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Article:2 |
A New Paradigm: Non-Predatory Games by Kate Jones |
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Kate Jones heads a very unique company, Kadon Enterprises. Its products include excellently crafted game boards and puzzles. Her article here gives fascinating information about gaming through the ages and the need for development of more positive, non-violent games. You can reach her Web site at http://gamepuzzles.com/ or company address: Kadon Enterprises, Inc., 1227 Lorene Drive, Suite 16,Pasadena, MD 21122 U.S.A.-- ED |
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In the Beginning ... |
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Mankind was seen as helpless in the fell clutch of circumstance. The popularity of casinos in our own day speaks to the thrill of seeking to triumph against all odds. A very early game board based on these ideas was the Egyptian game of Senet. An even older one, the Labyrinth game found on the island of Crete, dated back to the Minoans (ca. 1500 BC). Here is an illustration, derived from the Phaistos Disc and interpreted by antiquities scholar Peter Aleff, that we've made into a large wooden game board. The Game of the Labyrinth (left), one of the oldest board games known, uses the element of chance as players race for the finish at the center. |
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The game symbolizes one's passage through the stages of life, and the cycles of birth and rebirth, to arrive at some blessed state at the end. The path is strewn with hardships but also some boons. Here's a close-up view of a few of the hieroglyphs: Hieroglyphs (right) from the Phaistos Disc, a 3500-year-old artifact from Crete, interpreted as a game board. Some symbols represent constellations in the heavens. |
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The Labyrinth game has a direct descendant—The Royal Game of the Goose, or simply the Goose Game, widely popular for 500 years in many countries. You can still play it printed on parchment at a tavern in Colonial Williamsburg, Virginia. Goose is much more accessible as a parlor game than Labyrinth, and it lends itself to being a gambling game as much as family entertainment. Here's an illustration of the Kadon embodiment of Goose, a great attraction at the Maryland Renaissance Festival: The Game of the Goose, a 15th century creation, is the progenitor of
games we still play today. To win, reach the center with an exact roll
of the dice. In another prevalent theme found on ancient game boards,
the board plane generally represented a battlefield upon which two or
more armies would seek to vanquish one another. (In some respects we
haven't advanced much beyond that view. Some people on this planet still
believe that the way to settle disputes between nations is to bomb each
other to pieces.) Our history books are stuffed with a recounting of wars and battles, and every schoolchild is plagued with having to memorize lists of famous dates. The root of every war is the predation of one power over another, whether to compete for mutually desired land, resources, and waterways, or to plunder outright what the other population has built and accumulated. "Filling the coffers" with loot of conquest was a highly praised feat. This belief—that keeping the fruits of violent engagements is a right—is deeply engrained in some cultures to this day. The stereotypical embodiment of such games is the classic chessboard, in all its variations. It should come as no surprise, then, that games have perpetuated the
relational premises of conquest, appropriation, decimation of the enemy
population, and even genocide. All these practices have assured to the
victors in the past the possession of land and the survival of their own
kind against any group deemed a rival. Do we make our games to mirror
the conflict scenario of the world, or do we run our world from the
principles we absorbed from our games? |
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A New Paradigm |
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So let's see what kinds of games the 20th century has played, and where
we go from here. Bigtime favorites are: chess (war); checkers
(genocide); bridge (logic); parlor games (the element of chance and the
race to the finish); trivia games (the information superhighway and
knowledge industry); fantasy role-playing (creating and experimenting
with alternate realities, team missions); word games; strategy war games
(simulations and reenactments of major world battles); computer and
video games (adrenaline rush of combat and monsters, speed and skill,
the fighter pilot as super hero); virtual reality (mind and machine in
symbiosis); party or team games (social bonding, the tribal instinct);
"abstract" games (the lone problem-solver in one-on-one contest). As long as the opponent is seen as a threat or a rival, the game
action will be confrontational, aggressive, predatory. The context is
zero-sum: one player's win has to be at the expense of the other,
whether in goods captured or opponents eliminated.
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The goal of getting to the other side first (symbolic of migrations) is
best illustrated by Chinese Checkers. No capturing, no chance elements,
just the strategy of jumping over conveniently located pieces. It's
non-predatory, not even a territorial acquisition game, since each
player relinquishes the starting territory to the incoming player. A
unique variation on this theme is Octiles, where the board on which the
pieces move changes with every turn. The board consists of octagonal
tiles with paths that link pairs of sides of a tile, forming roads that
connect to the rest of the board. There is no capturing, no dice, and
only partial blocking strategy. How do you block when the board keeps
moving? |
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So how do we achieve a game that has all these qualities: a goal worth
striving for, no capturing, no dice, no detrimental effect on the
opponent, and where other players are more partners than adversaries,
more help than hindrance? |
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Arthur Blumberg's invention, The Power of Two, comes close to fulfilling all these ingredients. The object is to be the first to bring all of one's own pieces onto the board. Moving one's piece next to another piece already on the board opens a doorway for a new one to enter. Since one's own pieces can create doorways only twice (after the second one they retire from the board and enter again later), it is advantageous to pair with opponent pieces as much as possible. Opponent pieces remain unscathed thereby. OK, so we're almost there. But we'd like to see a game that can take the next step... the paradigm we want is that people accomplish more by collaboration and exchange for mutual benefit, by pooling their capabilities without being devoured in the process. Encourage investment rather than expropriation. Protect all players' individuality while letting them be part of a communal effort. |
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Lemma is an open-ended game
the players create by making up
non-contradictory rules and Are we there yet? Not quite. Lemma players can still introduce
capturing and conquest, though these apply only to the elements on the
board, not to the persons of the other players. Also, some game players
are nonplussed by a game with no rules—how to even begin. What is this,
anarchy? No, the intention was to demonstrate the dynamics of a
self-organizing system, the same dynamics evident in the functioning of
the Internet, the final frontier of human connectedness. |
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Challenge to the World |
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What games can we create to embody the new paradigm,
what will best represent the worldview, the hopes and dreams of
humanity, to move us past predation and destruction in the 21st century?
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Next article (3): Point / Counterpoint by Zulma Prieto / Joe Rueff |
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