Hi, my name is Condy Martin and this is my ongoing research on the 1960 Chicago Postal Workers protest game.
During the prime of its activity, the Chicago post office made the city a National postal hub as it was connected to various different transportation forms, organized for efficient movement of mail, and of course it was just really big.
In 1966 the Chicago Post-Office shut down due to a mail pile up of five million parcels.
It still stands today as one of Chicagoâs large architectural structures.
After World War II Post Offices became less of a community meeting place and focused on the functionality of moving mail. Mail was increasing each year since the war with an estimate of 2.5 billion pieces of mail sent in 1945. It was for this reason that post offices like Chicagoâs famous landmark were built.
Many believe that this shut down was the result of mechanical failure. The machinery was built without systems put into place to maintain them. Therefore, the assumption could easily be made that it was due to neglect that the shutdown of 1966 occurred. However, as my research goes deeper I am finding that was only the message that the government wanted to remain in the history books.
Neglect was the reason for the 1966 shut down. But it wasnât just neglect of machinery, but neglect of the humans working the machinery.
I started doing research on this story as I recently made friends with a woman who worked in the post office during the days of its production. Her name was Addison McKay and we met at a bookstore while I was looking into President Lyndon Johnsonâs Government Employment Policies.
Ms. Mckay happened to be there looking for a store that archived old catalogue scans. I overheard her search while I waited in line and told her to check out the public library downtown. I had used a lot of their archives in the past for my job. She thanked me and told me that she used to work for the post-office and couldnât get a certain image of a catalogue out of her head.
We chatted for a bit and I asked her if she was aroudn during the shut down in â66. She told me she had been, even saying that she was a part of the reason it shut down.
âWhat do you mean you were part of the reason?â, I asked, âThey claimed it shut down due to mechanical failure.â
âThatâs what they want everyone in the education system to believe.â She chuckled, âBut would a government facility really shut down over a production malfunction?â
She explained to me that the story of mechanical failure was a coverup to hide what really happened. The postal workers had brought production to a halt, but the mayor governor and post master lieutenant didnât want other post offices to feel empowered by the act of protest.
At the time, postal workers were severely mistreated and underpaid. Many postal workers started at a salary of around $6,000 and even decades later may had only received a raise reaching $8,000. The conditions of working were abusive, overbearing, and unhealthy.
The management of their jobs had been given to an underdeveloped computer system that wasnât prepared for the sheer amount of commodities coming through the facility. The newly implemented conveyor belts would break from their inability to handle the loads being put onto them. Mail piled over the workers, drowning them in piles of paper. The workers were only told to continue working in the conditions instead of fixing the system. âThey tried to hide the problems of management with circus tickets and health care. But you canât make the exhaustion of thousands of workers just vanish with benefits.â
When I thought it couldnât get more interesting she told me that the way the workers protested was through a card game.
Interview w/ Ross Wents - 3/18/1996
How long did you work for the post office?
- Used to work in Baltimore at a cigar rolling company. Moved to Chicago in â64 and started at the new post Office.
- At the time the post office was giving jobs to everyone and anyone. The new building was 10 stories and the length of 10 super markets. (Thatâs what he says at least). They were desperate for any hands.
What was it like working at the post office?
- Now we think about the post office as this little place where people take your mail and give it to a smiling mail man. But the post office was hell. While the government compared us to soldiers to rally respect around the service of mail. We only received increasing mistreatment during our work hours.
- 12 Hour work days, interrogation for missing mail, verbal abuse from management, constant racism and sexism.
Did you play the card game?
- He did, he came in when there was already 30 people playing. But he ended up being a larger part of the game as he added the tally markings to the cards which really became the first step towards the final shutdown game.
I ask about what tallies mean but also if he remembers how the game works
- He would be surprised if someone could ever create a comprehensive ruleset on how the game functioned. Players never fully learned the game, the whole point was to make sure they never got caught. For example, if a worker on the sixth floor, package handling, was playing the game, their rules would work differently than someone working on the 8th floor, cancellation and first-class distribution.
- A few organizing workers understood the whole game. Those people were the ones who made sure new players understood what to do and how the symbols all worked.
How did the cards work for you?
- He worked on the fifth floor where mail with incorrect addresses or faulty formatting was handled.
- One of the important understandings each player had was they couldnât interfere with the main responsibilities they had with their job. This was to ensure that people wouldnât be caught by their managers for being inefficient employees, but the same mishandling of mail could happen somewhere else in the facility anyways.
- He remembered the following codes:
- A pair meant the letter was sent for cancellation
- Two pair meant the mail went to international in order for it to be returned and stay within the mail system perpetually.
- Red diamonds signified folding every five letters to come through.
Here it is, the end of the first thesis semester. Whatâs funny about finishing this class is that it doesnât indicate a sort of stop on thinking about the project. Despite most of the work for the semester done, my presentation and final papers finished formalizing the concept, it doesnât stay that way. The project is just a thought constantly in flux, and the forms are all just artifacts of that process.
For my final presentation I decided to take the approach of pitching a manifesto I plan on writing over the break. Instead of detailing the design process over the course of the semester that touched on the magic circle and intimacy, this narrative covered how I had been thinking about relationships in games for most of my life.
For me, games have always been about the relationships surrounding them. As I created these slides to create a narrative around my work I finally realized this.
For the rest of the majority of the slides I had to provide a TON of context about the thinking that helped my work reach where it is at right now. It covered some of the oldest games, the influence of the military-industrial complex, how digital games became characterized, and how game studies has constricted the current forms of games.
THEN I finished off by showing some of the work I did this semester and how it applied to these concepts I introduced in order to lead up to the idea for the manifesto I had.
I had Katherine Moriwaki and John Roach as crits and both of them said that my deconstruction of the medium was good. They gave both thought that I gave a really compelling story to figure out what the intimacy of games really is. John suggested I look at Fluxus event scores and relational art aesthetics, both of which were big inspirations of thinking for the direction of my project. However, I had not considered the comment John said that ârelational aesthetics in art is a critique stating that the whole system of art making is relationalâ.
Both of them felt like the scope of this project was so large, which is great, but that I need to really focus on a good endpoint for next semester. I wrote down in my notes, âhow can I meaningfully engage with this project next semester?â. I have been considering this a bit, but I will save to answer this question for the end of this post.
They also noted that there were a couple points that need to reconnect, which makes sense because there is just so much history to put into 10 minutes, some connections may be a bit shaky on the first run.
The last, most helpful comment about this project was Katherine noting about my problem trying to find a way out of capitalism that, âItâs not about getting away from capitalism, but the awareness that we must participate in it and hate ourselvesâ.
Now all of this feedback was nice, but most of it felt like confirmation of my project in a short period of time given to discuss. It was nice but it didnât feel like I received much new criticism that opened my mind to what was possible and what was going on. Then everything changed when I made a zine.
For the End of Semester Show ânâ Tell I decided the best way to present my work would be in the form of the zine. Most of my work was conceptual or language based, so I really wanted to put it all into a form that respected that instead of just throwing it all on a table. So I threw it all into a pdf instead! The funny thing is that last semester I did the same exact thing with A Taxonomy on Interweaving Games and Post-Play. If this continued to be a trend I think it would lead to participating in communities I want to be a part of (artist/DIY/zine).
What I didnât expect most from Skein was how much overwhelming positive reactions I received from it. Prior to cutting everything out I thought I would just be showing some things I made to catch up with friends in the rest of MFADT. I especially thought this as most people at Major Major didnât engage with the Interweaving Games zine. However, over 75% of people that read spent at least 15 minutes sitting, turning the pages and thinking. What was the most surpising is that they said they felt an emotional reaction to it, there were even a couple people that.....cried???? What???
There is a clear difference between Interweaving and Skein in the use of language. At the time of Taxonomy I was trying to make something for game academics as my audience. So the language was super dense and obtuse for anyone that wasnât involved in that field. Skein was deeply emotional, it was produced from games that were about the personal emotions I went through this semester related to bodies, objects, and spaces. Plus, I made most of the work so even though it was emotional, it was typically removed from my perspective so it didnât feel like I was telling a person how to feel.
Jess Irish was the first professor to stop by my table. She told me that so much of this work was in her field because of its use of text. What was great about getting her feedback is she gave me feedback on the use of specific words and how changing up parts of my work would have changed the expressions drastically.
She also gave me this idea that I should separate my work into two forms: a really radical, experimental printed form that replaces the thesis studio paper, and a form that is in place of the project. I donât think I necessarily understood what she meant by this at this point, but others came and helped me think more about this idea.
Anna Harsanyi and Mattie Brice sat at my table at the exact same time shortly after and it was a major blessing. Holy cow. When Anna sat down she immediately was like, âplease tell me you know about scoresâ. Then we just talked about how my work related to scores and what the current state of scores was. During the presentation and even bringing this zine to the show I thought of this work still much like a form that would exist in game communities, but this was the turning point of thought.
Both of them mentioned that my practice was a very well made intervention to make create new meaningful interventions for my community. But I guess I donât really know what this means looking back because I donât know what community is being referred to....
Anna said that I could probably pitch something to an art space like Recess. I have never been to Recess or heard of it prior to this point but I think I am going to look into a lot more...
Mattie commented that this work makes sense for this point in time for games as the field has been trying to break into the art field for a while now and many of the forms are starting to become so similar in ways. She gave me a lot of books to read over winter break, but specifically told me I should look into methods of experimental ethnography because it would really open up a new side to my work.
Heres a couple questions I wrote down from this feedback:
- How do we transform the lived experience of a space?
- What does it mean to draw from life as material?
- How do you translate these observations into something else?
- How does one honor context? How do you honor other peopleâs experiences through your own?
I also asked about the issue I had this semester where a lot of this work was very personal and draining. Both of them responded that there isnât a form of work that isnât personal because it comes from ourselves. Itâs just learning to create boundaries and structure for ourselves.
Mattie suggested last, that my thesis should be composed of two different parts. A personal, private, community performance that addresses my communityâs needs through the forms I have used this semester. And second that a written, capitally receptive and communally respectful experimental document could take the form of the paper.
These three professors totally reframed how I looked at this project. I am so glad about the path I took to thinking about this thesis this semester. I wouldnât have gotten to think through all of these things if I had done anything differently. But I think over winter break and next semester, I want to start thinking about how to move this project into a âgame scoreâ performance combined with a framework that pitches how to think about games relative to relationships.Â
Some final notes on what I would do if I went back in time and gave myself advice on the semester. And maybe these will be helpful for next semester.
- You arenât making any one thing for thesis. I know you think you know this going into thesis. But you are going to probably forget at some point. Everything you produce becomes an artifact immediately upon becoming formalized and it will be more valuable than any one thesis project could be.
- Donât feel like you have to follow any process people suggest. You do a fine job of thinking and making when you need to, even if you do get a little lost in the head cave sometimes. Just make sure to keep tabs with your advisors and friends to see if they can advise you when you need to take a break from thinking to make something.
- If you have time, just make structures for yourself emotionally, reasonably, and socially. You are so bad at straining yourself and its gonna bleed into your work a lot
For this past week I made some prototypes! Woah! But I donât feel good about them yet. Oh. No big deal, failure is normal in the process, but maybe I am just getting a little fatigued of not finding something that feels good for a while.Â
With both of these prototypes I think I am just struggling with how to move forward with them. I have user tested some but the feedback hasnât returned any feedback that has provided light on potential. I also am concerned about the thesis of this work.Â
Makey Things
Video Art
I decided to mess with video art after I met with Liza. I had some anxieties related to the thesis show and how I wish I just had something that conveyed my idea with 30 seconds to 1 minute. Thatâs pretty much the average time people stayed at my table last semester. So it feels like thatâs a good estimate for this coming sharing show as well. Maybe the thesis show shouldnât influence the direction of my project, but itâs hard for it not to when its one of the few times during the thesis process that a large group has the potential to validate your work.Â
The video is footage from the football game I wrote about in last weekâs post which has been masked in a circle, with background footage of a walk through Cleveland city being obscured and distorted by noise.Â
I know there could be more here but I just donât know the direction it is. I thought about adding in some parallels to non-game violence but it felt too intense. Iâm not sure what to do here. I will maybe ask people what they think.Â
Metagame EssayÂ
Another idea I had during this week was creating a âmetagame essayâ. This idea came to me after being recommended to watch âFighting in the Age of Lonelinessâ by Felix Biederman and Jon Bois. At the 8:54 mark, Biederman has us zoom out to look at the larger picture of UFCâs history, revealing a large historical anthology graphic. However, it also kind of looks like a game board to me. And as I thought about this video art idea (above) I started to wonder what ways there could be to experiment with video art. I stared at some twitch streams for a while just to consider formats. Then I had the idea of creating video art that was simultaneously a metagame.
If you donât want to read that academic book I linked, a metagame is just a game made ontop of something playful, maybe that is even on top of another game. So the idea was to create a video that would stream through a game streaming service like mixer or twitch.Â
The whatsapp messages above is the 5ish hours-in playtest I am currently holding just to see how people react to questions and how I can make adjustments to an image based on their answers. However, similar to the video art I am just not too sure where this is going. I donât want to make a project that is just me being like, âwho knows the right answer?â. But maybe it feels like that because I am doing it through whatsapp. I think there is another insecurity here as well.Â
Thinky Things
Design Misfits
In my Design Misfits class I have also been thinking through the magic circle. However, in thesis I have been working through modern effects of the magic circle aesthetics/ideologies while in that class I am tracing the word back to its original root and then looking at the effects of its appropriation. We are getting close to our final project in the class and as I have been doing research I have realized.....a loooot of people have written on this stuff. And after dropping the argument that intimacy is the answer to the magic circle I kind of lost any concise argument. So what am I even trying to say with my work about the magic circle? Iâm not really sure right now. I will maybe go through some of my old posts and rethink some things.Â
Metagames
When I think about metagames I canât stop thinking of Memento Mortem Mortis that LeMieux and Boluk made for their book. As the player you have to navigate through a 3D maze that must be navigated through the anamorphic distortion of the skull. Instead of looking around to move through the next turn of the maze, you have to look at a new side of the skull. Itâs meant to create a critical connection between anamorphic games like Portal, echoCHROME, and levelhead to Robert Lazzarinniâs anamorphic sculptures.Â
I like this project because it is so densely expressing ideas within the game. The expression coming through the game is not one representing a system, but it is an artful critique, a densely packed image.Â
Timeline:
(12/2)Â Find what feels good about this project and argument & continue prototypesÂ
(12/7) Make proof of concept of whatever that good feeling thing is.Â
Alright so this week I didnât make anything. I was still figuring out where I am going after the 7 in 7. I will just cover a little bit of the things I did to digest and think.Â
KateĹina Ĺ edĂĄâs work and process
https://www.youtube.com/watch?v=yEvn_HmGdnA
After last week I really wanted to look into Ĺ edĂĄâs process to determine what I felt connected to. I found it interesting that despite ŠedĂĄ not considering herself in a games field or in games art, she calls all of her work game. I spoke to a couple people about this and it always seemed up for contest. Thatâs pretty interesting to me.Â
Ĺ edĂĄâs work always studies areas and relationships for periods of time to determine a problem she observes. As she says, âI am most interested in connecting people based on their challenges.âÂ
This results in art like Everything is Perfect and Itâs Too Late in the Day (I chose these two because they were the most interesting to me)
Patrick Lemieuxâs âEverything but the Cloudsâ
Everything but the Clouds from Patrick LeMieux on Vimeo.
https://vimeo.com/241966869
As I am determining a path forward I am increasingly remembering how I got to this point in thesis, pushing back against the magic circle but more broadly pushing back against what is considered âfixedâ and âunassailableâ in games. If I take a step away from intimacy entirely and focus on tracing the magic circle I start to wonder what forms that can take. Originally my idea was to create a game design framework that rejects the concept of the magic circle entirely. But now I am more interested in displaying the effects of the conceptâs acceptance from colonial origins and its contradictions in the capital system. These still connect with what I have been doing, but I may just take a new approach.Â
In my Design Misfits class the professor Emmanuel Guy suggested that sometimes we need to think about what needs to be undesigned rather than designed. This is what made me think of Patrick Lemieuxâs âEverything but the Cloudsâ. The linked video video documents his exhibition project to deconstruct Cory Arcangelâs âSuper Mario Cloudsâ through analysis and recreation. I really like the idea of deconstruction as a project that becomes a form of academic analysis, art exhibition and historical trace. This may be the direction I take with this.Â
Mia Consalvo & Chrisopher A. Paul âReal Gamesâ
I saw some people on Twitter talking about Mia Consalvoâs new book that asks the question âWhat is a real game?â and my MS2 brain jumped into action. Consalvo already has a lot of work on the magic circle, so for her to also be asking what is a game just felt like a really weird parallel. I havenât finished the book yet, but as I go deeper it seems to be less about the broader concept of a game as much as what game-y games are considered a game or not a game.Â
What I found to be valuable book is the criticality towards game studies construction, something I am thinking about more and more as my work progresses. Specifically they write:
ââŚas a field, games studies hasnât deeply grappled with its exclusions and omissions in its quest to have games research taken seriously. That idea keeps unreflective and dominant ideas about what a real game should beâŚâ
This is super true, but in the book what a real game should be falls short as it only focuses on the language around Facebook games.
Browns player Myles Garett assaults Mason Rudolph with Helmet
Yeah I know, sports, it seems a little weird for the work I have done so far. But increasingly within the last month cases of the magic circle have appeared in front of me that I just canât ignore.Â
I spent the weekend in Las Vegas for my sisterâs birthday and if you donât know Las Vegas has massive screens airing sports everywhere. So I spent all the time walking around cigarette smoke filled areas, playing cards, and watching sports thinking about how they connect to my own work.Â
Whatâs interesting about this Myles Garett assault is that the attack on Mason Rudolph breaks the magic circle barrier of what we deem to be acceptable violence in sports. Itâs possible it could have suffered permanent damage based on the attack. However, the victim didnât pursue any action outside of the game against Garett. Instead the only discussions happening are whether or not Garett should face consequences within the league.Â
Quote from people
âWhat I did was foolish and I shouldnât have allowed myself to slip like that,â he added. âThatâs out of character, but a situation like that where itâs an emotional game ⌠I allowed myself to fall into those emotions with that last play and what happened.â
I think this is an interesting case of violence in games because it shows how much we attribute to games without really considering why. I donât have much more nuanced thoughts to it right now, but its seriously interesting and it allowed me to have conversations about my work with a couple of people this weekend that have no involvement in my work.Â
Timeline Update
Itâs hard to know what this work is going to result in form-wise at the moment. Hopefully I will make some things over the course of the next week so I will make another vague timeline.Â
11/28 - 12/05 : Create some artifacts/forms that represent what I want to emphasize, and my research to this point.
12/07-09 : Pop Up Show thing???
I ended the last blog post on a note feeling like the questions I was getting from my lecture were highlighting a problem in my project. Something that was calling for me to assess my current direction instead of continuing to narrow what I was thinking about. I didnât make anything this past week, I have mostly just been trying to figure out what this project is going to be. I have primarily thought about this through conversations with others. Specifically John Sharp, Kalyani Tupkari, and some of my coteachers in Colleen Macklinâs âGaming the Systemâ class.Â
When I spoke to Kalyani on Monday earlier this week for our roleplaying assignment one of the most helpful things that came from me spontaneously generating what the directions I am thinking this project could go. This resulted in:
- A study on the current state of intimacy
- A critical design history of magic circle aesthetics
- A continuation of the work between intimacy and the magic circle
The next day I spoke with John about my project for a little bit and it really highlighted part of the struggle I was having with my project. I had gone back to the anxieties I was having in MS2. What is a game? What is valuable expression as a game?Â
John reminded me of a great project called, There is Nothing There by Katrina ŠedĂĄ. The project was a game that asked everyone in the Moravian town of PonÄtovice to follow a designed routine for an entire day. The value of the creation of this game was bringing the citizens of the town together to think about their community through the creation of participatory social practice art. On top of that the project was also valuable through its documentation which highlighted questions about social practice art and games. (Something that I think other art pieces are not addressing as thoughtfully).Â
Thinking about games as art brought me back to my Game about Destressing for Two Players. The game was originally designed to co-create an artifact with me creating themed rules that focus on certain themes of emotions playesr are feeling. Originally this project was to think about how games can be rendered unplayable past their first time played unlike the replayability of most games. IT was also to think about creation from play. However, itâs interesting thing about thinking about this project in the context of âThere is Nothing Thereâ and intimacy games makes me rethink a lot of this project.Â
John also reminded me that I am not going to solve anything by the time thesis is over. And he is right. That is the mindset I had going into thesis. I just wanted to think about things and have some artifacts by the end. I am going to try and work back into that mindset. But thereâs probably a valuable blog post to be written about why that changed over the course of this semester.Â
Lastly, before teaching class this past week I got a chance to ask my co-teachers what they thought about my lecture? All of them thought it was so invaluable but what I liked the most was what James Trybendis said to me; âI think you should definitely keep making these games. Not because they are being made to be put into place where the worldâs social systems fail, but to highlight how those social systemâs rules are failing through game rules.â Oh hell yeah James.Â
So now I am just thinking about what the next step of this project will be. As Thesis Pop-up pressure builds, so does a social pressure to have made something physical to show.Â
New TimelineÂ
I honestly am not sure what a timeline looks right now because I donât know what I need to have by the end of the semester. I was using trello before but since I havenât updated it in a bit I am a little scared to start updating it. Like if I pull one toothpick from the sculpture it will all fall apart so lets just....take baby steps here on this blog post...I am gonna try and look at my cohortâs timelines to get an idea of what I need.Â
11/17 - Determine direction (For the next couple of days I am going to re-assess more of the old work I did in MS2 and consider how it may relate to my work. - I want to do some research into games as art and art in the public sphere. I may look at more of Ĺ edĂĄâs work and look for similar work then see what ideas I have to produce.)
11/28 - 12/05 : Pretty up the artifacts and documentation of this semester for final presentations and pop up
12/07-09 : Pop Up Show
7 in 7: The road swirls forward, Jouissance hangs in the air
This blog post is coming later than the assigned date because the past week (and a half) has been difficult. I have blogged on here in the past about struggles with feeling a belonging, and panic over what I am studying. However, the past week has just been rough because I used my own emotions for the material of my work.Â
Day 1: Little Wander Games
For day 1 me and Yue worked together on games to help international students become more intimate with the city they have moved to. I wanted to collaborate with Yue because our projects felt like they had so much in line with one another. She is trying to find playful ways to help students feel more comfortable with the city. Part of that project entails making games that directly play with the city in order to make them more comfortable. My own intimacy games project was also about people using objects and other people for their real properties, not to be abstracted or suspended for how they exist in the real world. (Weâll see if that changes)Â
We met up at 17th and Broadway to start and decided that the project would be making the games along our wandering trip. We could make games and then try to execute them, but I wanted to try an alternate approach to making the games.Â
We started by walking through a couple of stores and determining what our frame of thinking was for our wandering. We didnât determine any rules, but decided what was important was to consider everything like public space for us to explore. Already this utilizes something like the magic circle, so internally I felt a little weird about it, despite proposing it. There is also problems with considering everything to be public space. If this was true we could walk into peopleâs homes, sites under construction, and more that would harm us or others as a result. So instead, this line of thinking was merely a way for us to consider the market spaces as places we could walk into without feeling guilty for not buying anything.Â
I wonât go into detail on each of the games we made because it would be a lot of writing to do. However, we ended up making a total of 6 games that we played in various spaces.Â
Towards the end we wondered, why not just document all these games in a book? What does a game book look like if it is just an artifact of previous play experiences?Â
Iâm probably the most happy with this game form from the 7 in 7. It ended up helping me think of games in a new way. Instead of games being something that makes us vulnerable, suspends reality, or entertains us. What if games were just prompts from another emotional lived moment? Me and Yue are hoping to have some people test this book and to see if this form of thinking about games is fruitful.Â
Day 2 & 3: Be Honest BreakfastÂ
On that Thursday I had a pretty bad time feeling depressed about things. Not like I am depressed about the prospect of something, I was just depressed. I have it clinically so it just happens at times.Â
I decided during these two days of struggling to make something that it may be nice to create a game that helps meet with friends to feel like I have people to go to when I need support. I imagined this would be something nice to do over breakfast.Â
https://docs.google.com/document/d/1rpEeQnFzMb-My_FYcHvJgiEV5gUzQxaUejMkzNx7G6E/edit?usp=sharing
You may notice that Be Honest Breakfast isnât done. There arenât even any rules. Honestly, these two days were just a dud. I think if anything Be Honest Breakfast is almost like a âconceptual gameâ. I can tell you what its about, I spent a long time thinking about it, it was something meaningful I thought through. Itâs just an artifact of this period of thinking.Â
As Robert Yang wrote, â the most important thing about a game is that it exists, because that means you can think about it.âÂ
Day 4: Ghost Support
The evening of day 3 I laid in my bed, browsing twitter before I went to sleep and a person I didnât recognize showed up in my feed. When I clicked on their picture I realized it was one of the upper classmen in my highschool business class. I must have followed him when I made my twitter like 10 years ago and it was novel just to follow people I knew. As I looked at his profile Twitter displayed all the people I follow that also followed this person, all other people from high school I followed so long ago. And so, a rabbit hole began.Â
As I wandered from profile to profile, I went from high school friends, to my coworkers during my working period between university, and my undergraduate friends. And it hurt. I donât talk to any of these people anymore, but I missed the friendships/relationships we had during the time we knew each other. Their profiles remained the same as how I remembered them from years before, and they were actively still tweeting about what they were up to. But I couldnât just contact a lot of them and reminisce on these old times. I pretty much ghosted all these people. Some of them were very unhealthy for me to be around, others come from me just being bad at saying goodbye when I move away and they never responded to me after that. Thereâs a bunch of specific cases in between those two that donât fit in as well. I went to bed knowing I was going to have some bad dreams about it all.Â
The next day I decided to try making something digital to address this feeling. Most intimacy games I have presented so far have been with other people, but this would be for just a single player.Â
I hopped on twine and imagined something like Jon Boisâ âWhat Football will look like in the futureâ but addressing someone directly about their anxieties about someone they had ghosted.Â
Hereâs what I made
Iâm not happy with the writing in this. It was just me kind of messing around with the idea and not fully diving into what needs to be addressed when helping someone with being a ghost.Â
Day 5: Intimate Theory and Mapping
Every Sunday I go to Brooklyn and work with Brianna Shuttleworth on various game projects. This last week we went really deep into theorizing what intimacy looks like. There were a lot of conversations but what was probably the best part was mapping how a relationshipâs intimacy forms.
 In the map above you can see a base relationship between âmeâ and a âperson/thingâ. This relationship can be physical, emotional, or relational. Once this has begun to form, the relationship exists in a state of ambivalency. Itâs hard to tell how the person or thing will treat your relationship. If it reacts poorly, distrust, opaqueness and distance is formed. If it reacts positively, intimacy, trust, and transparency is formed.Â
I was a little hesitant to call this my 7 in 7 because it is just a whiteboard map, but really this was incredibly value to think about how intimacy is formed. I have thought so much about the magic circle and games, but this really started to push me to think what intimacy really can be, in and out of games.Â
Day 6: Chess for Loss
On the day my mom put my family dog Buckeye down I didnât feel anything. That day was last week on tuesday afternoon. On the day my mom put Buckeye down, she also told me that my great aunt Pat died earlier that week. Dang....
Whatâs weird about this moment....is that I didnât feel anything. I wanted to feel something. A person and a pet that I experienced life with had passed away. They are gone, I can never experience anything with them again. I wanted to feel distraught, miserable, defeated. But all I did was finish my Taco Bell and think about why I felt this way.
 And it isnât unreasonable that I felt this way. I get it. I donât have anything from these two. I am hundreds of miles away from home, and I have been for more than a year. I havenât spent time with either of them in any reasonable capacity in forever. I donât have anything from home to think about them here in New York. No photographs, no gifts from a cherished holiday. With their deaths went the possibility of creating any more of those.
 Later that night I went home and tried to make something that could help me feel something.Â
I have also been thinking about chess a lot lately. Itâs something me and Christina started to pick up as we both became addicted to Overland. Every couple nights, we will have some fun conversation that is usually interrupted by, âhey letâs play chess and talkâ. But then we donât talk, because we are playing chess. And if you are playing chess, you donât talk.Â
So I had been thinking lately during my time of making intimacy games, what if Chess was an intimacy game? So during this time of mourning my family, I decided to see if chess would make me feel better about memorializing them. Specifically, would playing an intimacy chess game about those I am mourning make me feel something?Â
In chess there is typically an 8x8 board with a certain set of 32 pieces along with a timer. For this modification of chess I decided it wouldnât be one where I make written rules and test with other people. I just wanted to create an experience for me to share with those close to me.Â
In place of a chess timer that attempts to optimize the time it takes to formulate the digital strategies of a chess board, I placed a candle to create an immeasurable, but material estimate of time.Â
During the game of Chess for Loss, I used the pieces to try and communicate to others what memories I had left of those who I had lost. For my dog, it was fairly easy. I spent years seeing that dog every day and understanding his little behaviors. But for my Aunt Pat, I could barely remember what the inside of her house looked like. We used to go their every once in a while, maybe stop by the library. I could only remember the smell, there was something distinct about the smell of her furniture and the texture of her twill furniture.Â
Day 7: A Lecture on Intimacy Aesthetics and DesignÂ
(Currently the recording of this talk is in limbo due to technical difficulties. I hope I can post it soon in some form!)
For my Gaming the System class I had to run most of the lecture portion of class this past Thursday which Colleen Macklin usually runs. I was incredibly excited originally to run this on that very week because it was the time students started to ideate about their own games. However, in the coming days I was becoming incredibly nervous. My questions didnât feel fully formed, and I felt that I would present something problematic.Â
However, the presentation actually went incredibly well. At the end, my PhD colleagues teaching the class all congratulating me saying things like, âWOW, you have set the bar high for presentations in this classâ. That feels pretty good honestly.Â
However, this class seriously addressed something I had just started to think over the course of this 7 in 7. As a person in the front of the class asked during the Q&A post-lecture, âIntimacy canât be designed.â
Shit.
I know its a bit of silliness to use a word like jouissance in an assigned blog post, but I think my brain really connects this word to the state of my work right now.Â
A couple people probably looked up the title âjouissanceâ to find that it means âenjoymentâ in French. But the word doesnât translate so easily to english to mean the same thing. Iâm using it in reference to Lacanâs thinking of the word.
'That's not it' is the very cry by which the jouissance obtained is distinguished from the jouissance expected... Structure, which connects up here, demonstrates nothing if not that it is of the same text as jouissance, insofar as, in marking by what distance jouissance misses - the jouissance that would be in question if 'that were it' - structure does not presuppose merely the jouissance that would be it, it also props up anotherâ
- Jacques Lacan, The Seminar of Jacques Lacan, Book XX: Encore, 1972- 1973Â
If I simplify this quote a bit, jouissance is the experience of satisfying desire completely and fully, but obtaining a new sort of enjoyment in what the structures of the world has to offer. Not in the way that you shrug and say, âoh well, at least I got somethingâ, but in a way that is a bit painful. Knowing that original desire cannot be fully fulfilled.Â
I bring this up in relation to my project because I think I am the one crying âthatâs not it!â this weekend. Once my lecture had finished I seriously started to consider the idea that this wasnât something that should be designed. James, one of the PhD TAs in my class noted in agreement with the Q&A person that not only does it seem like something that canât be designed, but it seems like the cultural and social systems of the world have begun to fail at providing us all with intimacy.Â
Is this truly obtained jouissance as Lacan deemed it? Desiring to break away from DTâs standards of design to create something critical in my field, only to discover through that path that I had only been designing where maybe it wasnât appropriate all along?Â
I want to make it clear here, this moment of questioning my thesis isnât a crisis. If anything, its been the most sobering moment of this semester. I spent this entire 7 in 7 designing games and creating this framework, but now its been revealed that maybe this isnât the form this intervention in intimacy isnât whatâs best.
And isnât that what we learn in DT? That we should always be creating the form that is best suited to what we hope to address?
The language around this 7-in-7 has been that we have been making in order to narrow down the direction of our projectâs form. But that was never what I was attempting to do with my 7-in-7. This past week and a half has been a period for me to think through some ideas, and see how those sit with other people. It was a research project, and now that its done I have to determine what direction its going next.Â
Itâs the week of the midterms so I have been focusing on my powerpoint and paper mostly. That means I havenât gotten to work on forms, but instead I have just been refining my thoughts and feelings about my work.Â
Last week I gave my mock presentation and some of the feedback I received asked that I describe more how games enter into our culture and work. So I started reading into articles about gamification in order to get concrete examples on what I am talking about. I had already read books about abstract, and vague examples of gamification in our culture. So I was developing my theory based on these readings. However, it is good that I was pushed in the direction to have concrete understandings for my theory.Â
I first found a good hook into gamification in Donald Royâs theory of Banana time in the work place. Banana time was a research and study published in 1957 about the relationship between work and play in factories. Managers started to create times for workers to have breaks and socialize called âbanana timeâ or âpeach timeâ or something to that extent. These theories about work and play are fairly extensive, however they should not be confused with the gamification of work and culture. Playing at work can arise at times where employees hope to subvert their labor, critique the power dynamics, or manipulate the system to return greater rewards for their labor back to them without permission (check out the third chapter of Rachel Shermanâs book âClass Acts: Service and Inequality in Luxury Hotelsâ for a good documentation of how employees create differing types of games). However, gamification (or playbour as some theorists put it), as PJ Rey defines it in Gameful World is â implosion of work and play into the very same actâ.
But this goes further than just play and labor. Of course labor encompasses almost every aspect of our lives (thatâs why finding an audience for this project was difficult for a bit). However, as Rey also points out in his piece we have gamified capitalism to the point where commodities prioritize playing the game instead of the consumption of the commodity itself.Â
An example Rey gives is the monopoly game McDonaldâs runs where the food sold gives game pieces for consumers to enter a contest for rewards. âEach item consumed is a play made in the game - another title earnedâ (Rey). I do think that this is a bit of an older method of gamification that may not be as prominent now. Sure The Dewnited States  and Cheetos Win What You See exists, but these titles earned and gameful systems being embodied through consumption happens in other ways.Â
Recently immersive galleries and pop-ups have been appearing across some of the country's biggest cities such as Museum of Ice Cream and Artechouse (shown below).
These spaces have been designed to engage with visitors digitally and through various lenses in contrast to the non-digital constraints gallery spaces have maintained in the past. With these experiences, visitors are given the opportunity to capture their "more real" presentation. As the co-founder of Pastukhova has said about Artechouse, "Things that we see people capture is an art form in itself." The art has not been democratized as Pastukhova says, as much as the commodity spaces of art and social are becoming spaces for capturing and sharing having been to âanother placeâ. Just as Rey pointed out, the items consumed are a play in the game, another title earned.
I havenât worked out all the specific details yet with this. But these are the main examples I have started to think about this week.
Other than this I have also been thinking about what my intimate architecture games will look like. I e-mailed a couple external mentors (David Thomas from UCdenver & Andrew Bruno from NJIT) to ask them how they think people become intimate with buildings. I will hopefully develop this game while I am speaking with them over the course of the coming weeks.
This post is part 2 of 2 for the weekly MFADT Thesis 1 blog posts. You can find the first part here.Â
I was going to try and push myself to make some forms today and then post late. However, as I have done a couple hours of thinking and working, it seems that I would be trying to pack too much work into a small period of time I have left myself. So, I will just be posting the materials I have so far and posting the artifacts that come as a result next week.
I think that the most fruitful thoughts I have come from critiquing other things. Thatâs why the games I am starting to work on are based on the lacking experience I felt at Come Out and Play. I was thinking a lot about the architecture of Dumbo at the time and part of me started to wonder what games I would wanted to see there instead of what was there. Come Out and Play was full of abstract, isolating games that asked players to think about pop culture references or extravagant systems. I would have liked to see games that ask players to use their own emotions and explorations of the space to find something meaningful. So I started thinking of how to design games that doesnât abstract emotions & space, but directly effects it.Â
This reminded me of my game I made in the first semester of âGame Design as Play Designâ taught by John Sharp, 54 More.Â
54 More was a modification of Jenga I made that required Waverly as a player in the game. It could not be played without me or it would be a different game. On each Jenga block was written a micro-aggression I had experienced due to being trans and in play, players were playing a different ruleset than me. For each turn they had to pull out two blocks, choose one and hand it to me. I would then wrap it in play-doh and attach something I had written about my resulting feelings.Â
54 More did use the jenga board to abstract parts of the world system, but it also was designed to deal with a specific scenario related to me. From feedback, people told me that they didnât think about any larger systems at the time of play but how they acted and spoke around me. It didnât accomplish fully what I was aiming for, but it did reach a more personal, emotional experience by creating it around a specific person.Â
So what if I made a game about a specific place? And why not Dumbo since that was the place this line of thinking all started?
The first thing I did was create a board of Dumbo that was more than just the tourist shots of the bridge.Â
I hoped that this board would give me an idea of what type of parts of Dumbo I wanted to design around and while it definitely captured my own feelings about Dumbo, it didnât help me determine how to help people explore their own feelings in the city. Without being there it was actually pretty difficult to conceptualize anything. So I started watching a lot of videos of people just walking around Brooklyn.
I noticed when watching the video there are certain things that catch my interest that I donât normally pay attention to when walking. How many power lines are crossing this street, the rust on the metal poles between streets, the shape of walkway squares. But none of these thoughts really helped me figure out how to get people in the exploratory mode of thinking. And I started to think....are refractory games the right words for this line of thinking?Â
I started thinking about this and tried to see if there were other words that may fit better, specifically thinking of intimacy in mind. I have been collaborating with Brianna Shuttleworth over the course of the semester on a LARP and yesterday we talked a bit about intimacy putting people into the game instead of asking them to be someone else....which is pretty close to what I have been ranting about on this blog for a while. So I started to wonder....how can one be intimate with a city?Â
I decided I want to try walking around with a friend asking them questions about the city, and see what provokes different feelings from them. However, I couldnât find anyone by the time I posted this.
So that brings me to where I am at now. My goals for this next week is to work towards making a couple artifacts about being intimate with Dumbo, intimate with a specific person, and intimate in anger. Then determine how intimacy and refractions can work together as language in my work.Â
This post is part 1 of 2 for the weekly MFADT Thesis 1 blog posts. I am writing this part after going to Come Out and Play so I can document my thoughts and then write in a different state of mind once I produce some forms. Part two can be found here.Â
So far this semester I have been trying to produce work that holistically rejects the notion of the magic circle. I have been searching for something because I disagreed with the original notion so much. However, after going to Come Out and Play this week with my friend Yue Zhang and synthesizing some of the thoughts I have had lately I think I need to adjust my approach a little bit. Â
Going to Come Out and Play I was incredibly excited to play in an urban space. We have so many events that give people the opportunity to play games in enclosed spaces that are great for video games and some board games, but the Dumbo Archway is a great architectural/geographical area. The brick roads weave in irrational ways, the roof of the arch stretches up high with a wondrous echo, and there is never too many people walking around (at least whenever I have been there that is the case).Â
Yet, as I reached the end of the archway to find a cornhole/resistance hybrid game running I noticed none of the games at the event asked players to think about the place we have all gathered in nor the feelings they had coming to this place. I donât necessarily mean that there needed to be a game about the Dumbo Archway (but also why wasnât there?). But moreso that there wasnât any type of game being played that even ask players to consider the architectural/emotional/geographical scenario this event had brought them to. Instead, many of the games were not only derivative of pre-existing pop culture, but they were also attempting to abstract the world to make their systems the most apparent aesthetic.Â
For example, in this cornhole/resistance hybrid I played the players were asked to form two separate teams then pull roles from a bag. These roles determined if players were traitors working for the other team. Then we would take turns as teams playing cornhole, with the traitor players attempting to appear as if they were just bad at cornhole. All of these systems interweave and overlay with one another in order to evoke certain feelings and reactions from the players to bring them to reflect on real world systems. However, what if the systems werenât the first and foremost aesthetics of games?Â
On the train ride to/from the event me and Yue discussed the meanings of play in order to better think about our work. We discussed topics such as the usefulness of play, play for survival, and of course sports. One of our lines of discussion started thinking further about the definitions of play after leaving Come Out and Play. We kept talking about how despite being inside of the archway, a beautiful interior urban space, there was never a game that ever asked the player to look up or even at the walls. In fact, the only time a game ever asked someone to do that is when they were asking players to just look in the other direction during play in order to avoid seeing what other players were doing. Looking at the architecture was not playing the game. This got me thinking about âRefractionsâ and where I was thinking when I made those pieces in relation to these Come Out and Play games.Â
The conclusion we came to was that games are on a fluid spectrum between âisolationâ and ârefractoryâ. When a game is isolated, it focuses the playerâs interest in the aesthetics of the system. Rules on rules on rules put the players into a place to focus on a specific system. When a game is refractory, it is an artifact of play focusing the playerâs interest in the aesthetics of reframing. Games can be a combination of both these things. One example I think a lot about is âthe earth is a better person than meâ by Kara Stone. Itâs an incredibly intense experience about self-worth and mental health. One that I relate to in many of my own experiences. In some ways âearthâ is refractory through its intimate, personal retelling of mental health experiences. In other ways it is isolating due to its use of programming engines to create abstract images and rulesets.Â
A couple important things that can be noted from putting a game onto this spectrum:
- A game can be a conversation
- It isnât inherently a bad thing for a game to lean into the isolating side of the spectrum
- Many, but not all, digital games are on the isolating side of the spectrum.
Considering this spectrum of isolating and refractory games I wonder about the ârefractionsâ I made before. While I think they were interesting for my own personal design with a sort of âevent scoreyâ type of design, they are not pushing games into what I think is truly refractory. In part two of this post I will be making some attempts at that.Â
I was a little stubborn getting to actually writing this weekly post. The past week has been the most subtle and insecure week I have had for this project. I spent every day playing catch up with everything going on that thesis wasnât the primary focus in my mind, so it felt like I didnât get anything done. However, in retrospect I may find this week to be one of the most fruitful of this year long journey. Â
Researching classrooms, participatory research and workshops
This past Tuesday I went to Hostos Community College to do some research for a workshop I am going to be running at the school next month. My method of research was sitting in on the game design and programming classes they hold in the media program. While I was primarily going to learn more about what the students were interested in so I could properly frame my workshop for their interests, it also made me think about the future actions I could take to further my project. Along with this, I also hosted a theory workshop Thursday evening covering the first chapter of McKenzie Warkâs Gamer Theory.
Something Liza proposed to me a couple weeks ago was that I host workshops for people to help me better understand what these types of games could be. Maybe something similar to how Cory Tamler, elĂŚ, and Stormy Budwig facilitate Bodyhacking workshops in order to address precarity.Â
One of my biggest thoughts throughout both of these days was considering how a community organizes. In a meeting with my advisor John Sharp last week he spoke to me about my actions organizing DT saying, âYou can lead a horse to water but you canât force it to drink. If the community falls apart when you are gone then there wasnât a community in the first place.â I have run multiple DT events with varying amounts of engagement and success. However, going to these game classes and hosting this workshop has made me realize that some of those events in the past were very weak and relied on me to continuing to overextend myself just to make them happen. A community canât be a caring, ethical, or radical if its organizers arenât managing their labor the same way.Â
In the classroom, students would jump at the chance to participate in a conversation about subjects they were learning in, wanting to contribute. Although the students are paying to learn and finish work on time, they are also making the decision to make the space a participatory one instead of a purely hierarchical creative one managed entirely by the professor. They want a voice in how the space is formed. This is the same for the theoryÂ
In the workshop, I felt so stressed because I was hosting an event that had been successfully run in the past by its creator. I had attended previously and Sean is a master of allowing the space to be formed by the roomâs participation. So I felt like I had to live up to high expectations. I created slides that went through most of the first chapter with a lot of detail while also building in spaces to ask people to participate instead of having me lecture. I tried to make sure that I had interesting opinions to direct conversation, and coverage of everything that could be interesting with a bit of anxiety. At first this workshop was a bit clumsy with a the first couple of slides being pretty well understood by everyone without different understandings so it was a bit clumsy. However, what ended up sparking a lot of discussion was when the theory became ambivalent. People wanted to discuss what the different between agon and agony or what âdigital logicâ meant in the context of the writing. Once these conversations started to happen the overall participation in the room really started to form and it was clear that everyone wanted to work together to think further about this work.Â
 Another thing that being at Hostos made me think more about was what audience I wanted to experience my project as I am making it and when artifacts have been produced. For a while I thought that I wanted to make this thesis for many different communities, including people who may identify as heavy game enthusiasts. However, being in a heavy game enthusiast group made me realize there were a lot of conversations around game stigmas that I wouldnât necessarily be interested in. While I am interested in the reframing of games, I donât think the place to do that is within every game community. It needs to be more specific than that.Â
Testing Games and thinking about systems at UNICEFÂ
On Friday I was invited by Allison K Cole (one of my external contacts for the community of practice work) to playtest a game she was contracted to make for UNICEF. It was a first iteration of a game she was working in collaboration with Banana-chan as well to highlight how hard it is to move forward in the world without a good internet connection for government officials involved in infrastructure development.Â
The playtest was really interesting because it was incredibly frustrating to play. A lot of the game involved trying to solve puzzles with your phone but only being able to access your phone for 30 seconds at a time before you had to put it away (to have you think about the limitations other people have on their internet). Outside of my experience with the game though, this game also made me think about what I donât want my game to be. This game involved a vast amount of systems that were partially hidden in some manners in order to inspire players to solve their puzzles. This involved matching cards with holes, looking up celebrityâs high school city, and forming legos based on Eleanor Rigby lyrics.Â
I donât want my games to be something systems heavy. I want them to be emotion heavy. And by this I donât mean that I want people to feel heavy emotions while playing, but that the aesthetic of play isnât based around the system. Frank Lantz labeled game design as âthe aesthetics of interactive systemsâ, which is where many people think of games as ways to understand the worldâs systems. However, this is only one type of aesthetic games can form, some games do not represent other world systems but instead are methods of directly re-framing personal emotions and thought. Not to say the interactive systems aesthetics does not re-frame those, but there can be other aesthetics to games outside of this belief of the exclusive systems aesthetic. As Brianna Shuttleworth said to me over coffee, âGames open up peopleâs vulnerabilities and protectionsâ.
The Printed Matter Bookfair at MoMa PS1
I wasnât sure going to the MoMA PS1 bookfair would be beneficial to my practice because unlike the Anarchist Bookfair that happened earlier this year it was massive and appealing t o much broader of an audience. Plus there was going to be a ton of people and I didnât want to surf the crowds. But, all my friends wanted to go and I had pretty much already committed so I went through with going.Â
It was just as exhausting and miserable of a physical space as I expected BUT I did get some books that I think are going to help me think through my practice. I wrote a couple words about what I got.Â
how to do a few unrelated things by Sophie Lucido Johnson
I think something I am trying to figure out is where this form of game I am creating sits on the intersections of games, instructions, and scores. Unrelated things is relevant to this because it is a book of 10 instructional essays. What I love about Johnsonâs writing is just how personal she gets with these instructions. Itâs clear that these instructions are not just a âDummyâs Guide toâ but actually personal experiences that she is relaying to others. Similar to Allison K. Coleâs Anthology of Intimacy there is emotions generated purely by understanding the connection from the guidelines/rules to the writer. As my students and me discussed in âGaming the Systemâ, play is always connecting people to another. And as Bri said in a coffee meeting we had, âGames open up peopleâs vulnerabilities and protectionsâ.
I Looked and Looked by Magali Duzant
Out of all the books this one felt the most selfish of a purchase. I have been doing a lot of looking and observing of the world lately. I started a new Instagram purely for looking at the skylines of buildings that my eyes wander to, and I canât help but think of George Brechtâs theory from Chance Imagery that everything has a multitude of different chance-based factors that create an image, human or otherwise, flattening the plateau of âartworkâ and âecological coincidenceâ. Along with this, the moon has something that connects to the queer trans witch in me. Not just the idea that there is something ~magical~ about the moon, but the moon feels to me like a supporter of those who are put down. Shining in the night when someone may be crying silently, or when someone runs away from home, its there to listen or just comfort. Thereâs something magical about that.
Also these pages are beautiful.
I was walking, uÉšnĘ É ĘooĘI lá´Ęun by Christopher Branson
 If I could have bought more of Christopher Bransonâs books I would have. They all seemed to have a lot of thought put into them, but I was trying to focus on my thesis so I only picked up this one. This book is a guide for wandering. Wandering seems to be something that artists continue to return to, whether it is Derive or event scores. Bransonâs directions for wandering are really interesting because they are a puzzle book. Pages must be flipped, shadows have to be shaped on certain parts of the pages in order for new understandings to be made, and parts of other pre-existing theory has been reshaped in order to be solved. While this book could be called a workbook, I like to consider it a puzzle as its something that someone is trying to play with and figure out instead of going through the motions of filling it out.
Something sad about wandering in this point of my life is I donât feel like its something I have the time to do. I do have the time to engage with precedents that help my thesis, however in order to truly wander one must not do it with an external goal. Not to say you canât wander with a goal, but to really emotionally and psychologically experience it you should release everything else for that period of time.
 This was the first book I purchased at the fair because Sonic Meditations are language used in Collaborative Precarity Bodyhacking Work-book. Sonic meditations are not precisely what I want to be making. However, reading this workbook creates a throughline between some of the work I am looking at. Maybe something that is missing from Event Scores is the embedding of affective states into the works.
In the sonic meditations, something that I like is the goal of reaching a state called âConsciousness-Raisingâ from the book Trying to make the Personal More Political: Feminism and Consciousness Raising.. There isnât specific language in the book on how to conscious raise aside from a link to the other book, however it seems to be a way to take the conscious to a reframed space that creates new possibilities. Something like finding queer utopias in order to imagine alternative realities, except its an embodied feeling, and its very much about action and feeling right now. Maybe it is more like reframing, that seems to be a word I keep returning to in my practice.
Reframing to find Refractions
So where does all this lead to?Â
I have a new theory that instead of the magic circle ideologies that dominate discourses, instead we are simply shifting our ideological holes. This is launching off of McKenzie Warkâs writing on Kathy Acker,Â
â Today, all thatâs interior is becoming exterior and this is what I call revolution, and those humans who are holes are the leaders of this revolution.â. . .âThe holes need not be the obvious ones: cunts, asses, mouths. The ears and nose are holes. âFor me, every area of my skin was an orifice; therefore, each part of the body could do and did everything to mine.â63 The body is infinitely penetrable. And whatâs in there is not nothing. Nor is it the essence of the self, some private property of the soul. ââIâ is not an interior affair.â âÂ
Yes the holes are not the obvious ones and the interior is becoming exterior. However it is not just the bodyâs holes that I am thinking about, but the phenomenological holes. By this I mean we have holes that are fluctuating, opening, closing as we apprehend and experience life. Throughout life we experience ideas, objects and people that reframe those holes in different ways. Games are an object that refracts those holes. Not just reframing the context of those holes, but erratically changing the form of the holes in unknown ways. Sometimes it isnât radical, other times it can be incredibly drastic.Â
For this reason I decided to start creating what I call âRefractionsâ. These are games that are made to reframe certain aspects of life for the player(s).
refraction for being okay with being quiet
stop
whatever it isÂ
stopÂ
face back to back
if comfortable hug each other as if you were facing face to face, hands wrapping around to your shoulder
breathe for a full minute
raise your hands as high as you feel your anxiety about the conversation
Whoever has lower hands, help the person feel like your favorite memory
refractions for doing more
action refraction I
listen to someone shoutingÂ
shout
leaving refraction I
pack the things you need in order to maintain sanityÂ
leave your home
do not return for an extended period of time
leaving refraction II
runaway from whats making you comfortable
leaving refraction III
run at what you feel guilty for not doing like you are going to hit a wall
These are in need of many more iterations including thoughts about what response I want from people reading these, and trying to create some interesting forms these could take. I will work on these in the coming weeks along with iterating on my theory about games and phenomenon.Â
Itâs been about a year and some time since I was introduced to the design process and started making work under its name. However, as time goes on I am beginning to understand that I have my own process. While words like âdomainâ, âprototypeâ, âuser testingâ could all be somehow applied to my process, it wouldnât necessarily fit.Â
From the moment I started making forms in the design process this was true, because doing any one thing in life doesnât just isolate itself from the other parts. So I have started to document what my creative process could be theorized as and honestly its a lot of deep, personal language that probably seems a bit like esoteric bullshit to someone on the outside. But its my process, and the esoteric-ness is there because I think cool metaphors and theory make for unique expression. I will write a bit below the image to describe what each of these steps are. I donât consider myself a designer, rather as a creative theorist, so my process isnât something that should be applied to anyone else, or be critically compared to something like a design process.Â
Atomic Existence
âMaxwellâs conclusion* was that the distribution of speeds of the molecules was described by the normal law, brought into scientific considerations by Gauss. That is, the macroscopic behavior of a gaseous mass (as exhibited, for example, by its temperature) was to be described by the average of the speeds of the individual molecules. The phenomenon of temperature as an effect, measured, for example, by the expansion of mercury in a thermometer, was therefore attributable not to a cause, but to a very large number of independent causes, the magnitudes of which were due to chance. Thus a change in the amount of heat energy in a body means a change in an average of many independent events.â - George Brecht -Â âChance-Imageryâ
Many processes documented and theorized seemingly materialize ideas from the general or sometimes from seemingly nothingness. IDEO type processes normalize the standard of designers generating ideas from brainstorm processes, and having to empathize as a form of irregular labor. (Empathize, Define, Ideate, ETC). However, for my own process, all my ideas come from the ways of existing. My phenomenological experiences, the social systems I have engaged, navigated and witnessed, and the apprehension/feelings I have gained from the transductivity within varying social spaces all create what I compare to the molecules in a gas cloud. They collide and flow to create a multitude of different paths. And just like James Clerk-Maxwellâs theory of particle distribution (written above), all of them have a large variety of independent causes such as conflicts, contexts, feelings, histories, and people.
Invoked Contradiction
While there is a step in my process prior to this, âInvoked Contradictionâ is the true step 1 of this process. âAtomic Existenceâ could be seen as a Step 0, one that always exists prior to the creative process.Â
Invoked Contradiction occurs when there is something that either doesnât feel right or interests me between ideas from Atomic Existence. This is why in my diagram I show a magnifying glass pointing to certain parts of the previous step. I call this step the âInvoked Contradictionâ because typically my ideas come from questioning ideological systems constantly. I donât want to be understood here as a frustrating devilâs advocate, but I believe most of the worldâs systems of understanding have come from perpetuating harmful foundations that should be torn down. That means I try to think about all the knowledge and understanding I have to see if there is anything that creates a contradiction. I also use the word contradiction here as conflicting ideas in reference to the game series Ace Attorney. Contradictions are usually something that appear between two people, but in this case the contradiction comes from two pieces of information that many people agree on that needs to be pressed further as this game utilizes the term.
It is at this time that I start focusing on a few points and attempt to make meaning from it.
Spectre of Meaning
Typically when making meaning from the invoked contradiction it isnât immediately clear what action needs to be made that can be meaningful. I may see that there is something I want to address or intervene in, but with only the base spark of a concept I donât think there is enough understanding to make something meaningful. In this way meaning haunts my process. I know that there is something important about the contradiction I have made, but I donât know how to articulate, formulate, or understand meaning in it.Â
Because of this I go to research so that I can return to the spectre.Â
Research
Wow, there is a part of this process that has a normal name. Research can mean a lot of things for a lot of different people, but for me it is bringing all the âatomsâ selected from step one and trying to connect them to one another. This means looking into research from all the areas and finding ways that each of them relate to one another. For me this typically involves critiquing other concepts/forms, watching anything between images to the world, deconstructing concepts/forms of relevance, reading (anything mostly, it all gives a new perspective on what I am doing), discussing ideas with others, and listening to people who are knowledgeable or thoughtful in the area of my concept.Â
As I continue to do each of these, I find more and more things from the separate âmoleculesâ that connect to one each other. Eventually, the connections between each of them become so strong that there is an understanding of how something meaningful can be made.Â
Exorcism Attempt
Itâs time to face the spectre. This time there is more of an understanding on how the molecules are connected, and how I can make a meaningful address to the contradiction. Exorcism can take form in a variety of ways, from protesting, to writing, to grafitti, to making a social media post. I canât list out all the ways because it really isnât limited to anything. The spectre came to exist because there was a conjectural concept that couldnât be addressed, and now I am attempting to address it.Â
The first part of exorcism comes from creating an artifact. Artifacts have no form, they can be as little as words and as big as the Earth. They can be ephemeral or everlasting. Artifacts are simply forms that come from result. I call this the creation of an artifact because there is never a point where it doesnât exist in the present fully. While it is being worked on, it is always being conceptualized and imagined for the future. Once it has been made, it is being determined how to comprehend, contextualize, document, publicize, share, and use.Â
Before and after the completion of the artifact, the attempt of exorcism is also being analyzed and processed. The exorcism is always a success. This does not mean that the molecules have been fully addressed, but it does mean that meaning has been addressed. This also confronts the idea of the varying design processes that say design is always in a looping process, never fully ending, infinitely prototyping. No, this spectre is gone after a single attempt of exorcism.Â
This does not mean that there wonât be work made in the same area, or that the same molecules wonât be addressed. But this specific spectre has been made clear and gone away. Maybe the process will happen again, maybe it wonât. Itâs also good to remember when understanding this process that it isnât universal, as nothing is. It may not be the process I use again afterwards. However, it is the process I am within right now.Â
Reaching Out
I actually missed the end of the lecture last class so I had no idea we had to do audience exercises until now (the night before we are supposed to blog). Thatâs on me though. However, I have been reaching out and talking to various people to help me better understand my project. This includes everyone in the list below:Â
Brianna Shuttleworth
Avery Alder
Allison K Cole
John Sharp
Colleen Macklin
Susan Tacent
Various members of the Moss Party Collective
Progress Report
Originally I created a deadline for a form to be produced by this coming Tuesday but this was a misconception for two reasons. The first being our blog posts have to be posted by noon on Mondays. So I donât really have much of monday or tuesday to complete anything. The second being I had not done enough research to really create a meaningful exorcism of meaning. So I decided to alter my process in order to learn more about what I was interested in. Below are links to two WIP blog posts deconstructing projects that I find interesting and relevant to my work. These are not complete, and are on private for the time being. However, it takes a long time to deconstruct projects meaningfully. By the end of next week I hope to have four of these deconstruction blog posts completed.Â
âThey are people who are really trying to turn you on to the superlative activities you do everyday.â â Allison Knowles  https://vimeo.com/36770983
âWhat I want people to see is how really simply things can be done if you concentrate on thatâs what what youâre doing.â â Allison Knowles
Event scores were the dominant Fluxus work, which particularly was distributed in Fluxus Boxes. One of the first of these boxes was George Brectâs Water Yam.
Dick Higgins called Fluxus scores âintermediaâ, âa dialectic between mediaâ. Intermedia is not media supported by other media, but rather media that is at the same time another media.
Dick Higgins also published scores called âDanger Musicâ. These scores imply both visual and audible elements. Some of them are dangerous and pretty much impossible, while some others are mundane.
âHow an event score should be performed depends on its notation it uses and the degree of freedom that the score offers. While some scores are so free that one could think that a performer could do anything, this freedom often compels the performer to restrict and edit their work.â â Virginia Anderson
What details can be understood by analyzing all aspects of the score? Does the title give more context to the score than the text?
Some of these pieces attempt to transcend the objects into music and theater. As Allison Knowles does with her performances of her salad piece.
From Virginia Andersonâs analysis of scores, it seems that event scores arenât meant for the performer to experience, but simply as an alternative to performance. Iâll look for alternative takes.
As I go deeper into learning about fluxus scores, it seems that while these may parallel games in a sense that there are instructions to follow, they are not actually games. These are in fact performances that have play-like elements. How am I making this distinction? With event scores it appears that none of them were meant to be performed by a person for the sake of performing them, but they were meant to be performed for others as music or theatre would. For this reason it isnât exactly helpful to state that these are forms of games, but it may be valuable to view them through the lens of games instead.
This also may change with later scores.
George Brecht â âa deeply personal, infinitely complex and essentially mysterious, exploration of experience. No words can ever touch.â (Project in Multiple Dimensions)
An aesthetic form that Brecht theorized was that of the âChance-Imageâ. Chance being based off the latin words taken from dice falling.
âThe word âchanceâ (with a Latin root relating to the falling of dice) can conveniently be taken to mean the cause, or systems of causes, responsible for a given effect is unknown or unlooked-for or, at least, that we are unable to completely specify it. Of course, in the real world, causes are also effects, and effects causes.â â Brecht Chance Imagery
An appeal of chance-imagery is to place the artistâs images to be equal with that of natureâs images as the mind is capable of infinite image formation. Thus making the artistâs work nothing special.
âWords only permit us to handle a unified reality by maneuvering arbitrarily excised chunks.â â Brecht Chance Imagery
âIn the event, everyday actions are framed as minimalistic performances, or, occasionally, as imaginary and impossible experiments with everyday situations.â Â - Hannah Higgins Fluxus Experience
Kotz and Ouzounian point out that part of the problem with Fluxus scores all being put into a single category is that their process becomes homogenized and Brechtâs work becomes known as performance.
In George Brechtâs notebooks he saw the idea of scores in other musical pieces and took note of them as study material: Anton Webernâs Symphony Op. 21 (1928), Karlheinz Stockhausenâs KlavierstĂźcke XI (1956), an unnamed composition by Christian Wolff for prepared piano (probably Duo II for Pianists), and Music of Changes (1951). Brecht saw the number of pitches as âeventsâ in these pieces. In some ways this could be similar to looking at event scores as games.
âMy life is devoted to research into âthe structure of experienceââ â Notebook entry January 1959
George Brecht saw a really really scientific view of the world. Looking at everything from the causal and physics level.
George Brechtâs first exhibition âTowards Eventsâ is weirdly reminiscent of my own semi-exhibition I had inside of the Statens Museum for Kunst. Objects were accompanied by instructions to be performed. There is probably some interesting things to be found by comparing my Irrational Games exhibit to this one.
âBrechtâs model of the Event was arguably an attempt to realize such an enlightenment by pointing to the chanced form as an arbitrary subdivision of the âunified wholeâ of the universe. An arrangement of an object or objects is a âperformanceâ of this whole in that it frames moments or subdivisions within it, i.e. â[gives] order (physically or conceptually) to a part of the continuum with which [a person] interactsâ.â â Ouzounian
âSome Event scores illustrate this concept quite explicitly. Three Aqueous Events, for example, lists three momentary states that an aqueous âobjectâ may occupy over time: ice, water, steam.6 A realization of this score entails performing (arranging, observing, ordering) these objects/states and, through this performance, revealing their condition as arbitrary points within a continuous field, and indeed their existence within a continuous state of flux between these points. In making this observation, the performer ideally realizes, and more precisely experiences, his or her own place within this continuum. Such an experience entails a kind of transcendence in which any stable sense of self is at least momentarily undermined through its connection to this larger system of fluxâ â Ouzounian
âIn this way, an Event score not only structures occurrences, but also experiences, ones that are ultimately transformative in nature.â â Ouzounian
These event scores seems to have come from George Brechtâs interest in the systems of a score interacting with the systems of the world. Or maybe more specifically, he was interested in designing a score so that the systems of the two became indistinguishable.
Something else to consider when using Event Scores as precedents, is a lot of it was response to the forms of art in the 60âs. If I am creating something that is relevant to the field of games, ideas and theory should be translated. Again, the idea that just because Event Scores have game-like elements, doesnât mean we should take them as games.
 What are the conditions that make an event possible? Events are produced in a chaos, in a chaotic multiplicity, but only under conditions that a sort of screen intervenes. --Gilles Deleuze, The Fold: Leibniz and the Baroque
âEvents are an extension of musicâ â Brecht interview by Irmeline Lebeer (1971)
âArguing against the commonsense, mass-media idea of an event, Deleuze pinpoints two qualities which will be relevant in this context: "even a short or instantaneous event is something going on," "events always involve periods when nothing happens.â â Liz Kotz
 âThe best Fluxus "composition" is a most non-personal, "ready-made" one like Brecht's "Exit"-it does not require any of us to perform it since it happens daily without any "special" performance of it. Thus our festivals will eliminate themselves (and our need to participate) when they become total readymades (like Brecht's exit)â â Maciunas in Fluxus etc./Addenda II
           Intervention I by Jennie Hahn and Cory Tamler
Intervention III
So looking at modern scores, how have they continued this practice, and why have they? These interventions above were created by Cory and Jennie to reframe humans and non-humans as characters and participants in a dialogue about the ecosystem.
Why scores though? It seems like these scores are more of a personal and accessible way for people to reframe their actions, body, and mind in relationship to the environment. In the same way that George Brechtâs Word Event triggers a multitude of thoughts related to the concept behind the word âexitâ, In Kinship provokes thinking about communities, objects, and psychogeography. Also similar to something like Yoko Onoâs Watch Piece I these pieces ask the performer to do something that may be seemingly illogical, but upon performing reframes abstract concepts in a new way.
                      CAConrad â (SOMA)tic Poetry Exercise
Something about CAConradâs work really puts me off. I think part of it feels like there is an air of trying to make work similar to Fluxus and also trying to maintain the artistic elements of poetry. For example, listening to Phillip Glass on the floor, feels like a very artsy thing to do. Which sounds stupid, but idk it just seems like a bit much. However, in contrast to that feeling what I find interesting about CAConradâs work is the communication of a personal narrative through the score. This score isnât just for the reader to see the world in a new way, but to understand CAConrad in a new way. Thinking about the score in this way, listening to Phillip Glass may be artsy, but that is because CAConrad is artsy and they want you to understand how they felt at this point in time. In this way it is fairly reminiscent of Mattie Bryceâs EAT.
There are a lot of misconceptions about The New Games Movement it seems. Everyone that talks or writes about the time knows that there is a history of the games being somehow formed to protest the Vietnam war and its military technologies, but really the specifics of the movement always seem to be changing with a new personâs story.
Here are some of the tellings of The New Games Movement:
From The New Games Book (1976)
âWhen Stewart investigated how and why people play together, he saw in games the potential for another such tool. âChanging games seemed to me to be a useful thing to do, a way to be, a set of meta-strategies to learn.ââ
âI felt that American combat was being pushed as far away as the planet would allow, becoming abstract and remote. It suggested to me that there was something wrong with our conflict forms here.â
In 1966 the War Resisters League at San Francisco State College asked Stewart to stage a public event with them. Stewart created an activity that would let the players understand war and appreciate it by experiencing the source of it themselves. He called the event World War IV.
In 1966 pacifists and war protesters were opposed to warfare in any form and repressed their own feelings of anger. Stewart wanted to create a game that allowed them to express that aggression. Stewart created the game Slaughter to create an intense experience to release the aggression.
This is also where Stewart brought the Earthball from his experience in Army bootcamp training.
âThere are two kinds of people in the world: those who want to push the Earth over the row of flags at that end of the field, and those who want to push it over the fence at the other end. Go to it.â
From these experiences Stewart conceived of âsoftwarâ, the idea that people could design their conflicts to suit everyoneâs needs. Stewart designed softwar as conflict which is regionalized, refereed, and cushioned. Which he made a point of making similar to sports.
George Leonard was interested in âcreative playâ: the experience of a player placed in an open environment and encouraged to use their imagination to devise new play forms.
George: âSports represent a key joint in any society. How we play the game may be more important than we imagine, for it signifies nothing less than our way of being in the world.â
George and Stewart presented their new games and theories at the Esalen Sports Center in 1973
Around this time Pat Farrington joined the New Games movement and created the idea of the âsoft touchâ inspired by the âsoftwarâ
âGames are not so much a way to compare our abilities as a way to celebrate them.â âI felt by reexamining the basic ideas of play, we could involve families, groups, and individuals in a joyous recreation experience that creates a sense of community and personal expression.â
The New Games tournament was to be held on two consecutive weekends on October 1973 in Gerbode Preserve. The New Games Tournament was the first public event held on the preserve.
The funds for the tournament came from POINT, a non-profit distributing the proceeds from The Whole Earth Catalog.
Anyone who challenged another to a weird event was encouraged.
What came from The New Games movement changed from something of a Vietnam protest into a therapeutic form of playing games that was deemed to therapeutically releasing the aggression from the players.
âThe New Games is attempting to bring people into harmony with their environment once again.â As the preserve was left the way it was and people were free to explore the outdoor space.
While the thinking of New Games was not unique to the New Games Movement, it did begin to form as an event after the first New Games Tournament as Pat and Ray began to name themselves as New Games Staff
New Games started to be implemented in government parks as a way to modernize and bring more of the public out. The New Games staff also started going to low income areas to play such as Visitacion Valley in San francisco.
The first New Games Tournament was mostly white, middle aged, men. The second New Games Tournament was designed to bring people from many different backgrounds. The staff worked with various organizations to create more accessibility options such as free buses.
The second New Games Tournament left the New Games Foundation in a $25,000 deficit.
The third New Games tournament was inside of San Francisco and retracted the admission price. Now anyone could join and play without any restriction.
From miscellaneous sources:
The New Games Movement wasnât a collective of people, it was a line of thinking that came out of the 70s. A good example is looking at the Esalen Sports Center in 1973. This center had some people that are repeatedly referenced in relation to the New Games Movement, but it also had a lot of other people who were thinking about similar things such as Michael Murphy (Author of Golf in the Kingdom), football player David Meggyesy, sports coach Bob Kriegel and running coach Mike Spino. The program included a session of yoga-tennis, a demonstration of Murphyâs own version of Frisbee, tai chi and aikido workshops, a talk on the exploration of movement using hula hoops, and several of Stuart Brandâs games: Slaughter and boffing. Â (Getting Loose: Lifestyle Consumption in the 1970âs by Sam Binkley)
 âThe Esalen revolution paralleled efforts in the Bay Area to come up with recreational forms that were aimed at the recovery of intimacy through games focused on ritual violations of social distance that called on trust, play, and bodily touching , often players who were not familiar with each other. These games infused the countercultural sense of play with a therapeutic project of self-development and learning.â (Getting Loose: Lifestyle Consumption in the 1970âs by Sam Binkley)
âTheyâve been called earth games, free games, and liberated games.â â NYT December 5
   âSome of them [the games] are brand new. Some of them have been played for hundreds of years. Many can be played competitively, with lots of opportunity for skill and strategy. Others have no object, really, besides getting people together and enjoying each other.â
âYou can choose to compete because competition is fun, not because youâre concerned with who wins. If youâve all played hard and enjoyed it, then youâve all won. You can change the rules if you donât like them. So long as you all agree on whatâs fair, you can make the game into whatever you want it to be.â (Community valued over the game)
âNew Games is for everyone who wants to play. You sex, age, or size doesnât determine you ability to have fun. And if everyone keeps in mind that the people are the most important part of the game, then no one has to be afraid of being hurt.â
âAll you need are a few of your friends and the desire to celebrate the day with play.â
Looking at some of the New Games:
Tweezli-Whop
In Tweezli-Whop two players pretty much just fill sacks and beat the heck out of each other (whopping) while balancing on a rail. Â There is no winning condition with Tweezli-Whop, but maybe itâs easy to imagine a version of this game where people are trying to hit each other off of the rail. But, as with many New Games the rules are malleable and it suggests versions where there is no rail at all. It instead focuses on the whopping, and states that it is a terrific way to work out tensions. This is something that I am suspecting will show through many of the New Games, is ways for bodies to act out body movements and touch that are typically repressed from day to day.
Also its important to note that this game came from Wyoming, as many of the New Games came from a variety of different places. Itâs interesting that the New Games took this game from Wyoming and made it one across the US that is now played in classrooms.
       Boffing
This is one that is mentioned most of the times Stewart Brand is mentioned in the New Games Movement. A boffer is a custom made object for Boffing. It looks kind of like a practice fencing tool, however it is custom for boffing. This activity also suggests that players have protective eye and ear guards as well. Then both people start to hit each other with the sword. I imagine this game becomes a bit more strategical as you play with each other; Dodging, parrying and more. After the rules have been described in the book, the original rules that were made for the game are given. This is so that the players understand that base of the game, but donât feel pressed to follow the original, more strict rules.
In the original rules of Boffing, there are certain points of the body that give points to the players. This adds more built in strategy into the game.
Today, boffing has become the word associated with the physical weaponry battles of LARPing and soft-combat. This also seems to have created a culture of a lot of white dudes, interested in a sort of throw back to medieval historical appreciation. Here is a video that I think says a lot: https://www.youtube.com/watch?v=FOyOk6dNuHY
        Schmerltz
Schmerltz is less of a game and more of an object. You take a sponge rubber softball, like one of the cheap ones you get with plastic baseball sets and put it inside of a tube sock. The game here is âSchmerltz Tossâ which involves twirling the Schmerltz around underhand and then letting it go when it reaches a critical velocity. Then the person who it is being tossed to has to catch it by the tail. Unlike the normal game of catch, Schmerltz Toss asks the players to put a more intensive physical action into the throw, and with the irregular catching involving a sort of alligator snap it becomes more difficult.
There are two ways the Schmerltz continues to be used today. In camp extracurriculars, and as a continued legacy through Bernie De Koven. When schmerltz is searched on the internet, loads of summer camp websites come up, including missionary training camps as well. However, when finding websites where De Koven continues to keep the Schmerltz legacy going, he is referring to the object for games to continue being soft, instead of being possible hurtful.
Apparently, this was invented by a person named Peter Whitely who I canât find anything about.
Stand-Off
This New Game does not require any equipment to be played and can be played anywhere. In this game two players stand on a surface the length of their arms and then put their hands together with the goal of pushing each other off. If someone moves their foot or changes their stance then the other player gets a point. If both people lose balance, then no one gets a point. The game is won when one player scores 2/3 points.
This game was said to be brought into form by a guy named Scott Beach and seems to be inspired by Aikido. The 70âs was a period where a lot of eastern culture was being appropriated into western life and thinking. Aikido was even written about by George Leonard who wrote one of the fundamental texts for The New Games Movement, âThe Ultimate Athleteâ.
           Flying Dutchman
Flying Dutchman is a game based on the ghost ship where two players hold hands and walk around a circle of other people holding hands. At one point, the pair will break through a pair of people. The broken pair will then join hands outside the circle, and the original pair will go inside. Then the two will race around the circle to reach the open spot as a replacement. Whoever is left outside has to break through and repeat again.
Flying Dutchman does what a lot of New Games do. It has the players using aggressive actions but with fun so that there is an understanding no one should be hurt. As players bust through the hands and run around they are getting out all of this pent up energy.
This one also shows up in a bunch of camping instructions. https://boyscouttrail.com/content/game/flying_dutchman-901.asp
     In all of this Bernie seems to fit in as someone theorizing and watching everything happening. Not as the origin of New Games, but simply the only person that kept the spirit and theory alive. In The New Games Book chapters are written that contain games, and the introduction discusses how the movement started, but Bernie has a section in the middle theorizing what he discovered from being a part of the movement.
In some ways, it feels like Bernie sees differently what other people saw in New Games. Where Brand saw a different alignment of thinking, Bernie seemed to believe that the games were pointlessly necessary. That none of it was for a purpose.
âHere we are together, to have fun. Weâve already dispersed with the sense of any other purpose. We have no need to prove anything in particular to anyone in general. Weâre not looking to be therapized or taught or charged. We want to celebrate. We want to play.â
Bernieâs theory here, is that there is no goal in what everyone is doing. That everything is without meaning, for the sake of fun and without consequence. But really that feels short-sighted. These games were being played in order to allow the players to reframe their bodies and minds, and to understand parts of the world great. Some of those parts are justâŚother people. All of this comes through moving, thinking, and touching. Just because there is no commodity produced from play, doesnât mean that it is pointless.
The other theory that Bernie writes here is about the play community, which he later takes into his book âThe Well-Played Gameâ. This is the group of people that connect with each other through the reframing of the mind into the mindset of the game. This quote particularly recognizes this.
âWhen we find ourselves on one particular side, its not because we feel that one side is any better. We make separation so we can find a new union.â
   Something that is interesting to see in The New Games Book is instructions to help ease people into the mindset of new games. This is actually something I was a little worried about when designing my own games. How will people want to play them if they arenât in the right emotional or thinking space?
These instructions give tips on the games from the book that arenât too involved for the beginning, and how to interact with varying levels of people that may be interested in the games. For example, if someone is standing around watching, just invite them to play
This is cool, because this aligns with the thinking I have about making a game without rules. These new games are just descriptions of how one could play, and are not prescriptive.
 NEW New Games
 These were created by Robert Herbst as a way of creating utopias through the retro lens in order to reframe today.
 âmeans by which people could realize their own visions of living, shape their environment accordingly.â
 Interesting about New New Games, is that some of them are scores.
And just from having these scores on the same page as the New Games it becomes clear what a score does compared to a game. Scores points out parts of the world to its player directly, and then asks the player to act once they have considered what the score has informed them. Games create rules for the meaning to be completely derived from play, like an engine as Colleen puts it.
Above I have asked a question and I wonder how it makes you feel. Maybe it is confusing. Maybe it discomforts you, or makes you upset. Maybe it finally feels like someone is asking something you have thought about for a long time.Â
Reflection
At the beginning of this week, I believed that addressing this question meant answering it. I was thinking about the project as a traditional form of a prototype. So, I started to think about other activities that parallel games, and why it is that we donât consider those forms to be made up of rules? I considered the following activitiesďźÂ
Yoga
I immediately thought about yoga when considering activities similar to games. Probably because I was hanging out with my friend earlier and she talks about how much yoga has helped her attitude in life. So I started doing research into yoga and what some of the attitudes are around the activity.Â
I want to make a note here: I am a white American that is blogging about yoga from reading two articles and two chapters of a book about it. My understanding is limited and I decided to limit research in it to respect the efforts by people of color to decolonize it. Here are more proper resources to learn more:Â
The first thing that I found interesting is that yoga is called a âpracticeâ. This isnât surprising as much as it made me think about what the different contexts games and yoga are in comparably. For yoga to be a practice means that it is something people are repeatedly doing, and maybe even improving in. However, in games no one ever calls a person who plays on a frequent basis a practitioner.Â
However, just like games yoga does have a goal, and depending on what culture it is a part of, it may be âdualistâ or ânondualistâ. These are groups that have different believes about the way yoga changes the individualâs experience with their body. However, even with these two different goals there is a second common goal as well. Georg Feuerstein writes, âYoga, dualist or nondualist, is concerned with the elimination of suffering (dahka).â
As I got further into reading about yoga, I realized that I could be taking other activities into account as well. So I started doing research into other activities that parallel game forms.Â
Exercise Routines
If you go to your preferred search engine and type in âjogging rulesâ nothing similar to games comes up. Instead a lot of articles will appear that give advice on how to optimize your actions, be safe and comfortably jog longer. Replace jogging with other exercises; HIIT, weight lifting, cross-fit. A lot of the same stuff comes up. Similar to yoga, the language about activity and practice remained. I felt stuck for a little while but then started thinking about the language of these articles compared to a game ruleset.Â
With exercise routines people discuss how to respect their bodies and minds. None of the words written are anything more than advice, some can be followed and some can be foregone. Itâs all written to help a personâs experience be more comfortable and optimal.
Here is a quote from a SportsRec article on Rules of Jogging:Â
âWhen you exert your body, it's human nature to hold your breath for more power. But holding your breath, or at the other end of the spectrum --hyperventilating -- can reduce your endurance while jogging. Adopt a breathing rhythm that will enhance your endurance. Use your foot strikes to help you maintain the rhythm. Inhale as your foot strikes: left, right, left. Exhale as you strike: right, left. To perfect this technique, try it while running slowly at first. â
While I was looking into exercise I stumbled into dance workout routines which led me into an entirely different area.Â
Dance
For each of these activities I started by looking into the theory behind each of them, but with dancing I found this to be the most fruitful. Thankfully the first book I found when doing research into dance was âTeaching Dance Studiesâ edited by Judith Chazin-Bennahum. Specifically, Bill Evans writing in the first chapter led me to learn about Irmgard Bartneiffâs work and the greater field of Somatics studies.Â
What I liked about the way people write about dance and somatics is the focus on the body and feeling. Games use similar language when discussing what is happening with a player, but much of it has been abstracted and to fit into game-specific boxes. I specifically liked this list of questions Evans asks,
-Where within the body is movement initiated?
-How does it follow through to complete the phrase?
-How does it sequence through the body?
-What parts of the body are active and which are frequently held?
-What is the prevailing body attitude?
Self-help instructions
Somatics actually opened up a lot of my mind to the way I was looking at rules and I thought I was done thinking about this comparison. However, I ended up at the XVIII NYC Anarchist Bookfair on Saturday and found a zine that sparked the comparisons in my mind.Â
I found a zine titled âThoughts on Possible Community Responses To Intimate Violence (Redux)â published by Viscera PVD (pictured above). Honestly I wasnât sure what the zine was about for the first amount of time I was looking through it. I had never heard the term âintimate violenceâ used before, so I didnât know what I was looking at. However, as I looked through the book it had a lot of the same formatting that game rule books did. Reading through the zine later I found it was about how groups can work together to support relationships where abuse has become apparent. However, here are some of the similarities I found to game rule books.Â
- Symbols abstract parts of the relative objects and people being discussed. For example, a star represents a survivor/accuser/person who was harmed, and a triangle represents the abuser/accused throughout the zine. This is a similar format rulebooks take to describe its context specific objects and players
- The book suggests different people in the community take different roles in order to better distribute the large amount of emotional labor that is required of a community in this scenario. Similar to how rule books describe how different players play different roles in a game.Â
- Steps to take during certain processes such as âobservational transformationâ in order to properly perform them. This is similar to a ruleset.Â
Cultural FormÂ
After all this research I thought about what I was going to do for my project this week.....and I thought.....and I thought......and I thought. Then I started talking to Christina about the project and came to the realization. This project doesnât have to be a prototype, but instead a form that provokes the question I hope to ask from the user. Above, the first image in this post represents that question. Recall what you thought it may have meant. Now...I can finally tell you what that question is:
What does a game without rules look like?Â
Hereâs the thing. I donât want to make a board game. I donât have much interest in the medium at this point with my research, however there is a cultural understanding what a board game and included rulebook means. They have an cultural form that holds expectations in our mind based on previous expectations. So in order to ask my question I played with this cultural form by making the rule book of the board game having no rules.Â
I tested this form with couple of classmates and unfortunately....none of the actually got the question. So....it does make me question why I made this form in the first place. Because it actually isnât a prototype relevant to my project... I knew I didnât want to make something physical like this in the first place and it only feels like what I made last year. Maybe its just like, since no one understood the question I feel a bit of post-failure depression (that happens with my designs sometimes). But also, I need to make written projects, I canât just make something physical like this because I need to adhere to a certain structure. I guess its good to really nail that in my head.Â
Letter
I wrote a letter to the author of Collaborative Precarity Bodyhacking. You can see it below:
Hey Cory,
I found your workshop book âCollaborative Precarity Bodyhacking Work-book and Resource Guideâ at the XVIII Anarchist Book Fair and found that our work is pretty similar so I wanted to reach out. Your work in this book is involved with emotional/somatic hacking of the personâs body/mind through scores, and my work is similar but in the field of games! A lot of the games field has theorized the play takes place in a part of the mind that is isolated from everyday reality, but I think this is totally false. There are so many games that connect us to one another, and in ways that are incredibly connected to our real lives. Maybe we donât isolate ourselves from reality, as much as we allow ourselves to believe the barriers of affect and somatics we have become accustomed to over the course of our life changes.
Considering this, I am trying to make some games that people can use in specific emotional and relational contexts. These are still in the process of being made so I donât have the specifics yet. However, I am having some trouble figuring out what direction to take the project next in terms of form. This project is for my thesis class and instead of making a prototype I made some weird thing that is hardly even relevant because I got too deep in thinking about what the form could look like and the structure of the assignment. So I guess I just wanted to send this to you to see if you could give me some better understanding about your process when developing your workshop. Maybe it will give me some ideas on how to move forward from here.
Thanks,Waverly
Research Plan/Reflection
As of now I have a really interesting direction for me to take my project next. While the question of âwhat is a game without rules?â still remains as one of the leading questions in my project, it isnât the main focus. As I thought a lot about what a game without rules would look at, I started to realize a game without rules needs to be conceptualized and designed with more in consideration than a meta-discourse thinking about the form of games. Instead I have started thinking about some of the concepts of body, emotion, and somatics from my research.Â
Another zine I found while I was at the Anarchist Bookfair was âCollaborative Precarity Bodyhacking Work-book and Resource Guideâ by Cory Tamler, elĂŚ, and Stormy Budwig. Looking through it, it holds a trove of thought on event scores, the situationists, somatics, and more. I was totally stunned by this and need to look further into their bibliography and work in order to inform my own. I also need to read into some books I found: âThe Book of Everyday Instructionâ, âEveryday and Equityâ, and âAgainst the Logic of Submissionâ.
I also have setup a research plan on my Trello in order to start individualizing my creative process instead of trying to adhere to the normative âdesign processâ. Instead of working with a question, testing, and doing research to understand more, I am focusing on asking questions based on discourse around my subject area and prodding where I find disagreements.Â
Thatâs like, the thing, that we figure out during our time as an MFADT student. We come in and whoever the sitting director is gives a speech about what design means to them. We go into Design for this Century to learn about systems taking place in the world, and how we can more critically create interventions in those systems. Our studios give us the freedom to create whatever we want and nails in the idea that design can engage with any domain, but it has to be coherent, critical, and thoughtful.
Throughout all this process a myth begins to develop about design within DT. âDesign can be anything, and everything is designed.â
I do think that the above statement is true to some extent, but I am finding myself running into a problem. While mostly everything formed by beings are designed, it does not mean that every design needs to follow the same design process. While this is something that is said in DT a lot, many of the courses still follow the same language and process. âBrainstorming, Domains, feedback, fidelity iterations, prototypes, testingâ. When things donât fit into this mold, DTâs seams really start to become apparent.
Undercurrents
At the end of my first semester I was in Johnâs office begging for a way to take another games studies class after completing Game Design as Play Design. Not one that taught people how to create stories or use Maya. I needed to make more of my practice and work. I needed to make games about action, emotions, and language. This was partially inspired by seeing the work that my friends at NYU game center had made in one semester. They were experimenting in their practice, learning from their professors about new ways to think about games, and most of all just making a lot of stuff.
John calmed me down saying, âYou donât need to take all game classes. Experiment and see what else fits.â He suggested I take the two game collab intensives at the end of the semester and work with what else Parsons had to offer. I trusted him and took a class on education design, and a class on multi-sensory projects. The semester was alright. My classes were a bit wobbly as there werenât as many people talking about the medium I practiced anymore. But once the weekly workshops for my game intensives started up it all clicked. I got to sit in on classes where professors were talking about concepts in games that pushed me, people in those classes were having provocative conversations. I was really invigorated and it pushed my work.
I thought John was right at the end of semester two. I made my work, and got through still feeling pretty confident. I didnât realize how much those game classes were really the saving line that kept pushing me through the semester.
Retrograde
So here I am at the end of my first week of Year 2 and how do I feel? Honestly itâs been one of the most miserable weeks of the program for me. Wednesday night my roommate gently helped me feel better because I couldnât get off the couch crying.
On Monday I walked into my first class of the week, âAffective Statesâ. Itâs an Anthropology course about the epistemology and ontology of different affects which is very relevant to my work. My first question this summer was about the limitation of affect within games. However, over the course of the class it became clear to me that I didnât belong in that community. As people all started talking, they laughed about academic jokes and authors that they had all read. The teacher would mention specific author names and my classmate would heavily sign with admiration next to me, putting her hand on my shoulder to share excitement. But instead I just felt like....I wasnât supposed to be a part of the conversations in that room. And it was humiliating! I have been studying theory in comparative literature, marxism, philosophy, queerness, sociology, and more since undergrad. And I felt like I didnât fit into this space. It really hurt my own self-image and I felt rough for the rest of the day.
The next day I woke up early to go into âArchitecture & Cultural Productionâ only to experience the same thing but with architecture students.That one...maybe I should have guessed would be like that. But still it felt pretty bad to have two classes in a row where I was just completely alien. I had âDesign Misfitsâ and Thesis 1 later that day, which both were not as alien. One was a class of people from various backgrounds that didnât chat much. The second is literally just my entire friend group. But Iâm still feeling discomfort despite the social changes. There is more than the social that doesnât fit.
DisTrust the Process
Going into thesis I had this false assumption that we were going to move past the design process. That it was really just language that was helpful to know while working and talking about work. I had learned from bootcamp that the design process for many of my students was somewhat helpful, but they found more value when they worked on what held personal investment for them. Â
I considered this while I wrote my summer questions. I didnât focus on design questions but instead just on what I was interested in. I believed that this was going to be a sort of âresearch paperâ in the form of a designed object. And I think I like looking at my creative process like that. All I am doing when I make is just trying to learn while creating. However, going into Thesis it feels like I am not supposed to be thinking about it that way.
On Tuesday we discussed what Thesis meant to us in an exercise that was meant to express the anxieties everyone was feeling. I really liked that there was a structure set in place to help us feel more comfortable with the coming year, but if anything the conversations only felt more anxiety inducing for me. It felt like it was being re-established that we are still focusing on this idea of The Great Thesis. Not because we were talking about the stress involved or anything like that, but that we are still focusing on the fact that we are making a single work by the end of this. I started to feel less confident in my approach...
Then on Thursday we started doing some brainstorming and I felt really disillusioned by the entire classâs activities. Here are how those went:
In class we were given the option to follow the activities that Liza had structured for us, or we could do a different process that worked for us as long as it wasnât what we normally do. I already ran into a problem doing this because my process isnât something that works as an activity in class. I donât work the same way as the design process does. I donât come up with random ideas in my head and then go from there. I have studied a body of work for the past six years and I am trying to make work that is pushing boundaries of that area. But I didnât want to not participate in class and act sour. So I tried mapping out my project and all my thoughts onto paper. Here is the result.
I wrote down everything I could think of, blurted it all onto the page. Then I made connections and pushed them further, and further. Yet by the end of 25 minutes I didnât come up with anything new. It just visualized the sheer amount of things that are relevant to this project.
For the second exercise I decided to take Yufeiâs approach of creating âwhat ifâ scenarios and then working backwards. The first scenario I thought of was a world where verbal games replaced verbal communication. This was interesting to me because I think there are a lot of interpersonal experiences that games do not ever put the player into that could be interesting (examples: being evicted, eating dinner with a friend, breaking up).
The next scenario I generated was a world where there was a new occupation of âplay mastersâ. These play mastersâ jobs would consist entirely of finding new ways for people to play and are recruited by different organizations around the world. Governments hire them to learn the range of emotions and experiences that could come from playing with political concepts. Companies hire them to research what forms of play people havenât experienced. I think I generated this concept because I liked the idea of the world valuing emotional experiences as forms of communication and entertainment, rather than spectacular commodities.
I donât think this exercise necessarily changed or helped the direction of this project either. But if I was going to make another project it may have been helpful.
Burying the Mindmap
If there is anything I have learned from this week, its that I donât know if I identify as a designer. As my practice moves forward and I begin to feel more separated from everything going on in the program I am beginning to wonder how I am going to feel like I fit in for the next year. I really donât think the program is bad, I just donât think I function the same way as a lot of it.
If anything this was only solidified by my mind map. As I wrote out each of the words on my page, they all felt so surface level, needing much more research to determine meaningful ties.
As for the goals next week....I dont know. I feel like this isnât really helping me move forward to think about my work. Along all the other work I am doing I donât know if I can simultaneously work on my own process while doing this process as well. So I guess my goals for next week is just figuring out how to feel okay about all of this, but thats a soft goal because I donât believe large issues like that can be solved so easily.
This post was written as an assignment for Parsons Design & Technology Thesis 1 taught by Liza Stark and Ethan Silverman. It contains a self-bio, questions I generated over the summer, and prototypes I made before the beginning of the semester.Â
Being
Last night I reserved tickets for a queer games meeting happening in Brooklyn on Sunday, August 25. As I finished writing my name and information I was prompted with two boxes asking the following: âAre you interested in showing a game?â, âAre you interested in giving a talk?â
I spent two days with this page open, unsure how to answer before leaving them empty and hitting âsubmitâ.
You may be wondering how this is relevant to my thesis assignment at all, but its this moment that defines a lot of where I am at right now. I came to DT to make games on top of the theory I studied in undergrad, but instead, I only dug further into thinking about games alongside making them. Except I am not making normal games anymore, that is what makes things so difficult.Â
Over the course of the last year, I explored games in a variety of fashions. I made games involving venting your feelings to your friends, games for me to explain my own trans trauma, games that questioned the act of play, and games that ask what a game really is. So, yeah I am at a pretty different place from when I came here hoping to make some cool video games. But the thing about the games I have been making lately is I am not sure where they fit in, and where the future of my work should fit in. I wonât figure that out in this blog post, but at the moment my games just feel a bit lost contextually.Â
Outside of my work, I like organizing community events. This comes into form in the DT community most of the time but I am trying to figure out how to expand that range as I wonât be in DT much longer. I also really enjoy thinking critically about the worlds objects, and watching the reality TV show Terrace House.Â
Part 1: Questions
How have the hegemonic ideals of game definitions limited affect, bodies, and expression? Â
The games encyclopedia has completely stagnated under the powers of capital and computers. Now we think that games must exist as an aesthetic of âfunâ or ârewardingâ within a magic circle separated from the world that results in no consequences. By continuing to think of games with these beliefs, the military-entertainment complex maintains some form of control over who gets the ability to feel and why. Â
Is conceptual art an avenue to continue experimenting in making games or should I depart from that area?
The past year I dove heavily into thinking about art, specifically conceptual and relational art. I saw a lot of parallels between the ways that games are constructed and those artifacts, and I wondered why games couldnât be created in a similar manner. However, Iâm starting to wonder if conceptual art isnât the place where this conversation necessarily fits. Â
Is queerness a lens I want to continue thinking about in my work?
I came to DT hoping to explore queer design and games but I hit a lot of roadblocks over the course of the last year creating queer works. My games 54 More and Immanent Blocks, both taught me that creating identity-dependent work is an entirely different form of emotional labor added on top of communicating a project itself. My MS1 project Game Changers also taught me that creating work as a minority in a community that isnât focused on said subject means that it's hard to find valuable criticism to move you forward, and administrative figures typically wonât understand. Finally, if I make queer work is it isolating a larger conversation I want to have about the systemic constrictions games cultures have maintained? Guess I will find out. Â
Part 2: Design Process & Prototypes
Prototype 1: Toilet Game (Huck Fuizinga)
For my first prototype, I decided I would try to create a game that does the opposite of everything Huizinga said in his book Homo Ludens. Why Huizinga? Because there are a lot of concepts I find in modern game forms that are constraining and prohibitive and I think that this book contains a lot of those ideas as it is a seminal text in the game studies field. That being said, Homo Ludens is a book about play. But, many of the things said about play in this book can be considered when thinking about games as well. So I pulled some quotes from the book and distilled them down to some values related to games then I created my design values from the opposite of these values. These are the values I came up with.Â
So, due to the limited amount of time I had for this prototype, it was impossible for me to create a game that satisfied every one of these design values. So I decided to use these design values as guides, instead of requirements. I ran into the problem of considering what an action truly âintegralâ to life could be, but instead of overthinking it I decided to go with an easy one. Pooping.Â
So I went to the bathroom for about an hour to two hours and sat on the toilet. During this time I thought about what could be an interesting experience to give players that fits within some of the other design guidelines. I wanted to make sure that the game was not something to be a tradition and something that may communicate moral values to the player. But how can you communicate morals through the act of doing your business? It is a very lonely act. I decided a way for the player to do this would be to leave an object behind for the next player to consider. I ended up with the following rule set. (You can find more of the document here https://1drv.ms/w/s!AiehfsctWGCih8MneP0PaMnK5PH4ew)
I decided the best place for this game to be played would be inside of a public restroom. So I got shipping labels and went out for a night on the town.Â
AÂ downside to this being a bathroom based game is that it is a lot harder to gather feedback on how the users feel about the game. And honestly I didnât from this one. It didnât feel like it would be appropriate. But there are improvements I would make if I iterated on it such as the actions the players take, and the headspace the game asks them to be in.Â
Prototype 2: The Nonbeing
For my second prototype I didnât want to read through a bunch of theory again so I decided to make something more emotional. I took inspration from Avery Alderâs Variations on Your Body and Yoko Onoâs Grapefruit to create a game about feeling disconnected from your body. Essentially being de-embodied. One may say that these two prototypes are vastly different from each other. One is in a public restroom, another is a more poetic experience. But thatâs fine. It really all is to help answer my questions.Â
This game isnât something that really works through pictures....because the game is just text. That is the thing about my games at the moment. They donât necessarily need immediate forms because the forms are the people playing them. Yeah people could buy those toilet stickers or reprint them. There is definitely a form of this second prototype that could be fancied up and packaged. But the design is the embodiment of this specific headspace.Â
Also note this game isnât finished, I spent 3 hours and decided I had already gone over the allotted time so I stopped myself. A finished version of this game would need a back half that finishes.Â
You can find the game âThe Nonbeingâ at this link. https://1drv.ms/w/s!AiehfsctWGCih8Mo-EPa51zOGxL4eQ
in iI took a lot of time to think about what direction I would be taking my Major Studio 1 final this past weekend. At the midterm presentation I stated I was interested in intimate games and my idea of âQueer Playâ from my manifesto. However, I have realized through this brainstorming process that my manifesto was not a fully developed idea. I like the idea of a metamodernist queer design philosophy. However, as I received feedback from the manifesto I felt that it really didnât fully connect with who I am and how I design. It is very close but maybe not spot on. So I decided to continue designing and learn through my designs what my philosophy is along the way.
I wanted to continue designing around queerness and something I have been thinking about a lot this semester was queerness in games. I already developed a queer game this semester about my experience being non-binary. However, it was moreso about my emotional experience being non-binary and used as a communication tool for my peers. It isnât something I really want to release as a public work, and I donât want it to make an impact on anyone outside of my social circle.
But queering games was still a concept interesting to me. I just couldnât figure out what exactly about it was interesting.
On Friday I went to the Whitney Museum of American Art and checked out their exhibition âProgrammed: Rules, Codes, and Choreographs in Artâ. It really brought me back to my undergraduate studies on computational effects on capital structures and society. However, what specifically has stuck with me was Sol LeWittâs Instruction For Wondrous Walls. It was amazing because LeWitt had created a game that was also generative art. It was not generative art by the normal standard. However, if we see Sol LeWittâs âInstructionsâ physical laborers as a metaphor for computers giving directions to each other in order to complete a task it becomes more clear to me as such.
This fascinated me, the idea of a game as a cultural artifact. It wasnât that I couldnât imagine games as pieces of human-made, cultural history and it wasnât that I couldnât imagine games being archived in a museum. Both of these things I had seen before. But what interested me was the idea of something so far off from the game commodity, but still being a game, saved as a historical artifact.
So I had two ideas that I wanted to utilize for my project, but I couldnât figure out how to go about combining them. I also had a really hard time considering what I considered to be queer. So I decided that was my next step to take.
I started by reading Schrank and Bolterâs book âAvant-Garde Video Gamesâ. While I do not at all agree with their ideas of video games and the binaries of âart gamesâ and ânon-aesthetic gamesâ I did find some information that was helpful. Schrank states that video games are a site which culture normalizes ways which we think and play with technology. As he says, â...each game becomes a microcosm of technocultureâ. This brought me to start thinking of Mattie Bryceâs talk from Design for the Century about using play for people to think of their futures.
If video games are what normalizes the ways that we play and think with technology, what if we changed the futuresâ histories of important video game artifacts of our time? I liked the idea of replacing the multi-million video games being replaced by something that was much queerer or subversive. However, I still didnât know what that would be so I kept researching into what queerness was.
Then I found Bonnie Rubergâs work on queerness and video games. Really she didnât say much that I had not already studied before. But she finally was the person that worded in a way that clicked with me. âQueerness is desiring, being, or playing differently.â Ruberg brings up representative queer games but also games that metaphorically are queer such as Realistic Kissing Simulator, Octodad, and Burnout Revenge.
This was helpful to me because many times when I talk to people trying to understand what queerness is all I got was that it was what I thought it was, or that it was against heteronormative values. But both of these answers were too broad for what I was looking for. Instead, Rubergâs specific ideas of queerness and games have helped me really get back to understanding what my idea of queerness and games is.
So at this moment, I want my project to be a collection of installed, modern video games which have been modded to be displayed simultaneously with written works. These written works will be variations of poems, rulesets, and short stories about queerness that will be paired with the queer metaphors of modern, popular games. My hope is with these, I will be able to create a collection of play that rethinks the past, present, and future of identity, play, and queerness.
Class and Readings Update
Last week in Feiâs class we took part in two activities over the course of the week. On the first day we had to bring precedents to class for what inspired our ideas. For each one of the inspirations we had to write the medium that the precedent was made in. Then, we all crumpled up the post its we wrote the mediums on and threw them at each other.
This resulted in people having a total of 2-4 different mediums that could help them think of a new perspective for their ideas. For me I ended up with three different mediums. âWoven Textileâ, âMotion Graphicâ, âAcademic Articleâ.
None of these mediums were what I was interested but I was open to figuring out if I could come up with an idea that sounded interesting from these three. I gathered into a group with Akshansh, Yuqi, and Adam. We each went around talking about ideas and for me they ended up coming up with an idea of shredding academic articles and weaving them into a wearable. While it was an interesting idea, it didnât consider anything that I had theorized with my idea and it didnât engage with queerness and games. It felt like the group was focusing more on the mediums rather than the concept in tandem with the mediums.
I talked with Fei after class that evening and told her about my idea. We talked for a little while and she helped give some ideas to me. However, the most helpful thing that she told me was that I need a more accessible way of describing what queerness is when presenting my projects. I think the way she said it to me was, âdefine your queernessâ. I found that very helpful as many times when I present I always receive feedback that finds queerness to be mysterious.
I think my definition of queerness for this project (because its an ever changing, fluid concept) is inspired by the assigned pieces by Robert Yang and Guy Debord. Possibly even Barthes.
For me, queerness aims to analyze, create, and find work against the spectacle which has maintained an economy that has oppressed queer lives for such a long period of time.
To define spectacle I think of I think of one of the many descriptions of spectacle that Debord has in his book:
â...the spectacle is an affirmation of appearances and an identification of all human social life with appearances. But a critique that grasps the spectacle's essential character reveals it to be a visible negation of life - a negation that has taken on a visible form.â
This part of Debordâs writing states that the spectacle from an brief, initial, outside view can be seen as an affirmation of all lives. However, with a deeper view it is actually negating other lives. I believe that Debord is writing about the separation of the laborers and those that manage the laborers. However, for my context I specifically want to refer to the negation of queer actions, history, and lives.
Funnily enough, Yang states that many times video games are one of those spectacles when trying to interpret Frank Lantz definition of video games.
â...video games often try to present a sort of audio / visual "total work of art" spectacle that demands your complete attention and immersion, but to achieve that bombastic effect we also have to engineer physics simulations and future-proof code bases to work for many years.â
So if video games are a form of spectacle that has been reinforcing the economy which erases and harms queer lives what if one was to in turn create a new identity for them in history? This is where my idea comes in (go back above to read about it.)
I think that Barthesâ âdeath of an authorâ is relevant to this but perhaps not to the extreme which he writes. Barthes advocates that the reader is the one which the writing is inscribed to and that, âa textâs unity lies not in its origin but its destination.â He believes that for so long the author was an arrogant figure but now the truth in writing can only really come out if the roles of control between the author and reader switch.
I do think that part of the spectacle that is a part of games culture needs a âdeath of the authorâ moment. However, I question whether my project is really aiming to kill the original creator. While I will be taking games out of their original context and repurposing them. I do believe that it is different than the audience finding their own meaning in a work. Instead what I am doing almost feels like âFaking the Authorâ. A hope to create an alternate future, and an alternate history.