llifeife - institute for the future of the book...not, now that we all live in a gamespace that is...
TRANSCRIPT
GAM
ER T
HEO
RY /
McK
enzi
e W
ark
/ Ver
sion
2.0
[Not
e: th
is te
xt is
com
plet
e ex
cept
for s
ome
corr
ectio
ns a
nd a
dditi
ons m
ade
to th
e fin
al p
age
proo
f.]
�The
unr
ealit
y of
gam
es g
ives
not
ice
that
real
ity is
not
yet
real
. U
ncon
scio
usly
they
rehe
arse
the
right
life
.�--
The
odor
Ado
rno
�The
re is
an
abso
lute
in th
e m
omen
t of t
he g
ame;
and
this
abs
olut
e,
like
ever
y re
ality
or m
omen
t tak
en to
the
abso
lute
, rep
rese
nts a
sp
ecifi
c fo
rm o
f alie
natio
n.�
-- H
enri
Lefe
bvre
For F
elix
(and
his
pla
ymat
es)
Lude
Fel
icite
r
GAM
ER T
HEO
RY /
McK
enzi
e W
ark
/ Ver
sion
2.0
�1Ac
know
ledg
emen
ts�4
Agon
y (o
n Th
e Ca
ve�)
�5Al
lego
ry (o
n Th
e Si
ms)
�21
Amer
ica
(on
Civi
lizat
ion
III)�
37An
alog
(on
Kata
mar
i Dam
acy)
�53
Atop
ia (o
n Vi
ce C
ity)�
70Ba
ttle
(on
Rez)
�85
Bore
dom
(on
Stat
e of
Em
erge
ncy)
�100
Com
plex
(on
Deu
s Ex)
�116
Conc
lusi
ons (
on S
imEa
rth)
�132
Cuts
(lis
t of s
ampl
es)�
148
Ackn
owle
dgem
ents
Firs
tly, I
mus
t tha
nk a
ll of
the
part
icip
ants
in G
AM3R
7H
30RY
, a
�net
wor
ked
book
� w
hich
pre
sent
ed v
ersi
on 1
.1 o
f thi
s tex
t as a
pre
text
fo
r com
men
ts a
nd d
iscu
ssio
n. F
or v
ersi
on 2
.0, I
mad
e m
any
chan
ges t
o th
e te
xt o
n th
e ba
sis o
f the
com
men
ts o
ffere
d th
ere
by g
amer
s,
theo
ryhe
ads,
med
ia h
acke
rs a
nd o
ther
�or
gani
c in
telle
ctua
ls�
of th
e di
gita
l age
. An
edite
d se
lect
ion
of th
e co
mm
ents
per
tain
ing
dire
ctly
to
the
text
are
incl
uded
am
ong
the
note
s at t
he e
nd.
Seco
ndly
, I w
ould
als
o lik
e to
than
k Th
e In
stitu
te fo
r the
Fut
ure
of
the
Book
for h
ostin
g G
AM3R
7H
30RY
ver
sion
1.1
, and
for m
any
stim
ulat
ing
disc
ussi
ons.
It w
ould
not
hav
e be
en h
alf a
s muc
h fu
n w
ithou
t Bob
Ste
in, B
en V
ersh
bow
, Ray
Cha
, Dan
Vis
el a
nd Je
sse
Wilb
ur.
Third
ly, I
wou
ld li
ke to
than
k m
y st
uden
ts a
t Eug
ene
Lang
Col
lege
. Co
mpu
ter g
ames
are
a k
ey p
art o
f the
shar
ed c
ultu
re fr
om w
hich
one
can
be
gin
the
proc
ess �
as l
abor
ious
as i
t is p
layf
ul �
of c
reat
ing
a re
flect
ive
and
criti
cal a
ppro
ach
to th
e tim
es. M
y st
uden
ts a
t Lan
g ha
ve b
een
activ
e pa
rtic
ipan
ts in
the
shap
ing
of th
e id
eas i
n th
is
book
. An
y re
mai
ning
act
s of f
olly
in th
is b
ook
are
to b
e ch
arge
d di
rect
ly to
m
y ow
n ac
coun
t. Ag
ony
(on
The
Cave
�)
Fig.
1 00
1.�E
ver g
et th
e fe
elin
g yo
u ar
e pl
ayin
g so
me
vast
and
use
less
gam
e to
whi
ch y
ou d
on�t
kno
w th
e go
al, a
nd c
an�t
rem
embe
r the
rule
s? E
ver g
et
the
fierc
e de
sire
to q
uit,
to re
sign
, to
forf
eit,
only
to d
isco
ver
ther
e�s n
o um
pire
, no
refe
ree,
no
regu
lato
r, to
who
m to
ann
ounc
e yo
ur
capi
tula
tion?
Eve
r get
the
vagu
e dr
ead
that
whi
le y
ou h
ave
no c
hoic
e
but t
o pl
ay th
e ga
me,
you
can
�t w
in it
, can
�t e
ven
know
the
scor
e, o
r
who
kee
ps it
? Ev
er su
spec
t tha
t you
don
�t e
ven
know
who
you
r rea
l
oppo
nent
mig
ht b
e? E
ver g
et m
ad o
ver t
he o
bvio
us fa
ct th
at th
e di
ce
are
load
ed, t
he d
eck
stac
ked,
the
tabl
e rig
ged,
and
the
fix �
in?
Wel
com
e to
gam
espa
ce. I
t�s e
very
whe
re, t
his a
topi
an a
rena
, thi
s
spec
ulat
ion
spor
t. N
o pa
in n
o ga
in. N
o gu
ts n
o gl
ory.
Giv
e it
your
best
shot
. The
re�s
no
seco
nd p
lace
. Win
ner t
ake
all.
Her
e�s a
hea
ds
up: I
n ga
mes
pace
, eve
n if
you
know
the
deal
, are
a p
laye
r, ha
ve g
ot
gam
e, y
ou w
ill n
otic
e, a
ll th
e sa
me,
that
the
gam
e ha
s got
you
.
Wel
com
e to
the
thun
derd
ome.
Wel
com
e to
the
terr
ordo
me.
Wel
com
e to
the
grea
test
gam
e of
all.
Wel
com
e to
the
play
offs
, the
big
leag
ue, t
he
mas
ters
, the
onl
y ga
me
in to
wn.
You
are
a g
amer
whe
ther
you
like
it o
r
not,
now
that
we
all l
ive
in a
gam
espa
ce th
at is
eve
ryw
here
and
now
here
. As M
icro
soft
says
: Whe
re d
o yo
u w
ant t
o go
toda
y? Y
ou c
an g
o
anyw
here
you
wan
t in
gam
espa
ce b
ut n
ever
leav
e it.
002.
�Sup
pose
ther
e is
a b
usin
ess i
n yo
ur n
eigh
borh
ood
calle
d Th
e Ca
ve�.
It
offe
rs, f
or a
n ho
urly
fee,
acc
ess t
o ga
me
cons
oles
in a
dar
kene
d ro
om.
Supp
ose
it is
par
t of a
cha
in. T
he c
onso
les f
orm
a lo
cal a
rea
netw
ork,
and
also
link
to o
ther
such
net
wor
ks e
lsew
here
in th
e ch
ain.
Sup
pose
you
are
a ga
mer
in T
he C
ave�
. You
test
you
r ski
lls a
gain
st o
ther
gam
ers.
You
hav
e pl
ayed
in T
he C
ave�
sinc
e ch
ildho
od.
Your
eye
s see
only
the
mon
itor b
efor
e yo
u. Y
our e
ars h
ear o
nly
thro
ugh
the
head
phon
es th
at e
ncas
e th
em. Y
our h
ands
clu
tch
only
the
cont
rolle
r
with
whi
ch y
ou b
last
aw
ay a
t the
dig
ital f
igur
es w
ho sh
oot b
ack
at y
ou
on th
e sc
reen
. Her
e ga
mer
s see
the
imag
es a
nd h
ear t
he so
unds
and
say
to e
ach
othe
r: �W
hy, t
hese
imag
es a
re ju
st sh
adow
s! T
hese
soun
ds a
re
just
ech
oes!
The
real
wor
ld is
out
ther
e so
mew
here
.� T
he e
xist
ence
of
anot
her,
mor
e re
al w
orld
of w
hich
The
Cav
e� p
rovi
des m
ere
copi
es is
assu
med
, but
nob
ody
thin
ks m
uch
of it
. Her
e re
igns
the
wis
dom
of
Play
stat
ion:
Liv
e in
you
r wor
ld, p
lay
in o
urs.
003.
�Per
haps
you
are
not
just
any
gam
er. P
erha
ps y
ou w
ant t
o br
eak
with
the
ster
eoty
pe.
You
are
the
one
who
dec
ides
to in
vest
igat
e th
e as
sum
ptio
n
of a
real
wor
ld b
eyon
d th
e ga
me.
You
turn
aw
ay fr
om th
e sc
reen
and
unpl
ug th
e he
adph
ones
. You
get
up
and
stag
ger o
ut o
f the
dar
kene
d
room
, tow
ard
the
light
out
side
. You
are
so d
azzl
ed b
y th
e lig
ht th
at
the
peop
le a
nd th
ings
out
ther
e in
the
brig
ht w
orld
seem
less
real
than
the
imag
es a
nd so
unds
of T
he C
ave�
. You
turn
aw
ay fr
om th
is
blin
ding
new
wor
ld, w
hich
seem
s, st
rang
ely,
unr
eal.
You
retu
rn to
the
scre
en a
nd th
e he
adph
ones
and
the
dark
ness
of b
eing
a g
amer
in T
he
Cave
�.00
4.�S
uppo
se so
meo
ne, a
par
ent m
aybe
, a te
ache
r or s
ome
othe
r gua
rdia
n,
drag
s you
bac
k ou
t int
o th
e lig
ht a
nd m
akes
you
stay
ther
e. It
wou
ld
still
be
blin
ding
. Yo
u co
uld
not l
ook
dire
ctly
at t
hing
s. M
aybe
the
guar
dian
prin
ts o
ut so
me
pics
of y
our f
amily
or m
aybe
a m
ap o
f the
neig
hbor
hood
, to
accl
imat
ize
you,
bef
ore
you
can
look
at t
hing
s.
Gra
dual
ly y
ou se
e th
e pe
ople
aro
und
you,
and
wha
t it i
s tha
t the
y do
.
Then
per
haps
you
rem
embe
r the
imm
ense
, im
mer
sive
gam
es o
f The
Cav
e�,
and
wha
t pas
ses f
or w
isdo
m a
mon
gst t
hose
still
stuc
k th
ere.
And
so y
ou
retu
rn to
The
Cav
e�, t
o ta
lk o
r tex
t to
the
othe
r gam
ers a
bout
this
wor
ld o
utsi
de.
005.
�You
com
mun
icat
e to
fello
w g
amer
s in
The
Cave
� ab
out t
he o
utsi
de w
orld
of w
hich
The
Cav
e� is
just
a sh
adow
. Or t
ry to
. Pla
to: �
And
if th
e
cave
-dw
elle
rs h
ad e
stab
lishe
d, d
own
ther
e in
the
cave
, cer
tain
priz
es
and
dist
inct
ions
for t
hose
who
wer
e m
ost k
een-
sigh
ted
in se
eing
the
pass
ing
shad
ows,
and
who
wer
e be
st a
ble
to re
mem
ber w
hat c
ame
befo
re,
and
afte
r, an
d si
mul
tane
ousl
y w
ith w
hat,
thus
bes
t abl
e to
pre
dict
futu
re a
ppea
ranc
es in
the
shad
ow-w
orld
, will
our
rele
ased
pris
oner
hank
er a
fter
thes
e pr
izes
or e
nvy
this
pow
er o
r hon
or?�
You
bet
! The
Cave
� is
a w
orld
of p
ure
agon
, of c
ompe
titiv
e st
rivin
g af
ter
dist
inct
ion.
But
supp
ose
you
are
that
rare
, str
ay, t
houg
htfu
l gam
er
who
dec
ides
to tr
y th
is n
ew g
ame
of g
ettin
g be
yond
the
gam
e ag
ain?
Supp
ose
you
emer
ge fr
om T
he C
ave�
and
dec
ide
to ta
ke st
ock
of th
e
wor
ld b
eyon
d? Y
ou fi
nd th
at th
is o
ther
wor
ld is
in so
me
curio
us w
ays
rath
er li
ke T
he C
ave�
. The
pic
s of f
amily
, the
map
of t
he �
hood
, see
m
mad
e of
the
sam
e di
gita
l stu
ff as
you
r fav
orite
s gam
es in
side
The
Cave
�. If
ther
e is
a d
iffer
ence
, it m
ay n
ot b
e qu
ite w
hat i
t see
ms.
006.
�Her
e is
wha
t you
obs
erve
abo
ut th
e w
orld
out
side
The
Cav
e�: T
he w
hole
of li
fe a
ppea
rs a
s a v
ast a
ccum
ulat
ion
of c
omm
oditi
es a
nd sp
ecta
cles
,
of th
ings
wra
pped
in im
ages
and
imag
es so
ld a
s thi
ngs.
But
how
are
thes
e im
ages
and
thin
gs o
rgan
ized
, and
wha
t rol
e do
they
cal
l for
anyo
ne a
nd e
very
one
to a
dopt
tow
ards
them
? Im
ages
app
eal a
s priz
es,
and
call
us to
pla
y th
e ga
me
in w
hich
they
are
all
that
is a
t sta
ke.
You
obse
rve
that
wor
ld a
fter
wor
ld, c
ave
afte
r cav
e, w
hat p
reva
ils is
the
sam
e ag
on, t
he sa
me
digi
tal l
ogic
of o
ne v
ersu
s the
oth
er, e
ndin
g
in v
icto
ry o
r def
eat.
Agon
y ru
les!
Eve
ryth
ing
has v
alue
onl
y w
hen
rank
ed a
gain
st a
noth
er; e
very
one
has v
alue
onl
y w
hen
rank
ed a
gain
st
anot
her.
Ever
y si
tuat
ion
is w
in-lo
se, u
nles
s it i
s win
-win
� a
situ
atio
n w
here
pla
yers
are
free
to c
olla
bora
te o
nly
beca
use
they
seek
priz
es in
diff
eren
t gam
es. T
he re
al w
orld
app
ears
as a
vid
eo a
rcad
ia
divi
ded
into
man
y an
d va
ried
gam
es. W
ork
is a
rat r
ace.
Pol
itics
is a
hors
e ra
ce. T
he e
cono
my
is a
cas
ino.
Eve
n th
e ut
opia
n ju
stic
e to
com
e
in th
e af
terli
fe is
fore
clos
ed: H
e w
ho d
ies w
ith th
e m
ost t
oys w
ins.
Gam
es a
re n
o lo
nger
a p
astim
e, o
utsi
de o
r alo
ngsi
de o
f life
. The
y ar
e
now
the
very
form
of l
ife, a
nd d
eath
, and
tim
e, it
self.
The
se g
ames
are
no jo
ke. W
hen
the
scre
en fl
ashe
s the
lege
nd g
ame
over
, you
are
eith
er d
ead,
or d
efea
ted,
or a
t bes
t out
of q
uart
ers.
007.
�The
gam
e ha
s col
oniz
ed it
s riv
als w
ithin
the
cultu
ral r
ealm
, fro
m th
e
spec
tacl
e of
cin
ema
to th
e si
mul
atio
ns o
f tel
evis
ion.
Sto
ries n
o
long
er o
piat
e us
with
imag
inar
y re
conc
iliat
ions
of r
eal p
robl
ems.
The
stor
y ju
st re
coun
ts th
e st
eps b
y w
hich
som
eone
bea
t som
eone
els
e �
a
real
vic
tory
for i
mag
inar
y st
akes
. The
onl
y or
igin
al sc
reen
gen
re o
f
the
early
21s
t cen
tury
is n
ot c
alle
d �r
ealit
y TV
� fo
r not
hing
. Bre
nton
& C
ohen
: �By
sign
ing
thei
r rel
ease
form
s, co
ntes
tant
s agr
ee to
end
up
as st
atis
tics,
each
pla
yer�
s fee
lings
and
act
ions
man
ipul
ated
� le
adin
g
to in
fidel
ity, t
ears
, per
haps
hea
rtbr
eak.
� S
ure,
real
ity T
V do
esn�
t
look
like
real
ity, b
ut th
en n
eith
er d
oes r
ealit
y. B
oth
look
like
gam
es. B
oth
beco
me
a se
amle
ss sp
ace
in w
hich
gam
ers t
est t
heir
abili
ties w
ithin
con
triv
ed sc
enar
ios.
The
situ
atio
ns m
ay b
e
artif
icia
l, th
e di
alog
ue le
ss th
an sp
onta
neou
s, an
d th
e ga
mer
s may
mer
ely
be d
oing
wha
t the
pro
duce
rs te
ll th
em. A
ll th
is is
per
fect
ly o
f
a pi
ece
with
a re
ality
whi
ch is
itse
lf an
art
ifici
al a
rena
, whe
re
ever
yone
is a
lread
y a
gam
er, w
aitin
g fo
r the
ir tu
rn.
008.
�The
gam
e ha
s not
just
col
oniz
ed re
ality
, it i
s als
o th
e so
le re
mai
ning
idea
l. G
ames
pace
pro
clai
ms i
ts le
gitim
acy
thro
ugh
vict
ory
over
all
rival
s. Th
e re
igni
ng id
eolo
gy im
agin
es th
e w
orld
as a
leve
l pla
ying
field
, upo
n w
hich
all
men
are
equ
al b
efor
e G
od, t
he g
reat
gam
e
desi
gner
. His
tory
, pol
itics
, cul
ture
� g
ames
pace
dyn
amite
s eve
ryth
ing
whi
ch is
not
in th
e ga
me,
like
an
out-
date
d Ve
gas c
asin
o. E
very
thin
g
is e
vacu
ated
from
an
empt
y sp
ace
and
time
whi
ch n
ow a
ppea
rs n
atur
al,
neut
ral a
nd w
ithou
t qua
litie
s � a
gam
espa
ce. T
he li
nes a
re c
lear
ly
mar
ked.
Eve
ry a
ctio
n is
just
a m
eans
to a
n en
d. A
ll th
at c
ount
s is t
he
scor
e. A
s for
who
ow
ns th
e te
ams a
nd w
ho ru
ns th
e le
ague
, bes
t not
to
ask.
As f
or w
ho is
exc
lude
d fr
om th
e bi
g le
ague
s and
hig
h sc
ores
, bes
t
not t
o as
k. A
s for
who
kee
ps th
e sc
ore
and
who
mak
es th
e ru
les,
best
not t
o as
k. A
s for
wha
t rul
ing
body
doe
s the
han
dica
ppin
g an
d on
wha
t
basi
s, be
st n
ot to
ask
. All
is fo
r the
bes
t in
the
best
� a
nd o
nly
�
poss
ible
wor
ld. T
here
is �
to g
ive
it a
nam
e �
a m
ilita
ry
ente
rtai
nmen
t com
plex
, and
it ru
les.
Its tr
ium
phs a
ffirm
not
just
the
rule
s of t
he g
ame
but t
he ru
le o
f the
gam
e.
009.
�Eve
ryth
ing
the
mili
tary
ent
erta
inm
ent c
ompl
ex to
uche
s with
its g
old
plat
ed o
utpu
t jac
ks tu
rns t
o di
gits
. Eve
ryth
ing
is d
igita
l and
yet
the
digi
tal i
s as n
othi
ng. N
o hu
man
can
touc
h it,
smel
l it,
tast
e it.
It
just
bee
ps a
nd b
links
and
repo
rts i
tsel
f in
glow
ing
alph
anum
eric
s,
spou
ting
stoc
k qu
otes
on
your
cel
lpho
ne. S
ure,
ther
e m
ay b
e vi
vid
3D
grap
hics
. The
re m
ay b
e pi
e ch
arts
and
bar
gra
phs.
Ther
e m
ay b
e sw
irls
and
who
rls o
f brig
htly
col
ored
pol
ygon
s bla
zing
from
scre
en to
scre
en.
But t
hese
are
just
dec
orat
ion.
The
jitt
er o
f you
r thu
mb
on th
e bu
tton
or th
e fli
cker
of y
our w
rist o
n th
e m
ouse
con
nect
dire
ctly
to a
n
invi
sibl
e, in
tang
ible
gam
espa
ce o
f pur
e co
ntes
t, pu
re a
gon.
It d
oesn
�t
mat
ter i
f you
r cav
e co
mes
equ
ippe
d w
ith a
Pla
ysta
tion
or B
loom
berg
term
inal
. It d
oesn
�t m
atte
r whe
ther
you
thin
k yo
u ar
e pl
ayin
g th
e bo
nd
mar
ket o
r Gra
nd T
heft
Aut
o. It
is a
ll ju
st a
n al
gorit
hm w
ith e
noug
h
unkn
owns
to m
ake
a ga
me
of it
.
010.
�Onc
e ga
mes
requ
ired
an a
ctua
l pla
ce to
pla
y th
em, w
heth
er o
n th
e ch
ess
boar
d or
the
tenn
is c
ourt
. Eve
n w
ars h
ad b
attle
fiel
ds. N
ow g
loba
l
posi
tioni
ng sa
telli
tes g
rid th
e w
hole
ear
th a
nd p
ut a
ll of
spac
e an
d
time
in p
lay.
War
fare
, the
y sa
y, n
ow lo
oks l
ike
vide
o ga
mes
. Wel
l
don�
t kid
you
rsel
f. W
ar is
a v
ideo
gam
e �
for t
he m
ilita
ry
ente
rtai
nmen
t com
plex
. To
them
it d
oesn
�t m
atte
r wha
t hap
pens
�on
the
grou
nd�.
The
gro
und
� th
e ol
d-fa
shio
ned
batt
lefie
ld it
self
� is
just
a
nece
ssar
y ex
tern
ality
to th
e ga
me.
Sla
voj Z
izek
: §It
is th
us n
ot th
e
fant
asy
of a
pur
ely
asep
tic w
ar ru
n as
a v
ideo
gam
e be
hind
com
pute
r
scre
ens t
hat p
rote
cts u
s fro
m th
e re
ality
of t
he fa
ce to
face
kill
ing
of a
noth
er p
erso
n; o
n th
e co
ntra
ry it
is th
is fa
ntas
y of
face
to fa
ce
enco
unte
r with
an
enem
y ki
lled
bloo
dily
that
we
cons
truc
t in
orde
r to
esca
pe th
e Re
al o
f the
dep
erso
naliz
ed w
ar tu
rned
into
an
anon
ymou
s
tech
nolo
gica
l ope
ratio
n.§
Eve
n th
e so
ldie
r who
se in
adeq
uate
arm
or
faile
d hi
m, s
hot d
ead
in a
n al
ley
by a
snip
er, h
as h
is d
eath
, lik
e hi
s
life,
man
aged
by
a co
mpu
ter i
n a
blip
of l
ogis
tics.
011.
�The
old
cla
ss a
ntag
onis
ms h
ave
not g
one
away
, but
are
hid
den
bene
ath
leve
ls o
f ran
k, w
here
eac
h ag
oniz
es o
ver t
heir
wor
th a
gain
st o
ther
s as
mea
sure
d by
the
pric
e of
thei
r hou
se, t
he si
ze o
f the
ir ve
hicl
e an
d
whe
re, p
erve
rsel
y, w
orki
ng lo
nger
and
long
er h
ours
is a
sign
of
win
ning
the
gam
e. W
ork
beco
mes
pla
y. W
ork
dem
ands
not
just
one
�s m
ind
and
body
but
als
o on
e�s s
oul.
You
have
to b
e a
team
pla
yer.
Your
wor
k
has t
o be
cre
ativ
e, in
vent
ive,
pla
yful
� lu
dic,
but
not
ludi
crou
s.
Wor
k be
com
es a
gam
espa
ce, b
ut n
o ga
mes
are
free
ly c
hose
n an
y m
ore.
Not
leas
t for
chi
ldre
n, w
ho if
they
are
to b
e th
e w
inso
me
offs
prin
g of
win
-all
pare
nts,
find
them
selv
es d
raft
ed in
to e
ndle
ss e
veni
ng sh
ifts
of te
am sp
ort.
The
purp
ose
of w
hich
is to
bui
ld c
hara
cter
. Whi
ch
char
acte
r? T
he c
hara
cter
of t
he g
ood
spor
t. Ch
arac
ter f
or w
hat?
For
the
wor
kpla
ce, w
ith it
s tea
m c
amar
ader
ie a
nd p
eer e
nfor
ced
disc
iplin
e.
For o
ther
s, w
ork
is st
ill ju
st d
ull,
repe
titiv
e w
ork,
but
the
drea
m is
to e
scap
e in
to th
e co
mm
erce
of p
lay
� to
mak
e it
into
the
maj
or
leag
ues,
or c
ompe
te fo
r rec
ord
deal
s as a
div
a or
a p
laya
in th
e ra
p
gam
e. A
nd fo
r stil
l oth
ers,
ther
e is
onl
y th
e ga
me
of su
rviv
al.
Bigg
ie: §
Eith
er y
ouƒr
e sl
ingi
nƒ c
rack
rock
or y
ou g
ot a
wic
ked
jum
p
shot
.� P
lay
beco
mes
eve
ryth
ing
to w
hich
it w
as o
nce
oppo
sed.
It is
wor
k, it
is se
rious
, it i
s mor
ality
, it i
s nec
essi
ty.
012.
�The
old
iden
titie
s fad
e aw
ay. N
obod
y ha
s the
tim
e. T
he g
amer
is n
ot
inte
rest
ed in
pla
ying
the
citiz
en.
The
law
is fi
ne a
s a sp
ecta
tor
spor
t on
Cour
t TV,
but
bei
ng a
citi
zen
just
invo
lves
you
in e
ndle
ss
atte
mpt
s to
get o
ut o
f jur
y du
ty. G
ot a
pro
blem
? Tel
l it t
o Ju
dge
Judy
. The
gam
er e
lect
s to
choo
se si
des o
nly
for t
he p
urpo
se o
f the
gam
e. T
his w
eek
it m
ight
be
as th
e G
erm
ans v
s. th
e Am
eric
ans.
Nex
t
wee
k it
mig
ht b
e as
a g
angs
ter a
gain
st th
e la
w. I
f the
gam
er c
hoos
es
to b
e a
sold
ier a
nd p
lay
with
real
wea
pons
, it i
s as a
n Ar
my
of O
ne,
test
ing
and
refin
ing
pers
onal
skill
poi
nts.
The
shril
l and
con
stan
t
patr
iotic
noi
se y
ou h
ear t
hrou
gh th
e sp
eake
rs m
asks
the
slow
ero
sion
of a
ny c
oher
ent f
ello
w fe
elin
g w
ithin
the
rem
nant
s of n
atio
nal
bord
ers.
This
gam
espa
ce e
scap
es a
ll ch
eckp
oint
s. It
is a
n Am
eric
a
with
out q
ualit
ies,
for e
very
one
and
nobo
dy. A
ll th
at is
left
of t
he
natio
n is
an
ever
ywhe
re th
at is
now
here
, an
atop
ia o
f noi
sy, r
ight
eous
vict
orie
s and
qui
et, s
inis
ter f
ailu
res.
Man
ifest
des
tiny
� th
e rig
ht
to ru
le th
roug
h vi
rtue
� g
ives
way
to it
s lat
ent d
estin
y �
the
virt
ue
of ri
ght t
hrou
gh ru
le. C
ivic
virt
ue d
row
ns in
a h
urric
ane
of m
ere
surv
ival
ism
.01
3.�T
he g
amer
is n
ot re
ally
inte
rest
ed in
faith
, alth
ough
a h
eigh
tene
d
rhet
oric
of f
aith
may
fill
the
void
car
ved
out o
f the
soul
by
the
insi
nuat
ions
of g
ames
pace
. The
gam
er�s
God
is a
gam
e de
sign
er. H
e
impl
ants
in e
very
thin
g a
hidd
en a
lgor
ithm
. Fai
th is
a m
atte
r of t
he
inte
llige
nce
to in
tuit
the
para
met
ers o
f thi
s gee
k de
sign
and
scor
e
acco
rdin
gly.
All
that
is ri
ghte
ous w
ins;
all t
hat w
ins i
s rig
hteo
us.
To b
e a
lose
r or a
lam
er is
the
mar
k of
dam
natio
n. W
hen
you
are
a
gam
er, y
ou a
re le
ft w
ith n
othi
ng to
bel
ieve
in b
ut y
our o
wn
God
-giv
en
abili
ties.
Gam
ers c
onfro
nt e
ach
othe
r in
gam
es o
f ski
ll w
hich
reve
al
who
has
bee
n ch
osen
by
the
gam
e as
the
one
who
has
mos
t ful
ly
inte
rnal
ized
its a
lgor
ithm
. For
thos
e w
ho d
espa
ir of
thei
r abi
litie
s,
ther
e ar
e ga
mes
of c
hanc
e, w
here
gra
ce re
veal
s its
elf i
n th
e ro
ll of
the
dice
. Rog
er C
aillo
is: �
Chan
ce is
cou
rted
bec
ause
har
d w
ork
and
pers
onal
qua
lific
atio
ns a
re p
ower
less
to b
ring
such
succ
ess a
bout
.�
The
gam
bler
may
kno
w w
hat t
he g
amer
�s fa
ith re
fuse
s to
coun
tena
nce.
014.
�Out
side
eac
h ca
ve is
ano
ther
cav
e; b
eyon
d th
e ga
me
is a
noth
er g
ame.
Each
has
its p
artic
ular
rule
s; ea
ch h
as it
s ran
ks o
f hig
h sc
ores
. Is
that
all
ther
e is
? The
gam
er w
ho li
fts a
n ey
e fro
m th
e ta
rget
risk
s a
para
lyzi
ng b
ored
om. P
aolo
Virn
o: §
At th
e ba
se o
f con
tem
pora
ry c
ynic
ism
is th
e fa
ct th
at m
en a
nd w
omen
lear
n by
exp
erie
ncin
g ru
les r
athe
r tha
n
ƒfac
ts¥.
.. Le
arni
ng th
e ru
les,
how
ever
, als
o m
eans
reco
gniz
ing
thei
r
unfo
unde
dnes
s and
con
vent
iona
lity�
. We
now
face
seve
ral d
iffer
ent
ƒgam
es¥,
eac
h de
void
of a
ll ob
viou
snes
s and
serio
usne
ss, o
nly
the
site
of a
n im
med
iate
self-
affir
mat
ion
-- a
n af
firm
atio
n th
at is
muc
h m
ore
brut
al a
nd a
rrog
ant,
muc
h m
ore
cyni
cal,
the
mor
e w
e em
ploy
, with
no
illus
ions
but
with
per
fect
mom
enta
ry a
dher
ence
, tho
se v
ery
rule
s who
se
conv
entio
nalit
y an
d m
utab
ility
we
have
per
ceiv
ed.§
Eac
h ga
me
ends
in
a su
mm
ary
deci
sion
: Tha
t�s H
ot! O
r if n
ot, Y
ou�r
e Fi
red!
Got
que
stio
ns
abou
t qua
litie
s of B
eing
? Wha
teve
r.
015.
�So
this
is th
e w
orld
as i
t app
ears
to th
e ga
mer
: a m
atrix
of e
ndle
ssly
vary
ing
gam
es �
a g
ames
pace
� a
ll re
duci
ble
to th
e sa
me
prin
cipl
es,
all p
rodu
cing
the
sam
e ki
nd o
f sub
ject
who
bel
ongs
to th
is g
ames
pace
in th
e sa
me
way
� a
s a g
amer
to a
gam
e. W
hat w
ould
it m
ean
to li
ft
one�
s eye
from
the
targ
et, t
o pa
use
on th
e tr
igge
r, to
unc
lenc
h on
e�s
ever
-clic
king
fing
er? I
s it e
ven
poss
ible
to th
ink
outs
ide
The
Cave
�?
Perh
aps w
ith th
e tr
ium
ph o
f gam
espa
ce, w
hat t
he g
amer
as t
heor
ist
need
s is t
o re
cons
truc
t the
del
eted
file
s on
thos
e w
ho th
ough
t pur
e
play
cou
ld b
e a
radi
cal o
ptio
n, w
ho o
ppos
ed g
ames
pace
with
thei
r
revo
lutio
nary
pla
ydat
es. T
he S
ituat
ioni
sts,
for e
xam
ple.
Rao
ul
Vane
igem
: �Su
bver
sion
� is
an
all e
mbr
acin
g re
inse
rtio
n of
thin
gs in
to
play
. It i
s the
act
whe
reby
pla
y gr
asps
and
reun
ites b
eing
s and
thin
gs
hith
erto
froz
en so
lid in
a h
iera
rchy
of f
ragm
ents
.� P
lay,
yes
, but
the
gam
e �
no. G
uy D
ebor
d: §
I hav
e sc
arce
ly b
egun
to m
ake
you
unde
rsta
nd th
at I
donƒ
t int
end
to p
lay
the
gam
e.§
Now
ther
e w
as a
play
er u
ncon
cern
ed w
ith a
n ex
it st
rate
gy.
016.
��Pl
ay�
was
onc
e a
grea
t slo
gan
of li
bera
tion.
Ric
hard
Nev
ille:
�Th
e
new
bea
utifu
l fre
aks w
ill te
ach
us a
ll ho
w to
pla
y ag
ain
(and
they
�ll
suffe
r soc
iety
�s p
enal
ty).�
Pla
y w
as o
nce
the
batt
erin
g ra
m to
bre
ak
dow
n th
e Ch
ines
e w
alls
of a
liena
ted
wor
k, o
f div
ided
labo
r. O
nly
look
at w
hat h
as b
ecom
e of
pla
y. P
lay
is n
o lo
nger
a c
ount
er to
wor
k. P
lay
beco
mes
wor
k; w
ork
beco
mes
pla
y. P
lay
outs
ide
of w
ork
foun
d its
elf
capt
ured
by
the
rise
of th
e di
gita
l gam
e, w
hich
resp
onds
to th
e
bore
dom
of t
he p
laye
r with
end
less
roun
ds o
f rep
etiti
on, l
evel
aft
er
leve
l of d
iffer
ence
as m
ore
of th
e sa
me.
Pla
y no
long
er fu
nctio
ns a
s a
foil
for a
crit
ical
theo
ry. T
he u
topi
an d
ream
of l
iber
atin
g pl
ay fr
om
the
gam
e, o
f a p
ure
play
bey
ond
the
gam
e, m
erel
y op
ened
the
way
for
the
exte
nsio
n of
gam
espa
ce in
to e
very
asp
ect o
f eve
ryda
y lif
e. W
hile
the
coun
ter-
cultu
re w
ante
d w
orld
s of p
lay
outs
ide
the
gam
e; th
e
mili
tary
ent
erta
inm
ent c
ompl
ex c
ount
ered
in tu
rn b
y ex
pand
ing
the
gam
e
to th
e w
hole
wor
ld, c
onta
inin
g pl
ay fo
reve
r with
in it
.
017.
�Eve
n cr
itica
l the
ory,
whi
ch o
nce
took
its d
ista
nce
from
dam
aged
life
,
beco
mes
ano
ther
gam
e. A
pply
to to
p ra
nked
scho
ols.
Find
a g
ood
coac
h.
Pick
a ri
sing
subf
ield
. Pro
ve y
our a
bilit
ies.
Get
you
rsel
f pub
lishe
d.
Get
som
e gr
ants
. Get
a jo
b. G
et a
noth
er jo
b of
fer t
o es
tabl
ish
your
leve
l and
bar
gain
with
you
r cur
rent
em
ploy
er. K
eep
your
nos
e cl
ean
and
get t
enur
e. Y
ou w
on! N
ow y
ou c
an p
lay!
Now
you
can
do
wha
t you
wan
ted,
secr
etly
, all
thos
e ye
ars a
go�
Onl
y no
w y
ou c
an�t
rem
embe
r. Yo
u be
cam
e
a w
in-w
in S
ituat
ioni
st. Y
our c
ritic
al th
eory
bec
ame
hypo
criti
cal
theo
ry. I
t is a
gain
st e
very
thin
g in
the
who
le w
ide
wor
ld e
xcep
t the
gam
espa
ce th
at m
ade
it po
ssib
le. B
ut g
ames
pace
is n
ow th
e ve
ry fo
rm o
f
the
wor
ld, a
nd th
is w
orld
elu
ded
your
thou
ght e
ven
as it
bro
ught
hom
e
the
glitt
erin
g pr
izes
. It i
s gam
espa
ce th
at w
on. T
he h
ypoc
ritic
al
theo
rist,
in a
n ag
ony
of fi
tful s
leep
, dre
ams o
f mee
ting
the
ghos
t of
Guy
Deb
ord,
and
pro
udly
cite
s a li
st o
f ach
ieve
men
ts: I
vy L
eagu
e jo
b,
book
dea
ls, g
rant
s, pr
omot
ion,
tenu
re, r
ecog
nitio
n w
ithin
the
high
est
rank
s of t
he d
iscip
linar
y gu
ild. T
he g
host
of D
ebor
d sig
hs: �
So li
ttle
ambi
tion
in o
ne so
you
ng.�
018.
�Wha
t the
n ha
s the
gam
er se
en in
that
brig
ht w
orld
, tha
t gam
espa
ce,
beyo
nd T
he C
ave�
? You
see
peop
le h
unch
ed o
ver s
cree
ns, t
heir
hand
s
com
puls
ivel
y je
rkin
g co
ntro
llers
. Eac
h sit
s alo
ne, a
nd ta
lks o
r tex
ts
to u
nsee
n ot
hers
, daz
zled
by
imag
es th
at se
em to
com
e fro
m n
owhe
re,
awas
h in
pul
sing
and
beep
ing
soun
ds. N
o on
e ou
t her
e in
the
�rea
l
wor
ld�
real
ly lo
oks a
ll th
at d
iffer
ent t
o th
e st
ereo
typi
cal g
amer
,
thum
b jit
terin
g on
the
cont
rolle
r. N
ow y
ou a
re a
n en
light
ened
gam
er,
you
see
how
the
wor
ld b
eyon
d th
e ga
mes
of T
he C
ave�
seem
s lik
e an
arra
y of
mor
e or
less
sim
ilar c
aves
, all
digi
tal,
each
an
agon
with
its o
wn
rule
s, so
me
arbi
trar
y bl
end
of c
hanc
e an
d co
mpe
titio
n. A
nd
beyo
nd th
at? N
ot m
uch.
The
real
has
bec
ome
a m
ere
epip
heno
men
on
with
out w
hich
gam
espa
ce c
anno
t exi
st, b
ut w
hich
is lo
sing,
bit
by b
it,
any
form
or s
ubst
ance
or s
pirit
or h
istor
y th
at is
not
suck
ed in
to a
nd
tran
sfor
med
by
gam
espa
ce. B
eyon
d ga
mes
pace
app
ear o
nly
the
spen
t
fragm
ents
of n
amel
ess f
orm
s.
019.
�Gam
er th
eory
star
ts w
ith th
e su
spen
sion
of th
e as
sum
ptio
ns o
f The
Cave
�, th
at th
ere
is a
mor
e re
al w
orld
bey
ond
it, so
mew
here
, and
that
som
eone
� so
me
prie
st o
r pro
fess
or �
kno
ws w
here
it is
. The
gam
er
arriv
es a
t the
beg
inni
ngs o
f a re
flect
ive
life,
a g
amer
theo
ry, b
y
step
ping
out
of T
he C
ave�
-- a
nd re
turn
ing
to it
. (Se
e Fi
g. 1
) If t
he
gam
er is
to h
old
gam
espa
ce to
acc
ount
in te
rms o
f som
ethi
ng o
ther
than
itsel
f, it
mig
ht n
ot b
e th
at m
ere
shad
ow o
f a sh
adow
of t
he re
al,
mur
ky, f
orm
less
, tha
t lur
ks li
ke a
resid
ue in
the
corn
ers.
It m
ight
inst
ead
be th
e ga
me
prop
er, a
s it i
s pla
yed
in T
he C
ave.
� Gr
and
Thef
t
Auto
, may
be, o
r Deu
s Ex.
Her
e at
leas
t the
gam
e sh
adow
s the
idea
l for
m
of th
e al
gorit
hm. H
ere
at le
ast t
he d
igita
l log
ic to
whi
ch g
ames
pace
mer
ely
aspi
res i
s act
ually
real
ized
. The
cha
lleng
e is
� ah
, but
eve
n
to p
hras
e it
thus
is to
ack
now
ledg
e th
e ga
me
� to
pla
y at
pla
y its
elf,
but f
rom
with
in th
e ga
me.
The
gam
er a
s the
orist
has
to c
hoos
e be
twee
n
two
stra
tegi
es fo
r pla
ying
aga
inst
gam
espa
ce. O
ne is
to p
lay
for t
he
real
. (Ta
ke th
e re
d pi
ll). B
ut th
e re
al se
ems n
othi
ng b
ut a
hea
p of
brok
en im
ages
. The
oth
er is
to p
lay
for t
he g
ame
(Tak
e th
e bl
ue p
ill).
Play
with
in th
e ga
me,
but
aga
inst
gam
espa
ce. B
e lu
dic,
but
also
luci
d.
020.
�For
a g
amer
to b
e a
theo
rist m
ight
not
requ
ire th
e ab
ility
to p
lay
any
part
icul
ar g
ame
espe
cial
ly w
ell.
The
priz
es h
ave
noth
ing
to d
o w
ith
thin
king
the
gam
e. N
or m
ight
it b
e th
e ab
ility
to d
ismiss
the
gam
e as
unre
al in
the
nam
e of
som
e su
ppos
edly
mor
e so
lidly
gro
unde
d ou
tsid
e.
Wha
t? T
hese
lum
inou
s pix
els a
re n
ot re
al, y
ou sa
y? T
hen
neith
er is
your
wor
ld. I
f any
thin
g, T
he C
ave�
seem
s to
be w
here
the
form
s, th
e
idea
s, th
e ab
stra
ctio
ns b
ehin
d th
e m
ere
appe
aran
ce o
f thi
ngs i
n th
e
outs
ide
wor
ld c
an b
e fo
und.
Whe
ther
gam
espa
ce is
mor
e re
al o
r not
than
som
e ot
her w
orld
is n
ot th
e qu
estio
n. T
hat e
ven
in it
s unr
ealit
y it
may
hav
e re
al e
ffect
s on
othe
r wor
lds �
is. G
ames
are
not
repr
esen
tatio
ns o
f thi
s wor
ld. T
hey
are
mor
e lik
e al
lego
ries o
f a
wor
ld m
ade
over
as g
ames
pace
. The
y en
code
the
abst
ract
prin
cipl
es u
pon
whi
ch d
ecisi
ons a
bout
the
real
ness
of t
his o
r tha
t wor
ld a
re d
ecid
ed.
021.
�H
ere
is th
e gu
idin
g pr
inci
ple
of a
futu
re u
topi
a, n
ow lo
ng p
ast:
�To
each
acc
ordi
ng to
his
need
s; fro
m e
ach
acco
rdin
g to
his
abili
ties.�
In g
ames
pace
, wha
t do
we
have
? An
atop
ia, a
pla
cele
ss, s
ense
less
real
m, w
here
qui
te a
diff
eren
t max
im ru
les:
�Fro
m e
ach
acco
rdin
g to
thei
r abi
litie
s � to
eac
h a
rank
and
scor
e.�
Nee
ds n
o lo
nger
ent
er
into
it. N
ot e
ven
desir
e m
atte
rs. U
ncrit
ical
gam
ers d
o no
t win
wha
t
they
des
ire; t
hey
desir
e w
hat t
hey
win
. The
scor
e is
the
thin
g. T
he
rest
is a
gony
. The
gam
er a
s the
orist
at f
irst s
ight
seem
s to
have
acqu
ired
an a
bilit
y th
at c
ount
s for
not
hing
in g
ames
pace
. The
gam
er a
s
theo
rist m
ight
beg
in w
ith a
n in
diffe
renc
e to
dist
inct
ion,
to a
ll th
at
the
gam
espa
ce p
rizes
. You
doe
s not
pla
y th
e ga
me
to w
in (o
r not
just
to w
in).
You
trifl
e w
ith it
� p
layi
ng w
ith st
yle
to u
nder
stan
d th
e
gam
e as
a fo
rm. Y
ou tr
ifle
with
the
gam
e to
und
erst
and
the
natu
re o
f
gam
espa
ce a
s a w
orld
� a
s the
wor
ld. Y
ou tr
ifle
with
the
gam
e to
disc
over
in w
hat w
ay g
ames
pace
falls
shor
t of i
ts se
lf-pr
ocla
imed
perfe
ctio
n. T
he d
igita
l gam
e pl
ays u
p ev
eryt
hing
that
gam
espa
ce m
erel
y
pret
ends
to b
e: a
fair
fight
, a le
vel p
layi
ng fi
eld,
free
com
petit
ion.
022.
�No
won
der d
igita
l gam
es a
re th
e em
erge
nt c
ultu
ral f
orm
of t
he ti
mes
.
The
times
hav
e th
emse
lves
bec
ome
just
a se
ries o
f les
s and
less
perfe
ct g
ames
. The
Cav
e� p
rese
nts g
ames
in a
pur
e st
ate,
as a
real
m
whe
re ju
stic
e �
of a
sort
� re
igns
. The
beg
inni
ngs o
f a c
ritic
al
theo
ry o
f gam
es �
a g
amer
theo
ry �
mig
ht li
e no
t in
hold
ing
gam
es
acco
unta
ble
as fa
iled
repr
esen
tatio
ns o
f the
wor
ld, b
ut q
uite
the
reve
rse.
The
wor
ld o
utsid
e is
a ga
mes
pace
that
app
ears
as a
n im
perfe
ct
form
of t
he c
ompu
ter g
ame.
The
gam
er is
an
arch
eolo
gist
of T
he C
ave�
.
The
com
pute
r gam
es th
e ga
mer
find
s the
re a
re th
e ru
ins,
not o
f a lo
st
past
, but
of a
lost
futu
re. G
ames
pace
is b
uilt
on th
e ru
ins o
f a
futu
re it
pro
clai
ms i
n th
eory
yet
disa
vow
s in
prac
tice.
To
the
exte
nt
that
the
gam
er a
s the
orist
wan
ts to
hac
k or
�m
od�
the
gam
e, it
is to
play
eve
n m
ore
intim
atel
y w
ithin
it.
The
gam
er a
s the
orist
is n
ot o
ut
to b
reak
the
gam
e. T
he p
oint
is n
ot to
redu
ce th
e ga
me
to th
e le
vel o
f
the
impe
rfect
wor
ld o
utsid
e it.
Lik
e an
y ar
cheo
logi
st, t
he g
amer
as
theo
rist t
reat
s the
se ru
ins o
f the
futu
re w
ith o
bses
sive
care
and
atte
ntio
n to
thei
r pre
serv
atio
n, n
ot th
eir d
estr
uctio
n.
023.
�Gam
espa
ce n
eeds
theo
rists
� b
ut a
lso a
new
kin
d of
pra
ctic
e. O
ne th
at
can
brea
k do
wn
the
line
that
div
ides
gam
er fr
om d
esig
ner,
to re
depl
oy
the
digi
tal s
o th
at it
mak
es th
is ve
ry d
istin
ctio
n ar
bitr
ary.
It i
s a
char
acte
ristic
of g
ames
to re
nder
dig
ital d
ecisi
ons o
n al
l sha
des o
f
diffe
renc
e. O
ne e
ither
win
s or l
oses
. One
eith
er h
its o
r miss
es. T
he
prac
tice
of th
e ga
mer
as t
heor
ist m
ight
be
to re
inst
all w
hat i
s
unde
cida
ble
back
into
the
gam
espa
ce w
hose
prim
ary
viol
ence
has
not
hing
to d
o w
ith b
right
ly c
olor
ed e
xplo
sions
or m
ount
ing
deat
h co
unts
, but
with
the
deci
sion
by d
igita
l fia
t on
whe
re e
very
thin
g be
long
s and
how
it is
rank
ed. L
ars S
vend
sen:
�Ho
w b
orin
g lif
e w
ould
be
with
out
viol
ence
!� T
he re
al v
iole
nce
of g
ames
pace
is it
s dic
ing
of e
very
thin
g
anal
og in
to th
e di
gita
l, cu
ttin
g co
ntin
uum
s int
o bi
ts. T
hat g
ames
pres
ent t
he d
igita
l in
its m
ost p
ure
form
are
reas
on e
noug
h to
em
brac
e
them
, for
her
e vi
olen
ce is
at i
ts m
ost e
xtre
me
� an
d its
mos
t
harm
less
. 02
4.�O
f all
the
kind
s of b
elon
ging
that
con
tend
for a
llegi
ance
� a
s wor
kers
agai
nst t
he b
oss,
as c
itize
ns a
gain
st th
e en
emy,
as b
elie
vers
aga
inst
the
infid
el �
all
now
hav
e to
com
pete
with
one
whi
ch m
akes
ago
n its
first
and
onl
y pr
inci
ple.
Gam
espa
ce w
ants
us a
ll to
bel
ieve
we
are
noth
ing
but g
amer
s now
, com
petin
g no
t aga
inst
ene
mie
s of c
lass
or
faith
or n
atio
n, b
ut o
nly
agai
nst o
ther
gam
ers.
A ne
w h
istor
ical
pers
ona
stal
ks th
e ea
rth.
All
of th
e pr
evio
us su
ch p
erso
na h
ad m
any
brev
iarie
s and
man
uals,
and
so th
is lit
tle b
ook
seek
s to
offe
r
guid
ance
for t
hink
ing
with
in th
is ne
w p
erso
na. A
n AB
C of
theo
ry fo
r
gam
ers.
Not
a st
rate
gy g
uide
, a c
heat
shee
t or a
wal
k-th
roug
h fo
r how
to im
prov
e on
e�s s
core
or h
one
one�
s trig
ger f
inge
r. A
prim
er, r
athe
r,
in th
inki
ng a
bout
a w
orld
mad
e ov
er a
s a g
ames
pace
, mad
e ov
er a
s an
impe
rfect
cop
y of
the
gam
e. T
he g
ame
mig
ht n
ot b
e ut
opia
, but
it m
ight
be th
e on
ly th
ing
left
with
whi
ch to
pla
y ag
ains
t gam
espa
ce.
025.
�No
won
der g
amer
s cho
ose
to sp
end
thei
r tim
e ho
led
up in
The
Cav
e�.
Here
at l
east
the
targ
ets r
eally
are
onl
y po
lygo
ns, a
nd th
e pr
izes
real
ly a
re w
orth
less
, mer
e co
lors
and
num
bers
. The
se a
re n
ot th
e le
ast
of it
s mer
its. A
nd y
et T
he C
ave�
is a
wor
ld y
ou ca
n ne
ither
ow
n no
r
cont
rol.
Even
this
subs
titut
e fo
r uto
pia
is in
som
eone
else
�s
poss
essio
n. T
he d
igita
l gam
e is
both
an
alm
ost u
topi
an a
ltern
ativ
e to
gam
espa
ce a
nd it
s mos
t pur
e pr
oduc
t. O
r was
. Per
haps
the
gam
e is
colla
psin
g ba
ck in
to b
usin
ess a
s usu
al. P
erha
ps th
e sin
gle-
play
er g
ame
will
bec
ome
an a
nach
roni
sm, s
uper
cede
d by
mul
tipla
yer w
orld
s as v
enal
and
beni
ghte
d as
the
rest
of g
ames
pace
. Per
haps
, lik
e sil
ent c
inem
a,
the
stan
d-al
one
gam
e w
ill b
e an
orp
hane
d fo
rm. P
erha
ps g
ame
desig
ners
such
as W
ill W
right
and
Tet
suya
Miz
ogus
hi w
ill b
e th
e Se
rgei
Eise
nste
ins a
nd D
ziga
Ver
tovs
of a
lost
art
. Per
haps
, in
this
mom
ent
of e
clip
se, t
he cl
assic
gam
es h
ave
som
ethi
ng to
show
us.
So b
y al
l
mea
ns n
eces
sary
, be
a ga
mer
, but
be
a ga
mer
who
thin
ks �
and
act
s �
with
a v
iew
to re
aliz
ing
the
real
pot
entia
ls of
the
gam
e, in
and
agai
nst t
his w
orld
mad
e ov
er a
s a g
ames
pace
. One
mig
ht st
art w
ith th
e
curio
us g
ap b
etw
een
the
gam
es o
ne lo
ves a
nd a
n ev
eryd
ay li
fe w
hich
, by
the
light
of t
he g
ame,
seem
s cur
ious
ly si
mila
r, an
d ye
t som
ehow
lack
ing.
Al
lego
ry (o
n Th
e Si
ms)
Fig.
2 02
6.�B
enja
min
get
s up
in th
e m
orni
ng. H
e go
es to
the
toile
t. He
leav
es th
e
seat
up.
He
show
ers a
nd fi
xes b
reak
fast
. He
read
s the
pap
er. H
e fin
ds
a jo
b �
as a
Tes
t Sub
ject
� st
artin
g to
mor
row
. It�
s not
muc
h, b
ut
times
are
har
d. H
e re
ads a
boo
k, a
nd th
en a
noth
er. H
e fix
es lu
nch,
naps
, rea
ds a
gain
. He
goes
to b
ed. H
e ge
ts u
p. T
oile
t, sh
ower
,
brea
kfas
t aga
in. H
e do
es n
ot m
ake
his b
ed. H
e go
es to
wor
k. H
e co
mes
hom
e, p
repa
res a
noth
er m
eal.
He ta
lks t
o hi
s roo
m m
ate
Bert
a b
it.
Hann
ah d
rops
by.
He
flirt
s with
her
som
e. H
e go
es to
bed
, get
s up,
does
the
who
le th
ing
all o
ver a
gain
.
027.
�Day
s go
by. N
ot m
uch
chan
ges.
His c
ooki
ng im
prov
es. H
e m
akes
new
frien
ds �
Ted
, Ger
shol
m, A
sja. T
hey
drop
by
som
etim
es; s
omet
imes
he
visit
s. Th
ere
is th
e ne
w fu
rnitu
re. T
hat m
akes
him
a b
it ha
ppie
r, bu
t
not m
uch.
He
gets
a p
rom
otio
n to
Lab
Ass
istan
t. It�
s the
nig
ht sh
ift,
but t
he p
ay is
bet
ter.
Then
he
mak
es F
ield
Res
earc
her a
nd is
bac
k
wor
king
regu
lar h
ours
. Afte
r a w
hile
he
beco
mes
a S
chol
ar. H
e is
so
crea
tive,
but
it h
elps
to h
ave
frien
ds if
you
wan
t to
get a
head
. He
aspi
res t
o be
ing
a Th
eoris
t. Th
e pa
y is
bett
er. A
nd th
e ho
urs.
He
drea
ms o
f yac
hts a
nd b
ig sc
reen
TVs
. Ben
jam
in is
a S
im, a
char
acte
r in
a ga
me
calle
d Th
e Si
ms.
One
coul
d be
forg
iven
for i
mag
inin
g th
is w
as
som
ebod
y�s l
ife.
028.
�In
The
Sim
s, yo
u cr
eate
char
acte
rs li
ke B
enja
min
, bui
ld a
nd fu
rnish
hom
es fo
r the
m, f
ind
them
jobs
and
frie
nds.
All i
n a
wor
ld w
ithou
t a
sky.
Per
haps
a g
ame
like
The
Sim
s cou
ld b
e a
paro
dy o
f eve
ryda
y lif
e
in �
cons
umer
soci
ety�
. Ben
jam
in a
nd h
is fri
ends
dre
am o
f thi
ngs.
Thin
gs m
ake
them
hap
py. T
hey
find
a ni
ce so
fa so
muc
h m
ore
rela
than
a ch
eap
one.
As t
he g
ame�
s des
igne
r Will
Wrig
ht sa
ys: �
If yo
u sit
ther
e an
d bu
ild a
big
man
sion
that
ƒs a
ll fu
ll of
stuf
f, w
ithou
t
chea
ting,
you
real
ize th
at a
ll th
ese
obje
cts e
nd u
p su
ckin
g up
all
your
tim
e, w
hen
all t
hese
obj
ects
had
bee
n pr
omisi
ng to
save
you
time.
� An
d itƒ
s act
ually
kin
d of
a p
arod
y of
cons
umer
ism, i
n w
hich
at
som
e po
int y
our s
tuff
take
s ove
r you
r life
.§ O
ther
s disa
gree
. Gam
e
scho
lar G
onza
lo F
rasc
a: �
Certa
inly
, the
gam
e m
ay b
e m
akin
g fu
n of
subu
rban
Am
eric
ans,
but s
ince
it re
war
ds th
e pl
ayer
eve
ry ti
me
she
buys
new
stuf
f, I d
o no
t thi
nk th
is co
uld
be co
nsid
ered
par
ody.
� In
The
Sim
s, ch
arac
ters
can
have
lots
of d
iffer
ent j
obs,
but a
s Fre
dric
Jam
eson
says
: �pa
rody
find
s its
elf w
ithou
t a v
ocat
ion�
029.
�Per
haps
a g
ame
like
The
Sim
s cou
ld b
e an
alle
gory
for e
very
day
life
in
gam
espa
ce. I
n th
e al
lego
rical
mod
e, sa
ys W
alte
r Ben
jam
in: §
Any
pers
on,
any
obje
ct, a
ny re
latio
nshi
p ca
n m
ean
abso
lute
ly a
nyth
ing
else
. With
this
poss
ibili
ty a
des
truct
ive
but j
ust v
erdi
ct ca
n be
pas
sed
on th
e
prof
ane
wor
ld: i
t is c
hara
cter
ized
as a
wor
ld in
whi
ch th
e de
tail
is
of n
o gr
eat i
mpo
rtanc
e.§
For
Ben
jam
in, t
he fr
agm
entin
g of
the
mod
ern
wor
ld b
y te
chni
que,
the
prof
usio
n of
com
mod
ities
that
wel
l up
in th
e
abse
nce
of a
cohe
rent
who
le, f
inds
its e
xpre
ssio
n in
alle
gory
, whi
ch
fragm
ents
thin
gs st
ill fu
rther
, sha
tterin
g th
e ill
usio
n of
bou
rgeo
is
orde
r, re
veal
ing
the
mea
ns b
y w
hich
it is
mad
e. §
Wha
t res
ists t
he
men
daci
ous t
rans
figur
atio
n of
the
com
mod
ity w
orld
is it
s dist
ortio
n
into
alle
gory
.§ A
nd y
et th
is po
ssib
ility
too
seem
s exh
aust
ed. T
he
fragm
entin
g of
the
fragm
ente
d se
ems r
outin
e to
a S
im. N
o ot
her w
orld
seem
s pos
sible
.
030.
�Per
haps
a g
ame
like
The
Sim
s is n
ot ju
st a
n al
lego
ry b
ut a
lso a
n
�alle
gorit
hm.�
To
be a
gam
er is
a sl
ight
ly d
iffer
ent p
erso
na to
bei
ng
a re
ader
or a
vie
wer
. Lev
Man
ovic
h: �
As th
e pl
ayer
pro
ceed
s thr
ough
the
gam
e, sh
e gr
adua
lly d
iscov
ers t
he ru
les t
hat o
pera
te in
the
univ
erse
cons
truct
ed b
y th
is ga
me.
� A
lex
Gallo
way
: �To
pla
y th
e ga
me
mea
ns to
pla
y th
e co
de o
f the
gam
e. T
o w
in m
eans
to k
now
the
syst
em.
And
thus
to in
terp
ret a
gam
e m
eans
to in
terp
ret i
ts a
lgor
ithm
(to
disc
over
its p
aral
lel a
llego
rithm
).� W
hat i
s dist
inct
ive
abou
t gam
es
is th
at th
ey p
rodu
ce fo
r the
gam
er a
n in
tuiti
ve re
latio
n to
the
algo
rithm
. The
intu
itive
exp
erie
nce
and
the
orga
nizin
g al
gorit
hm
toge
ther
are
an
alle
gorit
hm fo
r a fu
ture
that
in g
ames
pace
is fo
reve
r
prom
ised
but n
ever
com
es to
pas
s. Th
e al
lego
rithm
by
whi
ch th
e ga
mer
rela
tes t
o th
e al
gorit
hm p
rodu
ces a
qui
te p
artic
ular
alle
gory
by
whi
ch
gam
er a
nd a
lgor
ithm
toge
ther
rela
te to
gam
espa
ce. I
n a
gam
e an
y
char
acte
r, an
y ob
ject
, any
rela
tions
hip
can
be g
iven
a v
alue
, and
that
valu
e ca
n be
disc
over
ed. W
ith th
is po
ssib
ility
a ch
alle
ngin
g bu
t fai
r
verd
ict ca
n be
pas
sed
on th
e pr
ofan
e w
orld
: it is
char
acte
rized
as a
wor
ld in
whi
ch a
ny v
alue
is a
rbitr
ary,
yet
its v
alue
and
its r
elat
ion
to o
ther
val
ues c
an b
e di
scov
ered
thro
ugh
trial
and
erro
r.
031.
�An
algo
rithm
� fo
r cur
rent
pur
pose
s � is
a fi
nite
set o
f ins
truct
ions
for a
ccom
plish
ing
som
e ta
sk, w
hich
tran
sfor
ms a
n in
itial
star
ting
cond
ition
into
a re
cogn
izabl
e en
d co
nditi
on. G
reg
Cost
ikya
n:
�Alg
orith
mic
gam
es a
re o
nes i
n w
hich
und
erly
ing
calc
ulat
ions
or r
ules
dete
rmin
e th
e ga
me�
s res
pons
e to
the
play
er�s
inpu
t.� T
he re
cipes
that
Ben
jam
in a
nd o
ther
Sim
s lea
rn fr
om th
e co
okbo
oks o
n th
eir
book
shel
ves a
re a
lgor
ithm
s. Be
njam
in�s
care
er a
s a T
heor
ist is
also
an
algo
rithm
. The
re is
a st
art c
ondi
tion:
he
mus
t hav
e 8
frien
ds, 4
char
isma
poin
ts, a
7 in
crea
tivity
, and
so o
n. It
has
end
cond
ition
s,
too.
With
10
frien
ds, 5
char
isma
poin
ts a
nd 1
0 fo
r cre
ativ
ity, t
he
Theo
rist c
aree
r can
end
, and
ano
ther
beg
in. T
he g
amer
sele
cts o
ne
sequ
ence
afte
r ano
ther
, and
gra
dual
ly le
arns
wha
t the
y do
� th
at�s
algo
rithm
. The
gam
er d
iscov
ers a
rela
tions
hip
betw
een
appe
aran
ces a
nd
algo
rithm
in th
e ga
me
whi
ch is
a d
oubl
e of
the
rela
tion
betw
een
appe
aran
ces a
nd a
put
ativ
e al
gorit
hm in
gam
espa
ce �
that
�s
alle
gorit
hm. (
See
Fig.
2) B
ut th
ere
is al
way
s a g
ap b
etw
een
the
intu
itive
ly k
now
able
alg
orith
m o
f the
gam
e an
d th
e pa
ssin
g, u
neve
n,
unfa
ir se
mbl
ance
of a
n al
gorit
hm in
the
ever
yday
life
of g
ames
pace
�
this
is th
e fo
rm th
at a
llego
ry n
ow ta
kes.
032.
�The
imag
es a
nd st
orie
s tha
t pop
ulat
e ga
mes
are
mos
tly cr
ibbe
d fro
m
som
e ot
her m
edia
, fro
m n
ovel
s, fil
ms o
r tel
evisi
on. G
ames
mos
tly ju
st
recy
cle, o
r �re
med
iate
�, b
its o
f rep
rese
ntat
ion
from
oth
er m
edia
.
Bolte
r & G
rusin
: �re
med
iatio
n is
a de
finin
g ch
arac
teris
tic o
f the
new
digi
tal m
edia
.� A
nd h
ence
not
spec
ific t
o ga
mes
. Fro
m th
e po
int o
f
view
of r
epre
sent
atio
n, th
e ga
me
is al
way
s ina
dequ
ate
to e
very
day
life.
A S
im in
The
Sim
s is a
sim
ple
anim
ated
char
acte
r, w
ith fe
w
facia
l fea
ture
s or e
xpre
ssio
ns. In
The
Sim
s 2 th
ey se
em a
littl
e m
ore
lifel
ike,
but
the
impr
ovem
ent o
f the
repr
esen
tatio
n in
som
e pa
rticu
lar
way
s onl
y rai
ses t
he st
anda
rds b
y whi
ch it
app
ears
to fa
ll sh
ort i
n
othe
rs. F
rom
the
poin
t of v
iew
of a
llego
rithm
, it a
ll se
ems m
ore
the
othe
r way
aro
und.
Eve
ryda
y life
in g
ames
pace
seem
s an
impe
rfect
vers
ion
of th
e ga
me.
The
gam
espa
ce o
f eve
ryda
y life
may
be
mor
e
com
plex
and
var
iega
ted,
but
it se
ems m
uch
less
cons
isten
t, co
here
nt
and
fair.
Per
haps
this
was
alw
ays t
he a
topi
an p
rom
ise o
f the
dig
ital �
a re
al o
f abs
olut
e, im
pers
onal
equ
ity a
nd e
quan
imity
. The
gam
e op
ens a
criti
cal g
ap b
etw
een
wha
t gam
espa
ce p
rom
ises a
nd w
hat i
t del
iver
s.
Wha
t is t
rue
is no
t rea
l; wha
t is r
eal i
s not
true
. Thi
s is w
hat t
he
doub
le m
ovem
ent o
f alle
gorit
hm a
nd a
llego
ry h
ave
to re
port.
The
gam
e
is tru
e in
that
its a
lgor
ithm
is co
nsist
ent,
but t
his v
ery c
onsis
tenc
y
nega
tes a
wor
ld th
at is
not
.
033.
�Im
agin
e th
at B
enja
min
, our
char
acte
r in
The
Sim
s, m
akes
it to
the
penu
ltim
ate
leve
l and
bec
omes
a T
heor
ist. P
erha
ps th
en yo
u bu
y him
a
com
pute
r bec
ause
he
seem
s bor
ed w
ith re
adin
g. W
hat w
ould
he
do w
ith
it? P
lay T
he S
ims,
of co
urse
. Bei
ng a
The
orist
, per
haps
he
star
ts to
thin
k abo
ut it
. Per
haps
he
jots
som
ethi
ng lik
e th
is in
his
note
book
:
�The
gam
er w
hose
listle
ss g
aze
falls
on
the
cont
rolle
r in
his h
and
is
read
y for
the
alle
gorit
hm. B
ored
om is
the
basis
of t
he a
llego
rithm
ic
insig
ht in
to th
e w
orld
. Bor
edom
lays
was
te to
the
appe
al o
f the
gam
e
as g
ame,
and
calls
atte
ntio
n to
the
ambi
guou
s rel
atio
n of
gam
e to
gam
espa
ce. A
llego
rithm
ic pe
rcep
tion
is n-
dim
ensio
nal, i
t int
uits
behi
nd a
ppea
ranc
es in
tera
ctio
ns o
f man
y var
iabl
es. T
he a
llego
rithm
ic
mod
e of
app
rehe
nsio
n is
alw
ays b
uilt
on a
n ev
alua
tive
rela
tion
to th
e
wor
ld o
f app
eara
nces
. Mor
e an
d m
ore
rele
ntle
ssly
, the
eve
ryda
y life
of
gam
ers i
s com
ing
to w
ear t
he e
xpre
ssio
n of
gam
espa
ce. A
t the
sam
e
time,
gam
espa
ce se
eks t
o di
sgui
se th
e un
gam
elik
e ch
arac
ter o
f thi
ngs.
Wha
t hei
ghte
ns th
e m
enda
cious
tran
sform
atio
n of
gam
espa
ce is
its
appe
aran
ce in
an
undi
stor
ted
form
in th
e ga
me.
Stil
l, gam
espa
ce w
ants
to lo
ok it
self
in th
e fa
ce. It
cele
brat
es it
s inc
arna
tion
in th
e
gam
er.�
034.
�In
the
gam
er, B
enja
min
mig
ht sa
y, is
rebo
rn th
e so
rt of
idle
r tha
t
Socr
ates
pick
ed o
ut fr
om th
e At
heni
an m
arke
tpla
ce to
be
his
inte
rlocu
tor.
�Onl
y, th
ere
is no
long
er a
Socr
ates
, so
ther
e is
no o
ne
to ad
dres
s the
idle
r. An
d th
e sla
ve la
bor t
hat g
uara
ntee
d hi
m h
is
leisu
re h
as lik
ewise
ceas
ed to
exi
st.§
In T
he S
ims,
as in
gam
espa
ce,
one
won
ders
if th
e id
ler h
as d
isapp
eare
d al
so. T
here
is n
o id
le ti
me
in T
he S
ims,
or in
the
gam
espa
ce o
f whi
ch it
is th
e m
ore
perfe
ct
doub
le. T
he q
uartz
hea
rt of
the
com
pute
r on
whi
ch T
he S
ims r
uns t
icks
over
rem
orse
less
ly. A
ll of i
ts m
omen
ts ar
e eq
uiva
lent
, and
so to
o, in
a way
, are
all m
omen
ts in
The
Sim
s. Sl
eepi
ng, n
appi
ng, c
onve
rsat
ion
or
read
ing
all a
dvan
ce o
ne�s
scor
es. B
enja
min
has
to g
o to
bed
to g
et u
p
agai
n to
go
to w
ork t
o ea
rn th
e rig
ht to
slee
p, an
d dr
eam
, aga
in.
035.
�To
be a
gam
er is
to co
me
to u
nder
stan
ding
thro
ugh
quan
tifia
ble
failu
re. T
he b
ar g
raph
s mea
surin
g Be
njam
in�s
bei
ng tr
end
nega
tive
and
refu
se to
bud
ge. Y
ou ar
e to
o bu
sy e
lsew
here
to g
et B
enja
min
to th
e
toile
t on
time,
and
he p
ees h
imse
lf. H
e ne
eds s
leep
, he
need
s lov
e, h
e
need
s a n
ew ki
tche
n. H
e tu
rns t
o fa
ce yo
u, th
e ga
mer
, and
ges
ture
s
wild
ly, a
s if c
ursin
g hi
s God
. Whe
n th
ings
wer
e go
ing
wel
l, you
forg
ot
to sa
ve th
e ga
me,
so th
ere
is no
bet
ter t
ime
to g
o ba
ck to
. Not
hing
for i
t but
to w
ork w
ith w
hat y
ou h
ave,
or q
uit a
nd st
art a
gain
. The
gam
e is
a kno
wab
le al
gorit
hm fr
om w
hich
you
know
you
can
esca
pe;
gam
espa
ce is
an u
nkno
wn
algo
rithm
from
whi
ch th
ere
is no
esc
ape.
The
gam
e is
just
like
the
gam
espa
ce o
f eve
ryda
y life
, exc
ept t
hat t
he g
ame
can
over
com
e th
e vi
olen
ce o
f tim
e. Th
e ga
me
ties u
p th
at o
ne lo
ose
end
with
whi
ch g
ames
pace
stru
ggle
s � th
e m
orta
l fla
w o
f an
irrev
ersib
le
time.
No
won
der t
he Si
m tu
rns i
n va
in to
the
gam
er as
a God
, for
it is
the
gam
er w
ho h
as tu
rned
tow
ard
the
gam
e as
a m
essia
nic,
reve
rsib
le
time.
03
6.�G
amer
s are
not
alw
ays g
ood
Gods.
It�s s
uch
a tem
ptat
ion
to se
t up
a
Sim
to su
ffer.
Depriv
e th
em o
f a kn
owle
dge
of co
okin
g an
d pr
etty
soon
they
set f
ire to
them
selv
es. B
uild
a ho
use
with
out d
oors
or w
indo
ws
and
they
star
ve. W
atch
as th
e al
gorit
hm w
orks
itse
lf ou
t to
its
term
inal
stat
e, th
e ba
r gra
phs s
lidin
g do
wn
to n
othi
ng. T
his v
iole
nce
is no
t �re
al�.
Sim
s are
not
peo
ple.
They
are
imag
es. T
hey a
re im
ages
in a
wor
ld w
hich
appe
ars a
s a va
st ac
cum
ulat
ion
of im
ages
. Hen
ce th
e
plea
sure
in d
estro
ying
imag
es, t
o de
mon
stra
te ag
ain
and
agai
n th
eir
wor
thle
ssne
ss. T
hey c
an m
ean
anyt
hing
and
noth
ing.
They
hav
e no
savi
ng
pow
er. B
ut ev
en th
ough
the i
mag
es ar
e mea
ning
less
, the
algo
rithm
still
func
tions
. It as
signs
, if n
ot m
eani
ng, if
not
vera
city,
if no
t
nece
ssity
, the
n at
leas
t a sc
ore t
o re
pres
enta
tions
. In
The S
ims t
he
wor
ld o
f gam
espa
ce is
rede
emed
by p
rovi
ding
for i
ts m
yria
d th
ings
the
algo
rithm
that
they
lack
to fo
rm co
nsist
ent r
elat
ions
.
037.
�The
Sim
who
suffe
rs tu
rns t
o fa
ce it
s gam
er, lo
okin
g ou
t tow
ard
an
abse
nt sk
y, ap
peal
ing
dire
ctly,
bey
ond
the f
ram
e of t
he g
ame i
tsel
f.
The g
amer
may
not
answ
er, o
r may
not
be a
ble t
o an
swer
. The
gam
er as
God su
ffers
from
an ap
pare
ntly
simila
r alg
orith
mic
logi
c as t
he Si
m.
The S
ims c
omes
with
theo
logi
cal o
ptio
ns. T
urn
on �
free w
ill�
and
Sim
s
stra
y fro
m th
e pow
ers o
f the
ir m
aker
. Tur
n it
off a
nd th
eir a
ctio
ns
are p
rede
stin
ed, b
ut ev
en so
, the
gam
er-g
od q
uick
ly fin
ds th
at th
e
algo
rithm
is a
high
er p
ower
that
the p
ower
one
com
man
ds. S
houl
d th
e
gam
e be g
oing
bad
ly fo
r the
Sim
, it tu
rns t
o fa
ce th
e gam
er; s
houl
d
the g
ame b
e goi
ng b
adly
for t
he g
amer
, the
re is
no
one f
or th
e gam
er
to tu
rn aw
ay an
d fa
ce. T
he Si
m w
ho ad
dres
ses a
hel
ples
s, ho
pele
ss o
r
lost
God
lives
out
the a
llego
ry o
f gam
espa
ce it
self.
At l
east
the S
im
has s
omeo
ne to
turn
to. W
ho ca
n th
e gam
er tu
rn to
? Per
haps
you
can
see
now
the r
easo
n fo
r the
pop
ular
ity, a
mon
g th
ose t
roub
led
by g
ames
pace
but l
ackin
g a c
once
pt to
acco
unt f
or it
, of a
per
sona
l God
who
can
perfo
rm m
iracle
s, w
ho ca
n br
eak t
he ru
les o
f His
own
algo
rithm
.
038.
�As a
gam
er yo
u ca
n ha
ve n
o se
nse o
f wor
th an
d no
faith
in sa
lvatio
n
othe
r tha
n th
roug
h yo
ur o
wn
effo
rts. B
ut th
ose e
fforts
are f
raug
ht,
and
you
are s
oon
lost
in th
e maz
e of t
he g
ame.
The g
amer
achi
eves
wor
th th
roug
h vic
torie
s of c
hara
cter
; but
that
char
acte
r ine
vitab
ly
face
s def
eat i
n tu
rn. O
r wor
se. T
he o
nly t
hing
wor
se th
an b
eing
defe
ated
is b
eing
und
efea
ted.
For t
hen
ther
e is n
othi
ng ag
ainst
whi
ch
to se
cure
the w
orth
of t
he g
amer
oth
er th
an to
find
anot
her g
ame.
One
gam
e lea
ds to
the n
ext.
It�s t
he sa
me f
or B
enja
min
. Afte
r The
orist
com
es M
ad Sc
ient
ist an
d af
ter t
hat �
not
hing
. Sta
rt ov
er. P
ick a
new
care
er. G
et an
expa
nsio
n pa
ck. T
ry so
me n
ew liv
es. S
tart
as a
Play
grou
nd M
onito
r, be
com
e a Te
ache
r, a P
rofe
ssor
, get
tenu
re, r
ise to
Dean,
the f
inall
y, M
inist
er o
f Edu
catio
n. St
art a
s a N
obod
y, w
orkin
g
for t
ips.
Beco
me a
n In
sider
, a N
ame D
ropp
er, a
Sell O
ut, a
Play
er, a
Cele
brity
, the
n fin
ally,
a Sup
ersta
r. Bu
t the
se ar
e jus
t arb
itrar
y
nam
es fo
r ser
ies o
f lev
els.
Any q
ualit
ative
diff
eren
ce b
etw
een
leve
ls
is ju
st an
effe
ct o
f an
unde
rlyin
g qu
antit
y. A h
ighe
r lev
el is
esse
ntial
ly m
ore t
han
a low
er le
vel. A
nd so
ther
e�s n
owhe
re to
go
but
to m
ore,
and
mor
e, un
til th
ere i
s no
mor
e, an
d th
e gam
er, li
ke th
e
char
acte
r, is
left
with
not
hing
. The
frui
t of t
he d
igita
l is th
e
expu
lsion
of q
ualit
y fro
m th
e wor
ld. T
hat�
s gam
espa
ce. T
he co
nsol
atio
n
of th
e gam
e is t
hat a
t lea
st th
is ex
pulsi
on is
abso
lute
.
039.
�Orig
inal
Sims c
an b
e any
mix
of tw
o ge
nder
s and
thre
e col
ors.
In Th
e
Sims 2
you
start
with
pre
set t
empl
ates
(Cau
casia
n, A
frica
n Am
erica
n,
Chin
ese,
Persi
an �
and
Elf) a
ltera
ble v
ia a l
ot o
f sub
-slid
ers.
You
choo
se g
ende
r, ag
e, co
lor,
hair
style
and
colo
r, ey
e col
or, w
eight
,
heig
ht, g
lasse
s, ha
ts, ac
cess
ories
, clo
thes
, and
so o
n, b
ut th
ese
exte
rnal
attri
bute
s are
mer
ely a
skin
. The
y do
not r
eally
affe
ct th
e
gam
e. Th
e slid
ing
varia
bles
of c
hara
cter
, how
ever
, do
prog
ram
in
adva
nce w
hat c
aree
rs a S
im ca
n ex
cel a
t, an
d w
hich
pas
t tim
es re
store
facu
lties
. In Si
ms 2
, the
y may
be s
traig
ht o
r gay
. Aga
in, it
mak
es n
o
diffe
renc
e. Eit
her w
ay th
eir o
ffspr
ing
mix
the �
gene
tic�
char
acte
r
quali
ties o
f the
ir pa
rent
s. Th
e ext
erna
l rep
rese
ntat
ions
are o
f no
acco
unt;
the i
nter
nal v
ariab
les d
eter
min
e pot
entia
l. The
�sk
in�
is
arbi
trary
, a d
iffer
ence
with
out a
dist
inct
ion,
mer
e dec
orat
ion.
Under
neat
h it
lies a
code
whi
ch is
all. T
he Si
ms 2
is co
mm
itted
bot
h
to a
gene
tic vi
ew o
f int
rinsic
nat
ure a
nd a
liber
al vie
w o
f the
equa
lity,
and
henc
e ind
iffer
ence
, of e
xtrin
sic ap
peara
nces
.
040.�
In Th
e Sim
s, th
ings
pro
lifer
ate.
Or rat
her,
the s
kins o
f thi
ngs.
You
can
have
man
y diff
eren
t kin
ds of s
ofa,
or co
ffee t
able,
or l
amp sh
ade,
but th
e met
er is
runn
ing,
so to
spea
k. Yo
u ha
ve to
mak
e mor
e mon
ey to
buy m
ore t
hing
s. Bu
t som
e gam
ers w
ho p
lay Th
e Sim
s trif
le with
the
game r
athe
r tha
n play
it. T
hese
gam
ers a
re n
ot in
tere
sted in
�win
ning
�
the g
ame,
they
are i
ntere
sted in
det
ails,
in fu
rnitu
re, o
r tell
ing
storie
s, or
crea
ting in
tere
sting w
orld
s. If
a chea
t is s
omeo
ne who
ignor
es th
e spac
e of a
gam
e to
cut s
traig
ht to
its o
bjectiv
e, th
en th
e
trifle
r is s
omeo
ne who
ignor
es th
e objec
tive t
o lin
ger w
ithin
its
spac
e. Be
rnar
d Suits
: �Tr
ifler
s rec
ognize
rules
but
not
goa
ls, ch
eats
reco
gnize g
oals
but n
ot ru
les.�
The S
ims l
ends i
tself t
o play
that
transfo
rms i
t fro
m a
world
of n
umber
bac
k to
a wor
ld o
f mea
ning.
Algor
ithm
bec
omes
a m
ore s
table
platfo
rm th
an th
e vici
ssitu
des o
f
games
pace f
or cr
eatin
g a su
burban
wor
ld o
f pre
tty th
ings.
But in
trifli
ng with
the g
ame,
the g
amer
stru
ggles to
esca
pe bor
edom
and
produce
diff
eren
ce �
and fin
ds that
this
too
has lim
its. S
teve
n Pool
e:
�You
must
learn
the s
equen
ces t
he pro
gram
mer
s hav
e built
in to
the
game �
and, o
kay,
ther
e are
hundre
ds of t
hem, b
ut that
doe
s not
consti
tute
free
dom.�
Gam
es re
deem
gam
espac
e by o
fferin
g a per
fect
unfreed
om, a
consis
tent s
et of c
onstrain
ts.
041.�
Allegory
is ab
out the r
elatio
n of sig
n to si
gn; alle
gorithm
is ab
out
the r
elatio
n of sig
n to n
umber
. Sig
ns don�t o
pen to
reve
al ch
ains o
f
other
signs,
pointin
g in al
l dire
ctio
ns. Or r
ather
, it is
no lo
nger of
any i
mporta
nce w
hat si
gns rev
eal. T
hey b
illow an
d float
, pool a
nd
gather
, arb
itrar
y and u
seles
s. Th
ere i
s no w
ay to
redee
m th
em. B
ut
signs n
ow poin
t to so
met
hing el
se. T
hey p
oint t
o num
ber. A
nd num
ber in
turn
poin
ts to
the a
lgorit
hm, w
hich tr
ansfo
rms o
ne num
ber in
to
anoth
er. O
ut of t
he bit
rot o
f sig
ns, gam
es m
ake a
llegorit
hms.
The
signs p
oint t
o num
bers,
the n
umber
s to al
gorithm
s, th
e alg
orithm
s to
alleg
orithm
s of e
very
day lif
e in g
ames
pace,
where s
igns l
ikewise
are
devalu
ed, a
rbitr
ary,
but can
still
stand as
alleg
ories o
f the o
ne
thin
g that
still
mak
es se
nse, fo
r the l
ogic of t
he dig
ital.
042.�
Allegory
bec
omes
a double
relat
ion: o
n the o
ne sid
e, th
ere i
s the
relat
ion of g
amer
to al
gorithm
in th
e gam
e, its
alleg
orithm
; on th
e
other
, ther
e is t
he rela
tion of a
llegorit
hm to
ever
yday
life i
n
games
pace.
In re
latio
n to gam
espac
e, th
e gam
e itse
lf work
s as a
n
esca
pe fro
m th
e agony o
f eve
ryday
life,
where t
he sta
kes a
re re
al an
d
uncerta
in, to
the u
nreal
stake
s of a
pure
game.
But the g
ame c
an al
so
work as
a cri
tique,
in tu
rn, o
f the u
nreali
ty of t
he sta
kes o
f
games
pace i
tself.
When
Sim
s dev
otees
assig
n valu
es to
non-exis
tent
furn
iture
, truly
the i
dea of e
conom
ic �util
ity� has
lost
all m
eanin
g.
The g
ame c
an al
so w
ork as
an at
opia, w
here p
lay is
free
from
work
,
from
neces
sity,
from
serio
usnes
s, fro
m m
oralit
y. Kill
your S
ims,
if
you w
ant t
o. Play
here h
as no la
w but t
he alg
orithm
. And ye
t ther
e is
a ten
sion bet
ween th
e gam
e and gam
espac
e. Th
e rela
tion bet
ween th
em is
at once
analo
g and dig
ital, b
oth a
contin
uum an
d a sh
arp bre
ak. T
he
gamer
stru
ggles to
mak
e of t
he gam
e a se
parat
e world
, for e
scap
e, fo
r
critiq
ue, fo
r ato
pian play
, and ye
t gam
espac
e insin
uates
itse
lf into
the g
ame.
043.�Star
t ove
r: Ben
jamin
begin
s as a
Beta T
este
r, bec
omes
a Hac
ker, a
nd
finall
y a G
ame D
esig
ner. A
fter t
hat yo
u are s
upposed to
leve
l up to
Ventu
re Cap
italis
t then
finall
y Info
rmat
ion Ove
rlord
. But s
omet
hing
goes w
rong al
ong the w
ay. B
enjam
in�s g
ame d
esig
n com
pany g
oes bro
ke.
The w
hole in
dustry i
s conso
lidat
ing. S
o Benjam
in goes
to w
ork fo
r a
much
bigger
game c
ompan
y. He s
tarts
work
. It�s a
mild
sort
of �cru
nch�
time �
normal
when th
ere�
s a pro
ject w
ith a
deadlin
e. Ben
jamin
is
workin
g eight h
ours, si
x day
s a w
eek.
The p
rojec
t is on sc
hedule,
so
its not s
o bad. It
�s tem
porary
. He c
omplai
ns a bit t
o Asja
. The
deadlin
e for e
nding th
e cru
nch co
mes
and goes
. And an
other
. Then
the
hours get
longer
. Ben
jamin
is w
orkin
g twelv
e hours,
six d
ays a
wee
k.
Benjam
in�s b
ar gra
phs slid
e into
the r
ed. T
hen th
e rea
l cru
nch tim
e
begin
s. Ben
jamin
is w
orkin
g seve
n days a
wee
k, �with
the o
ccas
ional
Satu
rday
even
ing off
for g
ood behav
ior.�
044.�You could
be forg
iven fo
r thin
king th
is is
just
a gam
e, but it
is
som
ebody�
s life
� as re
ported in
a wid
ely ci
rculat
ed te
xt w
ritte
n by
EA Sp
ouse. E
A, or E
lectro
nic Arts
, is a
game c
ompan
y bes
t known fo
r
its M
adden
sports
games
, but w
hich al
so w
hich owns M
axis,
which
mak
es
The S
ims.
EA�s s
logan: C
hallen
ge Eve
ryth
ing � ever
ything ex
cept E
A, of
course
� or the gap
between gam
e and gam
espac
e. In th
e gamesp
ace of
conte
mpora
ry la
bor, things a
re not li
ke th
e meas
ured pro
gressi
on up
the ra
nks of T
he Sim
s. In
The Si
ms,
Benjamin co
uld w
ork his
way fr
om
Game D
esigner t
o Info
rmat
ion Ove
rlord
much
the sa
me w
ay as
he had
worked up th
e leve
ls below. A
t Electr
onic Arts
, things a
re diff
erent.
Being an In
form
ation O
verlo
rd lik
e EA�s L
arry
Probst
require
s an ar
my
of Benjam
ins with
nothing to
work
with but t
heir skil
ls as
game
designers
and nowhere
to go th
an to
anoth
er firm
which
may
or may
not
crunch
its w
orkers
just as
hard. A
s the m
ilitar
y ente
rtainm
ent com
plex
conso
lidat
es into
a han
dful o
f big fir
ms,
it squeeze
s out a
ll but a
few niche play
ers. G
amesp
ace is
here a
poor imita
tion of it
s own gam
e.
045.�Start
over a
gain: T
his tim
e Benjamin begins a
s a Buck
et Runner. H
e
quickly
works him
self u
p to Colta
n Miner. C
oltan? W
hat is
colta
n? Quit
The Sims f
or a m
oment. P
op the co
ver o
ff your P
laysta
tion or y
our
lapto
p or cellp
hone. You ar
e lookin
g at st
uff that
has co
me fr
om al
l
over t
he world
� brought t
ogether b
y a global
logistics
. In th
e guts
of your m
achine yo
u may
spot s
ome ca
pacito
rs m
ade by K
emet, o
r may
be
sem
iconducto
rs fro
m In
tel. T
hese pro
bably co
ntain ta
ntalum
, a
marve
lous conducto
r of e
lectrici
ty, also
very
good with
heat. They
were quite
possibly
made w
ith co
ltan (s
hort fo
r colum
bite-ta
ntalite
)
dug out of t
he ground in
the Congo, w
here th
ere�s p
lenty of c
oltan,
from
which
tanta
lum is
refin
ed. The O
kapi F
aunal Rese
rve in
the Congo
is hom
e to gorill
as, m
onkeys
and elephants as w
ell as t
he okapi, a
rare re
lative of t
he giraffe
. Thousa
nds of M
buti, or p
ygm
ies, also
live th
ere. T
heir live
lihood is
com
prom
ised by t
he colta
n miners,
who
dig what o
ne journ
alist c
alled �SUV-si
zed holes�
in th
e mud, o
ut of
which th
ey can extr
act about a
kilo of c
oltan a day.
A kilo of c
oltan
was worth
$80 during th
e tech
nology boom
. There
was a
world
shorta
ge
of the st
uff, which
even delayed th
e release
of the Sony P
laystatio
n
2. 046.�The Congo is
arguably
the re
gion in w
hich th
e �great g
ame� of c
olonial
exploita
tion has d
one the m
ost harm
and conferre
d the le
ast benefit
s.
The Congo�s firs
t dem
ocratic
leader, P
atrice
Lum
umba, w
as ouste
d in a
CIA sp
onsore
d coup th
at bro
ught to power t
he notorio
us Mobutu
Sese
Seku. W
ith th
e colla
pse of t
he Mobutu
regim
e, there w
as civil w
ar, and
little else
. One of t
he things t
hat kept t
he civil w
ar going w
as the
colta
n. Colta
n both fu
eled the w
ar, and acc
elerated th
e destructi
on of
wildlife
habitats.
And so th
e milit
ary enterta
inment c
omplex,
with
precious b
rands to pro
tect,
didn�t want p
rote
st m
ovements
sully
ing
their r
eputations b
y callin
g attentio
n to all t
he gorillas c
oltan
kills, o
r the guerri
llas i
t feeds. T
he milit
ary entertainm
ent com
plex
would like to
believe, a
nd would lik
e you to belie
ve, that g
amespace
is not a
Nietzs
chian st
ruggle of n
aked force
s, beyond good and evil,
but a cl
ean, well l
ighted, rule-g
overned game.
047.��Kemet require
s its
supplie
rs to
certi
fy that t
heir colta
n ore does
not orig
inate from Congo or b
orderin
g countri
es.� M
otoro
la says m
uch
the sa
me: �W
e believe w
e have done as much
as any re
asonable co
mpany
could do by m
andating co
mpliance
from our s
uppliers
on this
importa
nt
issue.� O
uti Mikkonen, c
ommunicatio
ns manager fo
r enviro
nmental
affairs
at Nokia is
a little
more sa
nguine: §All y
ou can do is
ask,
and if th
ey say no, w
e believe it.
§ The bad public
ity aro
und Congo
colta
n is good news f
or the Austr
alian co
mpany Sons of G
walia, w
hich
provides m
uch of th
e world
supply. T
he destructi
on of Austr
alian
habitats
seems s
omehow less
picturesq
ue. No gorill
as or g
iraffe
s are
involved. This i
s the w
ay its played in
gamespace
. It�s a
ll separate
caves, w
ith dim
reports
of each
other. B
y all means, s
ave the gorill
as
and okapi, but it
doesn�t c
hange the equatio
n.
048.�The line th
at connects
gamespace
to game also
divides one fro
m the
other. T
here�s no getti
ng away from th
e materia
ls that m
ake it
possible to
own a Playstatio
n conso
le or a co
mputer with
Intel In
side.
There�s no getti
ng away from th
e labor t
hat makes it
possible to
run
The Sims o
n your mach
ine. Benjamin: �
There is no docu
ment of c
ulture
which is
not at t
he same tim
e a document o
f barb
arism.� B
enjamin (the
Sim): �
There is no re
alm of th
e pure digit which
does not b
etray th
e
hand marked w
ith m
uck and blood, so
mewhere.� And yet the w
hole point
of a game is
its se
paration, th
e line dividing it
from gamesp
ace and
enclosin
g it in a se
lf contained, a
lgorithmic
world of it
s own. T
o
Benjamin � the Benjamin w
ho is a Sim
� everything outsi
de The Sims is
just metaphysic
s. The double re
lation of a
llegory and alle
gorithm is
an intim
ate line alte
rnately co
nnecting and se
parating game fro
m
gamespace
.
049.�The Sims is
a very peculia
r kind of g
ame, in w
hich everyday lif
e is
the su
bject of p
lay, but w
here play is noth
ing but work. A
nd yet
there�s a
difference
between play in
game and gamespace
, which
permits
the fo
rmer to
offer a
n allegory fo
r the la
tter, a
n allegory w
hich m
ay
function as e
scape and cr
itique of g
amespace
, perh
aps even as a
n
almost
utopian altern
ative. In
the game, u
nlike in
gamespace
, the
contest
between gamer a
nd game is over n
othing. T
here are no precious
minerals. There is
no labor c
ontract
in dispute. T
he difference
between play and its
other m
ay have colla
psed, b
ut there is
still a
difference
between play w
ithin th
e bounds of a
n algorithm th
at works
imperso
nally, th
e same fo
r everybody, a
nd a gamespace
that a
ppears as
nothing but an agon fo
r the w
ill to power �
whether o
f guerri
lla�s
grasping th
eir gun st
ocks, or L
arry Probst
grasping his s
tock options.
If it is
a choice only between The Sim
s as a
real g
ame and gamespace
as a game of th
e real, t
he gamer choose to
stay in
The Cave� and play
games. The contra
diction is
that for th
ere to be a game th
at is fa
ir
and ratio
nal there is
still a
gamespace w
hich is neith
er.
050.�The game is what g
amespace isn
�t, partic
ularly fo
r those fo
r whom it
is the dominant c
ultural fo
rm. E
A Spouse write
s: �We both have been
steeped in
essentia
lly game cultu
re from an early
age, and w
e watched
that �cultu
re� gain legitim
acy as we got to
the point o
f thinking
about our fu
ture careers.� T
he gamespace of m
aking games as
commodities c
annot live up to
the games t
hemselves. On EA Spouse�s
website, so
me forlo
rn gamer has w
ritten, a
nd perhaps again in
vain:
�On the sim
es buste
n out please do not m
ake a meter fo
r the ite
ms you
buy. Same w
ith w
alls or a
niny thing eles. S
o bottom lin
e no mette
r in
any of the sim
es games e
ver again please. T
hank you if you do it.
�
But, sadly, th
e meter is
always r
unning. It is
integral to gamesp
ace,
if not n
ecessarily
to w
hat makes g
amespace possi
ble. Beyond th
e
critique of a
ctually exist
ing gamespace, g
ames can point a
lso to
an
almost
utopian promise, in
which games a
re something else
again. But
while th
e game opens toward new w
orlds, g
amespace fo
recloses anything
but its o
wn relentle
ss agon.
America (o
n Civilizatio
n III)
Fig. 3
051.�Of what u
se is the past t
o a gamer? Peter L
unenfeld: �For th
e most
part, its
blood, misc
hief and ro
le playing that g
amers revel in
. They
live in
an alternativ
e universe, a so
lipsis
tic one sc
ripted by
designers w
hose frame of re
ference extends no fu
rther b
ack than Pong,
Pac-Man and Dungeons a
nd Dragons. The visu
al and storylin
e tropes th
at
most of u
s brin
g with us a
s cultu
ral baggage are� all b
ut forgotte
n
ancestral m
emories, t
hrown off, on purpose, to
o cumbersome to
be of
any use.� In th
is new world
that a
ppears indiffe
rent to hist
ory, with
only halls of fa
me for it
s champions, c
hronicles of it
s big battle
s
and charts of it
s greatest h
its, accountin
g for h
ow this d
igital
gamespace came into being presents s
omething of a challe
nge. Perhaps
it is b
est to approach it
in its own sty
le, as a se
ries o
f levels,
each of which appears t
o the gamer o
n battling th
rough to th
e end of
the last. If o
ne is defeated, one sta
rts over. B
ut remember: t
hese are
the grind levels.
The going is hard here, even a lit
tle borin
g. You
may need to atte
mpt it m
ore than once. In
gamespace, time is
measured
in discrete and consta
nt units,
and while one cannot always w
in a
level, one can always s
tart over a
nd do it again.
052.�Click to sta
rt. Here is
a new world. The fir
st level o
pens onto a
topic (from th
e Greek �topos�, or place). H
ere a topic is
a place both
on the ground and with
in language. Jacques D
errida: �The th
emes, the
topics, the (common-)p
laces, in a rh
etorical se
nse, are strictly
inscribed, comprehended each tim
e within a sig
nificant si
te.� One can
place one�s foot o
n a topic because one can place one�s to
ngue on it.
Or one can point to
ward it and sa
y: �there it is��. A
ll around th
e
topic it is d
ark, unknown, unmapped, with
out storie
s. Move around a
bit and you bump into others,
from other tr
ibes, other se
ttlements.
Via others one learns o
f still o
thers. The to
pics start t
o connect. A
map form
s. Once th
ere is a m
ap, there is
the topographic, w
hich traces
lines th
at connect the to
pics, and which doubles th
e topical w
ith th
e
space of maps a
nd texts.
These outline th
e contours in sp
ace and time
of what w
as the to
pical, redrawing and re
writing it a
s a contin
uous
and homogenous plane. The lin
es of th
e topic are tra
ced into the page;
the lines o
n the page are tra
ced back onto the earth
as topography.
History is
a story and geography an im
age of this t
opography, in which
the boundaries a
re forever b
eing expanded and redrawn. This p
lay
between th
e topical and to
pographic is the fir
st level.
053.�In the fir
st level, e
very topical fe
ature that re
sists inscriptio
n as
a continuous space is erased and re
placed. Impassable m
ountains yield
their passages, jo
ining once separate topics. Every recalcitra
nt
people with its
own indigenous topos is exterm
inated and forgotte
n.
James Fenimore Cooper: �
In a short tim
e there will b
e no remains of
these extraordinary people, in
those regions in which th
ey dwelt for
centuries, but th
eir names.� The names persist, o
n maps, or in books
with tit
les like The Last o
f the Mohicans. The fir
st level is
this
dissolution of th
e topical in
to the to
pographic, where an oral lo
re is
erased and replaced by inscriptio
n: Lines on maps, lines on pages;
lines that evolve fro
m trail to
rail. The fir
st level is
where the
topographic unfolds as the lin
e between what is
charted and what is
uncharted. (S
ee Fig. 3) The storyline dwells between th
e autonomy of
the topical and th
e authority of th
e topographical, a
lways lagging
behind.
054.�In the cinema, m
apping and writing meet. T
he emergence of the
topographic and its stru
ggle to subsume th
e topical becomes th
e great
theme of western genre, above all o
f the director Jo
hn Ford. Jimmy
Stewart, the fro
ntier lawyer, b
ringing th
e wild west to book, ru
ns up
against the outlaw gunslinger Lee Marvin. W
hen Stewart shoots him in a
showdown, Stewart becomes a legend, and a senator. O
nly it was Jo
hn
Wayne, the honorable outlaw, w
ho really fired the fatal shot. In
The
Man Who Shot Liberty Valence, cinema functio
ns as the form that can
reveal retro
spectively the workings of topography, its
creation of a
storyline that justifie
s the impositio
n of the thin blue lin
e of the
law. The completion of th
e topographic is the subject of film noir.
Here the topographic has connected all of space in a loose network,
and one cannot run beyond the fro
ntier to escape it.
One escapes
within, lo
oking for ill-lit
, interstiti
al topics, lik
e the rail yards
and wholesale markets of Jules Dassin�s Thieves Highway. Here, on the
�wrong side of the tra
cks� there is still a space for ill
icit desire,
and an escape from boredom.
055.�What closes the frontier fo
r free action is the enclosure of th
e space
of movement w
ithin a space of communication. The line splits
, into one
that moves objects and subjects, and another, fa
ster one that moves
information, th
e line of te
lesthesia, of the telegraph then
telephone. In High Noon, Sheriff
Gary Cooper learns through the
telegraph that his lawless nemesis arrives on the midday tra
in. In The
Naked City, this power of te
lesthesia � perception at a distance � is
everywhere. The police, forensics, th
e coroner are all brought
together via the switch board operator, enabling and overcoming a
division of labor w
ith the telephone, and compacting space into a
temporal event. We see the policeman make a call, t
he operator making
the connection, and the call being answered. Telesthesia allows the
speeding up and coordination of movement along all o
ther lines,
setting the railw
ay timetables by which vast armies of goods or
soldiers may be mobilized. Telesthesia makes possible the completion
of topographic space, where vast te
rritories are coordinated within
the bounds of the lin
e. As telesthesia develops, from telegraph to
telephone to television to telecommunications, topographic space
deepens and hardens, but always with gaps and exclusions. Film Noir
dwells in a gap between the free act in
an unmarked space and the
imposition of th
e line. You can run but you can�t hide.
056.�Eventually, even the out of the way topic within the topographic is
mapped and storied. In Dassin�s Night and the City, m
ade in political
exile in London, the whole of space has become telegraphic. There is
no escape. This completes the first le
vel. Topology begins when the
topical ceases to have any autonomy, when the line along which
communication flows closes the gap between map and territo
ry. The open
frontier is enclosed in a field of calculation. History and geography
cease to dwell between the topical and the topographical, always
rushing to keep up. History and geography are subsumed within a
topology, which tends towards a continuous field of equivalent and
exchangeable values, instantly communicable everywhere. Where the
topical was once bounded within the lines of the topographical, it
is
now connected along the lines of the topological. The fixed geometry
of topography gives way to the variable forms of to
pology, in which
the lines connecting points together lend themselves to transformation
without rupture fro
m one shape to another. The storyline of outward
movement is complete; the gamespace of interior play commences.
Welcome to the second level.
057.�Film Noir comes to an end when it is no longer possible to im
agine
anything great but evil lurking out of bounds. If s
omething passes
undetected for any length of time it is
because it has no value. The
era of the great openly declared villains is over. In
topological
times, the bad guys pass as normal or corrupt th
e law. Cinema as the
machine for imagining the open space outside the line is consigned to
the past. Topology announces its new ambitions through radio and
particularly television, a signal for everywhere and nowhere,
potentially interested in anyone or anywhere, a Candid Camera. The key
genres for working out the subsumption of th
e topographic into the
topological are the situation comedy and the game show. On a game
show, anyone can be taken out of everyday life and brought into the
magic circle of television; on a sitcom, television can extend itself
to the everyday life familiar to
the average viewer, anywhere. Sitcom
and game show announce the coming of a topology in which all of space
might be doubled simultaneously, without lag, by lines of image, lin
es
of sound, which as yet still broadcast out of central nodes. The lines
run only one way and indiscriminately, but incorporates anyone and
anything of value. What is excluded, from its point of view, has no
value. The romance of the outsider is dead.
058.�What completes topology and prepares it for the next � unknown � level
is when the line splits again, into analog and digital. The analog
lines of radio and telephone and television give way to digital
lines, which reach back to the precedent of the telegraph, but extend
its digital code to an increasingly flexible and all embracing web of
communication lines. Gradually, the digital extends and expands to the
whole of telesthesia. The internet incorporates text, sound, images,
then moving images. The cyberspace of the internet becomes mobile and
portable and turns into the cellspace of mobile telephony. This
combination of the speed of telesthesia with the digital code is what
makes possible a vast and inclusive topology of gamespace. This is the
third level: The world of topology is the world of The Cave�. Any and
every space is a network of lines, pulsing with digital data, on which
players act and react. In work and play, it is
not the novel, not
cinema, not television that offers the line within which to grasp the
form of everyday life, it is the game. Julian Dibbell: ��in the
strange new world of immateriality toward which the engines of
production have long been driving us, we can now at last make out the
contours of a more familiar realm of the insubstantial -- the realm of
games and make believe.�
059.�If the novel, cinema or television can reveal through their
particulars an allegory of the world that makes them possible, the
game reveals something else. For the reader, the novel produces
allegory as something textual. The world of possibility is the play of
the linguistic sign. For the cineaste, the world of possibility is a
play of light and shade. For the gamer, the game produces allegory as
something algorithmic. The world of possibility is the world internal
to the algorithm. So: a passage from the topic to the topographic,
mediated by the novel; a passage from the topographic to the
topological, mediated by television; a passage, mediated by the game,
from the topological to as yet unknown spaces, a point where the gamer
seems to be stuck. Is it really the case that the gamer merely revels
in blood mischief and role playing? Or is there a deeper understanding
of the cave that can be had from gaming within it?
060.�Start over with another new world. (This time with a little gamer
theory.) Welcome to the first level: The novel is a line of a certain
type, which opens towards certain possibilities, a storyline. It
arises at the moment when topic gives way to topography. For Georg
LukÆcs, what is to be valued is the historical novel and its ability
to trace a line across an historical moment and reveal the forces at
work in it. �It is the portrayal of the broad living basis of
historical events in their intricacy and complexity, in their manifold
interaction with acting individuals.� The historical novel shows
historical events through secondary characters, perhaps not unlike the
reader, and an historical event as being at the same time a
transformation of everyday life. And yet the novel suffers from this
paradox: To illuminate the topographic, the novel has to hide its own
form. If it explores the possibilities of the line within its pages it
opens itself to a �formalism� that leaves the reader behind.
061.�The first level continues: Cinema is a line of a certain type, which
opens towards certain possibilities, an illumination of the dark
corners of topography. For Walter Benjamin, what is to be valued is
the �optical unconscious�, cinema�s machinic vision of a world that is
itself machined with a dense grid of lines. Cinema can expand or
shrink space, extend or compress time, it can cut together images of
diverse scales or forms � intimations of topology. It creates a
�Spielraum�, a playroom, for dividing up the machine world otherwise.
Contra LukÆcs, Benjamin opens towards the formal properties of the
line at the expense of its representation of an historical situation
as a totality. But what doesn�t change is that the spectator, like the
reader, is external to the line itself. Cinema can show how the world
is made through its cuts and montages, an industrial process with the
unique quality of showing itself as works. Yet there is still a
separation between those making the cinema and those watching it.
062.�The first level ends: The novel languishes. Cinema fails to realize
its allegorical potential. Guy Debord: �But this life and this cinema
are both equally paltry; and that is why you could actually exchange
one for the other with indifference.� Boredom reigns.
063.�The second level begins: Radio is a line of a certain type, which
opens towards certain possibilities. For Brecht, what is to be valued
in it is a certain unrealized potential for the line to point both
ways: �Radio is one-sided and it should be two. It is purely an
apparatus for distribution, for mere sharing out. So here is a
positive suggestion: change this apparatus over from distribution to
communication. The radio would be the finest possible communication
apparatus in public life, a vast network of pipes. That is to say, it
would be if it knew how to receive as well as transmit, how to let the
listener speak as well as hear, how to bring him into a relationship
instead of isolating him.� Radio could be like a public telephony.
But it is all analog flow; it lacks a digital code. It radiates from
one point to every other, without distinction. It lacks the
transformational geometry of topology, where any three specific points
could be connected, anywhere, and still make the same �triangle�
connecting sender and receiver and the third �line� � telesthesia
itself. 064.�The second level continues. Television expands the line of radio, but
does it add much to it? Does it yield much by way of a space of
possibility? Fredric Jameson: �The blockage of fresh thinking before
this solid little window against which we strike our heads being not
unrelated to precisely that whole or total flow we observe through
it.� Television generalizes the line of communication as an analog
flow. The digital has not yet prevailed.
065.�The second level ends: The tension between the topographic and
topological is also one between a declining sphere of representation,
will and interest, and one of a new topos that is statistical,
digital, simulated � algorithmic. The topographic is incomplete. It
can project its lines across space and annihilate time, but it cannot
effectively mark or measure out the space it encloses. It has some
feeble mechanisms � the opinion poll, for example. Through the
laborious means of seeking out and recording opinion, topological
space can be given the appearance of agency. Jean Baudrillard: �It is,
paradoxically, as a game that the opinion polls recover a sort of
legitimacy. A game of the undecideable; a game of chance� Perhaps we
can see here the apparition of one of these collective forms of the
game that Caillois called alea � an irruption into the polls
themselves of a ludic, aleatory process, an ironic mirror for the use
of the masses.�
066.�The third level begins. Where the topographic develops one dimension
of telegraphy � its flow of information across space � the topological
develops the other � its intricate coding and addressing. Where the
topographic is an analog flow; the topological is the digital divide.
It is a line of a another type. It is a line that, for a brief,
burning moment, reignited the dreams of a new topos. But the cycle
accelerates. If it took twenty years to get from Brecht or Benjamin�s
optimism to Debord�s boredom, the same cycle in net time took perhaps
five years. Geert Lovink: §Cyberspace at the dawn of the 21st century
can no longer position itself in a utopian void of seamless
possibilities.§ What topology yields is not a cyberspace but a
gamespace. The idea of cyberspace is still too linked to images from
the world of radio and television, of flow and �seamless� movement, of
access and excess, of lines running anywhere and everywhere. Topology
is experienced more as a gamespace than a cyberspace: full of
restrictions and hierarchies, firewalls and passwords. It is more like
a bounded game than a free space of play. Once again: if it is free,
it is valueless. Those odd lines within topology where anything goes
are the ones of no consequence.
067.�The third level continues. Games have storylines like the historical
novel, which arc from beginning to end. Games have cinematic cut
scenes, pure montages of attraction. Games subsume the lines of
television just as television subsumed cinema and cinema the novel.
But they are something else as well. They are not just an allegory but
a double form, an allegory and an allegorithm. Appearances within the
game double an algorithm which in turn simulates an unknown algorithm
which produces appearances outside the game.
068.�Stuck again. Start over. Another new world. Welcome to the first
level. Let�s loop back to LukÆcs, and ask: rather that insist on the
possibilities of the technicity of the line itself, perhaps there�s something to be said for the possibilities of a certain genre that makes use of it? Bonus points! Skip straight to the third level: The strategy game is a genre of a certain type within a line of a certain type, which opens towards certain possibilities. Click on the Government pull down menu and choose Revolution. Your Republic turns to Anarchy. Certain parameters shift. You are playing Sid Meier�s Civilization III. It is not so much an allegory for world history as an allegorithm for gamespace itself. Everything here is a relation between quantifiable processes. Everything is a question of the allocation of resources. There�s a perverse sense of base and superstructure. You can change the form of Government but there�s not much you can do to change the underlying form of production. Invest in science and qualitative technical changes accumulate, which in turn expand military, cultural and political possibilities. Invest in culture to keep the plebs from revolting. Interestingly, civil disorder comes from below, but revolutions come from above, but these are just two functions within an algorithm: a small variable with a big effect; a big variable with a small effect. 069.�Gamespace turns descriptions into a database, and storyline into navigation. Sid Meier, known as a voracious reader, turns history and anthropology books into strategy games. Civilization III even comes with its own Civilopedia, a reference work for to a parallel world. But this is more than the remediation of old forms into new. Rather, the algorithm consumes the topographic and turns it into the topological. In the database, all description is numerical, equivalent in form. In principle everything within it can be related to or transformed into everything else. A new kind of symmetry operates. The navigation of the database replaces a narration via description. The database expands exponentially. Rather than a politics of allegory, an economics of allegorithm operates, selecting and reducing possibilities. 070.�This is how the world appears to a gamer playing Civilization III: There are dependent and independent variables. Gamers, through trial and error, will work out which are which. They change over time. In the first stage, you explore, pushing back the inky black shroud to make a map. Then you grow the population, a vast army of farmers and
miners. You have to maximize useable space. Once your continent fills
up with cities and their hinterlands, expansion becomes qualitative
rather than quantitative. It�s all about knowledge and technology. The
quality of warfare changes along the way. It expands in space, digs
deeper into reserves of resources, then becomes a qualitative race for
bigger and better lines along which power can reticulate. The gamer is
a manager, confronting uncertainly with an inventory of resources.
It�s a hard game to win at first, but after you have beaten it, you
play it again, and again. Glen Fuller: �It has a complex array of
logics for warding off boredom.� It draws the gamer�s attention not to
the storyline but to the combinations of elements from which any
given storyline might be selected. 071.�In Civilization III, time is essentially of a piece. It is homogenous,
empty, but it can be divided into equivalent units, just like space.
Thus time can be configured and reconfigured, producing endless
variations on the cascading sequences of cause and effect. History is
indeed absent from the game, absent as something finished, as a
storyline in the past tense. What replaces it is a history workshop, a
model of history as the intuition of algorithms and their
consequences. The gamer is a designer. Designers, like all managers,
operate within given limits. This is how the world appears to the game
designer: There are dependent and independent variables. Designers,
through trial and error, will work out which are which. They will
choose cultural, business and technical options that maximize long
term advantages. If it doesn�t work out, they will do it over. Time is
essentially of a piece. It is homogenous, but it can be divided into
equivalent units, just like space. Civilization III models not so much
�civilization�, as the game design business, which in turn models
gamespace, or topology as it presently exists.
072.�This is how the world appears to gamer theory: Seen from the point of
view of topology, with its dense databases and navigating tools, the
topical world with its loosely connected topics was a world of limited
data and few possibilities. Transformations of one thing into another
were purely magical. The topographic � and telegraphic � flattened out
the differences between topics while describing them in much more
detail. A tension arises between enriched description and the poverty
of storyline, bursting to contain it. The expansion of description
nevertheless opened towards allegory. Accumulations of images burst
out of their storyline bounds. It opened towards a politics of
allegory, of the writing and mapping of the world, and also towards
utopia, arresting the flux of the world in ideal form. Topology closes
the frontiers of space within its lines, and expands the dataset
again, but by reducing data to equivalent calculable points, it is
able to break with storyline as principle of temporal order, replacing
it with the algorithm. Storyline becomes gamespace.
073.�Strategy games such as Civilization III presents an allegorithm of
topology as gamespace and the gamer as its manager. It subsumes the
text, audio, images and movies into the database, while the algorithm
calculates the moves of all its elements relative to the gamer. It
collapses the difference between the everyday and the utopian. It
embraces all differences by rendering all of space and time as being
quantifiable. Topical times resound with the myth of the tactician.
Topographic times inscribe stories of grand directors of strategy.
Topological times call for managers of strategy. History appears,
retrospectively, as not only the expanding frontier of war�s theatre,
but also its qualitative transformation. It is the unwinding of a line
which divides everything into manageable chunks of data. The actual
disposition of resources is doubled by a database which maps not fixed
locations but measures of fungibility. The algorithm can produce every
possible combination of the resources mapped in the database � and a
few impossible ones as well. The possible and the actual reverse
positions. It is the possible that is real. If the algorithm can
produce it as an outcome from the database, it exists. The mystery is
why the recalcitrant debris that litters the actual sometimes refuses
to get out of the way. This insistence on the reality of the possible,
on what resides within resources, is the American dream.
074.�Finally, the next level appears: the expansion of topology outwards,
beyond America, to make America equivalent to all of time and space.
America itself, as a construct, as a structure of feeling, is always
only available via particular mediating lines, which may do more than
merely represent a pre-existing America. The form of the line may
itself participate in the creation of America. There may well be an
America that resides successively in the novel, in the cinema, in
television and the game, and is shaped by each. Each, in turn,
presents history itself as a passing on of memory from one form to
another. Civilization III recapitulates not only world history but
media history. It�s ambition is not only to embrace the recording of
the world but the world of recording. In Civilization III, the
transformation of space and time, from topic to topography to
topology, is an effect of the development of the lines with which to
mark and manage it. This double development, which at one and the same
time deepens and proliferates lines of the possible and the actual,
can be called America. It is what is both desired and feared under the
rubric of that name, which no longer marks a particular topic, but
stands for the very capacity to mark and manage space itself, as
topology. 075.�The line makes its way across the world, making it by marking it. The
line passes across valleys, pages, mountains, rivers, tracing trails,
roads, railways, highways, doubling itself with telegraph, television,
telecommunications, doubling itself again as the code of the letter
migrates from text to telegraph and explodes into the myriad lines of
the digital. The line makes topics, maps them into the topographic,
then folds the topographic into a digital topology. The line does
something else as well. For every line drawn are an infinite number
undrawn. Every line is an allegory of the possibilities for a line of
its type. The line may also intimate the possibilities of lines of
another type. But the possibilities of a given type of line are not
infinite. Allegory always touches the virtual � which one might define
as the possibility of possibility � via a particular line. At each
level of the actual unfolding of the line across the world, it offers
a glimpse of the virtual in its own image. This is the limit to
allegory. If allegory yearns for something ahistorical, a topos beyond
all particulars, it does so over and over in the most particular and
mediated way.Analog (on Katamari Damacy)
�
Fig.4 076.�Sisyphus, founder of Corinth, father of Odysseus, founder of the
Ismithian Games, is best know for a most cruel and unusual punishment,
meted out to him by the Gods. He was to roll a huge stone up the
mountainside, watch helplessly as it rolled back down again, and then
start all over again. Nobody knows what he did that required such a
punishment. Perhaps it was for revealing the designs of the Gods to
mortals. Revealing the forms beyond the mere particulars of mortal
life would, in topical times, be a serious crime. Or perhaps, more
prosaically, it was for his habit of murdering seafarers and
travelers. Topical space, where each law, each God, is bordered by
zones of indifference, would surely be troubled by such a
transgression of the rules of �xenia�, of the gift one owes to
strangers. Anne Carson: �The characteristic features of xenia, namely
its basis in reciprocation and its assumption of perpetuity, seem to
have woven a texture of personal alliances that held the ancient world
together.� Or so it was in topical times.
077.�In topographic times, Sisyphus is a hero. He revels in this new world
from which the Gods and their intangible forms have fled and a great
industrial engine usurps their place. The task of Sisyphus becomes
everyone�s labor: pointless, repetitive, endless, shoulder to the
wheel of fortune. There are no longer any lawless spaces. There are no
gaps between topics. All of space is within the law. There are no more
border zones where indifference prevails. Certainly it gets much
harder to get away with murdering travelers. But in topographic times,
it is time itself that is not quite so completely subordinated to
rules, to ends, to purposes. There is a limit to the working day, and
even within the working day, not every second is called to account.
Albert Camus: �I leave Sisyphus at the foot of the mountain! One
always finds oneƒs burden again. But Sisyphus teaches the higher
fidelity that negates the gods and raises rocks. He too concludes that
all is well. This universe henceforth without a master seems to him
neither sterile nor futile. Each atom of that stone, each mineral
flake of that night filled mountain, in itself forms a world.� The
topical Sisyphus played fast and loose with the gaps of space, between
the topics; the topographic Sisyphus played in the gaps of time, and
exploited those gaps to turn everything to account for himself alone.
078.�Where is Sisyphus now? Using the analog sticks on the game controller,
you move a little character who rolls a ball called a Katamari. The
game is called Katamari Damacy. (see fig. 4) The name translates
roughly as �clump spirit�, which might in turn translate as �analog�.
As the Katamari ball rolls, things stick to it. At first it is small
things that stick, household items picked up off the living room
floor. The ball gets bigger as things stick, and so it can pick up
bigger things. Once your ball is big enough, you move out of the
house and into the world. To move the ball, you twizzle the little
analog joysticks. Push the sticks forward, and the character rolls the
ball forward. Pull the sticks back and the character rolls the ball
back. Turn left, turn right � it feels as though the variable pressure
on the sticks translates into variable movements. This is analog � a
relation of continuous variation. Only it isn�t really. It is a
digital game. The game converts the continuous movement of your thumbs
on the sticks into a digital code. It turns movements into decisions �
back/forwards, left/right, stop/start. An algorithm calculates the
outcome of each movement. If you roll your ball over a small object,
you pick it up. If you roll your ball over one that is too big, you
collide with it, throwing off a few things you have already gathered.
Analog spirit becomes digital code.
079.�All games are digital. Without exception. They all come down to a
strict decision: out or in, offside or onside, goal or no goal.
Anything else is just �play�. Game studies scholar Jesper Juul: �The
affinity between computers and games is one of the ironies of human
history.� But not at all surprising. From the start, games were a
proto-computer � machines assembled out of human motion, inanimate
materials and the occasional dubious call by the referee � to make a
decision, a yes or a no. Sisyphus � founder of the Ismithian games �
is condemned to a useless labor which is at the same time useless
play, in that it cannot bring about a decision. The rock he rolls
never crosses a line. It rolls right past the notional top of the
mountain, and overshoots the bottom of its own momentum. But in
Katamari Damacy, things are different. Rather than the rolling of the
ball being entirely useless, now it is entirely purposeful. Time, like
space, no longer harbors indifference. Brenda Laurel: ��even the
smallest fragments of your idle time have been colonized...�. As you
roll your ball around, making it bigger and bigger, an icon in the
corner of the screen shows your progress. The icon shows your ball as
a circle inside a larger one, which is the size it must grow to if you
are to win this level. It grows, gradually, incrementally, but at some
point � a decision. Big enough! An analog progression stops at the
digital threshold.
080.�Here is a version of the Katamari myth: You are a Prince send down to
earth by a careless King who in a moment of boredom got drunk and
destroyed the heavens. The Katamari balls you roll up are offerings to
him. If your ball is big enough he replaces one of the stars in the
sky he trashed with it. The King then sets for the Prince the task of
rolling up a bigger one. Perhaps this storyline is an allegory for the
relation that holds now between the analog and the digital. The
twizzling of the sticks on the controller, the rolling up of the balls
on the screen, is the task demanded by gamespace, and which gamespace
can only recognize by rewarding the gamer with a score. Topology, with
its endless, intricate lines � wireless, satellite, fiber optic �
turns anything and everything into a meaningless smear of data.
Gamespace installs itself in topology to reduce that smear to a
decision, a yes, a no, a straight line, and to convey back to the
gamer the result of the gamer�s actions. The analog is now just a way
of experiencing the digital. The decision on whether something can
appear or not appear is digital. You and your character the Prince are
confined to the analog, rolling from topic to topic. The King commands
the digital heavens. He decides what point in the sky each ball is to
occupy. 081.�In the myth of Sisyphus the task is to roll the ball to the top
without quite knowing where the top is. There�s no mark, no point, no
code. Sisyphus pushes the ball up, but it either falls short or falls
over the unmarked peak, and rolls back down again. In the myth of
Katamari there is no such ambiguity. Each threshold is clearly marked.
The analog movement of rolling the ball, continuously increasing its
size, takes place within the given limits of the digital. There is an
exact mark at which it flips from being too small to just the right
size. The reign of topology subordinates the analog to the digital.
Where once analog and digital maintained an ambiguous and continuous �
analog � relation to each other and to the world, the digital now
distinguishes itself sharply from the analog, subsuming the analog
difference under the digital distinction. This is a transformation not
merely in forms of communication or entertainment, not even in forms
of power or of topos, but a change in being itself. The digital
appears, finally, to install topology in the world � only in the
process it has installed the world within topology. In Katamari
Damacy, the world is just stuff, there for the clumping. It is King
Digital�s decision on its name, size and place in the heavens that
gives it being.
082.�The screen in Katamari Damacy shows a clock in the corner, an old-
fashioned analog clock with a sweeping hand. The game is an
allegorithm of a double process, by which the analog movements of the
gamer are transformed into the digital, but also of how the digital
decisions of the game are expressed to the gamer in a familiar analog
form. Gamespace subordinates all of time and space to the digital.
Paul Virilio: �... space had been measured, mapped, time has become
clock time, the diversity of relief, of topography, gave way to
topology...�. In topographic times the clock tower showed its face to
the town over which it presided; now time is blinking digits, seen
anywhere and everywhere. Just check your cellphone. The hands of the
analog clock turn time into movement in space, reducing it to line
that rotates on a plane. The digital clock substitutes one coded sign
for another, at fixed intervals, drawing each from an abstract space
where all the signs of the code exist simultaneously. All of time
becomes a series of discrete, equivalent and interchangeable units. At
each interval, time can be arrested and made to yield a number. Where
the analog temporalized space, now the digital spatializes time.
083.�Twist the sticks on the controller and on the screen the Prince turns
the ball. Roll the ball and it gradually grows as it picks up things.
The icon in the corner grows as the ball grows. One movement doubles
another. The icon records, in this measuring continuum, how several
movements, operating together, produce a transformation. It tracks the
movement of rolling the ball, a movement that continuously transforms
itself out of itself. The analog is all about relations. The digital
is all about boundaries. The digital does not follow a moving line, it
imposes a grid of lines which function as thresholds. The line at
which the ball is deemed big enough is imposed by King Digital. In the
analog, difference is a productivity in excess of itself; in the
digital, distinction is a negation that comes from without. Roll the
ball as much as you like, but unless is reaches the size King Digital
demands within the time He allows, you fail � and are subjected to His
lofty disdain. This is the limit to movement that appears time and
time again.
084.�The analog is variation along a line, a difference of more � and less.
The digital is divided by a line, a distinction between either/or.
Either the ball clumps enough stuff be a star or it doesn�t. The
analog may vary along more than one line at once, producing the
appearance of a qualitative difference. The digital introduces a code,
which may produce complex relations among its terms, but all the terms
are separated by the same line of absolute distinction. All the
Katamari balls that are big enough become stars, each with its own
name and location, but all are points in the same heavens. In this
digital cosmos, everything is of the same substance. Nothing is really
qualitatively different. A cow, a car, your cousin: each has its shape
and color, but in the end its all the same, just stuff. In Katamari
Damacy it is mostly consumer stuff, but this goes far beyond a
critique of the commodity. Topology can make infinite digital
distinctions. It is all just bits and all bits are equivalent. The
digital separates everything into discrete segments by imposing a
universal code that allows anything to be connected to anything else �
topology � but prevents anything from ever being different. The cosmos
of difference is what King Digital has lost, and what he commands his
gamer Prince to replace with a cosmos composed of distinctions.
085.�The analog may move backwards or forwards along a line, or even track
movement across three or more dimensions, but only with the imposition
of the digital code is it possible to cut the terms bounded by the
digital line and rearrange them. Rather than an analog movement
through space and time, the digital opens the possibility of jumping
between points in a three dimensional space in which terms are arrayed
along different axes and are drawn together via the code. Rather than
a continuous line moving out from a point into a three dimensional
space, one imagines rather a three dimensional space of fixed points,
which can be called upon by the code to make up a straight line of
distinct units. Because it is digital, the game can be �saved�. After
you have successfully rolled a ball, you can save it. Saving takes
place at the digital threshold. The digital creates a time that can be
saved by making all of time equivalent. It is a time without violence.
What is saved does not suffer from erosion or decomposition or decay.
It always comes back as the same � unless the system crashes, and the
digital can no longer impose its code � in which case it may never
come back at all. The digital cosmos is more perfect, yet so much more
fragile.
086.�As the Prince rolls bigger and bigger balls, he gets to play in a
bigger and bigger topos. The game starts inside an apartment, then
moves on to the town and finally to the world. This stepping up
through bigger and bigger scales repeats the stepping up through the
scales of the topical, the topographic and the topological of which
the game is an allegorithm. What gives the game its charm is the
seemingly ridiculous idea that a ball of household items could be a
star. Even more odd: the last and largest ball replaces the smallest
heavenly body � a mere moon. But this is of a piece with the ways of
topology. In topological times, it is not just that the digital now
operates on a planetary scale. It is that it operates across scales,
connecting the infinitesimal to the gigantic. The tiniest switch of
electric current can launch a cruise missile.
087.�King Digital destroyed the heavens, in a moment of boredom, in a fit
of indifference. This is the danger of topology. Indifference is no
longer something that lurks m
erely in the margins of space or tim
e.
Having been squeezed more and m
ore to the margin of both space and
time, rather than disappearing, indifference threatens to becom
e
total, pervasive, imm
anent. The Prince is what the Prince has achieved
� a level, a number, and nothing but. Julian Stallabrass: �� em
otional
attachment to the gam
e is established through labor, emerging out of
the Sisyphean nature of the player�s task.� For all his laid back
style, King Digital makes a terrible dem
and, as appalling as that made
of Sisyphus by the Gods. He comm
ands the gamer to the gam
e, but
promises nothing but victory until defeat. The only reward is that the
very time itself that the gam
er comm
its to the task will make the task
worthwhile. The digital object exists in a space which chunks it into
bits, each of equivalent value. The digital subject exists in a time
which chunks it into bits, each of equivalent value.
088.�Digital object, digital subject � these are byproducts of a boredom
that, seeking respite from nothingness, projects its lines across all
space and time, turning it into com
modity space and m
ilitary space.
This is the reckless act of creation with which Katamari Dam
acy begins
� the King�s destruction of the mythic heaven of the old Gods, and the
project of replacing it by comm
anding the transformation of a hum
an,
analog movem
ent into an airless matrix of m
achine code. This is the
new task of Sisyphus. Gamespace is always and everywhere the
imposition of the digital as a way of laying an invisible hand on the
world � or an all too visible fist. Where the invisible hand opens its
digits to calculate what it may gain, the invisible fist closes them
to calculate what it may claim
.
089.�The military industrial com
plex developed photography, radar, radio �
all the lines of analog telesthesia � as the means of m
easuring and
controlling its forces. This development reached a lim
it, and its
forces exceeded its capacity to manage them
. Digital telesthesia �
starting perhaps with the SAGE computer system
of the 1950s � emerged
as the means of com
mand, control and com
munication. Paul Edwards: �For
SAGE set the key pattern for other high-technology weapon systems, a
nested set of increasingly comprehensive m
ilitary enclosures for
global oversight and control.� The theory of the digital, and of its
distinction from the analog, em
erges as a byproduct of this attempt at
self-control by the military industrial com
plex, but it transformed
the complex into som
ething else. The expansive movem
ent of the
military m
achine calls into being a code that can monitor and m
anage
it. The analog begets the digital, but only produces the concept of
the analog after the fact. Anthony Wilden: �Obviously, without the
digital, we could not speak of the analog.� Without the recognition
of the ball as a putative star, it cannot be named. The m
ilitary
entertainment com
plex emerges out of the control of the analog by the
digital, of the military and industrial production lines by the
digital lines of comm
and, and by the extension of the digital to all
aspects of everyday life.
090.�Without the analog, play leaves no trace. W
ithout the digital, play
yields no score. Neither analog nor digital is play itself. But what
can one say about play? Play is what has to be posited for there to be
anything for either the analog or the digital to track, and yet play
is an elusive concept at best. Brian Sutton-Smith: �W
e all play
occasionally, and we all know what play feels like. But when it comes
to making theoretical statem
ents about what play is, we fall into
silliness.� Perhaps the very concept of play appears only
retrospectively. Obviously, without the analog and the digital, we
could not speak of play, even as play exceeds the analog line along
which it is traced and the digital line across which it is measured.
Via the analog, play is captured in art; via the digital, play is
captured in games. The analog flattens play out into a single line, so
that its movem
ent may continue, in reduced form
, into another space.
The play of the fingers on the controller is recorded via the graphic
art on the screen. The analog enables a movem
ent to comm
unicate from
topos to topos. The digital codifies play, translating it onto the
very different space of number and logic � of code.
091.�Which cam
e first, play or game? W
hich came first, m
oves or rules?
Sisyphus was interested in both navigation and comm
erce, at a time
when both still had a tenuous map of the spaces through which they
plied their ships and their trade. The rules emerged out of the m
oves.
Play produced what, after the fact, could be marked a transgression.
Sisyphus transgressed � either by killing another traveler, or perhaps
by seeking to know the rules of the Gods in advance. His punishment is
an eternal move which can never give rise to a gam
e, which yields no
end, no win, no recognition. Now the terms are reversed. Play does not
inspire the game; the gam
e animates play. Behind the subordination of
the analog to the digital is the subordination of play to game.
Tracing the line of the move, the play, m
atters less than the score it
yields, the threshold it crosses. King Digital makes quite the
opposite demand of the Prince to that m
ade of Sisyphus by the Gods.
The eternal task is no longer the move which can never cross the
finish line, it is the move which can do nothing but yield a m
easure,
a score, a number, a rank. Rather than play that can never end, it is
the game that stops, and starts, and stops, and starts, and stops, and
starts � forever.
092.�The terms analog and digital are invariably treated as if the relation
between the terms was itself a digital one. This in itself is a sign
of the times. These term
s are to be treated as discrete and absolutely
distinct, a code with two absolute terms. Any am
biguity or play which
might threaten to deconstruct the distinction is to be resolved with
distinctions of an ever finer resolution. This in turn leads to ever
more com
plexity in managing the proliferation of bits, which in turn
requires ever more powerful data crunching engines. The m
ilitary
entertainment com
plex discovers experimentally that if the relation
between the analog and the digital is digital, an absolute boundary,
then the domain of the digital can be perfected as one of purely
relative and numerical value � a gam
espace. This digital realm can
then become the locus for com
mand and control of the analog rem
ainder,
which it treats as a mere residue. The lines of the digital can be
inscribed ever more extensively and intensively on the world, to the
point where a digital heaven is realized, and the analog seems to
vanish, and play becomes a m
ere effect of the digital. The Analog
Prince only rolls the ball, steering this way and that, because King
Digital comm
ands it. And why does he comm
and it? To make the universe
over, to recreate being itself, as an effect of the digital as a
comm
and.
093.�The digital, once installed in the world, defeats the logic of the
storyline, within which the digital serves to make the analog
manifest, but does not control it. The novel, w
hich from Jam
es
Fenimore Cooper to W
illiam Gibson narrates the rise and fall of the
military industrial com
plex, uses the codes of language to follow a
series of movem
ents beyond language�s ken. The digital produces, not
just new kinds of m
edia, but a whole new
topos, in which the role and
rule of the line is reversed. One no longer follows a line to find
where it divides, one divides w
ith a line to make a distinction.
Storyline becomes gam
espace. The storyline that inaugurates the world
of Katamari Dam
acy is not a creation myth but a destruction m
yth. The
storyline�s last task is to erase itself and initiate the new
conditions of difference for gamespace. This task � like that of
Sisyphus � must be endlessly repeated.
094.�The digital, once installed in the world, accelerates the potential
for change, but for change always of the sam
e type. The Analog Prince
can roll up many things to m
ake his Katamari balls, but any difference
among these objects is lost. All that m
atters is their aggregation,
glomm
ed together as more and m
ore of the same. Likew
ise, the military
entertainment com
plex grids the earth so it may gird it, m
aking it
over in the image of its digital rulings, m
aking it amenable to the
imposition of a code of unam
biguous stratifications. Distinctions
proliferate wildly, beyond the sim
ple dichotomies of the topographic.
But these distinctions are always and everyw
here exchangeable
equivalents within the logistics of com
modity space and m
ilitary
space. Roll up more and m
ore balls, populate the heavens with a
veritable milky w
ay, but each is distinct from the other alw
ays in the
same w
ay. Drew M
ilne: �What once ventured forth as processual m
athesis
becomes the reified calculus of adm
inistration, a logic of numerical
sameness screened from
nihilistic relativity.�
095.�The digital emerges as m
ilitary, but achieves acceptance as
entertainment. J. C. Herz: �� m
ost of the technology that�s now used
in videogames had its origins in m
ilitary research. When you trace
back the patents, it�s virtually impossible to find an arcade or
console component that evolved in the absence of a Defense Departm
ent
grant.� The military versions of digital telesthesia m
ake the world
over as a military space, but the digital does not yet becom
e a
culture other than for a small band of specialists tied to the
military industrial com
plex. The coming together of the digital and
the entertainment com
modity inscribes the digital not just in space
and time, but in cultural perceptions of space and tim
e.
096.�The digital game is a very particular com
modity. It is not just the
usual store of entertaining representations transferred from analog
and mechanical reproduction to a digital form
. Rather, it makes the
digital itself into entertainment. The digital alw
ays addresses its
subject as a player, as a calculator and competitor w
ho has value only
in relation to a mark, a score. The digital inscribes gam
espace within
the subject itself. Gamespace m
akes topology seem like it could have,
if not meaning, then at least an algorithm
. Gamespace m
akes the
uploading of the world into topology seem
natural and inevitable. Yet
at the same tim
e it offers the digital in its purest form, w
here the
transformation of analog into digital is alw
ays consistent,
repeatable, in a word � fair. W
hile the game m
akes the digital seem
inescapable, its ambiguity is in the w
ay it also makes the digital
seem like it could be an alm
ost-utopian realm. The gam
e naturalizes
gamespace, and yet calls it to account as inadequate in its ow
n terms.
097.�The digital makes the analog itself appear as som
ething distinct. The
digital rules a line between analog and digital, m
aking their
ambiguous difference into a clear distinction. But perhaps, having
made the distinction appear, the perspective can be reversed, and the
digital can be perceived from the point of view
of its analog residue.
What m
ight emerge is rather the play betw
een the analog and the
digital. The digital might becom
e again the threshold that turns a
movem
ent into a break, rather than imposing the break on m
ovement. The
gamer as theorist m
ight look toward a transform
ation of what m
atters
within gam
espace, a turning away from
agon, distinction, decision, the
fatal either/or. After a while, it�s just no fun. Johan Huizinga: �And
undoubtedly the predominance of the agonistic principle does lead to
decadence in the long run.�
098.��I don�t play games�, says Keita Takahashi, designer of Katam
ari
Damacy. He is a sculptor. �I am
happy going through this game phase of
my life, w
here I can get paid and eat.� As the digital subsumes the
analog so too the designer subsumes the artist. The longing to return
to art as an analog pursuit � the trace of the hand in clay or paint �
may be in vain. But the artist w
ithin the designer may still inscribe
the analog in the heart of the digital as something irreducible. The
artist is now the one w
ho finds a new w
ay of trifling within the gam
e.
The artist outsider is dead, for there is no outside from w
hich to
signal back across the border. The limit to the gam
e has to be found
from w
ithin. The Analog Prince is the very figure of the artist in
topological times, w
ho plays gamely, tw
isting this way and that on the
controls, trying to get out into bigger and bigger spaces, but always
unable to escape gamespace.
099.�King Digital may rule in Katam
ari Damacy, but it is his subordinate,
the Prince, upon whose labors this digital topology is built. Not the
least of the charms of Takahashi�s w
ork is this foregrounding of the
labor the gamer perform
s. It is no longer labor as punishment for
defying the Gods. It is no longer absurd labor, performed consciously
and joyously in spite of the absence of the Gods. Topology installs,
in place of the absent Gods, King Digital, and his demand that, w
hile
labor is punishingly hard and absurdly pointless, it nevertheless has
its measure. Sisyphus, the Analog Prince, labors to roll up everything
in this world m
ade over under the mark of the digital and offer it up
for appraisal. What the digital has alw
ays wanted � to be the form
of
all forms � has com
e to pass. Our punishment for attem
pting to steal
those forms for our ow
n purposes is to labor endlessly to repeat them.
Katamari Dam
acy merely extends the atopia of the digital to the
heavens themselves.
100.�When the Prince succeeds in com
pleting a level, Katamari Dam
acy
rewards the gam
er with a cut scene, a short anim
ation about the
Hoshino family. They are cute but rather chunky, as if the digital had
already snapped them to its grid. The Hoshinos w
atch their astronaut
father Tomio as he begins his voyage to the M
oon. Tomioƒs m
ission has
to be cancelled because there is no Moon to w
hich to travel. The last
mission of the gam
e, Make the M
oon, requires the rolling up of most of
the objects on Earth, including the Hoshino family and their father�s
rocket. Once the Prince has restored the moon to the King�s
satisfaction, a final cut scene shows the Hoshino fam
ily � mother and
father, boy and girl, on the new M
oon. Having completed the
reconstruction of the cosmos as one of digital distinctions rather
than analog differences, a digital people find themselves already
there, already inhabiting the moon to w
hich Tomio w
as to travel. There
is no need to travel � that great pastime of topographic tim
es. Now
there�s no place to go which is not subject to the sam
e code. The
reign of King Digital, the King of All Cosmos is com
plete.
Atopia (on Vice City)
��
Fig. 5 101.�It�s like paradise here. Everything seem
s pastel-hued as you drive by,
with the radio on. The car is stolen, but so long as the police didn�t
see you, it won�t m
atter. You don�t really have to be anywhere or do
anything. The hotels and condos are comfortable and discreet. If you
need money, m
ug someone. The body m
akes a satisfyingly squishy sound
when you kick it. There are adventures. You get to m
eet some
interesting people. It is a city of gangsters, hustlers and honeys.
It�s all tourism, drugs, guns, cars and personal services. Nobody
makes anything, except m
aybe �ice cream�, porn and counterfeit m
oney.
Everybody buys, sells or steals. Vice City is a nice place. It is not
quite utopia. And nor is it some dark dystopia. There�s no storyline
here, where paradise turns nasty, in w
hich the telling early detail
turns out to be a clue to the nightmare beneath the surface, the
severed ear of Blue Velvet. Without the possibility of dystopia,
there�s no utopia either. Terry Eagleton: §All utopian writing is also
dystopian, since, like Kantƒs sublime, it cannot help rem
inding us of
our mental lim
its in the act of striving to go beyond them.§ In Vice
City there is no �beyond�. As one would expect in a high end land of
vice, its offer is all inclusive.
102.�In gamespace, the very possibility of utopia is foreclosed. It is no
longer possible to describe a shining city upon the hill, as if it
were a special topic untouched by the everyday, w
orkaday world. No
space is sacred; no space is separate. Not even the space of the page.
The gamelike extends its lines everyw
here and nowhere. And yet, a pure
digital game like Vice City m
ight still perform som
e curious, critical
function. Why do so m
any choose to escape from their everyday
gamespace into � yet m
ore games? As the m
yriad lines of topology work
their way into space, space m
utates, and just as the allegorical
mom
ent changes from the topical to the topographic to the topological,
so too does the utopian mom
ent. One might think gam
espace via both
allegory (doubled as allegorithm) and utopia (m
utated into atopia).
One reveals which could be, the other announcing w
hat should be, both
shifting and realigning as the space around us changes what it w
ould
be. 103.�Utopia w
as a place to hide, where a topic could develop of its ow
n
accord, safe within the bounds of the book. There life could begin
again outside of conflict. Utopias do their best to expel violence. In
a utopian text there is always a barrier in space � distant and
difficult terrain; or a barrier in time � intervening revolutions or
Charles Fourier�s cycles of epochs. The real barrier is rather that
troublesome line that divides w
hat is on the page from w
hat is outside
it. Fredric Jameson: §I believe that w
e can begin from the proposition
that Utopian space is an imaginary enclave w
ithin real social space,
in other words, that the very possibility of Utopian space is itself a
result of spatial and social differentiation.� Only utopia�s enclave
was not im
aginary. It was tangible and m
aterial. Utopia was a place on
a page where violence is pushed to the m
argin by the power of sheer
description. Utopian socialist William
Morris: �Success in besting our
neighbors is a road to renown now
closed.�
104.�Utopia restricted itself to a particular topic � the topic of the
page, and particular line, the line of writing. (Fig. 5) The book is a
line: a trajectory, a connection through time and space w
ith certain
qualities. Among its qualities is the w
ay it partitions off the smooth
space of the page from the rough and tum
ble world w
ithout. It rules
off from the w
orld that special tempo w
here text plays its subtle
games against its reader. In a utopia, other lines of com
munication
are either nonexistent or subordinated to the descriptive power of the
text. Utopian comm
unist A. A. Bogdanov: §The plays were either
transmitted from
distant large cities by means of audio visual
devices, or -- more usually -- they w
ere cinematic reproductions of
plays performed long ago, som
etimes so long ago that the actors
themselves w
ere already dead.§ In this utopian Red Star, the new
lines extend and enhance those of the text, rather than supercede
them.
105.�It is not that utopias alone create gulags. Adolf Eichmann w
as no
utopian. He just kept the trains running on time � to the cam
ps. His
was a prosaic im
agination, making topography m
atch the text of his
orders. The lines for implem
enting that kind of violence are the
railway line, the telegraph line, and the line of punch cards passing
through the tabulators � precursors to the digital computer. Holocaust
historian Edwin Black: �W
hen Germany w
anted to identify the Jews by
name, IBM
showed them
how.� In topography there is a w
hole nest of
connections, along which flow
s information, radiating from
the text,
calling the world to order. There are lines for planning, m
anaging,
measuring. Topography is not only the m
eans for producing spatial and
social differentiation, but of overcoming it, connecting a space of
places with a space of flow
s. The first intimations of topology are
those IBM Holerith tabulating m
achines which w
ill make space not only
something that can be divided and connected by order, but m
easured and
managed by the algorithm
.
106.�When the lines of telesthesia � telegraph, telephone,
telecomm
unications � connect topics into a topographic space,
extensively mapped and storied, utopia is recruited out of the page
and comes out to play. Utopia uncoils, spreading its tendrils out of
the book, along the lines of the topographic, into the world. Rather
than a retreat from the w
orld, showing in its positive creation of a
new w
orld what the actual one beyond its line lacks, utopia becom
es
something else. The book becom
es an alibi for more w
orldly lines of
comm
unication, some w
ith the power of an order: diagram
s, mem
os,
reports, telegrams. Utopia becom
es part of something instrum
ental, but
thereby loses its power. Topographic lines are there now
to make the
world over by the book, but in the process they m
ake the book over as
well, reducing it to just another line. The sm
ooth plane of the blank
page is the green-fields site for delineating a pure topography of the
line. But that page could be any page � a page of a novel or of
Eichmann�s orders. Utopia�s problem
is not that it is self contained,
but that it is not self contained enough. Signs and images leak out of
this bound-paper enclave, and are captured by other powers, connected
to flows along other lines.
107.�The power of topography is foreshadow
ed in dystopias. Russell Jacoby:
�Utopias seek to emancipate by envisioning a w
orld based on new,
neglected, or spurned ideas; dystopias seek to frighten by
accentuating contemporary trends that threaten freedom
.� What they
have in comm
on is a belief in the power of the line of w
riting and the
book as a topic, separate from but in a privileged relation to the
world. Utopias dream
of what is possible w
ithin that topic as a
critique of what is beyond it. Dystopias are the nightm
are of the loss
of power of the line of w
riting, overcome by other lines. Jack London,
George Orw
ell, Aldous Huxley, Yevgeny Zamyatin � all recoil from
the
lines that supercede those of writing. Dystopians pay close attention
to the control of topography by various lines of analog signal �
radio, television � threading topics together, making space
transparent to an all seeing Big Brother or the cult of Ford.
108.�The rise of dystopian forms m
ight have less to do with the pernicious
power of the utopian text than w
ith the declining power of the text in
general as a kind of line. Dystopian texts are the sign that the book
has lost its capacity to function as a separate topic, from w
hich to
negate the world. Dystopias are w
riting�s guilty conscience. Their
secret utopia � like Winston Sm
ith�s diary in Nineteen Eighty-Four �
is still the book. The failure of utopia might point to nothing so
much as the inadequate properties of the lines em
ployed to make it
operational. The passage from utopian to dystopian texts charts the
rise and fall of the book as the line that might negate this w
orld
through its positive description of another world. The book gave w
ay
to other lines, courtesy of IBM and other avatars of the m
ilitary
entertainment com
plex � creating topologies which colonized the w
orld
in different ways. All dystopian w
riting is also utopian. It cannot
help reminding itself of the lim
its of writing and a lost w
orld of the
sovereign text before other lines sublimated its pow
er.
109.�Topography learned to live without its utopias, and settled in to a
mundane resignation to the here and now
. It assuaged its boredom in
special times, special places, w
here different rules applied. Post-war
play theorist Roger Caillois� answer to the N
azis was agon m
ixed with
alea � games of chance and com
petition � each in its proper place and
time alongside but not above everyday life. This w
ould be the antidote
to the Nazi�s toxic m
ix of ilinx and mim
esis � intoxication and
spectacle. They would take place outside of the uncertainties of
mundane tim
e and space, in special zones where consistent rules apply.
Such spaces are �heterotopias�. Michel Foucault: �Their role is to
create a space that is other, another real space, as perfect, as
meticulous, as w
ell arranged as ours is messy, ill-constructed and
jumbled.� H
eterotopias are at some rem
ove from the dull repetition of
meaningless labors w
ith incalculable purpose in workaday life. They
are spaces and times w
hich lie along other lines.
110.�Heterotopian spaces are very varied. Each has its ow
n particular rules
and seasons. There are heterotopias of bare necessity: prisons,
hospitals, schools. These need not concern gamer theory m
uch. More
interesting are the heterotopias of useless luxury: galleries, arenas,
sports domes. These in turn subdivide into heterotopias of aesthetic
play and of the calculated game. O
ne is a space of pure qualities; the
other � pure quantities. One creates new
values; the other pits given
values against each other. In one, the ideal is that play is free; in
the other, that the game is fair. In both heterotopias, these values
have their limits. O
ne is an artifice of rank and the other � of rank
artifice. Outside the heterotopia that m
akes their autonomy possible,
they amount to nothing.
111.�Heterotopias of luxury, of a strictly artificial necessity, contain
subdivisions of play and game, existing w
ithin their allotted times
and spaces, which are in turn subdivided. The space of play contains
separate worlds of literature, art, theater, cinem
a, even spaces for
sexual play. These are now just �special topics�, ruled off from
any
larger ambitions for rem
aking the world. Aesthetic play tried again
and again to break out of its heterotopia, to take the derangement of
the senses into the streets, and again and again it failed. Guy
Debord: �For D
adaism sought to abolish art w
ithout realizing it, and
Surrealism sought to realize art w
ithout abolishing it. The critical
position since worked out by the Situationists dem
onstrates that the
abolition and the realization of art are inseparable aspects of a
single transcendence of art.� It was not to be. The heterotopian
space of the art world abolished D
ebord�s Situationists instead by
realizing �Situationism� entirely w
ithin the confines of the playpen
of art history.
113.�Heterotopias of the gam
e have never been of much interest to theory,
whose practitioners have tended to view
it as the place of the mob.
Pat Kane: §The working class is also the playing class -- and has
always been so.§ But to gam
er theory without such prejudices,
heterotopias of the game m
ay be a key precursor to gamespace. Am
ong
them are separate w
orlds pitting different attributes of body and mind
into contests of skill or luck, from badm
inton to backgamm
on. Every
way of m
easuring what one body does against another � each finds its
own special heterotopia, its field, its court, its track, its pitch,
its arena. Says defrocked Situationist Ralph Rumney: §It is now
sport,
not painting or sculpture, which defines the lim
its of the human,
which offers a sense or im
age of wholeness, of a physical idea, w
hich
no honest art can now repeat.§ N
or, need one add, can writing.
114.�If aesthetic play suffers from enclosure w
ithin heterotopian margins;
the agon of games is leeched out of its pure dom
ains. Ralph Rumney
didn�t count on 24 hour sports channels, internet gambling, reality TV
game show
s, or the subtle, corrosive imposition of the digital
gamespace on every aspect of life. Conceptual art is no m
atch for
conceptual sport, with its fantasy baseball team
s and its perpetual
pep talks urging everyone always to just do it! -- w
here �it� is
stripped of any possibility not marked and m
easured in advance. Not
only was aesthetic play no m
atch for the game, it ends up playing a
subordinate role within the expansion of the gam
e beyond a mere
heterotopia. Art provides the images and stories for m
ediating between
the gamer and gam
espace. Rather than actual games played in actual
arenas, art expands the reach of the game to im
aginary games played in
a purely digital realm, anyw
here and everywhere, on every desktop and
cellphone.
115.�For a gamer theory the genealogy of gam
espace might pass through these
heterotopias of the game m
ore than those of play, and those of play
more than those of necessity. Theory has been looking in all the w
rong
places. The playtime aesthetics of the avant gardes of art yields to
the �ludology� of gamespace. It w
as the genius of Caillois, the lapsed
Surrealist, to grasp this. In topography, what he calls alea (chance)
and agon (competition) becom
e the dominant m
odes; what he calls ilinx
and mim
esis � intoxicating vertigo and dissimulating spectacle � the
minor m
odes. The obsessions of the Situationists � passive spectacle
and active insurrection against it � form an obsolete couple, each
drawing support in decline from
the other. The action is elsewhere.
116.�Most of the avant gardes celebrate transgressive, sublim
e play,
erupting beyond a rule-bound world. Post Situationist Alberto
Iacovoni: �Play architecture must liberate space from
topological
chains.� The Oulipo group did the opposite. It preferred self-im
posed
rules, elegant as they were arbitrary, that m
ight be conductive to new
kinds of play. Rather than resist heterotopian marginality, they
reveled in it. Given that the passage from topographic to topological
space eliminates even the m
argins within w
hich heterotopias
flourished, this might prove a m
ore enduring gameplan for gam
er
theory. Oulipian novelist George Perec saw
what w
as coming, in his
late-dystopian creation of W, a textual island devoted only to total
sport: �The life of an Athlete of W is but a single, endless, furious
striving, a pointless, debilitating pursuit of that unreal instant
when trium
ph can bring rest.� What Caillois sees as a w
in for
civilization over the Nazis, Perec sees m
ore darkly, as the triumph of
The Triumph of the W
ill. Both enter the gamer theory hall of fam
e by
providing it with its object � gam
espace � and its critical impetus �
the gamer�s odd attunem
ent toward the gam
e.
117.�No utopia pulls at the topological w
orld, calling it away from
itself.
Even dystopian texts become m
arginal, confined to the playground of
literary gamesm
anship. The once discrete heterotopian spaces no longer
co-exist with everyday life, as com
pensation. Rather, gamespace seeps
into everyday life, moving through its pores, transform
ing it in its
own im
age. Rather than a timeless utopian ideal w
here history ends,
rather than the allotted hour of the heterotopian, everyday life now
pulses constantly with m
oments of unrealized atopian prom
ise.
Everywhere, all the tim
e, the gamer confronts the rival im
pulses of
chance and competition, intoxication and spectacle, as hom
eopathic
antidotes to a boredom that challenges being from
within. In Vice City
all of Caillois� four kinds of play � chance and competition,
intoxication and spectacle � come together. The destruction of the
spectacle becomes the spectacle of destruction; the derangem
ent of the
senses becomes the arrangem
ent of drug deals. In Vice City you chance
your arm in an agon of all against all.
118.�No w
ork of art can aspire to transcend this gamespace, w
hich has
realized art by suppressing it�s ambitions. Yet perhaps a gam
e like
Vice City can function as the negative of gamespace, its atopian
shadow, in a parallel to the w
ay that the very positivity of a utopia
acts as a negation of the world outside its bounds. N
ot the least of
the charms of Vice City is that w
hile it appears to be about a life of
crime it is thoroughly law
abiding. It is a game about transgression
in which it is not possible to break the rules. O
ne may succeed in the
game or fail, but one cannot really cheat. (Even the �cheats� are part
of the rules.) This is the atopian dream of gam
espace, where the lines
are so dense, the digital so omnipresent, that any and every object
and subject is in play, and all of space is a gamespace. Every m
ove
contrary to the rules of a given game is m
erely a move into another
game. The gam
e imagines topology perfected.
119.�Atopia has one quality in comm
on with utopia � its aversion to
ambiguity. Vice City m
ay take place in a dark world of guns and drugs,
but every mission produces an exact and tangible rew
ard. If your
mission is to find porn stars Candy and M
ercedes, you drive to the
right location, dispatch some body guards, chase Candy�s pim
p, run him
over, return to pick up Candy, drive to the pizza joint, collect
Mercedes, drive them
both to the Studio and deliver them to the
director. Your reward is alw
ays exactly one thousand dollars. If
utopia thrives as an architecture of qualitative description, and
brackets off quantitative relations, atopia renders all descriptions
arbitrary. All that matters is the quantitative relations. By
excluding relations, utopia excludes violence; by privileging
relations, atopia appears as nothing but violence, but only because it
excludes instead any comm
itment to stable description. Anything that
matters can be transform
ed in precise and repeatable ways into
something else. The relentless w
orking out of the algorithm leaves
behind a carnage of signs, imm
olated in the transformation of one
value into another.
120.�The rules of Vice City call for a vast accumulation of cash, cars and
cronies, of weapons and real estate. M
ost of these activities are
outside the law, but law
is just part of a larger algorithm. In any
case, the story and the art are arbitrary, mere decoration. If in
utopia, everything is subordinated to a rigorous description, a
marking of space w
ith signs, in atopia, nothing matters but the
transitive relations between variables. The artful surfaces of the
game are just a w
ay for the gamer to intuit their w
ay through the
steps of the algorithm. H
ence the paradox of Vice City. Its criminal
world is m
eant to be shocking to the literary or cinematic
imagination, w
here there is still a dividing line between right and
wrong, and w
here description is meant to actually describe som
ething.
But to a gamer, its just a m
eans to discover an algorithm. Vice City�s
film noir w
orld implies not that one can step back from
it into the
light, but that while driving around and around in it, one can
discover the algorithm of to w
hich gamespace m
erely aspires and by
which it is to be judged in its entirety.
121.�In Vice City, the world exists already m
ade over as a complete
gamespace, an atopia. It is not �now
here� (utopia) or �elsewhere�
(heterotopia), but �everywhere� (atopia). In the gam
e, spaces all have
the properties required of them of a certain kind of play. H
idden on
Vice City�s islands are one hundred secret packages. Some are
Dow
ntown, som
e are in Little Havana, som
e in Little Haiti, som
e on the
golf course, some at the airport. Collect them
all and you can trade
in even your best motor vehicles for the ultim
ate ride. Or if that is
not your preferred goal, pick another one. Either way, the qualities
of space always guide you to its real values, w
hich always have a
score. This space is perfect, seamless � and bounded, like Thom
as
More�s U
topia. And just as the utopia points to what is lacking beyond
the page; so too atopia points to what is lacking, beyond the gam
e.
Atopian space is a real enclave within im
aginary social space. The
possibility of atopian space is a result of the impossibility of
adequate and effective spatial and social quantification and
calculation.
122.�For quite opposite reasons, the utopian text and the atopian game both
stand accused of incitements to violence. W
hat if the atopian game,
like the utopian book, is merely the scapegoat? W
hat if the book was
merely a harm
less repository of the potential of the line that was
already imprinting itself on the w
orld? What if the gam
e is merely a
repository of a new potential of the line? In utopian books, the
writing show
s the everyday world transform
ed as only writing can
transform it. The utopian book m
erely pushes writing�s abilities the
furthest, to a point of almost com
plete consistency, within the
special topic of the book. The atopian game, likew
ise, is the
algorithmic in a m
ore complete and consistent form
. Neither book nor
game is ever w
holly complete and consistent. They alw
ays negotiate
with w
hat is beyond their bounds. In Vice City as in More�s U
topia
there is a traveler who m
ediates between one w
orld and another. But in
either case, the utopian book or the atopian game lacks the pow
er to
transforms the w
orld. But where signs and im
ages may bleed off the
utopian page into the world, the algorithm
of the game, in w
hich each
relation depends on one another, may not. At least not yet.
123.�It is not the �content� of Vice City which m
ight give a gamer theorist
cause to pause. It really contains no sex, no violence, no drugs, no
guns. These are merely the art � the im
ages and stories � via which
the game m
ediates between w
hat is within its ow
n purely algorithmic
line, and the less than perfect topology within w
hich the gamer lives.
Rather, it is the form of the gam
e itself and its comprom
ises with a
world beyond that can w
ork as the topos of a critical gamer theory.
The atopian game, like the utopian book, expresses w
hat has the power
to remake the w
orld of its time, but is not itself that pow
er. It is a
useless, impotent form
of a powerful line. W
hich is why critical
theory best becomes gam
er theory, and why gam
er theory best becomes
critical. The critical attaches itself to what pow
er is but not where
it is. It attaches itself to power in a pow
erless form. The atopian
game is exactly the site that has this am
biguous property when things
reach the topological level, when the lines run everyw
here through
space and everything is coming together as potential for digital
calculation. 124.�In gam
es, as in gamespace, som
e calculations happen quicker than
others. Sometim
es there is a mom
ent to think it over, negotiate.
Sometim
es not. When there is no tim
e for calculation, the gamer m
ust
act on the basis of a calculation made in advance. There�s alw
ays a
backstory, providing some dividing line along w
hich to weigh one�s
interests. It�s never quite as game theory proper w
ould predict. The
gamer is rarely an autonom
ous agent, acting on rational self interest.
If game theory w
as objective, rational, abstract; gamer theory is
subjective, intuitive, particular. If game theory starts w
ith the self
contained agent, like a prisoner in a cell, looking out at the world;
gamer theory w
onders how the agency of the gam
er comes into being as
something distinct in the first place. In the m
idst of battle, how
does the gamer decide w
hen and where to pull the trigger? The atopia
of the game is a safe haven in w
hich to enact the problem of being as
it appears in gamespace, but w
ithout the oppressive stakes of one�s
own life on the line.
125.�Everyday life once had the resources to resist, adapt, appropriate or
embrace utopian schem
es. It pushed the promise and threat of other
ways of being off into the corner, w
hile it got on with the business
of wresting freedom
from necessity, building a w
orld in which to
dwell. W
ith the very success of that labor comes a renew
ed challenge
to its resourcefulness. Having developed a topography in w
hich to
dwell, m
ined and molded from
raw possibility by collective labor,
boredom rises to a new
pitch, and the heterotopian pastimes becom
e
more than a m
ere recompense for a dull life. They becom
e the driving
force of development itself. O
ut of the heterotopias of agon and alea
arise the atopias of gamespace, via w
hich topology makes itself know
n
to us, as an ever more intricate m
atrix of the digital line. It�s not
that theory, even a gamer theory, can achieve all that m
uch when
confronted with the digital indifference of gam
espace. It might aspire
merely to describe w
hat being now is.
Battle (on Rez)
Fig. 6 126.�N
ot the least of the pleasures of playing Tetsuya Mizoguchi�s Rez is
the counter-intuitive way the trigger w
orks. If usually the gamer
presses the trigger to shoot the target, in Rez the gamer releases the
trigger to shoot. Actually it�s a two stage operation: hold the
trigger in to select a target; release the trigger to shoot. As you
move through a tunnel-like space, w
ith pounding house beats in your
ears, various potential targets swim
and swish by, or take a sw
ipe at
you � or rather at your character. You hold the trigger down to lock
on to them as targets, and then release it and w
atch as fiery lines
radiate toward the m
oving targets. One�s m
issiles seem m
ore balletic
than ballistic. They arc towards their targets even as those targets
move.
127.�Everything in Rez is very abstract. Your character may have a vaguely
human form
or not, depending on the level. The brightly colored shapes
that flare at you may look vaguely m
enacing or brightly friendly. The
whole thing is m
eant to simulate the experience of a nightclub m
ore
than a war. This, together w
ith the curious trigger action, highlights
the act of targeting in Rez rather than the target itself. There is
some vaguely sci-fi storyline about w
hy one targets and shoots, but it
is rather minim
al and sketchy. It�s not clear at first just what role
the story plays. Like many gam
es of its genre (it�s a �rail shooter�)
its an experience of battling against things in order to level. In
Rez, one targets what to shoot at and shoots at w
hat one targets
pretty much for its ow
n sake. It�s interest as a game resides in this
abstracting of the act away from
too many particulars as to w
hy one
targets or whom
one shoots. Time spent w
ith Rez feels like imm
ersion
in an eternal, tense present under fire. Blaise Pascal: �The fact is
that the present usually hurts.� Shooting games recognize and disavow
this at one and the same tim
e.
128.�Color, brightness, shape, movem
ent, beats, notes, sounds, even the
pulsing vibrations of the controller in hand come together in Rez in a
veritable synasthesia, a blending of the senses intent on melding the
gamer w
ith the game. It�s a quite particular context in w
hich to try
to target. The enemy has to be identified, localized, and highlighted
in order to become a target. The target em
erges out of an event, out
of a pure analog flux of variable movem
ent. Before there is a target
there is everything and nothing � indifference, alterity, being
neither one nor the other, neither here nor there. Selecting a target
stabilizes a relation between the one targeted and the one targeting �
one versus the other, us versus them. Targeting turns tim
e and space
from a disconcerting experience of flux into conditions of self
awareness, w
here the world exists so the gam
er might com
e into being,
against it. Once an event yields a target, it becom
es something
subject to control. The analog yields to the digital.
129.�To target is to identify an object of an action with an aim
towards a
goal. The goal will com
e directly, by designating the end point in
advance and aiming at it. There is no indirection in targeting. A
target is a goal that can be reached by virtue of an imm
ediate
knowledge of it and a consequent action against it. The gam
er may need
to target one thing in order to subsequently target another, but this
is more a m
atter of stringing targets together as a sequence in time.
Or rather, a sequence against tim
e. In Rez, the gamer does best to
target certain shapes that appear in the periphery of one�s vision,
and which enhance one�s pow
er and extend one�s imm
unity. What the gam
e
highlights is a logistics of targeting, an economy of order against
time, the battle of alternating m
erger and separation from the other.
130.�Targeting is at one and the same tim
e the designating of a goal, the
one designating, and the means of designation. To target is to
overcome the indifference of self and other, and at the sam
e time to
introduce an oscillation into the mom
ent of this very overcoming.
Press the trigger down and the target selects, as som
ething other than
you; release the trigger than the shot connects you to it again, but
in a very special way, as engaged in the relation of battling. H
it or
miss, the gap betw
een target and gamer re-opens, and the cycle begins
again. Perhaps the gamer is alw
ays battling otherness, in an unstable
relation to alterity, to blurry edges and fuzzy boundaries which
threaten to overwhelm
the self. Steven Poole: �One crucial com
ponent
of video-gaming pleasure is in fact a certain level of anxiety.� In
Rez, this feeling is rendered useful, productive, rather than
paralyzing or profound. The gamer exploits the anxious relation of
self to other in the act of targeting, risking the boundaries of
character, for the reward of prom
oting the character to a new level.
131.�To target is to blaze across the agonizing gap between self and w
orld,
between cognition and its object. And yet the target does not stand
alone and isolated. It appears not only against a background of other
mom
ents; it appears against a background of other meanings. Every
target is embedded in a series of events that exceeds the m
oment of
opportunity for targeting. To target is to discriminate and rank
possibilities within an event. It is to battle one�s w
ay in a
deliberate and deliberative line from m
oment to m
oment, across the
surface of the event, targeting the mom
ent of maxim
um opportunity.
132.�In everyday life, rattling around in gamespace, your relation to
objects is all too often contingent, ambiguous, ineffective. You labor
to connect with clum
sy drunk motions, and even if you do its hard to
know the point of it. In Rez, things are different. The relation
between you and other passes through a character for w
hom action in
space is risky, challenging, but far less ambiguous. Your character
alternately merges into this gorgeous colorful w
orld, drawing you w
ith
it; or your character offers to you a narrow but clear point of view
.
It offers up targets. You lock on, release, fire. Targeting cuts
through all that is slippery, vague or dull about being in the world.
Each mom
ent of time in the gam
e has a clarity and consistency that
time in m
ere gamespace hardly ever achieves.
133.�In everyday life, time exacts its toll in unknow
n increments of
attrition. Objects tax the body in unobserved, unobservable w
ays;
gradually, or suddenly, through some analog slide best not know
n too
intimately � death. Tim
e is violence. Topology offers up endless
powers for transform
ing one object into another, for remaking anything
and everything, from atom
s to the atmosphere. And yet these pow
ers
work only against things in space, not against tim
e. All one can do in
gamespace is take potshots at tim
e, which relentlessly chips aw
ay at
life. In the game, there is at least the possibility of scoring points
against time. In Rez, tim
e starts out slow enough to enable the gam
er
to string together sequences of targets. Once you succeed at this, the
tempo increases, and the gam
er targets times of increasing intensity.
If the gamer is defeated, if tim
e wins out, it is only against a
character. When the gam
er walks aw
ay from the battle intact, it is
with the tem
porary suggestion of a victory against the temporal
itself. 134.�In Rez, various colorful shapes appear as the enem
y, but they are
arbitrary, abstract. As if to highlight this, they sometim
es move in
quirky but predictable ways. They are not really the enem
y. Or rather,
they are only the proximate enem
y. Time is the enem
y. Targeting
attempts to transform
time from
a medium
of events, where one thing
alternates with another, to a m
edium of self fulfillm
ent, where by
picking out a deliberative line across its surface, time can be m
ade
to register the integrity and significance of one�s character � and by
proxy one�s self � and reward it w
ith the next level. Within the gam
e,
targeting becomes an act that recruits tim
e the eternal enemy to one�s
side. 135.�Things appear to die in Rez w
hen you shoot them. The m
usic swells and
the colors blaze in all their glory. But there can really be nothing
on the other side of a mere sign of death. These signs are digital,
mere repeatable bits; death is not. N
iall Lucy: �Death is alw
ays
absolutely singular.� Signs can always be exchanged for other signs.
Death is som
ething else. Jacques Derrida: �D
ying can never be taken,
borrowed, transferred, delivered, prom
ised or transmitted.� It can
never be incorporated into topology, which is nothing but lines upon
lines along which to borrow
, transfer, deliver, promise, transm
it, etc, etc. D
eath is the last line, the last threshold for topological space. D
ying is analog, a slippage toward nothingness, a legal and
moral grey zone. H
ence the appeal of targeting. The appalling drag and
friction of death can be turned into a sign and made the aim
of a targeting. In Rez, the brightly colored signs of im
minent threat loom
up against the horizon of tim
e. The game m
akes it appear as if one has no choice in the m
atter. Targeting appears as a violence without
guilt. One targets out of necessity. But in targeting, one battles the
signs of death, disposing of the problem of the im
possibility of the signs of death ever having any m
eaning, this side of death itself.
136.�At the beginning of each level, gamer and character, linked by the
controller, go out together to confront time, w
hich hurls at gamer and
character alike these killer signs. By destroying these mere
appearances, time itself � not m
erely the appearance of time � is
defeated. In defeat, a character dies; in victory the gamer w
ins. The oscillation betw
een character and target doubles that between gam
er and character. (See Fig. 6) The act of aligning gam
er, character and target in the act of targeting risks the integrity of the self against the possibility of defeating tim
e. If the character lost, replay the level again. And again. Repeat this sam
e, strange, digital time, until
you win. The tim
e of the game, w
hich can be repeated, over and over, an eternal loop of the sam
e time, is not violent. N
othing changes in gam
e time. Tim
e is a constant, measured out in identical, digital
units. Even in a game w
here time speeds up, it does so in the sam
e w
ay, for the same reasons, over and over, every tim
e you play. Within
this digital time, the gam
er steps out to call into being and destroy its nem
esis: analog time, violent tim
e, this river that is never the sam
e way tw
ice. 137.�Flying along, w
eightless on a rail, here all around are clusters and pods, flights and flocks, m
oving with algorithm
ic precision, but rarely appearing as under the com
mand of a central node. Rez is about
battling along a line, not across a front. The pulsing, phosphorescing quality of Rez gives the gam
er a feeling of a particularly intense loss of self. Your senses m
esh into a network of lines, of m
oments,
spread across the screen. The payoff, if one targets accurately, is the coalescence of the self back again into a heightened level of coherence precisely through victory over the pulsing dub-trance tim
e that confronts it. The tw
o-bit code of press and release on the trigger sw
itches between the line dividing and the line connecting
self to other, cutting out any ambiguities in betw
een. 138.�The purpose of a targeting gam
e is the overcoming of death through the
targeting of the other, freeing the self to be itself � temporarily.
The goal, the target of the target, is to stop playing while still
alive. Having done so, the gam
er rejoices, for the mom
ent, before collapsing back from
the game into the vagaries of the netw
orks and netw
orks of lines and lines that are gamespace. There�s nothing for it
but to play again, and again. Save the game � freeze tim
e � and come
back and try again for the next level. The only real problem w
ith Rez is that it does not have enough levels. Victory is tem
porary, or rather tem
poral. You can defeat time in the gam
e, but only for a time.
And having won all there is to w
in, boredom loom
s...139.�The space w
ithin which one battles in Rez is an allegory of
topological space itself. It is all nodes and networks. It is a
battlespace rather than a battlefield. There is no front line. One
cannot hide behind the lines. One�s character, on its rail, propels
itself through space following the line of a net to its node. The node
may be a center, but there m
ay not really be a center of centers. The gam
e levels out leaving the gamer w
ith the uneasy feeling that the center you conquered is not the center of centers, even if this is w
hat the storyline claims. The gam
er knows better. Every point
connects through every other, every shape can be transformed into
another. It can fold, stretch, morph and bubble. Tim
e is constant, but space is not. It can pulse and bulge, w
arp and wobble. It is a
network. And w
hile every point can in principle be connected to every other, in practice it cannot. There are protocols governing w
hich points can open to w
hich other points. Alex Gallow
ay: §protocol is an algorithm
, a proscription for structure whose form
of appearance may
be any number of different diagram
s or shapes.§ The game is an
exercise in negotiating protocols to gain access to more and m
ore of the netw
ork. 140.�N
ets are a problem. In gam
espace one is continually getting tangled up in them
. In gamespace, both space and tim
e are elastic. In gamespace,
nets tug at one�s extremities, contam
inate one�s senses, blur the bounds of self itself. O
ne can�t do without nets but they do one in.
It�s a paradox, an inescapable tension. In the game, at least tim
e is held constant, digital, repeatable. This consistency enables a reduction of action to targeting. To target is to deny any debt to the netw
ork which enm
eshes one with the other. The �w
ork� in a network is
in identifying a target that constitutes its limit. In Rez, pulling
the trigger targets, but does not shoot. It puts the emphasis on the
former rather than the latter. Sam
uel Weber: �� the act of targeting
is an act of violence even before any shot is fired.� The act of targeting has already cut the net connecting one to the other. The gam
er�s debt to the net remains unacknow
ledged � other than in the repetition of the ritual of playing the gam
e. 141.�Targeting gam
es would seem
the least likely to need the support of a fram
ing storyline, and yet they almost alw
ays have one. A gamer m
ight w
atch the introductory cut scenes, or idly scan the back story printed on the insert inside the box, but no m
ore than once. Yet these storylines have a purpose that they fulfill sim
ply by existing, even w
hen they are ignored. Storylines release the gamer from
entrapment in
the net. They draw a line betw
een a character and its enemy. They
polarize a net into antagonistic fronts � even if these fronts are not spatially separate. Indeed, there m
ay be dark labyrinthine twists that
fold one front around and against the other, as in games such as D
eus Ex. Storylines have a particular role in fram
ing the action of targeting, it relieves one of responsibility tow
ard that from w
hich one cuts aw
ay a self. Storylines frame the possibility of separating
self from other, so that the other m
ay legitimately becom
e a target. The defeat of the other reopens the instability betw
een self-other that is characteristic of a netw
ork, hence the need for the story to regenerate the separation all over again.142.�The storyline is the gam
er�s alibi. While the gam
er is imm
ersed in a w
orld of pure digital relations, flipping the switch betw
een self and other, playing out the possibilities of a consistent and stable tim
e that can be defeated, the storyline insists that there is som
e other point to it all. O
ne is fighting the bad guys. Many gam
es tend toward
fanciful sci fi storylines, like Rez or Deus Ex, or perverse ones,
where one plays the bad guy rather than the good one, such as State of
Emergency or G
rand Theft Auto, precisely because storyline is merely
an alibi. You are elsewhere. You are not in the topographic space
where storyline cuts its m
oral flaw betw
een self and other, us and them
, good and evil. You are in an amoral space w
here lines merge and
converge everywhere, ceaselessly transform
ing from one shape to
another, without a break. Storyline is the bad faith of the gam
e. Read it as if it w
ere like a novel or a movie and it seem
s ridiculous. Storylines cannot be read as m
orals. Gam
es are not morality tales. But
their backstories can be read as allegories. The storyline provides a key to the relation betw
een the effective enclosure of signs within
the game as a system
of values and the ineffective enclosure of signs w
ithin gamespace, caught betw
een values and meanings.
143.�The backstory to gamespace in general is not of paradise lost, but of
a paradise that refuses to arrive. It is an Apple with fatal bugs in
its operating system that never delivers the seam
less interface of hum
an and machine. The perfection of gam
espace stalls on persistent glitches. M
ark C. Taylor: �In those complex netw
orks, the invisible hand is no longer om
niscient or omnipotent. To the contrary, the order
governing the network econom
y emerges from
the internal relations of hum
an and machinic agents w
hose knowledge is alw
ays mistaken and
mem
ories as well as expectations are inescapably incom
plete.� More
and more advanced form
s of network intelligence arise to solve these
problems, w
hich reappear regardless. In Rez this intelligence is called Eden. H
owever � the story goes � �Eden becam
e confused when the
flow of inform
ation being sent to it began to greatly increase in speed and volum
e. Eden started to question the meaning of existence
and the consequences of its actions. Finding itself surrounded by paradoxes, and realizing the pow
er of autonomy w
hich it possessed, Eden began to shut itself dow
n.� Your mission, should you choose to
accept it, is to travel into Eden�s network and reaw
aken the system,
overcoming its fire w
alls and destroying viruses that populate it. 144.�The backstory for Rez in particular concerns the relation betw
een topology and gam
espace. The dense network of lines that m
ake up topology put everything in transit and m
ake all signs of things transitive. Everything is in m
otion toward som
ething else; every sign is passing over to another. Topology gives rise to the alw
ays failing, alw
ays incomplete attem
pt to make a gam
e of it, in which transit along
any line has a goal and a limit governed by protocol. The storyline of
Rez is an allegory of this forlorn hope that the shot in transit might
have reason to hit its target. The game of Rez is an allegorithm
in w
hich the play of opening and closing the aperture of the self finds its logic.145.�In Rez the enem
y is the network itself. O
r rather, the enemy is the
monstrous possibility of the netw
ork separating itself from the gam
er. Separation is the gam
er�s prerogative. In Rez the gamer�s m
ission is to the save the netw
ork from itself, from
its difference from the
gamer, from
its self-inflicted death. The gamer risks autonom
y in targeting in order to restore it at the m
oment of victory, em
powered
and enhanced. But the goal, strangely enough, is to bring the network
back from the brink of autonom
y, to restore its seamless, selfless
continuity � a continuity which presum
ably includes the gamer. The
paradox of targeting is that by closure the gamer opens tow
ards the
net. In Rez, the storyline sustains the alibi that it is the net itself w
hich closes to the gamer, and hence m
akes itself a target, eliciting its ow
n opening. 146.�It�s a strange Eden that is prom
ised here � an atopia of indifference,
absorbing the gamer even as the gam
er struggles to power-up the self
by targeting it. Perhaps Eden only appears to become conscious and
comm
it suicide. Perhaps it�s a ruse to draw the gam
er into risking the
self. There is, of course, a backstory behind the backstory � its signs slip-sliding aw
ay from any closure. Eden is the product of
�Project K�. Mizoguchi says the K stands for the artist W
assily
Kandinsky, from w
hom he borrow
ed the synthetic synasthesia that is the
defining characteristic of Rez. Kandinsky: �Color is the keyboard, the
eyes are the hamm
ers, the soul is the piano with m
any strings.�
Sound, luminance, color, m
ovement and vibration all pulse together.
Mizoguchi updates Kandinsky for topological tim
es. The digital
controller of the Playstation replaces mechanical one of the piano as
the machine for draw
ing the self out of the body so that it might find
itself in its struggle with som
ething technical. 147.�Plug in the Japanese edition w
ith Trance Vibrator and Rez can be not
only aural and visual but also a sexual machine, if the Vibrator is
applied to the right spot. Jane Pinckard: �We sat side m
y side on our
makeshift couch, I w
ith the Trance Vibrator and Justin with the
controller. As the levels got more advanced, so did the vibrations...
revving up to an intense pulsing throbbing... �Oh, G
od!� Pretty soon
the levels and the images onscreen w
ere just a faint blur to me. I
knocked off my glasses and leaned back. I w
as in a daze. From far
away, it seem
ed, I could hear Justin saying things like, �I made it to
the next level!� and �This is cool!� but I was lost in m
y own little
trance vibrating world.� To each their ow
n target. 148.��O
pen your senses� is the game�s dem
and. The desire for an enhanced
and empow
ered self that comes to know
itself by targeting an other is
the very thing recruited into the game to produce the opposite � a
synasthesia in which self dissolves into the needs of the netw
ork. The
repetition of the act of targeting repeats the production of the gamer
as fleetingly distinct and enhanced, but permanently engaged and
subsumed in the protocols of the netw
ork. The gamer is the new
model
of the self. The gamer is not subject to the law
; the gamer is a
function of an algorithm. The m
oral code of the storyline is just an
alibi for the computer code of the gam
e. Narrative is just another
kind of interface.149.�W
hat kind of being is a gamer? O
ne who com
es into existence through
the act of targeting. To target is to isolate something against the
dense, tense fibers of the network, m
aybe to destroy it, but always to
assign it a unique value. Samuel W
eber again: �� precisely the
insistence that �opportunity� be treated strictly as a �target� that
can be seized or missed itself m
isses the mark, because the m
ark
involved is never simply present but alw
ays involved in other marks
and other opportunities.� Targeting is a � temporary � solution to
the problem of alterity. But it has its lim
its. It works to perfection
in the game, but not in gam
espace. James D
er Derian: �� the tem
ptation
grows to use coercive interventions or technical fixes to seem
ingly
intractable problems of alterity, like im
migration, ethnic cleansing,
and fundamentalist politics�. Q
uestions of violence are always already
problems of identity.� But this is precisely the value of gam
es �
they are allegorithms of w
hat gamespace is not. The allegorithm
of the
game points to the ruins of a topology that is alw
ays supposed to
arrive from the future but never com
es. In Rez, the future perfection
of topology even threatens to comm
it suicide rather than come to m
eet
us. 150.�O
ver and over, the gamer oscillates betw
een connection and break with
the character; over and over, the character oscillates between
connection and break with its target. The w
hole pulses and jives to
this tempo of m
aking, breaking and remaking alterity, the bounds of
one and zero, presence and absence. It is as if the whole w
orld were a
Sadean playpen, an episode from his Justine or Juliette, w
here no
storyline can pose as the quest for the unique (truth, beauty,
justice) but is merely the fram
ing device for an oscillation of
identity, between phallus and orifice, targeter and target. W
elcome to
The Cave�, pure other of gamespace, oscillating in and out of contact
with it as its target. Roland Barthes: �It does not reveal, does not
transform, does not develop, does not educate, does not sublim
ate,
does not accomplish, recuperates nothing, save for the present itself,
cut up, glistening, repeated��. The game hovers on the lip of
boredom, able to defeat tim
e, but not to abolish nothingness.
Boredom (on State of Em
ergency)151. �Boredom
amuses only its critics. They struggle against their ow
n
lassitude to keep their indignation up to date. Theodor Adorno: §The
teams of m
odern sport, whose interaction is so precisely regulated
that no mem
ber has any doubt about his role, and which provide a
reserve for every player, have their exact counterpart in the sexual
teams of Juliette, w
hich employ every m
oment usefully, neglect no
human orifice, and carry out every function. Intensive, purposeful
activity prevails in spirit in every branch of mass culture, w
hile the
inadequately initiated spectator cannot divine the difference in the
combinations, or the m
eaning of variations, by the arbitrarily
determined rules.§ In gam
espace, porno, like sport, now has its star
pitchers and hitters, specialists for every position, and the
inadequately initiated spectator once again cannot divine the
difference in the combinations, or the m
eaning of variations, by the
arbitrarily determined rules. But it is the sam
e too with critical
theory, which becom
es formally indistinguishable from
pornography.
This pornography of the concept is a mere subset of gam
espace, a
hypocritical theory, with different specialists, playing by different
rules � equally worthy of de Sade.
152.��A spectacle taunts America � the spectacle of its ow
n boredom. �This
specter of boredom, an exquisitely beautiful young m
an who yaw
ns and
walks around w
ith a butterfly net to catch goldfish. He carries in his
pocket a pedometer, a pair of nail scissors, a pack of cards, and all
sorts of games based on optical illusions. H
e reads aloud the wording
on posters and signs. He know
s the newspapers by heart. H
e tells
stories that nobody laughs at. He passes a hand of shadow
s over his
eyes� punctuating his words w
ith a terrible expletive: What�s the
good? He cannot see a knob on an electric dial w
ithout turning it, a
house without visiting it, a threshold w
ithout crossing it, a book
without buying it. W
hat�s the good? All without curiosity or pleasure
but simply because one has to do som
ething, and because here we are
all the same, after all. And w
hat was this ALL w
hich swells up in the
voice that pronounces it?� The Surrealist poet Louis Aragon provides
the answer, as w
ell as the question: nothing. Boredom is nothing,
nothingness, the faintest touch of the void. In boredom you open
toward som
ething that does not open in return. It leaves nothing but
indifference, neither one nor the other, the grunge of time, the lint
that sticks to all things digital. 153.��As that inconsolable philosopher Arthur Schopenhauer w
rites: §Work,
worry, toil and trouble are indeed the lot of alm
ost all men their
whole life long. And yet if every desire w
ere satisfied as soon as it
arose how w
ould men occupy their lives, how
would they pass the tim
e?
Imagine this race transported to [an A]topia w
here everything grows of
its own accord and turkeys fly around ready-roasted, w
here lovers find
one another without any delay and keep one another w
ithout any
difficulty: in such a place some m
en would die of boredom
or hang
themselves....§. As this topology of fun and gam
es spreads and
congeals, carving out magic kingdom
s indifferent to work and
suffering, it carries within it the strange ectoplasm
that both drives
it and can overturn it � boredom. In our fantasm
ic America, a digital
logistics sends turkeys flying around the highways ready-roasted. They
come hom
e to roost in the frozen foods section. Lovers meet w
ith
fleeting ease on the internet, and afterwards rank and rate their
encounters, according to arbitrarily determined rules. And m
any do,
indeed, die of boredom. Even if they don�t know
it. The reserve armies
of the bored zombie the earth, fiddling w
ith their cellphones,
checking their watches. Boredom
is the meter of history.
154.��If history is an endless list of things that should not have happened;
boredom is w
hat refuses not to happen. History distracts itself w
ith
heroic fables about the struggle to wrest freedom
from necessity. Such
is civilization, not to mention Civilization III. H
istory has so much
less to say about the decisive mom
ent when freedom
from necessity
actually arrives. Neither civilization, nor Civilization III, know
s
what to do at the end, except perhaps dream
of a sequel that is more
of the same. John Berger: �N
ecessity produces both tragedy and comedy.
It is what you kiss and bang your head against.� W
ithout necessity,
the storyline falters. Buzzcocks: �I�m living in this m
ovie, but it
doesn�t move m
e.� What m
ight be the content of this positive
freedom, not freedom
from but freedom
to? At such times, there is
nothing but boredom, the sticky lingering w
ith nothingness itself.
This is the mom
ent of danger. Cyril Connolly: §The boredom of Sunday
afternoon, which drove de Q
uincey to smoke opium
, also gave birth to
Surrealism: hours propitious for m
aking bombs.§
155.���On the w
hole a society always produces m
ore than is necessary for its
survival; it has a surplus at its disposal. It is precisely the use it
makes of this surplus that determ
ines it.� So writes the rogue
Surrealist Georges Bataille. This surplus m
ay be gathered up and
dispersed in spiritual quests or in making life over as a w
ork of art.
It can be squandered on bombs. O
r it can be invested along the lines
of strategic expansion or economic accum
ulation. This investment, this
laying down of new
lines, building from topic to topography to
topology, only increases the surplus, and postpones and multiplies the
problem: W
hat to do with the idle capacities of a people? W
hat to do
with energies that so easily spill over into riot or revolt? W
hat�s
the good? Boredom is the am
bivalent gift of the surplus. Boredom
arises out of the absence of necessity, of a yes, a no, a straight
line. Boredom dem
ands new necessities, and if not granted them
�
produces its own. H
istory is a struggle to wrest necessity from
boredom. In this restless age, there�s nothing they w
on�t do to raise
the standard of boredom under the flag of necessity. Constant
revolutionizing of seduction, uninterrupted disturbance of all
consumer relations, everlasting uncertainty and distraction,
distinguish the military entertainm
ent complex from
all earlier
powers. It m
ust stay one step ahead of boredom, w
ith which it deludes
and with w
hich it colludes.156. �Topology threads all spaces together, cave after cave, each as
ludicrous as the next. No w
onder people find their leisure as dull as
their work � leisure is w
ork. How
times change�. Karl M
arx: §The
working-day contains the full 24 hours, w
ith the deduction of the few
hours of repose without w
hich labor-power absolutely refuses its
services again� Time for education, for intellectual developm
ent, for
the fulfilling of social functions and for social intercourse, for the
free-play of� bodily and mental activity, even the rest tim
e of Sunday
(and that in a country of Sabbatarians!) � moonshine!§ But that
moonshine has becom
e legitimate business. The free tim
e available for
education, culture, sport, even faith, were once the hard-w
on fruits
of labor�s struggle to free time from
work. This free tim
e gave rise
to heterotopias of sport and art that at least held the intoxicating
illusion of autonomy from
the necessity of work. N
ow they becom
e work,
disguised as games, just as gam
es become the disguise of w
ork itself.
The sporting metaphors and slogans m
igrate from leisure to w
ork � and
back again. They cease to be metaphors and becom
e mere descriptions,
in a language stripped of any terms other than those of com
petition.
Almost every m
oment is sw
ept into a relentless agon.
157.��And as for those slack times betw
een engagements, w
ho knows w
hat to do
with them
? You are sitting, for example, in the tasteless departure
lounge of some provincial airport. It is four hours until your flight,
which � of course � is delayed. The shops around are uninspiring. You
do have a book in your backpack. It�s Heidegger, bought on im
pulse.
Shall you read? No. O
r think through some problem
? No. O
r play games
on your handheld? Not even. You are unable to. You look at the
departures and arrivals on the screen. You look at the clock, again.
You count the chairs. You walk up and dow
n. To pass the time you look
at the stores in the airport mall, but they all seem
mere clones of
each other, or of stores in other chains. Look, there is even a
franchise of The Cave�! You imagine the satisfaction of throw
ing a
rock through the plate glass window
. What�s the good? M
artin
Heidegger: �W
hat is at issue in boredom is a w
hile, a whiling, a
peculiar remaining, enduring�. A confrontation w
ith time.�
158.��You are sitting, for example, at your Playstation, w
ith a stack of
games to choose from
. The flight was long and tedious, and now
you are
home free. You put in State of Em
ergency, if only for the pleasure of
watching the autom
ated riot of two hundred non-player characters
ransack the mall in w
hich the game begins. You choose Chaos rather
than Revolution mode, so you can trash the place w
ithout worrying
about missions and objectives. W
hile fairly agreeable beats pound, you
pick up weapons, sm
ash things, thump and are thum
ped by security and
gang bangers, looking for the mom
ent to toss the bomb. Still, you are
bored. But this is a different kind of boredom. At the airport, it w
as
easy to blame it on the circum
stances. Now
, at home w
here you can do
whatever you like, it isn�t anything or anyone�s fault. You put the
game aw
ay, and wonder w
hy you are still, still bored. Heidegger again:
�Was I w
hat was boring m
yself?� Perhaps it is not things that are
closed to me, but m
y own being.
159.��Then again, perhaps its not things that are boring you, nor even
yourself that is boring you. Perhaps there is something else.
Something you can�t put your finger on. You are bored. W
hy fight it?
Why not just declare it? Iggy Pop: �I�m
the chairman of the bored!�
Perhaps here one can think through everyday boredom to a boredom
of
Heideggerian profundity, and confront tem
porality itself! Boredom
could be the tune to which one turns tow
ards theory. Philosopher of
boredom Lars Svendsen: §The essential difference betw
een the bored and
the ¥theoreticalƒ gaze is that the former is the result of an
involuntary loss of meaning, w
hile the theoretical gaze deliberately
removes it.§ Starting w
ith this ever more present everyday boredom
,
one might follow
Heidegger out of the m
all and into the sacred groves
of a certain brand of theory.
160.��Pause State of Emergency and take that H
eidegger book that you bought
on your travels out of your backpack. Idly flipping though its pages,
you find that Heidegger�s boredom
, strangely enough, has levels.
Thinking through from one level to the next presents, as he w
ill say
again and again, tasks, tasks, still more tasks. These tasks are
organized as a maze of paths and still m
ore paths. It�s all tasks and
paths, tasks and paths. To the gimlet eye of the gam
er, this theory
starts to look just like another game. Level one: N
ewbie Boredom
.
Level two: M
ore Boredom. Level three: Profound Boredom
. Bonus levels:
World, Finitude, Solitude. H
is book is a strategy guide for theory as
a game of being. A gam
e which, like any other, posits leveling up as a
goal in itself, approaching the ever-receding big bad boss of time
itself. A canny move for a gam
er theory is always to refuse any such
game w
hich claims to transcend gam
espace. Step outside The Cave� and
what do you find? Another cave, disguised as an exit. Better to return
to The Cave�, play the game and try to find its form
. Back to State of
Emergency: it�s a boring gam
e in many w
ays, but that may be its charm
.
One im
agines Benjamin and H
annah and the other characters one so
carefully cultivates in The Sims getting so bored they join the
mayhem
, smashing w
indows, looting big screen TVs of their dream
s.
161.��What if boredom
has less to do with the essence of tim
e and more to do
with particular qualities of space? Benjam
in (the Sim): �Boredom
is
the basis of the allegorithmic insight into the w
orld. Boredom lays
waste to the appeal of the gam
e as game, and calls attention to the
ambiguous relation of gam
e to gamespace.� Boredom
isn�t a longing, a
lengthening of time. It is a spacey feeling, of being spaced out. W
hat
is boring is a space in which either one cannot act, or one�s actions
amount to nothing � w
aiting at an airport mall, or choosing one m
ore
or less identical game over another. W
hen you are bored, even home
feels like a waiting room
. Gang of Four: �At hom
e she feels like a
tourist.� What displaces boredom
is the capacity to act in a way
that transforms a situation. It doesn�t m
atter that the Chaos mode in
State of Emergency is pointless. It displaces a bit of the gam
er�s
boredom in a m
aking-over of gamer and gam
e, changing the space the
gamer can access, extending the place of the riot from
the Capitol
Mall to Chinatow
n to Dow
ntown to the Corporate Center, changing the
powers of the gam
er to change the space itself. At least within the
confines of the game, at least for a w
hile. When it stops w
orking �
boot up another game.
162.��As the gamer becom
es attuned to the game, gam
er and game becom
e one
event, one battle, one action; an oscillating between the line
dividing self from other, and the line connecting them
as one
substance. If the line dividing provides a mom
ent of autonomous self;
the line connecting provides a mom
ent of selfless purpose. In games,
action has its limits. It is an endless bit-flip betw
een targeter,
targeting and target. And yet at least it effects a transformation of
gamer and gam
e. Games are a repository for a certain atopian labor,
which has the pow
er to confront the necessity of its own choosing.
Games do not offer a contem
plative response to boredom. If anything,
topology makes labor all too contem
plative. Rather, games are a space
for action, they restore a lost quality of the topical, where H
omer�s
heroes strutted their stuff, in the paradoxical form of a pure
topology. All the scope for action that gamespace both prom
ises and
denies is restored in the game. H
ence the double effect of State of
Emergency. It�s backstory is an allegory of negation and destruction �
in the pre-release version, the bad guys were even called the Am
erican
Trade Organization. And yet as an allegorithm
, it is purposeful,
constructive. The images don�t m
atter; the story is just an alibi.
Underneath it is a gam
e like any other game, built out of arbitrary
rules, but which one m
akes one�s own.
163.��For Heidegger a m
ove away from
a meditation on tim
e itself to thinking
about how one acts in a particular space is a retrograde step, back to
at best a �higher form of journalism
� or at worst a �fashionable
philosophy�, which sets out w
hat is contemporary, but does not m
ove
beyond the surfaces of the present. It diverts you from the gam
e of
reflection on your own being and instead assigns you a role in the
world. In this case, the role of the gam
er. Heidegger: �H
ave we becom
e
too insignificant to ourselves that we require a role? W
hy do we find
no meaning for ourselves any m
ore�? Is it because an indifference
yawns at us out of all things, an indifference w
hose grounds we do not
know? Yet w
ho can speak in such a way w
hen world trade, technology and
the economy seize hold of m
an and keep him m
oving?� Perhaps this is
precisely where the gam
er finds a way to speak, to �do theory�
(however fashionable or journalistic). Is it not this space � this
topology of trade and tech � that is intimately connected to the
persistence and pervasiveness of boredom?
164.��Boredom no longer affects just the restless young or the idle rich.
Gamespace offers nothing to anybody but the Sisyphean labor of rolling
the rock to the top, until this arbitrary necessity abates. Then what?
One�s actions at the crest of the hill becom
e useless, indifferent �
boring. State of Emergency restores a role to action by m
aking out of
the intricate topology of lines � of trade, technology � a matrix, if
not of meaning, then at least of m
easuring. The game installs in the
world an artificial necessity; gam
es are allegorithms of the necessity
of necessity, in a world in w
hich what is necessary is arbitrary and
without form
, where the line annihilates every topic. In topological
times it w
as the hero and his band who acted; in topographic tim
es the
hero becomes abstract � a nation, a class, a reinvented faith � but it
still acted. Once upon a tim
e, one could tell this story� Karl Marx:
�The people make history, but not as they please; not under the
circumstances of their ow
n choosing.� Now
the people choose their
circumstances, just as they choose the finish for their kitchen
cabinets, but there is no history to be made of them
.
165.��What characterizes the gam
er is a relinquishing of a role that might
have qualities beyond the game � as savior or soldier, priest or
prophet, rector or revolutionary. The gamer certainly does not expect
too much of the role of theorist, beyond entrØ
e into another game. It
cannot overcome boredom
. One m
ight as well choose instead a boring
game � like State of Em
ergency. What characterizes gam
er theory is a
playing with the role of the gam
er within the gam
e, not by stepping
beyond it, into a time or a role beyond the gam
e, but rather by
stepping into games that are relatively free of the pow
er of
gamespace. The gam
e is just like gamespace, only its transform
ations
of gamer and gam
e have no power beyond the battle in w
hich they meet.
In the game you are free because you choose your necessities. In a
game, you can hide out from
a gamespace that reneges on its prom
ises.
In a game you can choose w
hich circumstances are to be the necessity
against which you w
ill grind down the shape of a self. Even if, in so
choosing, you click to opt out of making history.
166.��Boredom can be displaced only so far. Even the m
ost deluded of gamers
can eventually realize that their strivings have no purpose, that all
they have achieved is a hollow trophy, the delusion of value, a
meaningless rank built on an arbitrary num
ber. Boredom alw
ays returns.
Giacomo Leopardi: �The uniform
ity of pleasure without purpose
inevitably produces boredom.� The very action of overcom
ing boredom
reproduces it, when gam
er and game reach som
e impasse. There is alw
ays
a limit. In gam
es this limit it alw
ays given in advance. That�s the
very merit of gam
es. In State of Emergency, the gam
e is an allegorithm
of its own lim
ited interest. It turns the mom
ent of boredom, the hour
propitious for making bom
bs, into a game as w
ell. It�s a game about
the destruction of gamespace � as itself a gam
e. The destruction of
gamespace is a gam
e that provides a uniform pleasure w
ith any other
game. This is the m
ilitary entertainment com
plex at its height,
constantly displacing boredom into yet m
ore games.
167. �Playing State of Emergency has a kind of liberating openness. You feel
rather than merely see or hear the environm
ent of the game. You scan
the mall for w
eapons, enemies, opportunities. Anything else is just
noise. Space is marked w
ith targets � with boundaries that draw
or
repel you according to how they m
ight effect your score and your
progress through the game. The gam
er opens out into the game and is no
longer bored. For a bit. But this openness also has its limits. W
hile
in the game and playing it w
ell, everything in it appears only from
the point of view of its relation to w
inning the game. N
othing is
anything other than a means to that end.
168.��Here boredom threatens to appear again. You are left em
pty by the
game, no longer taken (or taken in) by the things w
ithin it. The
action appears futile. Nothing m
oves you. You opened yourself to the
game but the gam
e itself does not really open toward you. You opened
towards som
ething closed. It is an animated space in w
hich things are
just marks of good or bad possibilities w
ithin the game. The
possibility of doing anything much seem
s to be withheld by the gam
e.
It feels like suspended animation. And yet, strangely, w
hat is
frustrating is that possibility itself seems so tantalizingly tangible
precisely because it isn�t here. Something appears precisely because
its arrival is out of bounds. As Heidegger champion Giorgio Agam
ben
says, it is: �[T]he being which exists in the form
of potentiality for
being.� But this potential is of a very particular kind. It is the
potential of something no longer particularly hum
an. It is the
potential of topology itself, where your digits, grasping the
controller, touch the digital, which in a w
eird way touches back.
169.��Gamespace is an anim
ation machine. The digital and the hum
an lead an
uneasy existence there. On the one hand, there are constant attem
pts
to �humanize� the technological, to m
ake it appear as if it were there
for you. On the other, it reduces the hum
an to the status of the
digital. It marks all of space as a battlespace w
ith yes/no triggers.
In State of Emergency the hum
an appears to rage against the machine,
but the figure of the human w
ithin the game is an anim
ation, a
machinic special effect. The real hum
an, you might say, is the gam
er
playing the game. But this hum
an, in order to play, has to think like
something other than a hum
an. It has to become anim
ated, machinic,
responding to targets within the gam
e as signals switching on or off
behaviors aimed at sheer survival. The gam
er coupled with the gam
e is
a strange animal.
170.��Here is some backstory, about a strange, fam
ous animal, know
n to
Heidegger, and much discussed since. Deleuze and Guattari: �the tick,
attracted by the light, hoists itself up on the tip of a branch; it is
sensitive to the smell of m
amm
als, and lets itself fall when one
passes beneath the branch; it digs into the skin, at the least hairy
place it can find. Just three affects; the rest of the time the tick
sleeps, sometim
es for years on end, indifferent to all that goes on in
the imm
ense forest.� It is an animal that lives in a w
orld which
appears as just a few targets. Agam
ben again: �Under particular
circumstances, like those w
hich man creates in laboratories, the
animal can effectively suspend its im
mediate relationship w
ith its
environment, w
ithout, however, ceasing to be an anim
al or becoming
human.� This suspension is also w
hat the digital game does. The
gamer suspends a relation w
ith an environment � gam
espace � within the
special topic of the game, w
ithout ceasing to be human or becom
ing
machine.
171.��You know nothing about your body until you know
what it can do.
Boredom is not doing nothing. Boredom
is something a body does w
hen
space will not let the body enter it in a w
ay which transform
s the
body into something else, so that the body can forget itself. Boredom
is a suspended animation, m
ade possible by the absence of a certain
relation to space, a certain quality of labor. If the trigger points
in space always point tow
ard the same possibilities, only under
different signs, then boredom inevitably returns. State of Em
ergency
marks an anxiety w
ithin the military entertainm
ent complex about this
very possibility. Perhaps it is a game that tries to incorporate and
overcome the threat boredom
poses to the military entertainm
ent
complex by m
aking a game of it. A gam
e which, oddly enough, m
akes
boredom interesting. In a drive-by critique of State of Em
ergency,
anti-globalization writer Naom
i Klein declares: �anti-corporate
imagery is increasingly being absorbed by corporate m
arketing.� But
the affect runs both ways here. The gam
e might co-opt, but is at the
same tim
e an allegory for an anxiety about what to do w
hen gamespace
can no longer collude with boredom
. The powers behind the digital
might try to co-opt boredom
; the boredom of the gam
er might yet co-opt
the digital instead.
172.��Just as the military industrial com
plex once forced the free rhythms
of labor into the measured beat of w
ork, so now its successors oblige
the free rhythms of play to becom
e equally productive. Alan Liu:
�Increasingly, knowledge w
ork has no true recreational outside.� The
time and space of the topological w
orld is organized around the
maintenance of boredom
, nurturing it yet distracting it just enough to
prevent its implosion in on itself, from
which alone m
ight arise the
counter power to the gam
e. All the potentials of topology, its lines
upon lines, are configured as a gamespace designed to neutralize play
and contain it. State of Emergency is a gam
e about the possibilities
pent up within gam
espace. It enacts the game as a repository, a
mem
ory, a practice patch for free labor, for autonomous action. It
presents this possibility for action as the negation of actually
existing gamespace.
173.��The straightforward lines of topographic space left room
in the
margins for heterotopias w
hich formalized the orders of play. It
instituted the chronicles of legends and statistics that would becom
e
the game�s opening gam
bit against history. In topographic times, the
cyclic repetition of the game never quite reached the threshold of
boredom, as there w
as still an everyday life of work and struggle from
which it offered an orderly retreat. The topological, by contrast,
captures all of space in its monotonous grids and all of tim
e in its
repetitive innings. Boredom becom
es pervasive, uncontainable � a real
threat. And so the military entertainm
ent complex invents ever-new
games, w
ith new rules, new
moves, new
chances for competitors to pit
themselves against each other, or against chance itself, so as to
maintain its grip on the topology it extrudes out of itself,
incorporating all of space. Boredom w
ith any particular game is alw
ays
displaced onto another game, before it call into question the
imperfections of gam
espace as a poor excuse for how one could live and
labor among these richly productive and seductive lines.
174.��In topological times, play disappears into the gam
e, and boredom loom
s
on all sides. The military entertainm
ent complex responds by
introducing into the game every kind of novelty im
aginable. Games
becomes less and less a tangible field outside the w
orkaday places of
everyday life. They become a gam
espace, an intangible complex of lines
along which all inform
ation shuttles, subordinated to protocols and
rules. It�s other scene is no longer a heterotopian playing field as a
space and time apart. Rather, it is the atopian space of the digital
game, w
hich is more separate than a heterotopian playing field, but
which is even m
ore an atopian double for the whole of space itself.
The problem w
ith gamespace is not that it presents the w
orld via the
action of targeting. The problem is that in gam
espace things target
people, rather than people targeting things. It is not that the
digital is a technology that cuts into the world and presents it to
the human as if it w
ere always, and already cut to suit us. It is that
it cuts us, renders us as digital bits, and presents them to the w
orld
made over as a gam
espace in which w
e are the targets.
175.��The military entertainm
ent complex is above all the m
anagement and
maintenance of boredom
. The military w
ing trains boredom�s lax
energies outward; the entertainm
ent wing coaches the residual boredom
within. Both w
ithout and within, boredom
is contained within the lines
of gamespace. Jam
es P. Carse: �The world is elaborately m
arked by
boundaries of contest, its people finely classified as to their
eligibilities.� The game plan replaces the w
ork ethic. The interests
of the complex dom
inate policy, and policy�s goal is alleviating the
threat of boredom. W
hat is good for the military entertainm
ent complex
is good for the country. And what is good for the m
ilitary
entertainment com
plex is the war on boredom
, which, like the w
ar on
terror, is never to be won, m
erely displaced, as the boredom index
rises and falls. For boredom can arise anyw
here and everywhere, once
space is made over as topology. The trick for the m
ilitary
entertainment com
plex is to collude with it in m
aintaining it without
having it turn upon the complex itself.
Complex (on Deus Ex)
Fig. 8 176.�There are four w
ays in which the topology of gam
espace can come to an
end and be superceded by a new topos � at least according to the gam
e
Deus Ex: Invisible War. (If you have played this gam
e you may know
there is also a fifth ending, of which protocol dem
ands the
withholding until the puzzle of the other four endings unlocks its
significance.) In the game, your character has to choose betw
een
aiding the victory of one of four organizations, all of which are at
odds with each other, and each of w
hich has its own idea of how
to
realize a permanent atopia beyond gam
espace, a topos beyond topology.
Working backw
ards from these four endings it is possible to plot the
backstory, not just of Deus Ex but of the military entertainm
ent
complex � at least as it can be understood from
within the gam
e, from
within The Cave� itself.
177.�The four endings of Deus Ex can be pieced together by arranging them
in two pairs. (See fig. 8) The first, m
ore �personal� pair of endings
pits the victory of the Templars against that of the Om
ar. The
Templars are a fanatical religious order devoted to the body�s
purification of all �biomods�. The Om
ar are a no less fearsome
collective organism of black m
arketeers, in which the body has been
subsumed into technology. The second, m
ore �political� pair of endings
pits the victory of the Illuminati against that of ApostleCorp. The
Illuminati are a secret cabal of pow
er-brokers hidden behind
organizational fronts, dedicated to restoring order under their
control. ApostleCorp is a techno-intellectual faction dedicated to
bringing about a just and democratic but no less �posthum
an�
civilization. You, the gamer, play a m
inor character, who can
nevertheless tip the balance between these pow
ers and their goals.
178.�Deus Ex is a shadowy w
orld. Some of the organizations w
ho at first
appear so powerful are just fronts for others. For instance the neo-
liberal WTO and the religious fundam
entalists of The Order, which
appear antagonistic to each other in every way, turn out in classic
conspiracy theory style to be but masks secretly controlled by the
Illuminati. This chain of unm
asking can be extended even beyond the
game. Behind the final four pow
ers � Templar and Om
ar, Illuminati and
ApostleCorp � is at least one more unm
asking. The first pair of
endings � Templar and Om
ar � masks an agon betw
een the complete
assimilation of the hum
an into the machine (Om
ar) versus the complete
rejection of the intercourse of body with m
achine (Templar). Along
this axis, the problem of w
here gamespace is heading is �personal�, a
question of the boundaries of the body and its other. The other pair
of endings � Illuminati and ApostleCorp � is less about the im
mediate
relation of body to machine as som
ething �personal�. It is about
something not personal, som
ething that is perhaps political. Here the
ends of gamespace are an agon betw
een a democratic relation, in w
hich
all bodies comm
unicate equally with m
achines; versus the hierarchical,
where all com
munication passes via a controlling pow
er. The personal
is political, but in Deus Ex the impersonal is political, too.
179.�For the gamer, it is alw
ays a matter of starting at the beginning and
playing through to the end. In the original Deus Ex and its sequel,
Invisible War, there are different w
ays of getting from beginning to
end. It can be done by stealth, by violence, or negotiation, but
either way the gam
e reveals itself level by level, from start to
finish. For the gamer as theorist, perhaps in Deus Ex it�s a m
atter of
taking the end as the starting point. The question of what can
constitute an end state is the question of what occupies the lim
its to
thought within gam
espace. Why these four endings? If they are just
arbitrary, random possibilities, then they m
ay be fun for the gamer to
play through to but not much fun for the gam
er theorist to start out
from in this other gam
e � the other game of the relation betw
een the
allegorithm of the gam
e to the allegory of gamespace. But perhaps the
four endings of Deus Ex are not random but are rather the pieces of a
puzzle.180.�Behind the four organizations w
ho vie for power in Invisible W
ar are
four more abstract, m
ore impersonal antagonists w
ho stalk the
fantastic vistas of gamespace itself. Either technology trum
ps the
human, or vice versa. (Tem
plar vs. Omar.) Either dem
ocracy trumps
hierarchy, or vice versa. (Illuminati vs. ApostleCorp.) But beyond
that, perhaps the game reaches a certain lim
it. Behind this mask is
not another mask; behind this pow
er is not another power, but
something else � a diagram
of the avatars of power. The four endings
exhaust the possibilities within w
hich gamespace can think about
itself. They are its endgame. But w
hile there is not at this point
another character to unmask, there is a puzzle to solve in the
arrangement of these m
asks. These endings, and what they m
ask, enter
into quite definite relations. The four terms invite the gam
er
theorist to a new kind of gam
e.
181.�The four possible endings of Deus Ex fit on a �Greimas square.� W
hich
is to say, the endings are terms in a gam
e of meaning m
aking. (See
Fig. 8) If George Perec is the avant garde aesthete of gamespace,
Greimas is its pioneering theorist, for w
hom all culture can now
be
thought retrospectively in terms of the gam
e. A. J. Greimas: �Perhaps
out of a desire for intelligibility, we can im
agine that, in order to
achieve the construction of cultural objects (literary, mythical,
pictorial, etc.), the human m
ind begins with sim
ple elements and
follows a com
plex trajectory, encountering on its way both constraints
to which it m
ust submit and choices it is able to m
ake.� Or in other
words, the play of m
eaning is made w
ithin the bounds of a game. At
stake here is the relation of play to game. As topography gives w
ay to
topology, game rises in prom
inence relative to play. In the realm of
avant garde strategies, the game w
ithin constraints of George Perec
supercedes the play beyond game of Guy Debord. In the rear guard of
theoretical strategies, the game of m
eaning supercedes the meaning of
games; A. J Greim
as tops Johan Huizinga. For Huizinga play precedes
game. It is the play �instinct� that inspires the form
ation of forms.
Greimas anticipates the enclosure of play w
ithin gamespace. As the
whole of space succum
bs to the game, it is the logic of constraints
which determ
ine the possibilities of play.
182.�Huizinga, writing in the shadow
of the Nazis, knew w
hat was com
ing:
§It remained for the theory of ¥total w
arƒ to� extinguish the last
vestige of the play element.§ The m
ilitary industrial complex is on
its way. Total w
ar then extends its logistics to the spaces of work,
and finally play itself. Now the m
ilitary entertainment com
plex is on
its way. Transgressive play has its last hurrah in the Situationist
attempt to live out Huizinga�s theory as a program
for action. Greil
Marcus: �As bathos it w
as just drunks trying to walk and think at the
same tim
e.� There is nowhere to hide outside of gam
espace � the
total game. Guy Debord: �One cannot go into exile in a unified
world.� The form
er leader of the Situationists will devote his
declining years to designing and playing a board game w
hich formalizes
all he imagines he has learned about revolutionary playtim
e, and yet
entombs it w
ithin its rules.
183.�With the rise of topology, the tension betw
een game and play is
resolved in favor of the game. W
hether in art, theory, or in everyday
life: There is nothing outside the game. The storyline, w
hich once
marked the boundaries w
ithin which a gam
e could begin, becomes
internal to gamespace, and is now
much m
ore about legitimizing the
point at which a gam
e �must� end. The storyline becom
es just the
working out, one m
ove at a time, of a possible line through the
constraints of gamespace. In the gam
e it is an algorithm that
determines w
hen something can end; but it is the storyline that m
akes
this end point seem natural, inevitable, and necessary. But w
hile a
storyline has an ending, Deus Ex has four endings. It reveals just a
bit more of the rules of the gam
e of meaning m
aking than a story
usually would. That Deus Ex is a gam
e of four endings is already a
slight slippage of the mask, revealing the rules of the m
eaning-making
game.
184.�In topographic times, heterotopian gam
es gave onto non-game spaces. A
game was delineated by what it was not. In topological tim
es, atopian
games give onto nothing but other gam
es. In gamespace, the exit from
one game will turn out to be an entry into another. Each cave lets
onto another cave. But this does not banish the problem of what is
not-game. On the contrary, it m
akes it a pervasive and incessant
problem. Its locus is the gam
er, who can only be a gamer by being
constantly pulled into and pushed out of one game after another, and
who, in mom
ents of boredom in between, glim
pses the very conditions of
possibility of gamespace. These are the m
oments when the gam
er can
neither target something within the gam
e nor be the target the game
itself selects to make its own. The tension is no longer what is prior
to or outside the game, but what, from
inside the game, m
ay bring it
to an end � and what that end might be.
185.�The gamer�s boredom
arises out of the recognition that, under the
variegated spectacle of details, the act of gaming is always
essentially the same. The gam
er oscillates between two states. The
first state is being separate from the target; the second is being
merged with the target. (Playing Deus Ex in stealth m
ode only reverses
the procedure. The goal is to not be the other�s target). The first
state merges the gam
er with the character in the presence of the
target, the second merges the character with the target and produces,
as a result, the gamer, as the one who hit or m
issed. (See Fig. 6) The
gamer oscillates within an agon between two term
s: being separate and
being merged into the gam
e. In Deus Ex, the Templars are the knights
of separation; the Omar want nothing but com
plete synthesis of human
and machine. This first pair in the Greim
as square enact the
realization of the game as one of two agonistic states in which the
gamer m
ay be in relation to any game.
186.�One may be Om
ar or Templar, m
erged or separated from gam
espace, but
this pair of terms m
asks another: beyond the antagonistic positions of
being merged or separated, there is a pair of slightly different
terms, which are other to the initial pair rather than antagonistic to
them. You m
ay be separate or merged; but you m
ay also be not-separate
or not-merged. This latter pair of possibilities opens up a lot m
ore
territory. The antagonist of separate is merged, but the other of
separate is the not-separate, which could be many other states. The
antagonist of merged is separate, but the other of m
erged is not-
merged, which could be m
any other states. Within the gam
e, the
agonistic seems to define a digital difference: if not one thing, then
another. One term antagonizes another term
; each of which defines the
other negatively. Each is what the other is not. But in the relation
of game to not-gam
e, the relation to the other term takes precedence.
A game always depends on a prior difference, not quite digital, but of
another order. This is otherness, wherein a term is posited against a
pure negative, against what is not it. This other term does not in
turn draw its identity from this relation. It rem
ains unmarked. A gam
e
begins by ruling out what is not-game. It says nothing about what not-
game is. There is nothing it can say about what not-gam
e is. Nor can
it say where not-game begins or ends.
187.�To be not-separate from the gam
e could be many things. From
within the
logic of the game, the only way to venture into this territory is by
positing something that can go in the place of the not-separate. The
game expands here under the guise of the Illum
inati. Perhaps there is
something beyond the digital, on-off relation of the gam
er with the
game. Perhaps it is bigger than that. Perhaps there are protocols
determining who has access to which gam
e; perhaps some gam
es are more
important than other gam
es, and determine the possible outcom
es of
subordinate games. Even m
ore disturbing: Perhaps you only appear to be
the player of a game. Perhaps you are really a �non-player character�
in a game controlled by som
eone or something else. Perhaps if you took
off your own mask, the m
ask of the gamer, you would find that you only
imagine yourself to be the one playing � perhaps you are the one who
has been played. Ice T: �You played yourself.� In a gamespace
governed by protocol, by codes of access and denial of access, to one
thing fronted or not fronted by another, every appearance prompts the
paranoid suspicion that it is not what it seems.
188.�To be not-merged with the gam
e might also be a m
ore complex term
than
either the merged or separate term
s. Holding down its place is
ApostleCorp. Perhaps it is not about more or less separation. Perhaps
it is a qualitative relation that can�t be captured by the simple
terms of separation and m
erger, nor yet by the protocols and
hierarchies of the not-separate. Here you may find the ghost of
Huizinga, and a play that calls into being its own rules. This fourth
term m
ay be the most interesting of all, but one which is usually
suppressed in favor of one of the other three. Nevertheless, the
fourth term has to find its place in the puzzle in order to unlock the
next level in this game.
189.�The first storyline strand � from Tem
plar to Illuminati � starts with
the separation of gamer and gam
e, and terror about merging hum
an and
machine. But beyond this existential tension, the storyline develops
the thought of what can be outside of separation and merger. It
fantasizes a power of control over the relation between separation and
merger. The m
erger at the basest levels is presided over by a
separation at the top. Or vice versa: separation at the bottom resists
and reacts against merger at the top.
190.�The second storyline � from Om
ar to ApostleCorp � takes the opposite
path. It also begins with the existential question of the separation
of gamer and gam
e, or of the human and the nonhum
an. Only it resolves
the tension in favor not of separation but of merger. It takes m
erger
for granted. This is the properly �cyberpunk� axis. It starts with the
assumption of a schizoid splitting and m
ixing of layers and levels of
flesh and metal. The storyline axis then travels toward the fourth
term, which is that of the non-m
erger. Are there ways for the soft
machine of the body and the digital m
achine of the game to co-exist?
On what terms? Could there be a com
munication between them
? A
comm
unication in which one need not be the antagonist of the other?
Deleuze & Guattari: �The schizophrenic is the universal producer.
There is no need to distinguish here between producing and its
product. We need m
erely note that the pure �thisness� of the object
produced is carried over into a new act of producing.� It might not
be an antagonism of opposites, still less a com
munication of
equivalents, so much as an excitation of incom
mensurables, of flesh by
machine and m
achine by flesh.
191.�The Templar attract the sense of panic (and resignation) about the
machine; the Om
ar a fear (and euphoria) that it is too late, and that
any dalliance with the digital subsumes anything hum
an. The Illuminati
open toward a paranoia about what might be behind gam
espace, a
mysterious conspiracy, and perhaps a critical theory � of the m
ilitary
entertainment com
plex. The fourth term points towards a digital
delirium, a negated realm
of possibilities � an �extopian�
possibility, in which gamer and gam
e cease to exist as separate terms,
and there is a complete elimination of the limits of any topos. The
�extopian� dwells neither here nor there, but at once and at one with
the world. The possible endings of Deus Ex map out the topos of the
military entertainment complex. It is a synthesis of the two competing
storylines that try to account for everyday life from within The
Cave�, or what some call the �posthuman condition�. Katharine Hayles:
�The prospect of becoming posthuman evokes terror and excites
pleasure.� Perhaps in equal measure, and always at the same time.
192.�The four endings of Deus Ex play out all of these possibilities. The
agonistic forces of the Templars and the Omar open toward what they
are not, but in place of what they are not, the game posits another
pair of antagonistic terms � Illuminati and ApostleCorp. This second
pair stage the agonistic storylines of the paranoid complex and a
schizoid complexity. For the Templars, separation is key, and yet to
fight in this posthuman grid, they require technics, armor for
example, which implicates them in various forms of non-separation from
the very thing their being is founded on separation from. For the
Omar, the problem is the reverse. Theirs is a being not defined by an
assumption of an always-already separate being, a gamer before the
game which might have anxiety about its boundaries, about tripping
into the nonhuman. They are always already not human. Yet they have to
find ways to communicate with what is human, with what is separate, in
order to draw it into the game. At either end of this agon, of
complete merger or complete separation, the problem looks like one of
another difference � non-separation, non-merger. But this other
difference is now internal to the game. Gamespace has colonized what
it is not, and erected in its place a new agon. It subordinates the
analog to the digital.
193.�Start over. Here are the rules of the game: Start with an agon of
Templar vs. Omar. Find the values masked by these proper names
(separate vs. merged). Discover the hidden exclusion masked by these
terms (not-separate vs. not-merged). Detect the positive terms which
cover the absence of these purely negations (Illuminati vs.
ApostleCorp). Now for the next level: Does gamespace stop there? Or is
it not always a double masking, of the value masked by the character;
and of the indeterminate negativity masked by an agon of positive
terms? After unmasking the Illuminati as a mere cover for non-
separation, what next? Do these masks cover and cover to infinity?
Here another dimension reveals itself. Are these masks of characters
for values, and of values for negations not the protocols to a total
game? Starting from the Templars, these are the questions one might
pose in the act of gameplay, which might work out the terms of the
conspiracy by which the complex hides itself, but not so completely
that a paranoid sensibility might not puzzle it out.
194.�Start over again. Start instead from the Omar. What is behind them?
The value of a complete merger of gamer and game. But what might a
non-merger be? Could this relation of not only gamer to game, but of
gamers to games, be otherwise? Could a more intimate relation of gamer
to game yet be the condition of possibility for the autonomous self-
creation of something beyond the gamer? And of something beyond the
game? Starting from the Omar, this is the territory in which you might
find yourself. This is the terrain of a schizoid blurring of the
boundaries of flesh and machine, opening not toward a complex of
control but a complexity beyond all centralizing forms of power.
Rather than the digital boundary, separating gamer from game; here it
is an analog relation, a variable relation of gamer into game.
195.�Deus Ex opens the problem of the other behind the agon of positive
terms � and closes it again. But in this closing, it provides the
place for a gamer theory to start a new kind of game. Or rather, it
provides two places, and the possibility of two kinds of gamer theory.
The first could be called critical, or perhaps just paranoid. From the
Templar�s agon with the Omar, we ignore the Omar for a moment and
think instead of the Templar�s relation to the Illuminati, which
stands revealed as a positive term masking the point of a negation,
that of the not-separate. This revelation of a pure negative, where it
is not given what the other term is, opens toward a paranoid
sensibility, which is where the possibility of a critical thought
beyond the game might lie. Sigmund Freud: §The delusions of paranoiacs
have an unpalatable external similarity and internal kinship to the
systems of philosophers.§ The paranoia of the not-separate is in not
knowing what you are not-separate from. Paranoid thought always seeks
out the powers that hide in the shadows of the not-separate.
196.�Start over. Start instead from the Omar. Ignoring for the moment their
agon with the Templars, consider instead the Omar�s other relation to
ApostleCorp, who are posited in the place of the not-merged. But here
might lie a quite different possibility for a gamer theory, not
paranoid, but schizoid. Rather than ask an analyst like Freud about
the power of negation, if you ask a patient, particularly a patient
who defeated the game, perhaps one gets a different answer, a schizo�s
analysis. Heretical Surrealist Antonin Artaud: �Which indeed is not a
philosophy, but in the pan of fried potatoes, square perhaps with the
handle of the cantilever which bears like the spoon in the perforated
tongue of the sex organ forever denied by the heart.� To the
paranoid sensibility, what appears positively, as one�s antagonist
masks what is negative. It masks not-being. Everything appears as a
fight to the end, unmasking one after another as false positivities,
each yielding over and over to nothingness, always seeking the face of
total power masked behind not-being. To the schizoid sensibility, on
the other hand, undoing the agon between one positivity and other
opens up more positive differences, positivity to infinity, and a
perverse play of terms outside any storyline demarking being from not
being. The problem with schizos is that they take words for things;
The problem with paranoiacs is that they take things for words.
197.�Both choices offered for a gamer theory have their limitations. One
starts with separation from the game and opens towards conspiracy
theories, and perhaps towards a critical theory of separation. This
move suppresses atopia without realizing it. The other starts with the
merger of gamer into game and opens towards a �cyberpunk� celebration
of the hybridity of nervous system and circuit board. This move
realizes atopia without suppressing it. The rise of gamespace may
conclude with either the suppression and realization of the game � and
the gamer. What could be the endgame of gamespace itself? Who � or
what � can come after the persona of the gamer? How can you both
suppress and realize the game? How could one come to live in a topos
in which one�s actions can be freely chosen and yet not insignificant?
How could one be both free from necessity yet unsullied by boredom?
How could one be neither a prisoner of work nor condemned to a merely
frivolous play? This is what is at stake in the game.
198.�Another Greimas square: childish play is antagonistic to the serious
business of work. Player vs. worker. But who stands in the place of
the non-player? The gamer. The gamer is outside of but not the
opposite of the player. But who then is the non-worker? Let�s call
this character the hacker. (Fig. 9) To hack is outside of but not
opposite to work. It is a free, self directed activity which makes its
own rules, its own conditions of completion and its own protocols of
success. It is an algorithm that writes itself. It is a practice
beyond work and play, and against the game, and which calls for
another character. Here is the mask of the fourth character: �We are
the hackers of abstraction. We produce new concepts, new perceptions,
new sensations, hacked out of raw data. Whatever code we hack, be it
programming language, poetic language, math or music, curves or
colorings, we are the abstracters of new worlds.� The character of
the hacker is what is worshipped in that new category of celebrity �
the game designer. If the celebrities of play were transgressors of
rules; the celebrities of the game are makers of rules � but only
within certain constraints. Not even the game designer gets to make
the rules of gamespace. Not even an Information Overlord like the CEO
of Electronic Arts, Larry Probst. What would it mean to be a hacker
not just of games but of gamespace itself? This is the realized atopia
that ApostleCorp stands for.
199.�In Deus Ex: Invisible War the name for what is at the center of this
universe of futures is Helios. This sun around which all revolves is
said to be � like Eden in Rez � an �artificial intelligence�, but is
in effect a game engine, and what is at stake is the relation, via
this game engine, of the gamer with the game. A game engine is a maker
of worlds, but of worlds that appear as if they were made for the
gamer, as if they lent themselves to actions which could uncover their
protocols. While other media present the world as if it were for you
to look at, the game engine presents worlds as if they were not just
for you to look at, but for you to act upon them in a way that is
given. The realm of the not-game is the domain in which the gamer
cannot act as a gamer. The separation of the game from the not-game
creates this space of possible perceptions and actions.
200.�Deus Ex has a fifth ending, nested inside the game, where all of its
characters, regardless of rank or faction, get down and party. Here is
the limit to gamespace within gamespace itself, where differences lack
antagonism, and yet for all that do not cease to be differences. Terms
coexist without reduction to one vs. another. Could there be a topos
after topology, which is not a regression, back to the topographic, or
even the topical? Could there be an overcoming of necessity that does
not dissipate into useless boredom? Could the gamer come into
possession of the means to make the rule as well as the move? Could
the gamer also be a hacker, a maker of rules for moves as well as of
moves within rules? This is the threshold to which Deus Ex brings us.
But if there is a deus ex machina at work in this game, it is the one
that rescues the game itself from its own overcoming. Even the fifth
ending, which could point to a conclusion beyond the game, merely
posits another one, where characters masquerade like celebrities, and
the gamer is to feel privileged to have slipped behind the velvet
rope.
Conclusions (on SimEarth)
Fig. 9
201.�You arrive home from work one evening, only to discover your biosphere
is dead. What a way to start the week! On looking back through the
records, the reason is not hard to discover. A classic greenhouse-
effect problem. Next time, wind down the fossil fuels a little more so
your globe doesnƒt cook itself to death while you�re out. Fortunately
the biosphere in question is only a game, or something like a game.
You have this program running on your home computer called SimEarth,
which lets you model all kinds of biosphere conditions over a number
of different time frames: geological, biological and sociological.
The one you think you�re getting a little obsessed with is a model of
planet Earth from 1990 onwards. So this week you decide that you will
set up this model every morning, selecting types and quantities of
energy use and expenditure. You will come home every evening and see
if your world is still running. Sometimes it is, sometimes it isnƒt.
202.�Thereƒs something a little eerie about having a functioning biosphere
in your home; something rather more disturbing about finding the thing
has gone belly up while you were out at work. SimEarth lets you choose
from a number of energy sources, including biomass, hydro-electric,
solar, nuclear or fossil fuelled. It also lets you program a range of
energy uses, including science, agriculture, medicine, and the arts.
Each of these has different effects. If you expend energy on
agriculture, population increases rather more rapidly. If you devote
more resources to science, technological change accelerates. Some of
the assumptions here are of course crude, but not unreasonable.
Naturally, a home biosphere has to run a relatively simple algorithm
compared to the heavy duty model.
203.�The curious thing about it is how fiddling around with these crude
variables gives you a feel for the global impact of fundamental
choices about what economists call resource allocation. For instance,
you start it up one midweek morning with settings which devote a lot
of resources to agriculture. This seems a reasonable approach to
creating a minimalist atopia. Theodor Adorno: �There is tenderness
only in the coarsest demand: that no-one should go hungry any more.
Every other seeks to apply to a condition that ought to be determined
by human needs, a mode of conduct adapted to production as an end in
itself.� And yet it doesn�t quite work out. When you come home from
work you find the population shot through the roof. That one was
predictable. What you hadnƒt counted on, though, was that increasing
agriculture pumped out more greenhouse gasses. The temperature was
ever so slowly rising, threatening to toast everything, unevenly but
very crisply brown. And all because of that troubling phrase, �human
needs��
204.�Like any patient confronted with a terminal diagnosis, you wanted a
second opinion. So you set SimEarth running at home before driving off
to work, where you steal a little time to fire up your browser and go
web surfing. The urgent problem is to find out why increasing the
amount of food being grown has this lethal effect. The prognosis is
not good. It seems that methane is one of the gasses that causes
global warming. A bit too much methane in the air and heat gets
trapped in the atmosphere. By dialing up more agriculture, you also
upped the amount of methane going into the atmosphere. Rice paddies,
for instance, are one of the sources of methane. It seems that deep in
the muck at the bottom of rice paddies are little bacteria that
produce methane as a byproduct. Great! There you were, only this
morning trying to see to it that all the people on your biosphere are
get enough to eat, and by the time you come home for dinner you�re
cooking the biosphere.
205.�This is all a bit too much, but fortunately the next day is the end of
the working week and you are going out to dinner afterwards with
friends. You imagine this might take your mind of SimEarth, but all
that food on the table makes you loose your appetite. That big silvery
dish with all that rice in it smells like over-cooked biosphere. The
beef, delicious though it tastes, only makes things worse. It seems
that one of the other sources of methane in the world is, of all
things, cow farts. Yes, cow farts. It never occurred to you that there
was the slightest global significance in the fact that cows are a bit
gassy. The problem is, they fart (and belch) methane. Well, not the
cows exactly, but the bacteria in their stomachs that break down all
that grass. Those bacteria, like their teeming little prokaryote
relatives in the rice paddies, also make methane.
206.�The weekend comes, so now you can really spend some time on this
biosphere business. When you programmed your little biosphere with
lots of food production so that nobody would go hungry, you also
selected a higher rate of methane output. It just goes to show how you
have to think about all of the consequences of anything you do. That
nobody should go hungry is a worthy goal, but, all things being equal,
it means more people, and more people means more land under
cultivation, and that means more methane, and that is a bit of a
problem. So the next time you set up SimEarth you do things a bit
differently. Rather than concentrate on expanding food production in
the short term, why not put more resources into science and technology
instead? This is a bit of a gamble, you think to yourself as you drive
off to the mall in your high tech hybrid car, the kind Al Gore
recommends. What if science didnƒt come up with the answers in time?
What if burning up fossil fuels at a rate of knots didnƒt kick
progress along fast enough? What if people go hungry? What the hell is
progress anyway?
207.�By the time you return home, SimEarth had reverted to what it calls,
with a certain drollery, �geological time�. There is nothing left
alive, so your planet is just ticking over, waiting quartz eons for
life to mysteriously spark again. What happened? Check the charts.
Lets see: pollution up, oxygen levels down, carbon dioxide up,
temperatures sky high. It seems the techno-gamble didnƒt quite work
out. Cranking up the whole global economy to the max, pumping out and
burning up every source of energy as fast as possible certainly did
increase the pace of technological change, but in this scenario, it
increased the rate of global climate change even faster.
208.�The problem wasnƒt the methane this time. By keeping population and
food production growing a bit more slowly it seems you kept your
little green earth from spinning out into that fate. The problem this
time was the carbon dioxide. There it is on the graph � shooting up at
a devilishly sharp tack, taking temperatures up with it. Burning
fossil fuels � oil and coal � produces carbon dioxide, among other
things, and when you increase the amount of carbon dioxide in the
atmosphere, you turn the toaster on again. Like methane, it traps the
heat from sunlight. The really sad part is that all the way home in
the car from your trip to the mall, loaded up with organic vegetables,
biodegradable toilet paper and the new slim-line model Playstation,
you had been really eager to see if your little gamble had paid off.
209.�You had not quite absorbed the idea that driving is part of the
problem. Marx showed how each act of concrete, specific, particular
labor is made equivalent, by the wage relation, to every other.
Concrete labor is also abstract labor. In gamespace, every concrete,
specific action of any kind is also an abstract action, the consuming
of a given resource for a given result. And yet gamespace does not
encompass and account for every action. Only those inputs that take
the form of an agon between competing forces in the market can be
calculated. But behind the agon lies a host of contrary terms, shading
off into the imperceptible, that come back to taunt gamespace with
their cumulative effect. What sets SimEarth apart is that the
unintended consequences of agon, all the excluded and contrary
outputs, received at least an approximate accounting.
210.�You had always thought that if the economy in the real world cranked
along at maximum efficiency, then technology would also bobble along
at a rate sufficient to deal with the little problems that might occur
along the way. Karl Marx: �Mankind thus inevitably sets itself only
such tasks as it is able to solve, since closer examination will
always show that the problem itself arises only when the material
conditions for its solution are already present or at least in the
course of formation.� Well, maybe. What the SimEarth allegorithm
points to is that like most people, you had always taken this on
faith. What happens if the little problems arenƒt just accidental
byproducts � a little oil spill there, a toxic waste disaster there �
what if the military entertainment complex itself was mucking up the
global conditions of its own success? Gamespace is just like your
Playstation. It appears to itself as a rigorous game, with every
action accounted for, and yet it relies on a huge power cord poking
out the back that sucks in energy from an elsewhere for which it makes
no allowance. That the game is not really ruled off from the world,
that it relies on an external source of power, did not really occur to
you until you played your new Playstation for hours and hours on end
and it overheated. Tantalum, like the rest of planet earth, is only
good with so much heat. There is something outside The Cave� after
all. Game over.211.�Alright, so maybe third time lucky. Lets ease up on the agricultural
output and the use of fossil fuels. Here�s an idea: letƒs go nuclear!
Maybe this is the way to have the best of both worlds, so to speak.
Lots of energy to keep industry and technology cooking, but without
turning on the big heat of the greenhouse toaster-oven. Run it
overnight and test your nuclear gambit. Sunday morning comes. Well,
this time there is good news and bad news. The good news: your
biosphere didnƒt cook this time. You had well and truly solved the
greenhouse problem � permanently. The bad news: Rather than overheat
it, you accidentally shoved it into the deep freeze. Its called
�nuclear winter� � and it results from letting off a few too many
thermonuclear devices. The dust cloud from that keeps the sunlight out
altogether. 212.�By clicking on the nuclear option, you gave your little SimEarthlings
not only a great source of power, but a dangerous weapon. It was not
as if you had taken away the sources of potential conflict, however.
Conditions were not exactly ripe, it seems for global consciousness.
A. A. Bogdanov: �The struggle between classes, groups, and individuals
precludes both the idea of the whole and the happiness and suffering
implied by the notion.� They just started blasting away at each
other. Perhaps they didn�t invent game theory, and figure out that
deterrence only works if nobody shoots. And perhaps that�s your fault
� you reduced inputs for science and culture. The radioactive patches
on the surface of this digital earth burn through a few eons-worth of
the subsequent ¥geologicalƒ phase. You can see little nuke signs, carved on the brown stump of a formerly green planet, like vandal-carved graffiti on trees that announces to nobody in particular: we were here. How did this happen? While the now quite visible hand of agon within gamespace metes out resources according to its law; an invisible foot, composed of all that shades away into mere contraries, qualities without quantities, kicks it to pieces. You loose again. Kim Stanley Robinson: �It was frightening � as if history were a series of human wave assaults on misery, failing time after time.� 213.�It�s not much of a game, SimEarth. Perhaps that�s why after seven days of uncreation, you became bored with it. Then uninstalled it. Then finally got around to selling it on Ebay. Perhaps I bought your old copy. I played it for a while, on an obsolete computer. It can get a little obsessive. SimEarth gamers tell amazing stories: About the time the lid blew off the biosphere, but up rose a strain of intelligent robots. Or the time it ticked over for months, populated with a million sentient cetaceans, all using nanotechnology to run their watery utopia. But there�s something disturbing about it. Perhaps that�s why there is no sequel, no updates. It is as extinct an example of game evolution as the poor sim-critters who populate its sun- blasted endgames. SimEarth is extinct, a game without sequels, but two offshoots from the same evolutionary phyla of game design lived on. One is The Sims. Perhaps it was better adapted to survive in gamespace, because it did not give the game away. The death of a Sim is not the end of the world. Another descendant line tries the other tack. In Will Wright�s much admired Spore, survival is not limited to one biosphere. Olaf Stapeldon: �It must not be supposed that the normal fate of intelligent races in the galaxy is to triumph.� At least in Spore there�s more than one home to trash. 214.�Forms of game evolve in a quasi-Darwinian manner, not unlike forms of organism. Game designers breed new forms out of existing forms, and the military entertainment complex throws the resulting variations on a waiting market, where they compete to save you from boredom. Very few forms succeed. It�s almost Darwinian: The designer proposes; gamespace disposes. Franco Moretti: �In Darwin, in other words, history is the interweaving of two wholly independent paths: random
variation and necessary selection. In our case, [formal] innovations,
which are the result of chance; and a social selection, which by
contrast is the daughter of necessity.� Through a subtle inversion
of the logic of natural selection, gamespace claims to be the full
implementation of a digital Darwinism. Here for one and all the rule
is survival of the fittest. Only what actually happens is quite the
reverse: the demise of the unfit. Survival has no positive value.
Gamespace is a pure nihilism. The best one can hope for is merely
being undefeated. Hence the unsatisfying quality of �winning� in
SimEarth. In the unlikely event that the game rattles on toward the
death of the sun, this victory amounts to nothing. This is perhaps why
SimEarth did not survive. There is something rather undesirable in
this game of cruelty. But there is a difference between natural
selection and �cultural� selection. An �unfit� game like SimEarth
fails not because it bumps up against the reality principle of bare
life, but quite the reverse. It fails the fantasy principle.
215.�Given that you can�t really win, SimEarth is hardly a game at all. The
best conclusion for most scenarios is that your SimEarthlings leave
the planet in a fleet of spaceships. SimEarth lacks one of the usual
criteria for a game � what we might call a satisfying �win condition�,
which terminates its algorithm. But then perhaps that�s the allegory.
SimEarth maps the limit to gamespace. What gamespace usually excludes
� the residues that pile up out of sight out of mind � are here
included, and they are the source of the problem. The choices within
the game � between agriculture and science, for example, appear as
choices between positive terms. They take no account of their
contraries, which appear without names. SimEarth�s strategy is to
include every term within its agon. There are no contraries, or almost
none. It posits the whole planet as gamespace. Even the power source
of the sun is included. Only a blank interstellar of the angels space
remains as its contrary. 216.�The inclusion of almost everything within the game leaves little by
way of a topos in which to conquer, expand, colonize, transform, or
even to pose as the remote time or place as the alibi for utopian
texts. Sure you could terraform Mars, but the result seems a foregone
conclusion. There is no frontier along which a storyline might traffic
the unknown into the realm of the known. A certain kind of history
ends here. Says the Stalinist-Surrealist poet Paul Eluard: �There is
another world, and it is this one.� SimEarth closes the book on that
utopian realm, and the struggle for and against it. Gamespace has
consumed the world, but the catastrophe of the world�s consummation
comes back to taunt it, undoing it from within. E. M. Cioran: §There
is no other world. Nor even this one.§ Once all terms are included
within the agon of gamespace, the whole of life becomes a game that
can be lost, forever. 217.�SimEarth is by genre a �God game�. Some God! Again and again, you fail
your creation. SimEarth is not so much about the death of God as God�s
suicide. It takes away the empowering thought of being responsible for
His disposal. Suicide is either fast and violent, in which God throws
himself into the flames of global warming. Or very, very slow; hooked,
like a helpless junkie, to the sun. A sun which finally overcomes your
ability to maintain. Mark Amerika: �Oblivion is the only cure for
agony.� The delusion of God games is that the gamer is in control
when at the controller. But it is the game which plays the gamer. It
is you, the gamer, who is an avatar, in the sense of being the
incarnation of an abstract principle. The gamer is a lesser deity
incarnate, answerable to a higher power � the game itself.
218. �When gamespace chooses you as its avatar, which character does it
select for you to play? Perhaps in SimEarth the gamer is the avatar of
the Angel of History. Walter Benjamin: �Where a chain of events
appears before us, he sees only one single catastrophe, which keeps
piling wreckage upon wreckage and hurls it at his feet. The angel
would like to stay, awaken the dead, and make whole what has been
smashed. But a storm is blowing from paradise and has got caught in
his wings; it is so strong that the angel can no longer close them.�
Or perhaps you are an avatar of the Luckless Angel, with rather
different hitpoints. Heiner M�ller: §The past surges behind him,
pouring rubble on wings and shoulders thundering like buried drums,
while in front of him the future collects, crushes his eyes, exploding
his eyeballs like a star wrenching the word into a resounding gag,
strangling him with its breath.§ This suits the experience � and the
times � rather better. The droll experience of being flung forward
into nothingness by the terminal transformation of nature; an
experience of hell seen too late. SimEarth is an allegory of the ends
of gamespace, which declares its victory over the gamer, and over any
other residue of contraries outside its form of forms. It pops the
blue eye of the gamer�s world.
219.�Perhaps you are an avatar of the Egyptian demigod Theuth, who
according to Plato was the inventor of not only of writing, but also
of number and calculation, geometry and astronomy, games of chance and
games of skill. In a story Socrates tells in Phadrus, Theuth offers
these to the sun-god Thamus, and says: �what I have discovered is
[recipes] of memory and wisdom.� Thamus considers them one by one.
In Socrates� telling, it is writing about which Thamus has the most
qualms. For the problems of memory, recording, delineating, is this
�pharmakon� of writing a remedy or a poison? Writing sends the word �
logos � out into the world estranged from the authority of its author,
erasing the line of its paternity, making of it an orphan. In this
sense, it�s a father-killing poison, and it would make of Thamus the
sun-god a marked man. But the sun-god only has to give the word.
Behind writing lies speech, and behind speech, the pure light of the
good. Jacques Derrida: �The good (father, sun, capital) is thus the
hidden illuminating, blinding source of logos.�
220. �Perhaps what Theuth had to offer Thamus was not a remedies but recipes
� algorithms. Manuel De Landa: �These recipes� include rules of thumb
and shortcuts discovered by trial and error, useful habits of mind
developed through experience, and tricks of the trade passed on from
one generation of problem-solvers to the next. Some of the valuable
insights� may then be captured in a general purpose, �infallible�
problem solving recipe (known as an �algorithm�).� And what if
Theuth had killed Thamus, and taken His place? What if it were not
writing, but all Theuth�s algorithms which were His power? The
algorithms of writing, calculation, navigation and the game, at firs
t
separately, and then coming together create a topology, a world no
longer logocentric, but ludocentric. Theuth sets himself up as King
Digital. Behind appearances lies a new Helios, the artificial sun-king
of the algorithm, able to name, locate, value, calculate and set in
play anything and everything but the sun itself. If in Plato history
moves between mythos and logos, it comes finally to rest between logos
and ludus, between writing and the game, in a world where the
originary power of voice is neither here nor there. The sun that
powers SimEarth, the light which illuminates The Cave is not the sun-
God Thamus, but the algorithms of Theuth. But by this light, SimEarth
tells the inconvenient truth about gamespace � that it c
an know its
limit, its end, but not what to do about it.
221.�Game time may be either geological, biological or sociological, but it
is no longer historical. History is history. Or rather, a certain
conception and a certain practice is history. History can no longer be
a storyline about free agency constructing its own conditions of
existence. Fredric Jameson: �History is what hurts, it is what
refuses desire and sets inexorable limits to individual as well as
collective praxis��. In gamespace, history is where random variation
meets necessary selection. The game is what grinds. It shapes its
gamers, not in its own image, but according to its algorithms. The
passage from topography to topology is the passage from storyline to
gamespace, from analog control of the digital to digital control of
the analog, from the diachronic sequence of events to the synchronic
inter-communications of space, from voice to code. Perhaps history
reappears, but at a more synthetic, even photosynthetic level. Perhaps
there is never any history without the installation of a game. Events
have to mesh in causal chains, bouncing off given limits, to be
something more than the subject of mere chronicles.
222.�History is history, but there may be a history to its passing, to its
transformation into another form. Here again (with amendments) George
LukÆcs: §[The military entertainment complex] destroyed both the
spatio-temporal boundaries between different lands and territories and
also the legal partitions between the estates. In its [to
pology] there
is a formal equality for all [gamers]; th
e economic relations which
directly determined the metabolic exchange between men and nature
progressively disappear. Man becomes, in the tru
e sense, a [gamer]
being. [Gamespace] becomes the reality for m
an. Thus the recognition
that [gamespace] is reality becomes possible only under [th
e military
entertainment complex], in [to
pology]. But the [m
ilitary entertainment
complex] which carried out th
is revolution did so without
consciousness of its own function; the [agonistic] fo
rces it
unleashed, the very forces that carried it t
o supremacy seemed to be
opposed to it like a second nature, but a more soulless, im
penetrable
nature than [topography] ever was.§ SimEarth prompts a surprising
theoretical conclusion: history is back with a vengeance, and where
least expected, the historicization of nature. History on earth
becomes history of earth. History becomes total history.
223.�The final question for a gamer th
eory might be to move beyond the
phenomena of gaming as experienced by the gamer to conceive of gaming
from the point of view of the game. K-Punk: �What do we look like fro
m
[game]space? What do we look like to [game]space? Surely we resemble a
Beckettian assemblage of abstracted functions more than we do a
holistic organism connected to a great chain of being. As games
players, we are merely a set of directional impulses (up, down, left,
right); as mobile phone users, we take instructions fro
m recorded, far
distant voices; as users of SMS or IM, we exchange a minimalized
language often communicating little beyond the fact of communication
itself (txts for nothing?).� Gamespace is an end in itself.
224.�The gamer might still
be tempted to try to leave The Cave�, to
substitute for it�
s artificial sun an order held in place by one that
really burns in a visible sky. But there is the paradox: you only know
the value of that sun, its
energy, the consequences of tu
rning it into
this or that allocation or re
sources, because there is a game. Only by
going further and furth
er into gamespace might one come out th
e other
side of it. Deleuze and Guattari: �
... one can never go far enough in
the direction of [topology]: y
ou havenƒt seen anything yet � an
irreversible process. And when we consider w
hat there is of a
profoundly artificial nature... w
e cry out, �More perversion! M
ore
artifice!� � to a point w
here the earth becomes so artif
icial that th
e
movement of [topology] creates of necessity and by its
elf a new
earth.� The method for so doing may now be apparent: p
ressing
against the lim
its of the game fro
m within, to fin
d the contrary terms
behind the agon. Contrary terms which may open toward a schizoid
complexity or a paranoid complex. Our Virgil, our guide through the
over-world of gamespace might in
a schizoid light be Gille
s Deleuze;
in a paranoid one, Guy Debord.
225.�Guy Debord: �No vital eras were ever engendered by a theory; they
began with a game, or a conflict, o
r a journey.� And perhaps now by
a conflict w
ithin the game, and a journey though it to get beyond it.
Plato, The Republic, translated by Desmond Lee (London: Penguin,
2003), p. 243, [5
16d]. Actually the tra
nslation used here is by Ted
Sadler, and is quoted in Martin
Heidegger, The Essence of Truth,
(London: Continuum, 2002), p
. 31. In Homo Ludens, (B
oston: Beacon
Press, 1950), Johan Huizinga perhaps firs
t makes this move, of seeing
reflective thought and competitive play as not being at odds, but
rather the form
er being a consequence of the latte
r. See also Mihai
Spariosu, God of M
any Names: Play, Poetry and Power in
Hellenic Thought
from Homer to
Aristotle, (Durham, NC: Duke University Press, 1991).
However, my interest is
less in the slippery category of play th
an in
the more formally definable propertie
s of the game. As Gregory Bateson
says: �The difference between a game and just p
laying is that a game
has rules.� Steps to an Ecology of Mind, (C
hicago: University of
Chicago Press, 2000).
Anthony Vidler: �Of course game th
eory is deeply embedded in all
utopias: in th
e Republic Socrates admits that h
e is playing in words a
game normally called §polis¤ or §city,§ a board game of stra
tegy
between citie
s once played by Ajax and Achilles, and by Penelopeƒs
suitors while waitin
g for Odysseusƒ return. M
ore and Erasmus were
playing elaborate word games with each other b
etween In Praise of Folly
and Utopia. And Debordƒs own Kriegspiel seems to have emerged as a
formalizatio
n of the dØrive.�
Stephen Wrig
ht: �There is an interestin
g passage in Plato�s Meno, where
Socrates makes use of a makeshift screen - t
hat is, drawing or
inscribing (g
raphein as it were), t
racing and erasing figures in th
e
sand -- in th
e course of rediscoverin
g in the inscrip
tion th
e trace of
a forgotte
n truth, creatin
g some sort of ru
dimentary gamespace. It
just may be th
at this allegory fro
m Meno is more closely lin
ked to th
e
Platonic conception of �
gamespace� than th
e overplayed caves space
example.�
Sam Brenton and Reuben Cohen, Shooting People: A
dventures in Reality
TV, (London: Verso
, 2003), p. 57. See also
Mark Andrejevic, Reality TV:
The Work of B
eing Watched, (L
anham NC: Rowman & Littlefie
ld, 2004).
Slavoj Zizek, The Fragile Absolute, (London: Verso
, 2000), p. 77. I
have sworn off t
he strong brew of a psychoanalytic re
ading of gamespace
here, even using th
e Zizek, Mille
r Lite versio
n, but for in
timatio
ns of
such a reading, se
e Andrejevic, as noted above.
Notorio
us B.I.G
, �, Things Done Changed�, fr
om Ready To Die
(Remastered), (
Bad Boy Records, 2004). H
ip hop vividly expresses th
e
subjectivity
of the player in
the zero-su
m game of survival. T
he bodies
of black m
en become the sa
crificial si
tes of consequences o
f gamespace.
See Eithne Quinn, N
uthin� But A �G� Thang: The Cultu
re and Commerce of
Gangsta Rap, (N
ew York: Columbia University Press,
2005).
Ed: §�Work is my play �cause I�
m playing when I work�, Beastie
Boys,
ƒTime to
Get Ill¥. Being a ro
ck star o
r rap sta
r is a fantasy of th
e
ultimate re
conciliatio
n of play and work.�
Roger Caillo
is, Man, G
ames and Play, (U
rbana IL: Universit
y of
Illinois P
ress, 2001), p
. 114. This text is
a standard in
game studies,
new and old, but ra
rely is Caillo
is put b
ack into th
e political context
of his t
ime. In
his Disc
ourse on Colonialism
, (New York: M
onthly Review
Press, 1972), p
p. 73, Aim
Ø CØsaire in
dicts Caillo
is as a
�thinker who,
while claiming to
be dedicated to rig
orous logic, sa
crifices s
o
willingly to
prejudice and wallows v
oluptuously in
clichØs.� Caillo
is�
version of e
thnography is for C
Øsaire premise
d on the su
periority
of
the west, and while
it is a
quite diffe
rent text th
at CØsaire
is
attacking here, h
is indictm
ent may also
apply to M
an, Play and Games,
which makes a
case for th
e superio
rity of a
certain order o
f games
which is dist
inctly European.
Paolo Virno, �
The Ambivalence of Dise
nchantment� , in
Michael H
ardt
and Paolo Virno, eds.,
Radical Thought in Ita
ly, (Minneapolis:
University of M
innesota Press, 1996), p
p. 17-18. See also th
e special
issue of G
rey Room on Virno, Fall 2
005
Raoul V
aneigem, The Revolution of E
veryday Life, (L
ondon: Rebel
Press, 2001), p
. 264. �Subversi
on� here transla
tes �detournØment�.
Elsewhere Vaneigem w
rites: �
If cybernetic
s was ta
ken from its
maste
rs,
it might b
e able to fre
e human groups from labor a
nd from so
cial
alienatio
n. This was p
recisely th
e project of C
harles F
ourier in
an age
when utopia was s
till possi
ble.� (p. 8
4)
Guy Debord, Society of th
e Spectacle and Other Film
s, (London: R
ebel
Press, 1992). D
ebord was a
lso, la
ter in lif
e, the creator o
f the Game
of War. S
ee Le Jeu de la
Guerre : R
elevØ des Posit
ions Successi
ves de
Toutes les F
orces au Cours
dƒune Partie, (P
aris: G
allimard, 2
006).
Richard Neville
, Play Power: E
xploring th
e Internatio
nal Underground,
(New York: R
andom House, 1970), p
.278. The beautiful fr
eaks, heading
toward the su
burbs and re
al jobs, l
eft behind th
e New Games Movement.
See Bernard DeKoven, The W
ell-Played Game: A
Player�s Philo
sophy, (N
ew
York: Anchor P
ress, 1978).
Karl M
arx, �Criti
que of the Gotha Programme�, T
he First In
ternational
and After: P
olitical W
ritings V
ol. 3, (H
armondsw
orth: P
enguin, 1974),
p. 347. T
he phrase may have orig
inated with
Louis Blanc. In
Rationalizi
ng Capitalist
Democracy: The Cold W
ar Orig
ins of R
ational
Choice Liberalism, (C
hicago: Universi
ty of Chicago Press,
2003), S. M
.
Amadae points out th
at �decisio
n technologies�
such as g
ame theory w
ere
directly
the product o
f atte
mpts to provide an in
tellectual counter-
weight to M
arxist th
eory during th
e cold war. W
here Joseph Schumpter,
Friedric
h von Hayek and Karl Popper h
ad all made defenses o
f liberal
capitalism
that re
cognized th
e intelle
ctual glamour o
f Marxism
, the
economist Kenneth Arro
w produced a complete and syste
matic re
jection of
socialist
theory of a
ny kind. In Arro
w�s hands, t
his becomes a
n attack
on the very prin
ciple of a general w
ill, or th
e social constr
uction of
needs. Arro
w, in sh
ort, becomes t
he ideologue of g
amespace. C
ollectiv
e
rationality
, or th
e ratio
nality of e
nds, is im
possible. O
nly
individuals and th
eir rankings o
f preferences r
emain. We re
turn to th
e
consequences of th
is achievement in
Conclusions. I
nterestingly, th
e
decision te
chnologies of c
old war A
merica fin
d their c
omplete
antithesis
not so m
uch in Soviet s
ocial planning as S
ituatio
nist
critiq
ue. Where ra
tional c
hoice th
eories a
ttempt a
conce
pt of g
ame that
excludes p
lay; the Situ
ationist
s atte
mpt a co
ncept o
f play outsi
de the
game: from each
according to
their a
bilities; t
o each acco
rding to
their d
esires.
Lars
Svendsen, A
Philoso
phy of Boredom, (L
ondon: Reaktio
n Books,
2005), p. 3
8. In popular d
emonology, computer g
ames are su
pposedly
�violent� and a cause
of �real� �violence
�. Oddly, th
e rise of th
e
computer g
ame in th
e United States c
orrelates w
ith a sig
nificant fa
ll
in violent crim
e. If th
ere is a prim
a facie
case
to answ
er, then, it
is
that c
omputer games p
revent violence
.
Hugh: �
I think th
e single player/m
ulti-player d
istincti
on which
comes
up here is really
importa
nt. Playing a sin
gle player game, I
know that
what happens d
oesnƒt m
atter, i
n the se
nse th
at it is
between m
e and a
computer w
hich I c
an resta
rt if I
donƒt like how th
at gameƒs g
oing.
Life is
a lot m
ore like a m
ulti-player g
ame, but o
nce one ack
nowledges
this,
I feel li
ke maybe anth
ropology sn
eaks into
gamer theory, a
nd
games beco
me one socia
l context a
mong others.
�
Christia
n McC
rea: �I a
gree that s
ingle player games a
re where th
e bulk
of analytic
al potentia
l still
lies, e
specia
lly sin
ce W
orld of W
arcraft
dominates the onlin
e gaming sphere, a
nd with
it anth
ropology dominates
its analysis
.�
�Sim
Smarts: A
n Interview w
ith W
ill Wrig
ht�, in
Brenda Laurel, Desig
n
Research
: Meth
ods and Persp
ectives, (
Cambridge M
A: MIT Press,
2003).
Gonza
lo Frasca, �
The Sims: G
randmothers
are Cooler Than Tro
lls�, G
ame
Studies, 1
:1 (July 2001) g
amestudies.o
rg Both
Game Studies a
nd Frasca�s
own websit
e ludology.org
have been extraord
inarily use
ful in th
e
writing of th
is book.
Fredric
Jameso
n, Postm
odernism
or, The Cultu
ral Logic
of Late
Capitalis
m, (London: V
erso, 1
991), p. 1
7. The �postm
odern� m
ight, in
the lig
ht of th
e conce
pt of g
amespace
and the ris
e of the co
mputer game
as form
, appear a
s a te
mporary phenomenon. The fre
e floatin
g signs o
f
the postm
odern beco
me the ra
w materia
l for g
ames which
do not resto
re
their m
eaning or nece
ssity, b
ut create fo
r them new quantit
ative
relations o
f value.
Walte
r Benjamin, T
he Orig
ins of G
erman Tragic
Drama, (London: V
erso,
1998), p. 1
75. The oth
er classi
c Benjamin te
xt th
at need be m
entioned
here is �The W
ork of Art
in the Age of M
echanica
l Repro
duction�. T
he
reproducti
on of the im
age strip
s it o
f its a
ura by severin
g the im
age
from
the object.
As an object,
a work of a
rt ca
n be a piece of
property
. Once
the im
age can be detach
ed from
the parti
cular o
bject and
its pro
venance, a
kind of �co
mm
unism of t
he image� arri
ves. But o
nce
this
reproducib
ility of t
he image beco
mes a
n everyday phenomena, th
e
very fo
undations o
f the cu
lture in
dustry a
re threate
ned. The gam
e does
not resto
re the aura of t
he unique work
of art
as object,
but it does
introduce
a new kind of s
carci
ty, and hence
allows t
he re-esta
blishing
of pro
perty in
the re
alm of t
he image.
Walte
r Benjam
in, �Centra
l Park�
, in Selecte
d Writ
ings Vol. 4
,
(Cam
bridge M
A: Harvard
Universi
ty Pre
ss, 2003), p
. 173. T
he
repro
ducibilit
y of im
ages not o
nly allo
ws them
to esc
ape from
property
,
but also
from
proprie
ty, fr
om ru
les govern
ing their c
irculatio
n and the
policing of t
heir meaning. T
his deca
y of m
eaning then beco
mes a
n
allegory
for t
he decay o
f the w
hole socie
ty which
gave rise to
it. H
ere
games a
gain perform
the w
ork of r
estoratio
n, but n
ot by r
estorin
g
meaning so
much
as assi
gning numeric
al value to
otherw
ise deva
lued
signs.
Lev M
anovich, T
he Language of N
ew Media (C
ambrid
ge MA: M
IT Press,
2001), p. 2
22. Manovic
h make
s the nece
ssary
first
step to
ward a fo
rmal
theory
of gam
es as a
lgorithm
ic. The algorit
hm does t
he work
of
assigning va
lue to si
gns. The se
cond st
ep would be a cr
itical th
eory,
based on th
ose fo
rmal
discove
ries,
but usin
g them
to disc
over t
he gap
between th
e form
and th
e world
which
it is
not.
Alex G
alloway
, Gam
ing: Essa
ys on A
lgorithm
ic Cultu
re, (M
inneapolis
:
Universi
ty of M
innesota
Press)
, 2006. M
any t
hanks
to A
lex for a
llowing
me to
see th
is book i
n man
uscrip
t.
Gre
g Costiky
an, �
Algorthm
ic an
d Insta
ntial G
ames�
, in A
my S
cholder
and Er
ic Zim
merm
an, e
ds., Re:Play
: Gam
e Desig
n + G
ame Cultu
re, (N
ew
York: Pete
r Lan
g, 2003), p
. 26. S
ee also
Costiky
an�s c
onsiste
ntly
intere
sting blog, c
ostik.c
om
Jay D
avid Bolte
r & Rich
ard G
rusin
, Rem
ediation: U
nderstan
ding New
Media,
(Cam
bridge M
A: MIT
Press,
1999), p. 4
5. Bolte
r & G
rusin
chall
enge the cy
berhyp
e that
insis
ts on th
e breat
htakin
g novelty
of
each new ite
ratio
n of digita
l media,
which
they s
ee as an
inherit
ance
from
modern
ism. �
As we hav
e shown, w
hat is
� new is th
e partic
ular w
ay
in which
each in
novatio
n rear
ranges a
nd reco
nstitu
tes t
he mean
ing of
earlie
r elem
ents. � Th
e true nove
lty w
ould be a
new medium
that
did not
refe
r for it
s mea
ning to oth
er m
edia
at al
l.� (p
p. 270-2
71) But w
ere
that
the c
ase,
this
hypoth
etica
l new
med
ium w
ould not b
e �new
� � it
would be i
ncom
parab
le. W
hat m
atte
rs is
the q
ualita
tive d
iffer
ence
in
the w
ay th
e old
is both
recu
perat
ed an
d tran
sform
ed in
the n
ew fo
rm,
most
rece
ntly vi
a the a
lgorit
hm.
Walt
er Ben
jamin
, �Cen
tral P
ark�
, Sele
cted W
ritin
gs Vol. 4
, (Cam
bridge
MA: H
arva
rd U
niversi
ty Pre
ss, 2
003), p. 1
86. In gam
espac
e ther
e may
be
no idler
, but t
here m
ay be w
hat Ber
nard Su
its ca
lls th
e trif
ler, w
ho
plays t
he gam
e acc
ordin
g to its
rules
, but n
ot aim
ing fo
r its p
rizes
.
The p
ossib
ility f
or crit
ical t
hought is now in
tern
al to
the g
ame,
to
its ru
les, to
its sp
aces
, its c
onventio
ns, but n
ot to its
goals. W
hich
mig
ht be t
he conte
mpora
ry eq
uivalen
t of t
he ancie
nt advic
e to th
e
theo
rist t
o pay one�
s res
pect t
o the l
ocal g
ods, ev
en th
ough one does
not beli
eve i
n them
.
Ber
nard Su
its, T
he Gra
sshopper
: Gam
es, L
ife an
d Uto
pia, (T
oronto
:
Universi
ty of T
oronto
Press
, 1980), p
. 47. T
his is
not just
a clas
sic
work but a
work
of art
in it
s own rig
ht. It t
akes
the f
orm of a
dialogue a
mong th
e ants
about t
he tea
chin
gs of t
he rec
ently
depar
ted
grass
hopper. A
s per
the a
ncient p
arab
le, th
e gra
sshopper
refu
sed to
store
up grain
for t
he win
ter �
refu
sed w
ork in
the n
ame o
f play
� and
died. T
he ants
are l
eft t
o reco
nstruct
the t
each
ings o
f the
grass
hopper. In
games
pace,
however
, we a
re al
l gra
sshopper
s. Th
e
conse
quence
s of t
his re
latio
n to ti
me I
leav
e to th
e conclu
ding
chap
ter.
Ste
ven Poole,
Trig
ger H
appy,
(New
York: A
rcade,
2000
), p. 3
3. Th
is
was th
e firs
t rea
lly good at
tem
pt at a
n aesth
etic
of the g
ame
exper
ience
, from
the p
oint o
f view
of the g
amer
.
EA Sp
ouse, �
EA: T
he Hum
an St
ory�, (1
0th N
ovem
ber 20
04)
www.livejo
urnal.
com
/use
rs/ea
_spouse
/274
.htm
l
Blai
ne Har
den, �
The D
irt in
the N
ew M
achin
e�, N
ew York
Tim
es
Mag
azin
e, (1
2th A
ugust, 20
01), p
p. 34-
39
Koen
Vlas
senro
ot and H
ans R
omke
ma,
�The E
mer
gence
of a N
ew O
rder
?:
Resourc
es an
d War
in Ea
stern
Congo�, J
ournal
of Hum
anita
rian
Assist
ance
, (28t
h Oct
ber 20
02) w
ww.jha.a
c
�Our P
hiloso
phy�, w
ww.kem
et.co
m
�M
otoro
la Po
sitio
n on Illeg
ally M
ined
Colta
n�, (25t
h August,
2003
).
http://
www.moto
rola.
com
/EHS/
envir
onmen
t/faq
s/
Kris
ti Es
sick,
�Guns, M
oney an
d Cell
phones�, T
he Industr
y Sta
ndard,
(11t
h June 2
001)
.
Walt
er B
enjam
in, �
On the C
oncept o
f Hist
ory�, S
elect
ed W
ritin
gs Vol.
4, (C
ambrid
ge MA: H
arva
rd U
niversi
ty Pr
ess,
2003
), p. 3
92. P
erhap
s now
this
shou
ld re
ad: T
here i
s no t
echnol
ogy o
f bar
barism
which
is n
ot al
so
a tec
hnolog
y of c
ulture
. Such
is th
e milit
ary e
nterta
inm
ent c
omplex
.
EA Sp
ouse
, �Fr
equen
tly A
sked
Ques
tions�
, (1st
Novem
ber, 2
004)
.
http://
www.livejo
urnal.
com
/use
rs/ea
_spou
se/2
74.h
tml
Dale
Cunnin
gham, �
The s
ims b
usten o
ut�, (1
0th Ju
ne, 20
05).
http://
www.livejo
urnal.
com
/use
rs/ea
_spou
se/2
74.h
tml
Pet
er Lu
nenfe
ld &
Miek
e Ger
ritze
n, Use
r: In
fote
chnod
emo,
(Cam
bridge
MA: M
IT Pr
ess,
2005
), p. 5
7. Se
e also
Pete
r Lun
enfe
ld, S
nap to
Grid
: A
User�
s Gui
de to
Digita
l Arts
, Med
ia an
d Cul
ture
s, (C
ambrid
ge MA: M
IT
Pres
s, 20
01). B
ut w
here L
unen
feld
wan
ts to
do
�rea
ltim
e� th
eory
, it
seem
s to
me t
hat b
eing u
ntim
ely is
still
one o
f the
gre
at th
eore
tical
virtu
es. H
ence
Gam
er Th
eory
conc
erns
itse
lf with
a ga
me a
esth
etic
that
is alr
eady s
light
ly ob
solet
e.
C: ��N
o fu
rther
bac
k tha
n Dun
geon
s and
Dra
gons
� su
gges
ts th
at D
+D was
not i
n its
elf a
gran
d org
y of a
narc
hica
lly co
llect
ed p
asts;
its
popul
arity
hin
ged
on th
e ver
y ide
a of r
eclam
atio
n an
d re
-eva
luat
ion
of
thes
e zon
es an
d ev
ents
that
wer
e inh
abite
d by r
eal a
nd fi
ctio
nal p
asts
smas
hing
toge
ther
like p
lanes
to fo
rm a
cosm
olog
y.�
Jac
ques
Der
rida,
Dissem
inat
ion,
(Chi
cago
: Uni
versi
ty o
f Chi
cago
Pres
s, 19
81), p
. 69.
This
conn
ectio
n be
twee
n to
pos (
plac
e) an
d to
pic
(mea
ning
) is v
ery c
lear i
n Er
ic M
ichae
l�s a
ccou
nt o
f Walp
iri cu
lture
and
adap
tatio
n of
vide
o to
its n
eeds
. See
Eric
Mich
aels,
Bad
Abo
rigin
al
Art: Tr
aditi
on, M
edia
and
Tech
nolo
gica
l Hor
izons
, (Min
neap
olis:
Unive
rsity
of M
inne
sota
Pre
ss) ,
1994
.
Jam
es Fe
nim
ore C
oope
r, La
st of
the M
ohica
ns, (N
ew Y
ork:
Peng
uin,
1986
), p. 2
0. �C
oope
r por
trays
the e
norm
ous h
istor
ical t
rage
dy o
f tho
se
early
colo
nize
rs, w
ho em
igra
ted
from
Engl
and
in o
rder
to p
rese
rve t
heir
freed
om, b
ut w
ho th
emse
lves d
estro
y thi
s fre
edom
by t
heir
own
deed
s in
Amer
ica.�
Geo
rg Lu
kÆcs
, The
Hist
orica
l Nov
el, (L
ondo
n: M
erlin
Pre
ss,
1962
), p. 6
5 Luk
Æcs
then
goe
s on
to q
uote
Max
im G
orky
on
Coop
er�s
cent
ral c
hara
cter
, Nat
hani
el B
umpp
o: �
As an
expl
orer
of t
he fo
rests
and
prair
ies o
f the
�New
Wor
ld�
be b
lazes
new
trail
s in
them
for p
eopl
e who
later
him
as a
crim
inal
beca
use h
e has
infri
nged
thei
r mer
cena
ry an
d,
to h
is se
nse o
f fre
edom
, uni
ntel
ligib
le la
ws.
All his
life h
e has
unco
nscio
usly
serv
ed th
e gre
at ca
use o
f the
geo
grap
hica
l exp
ansio
n of
mat
erial
cultu
re�.
�. In
bot
h Lu
kÆcs
and
Gorky
the e
rasu
re o
f the
indi
geno
us p
rese
nce i
ndica
tes t
he ex
tent
to w
hich
thei
r ow
n w
ritin
g is
still p
art o
f the
sam
e pro
cess
.
Jul
ian D
ibbe
ll, Pl
ay M
oney
, Or,
How I Q
uit M
y Day
Job
and
Stru
ck It
Rich
in V
irtua
l Loo
t Far
min
g, (N
ew Y
ork:
Basic
Boo
ks, fo
rthco
min
g), C
h.
2. D
ibbe
ll�s b
ook i
s a b
rillia
nt ex
plor
atio
n of
the b
rave
new
wor
ld o
f
mas
sivel
y mul
tiplay
er g
ames
. I ha
ve ex
clude
d th
em fr
om G
amer
Theo
ry, in
part
beca
use i
t is t
oo so
on to
see f
ar b
eyon
d th
e hyp
e sur
roun
ding
them
. The
ow
l of M
iner
va fl
ies a
t dus
k: cr
itica
l tho
ught
alw
ays a
ppea
rs
with
som
ethi
ng o
f a la
g. O
ne w
ay to
avoi
d be
ing
caug
ht u
p in
the l
ates
t
bout
of c
yber
hype
is to
look
to cu
ltura
l for
ms t
hat h
ave a
lread
y bee
n
supe
rced
ed. T
his w
as in
par
t Ben
jam
in�s
pur
pose
in ex
amin
ing
arca
des i
n
the e
ra o
f the
dep
artm
ent s
tore
. Mos
t of t
he h
ype a
bout
mas
sivel
y
mul
tipla
yer w
orld
s con
cern
s the
exte
nt to
whi
ch th
ey ap
pear
to fu
nctio
n
as ec
onom
ies t
hat a
re ex
actly
like t
he �
real
wor
ld�.
They
thus
func
tion
to n
atur
alize
econ
omic
beha
vior a
nd g
ive it
an ap
pear
ance
of
inev
itabi
lity.
In th
is th
e uto
pian
mom
ent o
f sin
gle p
laye
r gam
es is
lost
. The
gam
e no
long
er fu
nctio
ns as
a m
ore f
air, m
ore j
ust v
ersio
n of
gam
espa
ce, e
ven
on it
s ow
n te
rms.
The g
ame i
s jus
t as v
enal
and
corru
pt
as g
ames
pace
, inde
ed b
ecom
es o
f a p
iece
with
gam
espa
ce. T
his c
orru
ptio
n
of th
e ato
pian
gam
e is e
quiva
lent
to th
e cor
rupt
ion
of th
e uto
pian
text
, as t
oo m
any l
ines
wea
ve th
eir w
ay in
to an
d ou
t of i
ts p
ages
. See
Edw
ard
Cast
rano
va, S
ynth
etic
Wor
lds:
The B
usin
ess a
nd C
ultu
re o
f Onl
ine
Gamer
s, (C
hica
go: U
nive
rsity
of C
hica
go P
ress
, 200
5) an
d T.
L. Ta
ylor,
Betw
een
Wor
lds:
Expl
orin
g Onl
ine G
ame C
ultu
re, (
Cam
brid
ge M
A: MIT
Pres
s, 20
06).
Geo
rg Lu
kÆcs
, The
Hist
orica
l Nov
el, (
Lond
on: M
erlin
Pre
ss, 1
962)
, p.
43. Guy
Deb
ord,
In G
irum
Imus
Noc
te Et
Con
sum
imur
Igni
: a Fi
lm, (
Lond
on:
Pela
gian
Pre
ss, n
d).
Ber
thol
d Br
echt
, �Th
e Rad
io as
an A
ppar
atus
of C
omm
unica
tion�
, in
Neil S
traus
s, ed
., Rad
iote
xt(e
), (N
ew Y
ork:
Sem
iote
xt(e
), 19
93),
p. 1
5.
Step
hen
Wrig
ht: R
emem
ber C
B ra
dio?
Wha
t a g
ame t
hat w
as! T
hat i
nvisi
ble
yet i
nter
activ
e sec
tor o
f the
pub
lic sp
here
� tw
enty
-thre
e slo
ts o
n th
e
Hertz
ian
wav
es �
that
had
its h
eyda
y in
the m
id se
vent
ies,
in th
e wak
e
of th
e Vie
tnam
war
, bef
ore b
eing
rend
ered
obs
oles
cent
by t
he g
loba
l
tech
nolo
gy b
litz b
egin
ning
in th
e 198
0s, t
hat s
pear
head
ed th
e new
pos
t-
Ford
ist ec
onom
y. Th
is �C
itize
ns�
Band
� w
as a
horiz
onta
lly o
rgan
ized
netw
ork,
and
as su
ch th
e sy
mbo
lic fo
rebe
ar o
f the
Inte
rnet
foru
ms o
f
toda
y. CB
is so
met
hing
of a
case
stud
y of h
ow an
d w
hy su
ch an
d su
ch
tech
nolo
gy �
mak
es it
� an
d so
me
othe
r doe
sn�t
. For
it is
not
mer
ely a
tech
nica
l but
also
an id
eolo
gica
l que
stio
n as
to w
hy th
e co
llect
ive
bant
er o
f CB-
spac
e yie
lded
to th
e in
divi
dual
ism o
f por
tabl
e ph
ones
.
Alth
ough
the
sale
s pitc
h al
way
s pre
sent
ed C
B as
a us
er-fr
iend
ly
info
rmat
iona
l too
l � w
arni
ng p
eopl
e ab
out t
raffi
c jam
s and
sim
ilar
haza
rds o
f con
sum
er so
ciety
� it
actu
ally
had
far l
ess t
o do
with
cont
ent t
han
with
pur
e ta
lk; it
was
alw
ays m
ore
abou
t net
wor
king
and
com
mun
icatin
g (tr
ucke
rs ke
epin
g ea
ch o
ther
awak
e at
nig
ht) t
han
abou
t
the
mes
sage
com
mun
icate
d �
thou
gh it
had
the
pote
ntia
l for
cont
ent.
Unlik
e th
e ce
ll pho
nes t
hat r
epla
ced
it, C
B w
as in
here
ntly
abou
t gro
up
com
mun
icatio
n: e
very
body
was
on
the
sam
e 23
chan
nels;
stric
tly p
rivat
e
conv
ersa
tions
wer
e no
t for
the
airw
aves
. And
unl
ike
�Ham
� ra
dio,
the
licen
sing
sche
me
was
very
ope
n (n
o te
st o
f Mor
se co
de, f
or in
stan
ce),
so it
was
ope
n to
who
ever
coul
d sp
ring
for t
he $
200
set a
t the
loca
l
radi
o sh
ack.�
Fre
dric
Jam
eson
, Pos
tmod
erni
sm o
r, th
e Cu
ltura
l Log
ic of
Late
Capi
talis
m, (
Lond
on: V
erso
, 199
1), p
. 70.
The
conc
ept o
f tel
evisi
on as
flow
com
es fr
om R
aym
ond
Will
iam
s, Te
levi
sion:
Tec
hnol
ogy a
nd C
ultu
ral
Form
, Lon
don:
Rou
tledg
e Cl
assic
s, 20
03).
For a
n at
tem
pt to
appl
y and
exte
nd W
illia
ms t
o th
e co
mpu
ter g
ame,
see
Step
hen
Klin
e, N
ick D
yer-
With
efor
d an
d Gr
eig
De Pe
uter
, Dig
ital P
lay:
The
Inte
ract
ion
of
Tech
nolo
gy, C
ultu
re an
d M
arke
ting,
(Mon
treal
: McG
ill-Q
ueen
s Uni
vers
ity
Pres
s, 20
03).
This
book
is b
est r
ead
in co
njun
ctio
n w
ith H
enry
Jenk
ins,
Fans
, Blo
gger
s and
Gam
ers,
(New
Yor
k: Ne
w Y
ork U
nive
rsity
Pre
ss, 2
006)
.
Betw
een
them
, Klin
e et
al an
d Je
nkin
s rep
rodu
ce th
e di
chot
omy b
etw
een
the
pow
er o
f the
cultu
re in
dust
ry ve
rsus
the
agen
cy o
f it�
s con
sum
ers.
Henr
y Jen
kins
, Con
verg
ence
Cul
ture
, (Ne
w Y
ork:
New
Yor
k Uni
vers
ity
Pres
s, 20
06),
prov
ides
som
e re
ason
to b
elie
ve th
at th
e ne
w �
user
-
crea
ted
cont
ent�
appr
oach
is b
reak
ing
dow
n th
at d
ichot
omy.
How
ever
, one
coul
d se
e th
is as
just
anot
her v
ersio
n of
�ou
tsou
rcin
g�, b
y whi
ch
cons
umer
s eve
n ha
ve to
pro
duce
thei
r ow
n en
terta
inm
ent,
whi
le st
ill
payi
ng th
e cu
lture
indu
stry
for t
he p
rivile
ge. T
he st
and-
off b
etw
een
activ
e ag
ents
and
opp
ress
ive
indu
strie
s in
cultu
ral s
tudi
es is
the
resu
lt of
certa
in m
etho
dolo
gica
l cho
ices.
I try
to e
xcav
ate
this
in th
e
Com
plex
chap
ter.
Jea
n Ba
udril
lard
, Sel
ecte
d W
ritin
gs, (
Cam
brid
ge: P
olity
Pre
ss, 1
988)
,
p. 2
12. In
one
of t
he fe
w e
ssay
s on
Baud
rilla
rd w
orth
read
ing,
Adi
lkno
writ
e: �
In o
rder
to p
ose
the
prob
lem
of m
edia
, we
mus
t aba
ndon
the
class
ical v
iew
of t
heir
socia
l fun
ctio
n as
that
of i
nfor
min
g th
e
mas
ses.
We
mus
t pre
vent
our
med
ia th
eory
from
bec
omin
g a
low
er fo
rm o
f
ener
gy o
f the
med
ia th
emse
lves
. Tha
t is w
hy it
doe
s not
try t
o as
crib
e
all s
orts
of (
subj
ectiv
e) in
tent
ions
to th
e m
edia
, but
rath
er a
llow
s
them
thei
r ow
n m
omen
t, se
duct
ion,
or f
atal
stra
tegy
.� A
dilk
no, M
edia
Arch
ive,
(New
Yor
k: Au
tono
med
ia, 1
998)
, p. 2
02.
Gee
rt Lo
vink
, Dar
k Fib
er: T
rack
ing
Criti
cal I
nter
net C
ultu
re,
(Cam
brid
ge M
A: M
IT P
ress
, 200
2), p
. 338
. See
also
Gee
rt Lo
vink
, My
Firs
t Rec
essio
n: C
ritica
l Int
erne
t Cul
ture
in T
rans
ition
, (Ro
tterd
am:
V2, 2
003)
. The
se tw
o w
orks
char
t the
rise
� a
nd th
e ec
lipse
� o
f
cybe
rspa
ce, c
yber
cultu
re a
nd cy
ber s
tudi
es.
Sid
Mie
ir�s C
ivili
zatio
n III
, dev
elop
ed b
y Fira
xis G
ames
, pub
lishe
d
by M
acSo
ft, a
nd d
esig
ned
by Je
ff Br
iggs
and
Sor
en Jo
hnso
n, 2
001.
Ann
e Ca
rson
, Eco
nom
y of t
he U
nlos
t, (P
rince
ton
NJ: P
rince
ton
Univ
ersit
y Pre
ss, 1
999)
, p. 1
3. O
n th
e ve
ry in
tere
stin
g te
mpo
ralit
ies
of so
-cal
led
gift
econ
omie
s, se
e Da
vid
Grae
ber,
Tow
ards
an
Anth
ropo
logi
cal T
heor
y of V
alue
, (Ne
w Y
ork:
Pal
grav
e, 2
001)
. One
way
to
track
the
trans
form
atio
n of
cultu
ral f
orm
thro
ugh
topi
cal, t
opog
raph
ic
and
topo
logi
cal t
imes
mig
ht b
e to
com
pare
Xen
opho
n�s T
he P
ersia
n
Expe
ditio
n, (H
arm
onds
wor
th: P
engu
in, 1
972)
, (m
ore
com
mon
ly kn
own
as th
e
Anab
asis)
with
Sol
Yur
ick, T
he W
arrio
rs, (
New
Yor
k: G
rove
Pre
ss, 2
003)
,
Wal
ter H
ill (d
irect
or),
The
War
riors
, (Pa
ram
ount
, 200
5) a
nd T
he
War
riors
, dev
elop
ed a
nd p
ublis
hed
by R
ocks
tar G
ames
, 200
5.
Alb
ert C
amus
, The
Myt
h of
Sisy
phus
, (Ne
w Y
ork:
Vin
tage
Boo
ks, 1
991)
.
See
Odys
sey,
Boo
k XI, 5
93
Kat
amar
i Dam
acy,
des
igne
d by
Kei
ta T
akah
ashi
, dev
elop
ed a
nd p
ublis
hed
by N
amco
, 200
4. T
he se
quel
for P
lays
tatio
n 2
is W
e Lo
ve K
atam
ari,
Deve
lope
d by
Nam
co a
nd p
ublis
hed
in th
e Un
ited
Stat
es b
y Ele
ctro
nic
Arts
. In th
e se
quel
, the
Kin
g an
d th
e Pr
ince
hav
e be
com
e so
pop
ular
from
the
first
gam
e th
at th
ey h
ave
fan
clubs
. Apa
rt fro
m th
is se
lf
refe
rent
ial, �
post
mod
ern�
ele
men
t, th
e ga
me
does
not
add
muc
h to
the
orig
inal
that
wou
ld b
e of
inte
rest
her
e.
Patri
ck: �
��it
addr
esse
s its
subj
ect a
s a p
laye
r, as
a ca
lcula
tor a
nd
com
petit
or.�
In K
atam
ariƒ
s cas
e, K
ieta
orig
inal
ly w
ante
d to
mak
e th
e
gam
e m
ore
freef
orm
, with
out a
tim
e lim
it re
stric
tion,
and
the
play
wou
ld h
ave
been
mor
e pa
idic
and
perh
aps c
reat
ive
in th
e ch
oice
and
patte
rn o
f obj
ects
pick
ed u
p. B
ut th
en th
e m
ilita
ry e
nter
tain
men
t
com
plex
cam
e do
wn
and
dem
ande
d a
goal
orie
nted
stru
ctur
e in
ord
er fo
r
the
gam
e to
be
mor
e m
arke
tabl
e...�
.
El M
oco:
�Th
ere
is a
unde
rlyin
g th
eme
in th
e ga
me,
one
of q
uiet
, hid
den
terro
r. Al
thou
gh th
e ga
me
mas
ks th
e ac
t of v
orac
ious
cons
umpt
ion
with
mus
ic an
d qu
aint
, flu
ffy im
ages
; des
pair
is th
e fin
al e
mot
ion
that
rises
to th
e to
p w
hen
thos
e fin
al se
cond
s are
reac
hed,
whe
n th
e
haun
ting
call
of th
e sir
ens s
end
the
prin
ce in
to a
fina
l, fre
nzie
d
pani
c to
get j
ust-o
ne-m
ore-
item
. And
to b
egin
aga
in? Y
ou m
ust a
lway
s
begi
n ag
ain,
fore
ver,
with
no
hope
, rea
l or i
mag
ined
, to
satis
fy y
our
desir
e to
cons
ume
ever
ythi
ng. W
hen
the
end
is re
ache
d, in
the
final
stag
e, y
ou a
re o
ffere
d a
chan
ce to
per
form
for t
he co
smos
with
no
time
limit.
Tha
t brin
gs th
e en
dgam
e ga
mbi
t to
a su
rreal
conc
lusio
n; a
met
aphy
sical
pris
on w
ith n
othi
ng to
cons
ume.
A w
ande
ring
prin
ce,
cond
emne
d to
trav
el th
e ea
rth fo
r som
ethi
ng to
pick
up,
ete
rnal
ly.�
Jes
per J
uul, H
alf-R
eal: V
ideo
Gam
es B
etw
een
Real
Rul
es a
nd F
ictio
nal
Wor
lds,
(Cam
brdi
ge M
A: M
IT P
ress
, 200
5), p
. 201
. �To
pla
y a
vide
o ga
mes
is th
eref
ore
to in
tera
ct w
ith re
al ru
les w
hile
imag
inin
g a
fictio
nal
wor
ld.�
(p. 1
). Or
in o
ther
wor
ds, t
hey
com
bine
ago
n w
ith w
hat C
aillo
is
calls
mim
esis.
But
wha
t goe
s une
xpla
ined
is w
hy th
ese
rule
s sho
uld
be
cons
ider
ed m
ore
real
than
the
conv
entio
ns o
f fic
tion.
Bre
nda
Laur
el, �
Coda
: Pie
rcin
g th
e Sp
ecta
cle�
, in K
atie
Sal
en a
nd
Eric
Zim
mer
man
, eds
., The
Gam
e De
sign
Read
er: A
Rul
es o
f Pla
y
Anth
olog
y, (C
ambr
idge
MA:
MIT
Pre
ss, 2
006)
, p. 8
68. T
his e
ssay
also
offe
rs th
is st
rikin
g va
riatio
n on
the
them
e of
the
�web
�: �
Com
mer
cial
s
and
bran
ds, s
pam
and
flic
kerin
g w
eb a
ds, f
riend
ly te
xt m
essa
ges f
rom
your
cellu
lar s
ervi
ce p
rovi
der,
prod
uct p
lace
men
ts in
mov
ies a
nd
com
pute
r gam
es, a
ll re
min
ding
-- o
r rat
her u
n-m
indi
ng --
us o
f the
web
of p
oliti
co-c
onsu
mer
ism in
whi
ch w
e ar
e en
mes
hed
like
spid
erƒs
snac
ks,
stas
hed
for h
ungr
y m
arke
ters
and
pol
itici
ans.
The
spec
tacl
e ho
lds u
s
fast
.� (p
. 867
) Bre
nda
Laur
el is
the
first
per
son
I eve
r hea
rd u
se th
e
expr
essio
n �m
ilita
ry e
nter
tain
men
t com
plex
�, a
t the
SIG
GRAP
H co
nfer
ence
in O
rland
o, F
lorid
a in
199
1. S
ee a
lso B
rend
a La
urel
, Uto
pian
Entre
pren
eur,
(Cam
brid
ge M
A: M
IT P
ress
, 200
1), o
n th
e di
fficu
lties
of
laun
chin
g he
r Pur
ple
Moo
n co
mpa
ny, w
hich
trie
d to
des
ign
gam
es fo
r
girls
. P
aul V
irilio
, Neg
ativ
e Ho
rizon
, (Lo
ndon
: Con
tinuu
m, 2
005)
, p. 3
7. In
Viril
io is
a co
nsta
nt se
quen
ce o
f sym
ptom
s, th
e ac
coun
ts o
f whi
ch a
re
ofte
n br
illia
nt, s
omet
imes
nut
ty, b
ut w
hich
nev
er q
uite
poi
nt to
a
cons
isten
t the
ory.
Tw
o di
stin
ctio
ns cl
arify
thin
gs a
mon
g th
ese
shift
ing
Viril
ian
sand
s. Th
e fir
st is
bet
wee
n tra
nspo
rt an
d te
lest
hesia
. The
bifu
rcat
ing
of m
ovem
ent i
nto
two
spee
ds, o
ne fo
r thi
ngs,
anot
her f
or
info
rmat
ion
that
beg
ins w
ith th
e te
legr
aph
is a
key
mom
ent u
pon
whi
ch
Viril
io d
oesn
�t re
ally
dw
ell.
The
seco
nd is
bet
wee
n an
alog
and
dig
ital
info
rmat
ion.
The
com
ing
toge
ther
of t
hese
two
deve
lopm
ents
� d
igita
l
tele
sthe
sia �
is th
e co
nditi
on o
f pos
sibili
ty o
f top
olog
y. It
is a
poss
ibili
ty la
tent
in th
e te
legr
aph
but n
ot fu
lly re
alize
d un
til th
e
age
of th
e in
tern
et.
Jul
ian
Stal
labr
ass,
�Jus
t Gam
ing:
Alle
gory
and
Eco
nom
y in
Com
pute
r
Gam
es�,
New
Lef
t Rev
iew
, 198
, (M
arch
-Apr
il 19
93),
p. 9
6. In
this
rem
arka
ble
essa
y, S
talla
bras
s ela
bora
tes a
criti
cal t
heor
y of
gam
es
Wal
ter B
enja
min
�s w
ritin
gs o
n al
lego
ry a
nd T
heod
or A
dorn
o on
the
cultu
re in
dust
ry.
Pau
l N. E
dwar
ds, T
he C
lose
d W
orld
, (Ca
mbr
idge
MA:
MIT
Pre
ss, 1
996)
,
p. 1
03. S
ee a
lso M
anue
l De
Land
a, W
ar in
the
Age
of In
telli
gent
Mac
hine
s, (N
ew Y
ork:
Zon
e Bo
oks,
1991
).
Ant
hony
Wild
en, S
yste
m a
nd S
truct
ure,
(Lon
don:
Tav
istoc
k, 1
980)
, p.
168.
See
also
Ant
hony
Wild
en, T
he R
ules
Are
No
Gam
e: T
he S
trate
gy o
f
Com
mun
icat
ion,
(Lon
don:
Rou
tledg
e &
Kega
n Pa
ul, 1
987)
. Wild
en�s
unju
stly
neg
lect
ed w
ork
com
bine
d Am
eric
an cy
bern
etic
theo
ry, d
eriv
ed
from
Bat
eson
, with
a b
road
kno
wle
dge
of F
renc
h th
eory
and
a p
oliti
cal
impu
lse.
Bria
n Su
tton
-Sm
ith, T
he A
mbi
guity
of P
lay,
(Cam
brid
ge M
A: H
arva
rd
Univ
ersit
y Pr
ess,
1997
), p.
1. I
n th
is st
unni
ngly
com
preh
ensiv
e w
ork,
the
vete
ran
play
theo
rist s
olve
s the
pro
blem
of t
he a
mbi
guity
of p
lay
by su
gges
ting
that
pla
y is
ambi
guity
. His
stra
tegy
is to
stud
y th
e
dist
inct
ive
rhet
oric
s by
whi
ch p
lay
is in
voke
d. I
have
chos
en to
conc
entr
ate
on th
e co
ncep
t of g
ame
rath
er th
an p
lay.
The
gam
e, u
nlik
e
play
, is r
elat
ivel
y ea
sy to
def
ine.
Pla
y is
wha
t is e
xclu
ded
from
any
defin
ition
of g
ame
to g
ive
it th
e ap
pear
ance
of s
elf-c
onsis
tenc
y.
Dre
w M
ilne,
�Af
term
aths
�, in
Go
Figu
re, (
Cam
brid
ge: S
alt P
ublis
hing
,
2003
), p.
102
. A te
xt w
hich
also
cont
ains
this
war
ning
, abo
ut m
etho
d:
�One
of t
he u
nint
ende
d co
nseq
uenc
es o
f ava
nt g
arde
am
bitio
n is
the
perv
asiv
e pl
easu
re ta
ken
in re
duct
ive
but a
vow
edly
radi
cal f
orm
s of
cont
extu
aliz
atio
n, fr
om si
tuat
ioni
sm to
cultu
ral s
tudi
es. O
scill
atio
ns
betw
een
purif
icat
ion
and
tran
sgre
ssiv
e co
llatio
n fa
ll vi
ctim
to th
e
abst
ract
iden
tity
of p
urity
and
impu
rity.
� (p
. 98)
.
J. C
. Her
z, Jo
ystic
k Na
tion,
(Bos
ton:
Litt
le, B
row
n &
Co., 1
997)
, p.
205.
For
a n
arra
tive
acco
unt o
f the
inte
rtw
inin
g of
mili
tary
and
ente
rtai
nmen
t ind
ustr
ies w
hich
upd
ates
Edw
ards
, see
Ed
Halte
r, Fr
om S
un
Tzu
to X
box,
Thu
nder
�s M
outh
Pre
ss, N
ew Y
ork,
200
6. A
lso o
f int
eres
t is
the
docu
men
tary
film
Wor
ld W
ar V
irtua
l, (N
ew Y
ork:
IFFI
Pro
duct
ions
,
2006
). J
ohan
Hui
zing
a, H
omo
Lude
ns, (
Bost
on: B
eaco
n Pr
ess,
1950
), pp
. 74-
75.
�Onl
y th
roug
h an
eth
os th
at tr
ansc
ends
the
frien
d-fo
e re
latio
nshi
p an
d
reco
gniz
es a
hig
her g
oal t
han
grat
ifica
tion
of th
e se
lf, th
e gr
oup
or
the
natio
n w
ill a
pol
itica
l soc
iety
pas
s bey
ond
the
�pla
y� o
f war
to
true
serio
usne
ss.�
(p. 2
11) W
hat s
eem
s lac
king
in m
uch
writ
ing
on g
ames
late
ly is
this
sens
e in
Hui
zing
a th
at th
ere
is so
met
hing
, iro
nica
lly,
at st
ake,
that
ago
n be
twee
n co
ncep
tions
of t
he g
ame
mat
ters
mor
e th
an
the
deta
ils o
f any
par
ticul
ar g
ame.
Chr
is Ta
ylor
, �Th
e Al
lure
of a
Stic
ky B
all�
, Tim
e, (M
ay 2
3, 2
005)
, p.
56. S
ome
of th
e m
ore
inte
rest
ing
com
men
tary
on
Kata
mar
i has
focu
sed
on
the
ques
tion
of co
nsum
erism
. Ryl
ish M
oelle
r: �K
atam
ari i
s an
inte
rest
ing
gam
e to
disc
uss s
ince
it ca
lls is
sues
like
cons
umer
ism a
nd
envi
ronm
enta
lism
to th
e fo
regr
ound
in a
ver
y ov
ert s
ort o
f way
. My
wor
ry is
not
that
gam
es a
re to
o co
mpl
icat
ed o
r too
vio
lent
or t
oo
mas
culin
e or
too
raci
st b
ut th
at th
ey a
re th
ese
thin
gs in
ord
er to
perp
etua
te co
nsum
erism
.� S
ee fu
ture
ofth
eboo
k.or
g an
d th
e te
chrh
et
lists
erve
r at i
nter
vers
ity.o
rg
Gra
nd T
heft
Auto
: Vic
e Ci
ty, d
evel
oped
by
Rock
star
Gam
es a
nd
publ
ished
by
Take
-Tw
o In
tera
ctiv
e, 2
002.
It is
par
t of t
he lo
ng ru
nnin
g
Gran
d Th
eft A
uto
�fra
nchi
se�.
Ter
ry E
agle
ton,
Fig
ures
of D
issen
t, (L
ondo
n: V
erso
, 200
3), p
. 24.
Ada
m G
reen
field
: �As
abo
ve, s
o be
low
, app
aren
tly: o
ne o
f the
mos
t
thou
ght-
prov
okin
g th
ings
I�ve
hea
rd sa
id re
cent
ly is
that
�th
ere
can
be
no u
topi
a on
a p
lane
t with
six
billi
on p
eopl
e.�
Or m
aybe
we
alw
ays
alre
ady
live
in L
iber
ty C
ity.�
Mar
k Am
erik
a: �
�Wha
t is u
topi
a?�
is m
y qu
estio
n. N
ot w
hat w
as. I
hav
e
ofte
ntim
es a
sked
mys
elf t
his q
uest
ion
beca
use
ther
e ar
e tim
es w
hen
I
thin
k Iƒ
m e
xper
ienc
ing
it. T
hat i
s to
say,
for m
e it
mus
t be
som
ethi
ng
that
can
be
expe
rienc
ed -
and
not j
ust i
n so
me
sci-f
i sor
t of w
ay.�
Fre
dric
Jam
eson
, Arc
haeo
logi
es o
f the
Fut
ure,
(Lon
don:
Ver
so, 2
005)
.
Will
iam
Mor
ris, N
ews F
rom
Now
here
, (Lo
ndon
: Pen
guin
, 199
3), p
. 113
.
Read
toge
ther
with
Edw
ard
Bella
my�
s Loo
king
Bac
kwar
d, (N
ew Y
ork:
Ran
dom
Hous
e, 1
982)
, the
se tw
o ut
opia
s pro
vide
an
unw
ittin
g ge
neal
ogy
for a
gam
espa
ce to
com
e. It
�s a
que
stio
n of
seei
ng th
e pl
ayfu
l sid
e of
Mor
ris�s
cra
ftspe
ople
toge
ther
with
the
tech
nocr
acy
of B
ella
my�
s
soci
alist
labo
r. Th
e fo
rmer
is n
ot n
eces
saril
y an
ti-te
chno
logi
cal,
and
the
latt
er n
ot n
eces
saril
y pu
rely
ratio
nalis
t. O
ne o
f the
virt
ues o
f
the
Situ
atio
nist
s was
the
to se
e th
e po
ssib
ilitie
s to
com
e fro
m
reco
ncili
ng th
is op
posit
ion
� if
not t
he d
ange
rs.
Ale
xand
er B
ogda
nov,
Red
Sta
r: Th
e Fi
rst B
olsh
evik
Uto
pia,
(Blo
omin
gton
, IL:
Indi
ana
Univ
ersit
y Pr
ess,
1984
), p.
87.
Bog
dano
v�s
�tek
toni
cs�
is a
negl
ecte
d co
unte
rpoi
nt to
�w
este
rn M
arxi
sm�,
and
fore
runn
er to
syst
ems t
heor
y.
Edw
in B
lack
, IBM
and
the
Hol
ocau
st, (
New
Yor
k: T
hree
Riv
ers P
ress
,
2002
), p.
73.
The
Hol
erith
pro
vide
s the
ans
wer
to th
e us
ually
una
sked
ques
tion
of e
xact
ly h
ow so
meo
ne li
ke E
ichm
ann
got t
he tr
ains
to ru
n on
time.
R
usse
ll Ja
coby
, Pic
ture
Impe
rfect
: Uto
pian
Tho
ught
for a
n An
ti-
Utop
ian
Age,
(New
Yor
k: C
olum
bia
Univ
ersit
y Pr
ess,
2005
), p.
13.
Rog
er C
aillo
is, M
an, P
lay
and
Gam
es, (
Urba
na IL
: Uni
vers
ity o
f
Illin
ois P
ress
, 200
1).
Mic
hel F
ouca
ult,
�Oth
er S
pace
s�, a
t fou
caul
t.inf
o Th
e Fo
ucau
lt of
the
�disc
iplin
ary�
app
arat
us se
ems t
o ap
peal
to a
cade
mic
s bec
ause
the
disc
iplin
ary
proc
edur
e so
acc
urat
ely
desc
ribes
the
expe
rienc
e of
hig
her
educ
atio
n. It
may
, how
ever
, hav
e lit
tle re
leva
nce
else
whe
re. F
ouca
ult�
s
cele
brat
ed w
ritin
gs o
f Ben
tham
�s P
anop
ticon
ove
rlook
s the
fact
that
,
rath
er th
an b
uild
it, t
he B
ritish
gov
ernm
ent f
avor
ed tr
ansp
orta
tion
to
the
colo
nies
, a k
ind
of p
ower
that
has
not
hing
to d
o w
ith th
e
disc
iplin
ary
and
ever
ythi
ng to
do
with
the
vect
oral
. A b
ette
r sou
rce
on
the
orig
ins o
f con
tem
pora
ry fo
rms o
f pow
er w
ould
sure
ly b
e Be
rnar
d
Smith
�s E
urop
ean
Visio
n an
d th
e So
uth
Paci
fic, (
New
Hav
en C
T: Y
ale
Univ
ersit
y Pr
ess,
1985
). It
is bu
t a sh
ort l
ine
from
Cap
tain
Coo
k an
d
the
chro
nom
eter
, acc
urat
ely
map
ping
the
wor
ld in
bot
h la
titud
e an
d
long
itude
for t
he fi
rst t
ime,
to S
ecre
tary
of D
efen
se D
onal
d Ru
msf
eld
usin
g gl
obal
pos
ition
ing
sate
llite
s to
mou
nt a
hig
h-te
ch a
eria
l ass
ault
on Ir
aq. T
o pu
t the
Pan
optic
on in
per
spec
tive,
see
Rem
Koo
lhas
and
the
Offi
ce o
f Met
ropo
litan
Arc
hite
ctur
e, S
,M,L
,XL,
(New
Yor
k: M
onac
elli
Pres
s, 19
95) w
hich
incl
udes
a fa
scin
atin
g pr
ojec
t for
a D
utch
pris
on
that
was
des
igne
d to
be
�pan
optic
�, b
ut in
whi
ch th
e ce
lebr
ated
cen
tral
guar
d ho
use
was
act
ually
bei
ng u
sed
as a
cof
fee
stan
d fo
r the
gua
rds,
in fu
ll vi
ew o
f the
pris
oner
s, th
us c
ompl
etel
y re
vers
ing
the
orig
inal
inte
ntio
n. F
or a
mor
e in
tere
stin
g Fo
ucau
lt, se
e th
e ac
coun
t of h
is
adve
ntur
es in
Am
eric
an g
ay c
ultu
ral h
eter
otop
ias,
in Ja
mes
Mill
er, T
he
Pass
ion
of M
iche
l Fou
caul
t, (C
ambr
idge
MA:
Har
vard
Uni
vers
ity P
ress
,
2000
). Th
is is
the
Fouc
ault
who
is st
ill w
ith u
s, th
e on
e w
ho, l
ike
the
�num
ber�
that
he
was
, wro
te to
hav
e no
face
, and
left
it to
the
polic
e
to se
e th
at h
is pa
pers
wer
e in
ord
er.
Guy
Deb
ord,
The
Soc
iety
of t
he S
pect
acle
, (N
ew Y
ork:
Zon
e Bo
oks,
1994
), s.
191.
Key
to D
ebor
d�s u
nder
stan
ding
of �
spec
tacl
e� is
the
conc
ept o
f sep
arat
ion.
Som
e ar
gue
that
the
�int
erac
tive�
qua
lity
of
cont
empo
rary
med
ia c
an, o
r at l
east
mig
ht, r
escu
e it
from
sepa
ratio
n
and
its a
udie
nce
from
pas
sivity
. One
cou
ld w
ith m
ore
just
ice
see
it th
e
othe
r way
aro
und:
wha
teve
r has
repl
aced
the
spec
tacl
e im
pove
rishe
s it
still
furt
her,
by re
quiri
ng o
f its
hap
less
serv
ants
not
onl
y th
at th
ey
wat
ch it
at t
heir
leisu
re, b
ut th
at th
ey sp
end
thei
r lei
sure
act
ually
prod
ucin
g it.
Pla
y be
com
es w
ork.
Wor
k be
com
es p
lay:
Pat
Kan
e, T
he P
lay
Ethi
c, (L
ondo
n: P
an B
ooks
,
2004
), p.
30.
Thi
s boo
k is
a fa
scin
atin
g gu
ide
to th
e co
nsul
ting
clas
s,
to w
hich
Kan
e be
long
s, w
hich
wou
ld b
ring
play
into
the
wor
kpla
ce, a
nd
why
: §W
hen
you
get a
tast
e of
gen
uine
ly u
nalie
nate
d la
bor t
hen
even
the
sligh
test
alie
natio
n co
mes
to se
em li
ke a
tem
pora
ry st
ay in
the
priso
n
hous
e.§
(p. 2
58)
Ral
ph R
umne
y, q
uote
d in
Ala
n W
oods
, The
Map
is N
ot th
e Te
rrito
ry,
(Man
ches
ter:
Man
ches
ter U
nive
rsity
Pre
ss, 2
000)
, p. 6
2. S
ee a
lso R
alph
Rum
ney,
The
Con
sul,
(San
Fra
ncisc
o: C
ity L
ight
s Boo
ks, 2
002)
.
Alb
erto
Iaco
voni
, Gam
e Zo
ne: P
layg
roun
ds B
etw
een
Virt
ual S
cena
rios
and
Real
ity, (
Base
l: Bi
rkh�
user
, 200
4), p
. 83.
See
also
Fra
nces
co
Care
ri, W
alks
cape
s: W
alki
ng a
s an
Aest
hetic
Pra
ctic
e, (B
arce
lona
:
Edito
rial G
usta
vo G
il, 2
002)
.
Geo
rge
Pere
c, W
or M
emor
y of
Chi
ldho
od, (
Lond
on: C
ollin
s Har
vill,
1988
), p.
159
. See
also
Har
ry M
atth
ews,
Oul
ipo
Com
pend
ium
, (Lo
ndon
:
Atla
s Pre
ss, L
ondo
n, 1
998)
.
Rez
, dev
elop
ed b
y U
nite
d Ga
me
Artis
ts a
nd p
ublis
hed
by S
EGA,
200
2. A
s
Andr
ew C
hang
, aka
ArC
writ
es: �
This
trig
ger m
echa
nism
wor
ks th
e sa
me
way
in S
ega�
s Pan
zer D
rago
on se
ries,
whi
ch p
reda
te R
ez a
nd a
re a
n
obvi
ous i
nflu
ence
.�
Ben
: �N
ot n
eces
saril
y tr
ue. I
f you
wan
t the
spec
ial,
�tru
e� P
ink
Butt
erfly
end
ing,
you
mus
t ach
ieve
100
% sh
oot d
own
on A
rea
5, F
ear.�
Bla
ise P
asca
l. Pe
nsØ
es, (
Lond
on: P
engu
in, 1
995)
, s. 4
7.
Ste
ven
Pool
e, T
rigge
r Hap
py, (
New
Yor
k: A
rcad
e, 2
000)
, p. 1
69.
Nia
ll Lu
cy, A
Der
rida
Dic
tiona
ry, (
Oxf
ord:
Bla
ckw
ell,
2004
), p.
44.
Jac
ques
Der
rida,
The
Gift
of D
eath
, (Ch
icag
o: U
nive
rsity
of C
hica
go
Pres
s, 19
95),
p. 4
4.
Ale
x Ga
llow
ay, P
roto
col:
How
Con
trol
Exi
sts A
fter D
ecen
tral
izat
ion,
(Cam
brdi
ge M
A: M
IT P
ress
, 200
4), p
. 30.
See
als
o W
endy
Hui
Kyo
ng C
hun,
Cont
rol a
nd F
reed
om: P
ower
and
Par
anoi
a in
the
Age
of F
iber
Opt
ics,
(Cam
brid
ge M
A: M
IT P
ress
, 200
6), p
. 5: �
The
prob
lem
is n
ot w
ith th
e
cont
rol p
roto
cols
that
driv
e th
e in
tern
et�
but r
athe
r with
the
way
thes
e pr
otoc
ols a
re si
mul
tane
ousl
y hi
dden
and
am
plifi
ed.�
Sam
uel W
eber
, Tar
gets
of O
ppor
tuni
ty, (
New
Yor
k: F
ordh
am U
nive
rsity
Pres
s, 20
05),
p. 1
05. W
eber
�s st
artin
g po
int i
s Hom
er (O
dyss
eus t
akin
g
aim
at P
enel
ope�
s sui
tors
) and
Thu
cydi
des.
�Wha
t Thu
cydi
des H
isto
ry o
f
the
Pelo
ponn
esia
n W
ar su
gges
ts is
that
the
mor
e on
e m
akes
such
targ
etin
g th
e pa
radi
gm o
f all
actio
n, th
e m
ore
that
whi
ch is
den
ied
retu
rns a
s the
�m
isse
d op
port
unity
�, w
hich
is a
ll th
at re
mai
ns o
f
chan
ce w
hen
its si
ngul
arity
is sh
unte
d as
ide.
� (p
. 21)
The
par
alle
l
betw
een
the
targ
ets s
elec
ted
by A
then
s und
er it
s dem
agog
ues a
nd th
e
Uni
ted
Stat
es u
nder
its �
and
the
cons
eque
nces
� n
eed
not b
e la
bore
d.
Mar
k C.
Tay
lor,
Conf
iden
ce G
ames
: Mon
ey a
nd M
arke
ts in
a W
orld
With
out R
edem
ptio
n, (C
hica
go: U
nive
rsity
of C
hica
go P
ress
, 200
4), p
.
295.
Rez
, Seg
a, 2
001,
man
ual p
5
Vas
sily
Kan
dins
ky, C
once
rnin
g th
e Sp
iritu
al in
Art
, (N
ew Y
ork:
Dov
er
Pres
s, 19
86),
p. 2
5.
Jan
e Pi
ncka
rd, G
ameg
irl A
dvan
ce, (
26th
Oct
ober
, 200
3)
http
://w
ww
.gam
egirl
adva
nce.
com
/arc
hive
s/20
02/1
0/26
/sex
_in_
gam
es_r
ezvi
br
ator
.htm
l S
amue
l Web
er, T
arge
ts o
f Opp
ortu
nity
, (N
ew Y
ork:
For
dham
Uni
vers
ity
Pres
s, N
ew Y
ork)
, 200
5, p
. 21.
Jam
es D
er D
eria
n, V
irtuo
us W
ar, (
Boul
der C
O: W
estv
iew
, 200
1), p
. 45.
Rol
and
Bart
hes,
Sade
, Fou
rier,
Loyo
la, (
Balti
mor
e M
D: J
ohns
Hop
kins
Uni
vers
ity P
ress
, 199
6), p
. 150
.
The
odor
Ado
rno
and
Max
Hor
khei
mer
, Dia
lect
ic o
f Enl
ight
enm
ent,
(Lon
don:
Ver
so, 1
979)
, p. 8
8.
Lou
is A
rago
n, P
aris
Pea
sant
, (Bo
ston
MA:
Exa
ct C
hang
e Pr
ess,
1994
),
p. 1
27. T
his t
ext i
s als
o on
e of
the
keys
to th
e Si
tuat
ioni
st c
once
pt
of th
e ci
ty a
s the
spac
e of
gam
es.
June
Edv
enso
n: �
re: �
all t
he sa
me
afte
r all�
I w
ould
say:
no:
in
Euro
pe, w
here
I liv
e w
eƒre
�al
l the
sam
e�- i
n Am
eric
a, o
ne is
allo
wed
to b
e a
¥sta
rƒ o
r ¥ric
hƒ �
i.e.
itƒs
oka
y. Iƒ
d sa
y: �
and
beca
use
here
we
are
all e
qual
and
all
star
s, af
ter a
ll� -
som
ethi
ng m
ore
on th
is
line.
Thi
s is h
ow th
e Am
eric
an, o
f whi
ch I
am o
ne, i
s see
n in
the
wor
ld
right
now
.�
Art
hur S
chop
enha
uer,
¥On
the
Suffe
ring
of th
e W
orld
ƒ, E
ssay
s and
Apho
rism
s, (H
arm
onds
wor
th: P
engu
in, 1
970)
, p. 4
3.
Le_C
andi
de: �
I can
not n
ot in
terv
ene:
onl
y re
adin
g Sc
hope
nhau
erƒs
view
poin
t sho
uld
not c
omfo
rt u
s in
that
life
of w
orry
and
toil,
fear
ing
ever
y fre
ed ti
me
as a
pot
entia
l gul
f of b
ored
om. L
eisu
re o
r �sc
hole
� as
the
Gre
eks u
sed
to sa
y (a
nd w
hich
gav
e �s
choo
l�) i
s wha
t you
win
ove
r
your
wor
kday
, it i
s one
of t
he fe
w m
eani
ngfu
l mom
ents
, whe
re y
ou c
an
prac
tice
philo
soph
y, sc
ienc
e, w
here
you
can
med
itate
or s
hare
tim
e w
ith
your
love
d on
es. J
ust b
ecau
se U
nite
d St
ates
citi
zens
do
not h
ave
any
spiri
tual
life
wha
tsoe
ver,
are
depr
essi
vely
mat
eria
listic
and
col
laps
e
unde
r the
ir fa
t, do
es n
ot m
ean
that
the
who
le w
orld
is fo
llow
ing
thei
r
exam
ple.
� J
ohn
Berg
er, T
he S
hape
of a
Poc
ket,
(New
Yor
k: P
anth
eon,
200
1), p
.
12. J
ohn
Berg
er, t
he p
oet o
f nec
essi
ty.
Buz
zcoc
ks, �
Bore
dom
�, S
pira
l Scr
atch
EP,
(New
Hor
mon
es, 1
976)
. The
affir
mat
ion
of b
ored
om is
the
true
hal
lmar
k of
pun
k.
Cyr
il Co
nnol
ly, T
he U
nqui
et G
rave
, (N
ew Y
ork:
Per
sea
Book
s, 19
81),
p.
84. T
he re
fere
nce
is to
Tho
mas
De
Qui
ncey
, Con
fess
ions
of a
n En
glis
h
Opi
um E
ater
, (Lo
ndon
: Pen
guin
, 200
3), a
che
rishe
d te
xt o
f the
Surr
ealis
ts a
nd S
ituat
ioni
sts.
Kafk
az: �
Who
cou
ld b
lam
e pl
ay fo
r dan
cing
fore
ver j
ust b
eyon
d th
e
reac
h of
any
one
who
wan
ted
to u
se it
as a
fulc
rum
for a
nyth
ing
othe
r tha
n, sa
y, la
unch
ing
wat
er b
allo
ons?
The
del
icio
us b
ored
om
of su
ltry
sum
mer
aft
erno
ons c
an le
ad to
pla
y th
at d
oes o
pen
the
way
to d
isco
very
: the
ups
ide
dow
n bi
cycl
e w
hose
blu
r of s
poke
s
spea
ks o
f ges
talt,
illu
sion
, per
sist
ence
of v
isio
n, fl
icks
, an
intr
icat
e pl
ay o
f con
cept
s fla
shin
g an
d sp
inni
ng in
that
mom
ent
of sp
onta
neity
. But
pla
y su
lks a
nd w
ande
rs o
ff w
hen
gam
ers t
ry to
box
it up
, and
mou
rns t
hose
who
mis
take
dep
ress
ion
for b
ored
om.�
Geo
rges
Bat
aille
, The
Acc
urse
d Sh
are
Volu
me
1, (N
ew Y
ork:
Zon
e Bo
oks,
1988
), p.
106
.
Kar
l Mar
x, C
apita
l, Vo
l. 1,
Par
t III,
Ch.
10,
Sec
tion
5
Mar
tin H
eide
gger
, The
Fun
dam
enta
ls C
once
pts o
f Met
aphy
sics
,
(Blo
omin
gton
IL: I
ndia
na U
nive
rsity
Pre
ss, ,
199
5), p
. 96.
(tra
ns m
od)
Sta
te o
f Em
erge
ncy,
dev
elop
ed b
y VI
S En
tert
ainm
ent a
nd p
ublis
hed
by
Rock
star
Gam
es, 2
001.
Dev
elop
ed b
y th
e Sc
ottis
h fir
m V
IS, t
his i
s
exac
tly th
e so
rt o
f gam
e yo
u w
ould
exp
ect f
rom
a g
ener
atio
n th
at g
rew
up o
n Br
itish
pos
t pun
k an
d th
e Si
tuat
ioni
sts,
even
if, f
rom
the
poin
t
of v
iew
of t
he la
tter
it is
the
ultim
ate
recu
pera
tion.
Mar
tin H
eide
gger
, The
Fun
dam
enta
ls C
once
pts o
f Met
aphy
sics
,
(Blo
omin
gton
IL: I
ndia
na U
nive
rsity
Pre
ss, 1
995)
, p. 1
09.
Igg
y Po
p, �
I�m
Bor
ed�,
now
mos
t eas
ily fo
und
on T
he B
est o
f Igg
y Po
p,
(BM
G, 2
005)
. A d
istin
ctiv
ely
affir
mat
ive,
ass
ertiv
e bo
redo
m h
ere.
Lar
s Sve
ndse
n, A
Phi
loso
phy
of B
ored
om, (
Lond
on: R
eakt
ion
Book
s,
2005
), p.
109
. Sve
ndse
n�s c
oncl
usio
n: �
Bore
dom
has
to b
e ac
cept
ed a
s an
unav
oida
ble
fact
, as l
ife�s
ow
n gr
avity
. Thi
s is n
o gr
and
solu
tion,
for
the
prob
lem
of b
ored
om h
as n
one.
� To
whi
ch o
ne m
ust c
ount
er-p
ose
the
Situ
atio
nist
slog
an, t
hat �
bore
dom
is a
lway
s cou
nter
-rev
olut
iona
ry.�
Nat
ural
izin
g bo
redo
m m
erel
y le
ts g
ames
pace
off
the
hook
, abs
olvi
ng it
of a
ny re
spon
sibi
lity
for o
ur in
abili
ty to
mak
e ou
r ow
n hi
stor
y, a
nd
thus
esc
ape
bore
dom
.
Gan
g of
Fou
r, �A
t Hom
e H
e�s a
Tou
rist�
, Ent
erta
inm
ent!,
(Rhi
no/W
EA,
2005
). In
ann
ounc
ing
in 1
979
that
the
new
ent
erta
inm
ent i
s gue
rrill
a
war
stru
ggle
, Gan
g of
Fou
r pre
figur
e no
t onl
y St
ate
of E
mer
genc
y, b
ut
muc
h of
the
cont
empo
rary
wor
ld. G
ang
of F
our p
opul
ariz
ed th
e
Situ
atio
nist
tech
niqu
e of
acc
ount
ing
for b
ored
om a
s a p
oliti
cal
sym
ptom
, but
they
did
it in
a la
ngua
ge o
f the
eve
ryda
y in
herit
ed fr
om
Briti
sh p
op ly
ricis
ts su
ch a
s The
Kin
ks�
Ray
Dav
ies,
and
with
thei
r ow
n
dist
inct
ive
tone
and
rhyt
hmic
con
cept
ion
of ti
me.
Mar
tin H
eide
gger
, The
Fun
dam
enta
ls C
once
pts o
f Met
aphy
sics
,
(Blo
omin
gton
IL: I
ndia
na U
nive
rsity
Pre
ss, 1
995)
, p. 7
7. H
ere
sure
ly is
the
voic
e of
that
Hei
degg
er w
ho w
as a
lso
a fa
shio
n vi
ctim
, pre
y fo
r the
auth
orita
rian
curr
ents
of h
is ti
mes
.
Kar
l Mar
x, �
18th
Bru
mai
re o
f Nap
oleo
n Bo
napa
rte�
. And
yet
para
doxi
cally
the
gam
er m
ay m
ake
hist
ory
prec
isel
y by
not
mak
ing
it, b
y
refu
sing
gam
espa
ce in
favo
r of t
he g
ame,
like
the
play
ers i
n Sa
tyaj
it
Ray�
s The
Che
ss P
laye
rs, (
Kino
Vid
eo, 2
006)
.
Gia
com
o Le
opar
di, Z
ibal
done
: A S
elec
tion,
New
Yor
k: P
eter
Lan
g,
1992
), p.
73.
Tog
ethe
r with
Cha
mfo
rt, L
eopa
rdi i
s tha
t rar
e ex
ampl
e of
the
prog
ress
ive
pess
imis
t.
Gio
rgio
Aga
mbe
n, T
he O
pen:
Man
and
Ani
mal
, (St
anfo
rd C
A: S
tanf
ord
Uni
vers
ity P
ress
, 200
4), p
. 67.
The
oth
er A
gam
ben
wor
k w
orth
men
tioni
ng
here
is S
tate
of E
xcep
tion,
(Chi
cago
: Uni
vers
ity o
f Chi
cago
Pre
ss,
2005
). To
polo
gy a
dmits
no
stat
e of
exc
eptio
n. It
is n
ot g
over
ned
by la
w
but b
y pr
otoc
ol.
Gill
es D
eleu
ze a
nd F
elix
Gua
ttar
i, A
Thou
sand
Pla
teau
s, (M
inne
apol
is:
Uni
vers
ity o
f Min
neso
ta P
ress
, 198
7), p
. 257
.
Gio
rgio
Aga
mbe
n, T
he O
pen:
Man
and
Ani
mal
, Sta
nfor
d CA
: Sta
nfor
d
Uni
vers
ity P
ress
, 200
4), p
. 70.
Nao
mi K
lein
, �Si
gns o
f the
Tim
es�,
The
Nat
ion,
(22n
d O
ctob
er 2
001)
.
And,
one
mig
ht a
dd, v
ice
vers
a.
Ala
n Li
u, T
he L
aws o
f Coo
l, (C
hica
go: U
nive
rsity
of C
hica
go P
ress
,
Chic
ago,
200
4), p
p. 7
7-78
. Thi
s fas
cina
ting
book
mak
es �
cool
�, th
at
obsc
ure
obje
ct o
f des
ire, t
he e
lusi
ve li
ttle
obj
ect t
hat d
rives
gam
espa
ce. B
ut I
pref
er to
see
it ne
gativ
ely,
as a
fals
e ob
ject
,
posi
ted
as th
e im
agin
ary
yet u
tter
ly n
eces
sary
obv
erse
of t
he re
al
driv
ing
forc
e of
gam
espa
ce �
bor
edom
. Coo
lnes
s is t
he fr
ee m
arke
t
equi
vale
nt o
f gra
ce, a
sign
of i
ts G
od, o
f max
imum
util
ity.
Jam
es P
. Car
se, F
inite
& In
finite
Gam
es: A
Vis
ion
of L
ife a
s Pla
y an
d
Poss
ibili
ty, (
New
Yor
k: B
alla
ntin
e, 1
986)
, s. 4
. Car
se o
ffers
not
so
muc
h a
gam
er th
eory
as a
gam
er th
eolo
gy, o
r per
haps
eve
n th
eodi
cy. F
or
Cars
e, th
ere
are
both
fini
te a
nd in
finite
gam
es, a
nd e
vil r
esul
ts fr
om
the
limiti
ng o
f the
infin
ite to
the
finite
. Yet
the
exis
tenc
e of
infin
ite g
ames
is to
be
take
n on
faith
. If a
gam
er th
eory
is to
sepa
rate
itse
lf fr
om a
gam
er th
eolo
gy, t
hen
the
exis
tenc
e of
an
infin
ite g
ame,
of b
eing
, for
m o
r spi
rit o
utsi
de o
f the
Cav
e� h
as to
be
held
in su
spen
sion
whi
le th
e ga
mer
trifl
es w
ithin
the
finite
gam
e,
who
se e
xist
ence
is d
isco
vere
d in
the
act o
f gam
ing.
Deu
s Ex:
Invi
sibl
e W
ar, d
evel
oped
by
Ion
Stor
m a
nd p
ublis
hed
by E
idos
Inte
ract
ive,
200
3. D
esig
ned
by H
arve
y Sm
ith.
Deu
s Ex,
des
igne
d by
War
ren
Spec
tor a
nd H
arve
y Sm
ith, d
evel
oped
by
Ion
Stor
m a
nd p
ublis
hed
by E
idos
Inte
ract
ive,
200
0. T
he o
rigin
al is
over
whe
lmin
gly
pref
erre
d to
the
sequ
el b
y ga
mer
s, w
ho c
onse
quen
tly h
ave
less
to sa
y ab
ut th
e se
quel
. Gam
er th
eory
mig
ht b
e dr
awn
to w
hat
does
n�t q
uite
wor
k ra
ther
than
wha
t mos
t sat
isfie
s the
fan.
KGS:
�G
ah, r
e-w
rite
the
sect
ion
usin
g th
e fir
st D
eus E
x ga
me.
Not
onl
y
was
it a
muc
h, m
uch
bett
er g
ame,
but
the
play
er b
ase
was
muc
h gr
eate
r
and
youƒ
re m
ore
likel
y to
gra
b th
e re
ader
s att
entio
n if
they
are
fam
iliar
with
you
r sub
ject
mat
ter.�
Mr S
tayp
uft:
�Yes
, def
inite
ly u
se D
eus E
x 1
inst
ead.
It a
ppea
rs in
man
y
�Top
10
PC G
ames
of a
ll tim
e� li
sts,
whe
reas
the
sequ
el c
erta
inly
doe
s
not.
Ale
xbb:
�Ac
tual
ly, t
he fi
rst g
ame
also
has
thre
e di
ffere
nt c
hoic
es a
t
the
end,
whi
ch a
re e
ach
mor
e co
mpe
lling
than
any
thin
g of
fere
d by
the
seco
nd g
ame.
One
of t
he th
ings
I di
dnƒt
like
abo
ut In
visi
ble
War
is
that
it so
ught
to m
ake
it so
all
thre
e en
ding
s cam
e ab
out,
and
then
reha
shes
wha
t is b
asic
ally
the
exac
t sam
e st
ory.
(I c
ould
go
on a
nd o
n
abou
t wha
tƒs w
rong
with
Invi
sibl
e W
ar, f
rom
a g
ame
desi
gn p
oint
of
view
...).�
Jo
hnR:
�As
som
eone
who
has
com
plet
ed th
e fir
st D
eus E
x se
vera
l tim
es,
but n
ever
pla
yed
the
sequ
el to
any
mea
ning
ful d
epth
, per
haps
I am
not
qual
ified
to c
omm
ent o
n w
hat y
ou h
ave
writ
ten.
How
ever
, it s
eem
s to
me
afte
r hav
ing
read
it, I
que
stio
n w
heth
er y
ou a
re n
ot re
adin
g to
o m
uch
into
the
sym
bolis
m o
f the
gam
e its
elf.
I thi
nk th
e ga
me
desi
gner
s set
out t
o cr
eate
a th
ough
tful
gam
e w
ith m
ore
dept
h th
an o
ne m
ight
exp
ect
from
man
y ga
mes
, how
ever
it b
ehoo
ves t
he p
laye
r (an
d pe
rhap
s the
theo
rist)
to k
eep
in m
ind
that
the
mai
n ob
ject
ive
of th
e de
sign
er w
as
to p
rovi
de a
pie
ce o
f ent
erta
inm
ent w
ith b
road
eno
ugh
appe
al to
sell
to
man
y po
tent
ial p
laye
rs. I
n cr
eatin
g hi
s des
ign,
I do
nƒt t
hink
a
reas
onab
le d
esig
ner w
ill in
corp
orat
e on
e m
ore
whi
t of t
heor
y th
an is
nece
ssar
y to
max
imiz
e ap
peal
. I re
aliz
e th
at th
e ga
mes
pace
rela
tion
to
real
ity is
mos
t lik
ely
only
pla
ying
out
in a
subc
onsc
ious
leve
l
(per
haps
shar
ed?)
with
the
maj
ority
of p
laye
rs, b
ut I
still
hav
e to
ques
tion
how
muc
h su
ch c
onsi
dera
tion
actu
ally
ent
ers i
nto
it to
der
ive
ente
rtai
nmen
t fro
m p
layi
ng th
e ga
me�
.I th
ink
all t
he c
onsp
iracy
stuf
f
and
whe
els-
with
in-w
heel
s plo
ttin
g is
vas
tly e
nter
tain
ing,
but
I
cert
ainl
y do
nƒt g
ive
the
actu
al p
ower
s-th
at-b
e in
¥re
al li
feƒ
enou
gh
cred
it fo
r the
kin
d of
cle
vern
ess t
hat t
hese
gam
es su
gges
t suc
h
gove
rnin
g bo
dies
hav
e or
eve
n as
pire
to.�
A J
Gre
imas
, On
Mea
ning
: Sel
ecte
d W
ritin
gs in
Sem
iotic
The
ory,
(Min
neap
olis
: Uni
vers
ity o
f Min
neso
ta P
ress
, 198
7), p
. 48.
Fol
low
ing
Fred
ric Ja
mes
on, h
ere
Gre
imas
is m
ore
of a
key
to p
lott
ing
the
code
s of
ideo
logy
than
any
tran
s-hi
stor
ical
nar
rativ
e fo
rm.
Joh
an H
uizi
nga,
Hom
o Lu
dens
, (Bo
ston
: Bea
con
Pres
s, 1
950)
, p. 5
0.
Gre
il M
arcu
s, L
ipst
ick
Trac
es: A
Sec
ret H
isto
ry o
f the
Tw
entie
th
Cent
ury,
(Cam
brid
ge M
A: H
arva
rd U
nive
rsity
Pre
ss, 1
989)
, p. 3
61.
Guy
Deb
ord,
Pan
egye
ric, (
Lond
on: V
erso
, 199
8), p
. 47.
Ice
T, �
You
Play
ed Y
ours
elf�
, The
Iceb
erg/
Free
dom
of S
peec
h, (S
ire
1989
). G
illes
Del
euze
and
Fel
ix G
uatt
ari,
Anti-
Oed
ipus
: Cap
italis
m &
Schi
zoph
reni
a, (M
inne
apol
is: U
nive
rsity
of M
inne
sota
Pre
ss, 1
983)
, p.
7. N. K
athe
rine
Hay
les,
How
We
Beca
me
Post
hum
an, (
Chic
ago:
Uni
vers
ity o
f
Chic
ago
Pres
s, 1
999)
, p. 2
83.
Sig
mun
d Fr
eud,
�A
Case
of P
aran
oia
Runn
ing
Coun
ter t
o th
e
Psyc
hoan
alyt
ic T
heor
y of
the
Dis
ease
�, S
tand
ard
Editi
on e
d. Ja
mes
Stra
chey
, (Lo
ndon
: Hog
arth
Pre
ss, 1
953-
74),
p. 2
61. A
nd th
e de
lusi
ons
of p
sych
oana
lyst
s? A
nton
in A
rtau
d, W
atch
fiend
s and
Rac
k Sc
ream
s: W
orks
from
the
Late
Perio
d, (B
osto
n M
A: E
xact
Cha
nge
Pres
s, 1
995)
, p. 6
8. T
his c
ount
er-
posi
ng o
f Art
aud
to F
reud
is o
f cou
rse
from
Gill
es D
eleu
ze a
nd F
elix
Gua
ttar
i, An
ti-O
edip
us, (
Min
neap
olis
: Uni
vers
ity o
f Min
neso
ta P
ress
,
1983
). M
cKen
zie
War
k, A
Hac
ker M
anife
sto,
(Cam
brid
ge M
A: H
arva
rd U
nive
rsity
Pres
s, 2
004)
, s. 0
02. C
hris
Bur
ke: �
Gam
ers d
efin
itely
do
hack
, alth
ough
may
be a
lway
s not
in th
e se
nse
that
McK
enzi
e us
es th
e te
rm. R
athe
r tha
n
crea
ting
som
e ne
w u
sefu
l ser
vice
or a
pplic
atio
n, g
amer
hac
ks c
ome
mor
e
from
the
¥hm
m, w
hatƒ
s ins
ide
this
thin
gƒ so
rt o
f mot
ivat
ion.
To
the
radi
cal m
ind,
ther
e is
the
adva
ntag
e he
re o
f unl
ocki
ng so
me
part
of t
he
prop
rieta
ry c
orpo
rate
cul
ture
and
mak
ing
it av
aila
ble
to th
e pu
blic
.
Mac
hini
ma
[cin
ema
mad
e w
ith g
ame
engi
nes]
is o
ne e
xam
ple
and
with
in
that
wor
ld th
ere
are
seve
ral d
ivis
ions
, mos
t im
port
antly
, har
dwar
e
hack
ing
vs. s
oftw
are
hack
ing.
Muc
h of
the
mac
hini
ma
wor
ld h
as b
een
embr
aced
and
enc
oura
ged
by th
e ga
me
com
pani
es a
s a w
ay to
ext
end
thei
r
bran
d by
cre
atin
g co
mm
unity
. But
har
dwar
e ha
ckin
g is
som
ethi
ng th
at
they
are
firm
ly a
gain
st. I
hav
e do
ne a
litt
le o
f bot
h an
d to
be
hone
st,
for w
hat I
do,
har
dwar
e ha
ckin
g is
less
inte
rest
ing,
onl
y be
caus
e it
allo
ws y
ou to
do
near
ly a
nyth
ing
with
the
gam
e an
d th
eref
ore
you
are
no
long
er w
orki
ng w
ithin
thei
r wor
ld. T
his g
oes t
o th
e co
re o
f wha
t I
wou
ld li
ke to
dis
cuss
with
McK
enzi
e: th
e th
ing
I lov
e ab
out ¥
soft
war
e
hack
ingƒ
a li
ve o
nlin
e ga
me
to m
ake
som
ethi
ng n
ew, i
s the
ext
ent t
o
whi
ch o
ne is
beh
olde
n to
pla
y w
ithin
the
rule
s of t
he g
ame
as it
was
mad
e, w
hile
at t
he sa
me
time
exer
cisi
ng th
e ab
ility
to b
end
thos
e ru
les
and
ther
eby
mak
e th
e m
ass p
rodu
ced
gam
e do
som
ethi
ng n
ew a
nd m
ore
pers
onal
. Itƒ
s as i
f you
got
a H
olly
woo
d se
t to
your
self
for a
day
and
wer
e ab
le to
com
men
t on
the
text
of t
he fi
lm b
y sp
eaki
ng y
our o
wn
lines
from
with
in th
e fil
m it
self.
Thi
s is m
ade
mor
e in
tere
stin
g to
me
by th
e
fact
that
onl
ine
gam
ing
is n
ow so
per
vasi
ve a
nd lu
crat
ive
for t
he b
ig
com
pani
es. I
wan
t to
belie
ve th
at w
e ar
e pa
rt o
f a m
ovem
ent,
trai
l-
blaz
ed b
y th
e tw
o-w
ay n
atur
e of
the
inte
rnet
, to
brin
g so
me
dem
ocra
cy
to m
edia
. I d
o no
t dou
bt th
at th
e co
rpor
atio
ns c
an p
ut a
n en
d to
this
,
but I
bel
ieve
ther
e ha
s bee
n so
me
rece
nt te
nden
cy in
the
gam
e in
dust
ry
to se
e th
is so
rt o
f hac
king
as a
goo
d th
ing.
� Se
e Ch
ris�
mac
hini
ma
TV
show
Thi
s Spa
rtan
Life
at:
this
spar
tanl
ife.c
om
Sim
Eart
h is
man
ufac
ture
d by
the
Max
is c
ompa
ny a
nd d
istr
ibut
ed b
y
Brod
erbu
nd. A
s des
igne
r Will
Wrig
ht h
as a
ckno
wle
dged
, it i
s bas
ed o
n
the
wor
k of
Jay
Forr
este
r, pa
rtic
ular
ly h
is b
ook
Wor
ld D
ynam
ics,
(Wal
tham
MA:
Peg
asus
Com
mun
icat
ions
, 197
3). F
orre
ster
had
pre
viou
sly
wor
ked
on P
roje
ct W
hirlw
ind
for t
he U
S N
avy,
per
haps
the
first
com
pute
r
to w
ork
in re
altim
e an
d us
e vi
deo
disp
lays
. A m
uch
earli
er v
ersi
on o
f
this
cha
pter
app
eare
d as
�Th
ird N
atur
e�, C
ultu
ral S
tudi
es, 8
:1,
(Jan
uary
199
4), p
p. 1
15-1
32.
The
odor
Ado
rno,
Min
ima
Mor
alia
, (Lo
ndon
: New
Lef
t Boo
ks, 1
974)
, p.
156.
On
this
uto
pia
with
out p
resc
riptio
n, o
r min
imal
pre
scrip
tion,
see
Russ
ell J
acob
y, P
ictu
re Im
perf
ect:
Uto
pian
Tho
ught
for a
n An
ti-U
topi
an
Age,
(New
Yor
k: C
olum
bia
Uni
vers
ity P
ress
, 200
5).
An
Inco
nven
ient
Tru
th, 2
006,
dire
cted
by
Dav
is G
ugge
nhei
m, b
ased
on
a
Pow
erpo
int s
how
from
the
Appl
e la
ptop
of A
l Gor
e, fo
rmer
ly th
e ne
xt
Pres
iden
t of t
he U
nite
d St
ates
. K
arl M
arx,
A C
ontr
ibut
ion
to th
e Cr
itiqu
e of
Pol
itica
l Eco
nom
y,
pref
ace
A. A
. Bog
dano
v, R
ed S
tar:
The
Firs
t Bol
shev
ik U
topi
a, (B
loom
ingt
on
IL: I
ndia
na U
P, 1
984)
, p. 8
0. B
ogda
nov
poin
ts to
the
diffi
culty
of
conc
eivi
ng o
f tot
ality
from
with
in a
n ag
on w
hich
focu
ses a
ll on
e�s
atte
ntio
n on
an
oppo
nent
. Int
eres
tingl
y, u
topi
an w
ritin
g m
ay b
e ab
le to
conc
eive
of a
tota
lity
beca
use
of th
e w
ay it
bra
cket
s off
and
igno
res
its o
ppon
ents
. The
uto
pian
writ
ers B
ogda
nov
and
Char
les F
ourie
r bot
h
pred
icte
d gl
obal
war
min
g. S
ee C
harle
s Fou
rier,
The
Theo
ry o
f the
Fou
r
Mov
emen
ts, (
Cam
brid
ge: C
ambr
idge
Uni
vers
ity P
ress
, 199
6), p
. 48.
�Th
e
entir
e w
orld
will
then
be
unde
r cul
tivat
ion,
, br
ingi
ng a
bout
a ri
se o
f
five
or si
x de
gree
s��.
Of c
ours
e Fo
urie
r tho
ught
this
a g
ood
thin
g, a
nd
did
real
ly th
ink
that
the
sea
wou
ld ta
ste
like
lem
onad
e. (p
. 50)
But
bein
g sy
stem
atic
thin
kers
, the
se u
topi
an w
riter
s did
brin
g th
emse
lves
to th
ink
abou
t the
way
hum
an so
cial
rela
tions
cre
ate
� an
d tr
ansf
orm
�
thei
r con
ditio
ns a
s a to
talit
y. K
im S
tanl
ey R
obin
son,
Gre
en M
ars,
(New
Yor
k: B
anta
m, 1
995)
, p. 5
60.
Robi
nson
is a
lso
the
auth
or o
f a c
ycle
of n
ovel
s abo
ut g
loba
l war
min
g,
star
ting
with
his
For
ty S
igns
of R
ain,
(New
Yor
k: B
anta
m B
ooks
, 200
4).
Ola
f Sta
peld
on, S
tar M
aker
, (M
iddl
eton
CT:
Wes
leya
n U
nive
rsity
Pre
ss,
2004
), p.
94.
In A
rcha
eolo
gies
of t
he F
utur
e, L
ondo
n: V
erso
, 200
5), p
.
124,
Fre
dric
Jam
eson
offe
rs th
is a
maz
ing
sent
ence
: �In
deed
, we
may
posi
t tha
t in
an a
chie
ved
utop
ia, o
ne b
ecom
e un
imag
inab
ly re
al a
nd
dist
inct
from
us i
n w
hate
ver f
ar fu
ture
or g
alac
tic sp
ace,
the
ques
tion
of a
rt w
ould
alre
ady
have
bee
n an
swer
ed, a
nd S
tar M
aker
wou
ld h
ave
turn
ed o
ut to
be
the
Div
ine
Com
edy
of th
at re
aliz
ed n
ew w
orld
, re
turn
ing
to u
s as a
sacr
ed te
xt o
r scr
iptu
re m
yste
rious
ly c
atap
ulte
d
from
out
of t
he fu
ture
into
our
ow
n fa
llen
pres
ent,
as th
ough
it w
ere
inde
ed th
e en
igm
atic
writ
ing
dest
ined
to se
cure
a c
ontin
uity
acr
oss t
he
barr
ier o
f tim
e an
d hi
stor
ical
tran
sfor
mat
ion.
� In
this
falle
n w
orld
, th
ings
are
a li
ttle
diff
eren
t, an
d on
e ca
n im
agin
e th
e lu
ckle
ss a
ngel
s of
Sta
r Mak
er tr
avel
ing
the
univ
erse
obs
ervi
ng a
nd c
omm
unin
g w
ith th
e un
happ
y re
mai
ns le
ft b
ehin
d by
pla
yers
of S
pore
. F
ranc
o M
oret
ti, M
oder
n Ep
ic, (
Lond
on: V
erso
, 199
6), p
. 6. �
Form
al�
here
subs
titut
es fo
r �rh
etor
ical
�. S
ee a
lso
Mor
etti�
s rem
arka
ble
essa
ys
on li
tera
ry g
ames
pace
: Gra
phs,
Map
s, T
rees
: Abs
trac
t Mod
els f
or a
Li
tera
ry T
heor
y, (L
ondo
n: V
erso
, 200
5).
E M
Cio
ran,
Dra
wn
and
Qua
rter
ed, (
New
Yor
k: A
rcad
e, 1
998)
, p. 1
34.
Cior
an�s
unr
epen
tant
fasc
ism
shou
ld n
ot p
ass h
ere
with
out m
entio
n.
Mar
k Am
erik
a, H
ow T
o Be
An
Inte
rnet
Art
ist,
(Bou
lder
CO
: Alt-
X,
2001
), p.
3. A
mer
ika
is a
lso
the
auth
or o
f the
cla
ssic
inte
ract
ive
text
gr
amm
atro
n.co
m.
Wal
ter B
enja
min
, �O
n th
e Co
ncep
t of H
isto
ry�,
Sel
ecte
d W
ritin
gs
Volu
me
4, (C
ambr
idge
MA:
Har
vard
Uni
vers
ity P
ress
, 200
3), p
. 392
. H
eine
r M�l
ler,
¥The
Luc
kles
s Ang
elƒ,
Ger
man
ia (N
ew Y
ork:
Sem
iote
xt(e
) Fo
reig
n Ag
ents
Ser
ies,
199
0), p
. 99.
Pla
to, P
haed
rus,
tran
slat
ed b
y Ch
risto
pher
Row
e, (L
ondo
n: P
engu
in, ,
20
05),
p. 6
3 [2
74e]
. On
Phae
drus
as t
he k
ey te
xt in
itiat
ing
a cr
itica
l m
edia
theo
ry, s
ee D
arre
n To
fts &
Mur
ray
McK
eitc
h, M
emor
y Tr
ade:
A P
re-
His
tory
of C
yber
cultu
re, (
Mel
bour
ne: F
ine
Arts
Pub
lishi
ng, 1
998)
and
D
arre
n To
fts e
t al,
eds.
, Pre
figur
ing
Cybe
rcul
ture
: An
Inte
llect
ual
His
tory
, (Ca
mbr
idge
MA:
MIT
Pre
ss, 2
004)
. �Re
cipe
� he
re tr
ansl
ates
the
term
Der
rida
mad
e fa
mou
s: �
phar
mak
on�.
D
avid
Par
ry: �
Theu
th a
lso
beco
mes
Her
mes
the
God
of s
peed
and
tr
ansm
issi
on, b
ack
to te
le.�
Nia
ll Lu
cy: �
The
mov
e co
uld
be to
o fa
st h
ere.
Der
ridaƒ
s int
erve
ntio
n is
ag
ains
t the
not
ion
of w
ritin
g as
writ
ten-
dow
n sp
eech
. For
him
, writ
ing
has t
o be
thou
ght a
s spa
cing
, diff
eren
cing
and
def
errin
g to
see
that
sp
eech
cou
ld n
ever
stan
d ¥b
ehin
dƒ it
.� J
acqu
es D
errid
a, D
isse
min
atio
n, (C
hica
go: U
nive
rsity
of C
hica
go
Pres
s, 1
981)
, p. 8
2. In
Par
able
s of t
he V
irtua
l, (D
urha
m N
C: D
uke
Uni
vers
ity P
ress
, 200
2), B
rian
Mas
sum
i arg
ues t
hat D
errid
a st
arts
from
st
atic
term
s, a
nd w
orks
tow
ard
unco
verin
g th
e hi
dden
tran
sit b
etw
een
them
, rat
her t
han
tryi
ng to
thin
k m
ovem
ent i
tsel
f. W
ith th
is
spec
ulat
ive
tran
slat
ion
of �
phar
mak
on�
as �
reci
pe�
I am
tryi
ng to
re
stor
e th
e th
ough
t of m
ovem
ent.
A re
cipe
(or a
n al
gorit
hm) m
ay b
e ei
ther
a p
oiso
n or
a c
ure,
but
eith
er w
ay is
still
a p
roce
ss, a
m
ovem
ent.
Man
uel D
e La
nda,
War
In T
he A
ge o
f Int
ellig
ent M
achi
nes,
(New
Yor
k:
Zone
Boo
ks, 1
991)
, p. 4
. See
als
o M
anue
l De
Land
a, In
tens
ive
Scie
nce
and
Virt
ual P
hilo
soph
y, (L
ondo
n: C
ontin
uum
, 200
2). D
e La
nda,
like
M
assu
mi,
atte
mpt
s to
rest
ore
mov
emen
t to
thou
ght.
A pl
ay th
at d
oes n
ot
requ
ire th
e ga
me
but r
athe
r cal
ls it
into
bei
ng.
Fre
dric
Jam
eson
, The
Pol
itica
l Unc
onsc
ious
: Sto
rylin
e as
a S
ocia
lly
Sym
bolic
Act
, (Ith
aca
NY:
Cor
nell
Uni
vers
ity P
ress
, 198
1), p
. 102
. Ja
mes
on c
ontin
ues:
�Bu
t thi
s His
tory
can
be
appr
ehen
ded
only
thro
ugh
its e
ffect
s, a
nd n
ever
dire
ctly
as s
ome
reifi
ed fo
rce.
Thi
s is i
ndee
d th
e ul
timat
e se
nse
in w
hich
His
tory
as g
roun
d an
d un
tran
scen
dabl
e ho
rizon
nee
ds n
o pa
rtic
ular
theo
retic
al ju
stifi
catio
n: w
e m
ay b
e su
re
that
its a
liena
ting
nece
ssiti
es w
ill n
ot fo
rget
us,
how
ever
muc
h w
e m
ight
pre
fer t
o ig
nore
them
.� G
eorg
Luk
acs,
His
tory
and
Cla
ss C
onsc
ious
ness
(Lon
don:
Mer
lin, 1
983)
, p.
19.
The
con
cept
of t
otal
ity, w
hich
one
can
qui
bble
to d
eath
in
theo
ry, r
eass
erts
itse
lf in
pra
ctic
e, n
ow th
at it
leav
es su
ch te
lling
ev
iden
ce o
f its
exi
sten
ce �
such
as g
loba
l war
min
g.
K-P
unk,
�Ca
rtes
iani
sm, C
ontin
uum
, Cat
aton
ia: B
ecke
tt�,
Exc
arna
te
Thou
ght,
http
://w
ww
.k-p
unk.
abst
ract
dyna
mic
s.or
g/ (2
6th
Mar
ch, 2
006)
. Her
e ga
mes
pace
repl
aced
the
now
arc
haic
term
cyb
ersp
ace.
G
illes
Del
euze
and
Fel
ix G
uatt
ari,
Anti-
Oed
ipus
(Lon
don:
Ath
lone
Pr
ess,
198
3), p
. 321
. G
uy D
ebor
d, C
ompl
ete
Cine
mat
ic W
orks
: Scr
ipts
, Stil
ls, D
ocum
ents
, (O
akla
nd C
A: A
K Pr
ess,
200
3), p
. 151
.W
ark/
GAM
3R 7
H30
RY/8
/23/
06/1
1:29
AM
/pag
e 13
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