Games are not: The difficult and definitive guide to what video games are
By David Myers
()
About this ebook
In Game are not, David Myers demonstrates that these controversies and conflicts surrounding the meanings and effects of games are not going away; they are essential properties of the game's paradoxical aesthetic form. Games are not focuses on games writ large, bound by neither digital form nor by cultural interpretation. Interdisciplinary in scope and radical in conclusion, Games are not positions games as unique objects evoking a peculiar and paradoxical liminal state – a lusory attitude – that is essential to human creativity, knowledge, and sustenance of the species.
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Games are not - David Myers
1
Games are not cooperative
The first order of business is to demonstrate how and why games – and, most particularly, game rules – are paradoxical. Fortunately, Bernard Suits (1978), who has offered the clearest and most pointed definition of games and game rules available, has also offered a flawed set of conclusions regarding the non-paradoxy of games. This provides an excellent opportunity for one-stop shopping: to reiterate Suits’ emphasis of the importance of game rules and, simultaneously, to repudiate his disallowance of game paradoxy in favor of non-paradoxical and cooperative gameplay.
Gameplay is distinguished from free play by game rules. Suits, a Canadian philosopher, constructed a well-thought-out definition of gameplay emphasizing the influence of game rules that, since its publication in his 1978 monograph The grasshopper: Games, life and utopia, has become increasingly influential.
To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by the rules, where the rules prohibit more efficient in favor of less efficient means, and where such rules are accepted just because they make possible such activity. (1978, pp. 48–49)
This definition establishes game rules as prohibitive: rules prohibit more efficient in favor of less efficient means.
Golf, for instance, prohibits placing golf balls in golf holes by hand – which would be more efficient than following the rules of golf to do so. Game rules also have another, very peculiar quality: they must be accepted just because they make possible such [game-playing] activity.
Accepting the rules of gameplay depends on adopting what Suits calls a lusory attitude: the lusory attitude is the element which unifies the other elements into a single formula which successfully states the necessary and sufficient conditions for any activity to be an instance of game playing
(1978, p. 50). As a whole, this is an essentialist definition of gameplay and has been criticized in the past along non-essentialist lines – see, for instance, McBride (1979). However, I will not question Suits’ essentialism here (and I will tend to support it in later chapters). Nor am I immediately concerned, as others – such as Meier (1988) – have been, with distinguishing what Suits calls games from what others call sport. (I will take this up later as well.) My first concern is with the implications of Suits’ definition of game rules and how these rules affect the assignation of values and meanings during game play.
1.1. The oppositions of play
Whatever its flaws, Suits’ definition has proven over time more influential and substantive than the great majority of its alternatives. And yet, despite this popularity, there is a component of gameplay, important elsewhere, that is given relatively short shrift in Suits’ definition. This is the component of opposition (or, in its most severe form, paradox).
Two of the founding fathers of contemporary play studies, Johann Huizinga and Roger Caillois, assign a great deal more importance to oppositional play in their definitions of games and play than does Suits. Caillois (1961) gives oppositional play its own separate generic class – agon – and then, in recursive fashion, describes further classes of games and play – alea and mimicry – in opposition to agon. The sociologist Huizinga equally emphasizes oppositional play, drawing inspiration from the ancients: The agon in Greek life, or the contest anywhere else in the world, bears all the formal characteristics of play
(1955, p. 31).
In a particularly thematic example of the theoretical significance of playful opposition, Gregory Bateson (1972) has offered play as a communication process: a meta-communicative act signaling This is play
(or, equally, This is in opposition to that which is not play
). This notion extends the formalities of oppositional play to the formalities of referencing that play. For, without the employ of reference and representation within Bateson's notion – most especially without self-reference – this meta-communication of play is not possible.
Commonly, game rules serve both to reference and to adjudicate opposition during gameplay. This opposition includes competition among players, but also includes a similar sort of opposition between game players and game rules.
Suits acknowledges this and provides his lusory attitude to resolve it. Suits’ lusory attitude adjudicates – and subordinates – all rules-determined oppositions during gameplay. Only games, according to Suits, are informed and set apart by an attitude of this sort. Then, as a consequence of this lusory attitude, according to Suits, games become most fundamentally not oppositional. Rather, games are most fundamentally cooperative.
And, of course, in many respects, gameplay is inarguably cooperative. Just as Suits maintains, in order for gameplay to function uniquely as gameplay, all game players must mutually accept the game's prohibitive rules. This is a universal act of cooperation required of all game players. Yet it is also an act of cooperation among opponents: an odd sort of cooperation that requires an odd sort of attitude to resolve it.
Suits’ lusory attitude is so odd, in fact, that some have found it inexplicable, and claim that gameplay is more accurately described by what it is not than by what it is. Kolnai makes this claim directly and explicitly: Games in the classic sense … exhibit a basic feature which cannot but puzzle us: a true paradoxy … In other words, the players must first agree amicably as partners to have a game of chess in order that each may endeavor to defeat the other
(1966, pp. 103–104). Note that Kolnai's view is not based merely on the presence of opposition within games, but more fundamentally on the juxtaposition of competition and collaboration within the broader game context – how these are referenced during gameplay.
[T]he indissoluble double purposiveness of playing chess in absolute concord for the common pleasure of it and each player in chess aiming at nothing but defeating the other, destroying his power and foiling his purpose is what to me seems to exhibit in boldest outline the odd volitional posture I have ventured to call the paradoxy of Game. (1966, p. 105)
In contrast, Suits takes the position that, in order for games to exhibit true paradoxy, there must be a true paradox involved. And, while the juxtaposition of competition and collaboration within games is admittedly oppositional, it does not elevate to an inescapable contradiction
(Suits, 1969, p. 316).
While acknowledging a collaboration–competition schism within games – Suits calls these two cooperative
and antagonistic
– Suits maintains that Kolnai assigns too much significance to the competitive and the oppositional, which, according to Suits, are muted by the rules of the game and, most significantly, by the game player's lusory attitude:
Thus, if a player were to aim at both obeying the rules (in order to play the game) and at breaking the rules (in order to achieve a quasi-victory, or perhaps the cash prize), we would recognize this as a genuine conflict between cooperation and antagonism to the other player. But although this might be called a genuine paradox – the Paradox of the Schizophrenic Cheater, perhaps – one would not want to identify it as the odd volitional posture characteristic of games … games do not require us to adopt conflicting intentions, but simply to intend conflict. [emphasis added] (1969, pp. 317–318)
While the intention
of game rules may well be problematic, the voluntary acceptance of those rules assures an absence of conflict among game players. Within the grip of a lusory attitude, game players merely intend
conflict insofar as their play only references conflict; and, correspondingly, any oppositional relationship among game players – or between game players and game rules – can only be said to mimic opposition.
This notion of Suits is best based on a notion of formal mimicry, or one that is not dependent on any further use to which that mimicry might be put. This then enables us to distinguish mimicry of this formal, game-based sort from, other sorts – e.g. plagiarism and satire.
For, while a plagiarism of some object may be said to be imitative
of its object of thievery, and while a satire may equally be said to be imitative
of its object of ridicule, a more fundamentally imitative
form need not be so intentional, nor so purposeful, nor so value-dependent as these non-game-based sorts. Indeed, the disassociation of imitative forms within games from any external-to-the-game values and meanings seems a critical property of the game's formal mimicry and, correspondingly, the lusory attitude required by the game.
Thus, the positions taken by Suits and Kolnai on oppositions within games are sharply divided. Suits claims that cooperation and conflict exist in a master–slave relationship with the goal of playing the game – cooperation – being the master. Kolnai claims these exist in a dialectic, irresolvable and inexplicable. Suits would clarify what games ultimately are – and call this cooperative; Kolnai would rather focus on what games are not – and call this not-ness paradox.
I will side here with Kolnai.
1.2. The paradoxy of a lusory attitude
Let's set slightly firmer ground for a discussion of a Kolnai-like claim of paradoxical gameplay: Paradox must not result merely from the presence of O and Not-O, but rather from their simultaneous assertion. That is, paradox requires a particular form in which O and Not-O must coexist. Therein, this form must somehow reference O and Not-O. Most commonly, referential forms of this kind achieve paradox through recursive reference (i.e. through self-reference).
The prototypical example of such a paradoxical form is the well-known liar's paradox: This sentence is false.
It is useful to note within this sentence the two characteristics previously mentioned, along with a further and necessary third. There is reference within this sentence; there is self-reference within this sentence; and there is also, within this self-reference, self-denial. (Thus, a formally similar sentence such as This sentence is true,
which includes both reference and self-reference, neither includes self-denial nor results in paradox.)
With this brief shopping list for paradox, let's again review Suits’ opposition to paradox and his resolution of it with a lusory attitude. Suits describes a lusory attitude as that adopted by the game player who accepts the rules of the game just because
it makes playing the game possible. Suits explains just because
to mean this: R [a lusory attitude] is always a reason for A [playing a game], and there need be no other reason for A [playing a game]
(1978, p. 131).
The best we might be able to make of this is that, for Suits, a lusory attitude references the rules of the game in a particular way: one that allows for cooperative game-playing. And, since the rules of the game are, for Suits, rules that prohibit more efficient in favor of less efficient means,
then a lusory attitude must somehow entail a semiotic distinction between more and less efficient means. That is, this lusory attitude must differentiate between one reference to a means of achieving goals (a more efficient, non-lusory means) and another (a less efficient, lusory means).
And each of these must be imitative – a mimicry of sorts – of the other.
For instance, to place a golf ball in a golf hole is trivial but for arbitrary restrictions imposed by the rules of golf. Yet the rules of golf are not arbitrarily derived from human behavior in toto, but rather from the comparatively narrow set of human behavior that results in placing a ball in a hole. In fact, we can identify definitional characteristics of this particular set – human, object-to-be-placed, place – that are identical for all such placing-an-object-somewhere sets. In this sense, then, each of these placing-an-object-somewhere sets of human behavior, efficacious or otherwise, is imitative
of all others.
If so, then less efficient
means is necessarily in some way imitative of more efficient
means (and vice versa). Given the prohibitions of game rules, in fact, a less efficient means of achieving game goals is simultaneously the most efficient means – the only rules-determined means – of achieving game goals during gameplay. And any means of achieving game goals during gameplay necessarily mimics means of achieving goals, more broadly considered, elsewhere.
These sorts of references seem vital to what Suits calls a lusory attitude. If so, then we can call this lusory attitude a semiotic system, in which gameplay references similarities and differences and assigns (rule-based) values and meanings to these. And this lusory attitude, as a human semiotic system, also necessarily references – mimics in some way – human semiotic systems elsewhere.
But, strangely, in order to maintain games as non-paradoxical and cooperative, Suits insists that a lusory attitude does not most fundamentally consist of mimetic components.
My view is that while many games undoubtedly contain mimicry, and ever are appealing because they contain mimicry, it cannot be their mimetic component which makes them games. (1978, p. 120)
Thus, on one hand, Suits claims that a lusory attitude defines and is necessary for games and game-playing, yet, on the other hand, he claims that mimicry does not define nor is necessary for games and game-playing.
How can a lusory attitude not be, in some essential way, mimetic?
Suits readily admits his expulsion of mimicry from games is a heterodox
(1978, p. 120) view, but does not allow that denying the necessity of the mimetic within games – and therein failing to acknowledge the referential and semiotic properties of a properly functioning lusory attitude – might be fatal to his understanding of games and gameplay as cooperative.
This potential fatality turns on the difference Suits draws between the lusory and the mimetic – and on a parallel difference between the adoption of a lusory attitude and the denial of a non-lusory attitude. At first glance these two – asserting what is, and denying what is not – seem equivalent in consequence. But they are not at all equivalent in consequence if the lusory and the mimetic are more similar than Suits suspects.
1.3. The metaphysics of play
Suits’ – and similar – positions imply that a player's lusory attitude is not a base state; it is a state imposed upon the otherwise normal and conventional (i.e. a non-game) state. But what exactly makes play and this state of the lusory an alternative state?
Why is this lusory attitude not our primary state?
For instance, it could be argued (as indirect realists and epistemological dualists might) that most normally and conventionally we view the world through the unavoidable lenses of representationalism. And it is only during mimicry of and reference to this representationalism – e.g. during make-believe and gameplay – that we become aware of the vagaries of our situation.
There is even some empirical evidence to support this radical claim that the base state of human experience is more playful and lusory – accepting rules of X just because it makes X possible – than serious and non-lusory. For instance, there is increasing knowledge of the mechanisms of the human body that manipulate our self-awareness and the references through which we (i.e. our consciousness) are made aware of our surroundings. Further, this knowledge can be used to control and distort, to point references to our legs and arms somewhere other than where our legs and arms actually are, to create false awareness of multiple appendages and out-of-body experiences (see Blanke & Metzinger, 2009; Guterstam, Petkova, & Ehrsson, 2011). If, as this empirical research implies, there are alternative rules to those that govern our consciousness and self-awareness, then must we not somehow accept
those conventional rules governing our consciousness and self-awareness just because?
Nor is there lack of anecdotal evidence for the primacy of a lusory attitude. For is not a state of play considered as natural and as common – indeed, more common – than any other? Does not society find it necessary – even compulsory – to impose strictures and penalties in order to prevent our workaday descent into the lusory? And yet, even in the face of these impositions, that descent occurs.
For those of us in the playful grip of the lusory, is there any sense of the alien or the foreign? The lusory attitude of the human game player need not be, after all, like our written languages, learned only by the dedicated and practiced only by the skilled. A lusory attitude seems rather to billow up naturally from within rather than, like literacy or manners, to be donned only upon celebratory occasions as some gaudy costume to deceive dim-witted suitors.
If Suits’ lusory attitude were indeed a base state of human experience, then the distinctions he draws between cooperation and conflict would not dissolve, but these two opposites would become equally fabrications, partial and incomplete references to a more fundamental – more paradoxical – base state. And Suits’ notion of rules as prohibitive – establishing arbitrary obstacles for game-related tasks – would be turned on its head. Game rules would serve not to restrict and prohibit game player behavior so much as to restore human behavior to its original lusory state, a state otherwise distorted by social and cultural mores that restrict and distort it.
If the lusory were our primary and natural state, then it would be the denial of the non-lusory that would return us to this natural state, rather than the sleight of hand Suits would employ to make us believe a lusory attitude allows us to temporarily adopt something we permanently possess.
1.4. The semiotics of play
In any case, whether primary or secondary to its alternatives, gameplay takes place within a unique semiotic system that references things as something other than what those things are outside of gameplay. These things include competition and cooperation – and games themselves. Within this peculiar semiotic system, any definition of what it means to play a game
becomes formally similar to to reference a representation.
To reference a representation during gameplay is to quickly become enmeshed in recursion and self-reference (as games frequently do). Cooperation and conflict are then most meaningfully defined only by game players during gameplay. In such a context, Suits is willing to admit something of paradox, just as Kolnai is willing to admit something of cooperation.
Suits allows, under certain conditions, paradox to occur during gameplay. He offers examples: The Paradox of the Schizophrenic Cheater
(1969, p. 318) and The Paradox of Infinite Benignity
(1969, p. 319) and The Paradox of the Unbeatable Loser
(1969, p. 321). But, according to Suits, these result either from poorly constructed games or from no games at all. The well-constructed game balances (and therein resolves) any falsely paradoxical stance of the game player – similar to how the interior designer might aesthetically balance a client's preference for mauve and orange.
But, although Suits may be optimistic in granting the constructor of games (or, in parallel, the designer of kitchens) this talent of reconciliation, I am not. The successful resolution of the game player's odd volitional posture
in games – like the successful arrangement of mauve and orange kitchen fixtures – is judged in the eyes of the beholders. And, even if we agree to grant great powers of reconciliation to those who construct and design, the eye of the beholder is not equally subject to our agreements. The human eye obstinately rebels against the legibility of mauve fonts on orange papers; and human cognition – particularly during the human experience of play – may likewise rebel against the resolution of paradox in games.
In order to subordinate paradox within more orderly and cooperative gameplay, Suits denies any relationship between paradox and a lusory attitude, between make-believe as a game and a game as make-believe. He makes nothing of any formal similarities between referential (mimetic) role-play and oppositional (antagonistic) gameplay. Yet, in order to justify this position, Suits imposes a curiously paradoxical interpretation of the oppositional in games.
Admittedly, Suits’ position rejecting an essential paradoxy of games is more nuanced and detailed than Kolnai's position supporting it. For instance, Suits spends considerable effort in The grasshopper explicating make-believe
as a type of impersonation (or role-play).
Make-believe, I suggest, is