Monday, October 18, 2004

Red Rover

Two teams of at least... oh say five people line up holding hands across from one another at a distance of roughly twenty-five feet. The team going first decides on a member of the opposing team and calls out "Red Rover Red Rover send [person's name] right over." The person called leaves their team and runs toward the opposing team as hard and fast as they can in order to try and break through the line of the other team. If they are sucessful they return to their home team taking with them a member from the opposition of their choice who will now serve their team. If they are unsucessful they are incorperated into the opposing teams force. The game is played until the last link of one team is broken.

I remembered Red Rover as a fairly tame school yard game.
The game changes a lot when a ragingly drunk two-hundred and fifty pound transsexual is hurling all of their genderbending fury at you in a die to win speed pace*.

For it's simplicity, Red Rover is a really fun and engaging game. To win you need a strategy to manage your resources [people] in the best way; you want the strongest people on your team but if you call them over and they break your ranks you may have to sacrifice your strongest player. Loyalty also became an interesting element of the game to follow- where there wasn't supposed to be lingering team loyalty, players developed ways of manipulating the game by 'wimping out' in order to be reclaimed by their original team.

A good game modification could be to turn it into a drinking game where instead of calling someone over order that the other team have a shot.

*don't play grown-up Red Rover without insurance, we sustained a number of injuries.

Capture the Flag

Capture the flag
There are two teams each team receives a flag and a territory. Within their territory the teams designated one place to hang a flag and another place as a jail. The object of the game is to take the flag of the other team and successfully bring it into your territory. If a member of the opposite team tags you while in their territory you are sent to jail. The only way out of jail is if a member from your own team is able to cross into the opponents territory and tag you without getting sent to jail themselves.

The importance of Location
I remember the beginning of sophmore year and the best game of capture the flag ever.
The game took place in the Presidio, home to student housing and lots of space. We played at night and chose a lot near Chrissy Field as the site for our game. There were street lights around so it was not entirely dark but also rows of closely planted trees and their long shadows were great for cover. The lot had a sidewalk that ran diagonally down the center which naturally served as the demarcation between the two territories. Because it was dark we played with glow sticks for flags. We had a large group with about thirty people, two teams of fifteen. The game lasted about two hours. The team with the best stratagey won.

Last week we tried to recreate midnight capture the flag in Dolores park but ran into problems: 1.by the time rules were explained people were to drunk to listen well, to drunk to develop a strategey, to drunk to be sneaky or fast, and to belligerent to go to jail 2.The affordances of Delores park differed greatly from the affordances of Chrissy Field in that Delores Park is not flat, is relatively well lit without an abundance of shadow cover, and people who are not in the game frequently pass through the park.
The game ended after a few physical brawls a lot of confusion and before most people even knew it had started.

It was time to play a game everyone knew

A game chicken for friends to be played in open places

A game for friends to play in large open places with soft ground.
Friends find themselves at a good distance from one another
at least thirty or so feet. One friend closes their eyes and runs
as fast as they can towards their other friend. The running friend
has the option to stop if they become scared and the standing friend has
the option to step to the side as the running friend comes close by.
But in each of these options you forfeit the game.
The only way to win is if the running player runs full into the standing player
who does not step aside.

Sunday, October 17, 2004

Q: What was god doing before He made us?

I don't really care to discuss if the surrealist games are "Games"*.

A: I would describe it as sharp and light/ I associate it with clean.

I find anticipation to be the key of Surrealist Games.
I think the element of anticipation is both the most damaging and the most redeaming element.
I find the results of the Surrealist games are often "let downs"after the initial exciting anticipation rush.******
For every Surrealist "definition" I felt was good,** we produced at least three I felt were less than good***.
I have also played exquisite corpse on a number of occasions and have found the product- ratio of good** to less than good*** in a similar distribution.
However the anticipation is also the Surrealist games strongest element keeping the players sense of excitement and investment alive and maintaining the games as worth-while activities.

The Surrealist games aren't really fun unless the products were good***
And I think the games make good toys***** or jumping off points for playing other games.
I found what happened after playing a few rounds with the same people interesting as a collective conciousness began to develop and the work became more productive/good***
I think playing the surrealist games with the challenge of cultivating a collective consciousness to the point that Exqusite corpses become.. oh .. say..."exquiste portraits" would be...[interesting]... well it would be something else entirely, but something beautiful reached through an intensive process






*games with a capital G****
**good in that the relationship between the two ideas was productive, cultivating new images and associations.
***less than good in that the ideas were irreconcilable and they did little other than provoke an annoyance.
****In this critic, I don't care to discuss if the surrealist games are "Games"* any more than I care to debate weather a given object is really an "Art Object". The fact of the matter is that they exist and I don't feel that assigning them as included or excluded from an untangible abstract realm of being is helpful.*****
*****this said I think by Avedon's standards the Surrealist games could be Games* there is a purpose, procedures for action, rules governing action, required number of players, participant roles and interacition patterns, pay off...etc.
on the other hand by Costikyan's standards the Surrealist games don't hold up as Games* although they might qualify as toys.
****** like space exploration