Idei vesele si/sau frumoase, de-ale altora

un fel de loc de dat cu capul, loc de vorbit verzi si uscate, batut campii, etc
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King Meeple
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Idei vesele si/sau frumoase, de-ale altora

Post: # 32440Post 26octombrie
30 Dec 2012, 18:17

Cautand diverse, dau peste lucruri frumoase. Si pentru ca unele se leaga de cea mai recenta dambla a mea, zic sa le pun aici, poate va bucurati si voi. O sa dau paste la articole si mai jos gasiti si linkul.

Games and the Anguish of Life, by Bruno Faidutti

"A game is defined by its system of rules," wrote Claude Lévi-Strauss in Structural Anthropology. No doubt like many game players, I was initially shocked by this definition, which seemed to me overly simplistic at the least, if not out-and-out dismissive. "A game is much more than that," I reassured myself. "It's a universe, with its own atmosphere, and players." And yet, upon reflection, I've slowly come to embrace this definition: what makes a game a game, what differentiates it from all other human activities, is that it's entirely regulated, both in its objectives and in the way the play progresses. And if that's what makes games unique, it's also what makes playing them indispensable to society in general, and to me in particular.

Why should we need rules? Undoubtedly because the real world doesn't have them, or because if it does, we can't make any sense out of them. It may seem trite to say that life is a game, but it's more than that, it's inaccurate. Life is the exact opposite of a game. Every game assumes that you know its rules, but no one knows for sure exactly what the rules of life are. Every game has an objective, a goal, but just what is the goal of life? Money? Sex? Revolution? Saving the whales? Preparing for the return of Christ or the arrival of extraterrestrials? Who among us knows exactly what his place is in society? Who can look me straight in the eye and say with confidence and conviction that he's a good or a bad person?

As Durkheim noted a century ago, the history of society is marked by an ever-increasing complexity in its structure complexity in social rules, social interaction, social solidarities. Having become too complex to be understood by the very people by whom and for whom it was supposedly created, the structure of society has become an incomprehensible universe, strange and often hostile. In such a context, even the least angst-ridden person can't help but experience the anguish and anomie of coping with life.

Certain game players, notably those who prefer role-playing games, see games as an escape. Others, particularly fans of war games, see games as a simulation, a way to reproduce reality. Devotees of chess and go like to speak of the intellectual challenge and the sense of competition. But I think all of them are deluding themselves. Games aren't an escape into a fantasy world, they're a retreat. Games aren't an attempt to reproduce the complexities of real life; on the contrary, they offer an escape from life's complexities by simplification. Playing games isn't so much a challenge as it is an opportunity to give up the struggle.

In the face of the stress of the real world, games help us to preserve our sanity. From time to time, modern man needs to take a break away from our impossible world; he needs to relax and refresh himself in a universe that's simpler and smaller, more familiar and thus reassuring. Games bring simplification and rationality to the world, and it's significant that in the game playing universe everything is done according to rules. When we play a game, the goal is clear and the ways in which we try to achieve it are precise. Playing games, whether they're board games, video games, or role-playing games, gives us an opportunity to be someplace safe. When we play games, we're faced with tactical and strategic questions, not existential ones. This refreshes us and makes us feel better. And when we've finished playing and we return to the real world, even though it's as complex as it always was, it's easier for us to cope with it and we can even, vainly, make sense of its absurdities.

I remember, several years ago, defending this idea at a role-playing game convention. It stirred up tremendous hostility, with some game players insisting vehemently, "Games don't simplify anything. On the contrary! Our rpg universe is richer and more complex than the real world." I can certainly understand this reaction: a retreat, even when necessary and intentional, is never something to boast about. But this isn't a matter of glory; it's a matter of staying lucid and of knowing one's limits.

Anyone who rejects every possible respite from reality, who tries night and day to make sense of the world, is attempting an impossible task and putting himself at serious risk of sinking into depression or neurosis. Faced with the stress and anguish of the real world, playing games is a way in which to hold on to one's sanity while still keeping one's feet on the ground, a way to relax without completely retreating from reality.

Of course playing games isn't the only response to the complexities of the world, but it's certainly the most honest. Another response, undoubtedly more widespread, is self-delusion. There are some people, usually those who've wasted years futilely attempting to make sense of the world and of their lives, who eventually abandon all reason and try to convince themselves that everything is simple. And it's among these people that many simplistic explanations of the world, particularly religious ones, find their audience: This is what's good, this is what's evil. You're good, you're bad. Do what we tell you, obey our rules, and you'll achieve supreme happiness. Neither religious people nor political militants are big on playing games. They are calm and quiet, they have serious dispositions and they take the world quite seriously, but it's they not the game players who live their lives as if they were playing a game. They act, more or less consciously, "as if" the world had rules, "as if" life had a purpose. And this "as if" is what has always been at the heart of game playing.

Game players, in contrast, are full of stress and anguish, and often exhausted, because they've chosen not to delude themselves, but rather to cope with reality, day in and day out. Please, let's not begrudge them a couple of evenings off each week to play games!

- Bruno Faidutti

(Translated from the French by Sandy Fein.)

http://www.thegamesjournal.com/articles ... fuge.shtml

Enjoy :)

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Re: Idei vesele si/sau frumoase, de-ale altora

Post: # 32441Post 26octombrie
30 Dec 2012, 18:21

si, dupa atata seriozitate, sa ne revenim oleaca:

Subterfuge, Violence & Mind Control, Joe Golaszewski

Doctors. Lawyers. Policemen. Hundreds of people walk around every day and don't play games, and no one knows why. Scientists of all nations are baffled. Ancient philosophers studied the phenomenon in vain, and atheism was born. Rather than try to explain this illogical behavior, I will focus on strategic methods to redirect people's perverse urges to write screenplays, build bridges or start families into healthy, wholesome gaming.

The problem, perhaps, is that board games have the stigma of being intended for children. Sound familiar? The scene: you have invited some old friends over for "TV or something". Once they have all settled in, you nonchalantly pull out your brand new, eighty-dollar Roman chariot race simulation with its one hundred and fourteen mahogany tokens, nine-inch pewter emperor, laminated conversion charts, and coveted three-sided die. "Hmm," you say, innocent as a baby snake, "I wonder if this would be any fun?" It is at this point your so-called friends look at you and say:

"A board game? What, like Sorry?"

Those who have been at the business end of the hated and feared "Sorry" remark know all too well the tears of bitter shame that follow.

One answer to this vexing problem is the card game. The card game has completely different connotations for the American drone. Cards are considered "cooler", thanks to their association with drinking, gambling and magic tricks. Maybe if people started betting on Candyland or played strip Careers the world would be a better place (I can only assume it would be), but for now we will have to make do with the way things are. And so, the point is this: the first step to dragging the rest of the world down to your level is the card game. I have had my own greatest success with Bohnanza, that delightful German game about the Cartwright family. Just as pot smoking inevitably leads to heroin and horse tranquilizers (are you listening, Mom?), Bohnanza is the first step on a long road to all-night tournaments of Die Macher where the winner is the last to collapse from fatigue or diet cola poisoning. This is a good thing.

It is important, however, not to scare off your potential converts. Gamers tend to like variety; they will have barely tasted the nectar of one flower before they are ready to buzz off to another. Your average newbie, however, is not so fickle. Once you have gotten them hooked on Carcassonne or Lost Cites, they will want to play that game ad infinitum, agonizing as this will be to you. Any suggestion of trying a different product will seem to them a wanton breach of fidelity, and, if repeated, they will come to regard you with mistrust. You must let them thoroughly drink in their first experience with a real game before you introduce the next one. If you would tempt a married woman away from her husband, it is best to wait until the bridal flowers have wilted. After she has been unfaithful once, each succeeding conquest will be progressively easier.

There are other methods of winning non-gamers to your camp, however. If you happen to have children, you can use that fact for a sly little ruse I like to call "The Fireman's Gambit." I call it this because it sounds cool. I do not personally know any firemen but I wish them the best of luck. Anyway, the crux of the biscuit is that it is quite easy to prey on your friends' innate sense of intellectual superiority. You invite said cronies over, again, for "TV or something". When they arrive, however, they find you standing over an open box and a set of rules. The look on your face is that of a monkey trying to understand a carburetor. You scratch your head slowly and bite your lip, your forehead wrinkled from the vain attempt to understand what is beyond you.

"I bought this game for my kids", you say, innocent as a 1-800-flowers.com gift basket of poison, "but I can't seem to figure it out. Can you guys make any sense of this?"

Your friends, filthy snobs that they are, will pat you on the head with an affectionate smile and help you out of your misery. "Poor fellow! Not too swift upstairs you know. Better let us take care of this, pookie."

Suckers! Soon you will all be playing a rousing game of El Grande, and then we will see who the smart one is. It's you, of course! You knew that! Why didn't they?

There is one last little fiendish ploy I know of, one which I call "The Wrath of God." It is quite simple. Innocent as a pink bayonet, you invite your friends over for—yes, you guessed it—"TV or something". Here's the trick: just before they show up, pitch a brick through the front of the TV. When they arrive and find out that their precious television is "experiencing technical difficulties," they will fall on the floor and start crying like babies. A warm blanket or a cup of hot cocoa is helpful at this point—try to remember your Red Cross training. After about fifteen minutes of no-TV, their self-esteem will be shattered, and they will feel helpless and confused. It is at this point that you introduce them to the concept of alternative forms of entertainment. German board games! Of course! Have we been so blind all this time? Blinking and sniffling, they will get up off the floor and bend to your will like a bunch of cheaply-dressed sheep. They may even be willing to clean your gutters or wash your car—the disorientation of no-TV can be just that extreme.

As gamers, it is our sacred duty to cure the world of bungee-jumping and stamp collecting. What's the point of going to an opera if you can't make the little Nibelungen fight each other? Who wins at hiking? All these pastimes are pathetic and they know it. We shall not rest until Settlers of Catan is an Olympic sport, played life-size on giant padded hexagons, where burly Austrian women run back and forth laying down colored railroad ties and try to trade live sheep with wiry Jamaican girls pushing wheelbarrows of bricks.

- Joe Golaszewski

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