’s worried an app would corrupt that. “We’re telling people to go left, go right, turn down this road, do that … you could really easily lead someone into danger if someone hacked into your app.”

She’s got more than enough ideas for new packs to keep her busy. While ‘Getting Stoned,’ won’t be one of them, Macnaughtan is finding that Getting Lost’s growth is impacting on her own adventuring. She’s struggling to find time to get lost herself.  “I don’t have time to sleep,” she says, “let alone adventure that much.”

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Keep going!
What’s in the Tank? (Photo: Supplied/Additional design: Archi Banal)
What’s in the Tank? (Photo: Supplied/Additional design: Archi Banal)

Pop CultureJune 8, 2023

How a spooky old water tank inspired New Zealand’s latest creature feature

What’s in the Tank? (Photo: Supplied/Additional design: Archi Banal)
What’s in the Tank? (Photo: Supplied/Additional design: Archi Banal)

Alex Casey talks to director Scott Walker and Wētā Workshop’s Sir Richard Taylor about The Tank, a locally made horror that brings an everyday nightmare to life. 

Many New Zealanders who grew up in certain regions, or during a certain time period, have a scary water tank that haunts their memory. For Scott Walker, the origin of his tank phobia is relatively recent. At the start of the pandemic, the writer and director found himself stuck in Aotearoa with his family after what was supposed to be a quick Christmas trip home from the United States. Forced by visa issues to move between houses for 18 months, a stay at a friend’s house built on a large old water tank spawned a brand new nightmare. 

When the taps began running low one day, Walker found himself climbing into the unnerving darkness of the water tank to make some repairs. After that day, the nightmares began plaguing him, night after sleepless night. They involved a fluid creature, jet black and goopy, oozing out of the taps of the house. Once released from the drains, it would take its monstrous final form, and would proceed to eat him and his whole family.

“That became the script,” Walker says, rather cheerily, over Zoom. “And then I sent it to Richard [Taylor] and said ‘I’ve had these horrible nightmares, and I’ve written the script, would you please read it and tell me what you think?’” Having worked together on previous projects, the Wētā Workshop founder was more than happy to take a look – especially given he had his own cursed experience with a creaky corrugated water tank looming behind his childhood home. 

“One day the water started tasting foul, and Dad wanted to investigate,” Taylor recalls. “He lowered me through a very, very small opening and the top of the tank and then let go.” With his Dad’s body blocking the only source of light, a young Taylor splashed around in the darkness. “This was a long way before waterproof torches, so I am swimming around in this freezing cold water, trying to grab some rancid possum or some decomposing goat.”

It turned out to just be a black bird, but the incident has stuck with Taylor for nearly a quarter of a century. When he received Walker’s script for The Tank, he read it cover to cover. “I had a connection to the sort of nightmare that Scott was describing,” he says. It was also the brief description of the “very plausible” creature that had him hooked. “I found it amazingly compelling, and immediately had a desire to build it with our team [at Wētā].” 

From there came an “extraordinary exchange” of creature ideas, says Taylor, shared everywhere from the back of napkins in Thai restaurants to late night texts containing photos of hagfish. Would a creature in a water tank have eyes or no eyes? Slime or no slime? How would it hunt? How would it walk? “Whatever it had, there had to be a reason behind it,” explains Walker, who produced pages and pages of notes and reference photographs fleshing out the “ecological plausibility” of the monster. 

Beyond ecology, there was another factor that limited what the creature could do. Walker was adamant he wanted to use practical effects in the film, committing to a style of “old school creature feature” instead of turning to big budget CGI scares. “The main thing was actually being able to have a physical creature in the room, rather than something imaginary,” he says. “If you can create a great creature that actually looks like it’s alive and it’s slimy and it’s scary, you get a terrific performance because the other actors have something to respond to.”

After finding contortionist Regina Hegemann to embody the creature, the Wētā team got to work designing a full, wearable suit. “In fight scenes we didn’t want to see someone’s bare foot – the creature had to be the creature the whole way through,” says Walker. The result was a 3D printed suit, which Taylor posits might be one of the first of its kind in the world. “We made a 3D core of her, and then 3D printed the moulds from which we ran the silicone,” says Taylor. “She had to be in silicone, not foam, because of the water content.”

The result is a drooling, nostril-flaring, teeth-baring aquatic monster that tears people limb from limb, sprints across the forest floor on all fours and scratches at doors with sharp, knife-like fingers. For Taylor, the creature is in keeping with a wider return to practical effects. “We have definitely seen a swing back the other way,” he says. “For about 10 years, our animatronics department almost fell fallow. We could barely pull the work together and we were starting to do more location based experiences, just to try and keep our robotics and animatronics alive.” 

The Creature. Image: Wētā Workshop

But in the last year, Taylor says Wētā has done more animatronic work than in the past decade. “Young directors are coming back to the idea of using practical effects,” he says. “If the creature is in the world, that director is having an immediate and connected relationship with the scene, with the creature, with the actors, and they are able to manipulate, to the micro level, the different components of their film.” He also believes that audience perception is evolving, and that people can “subtly sense” the differences in performance in CGI-heavy scenes. 

Representing another wider trend, The Tank also joins a glut of horror movies produced in Aotearoa since the pandemic – alongside Pearl, M3GAN and Evil Dead Rise. Walker says the trend reflects the psychological impact of the last few years. “It’s all about providing escapism, and I think that need has only enhanced due to Covid,” he says. “Horror gives us something that’s totally made up to be afraid of, after a lot of people experienced very real fear of what we all thought Covid was going to do and was going to become.” 

Taylor has his own theory as to why the horror boom. “Peter Jackson started his career in splatter horror, and there was a misconception that he was what was called back then a gore-meister,” he says. “But if you watch his early films, it’s entirely evident that they were vehicles to grander films yet to be made. With horror, there is the potential for very low budget films to reach genre level fandom. I don’t really believe there’s any other form of filmmaking that has the potential, relative to budgets spent, to reach a core fan group like that.”

Regardless of whether it’s psychological, economic, or both, Taylor says it is heartening to see a return to lower budget genre filmmaking in Aotearoa. “New Zealand has always made highly impactful, low cost horror,” he says. “And you know, New Zealand deserves to have this new wave of horror coming out because we, as a country, are just really good at it.”

The Tank opens in cinemas nationwide today.