From McKenzie Wark’s Gamer Theory

The unreality of games gives notice that reality is not yet real. Unconsciously they rehearse the right life.


Theodor Adorno

At the base of contemporary cynicism is fact that men and women learn by experiencing rules rather than ‘facts’

Paolo Virno [[014]]

Ever get the feeling you are playing some vast and useless game to which you don’t know the goal, and can’t remember the rules? Ever get the fierce desire to quit, to resign, to forfeit, only to discover there’s no umpire, no referee, no regulator, to whom to announce your capitulation? Ever get the vague dread that while you have no choice but to play the game, you can’t win it, can’t even know the score, or who keeps it? Ever suspect that you don’t even know who your real opponent might be? Ever get mad over the obvious fact that the dice are loaded, the deck stacked, the table rigged, and the fix — in? Welcome to gamespace. It’s everywhere, this atopian arena, this speculation sport. No pain no gain. No guts no glory. Give it your best shot. There’s no second place. Winner take all. Here’s a heads up: In gamespace, even if you know the deal, are a player, have got game, you will notice, all the same, that the game has got you. Welcome to the thunderdome. Welcome to the terrordome. Welcome to the greatest game of all. Welcome to the playoffs, the big league, the masters, the only game in town. You are a gamer whether you like it or not, now that we all live in a gamespace that is everywhere and nowhere. As Microsoft says: Where do you want to go today? You can go anywhere you want in gamespace but never leave it.

001 – Mackenzie Wark

“Play” was once a great slogan of liberation. Richard Neville: “The new beautiful freaks will teach us all how to play again (and they’ll suffer society’s penalty).” Play was once the battering ram to break down the Chinese walls of alienated work, of divided labor. Only look at what has become of play. Play is no longer a counter to work. Play becomes work; work becomes play. Play outside of work found itself captured by the rise of the digital game, which responds to the boredome of the player with endless rounds of repetition, level after level of difference as more of the same. Play no longer functions as a foil to critical theory. The utopian dream of liberating play from the game, of a pure play beyond the game, merely opened the way for the extension of gamespace into every aspect of everyday life. While the counter-culture wanted worlds of play outside the game, the military entertainment complex countered in turn by expanding the game to the whole world, containing play forever within it.

016 – Mackenzie Wark

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…”.

079 – Mackenzie Wark