This article from New Scientist was interesting. The idea that you can use AI to study old board games and infer possible rule sets, and so also maybe start to look at the genealogy of games overall – what some call the ludeme – is fascinating. All games are but one Game, and the Game represents something in us, a need, an evolutionary trait of some kind that encourages the ludic. With Huizinga’s notion of Homo Ludens, this does make sense – in many ways. Of course, the way we conceive of the game may be more or less harsh. I recently wrote the below on Cormac McCarthy vs current day philosopher Nguyen.
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“At hazard” – an alternative view of games as social transformation
Draft
Nicklas Berild Lundblad
Introduction
In his book Games: Agency as Art (2020), C Thi Nguyen argues that games can be socially transformative, and that by trying on different agencies we can also try on different socialities – exploring what cooperation could look like in different contexts:
“Games are one of the oldest artifactual practices we have. When we play games, we take on a wide range of alternate agencies. Games help us to understand new forms of agency, and to understand those new forms from the inside. And if we accept all that, then it is not so strange to think that games can help us develop, change, and transform our social structures, by helping us to explore, from the inside, alternate social structures. Such explorations can help us get a handle on our own social structure, and show us what it might be like to operate within a new one.”
Notably Nguyen’s view of agency is one where we have a primary, outer full agency that can then be layered, temporarily, into an inner agency in the game. This game agency can then be abandoned at will. This ability to inhabit different agencies is then extended to different kinds of social structures as well, built from the inhabited agencies. The dark side of this, he notes, is that we can be captured by games through either intentional or accidental gamification or lulled into complacency by the value clarity in games.
An intriguing counterpoint to this view is found in Cormac McCarthy’s Blood Meridian (1985). In one reading of McCarthy we find instead the following view: that man only has agency within a game, and that the worth and quality of that agency is commensurate with what is at stake in the game. Games are socially transformative, but they structure society by producing a rank order that then translates into conflict, and ultimately war – because war is the ultimate game.
In this essay I intend to explore and construct a defense for that claim, not in order to endorse it morally, but to find if it can yield any further insights into the nature of games and alternative views to those of Nguyen.
“Men are born for games.”
Judge Holden is a towering, enigmatic figure in Cormac McCarthy’s 1985 novel “Blood Meridian.” McCarthy describes him as a hairless albino giant standing over seven feet tall, he exhibits a chilling mix of extreme intelligence and brutal violence. As part of a group of scalp hunters in the 19th century American Southwest and Mexico, the Judge displays vast knowledge across multiple disciplines, speaks several languages, and engages in philosophical debates, while simultaneously participating in horrific acts of violence. His complex character – at once refined and savage – combined with his mysterious nature and ambiguous motivations, has made him one of the most memorable and disturbing antagonists in modern American literature, often interpreted as a personification of evil itself or the modern world.
In one famous scene in the book, Judge Holden expounds the bare bones of a theory of not just games, but the nature of human existence as well. The section is worth quoting in full:
Men are born for games. Nothing else. Every child knows that play is nobler than work. He knows too that the worth or merit of a game is not inherent in the game itself but rather in the value of that which is put at hazard. Games of chance require a wager to have meaning at all. Games of sport involve the skill and strength of the opponents and the humiliation of defeat and the pride of victory are in themselves sufficient stake because they inhere in the worth of the principals and define them. But trial of chance or trial of worth all games aspire to the condition of war for here that which is wagered swallows up game, player, all.
Suppose two men at cards with nothing to wager save their lives. Who has not heard such a tale? A turn of the card. The whole universe for such a player has labored clanking to this moment which will tell if he is to die at that man’s hand or that man at his. What more certain validation of a man’s worth could there be? This enhancement of the game to its ultimate state admits no argument concerning the notion of fate. The selection of one man over another is a preference absolute and irrevocable and it is a dull man indeed who could reckon so profound a decision without agency or significance either one. In such games as have for their stake the annihilation of the defeated the decisions are quite clear. This man holding this particular arrangement of cards in his hand is thereby removed from existence. This is the nature of war, whose stake is at once the game and the authority and the justification. Seen so, war is the truest form of divination. It is the testing of one’s will and the will of another within that larger will which because it binds them is therefore forced to select. War is the ultimate game because war is at last a forcing of the unity of existence. War is god.
Brown studied the judge. You’re crazy Holden. Crazy at last.
The judge smiled.
The focus on games is not accidental but feeds into a larger set of themes in McCarthy – around agency and humanity’s role in the universe. A reading of this as connected to the philosophy of games thus is not unreasonable. Fredrik Svensson, who in his dissertation studied the original McCarthy manuscripts, found a note next to this section that indicates that McCarthy was indeed interested in theory and philosophy of games here – it is a short reference to Homo Ludens – Johan Huizinga’s seminal work on games.,
Judge Holden claims that men are born for games – indicating that game playing is not just a voluntary activity we can take on, but rather an essential activity we need to engage in. One key reason for this, he notes, is that it is in the game that we can determine our worth.
One reading of this is to say that Holden’s theory is based on the idea that games are mechanisms for creating meaning and making sense of the world, as well as creating an order to the world at large – one in which there is a distinct ranking of everyone according to wins and losses. We find, in Holden, then distinct echoes of a Nietzschean worldview – one where a game is primarily agonistic, a struggle between wills, and the outcome and impact of that outcome is key.
In contrast to Nguyen’s theory of striving play, or even the competing theory of achievement play, we here encounter a view of play as an ordering and ranking mechanism. We do not play for the striving, nor do we play for the achievements that we can showcase, but we play to produce an order to the world, according to the worth we can accrue in the game.
That order, in turn, is strictly determined by the worth of what is put at stake.
“…the value of that which is put at hazard”
For Judge Holden games are not just pre-lusory goals and constitutive rules that allow us to pursue lusory goals in striving play. The defining property of a game is not the play itself, but what the game is about – or, as he phrases games are about “the value of that which is put at hazard”. This notion, that games have to have something at stake, seems at first blush to be a much more narrow definition of games than that used by Nguyen. Nguyen explicitly suggests that we do not have to care about the prelusory goal, it can be quite meaningless – like putting a small white ball in a hole somewhere in a prepared landscape. Would Holden, then, suggest that golf is not a game? Not necessarily, but he would suggest that the prelusory goal is meaningless – and what matters is the vanquishing of the other players – “the humiliation of defeat and the pride of victory” is what matters in golf, not the actual objective of putting the ball in the hole.
Holden’s perspective forces us to focus on what the prelusory goals actually are. Nguyen’s suggestion that these goals can be meaningless in themselves – that the goal can be to put a golf ball in a hole, say – is simply wrong. Games are about producing rank and all games have as their prelusory goal some kind of status struggle.
This seems to suggest that Holden sees all games as achievements, but even that is not quite right. The theory here is not that it matters to win, but rather that it matters that you win because of the effects that winning produces, the resolution of the wager, the loss or gain of that which is put at stake. It is certainly not striving play, in the sense Nguyen uses the term, but it is not quite achievement play either. If we were to try to name this kind of play, it seems natural to call it impact play. Holden does not care about achieving the win, he cares about what the win does with the players, how it sinks one in defeat and raises the other in victory – the impact of the win, of winning or losing what is at stake, is what defines the game.
There is a deeper point here, possibly, and it has to do with Nguyen’s and Holden’s views of agency. For Nguyen, we can voluntarily inhabit agencies or socialities – whereas Holden’s view seems much more constrained. In Holden’s rendering of games, we are not free to play or not play, but locked in a constant struggle for power that plays out in games of various kinds – the game is the form of that power struggle, and that is why there is always something at stake. When we are playing a game we are locked in a conflict, rather than consenting to a contract.
How would Nguyen react to the game suggested by Holden, where a turn of the card – say black or red – decides life or death for one of the players? Would he argue that this is not a game at all, and if so why? Nguyen could insist that for something to be a game, we have to be able to move back from the agency we inhabit – and in the case of this lethal card game there is no such chance of backing out. This suggests an interesting extension to Nguyen’s idea of games, where for something to be a game it has to leave everything in our primary world as is – a kind of forced acausality, where the game should not change anything in real life. Russian roulette or Holden’s card game violate that rule.
Nguyen’s perspective here seems to be deeply idealistic – and if we examine the way that games are used in society, the rank order they produce, the social divisions they uphold – the evidence seems to suggest that Holden’s view is the more robust one.
Nguyen’s focus on striving play does not explain our obsession with lists related to games – we keep a record, we order and we rank in sports and in games, and even when we play chess we keep a count of who won the most times. For Holden this is evidence that games produce order, worth and rank. Holden’s view of games is more consistent with the social transformation of society into lists, orderings and ranks that seems to be a key component of game playing.
“War is the ultimate game…”
Holden’s assertion that war is a game, the ultimate game, plays into this view of games as being about their outcomes and impacts – and also suggests that games are not quite as voluntary as suggested by Nguyen. It seems likely that Nguyen would recognize the similarity between war and games, the forced trust between soldiers and forced competition between persons who may not have anything against each other at all – there is in war, as in games, a social transformation of relationships. Another aspect of war – as a game – is that war also requires a layered agency, albeit in a much more horrific way than in a game. You have to move from seeing other people as human beings, to seeing them as threats – and your goals become singular in the field: survival is all.
But Nguyen would probably not agree that war is a game – and largely because of his emphasis on the voluntary nature of game playing – we consent to the game. Rather, this is an example of what he could call intentional gamification, and as such it is potentially very harmful.
Judge Holden is only concerned with agon – games of competition and conflict, and the only real games, for him, are games where the competition is about something that is worth putting at stake. It is not so much, then, that war is a game, as all games should have a little war in them. That element, the agonistic, is all-dominating in Holden’s view of games – and there is rich historical evidence to connect games and war together, from a purely genealogical perspective. This evidence is further strengthened by the dominance of different war-themed games in video gaming, and the focus on conflict in these games – but Nguyen could, rightly, object that even though the genealogy may look like this, the nature of games may well have morphed and mutated into something much broader and richer. The deep history of games may need to be sought in conflict and war, but they evolved to become something else, and more complex and what Nguyen is arguably trying to do is to explore this broader class of games.
The question of whether war is a game is not merely a classificatory exercise, but also requires that we rethink what it means to participate in a game, and how voluntary games are – and what it is that they give us in return. There is, in Judge Holden’s view, a moral and social transformation of man in games as well – but it is one that is far darker than in Nguyen: they reduce us to an almost Hobbesian state of nature, where what is at stake defines us.
Yet – denying that war is a game, or the roots of all – or many – games seems hardly realistic. A theory of game playing needs to account for the relationship of war and games, and not just define away war out of convenience. Holden’s view of games includes war as the ultimate game, whereas Nguyen’s struggles to classify war at all.
Agency in McCarthy and Nguyen
The tension between Judge Holden and Nguyen’s philosophy of games to some degree is, then, rooted in two very different conceptions of agency. Nguyen assumes that we have agency, and that we can shift between and inhabit different agencies through playing games.
In some sense Nguyen’s theory of games is based on a sense of readily available, open agency that can be directed at will – and is not constrained by others. Games allow us to inhabit new agencies, and we can move between the layers in agency by choice. Nguyen’s agency is the agency of a sovereign individual.
The key elements, simplified, of Nguyen’s view of agency are the following:
(I) Agency is fluid, temporary and malleable. Nguyen’s view of agency is remarkably open. We direct and shape our agency, we can inhabit other agencies and we can even aggregate agencies into socialities.
(II) Agency can be layered. This view of agency as consisting of layers allows Nguyen to argue that there is a moral gap between what happens in the game and what happens in the real world – but it also indicates that his view of agency is one where it can be divided.
(III) Agency is socially shaped and can be captured in games. This is the key to why games can be socially and morally transformative in Nguyen’s theory – and why we can access games as libraries of agencies.
McCarthy’s views of agency are more complex, and the character of Judge Holden is a key example of this – starting with the fact that Holden is a judge, that he is so closely associated with the law, and the determinism of a barren universe. We find through-out Blood Meridian and McCarthy’s other works, an occupation with agency and the possibility of agency, and the view that emerges is not that of a flexible and temporary agency, but almost a curious reversion of Nguyen’s model. If there is a layered agency in McCarthy, then the gaming agency, the lusory attitude, is the primary one in terms of how meaning is constructed. The immersion, the moral simplicity – not clarity – that the judge represents in the story, his view of man as made for games, and nothing else, all point to a view of agency as weak as best, non-existent at worst, outside of the game. Man is locked, then, into the simplicity of the game and the inversion here is complete: we are all playing a game for money, meaning and status, and if there is a “real” agency it is not accessible other than through an act of rebellion against the systems that program us. Even more likely, then, that there is no agency at all outside of the confines of the game.
The tensions between Nguyen’s notion of agency and the views exhibited by Judge Holden translate into a question about the existence of agency outside of games, but also the order of the layers that Nguyen suggests that we can move between – is the lusory layer actually the primary one, and does the outer agent exist?
Nguyen puts the question of agency at the heart of his theory, and suggests that games are agency as art – but for that to work, there has to be a very special kind of agency, one that is not just layered, but also to some degree ordered in a certain way, and ultimately free. Judge Holden’s view of games denies that there is such free agency, and if there are layers, then we are marionettes playing an economic game of violence, and there may be the possibility to revolt against that – but that revolt has the flavor of the absurd, the impossible. It is only within the game agency is truly possible, because it is only there worth is produced.
Conclusions
One way to look at this is to say that both Nguyen and other philosophers who analyze games, like Thomas Hurka, represent a kind of Aristotelian view of gaming as a way to self-realization. The merits of engaging in striving play and achievement play are directed mostly towards the player, and both conceive of the value of playing games as largely positive and voluntary. For Nguyen losing is a part of playing, and not an essential property of the game, and for Hurka it is the unfortunate side effect of not winning – but allows for practice,growth and another shot at winning. For Holden, however, game play is the exercise of power, and the point of the playing is to make the other side lose, and to win what is at hazard and produce worth and order in a largely nihilistic world. This represents an almost Nietzschean view of game playing, very distinct from the one represented by Nguyen and Hurka.
Judge Holden’s theory of games picks up on something unsavory in the act of game playing that Nguyen avoids – the fact that someone loses and that this loss may have a value to the winner, and may in fact change the power dynamics between the two players in different ways that extend outside of the layered agency. Games produce rank. His outlandish proposal that games have their ultimate form in war is a version of this: for Holden the primary objective of fighting a war is not to win, but to ensure that the other party, the enemy, loses. Here his psychological model does seem worthwhile to explore, as terrible as it is, since we see time and again that we use games to produce order and rank in society – in both war and games. Why the popularity of game shows where we vote participants out and with lists of economic successes?
What we can learn from Judge Holden, and Cormac McCarthy, is that to understand games we must see them as much more transactional, and as more of a cost imposed on the loser, rather than a benefit accrued by the winner. Games, and play, may inherently be much more informed by Nietzsche’s will to power, than by a search for pure entertainment or striving play. But Judge Holden goes further – the agon that Nietzsche discusses in, for example, the fragment Homer’s contest, is in some sense constructive. Judge Holden’s contest is strictly zero-sum, or even minus-sum, where even the winner has something taken from them – their humanity, perhaps. Games have, in them, a kind of cruelty that when it takes over the game can make the gaming environment toxic and antagonistic – as evidenced by researchers in game studies.
Judge Holden’s view of games, then, presents a stark contrast to Nguyen’s theory of games.
Agency is achieved only when we enter into the game – since that is where worth is produced and meaning is had. The idea that we have agency without agon, for Holden, is simply wrong. This also suggests that Nguyen’s model of an outer, primary agency is wrong – there is no agency outside of the game.
The voluntary and exploratory nature of games that Nguyen suggests we find whenever we study game play is largely illusory. Games are mechanisms of ranking and ordering the world, and the most important socially transformative role they have is that. To imply that we have freedom to dream about other worlds and other societies in games is idealistic and not supported by the evidence: when has a game ever led to a social change? It is telling that Nguyen has no such examples to point to, whereas Holden theoretically could point to games producing order, lists, ranks everywhere – the social mechanisms of sports alone would suffice to make his point.
Nguyen’s philosophy of games is written from a voluntary player’s perspective. Holden’s theory of games is written from the perspective of the forced participant, locked in a contest of wills, competing about what is at stake to produce and prove their own worth.
Overall, even if Nguyen does explore problems with games and gamification, Judge Holden reminds us that there is a much more grim reading of games and game playing. If we ignore this darker side of games, we will not have understood them completely. Nguyen’s view of games as social transformation is hopeful, suggesting that we can inhabit socialities of different kinds. The view we find in McCarthy is deeply pessimistic, and suggests that the key social transformation inherent in games is a legitimizing of violence and conflict, giving us agency only to produce rank and order.
The views ascribed to Judge Holden here are intentionally extreme, to tease out an alternative view and a contrast to Nguyen’s thinking – a more pessimistic, and perhaps more bleak view of games than that presented by Nguyen. A further analysis might suggest that there is interesting middle ground to be explored here as well – and that is worth returning to.