Archive for the ‘Summaries and Reviews’ Category

Debord as Programmer: Alexander Galloway on the Game of War

Sunday, October 28th, 2007

The Game of WarOn Thursday night Alexander Galloway, NYU assistant professor and founding member of the Radical Software Group, gave us a peak at his latest project, an online version of the Game of War. This is a ‘remake’ of a board game created by French Situationist Guy Debord in 1978, a somewhat forgotten departure by the filmmaker and writer so closely associated with the Paris riots of 1968.

Antagonism as algorithm
Before showing the work in progress, Galloway spoke some about his interest in games research, as this relates especially to the ways games model antagonism. He asks whether these can help us think about social and political forms of conflict and struggle. Traditional games assume symmetrical forms of conflict, with two opposing sides of equal ability, but is it possible to model different forms?

Here, Galloway is thinking specifically about the distributed networks he theorized at length in his book Protocol. Such networks recall the rhizome and the radical politics of French Post-structuralism, but also describe the material organization of the Internet. If there are games that simulate the swarm-like behavior of the distributed network, do these provide any clues as to how progressive this organizational form is, or can be?

Modeling the network economy: Starcraft and World of Warcraft
Real time strategy games can be distinguished by a couple of traits: they are continuous and not turn-based, they are often played with a bird’s eye view of the action and they tend to be about resource-gathering in some form or another. For Galloway, the best example is Starcraft (image), which he discussed alongside World of Warcraft. Both of these games clearly display some of the swarm characteristics he mentions, but the key is how and why they do so. Galloway argues that simulation of the distributed network goes hand in hand with that of a different kind of economy.

As Fleur noted, cooperation on World of Warcraft depends on an engineered scarcity. It makes certain types of collaboration possible and necessary. And one can draw comparisons between, for instance, the strategies the games facilitate and the project-based work of ‘Tiger Teams’ and other post-industrial forms of labor. What the games suggest is that such distributed behavior is not an abstract, ideal form superimposed on reality, but something that emerges from specific material and economic conditions.

Galloway points out that the relationship between contemporary gaming and the network economy goes deeper than this level of ‘play’. It is no coincidence that the machines we work on also house our games: informatic labor and informatic play are continuous, meaning each can seamlessly transform into the other. And while this echoes theories about the dissolving boundaries of ‘private’ and ‘public’, Galloway’s argument stresses the materiality of this shift.

What is the effect of having such a strong connection between a medium (the Internet and gaming) and a means of production (post-Fordism)? Isn’t the multi-tasking, team-working World of Warcraft player ‘training’ to be a better ‘knowledge worker’? Maybe so, Galloway says, but this would be very different to training in a disciplinary sense. Rather, these games are about liberation and desire. They promote autonomy, even if this must be achieved paradoxically through cooperation. So instead of thinking of games as making us better workers, Galloway argues we should look at how they make us better bosses.

Guy Debord and the Game of War
In the last part of the presentation Galloway talked about Debord’s Game of War, its history and about the project to remake the game in online form (what Galloway calls “a massively two-player online game”).

Here is the original version of the game, which Debord brought out in limited edition, fine silver:

The Game of War

Game of War is strangely traditional: it resembles chess in that the board is square and there are two evenly matched opponents, each with the same set of class-based pieces. However, there are also some twists. On the one hand, the board has an uneven topology, with mountain ranges and immobile defensive forts, and on the other there is a strong emphasis on keeping pieces within lines of communication with command centers, or ‘arsenals’ (the communication lines are visible in the online version). In short, not all squares are created equally, and the degree to which a particular area of the board is strategic changes throughout the game.

Alexander Galloway’s java version of the Game of War, which is not finished quite yet:

The Game of War

Debord wrote that he first came up with the idea for the game in the 1950s, and that it “embodied the dialectic of all conflict”. He was fascinated by it, and saw it as an abstraction and perfection of war. Some now go so far as to say it was his most autobiographical work, though it has received considerably less attention than his films and writings. But Galloway says this is changing, and Debord’s game is especially interesting from the perspective of New Media and Game studies.

Game of War leaves behind some questions. Why would a filmmaker like Debord turn to the politics of the algorithm? Given his involvement in the radical politics of the 1960s, what sense did it make to privilege the strategic and logistical aspects of such a game, when he could have developed something more along the lines of the rhizome? In an age of asymmetric warfare, why the fascination with something so symmetrical? Perhaps the Game of War has a surprising move or two waiting to be discovered.

(Photographs courtesy of Anne, see also her summary of Galloway’s presentation)

93 Wonderful Things: an illustrated review of BoingBoing

Sunday, September 23rd, 2007

BoingBoing: A Directory of Wonderful Things is a groupblog that provides a mix of Web humor, art, politics, sex, gadgetry and unicorns. It is probably the only blog popular enough to receive its own backlash. I used to visit BoingBoing on a regular basis, nowadays it fills my feed reader. This analysis, completed for my New Media Practices course, takes the form of three short studies/observations, and assumes that readers are already somewhat familiar with the blog (for proper introduction, see the wikipedia article).

A Directory Exhumed

When I first saw BoingBoing’s extended title, ‘A Directory of Wonderful Things’, I thought it was just a juxtaposition meant to be funny. How could anyone associate ‘directory’ with such seemingly random posts? But the title has a history, and ‘directory of wonderful things’ actually refers to, well, a real directory. Comprising 93 things, the directory was (as far as I can tell) carefully compiled and annotated by Mark Frauenfelder in early 2000, when BoingBoing became a ‘real’ blog. It was featured prominently, as seen here at the top of the blog’s right column:

Boing Boing Feb 2000

But within a year, the directory was forced below the fold to make room for a ‘donate’ button and a merchandise link (among other things). It also disappeared from the top menu bar. Jump forward another 2 years to 2003, and we find the directory - still the same 93 things - by scrolling all the way to the bottom of the page:

3-b-jan-30-2003.png

And then finally, a few days later, it disappears altogether:

Boing Boing feb 2003

In a way, the disappearance of Boingboing’s directory reflects more general changes that were happening on the Web. A professor recently pointed out (also using the Internet Archive) how something similar occurred at Google. Its directory was slowly being phased out, just as the Web’s most comprehensive directory - Yahoo - had to surrender to algorithmic search in order to better compete with Sergei and Larry.

Not to worry, though. Those carefully edited directories are still ‘out there’, if a little disheveled. Boingboing’s directory of 93 things can be found here. To get to Google’s directory, you will have to google it.

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Review: From Counterculture to Cyberculture

Saturday, September 15th, 2007

What follows is the relatively long summary and review of Fred Turner’s book, From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network and the Rise of Digital Utopianism. For the very short (Twitter-sized!) version, go here. Otherwise, get comfortable.

Nerd Politics?
A recent Ask Slashdot piece appeared with the headline, “Why are so many nerds libertarians?” The interrogator suggests this is linked to the incompatiblity of Leftist ideals and high incomes, but a more likely answer can be sensed further down the thread (far below the funny let’s-mock-Ayn-Rand’s-stilted-prose detour):

“[T]his is the core of libertarian thought: if I’m not hurting you, leave me the hell alone. Don’t tell me what to do. Don’t order me to attend your schools. Don’t take my money for your causes. Let me trade freely (for example, let me buy sugar from Cuba). Let me read, or view, or say, what I want. I don’t need you to tell me what to do; I’m quite capable of figuring it out for myself. Let me have sex with any adult I want, male or female (n.b. I’m quite straight, but I see no reason to surpress other adults’ desires; I’m still protective of minors). Let me put into my body what I choose to put in it.

[...]

Why are so many nerds libertarian? Because you can’t code by rote. You can’t create or develop a new application following someone else’s rules. It requires individual thought, individual judgement, and individual spirit - exactly the same qualities that caused you to be either bored to tears, or jeered at, or socially ostracized at school. So when you finally come to political awareness, and realize that the GOP and the Dems are two sides of the same coin - both of them take your money, lie to you, and shove crap down your throat, while they live high on the hog on your dime (I’m not going to say which side is worse; to me, they’re both squalid), you’re eager to find a personal philosophy that avoids their traps. Libertarians are basically socially progressive and financially conservative. It seems like a logical philosophy, and we’re basically logical people.”

The author of this comment, Brickwall, suggests the trend is linked to a deep-rooted sense of individualism - thought, judgement and spirit, he says. But where he argues that this mix of ’socially progressive and financially conservative’ politics is simply ‘logical’, one could take a different route, tracing the history of ‘nerd-politics’ to the odd marriage of Newt Gengrich’s Neo-Conservativism with the pages of Wired circa 1996, and then even further back. In From Counterculture to Cyberculture, Fred Turner does exactly this, arguing convincingly that the libertarian world-view so strongly associated with the Web, as well as the corresponding emphasis on de-regulation and on individual responsibility, is intricately tied to the project begun by a distinctive faction of 1960s counterculture, the group he terms the New Communalists.

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