‘Any thinking
person can see at a glance that play is a thing on its own, even if his
language possesses no general concept to express it. Play cannot be denied. You
can deny, if you like, nearly all abstraction: justice, beauty, truth,
goodness, mind, God. You can deny seriousness, but not play’
Johan Huizinga
Woman: ‘"Grown
men”, why are you still playing video games?’
Man: ‘Same reason
you wear makeup. Nice lil’ escape from reality.’
Still. So.
Funny. Although there is a consensus amongst the female population that video
games are a waste of time; and since most men are trying to get the female
population to copulate with them; they may begrudgingly give games up or play on
the DL. Mark Rober, who came up with the Super Mario Effect offers a
different perspective to gaming. Many a millennial is well acquainted with the
Italian plumber that is Super Mario and therefore an effect that is named after
him is nostalgically well received and simply lands for many of us. The Super
Mario Effect occurs when we shift our focus from falling into pits to saving
the princess, in this way, we stick to the task and learn more. The effect is
centred around reframing failure. When we were learning to play Super Mario, every
time we ‘died’; we would try again and do things differently to how we
had done them before. That’s it. We didn’t really care how we looked when we failed
or anything else besides getting good at the game. This in essence is what life
is about; life is a meta- game. We could leverage this effect and apply it to
the rest of our lives. It seems ‘grown men’ may just be in a better
position skill-wise; to deal with life. People would argue that life is
different from gaming in that games are low stakes. This is what makes Rober’s
point salient. We decide if something is high stakes or not and when we
do that we get to decide where we place our focus; on the princess or the pits;
the prospective gains or the losses. Andy Frisella says that people assess risk
from the perspective of what they could lose as opposed to what they could
gain. ‘You’ve built this life that you are afraid of losing as if it’s extremely
valuable. When in reality, the value is way down the road, that you haven’t build
yet and you are afraid to trade what you have for what you could have.’
Another factor
that impacts how we characterise failure is whether we see life as an infinite
game or finite game. James P. Carse in his book Finite and Infinite Games: a
Vision of Life as Play and Possibility differentiates between the two. He
writes: ‘There are at least two kinds of games. One could be finite, the
other infinite. A finite game is played for the purpose of winning, an infinite
game for the purpose of continuing the play.’ Simon Sinek in his book The
Infinite Game adds ‘No matter how successful we are in life, when we die
none of us will be declared the winner of life. And there is certainly no such
thing as winning business. All these things, are journey, not events.’
The idea of life
being a journey ties wonderfully with the The Hero’s Journey myth
(Joseph Campbell) which players tap into through games. Edward Castronova writes
in a book called Life is a Game: what game design says about the human
condition, ‘People want to be heroes. They crave agency, and the ability
to do something that matters. They want meaning.’ Ray Dalio of Principles
co-opted The Heroes Journey and formulated a five step process people can apply
to get what they want from life: 1. Pursue Audacious Goals 2. Fail 3. Learn
Principles 4. Improve and 5. Pursue More Audacious Goals. Whether you are trying
to save Princess Peach from Bowser or trying to be an amazing athlete or trying
to live an infinite life like Sinek’s grandma, this process is applicable to
all facets of life.
As hilarious as
the tweets I opened this essay with are, they only scratch at the surface of the
role games and makeup play in the lives of human beings. As contemptuous as the
woman is towards men who play games, she doesn’t realise that she is playing as
well. You only have to watch women dressing up and beating their faces to know
that they derive plenty of fun from it and are essentially playing when they engrossed
in cosmetics. The man dismisses the makeup play as a form of escapism, but he
is only considering the aesthetic, tangible morphological aspects of makeup. Of
course, there is another game at play here called the mating game where women use
makeup to beguile, lure, out-compete other women to win over the affections of suitable
males. The biological seriousness of mate selection is used to cover up the
fact that makeup is both ploy and play. All roads lead to Rome. Even when men play
video games, they are learning important skills which when applied to other
contexts of life propel the species forward evolutionarily. Michael Phillip of The
Third Eye Drops podcast says in an episode on Transrational Oracles and
Magical Thinking in the 21st Century with Sarah Zucker, ‘I
would posit that play leads to evolution, to curiosity, to exploration,
eventually to acts of creation, science and even art. I think they are all
derivative of play.’ Play creates reality, it does not escape it, well at
least it shouldn’t. While Icarus was instructed to fly neither too high nor too
low; play, too, has a golden mean: The Divine Child archetype. If we play to
distract, to wile away our time, to numb or escape reality, we miss the golden
mean and spend much of our time at the extremes of the continuum of play: being
Peter Pan/ Wendy Darling whose play renders them impotent or ineffectual in
life or Adulting-Adults who have removed all play from their lived experience. For
the most part, makeup is low-hanging fruit when it comes to playing games particularly
because there aren’t really any higher-order skills that women tap into during
that form of play. Jordan B. Peterson qualifies games worth playing by asking: ‘To
what degree do you practice a wide range of subset of skills that would be
transferable to other games while you are playing that game? I think you could
make the case that if you are playing a very complex video game; that the
activities that you are engaging in, which involve leadership, and cooperation,
and communication and problem solving are actually a more comprehensive subset
of the skills that you would have to develop, to work in the world as a complex
place?’ Castronova breaks down game design into two main components:
strategies and stances. He describes a stance as ‘a combination of three
things: an assumption about what victory in life is, a strategy for winning,
and a set of tactics for carrying out that strategy on a day-to-day basis. A
stance is an attitude towards existence, when existence is understood as a game.’
I think that there are conducive stances and obstructive stances in life. It is
usually obstructive stances that hamper people’s progress in life. A stance can
go awry at any of the three junctures listed above: viewing failure as rigid
and static losing as opposed to dynamic nuanced learning (antidotally addressed
by The Super Mario Effect); having no strategy and/or doing things on a
day-to-day basis that do not move you closer to your goal. Strategy is what allows
us to exercise our agency effectively. Games do not only develop these skills
but they also impress upon us that ‘agency [in the world] is taken, not given’
(Ryan Holiday).
Holiday shares
an anecdote about General James Mattis in Courage is Calling. ‘“What
keeps you up at night?” General James Mattis was once asked by a television
reporter. Before the question was quite finished, he was already answering. “I
keep people awake at night.”’ Mattis is a strategist. Alternatively, we can
have life happen to us and be in constant reactivity mode like tacticians. Robert
Greene in The 33 Strategies of War writes, ‘In war, strategy is the
art of commanding the entire military operation. Tactics, on the other hand, is
the skill of forming up the army for battle itself and dealing with the
immediate needs of the battlefield. Most of us in life are tacticians, not strategists.
We become so enmeshed in the conflicts we face that we can think only of how to
get what we want in the battle we are currently facing. To think strategically
is difficult and unnatural. You may imagine you are being strategic, but in all
likelihood, you are merely being tactical. To have the power that only strategy
can bring, you must be able to elevate yourself above the battlefield, to focus
on your long-term objectives, to craft an entire campaign, to get out of the
reactive mode that so many battles in life lock you into. Keeping your overall
goals in mind, it becomes much easier to decide when to fight and when to walk
away. That makes the tactical decisions of daily life much simpler and more
rational. Tactical people are heavy and stuck in the ground; strategists are
light on their feet and can see far and wide.’ Strategists keep people awake at night and
take the offensive in life and accomplish their overall objectives. ‘Few men
of accomplishment, da Vinci noted, got there by things happening to them. No,
he said, they are what has happened’ (Ryan Holiday).
‘Man is most
nearly himself when he achieves the seriousness of a child at play’ (Heraclitus).
In his Ted Talk, Mark Rober illustrates that people succeed because of the way
they frame failure. This is crucial because the manner in which we frame
failure will predict how much more practice we put in i.e. repetitions. There
is a characteristic of video games called ‘Lives’ where a player has a
finite number of tries before the games ends with a game over. This has been
one of the developments of gaming that have been for me, a game-changer. Andrew
Huberman describes two types of motor skills: open and closed skills. Open
skills are performed in a dynamic and changing environment, while closed skills
take place in a predictable environment. Skill type as well as focused
attention determine how readily a new skill will be acquired. Repetitions lead
to errors which let us know where we need to focus our attention which
increases our plasticity and improves our skill. Lives incorporate all these
aspects of skill acquisition. A novice can learn quicker, and an advanced
player can take more risks. All this hangs on one thing however: The reps.
There’s a word in adulting-adults language, that gets a bad rep; that word is discipline.
When we frame failure negatively, discipline means doing hard things that we
hate but are good for us. When we frame failure like the Divine Child: we see
discipline as doing something we love to do anyway; that may be hard because
its good for us. Discipline is ‘the seriousness of a child at play’. G.
K. Chesterton in Orthodoxy writes ‘because children have abounding
vitality, because they are in spirit fierce and free, therefore they want
things repeated and unchanged. They always say, ‘do it again’ and the grown-up
person does it again until he is nearly dead. For grown-ups are not strong
enough to exult in monotony. But perhaps God is strong enough to exult in monotony.
It is possible that God says every morning, ‘Do it again’ to the sun, and every
evening, ‘Do it again’ to the moon.’ When we play, we unwittingly say to ourselves
‘Do it again’. As we arrive at the console, court, contour etc., we say to ourselves
‘Do it again’ and we infuse play into our work, our lives. In the face of
failure, error, pits; we tell ourselves ‘Do it again’.
Castronova
writes, ‘I love games and have been playing and studying them my whole life.
It stands to reason that, eventually, I would start seeing life as a genuine game.
It has been a way to process and accept the awful things that can happen in a
life. A game perspective on life gives the awful things a place: they are part
of the experience; they make the experience good in the same way that reality
of unfair losses in sporting events makes the whole experiences of sport genuine,
legitimate, and emotionally real. A sport without crushing losses is not good.
Neither is a life without any possibility of suffering. Human suffering makes
this a serious game indeed. Well worth our time, thought, and passion. Well worth
playing. Worth playing well. The game of life matters; it also seems to have
been incredibly well designed. The more time I spend thinking about life as a
game, the more brilliant its design seems to be. The game is rich, deep, beautiful,
and elegant; moving and full of pathos; exciting, exploding with possibility,
rich with reward, and fraught with danger; full of vast empty timelines punctuated
by heart-pounding moments whose memory lasts forever; and also, a dense web of
secrets, absolutely impenetrable, yet with hints and clues lying about
everywhere. The game is played both alone and with other. No human person has
ever won definitely, yet playing is satisfying to everybody. The game of life
is real, and it fascinates endlessly.’
Let’s play!
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