An Occasional (as opposed to a Periodical) font of infalliable wisdom concerning, well, mostly boardgames, books, and life as a navel-gazing pseudointellecutal thirty-year-old hip-deep in grad school.

Monday, May 29, 2006

NOTES FROM ARKANSAS

Arkansas is a beautiful state to drive around in. Hills, trees, winding roads, rivers...I love it. Driving down US 65 from Springfield to Little Rock affords one great vista after another. I have fond memories of driving down AR 7 through the Boston Mountains to Hot Springs with Tim one spring; if you can get out in the Arkansas wilderness, I highly recommend it.

The towns and cities, though...growth has come in fits and starts to Arkansas, and by no means has touched everywhere. Much of northern Arkansas looks like it's booming; when I drove out to the Delta region around the Mississippi river...not so much, to say the least. A lot of the state is pretty isolated. It's amazing the difference an interstate highway makes. Along the highway, there's bustle and movement--but as you move out, the buildings get older, dingier, less busy.

I actually did hear a TV reporter, discussing yet another dire education report, brighten at the end when she mentioned that Arkansas remains a step ahead of Mississippi.

One fun thing to watch for driving in Arkansas--and a great many other states, of course--is the shot-up rural road signs. Back in the seventies, when the metric speed limit signs were briefly put up, they were so shot up that the plan was abandoned--however, I think this was just part of a larger phenomenon. I think signs get a new bullet hole/dent every eight months or so. You can date them this way, kind of like tree rings.

I did manage to play some of that Arras sixteen-card game. "Eh." It's a fair amount of work for relatively little payoff. Lots of dierolling, token-moving-around, and whatnot. I should give it a bigger review once I get another game or three under my belt.

MEMORIAL DAY

High rhetoric is not my strong suit, and I'd just like to take a moment to acknowledge those soldiers who have died in America's wars. Everyone else is posting links to Christopher Hitchens's essay on the subject, and I suppose I'll follow suit--especially to note that he dwells on one of the burgeoning issues in military history: memory and commemoration.

This is especially big in Civil War studies, where the postwar "spin" of what had just occurred had a major effect on history itself. The major players in the war were--or soon became--the elites of the era, and quickly moved to position themselves. In the South, there was the growth of the "Lost Cause" myth and mentality. There are several excellent books on this--Gary Gallagher edited The Myth of the Lost Cause and Civil War History; also track down Thomas Connelly's The Marble Man on Lee's posthumous "career" in service to Jubal Early and others. (I'd also suggest Lee's Tarnished Lieutenant, on Longstreet, by my advisor Prof. William G. Piston.) I've been recently reading Carol Reardon's Pickett's Charge in History and Memory, which discusses the monuments on the battlefield, commemorative t-shirts, and the rest of the historical ephemera surrounding the event. It's about how Pickett's Charge has become a creature of our imagination as much as of history--a fascinating subject.

Tuesday, May 23, 2006

GREETINGS FROM LITTLE ROCK

You know, I was really starting to sour on this place a little until I found this little joint--Sufficient Grounds--that has iced chai and wraps and free WiFi. A few notes as I sit here, sipping cool beverages and waiting for food...

Note to archives and archivists everywhere: When you have a couple of thousand Civil War letters, diaries, etc., please make sure you identify them in your catalogs and finding aids as something other than "CIVIL WAR LETTER." Perhaps the letter-writer's unit? Or a brief summation of the contents? Because I'm not wading through thousands of pages of difficult-to-decipher 140+ year-old letters to find the one (1) that would be helpful for me.

There was just an election in town, and I'm trying to find an unattended "DOC HOLLADAY FOR SHERIFF" lawn sign to steal.

Mmm...quality wrap...

Saturday, May 20, 2006

QUICK HITS

Well, I managed to piddle away first place in my non-MR&TLU online Torres game. I may have even piddled away non-last. I took a big risk: I temporarily vacated my bonus-getting spot in the King's castle, hoping/assuming I'd be able to manufacture a way back in, in exchange for a couple of levels-up for another knight. Didn't work out; I didn't really have a subtle plan or anything. That game was played with the optional rule that everyone starts with all their cards available--a totally luck-free, open-information game of Torres. I like the idea more than the execution, I think. You can do too much, when you don't have to spend AP to draw a card. Drawing from a deck brings in a kind of "impurity" of chance to the game, but it's a lot less crowded. That said: If one is to have a deck, the way to go is to have everyone draw from their own deck.

I really like Torres. And on those rare games where I manage to not make a colossal blunder, I do pretty well. (I don't make small mistakes in games--I make huge ones, nestled amidst fairly competent play. (Or, sometimes, vice-versa--a few tiny dull gems surrounded by horrors.))

I broke down and got that Arras game with the 2,723/2.723 pages of rules. I'm not sure how they managed to come up with that .723 figure, but whatever. I'll try it out on my trip this week. Doesn't look too bad. It's part of a series of games--the idea is that the game is to consist of less than three pages of rules, sixteen cards, and maybe a board. This game has eighteen cards, but it's within the spirit of the challenge. I may have to try to come up with something within these parameters.

I think the reason wargamers like wargames, and non-wargamer gamers dislike wargames, can be summed up in this image. Wargaming is not a good hobby if you like things tidy and orderly. Eurogaming, however, offers more possibilities. (One of my favorite wargaming articles deals with this--kind of: Charles Vasey's Chaos Gaming article for the Game Cabinet.)

Friday, May 19, 2006

GETTING THE WORD OUT

I'm working on a solution for getting Live, Learn, Play--the EPA's version of rap--out on the streets, but it may take a few days. If anyone wants one, send me an email at alfredhw at gmail dot com. They're about 3.5-4 MB each. If your inbox can only handle one, In Our Sight is clearly the lousier of the two. The other, "Environmental Hazards Rap," is merely the second-worst song ever recorded.

I have a school web account that'll handle the files--better than my piddly Geocities account, anyway--but it's a bear to use. They do not make it easy to just FTP junk up there...

Thursday, May 18, 2006

TAKE A LITTLE TRIP...TAKE A LITTLE TRIP...TAKE A LITTLE TRIP WITH ME-EEE...

Yay! One year gone in my quest for a master's degree. (Also, I suppose, one year gone on my much longer quest for a PhD.) I set out for Ft. Scott, KS, with a side-trip to the Mine Creek battlefield.

Pictures can be found here, along with off-the-cuff historical commentary. (Oversimplifications of the historical record? Check!)

Wednesday, May 17, 2006

ANYONE WATCHING THE GAME?

Quick post during halftime of the big game...

I'm a Thierry Henry fan, so I suppose I'm rooting for Arsenal, although it's odd knowing (assuming?) that I'm going to have to become a Barca fan shortly after the game. In soccer, I generally associate with players rather than teams--although I have a little bit of a soft spot for Glasgow Celtic.

In hockey, my favorite thing to see is a shorthanded goal; I've been treated to one from Sol Campbell here, so that's fun. It's like a seventy-minutes-long "penalty kill," which attracts my interest.

Does anyone have any idea why Handel's "Zadok the Priest" is the theme music? I'm assuming there isn't a good reason; is there a bad one?

Sounds like they're about to blow the whistle...

POSTGAME UPDATE: Well, that didn't last for the Gunners, now did it?

Monday, May 15, 2006

YAY NEW OCCASIONAL FEATURE!

Every Monday at work, the first thing I do is spend an hour shelving items in the Government Documents section. The Smithsonian likes to call itself "America's Attic;" the Government Documents section here at MSU can thus only be "America's Junk Drawer."

The idea is that we're supposed to have a copy of every single darned thing that gets produced by the US Government. That's not quite true--we've managed to beg out of some stuff--but it's awfully close. We can't get rid of anything, either, until we're specifically told to. (We also house documents from the UN and the state of Missouri, and their rules are similar, but we get less stuff for whatever reason.)

The result is that we have a lot of really, really weird stuff. From time to time, I'm going to present some of the...stranger ones. Sillier ones. More ludicrous ones. More useless ones. I call it "America's Dumbest Documents."

Some frequently asked questions:

Oh God, another stupid "your tax dollars at work" thing.

Yep!

Besides being a little overdone, isn't this unfair? I mean, there's scads of stupid stuff put out by private enterprise.

Sure is.

I mean, you worked retail, right?

Oh yeah.

Remember the training videos?

Do I ever.

Remember the one--

...about customer service that ended up teaching us how to pick up women while on the clock?

YES!

God, that was classic. "You want to know where the Student Union is..."

[together]

"...I get off work soon! We should go together!"

That was amazing.

Don't forget the one where we were given a tutorial in all the devious ways to sneak books out of the store.

[continues ad nauseam]

That'll about do it. Basically, I'm mining this vein for comedic material because this is the vein I have. That, and it's all public-doman. And if it amuses only me...time for some more Ramen, folks. (I do have some.)

First up!

"Government Cheese" has become a byword (byphrase?) for cheap, shoddy government handouts. Friends, I have found "Government Rap."

Live, Learn, Play is a publication from the EPA encouraging America's Youth in "its own language" to Care About Air. It dates from 2004. In case you're wondering--and I know you are--it does not exactly "reek of Republican," if you understand. I mean, pages 2-3 is an exhortation to America's Youth to become active in promoting laws banning smoking in public places.

There's no "Pave the Earth" here, in other words. The text is mostly pretty banal. (It's a government publication; go figure.) Wear sunscreen. Wash your hands before you eat.

It's the CD tucked in the back that's the real treat here. It contains two songs--"Environmental Hazards Rap" and "In our Sight." Each is followed by a karaoke instrumental track. They're uncredited--as you might imagine. My guess is they were done by EPA interns. The "rapper" is...disintrested. Perhaps even bored. No emotion at all. He's basically just reading the lyrics aloud.

And what are the lyrics?

Environmental Hazards Rap:

Environmental Hazards in the news,
Man this stuff just gives me the blues.
We need clean water, clean air to breathe,
And healthy food that we can eat.
But there's a few things going around
That's in the air and on the ground,
That's in every city and every town,
Secondhand smoke, asthma too,
Insecticides residue on my shoe,
Lead in the water, lead dust in the air,
Lead in the paint, lead everywhere.
Throat is tight,
You can't breathe right,
Pesticides on the food that ya bite,
Sun exposure, asbestos too,
Mercury hazards what you gonna do.
Will [sic] all this stuff hanging around,
Should ya pack ya bags and just leave town?

OK, that's all I can take. That's about a third of it. Later on, we are given the timeless advice "Never drink from a creek that's deadly" followed by an extended segment on well-heads.

Let's see what "In our Sight" has to say:

Have you heard the headlines, have you seen the news,
There are hazards in our nation trying to stop our groove.
As a young generation trying to grow,
We have to learn about the stuff that can stop our flow.
This is what we have to do,
We have to look to the wise to see us through.

We need the seniors, the wise to guide our course
To help us make decisions to empower our voice.
With attitude and vision, the world will see,
We can break down walls for people in need.

We're youths and seniors, united we stand,
Educating people about hazards of the land.
We're strong and wise and full of fight,
A healthy safe environment is in our sight.

[ed. note: Behold, a rap lyric celebrating environmental regulatory policy:]

We have politics, and policies, procedures galore.
But if you want them to work we will need much more.
We need grandpas and grandmas and young-ins [sic] too,
We need a whole generation to see us through.
You have to know we're in a precious time
With a precious gift to help us save lives.
Come join with us and don't sit on the side,
Come get in the action while we still have time.

We're youths and seniors, united we stand,
Educating people about hazards of the land.
We're strong and wise and full of fight,
A healthy safe environment is in our sight.
We're strong and wise and full of fight,
A healthy safe environment is in our sight.

You gotta admit that trying to rhyme "news" and "groove," "course" and "voice" is the kind of bold, visionary risk-taking the EPA needs.

What it reeks of is adults sitting around a conference table, trying to figure out what the young'uns (or "young-ins") like these days. "They like that hippity-hop," one of them says. "'Rap,' or whatever it is." Someone chimes in: "Yes! We should do a 'Rap'! About pesticides in groundwater!" And thus it began, only to end by dragooning some poor guy into a recording studio in the basement to flatly intone some fairly dubious rhymes to some even more dubiously-phat beatz.

At the department, where we laughed at this thing for a solid half-hour, we've dubbed it "DJ Superfund."

I wonder what would happen if I turned these into MP3s and put them up somewhere...

VARIA

Clearly, the biggest mistake I made in my Wooly Bully game with Jonathan was tell him what the French meant. Once my opponent figured out how to put pieces on the board, my days were numbered. It also would have helped if I had a hunter. I'm not saying that I'm not playing like a doofus (we're playing out the string now); I'm saying that if I had a hunter, I'd have played like a doofus with a hunter tile.

I'm cautiously optimistic about my Torres games, but of course it's way early yet and the interface is causing some difficulties in one. I've played enough Torres on there and done enough French that all the little Boiteajeux.net crises are nothing for me; for the unwary, though, There Be Dragons. BAJ needs a few things to really sing:

  1. A faster server
  2. English/German translations of the game pages
  3. Every-turn notification emails
  4. Where practical, a turn-undo

That said, I do like playing online Torres and Alhambra, so I keep going back for more.

For my physical instantiation of Torres, I have the new version--you know, the one with the way-too-big box. Has anyone played with the Bonus Cards? The ones where you get extra points at the end of the game based on a secret card you have stipulating where your knights should be. Looking at them, I can't decide if they're lame, or cool. It's not like I thought that was missing from the original game, by any means, but it's an interesting-sounding variant, anyway.

Last week of school! Yay! Also the last week of the library for a while. On Thursday, I'm headed to Fort Scott. Pictures to come. Much of this summer's blogging will consist of photos and travelogues. And--if you're really lucky--some war stories about archival research!

Later this summer, starting around August 11, weather permitting, comes an Extended Wargame Replay. It's not Chariot Lords...

Thursday, May 11, 2006

WHO NEEDS A CHESS SET?

If you need a chess set, I strongly recommend the Fantod Chess Set, created by the finest ceramic artist I personally know, John Nickolai.

Wednesday, May 10, 2006

UPPING THE COMPLEXITY LEVEL SLIGHTLY

I'm kind of an air warfare nut, in games and history--although, oddly, there isn't a huge demand for scholarly study of it--so a game on the air campaign over Arras in WW1 is of no little interest. The page count on the rulebook, however, gives some cause for alarm.

ANOTHER AMUN-RE UNDER THE BRIDGE

Well, that was an interesting game. Well done, daw65!

My second game in a row without any VP Bonus power cards (not even irrelevant ones)...I'm beginning to wonder if bonus cards are a necessary (but, of course, insufficient) condition for victory.

Over the course of the game, in order of finish:

  1. daw65 got 18 cards, scored 6 points from them, won by 7
  2. mHabes got 16, scored 9 points
  3. RPardoe got 18, scored 6 points
  4. I got 21, scored 0 points
  5. spearjr got 6, scored 0 points

In my previous game...

  1. quozl got 21 cards, scored 9 pts, won by 11
  2. (tie) I got 17 cards, scored zilch
  3. (tie) CaptainCaveman got 12 cards, scored 9 pts
  4. Wes M got 13 cards, scored 6 points
  5. Cromaa got 8 cards, scored zilch

'Course, there's a lot of other stuff going on. Cards give points indirectly, too. That said, I think that how bonus cards are distributed plays a big role. (If I'd have gotten six bonus points, and quozl only three...) Major lesson: Don't fall too far behind in the cards race.

I'm curious how this variant would work: Distribute some of the bonus cards before the game like tickets in Ticket to Ride. Say, you start with two, and the rest get shuffled in the main deck. Province bidding would be way different...

This is the kind of variant you come up with when you go two games without drawing a bonus card!

(Speaking of province bidding. One thing I don't do, but maybe I should, is bid offensively. "Can't let him get that--he'd be able to score for Bank of the Nile. Not that it'd help me finish a set..." Does anyone do this? I usually bid based on what's good for me.)

Again--fun (if kind of odd) game, everyone! I'd start another one, but I'm about to hit the road for an extended period of intermittent internet access.

Tuesday, May 09, 2006

WELCOME TO GRAD SCHOOL

SETTING: A proseminar, where we have briefly gotten on a digression on how the text of the Bible came down to us.

PROF: . . . And the New Testament, of course, is much later--Mostly from the first century.
STUDENT: BC or AD?

I kid you not. The best response: "BC. The evangelists were very good guessers."

We all have our moments...

Monday, May 08, 2006

JUST SO WE ALL KNOW

Philosophy--like history, medical diagnosis, and crafting national legislation--is a skill most of us think we're born with. (At least most of us act like it.) My career of "serious thinking about art" consists of about sixty-two hours stretched over the past decade or so. In terms of art, my suspicion is that I would generally be considered "a poor craftsman." I mean, I can kind of do an origami swan if I have the instructions in front of me. I do a little calligraphy. In short, as a philosopher and artist, I make a fine historian and gamer.

And re that last part: I lose virtually every game I play, and I'm in my second semester of grad school in history.

So, if anyone cares to just toss everything away I've just said about art by declaring it an Argument from Utter, Complete Lack of Authority--don't let me stop you.

Sunday, May 07, 2006

AS LONG AS WE'RE TALKING DEFINITIONS...

Terry Teachout--drama, musical, dance, etc critic--recently saw Birth of a Nation. I saw it...gosh, ten, twelve years ago I think. I remember that I'd read about it, heard about it, and then when my dad and I sat down and watched it we were amazed that it actually exceeded our already dismal expectations of how racist it was. (Like Mr. Teachout, we also fast-forwarded through long stretches of it. It is not exactly an action flick.) It's absolutely flabbergasting. That it is so shocking I think speaks to Martin Luther King's quote "We ain't where we wanna be, we ain't where we gonna be, but thank God, we ain't where we were." That we are not in 1915 is a very excellent thing. (I'm pretty sure the quote actually goes back to Reconstruction, but whatever.)

Anyway, the point here is to reprint the A.E. Housman quote:

A year or two ago, in common with others, I received from America a request that I would define poetry. (America is the source of much irritation of this kind, to be sure.) I replied that I could no more define poetry than a terrier can define a rat, but that I thought we both recognised the object by the symptoms which it provoked in us. One of those symptoms was described in connexion with another object by Eliphaz the Temanite: “A spirit passed before my face: the hair of my flesh stood up.” Experience has taught me, when I am shaving of a morning, to keep watch over my thoughts, because, if a line of poetry strays into my memory, my skin bristles so that the razor ceases to act. This particular symptom is accompanied by a shiver down the spine; there is another which consists in a constriction of the throat and a precipitation of water to the eyes; and there is a third which I can only describe by borrowing a phrase from one of Keats’s last letters, where he says, speaking of Fanny Brawne, “everything that reminds me of her goes through me like a spear.” The seat of this sensation is the pit of the stomach.

I suppose this somewhat alludes to Plato's definition of art being (along with mimetic) something that arouses the emotions, but it seems as though they are working in a different spirit.

(Note to self: Read more Housman.)

ON THE FLIPSIDE

Now then: Is art a kind of game?

This is where I try to define "game." It's not, by the way, "whatever the creator says is a game," rest assured.

Basically, I think that deterimining what a game is is--for reasons I can't fathom--far less fluid over time. I think "game" would be defined pretty identically through time. The basic elements is that it's an excercise (it's something you do) that is essentially competitive. Either the players are trying to defeat each other, or the players are trying to beat the system. (A solitaire game would be in the latter possibility.)

An interesting question is whether "play" is a requirement--that is, if the game has to be fundamentally a leisure activity. I'd say it is; even though there are plenty of professional poker/chess/Go/Scrabble/Monkey Madness players out there, I think we'd agree those all remain leisure activities at their fundamental level. (Question: In Hesse's novel, is The Glass Bead Game still a game?)

Games also have to have rules, even if they are simply meta-rules (see: Mao, which 24 people on the 'Geek claim to "own").

I don't think games need to have components, or need to reward skill, or anything like that. Heck, even though I think they need to be competitive, I don't think they need to have clear endpoints or even clear winners. When does The Great Dalmuti end? It ends when people are tired of playing. Who's the winner? Who can tell? It's competitive, though.

I think a lot of creative activities meet many, if not all, of these criteria. Most artists are essentially performative, trying to be appreciated (along with paying the bills, etc). Doing that requires devising a strategy--how can I exploit the cultural experiences and expectations of the audience to make an impression? There's certainly a competitive (as well as cooperative) aspect; one is trying to maximize one's own "score," which doesn't necessarily involve trying to bring down the scores of others, but sometimes (if you're Salieri in the play/movie Amadeus, if not real life) it seems like the best possibility.

The trick is whether we consider this to be a play, or leisure, activity, even in the abstract--that is, is it a vocation that some people do as a hobby, or a hobby some people do as a job? Art, poetry, writing, and so on have a sufficiently exalted place in our cultural landscape that we tend to consider it more of a calling than a side-activity; this makes it sufficiently un-game-like, I think.

That said, I think the similarities are sometimes striking.

ART. WHAT'S IT GOOD FOR?

When Yehuda posted his Are Games Art? post, I put up a little something on Best of Boardgames noting that I disagreed in part, but was coy as to what I actually thought about the matter.

Coy no longer!

Yehuda has three things that define art (the bold bits are quotes):

Art must be made, not found. For me, art implies deliberate design. Naturally, I immediately thought of Duchamp's Readymades, as I consider those to be art, but I imagine they come under the same heading as "A found rock is not art, nor is a piece of paper on the floor, unless the paper was put on the floor in a particular way." (Emphasis added.) Certainly this is "normal" for art; and as I have no idea what a "Readygame" would be, it doesn't much impinge on the current discussion. (I disagree with Chris in the comments that Chess, Go, Backgammon, etc aren't created, as they have evolved over time. Just because we don't know the designer, and they've accumulated some errata over the years, doesn't mean they sprung from the earth.)

Art must be original. An exact replica of another created work, or even generic imitative copies of some work, can only be considered craft, however beautiful they may be. Craft may be lovely; craft may even be art. I'm not entirely certain craft deserves an "only," but that's beside the point. Anyway, it brings up interesting questions for games.

I think we can talk about the "substance" and "accidents" of games. The substance would be the underlying mechanics, the accidents the theme, art, flavor text, and so on. I would argue that all ho-jillion versions of Monopoly are the same game in their substance, if not in their accidents. An interesting question, then, is whether Cat-opoly should be considered an instantiation of Monopoly, or a different game. If you go down the winding road far enough, can one say that one's personal copy of any game is "the real game," or just a version of it? After all, I doubt it was an original creation for you. It's like owning a print, or a poster.

I would argue that one should only consider the "substance" of art and games, rather than their accidental manifestations. Broadway Boogie-Woogie should, somehow, be appreciable as art (or as not-art, see point below) regardless of whether one travels to MoMA or looks at a mere image of it in an art history book.

Analogously, I would argue that a game should be considered without its theme. I'll note that this only matters for this particular discussion--whether games are art. Theme plays a bigger role in determining whether a game is good--but theoretically that shouldn't matter here.

Art must tackle one of the 'deep' issues, such as beauty, truth, faith, innocence, divinity, evil, love, etc. I guess this is my hang-up. For one thing, I have a little trouble--in the current endeavor--with any definition which is so culturally contingent--ironically, with the aim of creating a non-relativistic definition of art, Yehuda backed into one anyway. Note the hypothetical example:

"Two people can paint the same mountain. One might make a beautiful picture of the mountain, but it would be considered craft. The other may make a picture of the mountain, but when you look at the picture you see faith, or hope, or glory. That's art."

The trouble here is that "you" are a 21st century individual, laden with cultural baggage. If "I" look at the second painting of a mountain, and don't see faith, or hope, or glory, is it not art? What if I don't see it, but you do? What if we see something the artist didn't "mean" to put there? What if, two thousand years from now, people see art in our non-art, and non-art in our art? Was it ever really art? I visited an art museum where one of the pieces was a huge mound of candy, meant to represent love and death. I would not have known that if not for the brochure, but I still thought it was kinda neat.

It's probably come out by now, by inference, that I'm a modernist. I'll take Rothko over Watteau any day of the week. I don't think a lot of it says "boo" about anything, but I still think it's art. (Some people think it does mean something, speaks to some...thing or other. I think they're nuts, but I don't care.)

Herewith, my definition, which may send Yehuda to a hospital:

Something is "art" if its creator says it is.

I'm using "creator" here somewhat loosely, so as to mean to include Duchamp nailing a urinal to the wall.

I think "meaning"--along with beauty, value, even function--is so culturally slippery as to not advance the definition.

Now...the interesting part of my definition is that art only exists because no artist believes me. Why would someone call something "art" if all it meant was a new label, otherwise empty of meaning?

The point, then, is that underneath "my" definition is a huge welter of definitions, which everyone has--generally subconsicously--which animates our attitude towards art and artists. I have one, but it's not enormously strong. I say I have "art" in my apartment; it consists of a few ceramic pieces and abstract canvases. I purchased them not because they were "art" but because I think them beautiful and they give me pleasure to own and look at. If Yehuda were to come by Springfield--who knows why, but bear with me--and declare them to be not-art, my artistic worldview would not be shattered. Art is created to appeal to a marketplace for art, which has certain expectations and ways to appreciate it.

Are games art, then? I've never heard of a game designer try to claim one is. Given my definition, I wouldn't say that "games" are art, in general. That said, people evaluate games in much the same way they evaluate art. We like both to make us feel something--typically good. We speak of "elegance" in both. We talk of how they represent reality, or not. (Even in the "substance" of the games--"These logistics rules are bogus," for example.) There are significant differences, however--art generally doesn't have multiple patrons in competition with each other, or against the art. (No reason art couldn't, though. But it'd be pretty experimental.) Part of this--as suggested in the parenthetical--may just be our cultural expectations of art; a century from now, we might be more willing to think of art as a potentially competitive activity.

I suppose I've come across as a relativist here, but that's not my intention. For one thing, I've tried to define art in such a way to make it not relative to the observer's frame of reference. Nor am I saying that "all art is created equal in worth," although I would say that the ultimate arbiter of whether a piece of art is good or bad rests with the observer. (Just as you shouldn't think a game you like is bad just because the average BGG rating is a 5.7 rather than a 7.5.)

Another question. Yehuda, in summing up, says:

"Some games are good art, when they are original and provide the player with a deep perspective on essential truths. An example of this, in my opinion, would be Go.">

I'm curious what perspective on which essential truths Go might impart. I have enough trouble trying to count out ladders without dwelling on what Go is telling me about the difference between men and women. I think Go is beautiful, elegant, has deep structure, and twenty-two other wonderful things, but I'm not sure what one could learn from Go other than how to play Go.

This may just be me. My appreciation of a lot of things is essentially aesthetic. I like poetry, for the most part (but not exclusively) for how it sounds, the beauty of its imagery; I like art for the "taste receptors" it excites in me, and so on. I've been enjoying the latest Gathering CD, "Home," immensely although I couldn't tell you three words of the lyrics of any given track. (I'm like that for an awful lot of my CD collection.) As my Tajiki professor said, during one of the class's many, many digressions on literature: "If I wanted philosophy, I'd read philosophy."

1400 words is plenty right now, especially since there's another topic I'm interested in...

YOUR TIP FOR THE DAY

A while back, I mentioned that this one guy on Boiteajeux.net felt like creating a whole bunch of Alhambra games. I signed up for one. Haven't had a turn in...gosh, a week? Which is kind of annoying.

Then, I remembered just how many games he started.

Right now, he has over 330 games of various kinds going on. Let's say it takes a minute to do each turn, and thirty seconds to go from one game to another. Taking his turn, then, in all the games (assuming he had to do them all in one day) would take over eight hours. Sure, it seemed cool that night to start three hundred games of Alhambra...

Friday, May 05, 2006

CINCO DE MAYO GAMING

Is there a better way to celebrate Mexico's national holiday than by playing games about railroads and bison hunting? I think not. Again, the Hummastis let me into their lovely home for some games. This time, it was just the three of us.

We started off with Union Pacific. My favorite Alan Moon game; heck, one of my favorite games, period. (It actually has Mexico, so I suppose there's a certain 5/5 relevance.) I've played often enough for the flow of the game to be largely muscle memory. Sadly, my memory this game was faulty.

Usually, I'm pretty good at evaluating my position in a game. I can usually tell if I'm winning or losing. Honestly, for this game I was pretty sure I was wandering away with it. I had the most UP throughout, had the most shares in the biggest railroad, was the only one with shares in one railroad in the 2nd round, by which time I'd built it all the way up. And so on. I add up my money at the end...$124. That didn't seem like a big number, and glory be George had $144, and Terttu $156. Not sure what I did wrong there. Probably part of it was not having shares in enough companies--I was focusing on just a few. I rarely do not enjoy UP, though, and this was no exception.

That was followed by Big Manitou. I knew the Hummastis enjoyed the original version, and I'd heard good things, so I wanted to give it a try.

It occurs to me now, reading the polished rules, that we were playing vastly wrong, so I'd hate to make any definite pronouncements. (What were we doing? We were setting out the hunts according the the big illustration--setting out the exact tiles shown--rather than drawing them randomly. Makes a difference.) HINT: If you have this game, and want the English rules, download the ones from the 'Geek. They make way more sense.

This one needs another play, in other words. Promising, though, although the theme is wafer-thin. (Hunting for tomahawks?) I'll need to give it a play with the real rules, though, before commenting in any kind of depth.