Storming the Fort: A Story

Albert Mobilio’s series of short fictions may be extrapolated from the rules of traditional games, but, in fact, they illustrate how time-honored and grounded in reality rules are. Missed the earlier stories? Read them here and here.

The fort is a line of gymnasium horses, parallel bars, curio cabinets, beat up lawn mowers, and other similar obstacles. The obstacles should not be too high, nor should they be too low, nor should they be just right, as such a notion appeals to a normative objectivity unrecognized as viable by players and game masters alike. Where necessary, the obstacles should be shrouded in black crepe, as befitting those objects (e.g., a tire, an ottoman, a treadmill, a corpse) that remind us that life itself is an act of mourning the relentless increase of the inanimate around us. Players form two teams, one in a line about twenty feet from the obstacles, the other just behind the assemblage. At a signal, the attacking team rushes forward and tries to climb. They must go over, not around. The defenders try to prevent the assault from succeeding. To do this they may go anywhere they choose. Maybe home, to a hot toddy and an uncracked copy of Middlemarch that will be read, it will, it will.

In any case, all manner of holding or blocking is permitted, anything, in fact, except hitting or other forms of aggressive roughness. Unexpected intimacies—kisses blown across the gym horses, suggestive winks while in a clinch with an opposition player, or frottage, but only light frottage, such as might be acceptable at a freshman high school mixer—are also permitted.
The defending team tries to prevent the attackers from getting over the obstacles. They may climb, push, or repurpose personal grooming items as weapons (only to be brandished in as much as one can brandish, say, tweezers). This is the way of the world: all against all, winning isn’t everything, it’s the only thing. But the struggle is not so grim. If the attackers do not triumph in a pre-determined period of time—oh, about two minutes of appropriately Darwinian mayhem—then the two teams reverse positions. The shame of defeat flares but briefly in the players’ inmost selves; they will surely strive again and some Homer—could it be that ginger-haired lass who smells faintly of doused church candles—may perhaps someday sing of their brawny exploits. ♦

(Image credit: Wenceslaus Hollar, Tangier Views, about 1670, etching. Courtesy of the Metropolitan Museum of Art.)

Play Digest: Playtime Turns Fifty

Trevor Smith, PlayTime curator, shares this week’s Play Digest on the film inspiration behind the exhibition title—and this site by extension. Looking for a good watch? We recommend Playtime on its anniversary.

Jacques Tati’s movie Playtime, released in 1967—and turning fifty this week—was a failure at the box office on release and almost bankrupted him. Yet today the film is rightly hailed as a cinematic masterpiece. In contrast to the cynicism and hard-bitten critique of the French new wave, Tati’s faith in extraordinary images, his roots in physical comedy, and the “classic French ability to spot the ridiculous in the everyday” appeared mordantly nostalgic. Today, his playful yet sharp-eyed vision seems ever more profound.

Shot entirely on huge stage setsPlaytime imagined a Paris whose life was organized by modern rhythms of work and leisure. The movie unfolds in three acts. The first is set in the non-spaces of airports, open cubicle offices, and trade fairs. The second act takes place in an apartment whose floor to ceiling windows at street level turns the family into inadvertent performers. The final major arc of the movie takes place on the opening night of a restaurant/nightclub whose slick modernity renders the chaos behind the scenes all but invisible.

Tati’s reaction to these patently modernist scenarios is not to offer a disenchanted critique but to begin to play and test its limits. Often his comedy began in an act of misunderstanding or misuse of an object, which is one of the key threads in our exhibition at the Peabody Essex Museum.

While the strict separation of work and leisure in these scenarios is very much of Tati’s time, his understanding of the importance of play to human imagination and empowerment in uncertain times remains revolutionary.

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

(Image credit: United Archives GmbH / Alamy Stock Photo.)

Sweat: An Image Gallery

Photographer B.A. Van Sise brings us the before and after of sport in his series Sweat. With these double portraits, he offers a close look at the drive of players from the Knicks to the Gotham Girls Roller Derby League.

 

Well, for starters, I don’t like sports.

I played baseball as a kid, if one can call what I did “playing.” Mostly, I stood out in the outfield and held my glove in the air and prayed to the love that moves the sun and all the other stars that nobody would ever hit the ball in my direction, which invariably everybody did. If such a thing is possible, I’m pretty sure I would have had a negative batting average and my teammates—a group of post-pubescent murderers who all hated my tiny, non-hitting, non-catching, non-running body—would clearly have preferred to use me as a backstop.

I’d return home from my games, open the hamper, toss in my uniform covered in tears and goose shit, and listen to Edith Piaf music.

It’s a shock I never made the majors.

Years later, while working my first big newspaper job at Newsday, the sports editor would be forced—when the rest of the staff was sick, vacationing or dead—to send me to photograph sporting events. I have a deep-seated admiration for sports shooters; I know a lot of them, and am constantly dazzled by their work. Sports work is the hardest kind there is for a photographer, and not the kind for me. I’d spend a couple bored hours taking pictures of where the ball or puck was or wasn’t, hand in the work with my fingers crossed, and go home, open the hamper, throw in a button-down shirt covered in tears and goose shit, and listen to John Coltrane.

Last year, a buddy of mine convinced me to go see a New York Cosmos soccer game with him. He was a leader for the group of Cosmos hooligan fans who attend every game, and he told me that I should come down, if only to yell at strangers for ninety minutes. As a good and loyal New Yorker, it’s hard to pass up the opportunity to fight with strangers for hours, so off I went—and I was marveled.

The players on the field never stopped moving. They ran and slid and fought and looked like men who’ve been through a war. When they lost, I imagined their homes, their hampers, their jerseys, and their bachata music.

So that’s how it began. Since then, I’ve been visiting with athletes of every stripe to try—situation and weather allowing—to photograph them identically: first, arriving to an event, and later walking off the field just seconds after they win, lose, or quit for the day. The personalities, I’ve noticed, vary in culture from one sport to next, but one thing pervades the lot of them: a desire to prove themselves. To go faster. To work harder. To do more. At a certain level, every sport seems to turn into a game of inches, and all of those who most impressed, it seems, were still thinking about much greater distances.

I called it Sweat, because I was pretty sure the Peabody Essex Museum wouldn’t let me name it, well, Goose Shit.

 

B.A. Van Sise, Sweat
Danny Szetela // New York Cosmos

 

B.A. Van Sise, Sweat
Adam Moffat // New York Cosmos

 

B.A. Van Sise, Sweat
Ruben Bover // New York Cosmos

 

B.A. Van Sise, Sweat
“Kate Sera Sera” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
“Northern Fights” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
“Lumiknoxity” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
“Kid Vicious” // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
BackAlley Dred // Gotham Girls Roller Derby League

 

B.A. Van Sise, Sweat
Buay Tuach // Knicks

 

B.A. Van Sise, Sweat
Hanner Mosquera-Perea // Knicks

 

B.A. Van Sise, Sweat
Luke Kornet // Knicks

 

B.A. Van Sise, Sweat
Xavier Rathan-Mayes // Knicks

 

B.A. Van Sise, Sweat
Leon Gray // New York City Marathon

 

B.A. Van Sise, Sweat
Matt Schaar // New York City Marathon

 

B.A. Van Sise, Sweat
Sami Yewman // New York City Marathon

 

B.A. Van Sise, Sweat
Jennifer Piazza // New York City Marathon

Check out more from B.A. Van Sise’s Sweat series.

Playground of My Mind: A Memoir

In our final installment from Julia Jacquette’s visual memoir, she shows us the unexpected importance of play spaces—their geometry, their geography, and the minds behind them—and how they shape us into adulthood. Need to catch up? You can read Parts 1, 2, 3, and 4.

 

Playground of My Mind: A Memoir

In the next-to-last installment of her visual memoir about playgrounds, artist Julia Jacquette reveals how the play spaces of our youth impact the shape of our lives. Need to catch up? Start over here.

 

The final installment of Playground of My Mind will appear next week.

Disarm: An Interview

“To make a guitar or to make a violin or to make a drum set we were working very much like cavemen. You know blowing and scratching and banging these pieces of metal, trying to figure out how to make sound with them.”

Artist Pedro Reyes talks about the collaborative effort to produce Disarm Mechanized II (2013). This work, which will be shown as part of the PlayTime exhibition, features musical instruments created out of discarded weapons. When constructing Disarm, Reyes invited musicians to help him design and build the instruments and to compose the music they play in the gallery.

Read the transcript.

Board Gaming the System: A Comic Series

This month, comic duo Adam Bessie and Jason Novak offer us a new spin on the Milton Bradley Company classic The Game of Life.

The Game of Life has always reflected the times, even at the start of its own life, a year before the Civil War. Known first as The Checkered Game Life, Milton Bradley’s seminal game was really just checkers with spots which reflected the values, hopes, and worries of the era: Intemperance, Idleness, Speculation, Ruin, Honor, Suicide, and Happy Old Age (50). Since 1860, every generation has updated Life as a mirror—not of what life actually is, but of what the dominant wisdom tells us it should be. And just what should today’s The Game of Life be?

Adam Bessie and Jason Novak, The Game of Artifical LifeAdam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Adam Bessie and Jason Novak, The Game of Artifical Life

Come back for next month’s installment in the Board Gaming the System comic series. Missed the last one? Check it out here.

Constellation: An Avatar

In December’s video from artist Juliana Horner, she transforms herself before our eyes using makeup and digital effects. This month, we find her persona, Claropsyche, known widely on Instagram, “summoning the highest quality cosmic pearl droplets by any means necessary.”

I feel that in the past, I would have opposed using an app like Photoshop to alter an image of myself. I would have tried to be true to myself, or what I believed to be true to myself. But was I not still ‘editing’ by being selective of the images I chose to share with others? Humanity will always edit; it is our definition of editing that will change over time.

I believe that more people will become comfortable with the idea of digitally editing themselves, unattached to the idea that their physical bodies should match the image they’ve made as technology progresses. Not only does it take much longer to alter the physical self rather versus the idea of self- there are limits. And regardless: is it not thoughts that plant the seed of reality? There would be no car without a preexisting idea of a thing that moves to take you from one place to the other, there would be no videogame without its creator’s fever dream . . . I welcome imagination with open arms. Unreal is real enough for me—better, even.

The Throwback Special: A Story

Novelist Chris Bachelder took inspiration from an infamous 1970s football play (and grievous injury) to spin a story of friendship, ritual, and growing older.

Today in Sports History

November 18, 1985 — Washington Redskins quarterback Joe Theismann, 36, suffers a career-ending compound fracture of the right leg on a sack by New York Giants linebacker Lawrence Taylor during a telecast of ABC’s Monday Night Football. On first-and-ten from their own 46-yard line, early in the second quarter with the score tied 7–7, the Redskins attempt a trick play called a flea flicker. Theismann hands the ball off to tailback John Riggins, who takes several steps forward and then pitches the ball back to Theismann. Theismann looks to throw a deep pass, but he immediately faces pressure from Giants linebacker Harry Carson. “Theismann’s in a lot of trouble,” says play-by-play commentator Frank Gifford. He steps forward into the pocket to avoid Carson, but Taylor, rushing from Theismann’s blind side, leaps onto his back. Theismann ducks, and as Taylor falls and spins, his thigh strikes Theismann in the calf with enough force to snap the bones of Theismann’s leg. “It sounded like two muzzled gunshots,” Theismann says later. Taylor stands quickly, waving to the Redskins sideline for medical help. ABC decides to show the reverse angle replay twice. “And I suggest,” Gifford says before the replay, “if your stomach is weak, you just don’t watch.” “When you see a competitor like Joe Theismann injured, especially this severely, I don’t think anyone feels good about it,” commentator O. J. Simpson says. Theismann receives an ovation as he is carried from the field at RFK Stadium on a stretcher. “I just hope it’s not his last play in football,” says commentator Joe Namath. Jay Schroeder replaces Theismann at quarterback, and the Redskins defeat the Giants 23–21. Theismann, a former league MVP who had played in 163 consecutive games, never plays again.

 

The hotel parking lot, in which there were no trees, was covered by a thick layer of leaves. The leaves had blown from afar to reach their final resting place. They decayed pungently in pulpy clumps the color of old pennies, impervious now to wind or leaf blower. Beneath this wet stratum of decomposing vegetative matter were the faded arrows, directing traffic flow circularly toward the check-in portico, primarily a nonfunctional architectural gesture of welcome, and only rarely utilized by Old World Europeans and those of very advanced age. The lot was divided by berms, mounded and sparsely coated with bark mulch and cigarette butts. Lights on poles defined the perimeter.

Power lines transected the airspace above the lot. There were few cars in the large lot, and all seemed to have been parked to maximize the distance between them. The rain had begun, its inaugural drops fat and hostile. Vince and Fat Michael stood on a berm, staring upward with attitudes of appraisal and discernment. Vince’s hand still ached from Fat Michael’s handshake. Vince, whose grip was moderate, had attempted, mid-shake, to match Fat Michael’s firmness, and consequently his greeting had been, he knew, restive and undisciplined. At what point, Vince had occasionally wondered, would daily life cease to consist of a series of small threats? What age must he achieve before the large cucumber was stripped of its dark power? Vince and Fat Michael were comparing forecasts for the weekend. Each, as it turned out, had a favorite meteorological website—chosen by chance and maintained by habit—and neither could quite accept the validity of rival predictions. Ignoring the real weather, they squared off about the conjectural weather. Vince scaled the berm to get taller. He suspected Fat Michael’s site was dot-gov. Their forecasts were similar—rain was virtually certain—but each man might as well have been talking to the other about acupuncture or St. John’s wort. Fat Michael rubbed his hands vigorously with antibacterial sanitizing gel.

At what point, Vince had occasionally wondered, would daily life cease to consist of a series of small threats?

Others by now had arrived. Tommy, Carl, Gil, Myron, Gary, Chad. Carl, in a galling violation of an unwritten but commonsense rule of the group, emerged from his extended cab pickup wearing his jersey from last year, that of Giants nose guard Jim Burt. As always, Gary drove in slow circles around the lot, blasting his horn and shouting community-sustaining threats and maledictions. A small school of men darted away from Gary’s car, over two berms toward Derek’s green sedan. After parking, Derek had lifted the hood, and he stood bent at the waist, peering down. Andy, sitting far away in his car with the engine still running, saw the men converge on Derek and his raised hood. The men spread out on the perimeter of the engine, gripping the edge of the car, like zealous spectators at a dice table. There was just enough room for everyone around the warm and possibly defective motor. Their duffel bags lay at their feet. Andy, who may or may not have been hiding here in his running car, turned on his wipers to watch them. They all stared down, nodding. Oh, pistons, oh, hoses! The rain was nasty now, cold and slant. Carl’s Jim Burt jersey was obviously getting wet, forcing his cohorts to decide whether and to what extent Carl was an asshole. Other men arrived, and attended to Derek’s engine: Jeff, Wesley, and Bald Michael, whose nickname, unlike Fat Michael’s, was more or less accurate and non-ironic, though still unkind. Andy watched as the engine summit drew to a close. Derek, always so resourceful, closed the hood and guided the men through the rain toward the protection of the check-in portico. They bowed their heads like monks.

Andy turned off his wipers. He remained in his car with the engine running, pretending to inspect the bottom of his cleats. He held a shoe in one hand, and with the other he used a ballpoint pen to scrape at imaginary dirt around the studs. He had cleaned the cleats carefully earlier in the week, and of course he had cleaned them after the last time he had worn them, a year ago. They were very clean. He wasn’t ready to go inside yet, and he was trying to give the impression to any possible witnesses that he was busy and content here alone in his parked and running car. He cut his engine, not unlike an animal playing dead. He worked earnestly and with renewed vigor at the pretend mud in his cleats.

 

“‘Hair on a mammoth is not progressive in any cosmic sense,’” George said to Rick, a copyright lawyer for Prestige Vista Solutions. He was in the hotel elevator, returning to his room.

Okay,” Rick said, looking at his shoes.

“That’s Stephen Jay Gould.”

“Is it?” Rick said.

“What he means,” George said, stepping into the elevator with Rick, “is that there is no inherent or objective value—good or bad—to the woolly mammoth’s thick hair. The hair becomes valuable, or not, only within a specific context or environment. Only in an ice age would hair be favorable. Only in warmer temperatures would it be deleterious. The woolly mammoth is not, cosmically, a fit creature, and neither is its hairless counterpart. Fitness, always, means fitness within particular environmental conditions. It’s not as if you could look at both and predict which one would survive.”

Rick pushed his floor button, then pushed the door close button several times. He shifted his weight back and forth from left foot to right.

A play can take its form—and value and fitness—only within the medium, the crucible, of the adversary’s play.

“Gould provides an interesting analogy,” George said slowly. “So you said, what, that the flea flicker was a horrible call. Well, yes and no. I would argue that you need to consider a play in its context, its environment. And the environment of a play is, to a large extent, the opposing team’s play. A play can take its form—and value and fitness—only within the medium, the crucible, of the adversary’s play. What we call a play in football is actually the reaction that occurs between two plays, which up to the point of the snap are just competing abstractions, just fantasies of domination. To call a play is simply to transmit information.”

George was pacing the car. Rick stared at the illuminated and unchanging numbers above the doors. The elevator stopped, and its doors opened to an empty hallway. Rick resolved to write an online review of these elevators.

“The plays that are called from the sidelines are speculative, abstract. The line of scrimmage is the narrow barrier between those abstractions. When the ball is snapped, the barrier dissolves and the two plays begin to act upon each other. We have confluence! From two plays the play comes into being. Each team’s playbook fantasy takes on terrestrial form. The play lives a fleeting life, like certain unstable isotopes. Each play attempts to assert dominance over the other play, by force and deception. This is why football is the most scientific of sports. A game is a series of discrete experiments. Hypothesis, observation, results, analysis, conclusion.”

Every play is in fact a limitless number of plays, depending on contingency.

The number 5 button was illuminated, but Rick jabbed it eight or nine times. Rick’s simple point in the lobby, which he now regretted making, was that if your quarterback’s bone comes out of his leg during a play, then it was a bad play.

“The Throwback Special was not a priori a bad play. Or what did you say? A dumbshit play. You can’t say it was a dumbshit play merely because it didn’t work. That’s a tautology! The trick play happened to be catastrophically bad on that unseasonably warm evening on natural grass on a first and ten from near midfield against the Giants’ charging linebackers, who were drawn in, it is true, by the handoff to Riggins. And of course one of those charging linebackers was Lawrence Taylor, who was really a kind of player the league had never seen before. Taylor himself could make a lot of teams’ plays seem, what you said, fucking asinine. But every play is in fact a limitless number of plays, depending on contingency. Not just the opponent’s play, but injury, wind and weather, field conditions, crowd noise, execution, personnel, and all of the special properties of the compound that is created by the two constituent plays. Bye. Peace. This was fun.”  ♦

(Adapted from The Throwback Special: A Novel by Chris Bachelder. © 2016 by Chris Bachelder. Used with permission of the publisher, W.W. Norton & Company, Inc. All rights reserved. Photo credit: Football field photograph by Daniel X. O’Neil on Flickr.)

Dispatches from the Field: Come Out and Play

“We just want people to have experiences that they think are joyful and fun.”

What happens when a bunch of people get together and design street games for people of all ages? You get the the two-day festival known as Come Out and Play. Held in 2017 in Dumbo, Brooklyn, and on Governor’s Island in New York, Come Out and Play has one primary pursuit: bringing fun outdoors.

Read the transcript.

Play Digest: Dust to Digital

Games are a core part of cultural history and many academics, librarians, archivists, and laypeople have dedicated enormous amounts of time and expertise to ensuring that how we play, and have played, isn’t completely lost to the sands of time. This week we look at who’s collecting and preserving game history, like this, the first video gaming console, the Odyssey.

While the Internet Archive has done yeoman’s work in bringing back the warm fuzzies around Dig Dug, Pole Position, Street Fighter, and something called Return to Zork, the Video Game History Foundation is hard at work making sure that the more ephemeral aspects of video games don’t disappear. Founder Frank Cifaldi envisions a broad digital archive of game packaging, press and marketing materials, source code, and playable binary code, but also a rich library of print material, starting with his own collection of video game magazines. 

 

 

Similarly, in the UK, the BBC Games Archive has collected, restored, and made available to the public a group of games developed in the early 1980s for the BBC Micro, an early home computer also adopted throughout Britain in schools. 

The UK’s Victoria & Albert Museum in London has an outpost in Bethnal Green dedicated to all things childhood, but is known for its stunning collection of British and international board, card, and sporting games, along with dolls and dollhouses, figurines, LEGOs, and so much more.

Meanwhile, in Nuremburg, is the German Games ArchiveFounded by a German literature scholar a few hours away in Marburg, the Games Archive is home to 30,000 German-language parlor games dating back to 1945. It even hosts an initiative called Stadt-Land-Spielt! (City-Country-Play!) to “promote games as a cultural asset in society.”

Back in the U.S., the University of Michigan Library has established the Computer & Video Game Archive, which includes a “Serious Games” category dedicated to games “designed for a primary purpose other than pure entertainment.” These include a game from 2011 that teaches players to handle the aftermath of natural disasters and a game that allows users to contribute to scientific research on protein folding.

The LGBTQ Games Archive should be required viewing for anyone interested in the cultural history of gaming or anyone entering the gaming industry. Not yet a fully fledged archive, but rather a resource of “queer game content” in digital games dating to the 1980s, including everything from Super Mario Bros. to Caper in the Castro. Game on, indeed!

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

(Photo credit: The Odyssey, the first video gaming console, was manufactured in 1972 by Magnavox. Courtesy of Heinz Nixdorf Museum Forum. Photo by Jan Brown.)

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