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ABOUT ENDGAME

Contents
0. Abstract
1. Introduction: The Level of Culture
2. Creating the Game: Product = Process
3. Conclusion
4. Quicktime Video

 

0. Abstract

"There are at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play." James Carse, Finite and Infinite Games, p. 3.

According to Merriam-Webster, games are "a procedure or strategy for gaining and end"; an "activity undertaken or regarded as a contest involving rivalry, strategy, or struggle". This definition–touching on issues of hierarchy, volatility, and revolutionary change–also applies to the social sytem in which we participate, and this system's response to and treatment of ecosystems and natural resources.

We play games for pleasure. However, they are also cultural artifacts; representations of our social system and its organization. In the language of game design, our current social system is a finite, object-oriented game that is conditional on infinite resources. Whether played on a board in a nursury, or played out at global scale, such a game is unsustainable. We are used to our games coming to an end; yet we seem to exist in a collecctive state of denial about the end our current game strategy might bring us to–environmental crisis, and possibly, collapse. Instead of addressing the issue of global resource management through urgent rhetoric or guilt-ridden representations, the Endgame Project instead invites the social citizen to play a different kind of game–in the most literal sense–which I have designed.

 

1. Introduction: The Level of Culture

"Finite games can be played within an infinite game, but an infinite game cannot be played within a finite game. Infinite players regard their wins and losses in whatever finite games they play as but moments in continuing play." James Carse, Finite and Infinite Games, p. 7.

Much of our current environmental debate can be reduced to two simple, shared illusions. 1) We treat the world's resources as infinite, when they are not. 2) We regard our own actions as having only a local impact–or no impact at all–on the ecology we inhabit when, in fact, these effects can be drastic. Addressing and changing these ideas will take more than political, industrial, or economic action. In order to make an impact on popular notions of 'environment' and 'sustainability', we must first address the issue at the level of culture.

Prejudices about the environment, and shortsighted views of human action, are embedded in the very fabric of human culture–in our buildings, our landscapes, our business models, and even in our entertainment and games. For the Endgame Project, I have taken one small part of culture–the traditional board game–and have analyzed, disassembled, and reassembled it. I see this as a small step in a larger process of remaking cultural attitudes towards the environment. This process is essential if we are to continue living, working, and playing games into the forseeable future.

 

2. Creating the Game: Product=Process

The product of this year's work is not a product at all, but a set of processes. First, the process for assembling a game board out of existing cultural and physical artifacts. And second, the process of playing a game with these tools.

The DIY (do-it-yourself) element of the project reflects the character of a larger body of DIY environmental awareness projects that will comprise the Kit Out site ("Opt In, Kit Out"). In a culture that focuses on convenience and instant gratification, DIY business models, like IKEA and Martha Stuart, and crafty (creative reuse) sources like GetCrafty.com and the magazine Ready Made, represent both an interesting anomaly and a potentially robust alternative to pure consumption. In a green future, I imagine that the general population has become an army of do-it-yourself home technology mavens, and that companies like those mentioned will cater to the masses with plans and kits for conversion and re-use; post-post-Martha.

Step 1: "Make/Mod Your Board"

To create the game board for Endgame, a prospective player must simply follow a set of instructions on the kit-out.net website. Crucially, these instructions call for the manufacture of Endgame not from the whole cloth of craft supplies, but from the modification and adaptation of existing games and objects. The site for the creation of Endgame is not a blank slate, but the dusty closet of every American home with its boxes of Monopoly, Othello, and dominoes. Further, the additional supplies needed for Endgame is an old atlas, a box of toothpicks–are equally available, and seemingly superfluous, in the domestic environment.

Step 2: "Download Rules"

"In the narrowest sense rules are not laws; they do not mandate specific behavior, but only restrain the freedom of the players, allowing considerable room for choice within those restraints." James Carse, Finite and Infinite Games, p. 8.

The game rules, developed through an extensive process of testing and workshops with volunteers, were continually revised and adapted to create complex, stimulating, and rewarding play. Crucially, Endgame is designed not as an illustration or forced example, but rather, as a self-contained, culturally expandable, and infinitely distributable teaching tool.

The object of the game is to become the wealthiest player through buying, combining, and selling industries. This must be achieved while maintaining the balance of earth's natural systems.

My goal is not to propose an end to capitalism, but to suggest an alternate, sustainable form of capitalism. So I started out with the classic consumer capitalist board game–Monopoly–where players buy and sell properties with the goal of bankrupting their opponents. In Endgame, the player's goal remains to bankrupt his opponent, but at least two important changes to the game should be noted.

First: Instead of buying and selling properties, players buy and sell industries (or processes) and must continue to assemble and reassemble them to minimize waste and maximize profit.

It is to each player's economic advantage and, more importantly, essential to the maintenance of the shared ecosystem, to assemble owned industries into supply chains. The number of dots on each side of the industry dominoes governs the direction and connection between the industries. The two ends of a domino can be thought of as the resource consumption (input) and waste (output) of the industry, though the direction of this flow is not specified. Linking industries (end-to-end, just as in the traditional play of dominoes) therefore represents a reduced quantity of resources stripped from the ecosystem, and of waste ultimately returned to it. Linking industries into closed, circular systems, therefore minimizeds the impact on the environment and maximizes an industry's efficiency and profit margin.

When a player lands on an industry owned by another player, she owes a fee based on the position of that industry in her opponent's system. The face value of an industry is determined by the number of dots on the industry's face, multiplied by $10. If the industry is not in a system, the fee is equal to one-half the industry's face value. If the industry is part of a linear system (not closed), the fee is one-half the total of all industries in that system. However, when a system is closed, or circular, the fee is equal to the full face value of all the industries in the system.

A player can and should continually reassess and reassemble his industries to maximize efficiency and profit.

Second: Every action in the commercial domain–in this case, the perimeter of the board–has a corresponding and potentially cascading effect on the shared ecosystem that now occupies the center.

At the start of the game, each space of the ecosystem grid is occupied by a white/black token, turned to its white side. Pieces turn from white to black as various spaces are landed upon, depending on the circumstances of that space. It is often the case that the player is requested to turn over an ecosystem disk in the row occupied by an industry or other space. These are the vertical rows proceeding directly from the industry, except in the corners of the board, where a diagonal row is designated.

Black disks outflank white ones: Within the ecosystem, when a black disk "outflanks" several white disks–horizontally, vertically, or diagonally–the flanked disks are flipped to black. Only the white pieces outflanked directly by a new black piece are changed. White disks CANNOT outflank, and must be re-created one at a time.

If the central disk, marked with a skull, is turned to black, either directly or through outflanking, the game is over and both players lose.

The presence of an ecosystem in a game about capitalism is a conscious, and important shift in the way in which we consider both the environment and industry. In a natural model of capitalism, our greatest challenge is not whether an individual wins or loses within the capitalist financial system, but whether all players in the capitalist system lose because of a terminal failure in the natural system we inhabit. Endgame models both the capitalist system and the ecosystem it inhabits, making them interdependent, and through the grid of the ecosystem, creates a complex web connecting all pieces of the industrial landscape. The behavior of the white disks–cascading negative effects, or slow regeneration of positive ones–reflects the reality of environmental disruption and the slow process of remediation. The game system also attempts to model both the actions of remediation and damage in the environment, and our cultural attitudes towards them.

As a culture, we completely misunderstand and underestimate the complexity of the ecosystems we inhabit. They may believe that environmental damage is limited to the site of their loca landfill or chat pile. But intruth, toxins migrate (sometimes hundreds of miles per year), and damage to natural processes–balancing of the food chain, for example–cascade and multiply. By there very nature, we will never develop a full and complete knowledge of the natural systems that surround us. But we know enough about natural cycles so that we can make an attempt to emulate them in our organization and development of industrial processes.

For a full listing of the rules of Endgame, please go to www.kit-out.net/endgame/rules.

 

3. Conclusion

"Finite players play within boundaries; infinite players play with boundaries." James Carse, Finite and Infinite Games, p. 10.

Global populationi is expected to double in the next 30 years, the same date by which more than 60% of the world's population will live in resource-demanding cities. Central governments, in turn, prove increasingly unable to even stay abreast of expanding urbanization and resource consumption. This project is dedicated to the proposition that the imposition of regulation and other limits onto our global society is an important, but increasingly limited strategy in response to the pace and scope of global change. Recalling the paradigm shift of the 1960's, in which works like Rachel Carson's Silent Spring first reshaped attitudes towards the natural environment, we are in need of cultural and social change.

While crucial in our cultural and social development, the environmental shift of the 1960's, however, presented our approach to the environment as a binary choice. In the context of the countercultural movement of the 1960's and early 1970's, environmental awareness was seen as an "alternative"; an opt-in alternate strategy to the mainstream structures of capitalist investment and technological change. The pace and scale of global resource use, population growth, and existing environmental damage gives us no binary choice in outgrowing and moving beyond even the most admirable of traditional environmental attitudes. As would a gardener facing a blight, we need to produce a new, robust hybrid, a cross-breeding of environmental consciousness and human, capitalist culture that provides the prospect of long-term growth and stability for the garden we all share. As we face a continuing rush towards environmental instability, and potentially crisis, it is on our whole cultural selves that thinkers and designers must focus, to produce the steady, productive change that holds the only hope for environmental change.

"Evil is the termination of infinite play. It is infinite play coming to an end in unheard silence." James Carse, Finite and Infinite Games, p. 32.

 

4. Quicktime Video

This is a time-lapse video of the set-up and play of Endgame. In the first round of play, the ecosystem is destroyed. In the second round, one player is able to bankrupt her opponent and win the game.

 

©2004 Kathryn Moll. Comercial use prohibited.