Play Digest: Worlds Collide

The PlayTime exhibition opened with a lively PEM After Dark event in partnership with Anime Boston. For this week’s link pack, we check out the latest in anime culture.

The universes of gaming, play, and anime are intrinsically linked for many fans. Cosplay and many video games draw directly from anime and manga series, of course, but there is much more to the kinship between the forms than we can see in costumes and on-screen. From the evergreen Streetfighter franchise to Monster Rancher there is a sub-category for every fan.

Robin Brenner has written at length about anime and manga and the gamer-fan connection, and as a librarian, is primed to note that, “A new kind of literacy is necessary for both: active participation in creating the story and the translation of visual, auditory, and textual clues into a complete tale are a few of the intersecting skills. Gamers arc predisposed to enjoy and immediately understand manga and anime’s visual language given the practice they’ve had over years of playing games.”

The explosive popularity of both genres has spurred new avenues of research around the cultural and visual influence of anime on western entertainment culture and literary theory. Some analysts also see the huge inroads anime culture is making in Hollywood and on the style of more conventional superhero movies. The list of games based on anime is lengthy, but the number of anime based on games might be even longer (and getting longer). The intertwined history and origins of video games in Japan is fascinating and illustrates how early on the potential of the genres was tapped and exploited; in the US things took a little longer, but penetrated an unexpected (and perhaps unsuspecting!) new audience.

The impact on our culture that the intermingling of anime, play, and gaming goes far deeper than many non-fans can imagine, but it has made significant contributions to our visual and literary cultures and is undoubtedly here to stay.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Streetfighter still courtesy Danny Pena via Flickr.)

New Babylon: An Essay

In the first segment of a two-part essay, Owen Hatherley looks back on the signal gallery of his youth and the birth of “fun” and “entertainment” in the white cube.

 

Every now and again, I visit the municipal art gallery in the English port city where I grew up. I won’t name it, because it could be pretty much anywhere in north-west Europe, and definitely in any provincial city in Britain—this is not a specific story. Placed in a town that had otherwise staked its post-industrial future on gigantic retail parks and malls, it was a highly unusual space. Part of a sprawling Civic Centre built in the 1930s, clad in pale and icy Portland stone, you entered it through a stripped classical entranceway and walked up a flight of steps to a wide, vaulted space. One of the things that can give you shivers down the spine is the sudden emptiness and quiet, the sense of space and graciousness, almost weightless. After its foundation in the 1930s, the gallery’s curators and its backers at the Labour-controlled City Council enlisted the upper class art historian and head of the National Gallery Kenneth Clark to advise on their purchases. By the 1990s, when I first started visiting the City Art Gallery regularly, that collection had just a little bit from each era. One Renoir painting (of a man, disappointingly for adolescent visitors). One Rodin statue. One Quatrocento altarpiece, one Renaissance painting, and one baroque painting all placed facing each other in one darkened room. One William Blake watercolor. When you came to the modern art, it specialized in work that was, in the 1990s, extremely unfashionable—the seedy London scenes of the Euston Road group, the aggressive industrial modernism of the Vorticists, the apocalypses of Stanley Spencer, the post-Constructivist abstraction of the systems group—nary an unmade bed, a light switching on and off, or a pickled animal to be found. Instead there was a high seriousness, with an assumption throughout that this was a place you were meant to spend time in, and get lost in. It was not meant to be fun. It was meant to take time. Nothing was explained, merely captioned. It didn’t get many visitors.

There was—still is—one exception to this rule, one little piece of play in among all of these intricate, moody, adult canvases. It’s a work by the Czech sculptor and animator, and perhaps appropriately, it doubled as a (perhaps not incredibly successful) generator of revenue. Placed in a glass box was a wooden head and a complex series of pulleys, gears and wheels. You would put in a coin—a note cello-taped to the contraption tells you not to drop in anything larger than a two pence piece—and the mechanism would start working, and the odd little head, one part phrenology aid and one part surrealist sculpture, would chomp away at your gift to the municipal Art Gallery. It seems in anachronistic retrospect a little like a parody of the way that art has come to be seen—you pays your money, you watches a little play, you interacts, you goes home.

There was a high seriousness; that this was a place to spend time and get lost in. It was not meant to be fun.

Except, when the thing was installed, that can’t have had much to do with the sort of art gallery this was. It was a strange self-referential toy, and for around ten years, it sat in the corner of the great vaulted hall, its mechanism broken, unable to take any money at all. At the same time, the City Council, undergoing a mercifully brief period of Conservative control, was trying to plug a hole in its finances, partly produced by funneling cash into an interactive exhibition aimed at children on the subject of the Titanic (it sailed from the port nearby), by selling off artworks from the collection—the Rodin Eve, and a bafflingly collectible equestrian painting. This was ruled illegal, but the collection was dumbed down nonetheless, and temporary exhibitions nosedived in seriousness. An exhibition of third rate Warhol offcuts, which contained a room supplied with wigs and leopard-skin jackets that you could get yourself dressed up in, was the least bad of these—exhibitions on Animals in Art and (no, really) Fairies aimed to get in the punters. Only last year was the collection reorganized properly and in a nice, optimistic gesture, the Czech mechanism was fixed, and takes loose change once again.

The problems this Gallery has faced seem indissolubly linked to the sort of institution it was imagined to be in the 1930s. Reflecting the historical Labour movement’s uneasy alliance of “class-conscious” and educationally-minded workers with patrician, intelligentsia thinkers, the Gallery was meant to be the finest things, available for free, to anyone and everyone, funded not through sales of works or ticket purchases or anything other than taxation and the occasional Arts Council grant. The lack of explanation came with that—it was assumed that once all the good things had been assembled and laid out for the worker to see, he or she would be able to understand what was happening, and would respond with intelligence, distance, and respect, because they had been treated in the same way. In that, it reflects the model of artistic enjoyment set up by its famous adviser. There is no “play” or “interaction” in Clark’s TV series Civilisation. When Sir Kenneth Clark strides through the castles and palaces and historic cities in Italy and France (so distant from this city, with all its malls! You would never think the city was a historic medieval port), he has on his snaggle-toothed face a look of calm and ironical consideration, of detached disinterest that doesn’t preclude an occasional moral disgust (at slavery, at the industrial revolution, at all that is bellicose and “uncivilized,” like the Vikings, however elegant the design of their ships). That light and floating walk that he does through these places is the kind of movement you are expected to make when walking through the City Art Gallery—only, unlike Clark, you aren’t meant to touch the art, not expected to run your fingers along the contours of the paintwork, to grope the Henry Moore sculpture—he owns that Moore and can touch it, we own that Rodin, and can’t. Even the little head in its box is under glass, and can be touched only by your penny, not your fingers.

Like many of Bourriaud’s ideas, it is seductive precisely because it appears to resist the atomization symbolized by all of those strip malls and motorways, cutting across the city just yards from the City Art Gallery.

If the work of the 1990s, so conspicuously absent from the City Art Gallery, however “shocking” its content, remained at the level of objects to be looked at and not touched—to be “engaged” with using only the mind—the City Art Gallery would seem to be equally out of place with the new paradigm developed in the 2000s, by Nicholas Bourriaud and his stable of artists; the world of Relational Aesthetics. Whereas the City Art Gallery considered that individual members of a community would come and visit their treasures, Relational Aesthetics was all about establishing what a community was, or trying to create it, as if in acknowledgement that this endeavor had been a failure. So these were works you could play with, sift through, and that would come to you, rather than you coming to it. An artist would turn up in your “community,” and play you some tunes, serve you some dinner, do a little dance for you. Like many of Bourriaud’s ideas, it is seductive precisely because it appears to resist the atomization symbolized by all of those strip malls and motorways, cutting across the city just yards from the City Art Gallery. It wants to bring people together. Of course, the majority of the people who are consuming the art are not those in the community in the first instance, but as with much recent experimental art, merely watching it after the fact, on a video in a white-walled room, with the only remnant of the warmth and conviviality originally promised being the softness of the beanbag you’re sitting on to consume the work. ♦

Part two of “New Babylon” will appear next week.

(Image credit: Photo courtesy Nochn Nordlicht via Flickr.)

Soccer Symphony: An Essay

Foosball, Babyfoot, table soccer: whatever you grew up calling it, it is as culture-crossing and universal as the game on the pitch. Writer Tom Vanderbilt takes us to the table.

Whenever I walk into some space vaguely associated with recreation—a sleepy bar, a bowling alley, the grease-scented shack at the community pool—my eyes, without active thought, always flick to the corners. What I am hoping to see, and so rarely do, is some surviving example of that vestigial class of indoor table games: a Brunswick air hockey table, ready for its air jets to hum into quiet life; a Williams “Master Strike” bowling game, with a jar of that curious granulated wax to smooth the travel of the chrome puck; or, perhaps most eagerly, a foosball table (bonus points if all its players are correctly aligned on the rods).

This impulse was no doubt ingrained in me by time spent at a Midwestern university, with its combination of copious spare time and long, punishing winters. I certainly lost many hours to video games, but these were typically frantic, solitary bouts in between classes—the shaky fix of an addict. What really enchanted me were these analog pursuits, these little curious representations of real-world sports (soccer, tennis, hockey, etc.), rescaled for indoor consumption and bearing only a symbolic connection to their parents (a good soccer player would not necessarily make a good foosball player, and vice versa).

I sometimes have the idea that things are just another way to forge social connections by other means.

What was ultimately so appealing about these games—and from here I will focus on foosball—was not the gameplay itself, but the fact that they were social (you can hardly play foosball by yourself). The object itself had a magnetic appeal, like a watering hole in the Kalahari. It was inviting a ritual (chess, so often deployed as a decorative element in hotel lobbies and other places, does this too, although I rarely see anyone actually playing). Unlike video games, a number of people could play at once, four was better than two, forging a spontaneous social bond that was absent in the autonomous individual turn-taking of, say, Pac-Man—and a game might even attract spectators. It was Pac-Man and its ilk, actually, that were attributed to ending what had been something of a wave of foosball mania in the U.S. and elsewhere in the 1970s. There were professional tours, coverage in Sports Illustrated, ads for tables in national magazines. The pro tour continues, and tends to be dominated by a white-gloved Belgian named Frédéric Collignon, but it has never regained such dizzying heights (though there is a movement afoot to have it installed in the Olympics).

I sometimes have the idea that things are just another way to forge social connections by other means—that people go to events like collectible car shows primarily to talk to other people (about collectible cars). Here is where a foosball table, as a thing, has a power beyond itself. Take, for instance, a story that appeared in 2015 in the Boston Globe. It described one Cedric Douglas, an artist-in-residence at a group in the Boston suburb of Dorchester. After purchasing a foosball table for $50 off Craigslist, he began toting it around town, inviting strangers to play. He calls it “playmaking”—using the game to connect random people (who otherwise would not connect) to each other in the shared space of the neighborhood, around a kind of symbolic hearth.

The British artist Oliver Clegg had a similar impulse when he hosted a “Triathalon” at the offices of Cabinet magazine in Gowanus, Brooklyn. One of the featured contests was foosball (there was chess too, on a board designed by Clegg), conducted on a working table that was also a sculpture by Clegg, titled Self portrait with my wife (as foosball players), featuring hand-sculpted resin players that were, you guessed it, reproductions of Clegg and his wife, sans clothes (this personification brings to mind a news dispatch, from CNN, noting that the Islamic State in Iraq and Syria allowed the playing of foosball—so long as the faces or heads were removed “to prevent idol worship”).

We do not argue much over whether art can be a game.

The table was the art, but so was the play. This seemed meaningful. Enter the search terms “artist” and “game” and “play” into Google and you will get pages and pages of articles debating whether or not video games “are art.” We do not argue much over whether art can be a game. There was a quaintness in Clegg’s materiality, including his insistence that the foosball figures not be made using 3D modeling (so they had traces of real imperfection), as well as the idea of people interacting in real life over these human foosball figures. “Needing two hands to play a game of foosball meant you couldn’t post on Instagram,” Clegg noted in one interview, “and playing chess meant that your focus was more on winning than checking Facebook.”

It was not the first time foosball had been trotted out in the service of art. With his 1991 work Stadium, Maurizio Cattelan famously crafted an enormous foosball table—over nineteen feet long—to accommodate eleven players on each side (to mimic a real soccer match). At a time of increasing xenophobia, he paired a team of North African migrants against an “Italian” team; as the work’s Sotheby’s catalog entry describes, “the maneuvering of miniature color-coded figurines across a tabletop came to invoke a much larger metaphor for the greater theatre of world politics.” But like the other foosball-art interactions, what animated the work was the play. Without its human participants, Cattelan’s sculpture was mute; a symphony in a vacuum.

The foosball table can signify the sense of unstructured, campus-like fun of Silicon Valley culture or precisely as a symptom of the structural flaws of that culture.

If the iconic power of the foosball table helped provide a powerful medium for Cattelan’s socio-political expression, the foosball table has itself become symbolic. Anyone who had followed accounts of office life in Silicon Valley over the past decade or so will have noticed the inevitable appearance of the foosball table. The table became a kind of stock image. Literally—enter “foosball” into a site like iStock and you’ll get executives or hip-looking coders on break huddled around a table. Depending on the context, the table either seemed to signify the sense of unstructured, campus-like fun of Silicon Valley startup culture (where it became an amenity as standard as free snacks), or precisely as a symptom of the structural flaws of that culture (i.e., throwing employees a foosball table instead of good health insurance, etc.); “Is Anyone Really Using the Office Foosball Table?” as one article darkly put it. The foosball table rests uneasily in the office, violating an implicit boundary between work and play, raising suspicions that not enough work is being done or, perversely, that it’s gleeful team-building bonhomie masks a sinister campaign to get people to work harder and longer. But relax, it’s only a game. ♦

(Image credit: Courtesy Nicola via Flickr.)

Play Digest: Gaming the Gallery

Many museums today are faced with the conundrum of whether they’re places of entertainment or temples of knowledge where visitors come to be educated. The two, of course, aren’t mutually exclusive, as proven over and over by innovative, playful programming on serious topics in art, science, and history. This week’s Play Digest looks at how we’re gaming the gallery.

Many museums—let alone artists who have a history of creating museum-worthy, game-forward work or museums dedicated to play or gaming—have the creative drive and intellectual flexibility to embrace a more broad-thinking approach to incorporating interactivity and games in the galleries to be both entertaining and learning experiences.

Jane McGonigal thinks that the addictive and compelling nature of video games is something that can be translated in the museum setting, an opinion that has gained traction over time, if one that is not wholly agreed upon yet. One British museum studied how user interaction (through a game) could help visitors engage with “difficult objects” in the collection. If museums are the intersection of people and ideas through history, what excuse is there not to embrace new technologies, for example, in the form of games or augmented reality—and bring culture and technology into closer harmony. The gallery setting has the potential to manifest the perfect alignment of audience, object, and tech.

Then there are, of course, the controversies over the whether games (especially video games) can be considered art. There is plenty of support for this, even in unlikely places. New York’s Museum of Modern Art took the brunt of this criticism in 2012 when it famously acquired the first twelve of a projected (at the time at least) forty video games for its collection (an effort led by Paola Antonelli of the Department of Architecture and Design). The museum had, two years earlier, added Feng Mengbo’s important Long March: Restart to the Media and Performance Art collection, so why the kerfuffle over the design department embracing the medium? Since then there have been some updates to the collection itself and some thoughtful commentary around it (but not always).

While it seems the debate around whether games belong in museum collections or whether games are art lives on in some circles—PlayTime and other wide-ranging and culturally curious exhibitions—and playful approaches to the museum experience—have only just begun to realize their potential.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Courtesy of Gabriel de Andrade Fernandes on Flickr.)

I Just Lost the Game: An Essay

In the second part of her essay on the “flow” state and its impact on creative work, Cole Cohen finds self-forgetting a requirement for every writer—and reader. Missed part one? Find it here.

In the first Ghostbusters movie (a childhood favorite of mine) the Ghostbusters are called upon by a cellist, Dana, to destroy Gozer the Gozerian, a Sumerian shape shifting god of destruction and chaos who has taken up residence in her Manhattan apartment building. Toward the end of the film, Gozer swears to take on the form of whatever image pops up in the Ghostbusters heads and in that form destroy the city. Ray, the one “true believer” in the paranormal who is played by Dan Aykroyd, thinks of the Stay Puft Marshmallow Man, a beloved corporate mascot from his childhood who, in Ray’s words, is “something that could never, ever possibly destroy us.” A giant Stay Puft Marshmallow man emerges and the Ghostbusters must use their proton packs to explode Roy’s anthropomorphized corporate colossus into a harmless marshmallow cream that rains down upon the city. It’s difficult for me not to draw a parallel between Ghostbusters and our own current political climate. Some of us suppressed the unthinkable, that Trump would win, while others imagined Trump as a beloved figure of nostalgia willed into power. How could he possibly harm us? A 2016 a remake of the Ghostbusters starring an all-female cast of jumpsuit wearing parapsychologists proved too much for the cultural imagination; it bombed at the box office.

Obsession is what happens when focus becomes singular.

In order to get to Gozer, the shape-shifting destructive force, one must first pass Zuul the gatekeeping demon guardian servant who protects it. Music is my proton pack, it houses the beam that I unleash to blast the membrane that protects the blank page from my thoughts. I often listen to the same song or album on repeat while I’m writing. I wear headphones even if I’m alone because they form the boundaries of the sonic space that I work in. When I’m writing sound is space; it’s where I go. It’s not uncommon for people with differently wired brains to compulsively inhale the same media over and over or to obsess over a singular interest. Children with Asperger Syndrome used to be called “little professors” for their ability to become consumed by a “special interest.” Disney characters, deep fat fryers, the targets of this passion are not as important as the energy with which one seeks it out. This is where “flow” state and hyperfocus dovetail into obsession, a similarly gratifying force of destruction. Obsession is what happens when focus becomes singular rather than spacious, when there’s no room left to share an interest. I think of singular obsession as where my writing begins and compassion as the destination.

In his 1863 “An Essay Concerning the Bourgeois” from Winter Notes on Summer Impressions, Dostoevsky compared the mechanics of socialism, sacrificing oneself fully to the common good while suppressing any thoughts of self-interest, to trying not to think of a polar bear, recalling Tolstoy’s childhood game:

For example, I come and sacrifice myself completely, once and for all: well, it is necessary that I sacrifice myself completely, once and for all, without any thought for gain, without in the least thinking that I am sacrificing my whole self to society and, for this, society will offer its whole self to me. The sacrifice must be made in such a way as to offer all and even wish that you receive nothing in return, that no one will in any way be obligated to you. How is this to be done? After all it is like trying not to think of a polar bear.

The relationship between reader and writer requires for the reader both a forgetting of the self enough to become involved in the story

The conclusion that Dostoevsky reaches is that there must be a selflessness innate to both the individual and the community. No one person can think of individual self-interest instead each must participate in an organic amnesia of all desire beyond the greater good. For this to work, he proposes, it’s essential that the community reflect back the individual’s self-forgetting. If you recall the receipts then you just lost the game.

Letting go of individual needs requires a self-forgetting that’s similar to forgetting your judging self in writing; this is not to say that making art is an inherently selfless act. The need to express—to share the experience of being human with another in the hope of being seen and understood—begins with the writer momentarily slipping loose of personhood to become who they are on the page. The writer needs to sneak past the gatekeeper of her own thoughts to confront the god of destruction, to allow the destabilizing self-haunting of making to take possession. The relationship between reader and writer requires for the reader both a forgetting of the self enough to become involved in the story and also the ability to be called back into your personhood by recognition of yourself in the essay. It isn’t that different from Dostoyevsky’s socialist vision; the writer says, “Here, take me” and the reader says “No, I couldn’t possibly, take me.” In this arrangement we settle into the shared trance of reading and being read. Ideally, the boundaries between writer and reader blur until the book is shut and we have to return to daily life, losing the game of shared consciousness. Hopefully the reader rejoins the world with what Tolstoy called our “innocent joy and boundless desire for love” replenished, a little more excited to share ideas and experiences with the world. The goal of the game, of course, is not to win but to not lose alone. ♦

(Image credit: Photo of Dana Sederowsky’s performance The Writer, 2017, courtesy of Dunkers kulturhus via Flickr.)

I Just Lost the Game: An Essay

Writing an essay is a mind game. Can you play without forgetting that you’re a participant? Writer Cole Cohen muses on some strategies for self-forgetting.

Everyone in the world who knows about the mind game The Game is playing it. The objective of The Game is to not think about The Game. As soon as you’ve thought about The Game, you’ve lost. Once you know about The Game, you cannot opt out of playing. You can’t really win The Game; you are only ever in a process of not yet losing it. All losses of The Game must be announced by an admission, “I just the lost The Game.” You can’t really confess to losing The Game without reminding the person you are confessing to of the existence of The Game, causing them to also lose it.

Every morning I pour a cup of black coffee, sit in front of my laptop and shove my headphones over my head. I play a little game with myself: I can’t take my first sip of coffee until I’m typing and once I take my first sip I have to keep typing throughout the time it takes me to finish the cup. According to the tenets of this game, I am allowed to stop typing after the first cup of coffee if I want to. Often the first cup of the coffee and the first side of an album on repeat are all I that I need to dissolve into the slipstream of caffeine and music. If I stop to recognize that I am corralling words into formation to make sentences to cluster into paragraphs to organize my thoughts into a blanketing narrative with a beginning, middle, and end it’s all over. I just lost my game. You can’t play The Game or my own writing mind game without forgetting that you are a participant. There are only two modes: forgetting and losing.

No one is sure of the origins of The Game but my favorite story about its conception is the one that takes place in the mid-1990s involving two British engineers stuck on a London train platform overnight after missing the last train. To try to make the best of their circumstances, they made a game of trying not to think of the situation; whoever first remembered that they were both stranded on a train platform until sunrise lost the game.

How can I manipulate someone else’s perception with only words?

Writing an essay is a mind game. What am I thinking? How do I untwist questions I have from each other and lay them out into narrative form? Why does anyone else care what I’m thinking? How can I manipulate someone else’s perception with only words? I have found that I can’t structure my thoughts clearly and express them if I think about these questions while trying to get words on the page. It’s overwhelming. So I start with what I’m thinking. In order to find out what I’m thinking I have to work from a gentle remove. My first cup of coffee in the morning and the music through my headphones are a buffer between me and my thoughts about my thoughts. Riding the high of the first hit of caffeine helps me to forget my form and shape shift into text.

Hungarian psychologist Mihaly Csikszentmihaly characterized the state of “flow” as a highly focused positive mental state in which one is absorbed in the task at hand beyond all sense of space and time. I first heard of this driven mental territory as a child diagnosed with ADD, one of the symptoms of which in children is a tendency to “hyperfocus” on their interests at the expense of their obligations such as homework or chores. It took many years and lots of psychological testing to determine that I actually don’t have ADD but instead a hole in the parietal lobe, the part of the brain responsible for spatial attention. I have a lot the same characteristics as someone with ADD; I still have a childishly difficult time engaging in tasks that I consider boring and once I get ahold of an interesting concept I pursue it intensely until I don’t care about it anymore. In the state of flow or hyperfocus I can relax because it allows to me live like a brain in a jar, free of the embodied confusion of the spatial world. Hyperfocus is also a trance that relieves me from judging the quality of my work. I don’t lose my game for writing badly, just for not writing. Play is a rehearsal for failure, it’s a fantastic opportunity to take a tumble and get back up. Artists have an active relationship with failure; in my feverish dream state I give myself permission to write garbage for my editor self, the adult in charge of boring things like making sense, to work out later.

Play is a rehearsal for failure, it’s a fantastic opportunity to take a tumble and get back up.

Making art is chaotic and destructive, it starts with making a huge mess and then later asking how the hell do I get myself out of this? Like The Game, if you think about how to get out of the trap while you’re setting it for yourself then you’re already in it. The Game is an example of ironic process theory; the psychological state where the attempt to suppress certain thoughts brings them more frequently to the forefront of your mind. In his trilogy Childhood, Boyhood, and Youth, Leo Tolstoy recalls playing a childhood game with his brother where one stands in the corner and tries not to think of a white bear. In Childhood, Tolstoy wrote, “Will the freshness, lightheartedness, the need for love, and strength of faith which you have in childhood ever return? What better time than when the two best virtues— innocent joy and the boundless desire for love— were the only motives in life?” One of my earliest memories of play is of when I first learned to walk and run. Chasing groups of pigeons in the park until they took flight gave me absolute unbridled glee. To me, though probably not to the pigeons, this was a game that I was playing with them. In this game I was effortlessly present in making mayhem without considering the consequences. On my best days working on a first draft, I’m mowing down blank space on the page with that same manic joy I felt terrorizing pigeons as a child.

Read part 2.

(Image credit: Courtesy Denis Bocquet via Flickr.)

Pom-Pom-Pullaway: A Story

The latest in Albert Mobilio’s series of (very) short stories based on old-time games illustrates how the characteristics of play capture the essence of our lives.

A piece of earth on which two parallel lines are marked about sixty feet apart, with sidelines about fifty feet apart. Apartness. The sensation marks Jess’s sense of herself in the world. She’s popular, sure. And she knows that. People she hasn’t seen in years invite her to weddings and add handwritten notes to say how much it would mean if she came. At her old job folks loved Jess; even the mailroom guy who seethed at everyone when he rolled his cart past their cubes sometimes stopped at hers to cough a bit and apologize with words almost indistinguishable from the coughing.

Sandy takes her position in the middle of the field and issues the chaser’s required challenge, “Pom-pom-pullaway, come away or I’ll pull you away.” The singsong quality she hears in her voice is cause for sudden but unnecessary embarrassment; how else utter so alliterative a threat. Put those words in Scarface and Pacino would have to croon them just the same. No matter, she is acutely aware that Jess heard the trilling notes. The sun eases through scattered clouds mottling the meadow’s slopes and Jess stands slackly, hand on hip, in a blanket-size patch of shade. A casual indifference seems to dictate every angle and curve; she looks like she was poured into place. If Sandy could see Jess’s face she’s sure she would find no more than a hint of a smirk because for that girl a smirk is emoting like Sarah Bernhardt. Sandy doesn’t want this in her head about Jess but it is. Look at her, just poured there.

Once her call is complete, the runners make a beeline for the goal behind Sandy while she tries to tag someone three times. If she does that person joins her for the next call. Jess is close enough to pursue—in fact, she’s the closest player—but does Sandy really want to do that? But if she doesn’t her disinclination will be obvious. The decision, though, is made by Jess who comes on hard, buoyed above the high grass by long, loping strides, right at her friend. The clouds have freed the sun’s full force and the entire field vibrates with sudden warmth and thrumming feet. Sandy runs, too, aiming to meet Jess at an angle, but she can’t keep that line of attack because Jess matches her, side-step for side-step, to keep them on track for a head-on collision. She’s playing chicken, Sandy realizes. She wants to see me duck.

Despite the elegance of Zeno’s paradox—one always has half the distance to their goal to travel therefore they will never reach it—these two players will surely meet. Zeno will not intervene to reassure them that when they are, say, the width of a molecule apart, they still have to traverse half a molecule and a quarter molecule after that and so on. He will not alight twixt them to guarantee no bruises today. Sandy extends both arms; either way Jess moves she wants to be ready to reach her. Doing so slows Sandy’s stride but that doesn’t matter—she only has to tag the woman now bearing down on her, shedding her last traces of because for that girl a smirk is emoting like Sarah Bernhardt. Sandy doesn’t want this in her head about Jess but it is. Look at her, just poured there.

Once her call is complete, the runners make a beeline for the goal behind Sandy while she tries to tag someone three times. If she does that person joins her for the next call. Jess is close enough to pursue—in fact, she’s the closest player—but does Sandy really want to do that? But if she doesn’t her disinclination will be obvious. The decision, though, is made by Jess who comes on hard, buoyed above the high grass by long, loping strides, right at her friend. The clouds have freed the sun’s full force and the entire field vibrates with sudden warmth and thrumming feet. Sandy runs, too, aiming to meet Jess at an angle, but she can’t keep that line of attack because Jess matches her, side-step for side-step, to keep them on track for a head-on collision. She’s playing chicken, Sandy realizes. She wants to see me duck.

Despite the elegance of Zeno’s paradox—one always has half the distance to their goal to travel therefore they will never reach it—these two players will surely meet. Zeno will not intervene to reassure them that when they are, say, the width of a molecule apart, they still have to traverse half a molecule and a quarter molecule after that and so on. He will not alight twixt them to guarantee no bruises today. Sandy extends both arms; either way Jess moves she wants to be ready to reach her. Doing so slows Sandy’s stride but that doesn’t matter—she only has to tag the woman now bearing down on her, shedding her last traces of insouciance. The air is heavy, yet Sandy detects a quickening swirl beneath her flung-apart arms. Is that what pilots call lift? Jess is half of a half of a half away and Sandy believes that if she were to leap she could be airborne. ♦

Missed earlier stories? Find them here, here, and here.

(Image credit: Lewis Wickes Hine. Recess games in Muskogee, Oklahoma. Courtesy of the Library of Congress.)

Le Jeu: An Essay

Writers must be gamers, of a sort, but are poetry and gaming diametrically opposed? From Baudelaire to Antonioni, Frank Guan looks at gaming as an art form.

Writers—younger writers now, at least—love to game. I don’t think this is because gaming is close to writing, though; it’s because it couldn’t be further from it. True, writing can be playful. Everything productive contains an element of play. Yet the play involved in writing is not the “play” referred to when we say “play” a game. Suppose that we define play, generally and loosely, as the free arrangement of material. What is the material? For writing, it’s perceptions stirred and shifted into some semblance of syntactic order; for gaming, projections onto a complex of logical protocols and numerical indices. Expression, of course, is possible through both, but expressions are limited by their medium: there’s a difference between getting with the program and becoming one. The game is outside; the gamer tries to get in. If you don’t subscribe to the objectives it imposes, there’s no way to play, much less express. On the other side, the word is within; the writer attempts to coax it out. There are no given objectives, but rather a subject whose being is nothing more or less than its own expression.

The poet desires playfulness; the modern demands industry.

Writing usually isn’t as autonomous as we’ve just made it out to be. Most of the time, writers write with an external objective in mind. To some greater or lesser degree, they write for economic gain, for social recognition, or for political reasons, and to that extent writers really are playing a game in the same way that a gamer does, which is to say with discrete intentions, deploying the word as a means to an end beyond language rather than bearing the word into the mysterious awareness of its own life—what we refer to, in other words, as poetry. Most writers aren’t poets. Even those who are poets aren’t poets all the time, though some recognize its necessity. Sois toujours poète, même en prose, Charles Baudelaire wrote in his diary. Always be a poet, even in prose. Yet he succeeded in writing no more than 170 poems over some twenty-five years as an active poet—less than seven a year, on average. The man generally acknowledged as the first modern poet (and first modern art critic) was the first to discover how deeply opposed modernity could be to poetic creation.

The poet desires playfulness; the modern demands industry. The poet is allied to nature; the modern renders nature unnatural. The poet is an aristocrat, even if only in spirit; the modern is democratic, even if only in rhetoric. Baudelaire never dreamed that he could turn away from the world he lived in. He was too perceptive (and too ironic) to imagine that he would find, gazing into bygone ages, real relief from the traumas of the present. Rather he fixed his eyes on worlds to come, on the new and unknown, what he names the familiar empire of future darkness, l’empire familier des tenèbres futures. For him, the future was always dark: dark as in uncertain, charged with possibility, but also dark as in grim, doomed, deathly. Yet only by peering into darkness can one become familiar with it, allow it to come into definition, write it down for others to see. There are flashes and illuminations across those one hundred seventy poems, but for the most part reading Baudelaire—and translating him especially—is a process as slow and hard to trace as developing night vision. His is a poetry of suggestions, hazards, constellations that reveal themselves to the patient; to focus only on great stars and striking images is to lose the deep pattern.

Take “Le Jeu,” for instance: not a Baudelaire poem that often sees the spotlight, but by no means a poem without insight. Le jeu literally means “the game,” but it’s also how one says “gambling.” Ultimately the difference is negligible; whether it’s gaming or gambling, the players project their selves onto a complex of logical protocols and numerical indices. Speaking from personal experience, there’s a straight line running from the gambling den of Baudelaire’s Paris to today’s gaming centers. I’ve been a regular visitor to arcades since coming to New York, and though the equipment and personnel have changed (instead of card tables, machines with screens; instead of old women, young men) the ambience of sterile electricity and silent strain felt identical to the poem’s.

I would have to become another person entirely to stop gaming, which is the opposite of writing.

Identical, too, was the observer’s envy. As the poem implies, writers tend to be cold watchers even of their own dreams, their own incarnations of desire. I wouldn’t trade my life or past for any other, but there have been times when I’ve wanted to swap the writing life and the frigid self-consciousness it compels for the gamer’s wordless, virtually animal striving and satisfaction. I game often. I would have to become another person entirely to stop gaming, which is the opposite of writing. What this poem holds out is the hope that this conundrum can itself become a source of literature, that writers can reveal the words that do justice to the tension between writing and the modern condition that gaming encapsulates. Writers, insofar as they are modern, must be gamers, but pure literature (pure art in general) can never be a game; in performing the ambivalence between its constitutive terms, modern literature discovers itself.

In this regard as in others, many would walk after Baudelaire. A decade after the 1857 publication of “Le Jeu,” Baudelaire’s exact Russian contemporary Fyodor Dostoevsky would publish The Gambler. Narrated by a young man torn by his attraction to the gaming tables at a German resort frequented by European elites and con artists and his love for a young Russian woman, the story dramatizes the tug-of-war in Russian culture between Western commerce and native tradition, with the casino denizens serving as a microcosm of European society.

A parallel symbolism prevails in Italian director Michelangelo Antonioni’s 1962 film L’Eclisse, where the cacophonous chaos of the Roman stock exchange incarnates American capitalist values. The main character is a translator. After breaking with her fiancé, a literary intellectual of the Left, she drifts, slowly, into a romance with a young stock broker. Actress Monica Vitti’s character Vittoria strikes a figure of ambivalent beauty. She’s rooted in language, appreciates culture, disdains obsession, especially greed. All the same, she feels the attraction of the modern, the frenzies, silences, and cacophony that preclude all nuance and psychology. “What the hell are you doing?” a partner asks Piero, the broker, at the stock exchange. “Gambling,” he answers; then resumes gaming the system.

Piero comes from people of refinement: his parents’ apartment is as thick with paintings and sculptures as Vittoria’s former fiancé’s. But whatever taste he might have had has been subsumed by the animal passion for numbers and logic his workplace demands. Disillusioned by culture and socialism while retaining some sense of ideals, Vittoria seeks out the new and unknown in their antitheses. If she likes Piero, it’s for his simplicity, his blindness to all things beyond supply and demand.

She teaches him to play with her; he stops playing the market. The writer and gamer, united in love! It can’t last; it doesn’t. But they see each other, just a bit, before the end. ♦

(Image credit: attributed to Johannes van Wijckersloot, The Card Game on the Cradle: Allegory, 1643–1683, Rijksmuseum. Courtesy of the Rijksmuseum.)

Hello, Operator: An Essay

Alt control game designer Mike Lazer-Walker explains a difficult-to-describe genre and muses on the pleasures of the past.

The games I make aren’t games you play with a controller on a screen, or cards and dice on a table, or even by throwing a ball around a field. I make games that blend the digital and the physical, using novel physical interfaces. Sometimes this means using the various sensors in your smartphone, using information like your physical location for Pokémon Go–like experiences. Sometimes this means making my own physical hardware or co-opting vintage technology as an input to a new game.

As a result, this means I tend to make things that you can’t buy. My games are ephemeral, one-off installations, shown primarily at small independent games festivals like IndieCade, Bit Bash, and Babycastles, gatherings that are largely attended by other game designers rather than consumers. Without wide commercial appeal, the funding for them tends to come from odd places as well. Until recently, a lot of my work was produced as part of my research at the MIT Media Lab. It’s often difficult to describe these sorts of games.

One of the pieces that came out of my time at MIT is the game Hello Operator. When people sit down to play Hello Operator, the most common thing heard is some variant of “Whoa, I’ve always wondered how that worked!” What shocks people about Hello Operator isn’t the gameplay—it’s a pretty standard “time management” game, an immensely popular genre—but the fact that they’re playing it on an actual, physical telephone switchboard from 1927.

Specifically, Hello Operator is played on a Western Electric 551-A switchboard that, in a former life, serviced the Mead Paper Mill in Chillicothe, Ohio. Players sit down at the switchboard and connect customers who want to talk to each other, using it exactly how it would have been in the 1920s. Instead of tapping on a touchscreen or mashing buttons on a controller, you interact with actual vintage hardware.

The movement of “alt control” games—videogames like Hello Operator that use nontraditional physical interfaces—is small but growing. It used to be that games like this would only really appear at game industry-specific events attended largely by game creators, like the alt.ctrl.GDC exhibit at the annual Game Developers Conference.

This is changing. Line Wobbler, a hypnotic game played with a rope of lights and a wobbly doorstopper spring as a joystick, recently saw a custom installation in King’s Cross Station in London. Beasts of Balance is Jenga-meets-Pokémon and played with a set of physical plastic animals and a tablet; it can be bought at Apple Stores.

A lot of these games could theoretically work as digital-only games. An iPad version of Hello Operator already exists for prototyping and play-testing purposes. But I’d never seriously consider releasing it to the public. The way you interact with a piece of technologically meaningfully affects your response to it; we have different emotional connections to apps we use on our phones than we do ones we use on our desktop computer. That gap is only amplified when you compare a digital-only game to physically plugging in ninety-year-old cables.

But why old technology?

As an artist, I strive to use play and games to spark intellectual curiosity and curiosity about the greater world. Exploring the history of technology provides an opportunity to probe at questions surrounding people’s relationship with technology, but in a way that feels longer-lasting than fiction based on today’s tech. Using a telephone switchboard to listen in on phone conversations, say, is an elegant way to start a discussion about surveillance. Looking at the telegraph (as in What Hath God Wrought?, a previous piece of mine played on nineteenth-century telegraph hardware) is an effective way to explore what happens when instantaneous real-time communication is introduced to a culture for the first time, and how it affects all aspects of daily life.

What is most satisfying about Hello Operator is the genuine surprise in people’s eyes when they see the physical hardware. It’s novel, to some extent, but a novelty that sparks intellectual curiosity. People who would never bother reading a book about the history of telecom are suddenly excited and enthusiastic to learn all about how switchboards function. It’s a lot easier to forge a connection with the past when you’re able to make a physical connection to it.

These games are fun precisely because of what they teach and the way they teach. Skill acquisition is inherently rewarding, and a big part of the psychological role of play. But a big part of the playfulness of my work comes from very deliberately teaching obsolete skills. If any of these games become too didactic, and players feel like someone is trying to “teach” them, they would disengage. A big part of how I strike that balance is the sense of immersion that comes with authenticity. You can learn to play Hello Operator by reading Western Electric’s official training manuals from the 1920s. That’s very intentional. If the most important part of the experience is this tactile interaction with the past, being true to that past matters.

What Hath God Wrought? is a good example of this, too. It essentially asks you to learn Morse code in five minutes, which is pretty impossible to do. The brutal difficulty that falls out of that means that What Hath God Wrought? isn’t actually that well-designed a game.

I could have easily made a “better” game by abstracting away Morse code in favor of something that evoked it but was simpler to learn. But without the direct representation of typing real Morse code, using actual nineteenth-century hardware no longer feels necessary. At that point, you might as well release a digital version of the game rather than having to muck around with fiddly hundred-year-old electronics. Without the hundred-year-old electronics, you lose the experience of being able to meaningfully interact with a beautiful object from the past. Suddenly, the essence of what makes this work tick is gone, along with the sense of history that imbues them and teaches us how we got here.  ♦

(Image credits: All photos courtesy Mike Lazer-Walker.)

Play Digest: Moves and Mores

When we think about the decisions we have to make while playing a game, we usually consider strategy above standards; our own gains above those of the group. When we watch our favorite sports teams, what’s more valuable: gamesmanship or sportsmanship? In this week’s Play Digest, we explore the ethics of play.

Does the moral compass by which we live impact what we play and the way we play it? Should we be applying our moral standards to our gameplay? Are we making ourselves and those around us unhealthy? Unsafe? And what kind of time should we even devote to play; where do we—and the people who design and build games—find that time in our over-demanding lives?

Like many aspects of play, play psychology, and play theory (especially in the age of video games), there is a whole lot of thinking going on around the subject. This is especially true of the scholarship and criticism of first-person shooter games (are they “good clean fun” or the basis for a moral panic? do game makers have a moral responsibility to the consumer?) and around how adults control the parameters of play for children.

The question about good and bad, right and wrong—in gaming, in play, in culture—is age-old, complicated, and seemingly ever-changing, or at least open to interpretation. As games become more “intelligent” and our lives and games blur, we will continue to be faced with ethical quandaries. And even that challenge can be a playable moment.

Check in next week for a new roundup of the latest play news and stories.

(Image credit: Photo of referee Ryan Justice, courtesy mark6mauno via Flickr.)

 

Every Hour of Friday May 2, 2008: An Infographic

Artist and funnyman Andrew Kuo describes his approach to analysis: “I am interested in talking about specific things with a wink to a metric evaluation and multiple thoughts presented in the same visual frame. To state something and then emphasize and de-emphasize it on a scale is an appealing way to tell a personal story without spelling it out.”

Look for the next infographic in coming weeks.

Ball Games and War Games: An Essay

Writer Carlo Rotella looks back on the board games and basketball games he grew up playing on the South Side of Chicago. Here, in his third and final installment for PlayTime, Rotella ponders how both kinds of play have evolved—for better or worse—over generations.

When I was a kid, the paths I took to the two sorts of game-world were stark opposites. I played war games in an icy aesthetic fugue state entered in rigorous solitude, while basketball entailed a hot engagement with self-interested others that was equal parts political and anthropological. Looking back from the perspective afforded by middle age, I can see that my experience of pickup ball and war games has to some extent switched social polarities over time. My root desire in both kinds of play has always been to enter the world of the game and dwell there, soaking up the nourishing feng shui. But technological change, the shifting character of childhood and leisure, and other usual suspects have muddied the distinction between them over the nearly half a century that has elapsed since my childhood.

As a general rule, digitization produces more loneliness, not less, but this case is an exception: I no longer have to outsmart myself in heroic isolation when I play these games.

It had to happen sooner or later that somebody would think to digitize the old military board games. A Scottish outfit called HexWar has finally gotten around to doing that. Its design partners have replaced the square unit-counters with little clusters of troops and substituted a 3D swell of hills and valleys for the flat abstract landscape of the game board, but HexWar has not tried to turn these games into first-person shooters. They still play like board games, and the hexagonal map grid has been preserved as a nostalgic curio. As a general rule, digitization produces more loneliness, not less, but this case is an exception: I no longer have to outsmart myself in heroic isolation when I play these games. I can play online against other Avalon Hill/SPI veterans, or I can play against the built-in opponent that comes with the game. I prefer the latter, mostly because it’s always ready to play, always up for a game. Even on the Hard setting, this algorithmic foe tends to lack decisive boldness, a stolidity that makes it chronically susceptible to being outflanked and outhustled, but it’s a recognizable intelligence―a purposeful presence other than my own―and its shortcomings make it seem more, not less, human. As Napoleon at Waterloo, this intelligence throws D’Erlon’s formidable I Corps against La Haye Sainte and my shaky left; as Scipio Africanus at Zama, it screens its advancing legions with light infantry in textbook fashion. When I repel D’Erlon with massed cannon and Uxbridge’s horse guards, when I scatter the Roman velites with my elephants, I feel a little like Patton in the movie after he defeats the Afrika Korps in battle. He yells, “Rommel, you magnificent bastard, I read your book!” at what he believes to be his illustrious opponent’s fleeing tank, only to find out later that Rommel wasn’t in the tank, and was in fact away on leave.

It’s part of a generational swing toward adult supervision and away from open-ended, self-governed free play, but the education in practical politics and social dynamics available to me in the 1970s has grown increasingly old-school, even esoteric.

If my experience of war games has warmed over time, pickup basketball has cooled for me. I still have to negotiate with strangers to get into the game, but it’s all very low-key. I usually show up alone at the court in the local park, which makes things simpler, and almost everybody’s grown-up enough to determine fair order and wait his turn, just as we do at the nearby supermarket’s meat counter. Something similar typically happens when I play farther from home―and now there are pickup-basketball apps that let you know where to find a game in a strange city, which seems efficient but also resembles buying a used TV on eBay. And if it doesn’t work out and I don’t get to play, my much-sprained ankles and much-jammed fingers appreciate being spared the wear and tear. My own aging explains this cooler experience of the pickup game, but it’s also framed by larger changes. Over the years pickup ball has become a more preponderantly adult game as a result of a great transformation of how kids, small and large, play. Especially for the most intensely ball game-inclined boys and girls, there’s a lot less free play these days, and a lot more play organized and supervised by adults―more travel teams and AAU teams overseen by grown-ups with whistles, more official practices and scheduled games and less hanging out and jockeying for position for hours on end at the local court. It’s part of a generational swing toward adult supervision and away from open-ended, self-governed free play, and it means that, while young people still do play pickup ball, the education in practical politics and social dynamics available to me as a ball-playing kid on the South Side of Chicago in the 1970s has grown increasingly old-school, even esoteric.

When I was a kid I frequently paged through my copy of Cyril Falls’s Great Military Battles, an oversize book full of maps showing the movements of cavalry and infantry and artillery, and of paintings in which mounted generals made Buddha-like gestures with plump white hands amid their retinues and rolling clouds of gun smoke. I returned often to the chapter on Waterloo, which seemed to make the definitive case on offense and defense. Offense was Napoleon, whose genius for the coup de main was expressed in constant attack, demanding courage and enterprise and grotesquely buoyant optimism from his men. These were marquee virtues, yes, but, especially when exercised in the service of misguided principles, they curdled into blind, force-drunk aggression for its own sake. Defense, by contrast, might be frequently drab and unpleasant, but it was how you stopped offense. Defense was the Duke of Wellington, whose greatest achievement was to deny Napoleon the victory at Waterloo, and whose schemes featured the absolute minimum of moving parts and decisive strokes because he assumed that orders would go astray, subordinates would screw up, and the troops who served under him were “the scum of the earth.” My beat-up original copy of Great Military Battles went missing in the early 1980s, when I went off to college, but I recently acquired an equally well-used copy via Amazon. Looking through it now, revisiting long-lost but intensely familiar images and passages and the lessons they taught, I begin to appreciate the depth of the imprint left on me by war games and ball games. They taught―they teach―offense and defense, strategy and tactics, force and finesse, technique and persuasion, how to be alone and how to engage with others. ♦

Return to the first and second installments of “Ball Games and War Games.”

(Image credit: Louis-François Lejeune, Battle of Moscow, 7th September 1812, 1822, Château de Versailles, via Wikipedia Commons.)

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