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St. John's College
Saint John's College is the nation's great books. College students explore 3,000 years of human thought in just four years or two. For graduate students, encounter history's most influential works where students engage in group discussions about the fundamental questions underlying human society. Learn more about St. John's undergraduate and graduate programs in Santa Fe, New Mexico, Annapolis, Maryland, including online options at sjc.edu.
Andrea Valdez
We'Re so done with New Year, new you. This year it's more you on Bumble. More of you shamelessly sending playlists, especially that one filled with show tunes. More of you finding Geminis because you know you always like them. More of you dating with intention because you know what you want and you.
C. Th Nguyen
Know what we love that for you.
Andrea Valdez
Someone else will too be more you this year and find them on bumblebee. For my 8th grade graduation gift, Megan, I asked for and received from my lovely parents the Franklin Mint edition of Monopoly, which, if you haven't seen it, it's this extremely baroquely designed Monopoly board that's made of wood and it has these drawers where you store your money. And the houses and hotels are plated in gold and silver. I had seen it on the back of a Reader's Digest magazine and I just had to have it.
Megan Garber
Well, first of all, this totally verifies my hunch that all the best things in the world come from the back pages of Reader's Digests.
Andrea Valdez
Yes, of course. I mean, I still have this board game and when I play it, I just feel so fancy.
Megan Garber
You're making me think now of all the games I played as a kid and what they would look like with Franklin Mint edition fanciness. What would the Mint edition of Twister be like?
Andrea Valdez
Oh, my God. Play Twister in a ball gown.
Megan Garber
Yeah, that's right. Twister in a tux, just as Milton Bradley intended.
Andrea Valdez
I'm Andrea Valdez, I'm an editor at the Atlantic.
Megan Garber
And I'm Megan Garber, a writer at the Atlantic.
Andrea Valdez
And this is how to know what's real. Games like Monopoly and Twister, they're pretty basic compared to some of the games we have now with very complex rules. And of course, video games, they've evolved to have these extremely realistic designs and high tech capabilities. But even as games have evolved over time, this desire for play, it's an age old thing. Consider the game Go. It's this board game that we still play today, but it was invented more than 2,500 years ago. Games are just one of the most fundamental activities that humans have.
Megan Garber
Yeah, they're almost Primal. Right. And because of that, they can, I think, connect us not just to each other in the moment and to each other across cultures, really, but just like you said to the humans of the past and the cultures of the past.
Andrea Valdez
Mm.
Megan Garber
And, you know, I'm not really a chess player, for example, but one thing I do love about it when I play is the knowledge of how many other people across time have played that same game and negotiated the same board with those same pieces and same options for moves. There's something, I think, almost beautiful about that, really.
Andrea Valdez
Right. I mean, and transportive, like you said, across time. But, you know, they're transportive for us when we're playing them. You know, you get lost in these games, and they actually bring out all sorts of different aspects of yourself and your personality when you're playing them.
Megan Garber
And I think also games capture so many of the ideas we've been talking about this season overall, you know, the lines between reality and fantasy and the way even the things we tend to think about as escapism can have these really profound lessons for the way we live our everyday lives. So I talked with C. Th Nguyen, who is an associate professor of philosophy at the University of Utah and basically a philosopher of games. He thinks really deeply and really creatively about how games interact with the wider world. Could you tell me about a game that's been especially important in your life?
C. Th Nguyen
So, I mean, this will already give you a hint of how big I think the category of games are. I grew up playing games, but the game that saved my soul and life during graduate school was rock climbing. For me, rock climbing is intense, but the main experience of it is of this, like, altered mental state where you're so focused on the particularities of the rock and so focused on your body that everything else falls away. There's this very intense feedback system. So Godfrey Devereux, who's one of my favorite yoga writers, has this line where he says the point of yoga is actually to give you feedback on your mind wandering. If you're meditating and your mind wanders, you won't notice sometimes. But if you're in a yoga pose, a hard one, and your mind wanders, you'll wobble, and that's a feedback. And I think rock climbing kind of exaggerates this. This is a thing, I think, really deep in a lot of games. Like, rock climbing gives feedback that slaps you in the face. So, like, if you're climbing and your mind drifts, you're going to fall 10ft. I think it's A meditation tool.
Megan Garber
You're talking about rock climbing as a game. So then, of course, I have to ask, how do you define a game? What are the constraints that we're actually talking about right now?
C. Th Nguyen
There are some philosophers who think you can't define a game at all. That it's one of these, like, fuzzy things. But then I was given this book, the book that, like, changed the course of my life. It's a book from a philosopher named Bernard Suits called the Grasshopper. He had this view about games. And his definition of a game is that to play a game is to voluntarily take on unnecessary obstacles to create the possibility of struggling to overcome them. Playing a game is voluntarily, and this is really crucial. If someone forces obstacles on you, that's not a game. Voluntarily taking on unnecessary obstacles to create the activity of struggling to overcome them. One way I like to put it is that in games, you're trying to do something, but you're just not trying to get the thing itself independently. So if you're running a marathon, you're trying to get to this spot in space, this finish line. But the point of the marathon is just not to be at the finish line. Because if you just wanted that, you would do it in the most efficient way possible, which would be a bicycle or an Uber or a shortcut. Right? But the way that Suits would put it is that the end goal in a game is partially constituted by the constraints on how you got it. Right? If you took a taxi, it wouldn't count as crossing the finish line. Right? You only count as crossing the finish line if you did it inside the constraints. So whatever the value of game playing is, it's essentially arising from the relationship to these artificial constraints. It must be that you can't get the thing you want unless you did it via the constraints. In normal life, you do. You go through the means for the sake of the end. You go through all the struggle. Cause you want this independent object. And the only way to get that money, to get that job, to get that car, is to do this other crappy stuff. In games, you take on the goal for the sake of the struggle.
Megan Garber
So I wonder how that idea of constraint fits into the fact that so many games involve these more traditional forms of art, you know, narrative and versions of fiction and fantasy, which are things that I usually think of as kind of rejecting constraint. Right. And the interactive elements, especially of games, seem really powerful there. So could you tell me a little bit more about that?
C. Th Nguyen
I think our theories for art are so used to stable objects that everyone can experience similarly. And so we try to cram in games that are as close to stable objects as possible. Where I think for me, a lot of the most amazing games, I mean, board games like Go, like classics like hold'em Poker and then new school games like Dota and Starcraft. But for me, a lot of my love is for these incredibly fascinating games coming out of the modern indie board game scene and the modern indie role playing game scene, where they create these rules where just like you start playing them and then magic happens and then suddenly like five people are creating a story, or five people are locked into a complex incentive, manipulation, struggle, and having interactions with each other that never would have existed outside the game. So when I was starting this work, like the dominant paradigm was something like games are art. If they're like, they're kind of a movie, they're kind of an interactive movie. And I think another way to put it is like, games are an art. Government.
Megan Garber
Mm. Say more about that.
C. Th Nguyen
Yeah, Games are a rule system that conditions and shapes people. Free action.
Megan Garber
Yes.
C. Th Nguyen
That's what governments are trying. I mean, governments are trying to like shape us, to make us not kill each other. And games are trying to shape us, to make us have a beautiful interesting time to like get interesting interactions out of us.
Megan Garber
What's a game that to you captures that idea that games are an art of government.
C. Th Nguyen
So the most interesting game to me right now that's come out in the last few years is Cole Whirly's root. You can learn pretty easily and play over and over again. It looks like little woodland creatures, but the fact it's the same. So one of the factions is the Marquise de Cats. They are the bourgeois industrialist whose goal is to build up their factory network, build up their logistical roads and make more money. Another force is the Woodland Alliance. They are the communists and their goal is to destroy the industrials network. This game is fascinating because each side has completely different roles, a completely different political alignment, and a completely different way of working and thinking. And when you play the game multiple times, you shift through the roles and so you can experience the game from different angles. You can experience a conflict from completely different political angles and re experience how it looks from each side, which I think is something like this is what games are made for.
Andrea Valdez
Megan Professor Nguyen said games are partially defined by their constraints that we're playing within a set of rules. And a fundamental part of games is not breaking those rules. Games help us learn to make executive decisions and understand boundaries. So games, they're providing this Mechanism to practice play as a sort of proxy for practicing reality, but, you know, without the mortal consequence of, say, rock climbing, hopefully.
Megan Garber
And, you know, that consequence free element too, is so important here. I think I really love the way you put that, that games are ways to practice reality. And it's making me think too, of an idea from the Dutch historian Johan Huizenga, who wrote in the first half of the 20th century and did a lot of similar work, I think, to what we've been talking about with Professor Nguyen. One of Heisinger's insights was that games create this temporary experimental space that's almost sacred in its way. So games turn spaces and, you know, whether they're card tables or soccer fields or screens, into what Huizenga called a consecrated spot where people can kind of come together and explore these really profound questions of what it means to be human and what it means to find alternate ways to. Of being human together. And later, philosophers, you know, people who were thinking about games and virtual spaces in particular, compared that kind of experimentation to magic. And they talked about the idea of game spaces as quote, unquote, magic circles.
Andrea Valdez
Oh, I love that. Because games do feel magical, they feel otherworldly.
Megan Garber
Yeah.
Andrea Valdez
I think in part because games allow for this really immersive form of role playing. I mean, they're literally called RPGs or role playing games in game terminology. You know, and in many of these RPGs, lots of the main characters, they're the hero, Mario saves the princess, Link and Zelda saving the kingdom. But we've actually seen some really infamous anti heroes crop up in games. I'm thinking of Grand Theft Auto specifically. You know, it's the video game where you play this main character who can steal cars, who deals drugs, who shoots people and blows things up, you know, but it's not just video games where you can be the villain in sports. You know, we create these narratives about underdogs and champions. And in board games, people can gang up on a player who maybe is taking things way too seriously and decide that they're gonna go after all her Monopoly money or whatever.
Megan Garber
Or you're gonna be the person who is ganged up on for not taking Monopoly seriously.
Andrea Valdez
Ah, yes. I wonder who that might be. Megan.
Megan Garber
I have no idea. No idea at all. But, you know, those different roles, whether I guess you're cast in them by a game designer or by fellow players, that's something I discussed with Professor Nguyen as well.
C. Th Nguyen
So Reiner Konizia, one of my favorite board game designers, he's a German board Game designer. People call him the Mozart of board game design. He's made like hundreds of incredible games. When I heard this talk he gave at the games Developer conference and he says, the most important tool in my game designer toolkit is the point system. Because the point system tells the players what to desire. And if you're a game player, like a board game player, this makes total sense. You open up a board game and it literally tells you whether you're cooperating or competing or whether you're trying to optimize your efficient money for efficiency or you're trying to kill each other. But the philosopher in me was like, oh my God, I've never heard this before. Like philosophers and a lot of people I think in other kinds of theory, like economic theory, rational choice theory, tend to assume that desires are pretty stable. And what this was, what Reiner Cantinio was telling me was that you can just open up a game and it tells you what to desire and you just do it. You can just plunge yourself into this alternate desire.
Megan Garber
Well, could you tell me more about a game like that?
C. Th Nguyen
Let me tell you about one of my favorite games, which is genuinely evil. This will make you think much less of me.
Megan Garber
Go for it. Go for it.
C. Th Nguyen
It's called Imperial. It's a board game. It's an incredibly interesting board game. It's World War I. The six great powers are facing off against each other in World War I. And you don't play them. You play the shadowy investors changing investments in the countries and controlling their fate for profit.
Megan Garber
Wow.
C. Th Nguyen
Yeah, it's evil. It's definitely an evil game. It simulates evil. But if you step into this game, the perspective it gives you is so in Imperial, let's say one time when I first understood how the game really was supposed to work, I was heavily invested in England and the player that was heavily invested in Germany was clearly gearing up for war with England. And I was gearing up to fight. And then I realized, oh no, all I need to do is let them get some cheap stock in England too. Now we're co invested, now they're not going to attack me. So the game is not a war game. It's a game about manipulating shared incentives. And literally this game teaches me how to negotiate in business settings.
Megan Garber
Interesting. So you've literally used the lessons of the game in your own life.
C. Th Nguyen
Yeah, I mean, I want to be cautious here because I think, I think games are valuable for their own sake, but also they're valuable developmentally. I always kind of feel bad because like Everyone wants to justify games because they help you learn things, but I also think it's just play, but also they're valuable developmentally. And when you put the perspective that you learned from Imperial on, you don't think we're fighting other places. You think, how can I possibly make the incentives shared such that our fates are partially intertwined? And it's not like this is the only way to learn things. You can learn this stuff in other ways too. But games, I mean, you can also learn emotional perspectives from other sources. But novels. But games are a quick and fast way that we have figured out to encode different mental states and practical styles in a rule set. So you can just pick them up. And just like you can experience other people's lives from novels, you can experience the world from completely different practical mindsets in games. That's what makes them special.
Megan Garber
So that makes me wonder about the difference in the kind of games you're talking about between the player and the person. So what's the line between the you who plays a game and the broader you who exists in real life?
C. Th Nguyen
Yeah, I mean, this is so interesting to me because like, there's this assumption that a lot of people have that whatever you do in a game, that's what you'll be like in real life. Like if you play Imperial, you'll turn into an asshole.
Megan Garber
And I think like most, the opposite of agency.
C. Th Nguyen
Yeah, this is. I'm worried about that in some cases, but I think that underrates our ability to be flexible. No one thinks if you watch the Sopranos you're gonna become like a mafia lord. Right. Human beings have the capacity to entertain other forms of life and other ways of thinking without being sucked in. I'm worried about being sucked in, but we have that ability. And I think one of the interesting things about games is they cue us to step back.
St. John's College
St. John's College is for students who seek meaning in their lives, who ask hard questions of themselves and their world, and who dare to free their minds. In vigorous discussion based classes, students grapple with fundamental ideas by engaging with works by some of the world's greatest writers and thinkers, from Homer, Plato, Seneca and Euclid to Nietzsche, Einstein, Wolff and Baldwin. St. John's program of study includes over 200 great books from across 3,000 years of history, including philosophy, literature, politics, math, science and music. At St. John's faculty are known as tutors and not professors. This is because they will never profess to know anything. Rather than telling you what to think, they will help you ask great questions. Questions like, how can human flourishing be maximized? What kinds of leaders do we want and need? Can personal peace exist when social chaos reigns? At St. John's you will learn to listen deeply and across perspectives, to speak and reason with precision, and to honor the value that each student brings to the conversation. St. John's graduates, who are systems thinkers in a world of specialists go on to become writers, judges, diplomats, lawyers, school leaders, ethicists, linguists, scientists, researchers, and more. Explore 3,000 years of human thought in just four years or two for graduate students on St. John's two campuses in Santa Fe, New Mexico, and Annapolis, Maryland. Learn about our robust financial aid and our academic programs at sjc. Edu. That's sjc. Edu.
Megan Garber
So, Andrea, this conversation with a philosopher of games reminded me actually of a game that's a. Of philosophy in its way. It's called Train, and it's a game that, in this really striking way, does, I think, a version of what Professor Nguyen is talking about, you know, encouraging us to step back and question each other and question ourselves.
Andrea Valdez
I don't actually think I've ever heard of this game.
Megan Garber
Yeah, no, I hadn't either, just until recently. But Train is this fascinating thing in part because I think it's so deceptive, and. And it's not a game in a traditional sense, which is probably why we hadn't heard of it. It's actually an art piece in the guise of a classic resource management board game, so, you know, along the lines of Settlers of Catan. But the difference is that Train is not something you or I could play, because there's only one version of it that exists, and it's actually part of a series of pieces that the designer, Brenda Romero, created to explore how games can manipulate emotions. So in Train, players compete to build pieces of infrastructure, in this case, a railway system. But Train has basically a plot twist at the end and a really big one, because it turns out that the particular railway system the game is building is connected to a Nazi concentration camp.
Andrea Valdez
Oh, my gosh.
Megan Garber
Yes. So, yeah, very much not a game in a traditional sense, but it takes what might seem like this dull premise and kind of transforms it into this really galling and gutting exploration of complicity and really what complicity feels like, because the better you are at following the rules of this particular game, the worse you become, basically about following the rules of being a person.
Andrea Valdez
Oh, my gosh. Yeah, that sounds very intense. It doesn't sound at all like the fun diversion that you associate with the word game, actually.
Megan Garber
Yeah. No, the opposite in so many ways. But then all the things that would make Train terrible as a player experience are also the things that, at least to me, make it so powerful as an active art. Because the game, in so many ways, does exactly what Professor Nguyen was talking about, I think, when he was describing how the interactive elements of games can help players to learn about themselves as individuals. So you don't have to play train to do the questioning. It's asking its players to do, you know, to ask, how would I react if I were playing this game? What would it take for me to stop playing?
Andrea Valdez
This feels like it aligns with some of the interest in research in recent years trying to understand if video games could engender empathy. So there was this one study where researchers had people play a game where they were a character that experienced racial bias. And the findings in that study indicated that some of the players of that particular game fostered perspective taking of the character they were playing. I mean, it's a really complicated area of research right now. And that particular study I referenced, it was small, but it does speak to the power of games and how we use them in cognitive and empathetic development.
Megan Garber
Professor Nguyen, I'd love to dig a little more deeply into the idea of games as these value systems in miniature. And I'm especially interested in how games kind of negotiate complexity. You know, these stark rules on the one hand, but on the other, these ever changing possibilities. So how can games become lessons, I guess, in nuance?
C. Th Nguyen
I mean, simplicity and clarity, I think is the greatest virtue and the greatest danger of games in life. Values are incredibly complicated. It's so much to figure out. There's so much to talk about. There are so many different. Each value in and of itself is hard to judge. Like, you know, I want to be a good educator, I want to be a good parent. Have I succeeded? How do I know? And then you have to measure off.
Megan Garber
What are the metrics exactly?
C. Th Nguyen
And it's hard to compare them against each other. And then a game comes along and says, here you go, here's all that matters for a little bit of time. You know exactly what matters. Everyone shares a sense of exactly what matters, and everyone knows exactly what counts as success. So games give you value, clarity.
Megan Garber
And then how do we. Okay, so I'm imagining a scenario where I'm playing a game and I'm loving that clarity. And there's something I can totally see for myself, even as not a gamer, like, I would appreciate that clarity so much. But then I go back into my own life, which is not clear in many ways. And there's so much complication. How do you think about that kind of transition from the one world to the other? Would cynicism be a result of that or what is that relationship?
C. Th Nguyen
I think a lot of it is up to how an individual takes the game. And there's two paths I can imagine. So let me give you there's a bad way and a good way.
Megan Garber
Okay.
C. Th Nguyen
The good way is to treat the game as a practice of stepping in and out of oversimplified value systems. Interesting to play with, to step into a value. So I think the good way you could take the world of games is to play games and then step back and then ask yourself if the game was worth it. And what you're practicing is using temporarily simplified value systems and then asking afterwards if they really are getting you what you want. The bad way to take games is to just immediately be over attached to the idea that values are simple and quantified and then to leave the game and to start looking for value systems that are already simplified and already quantified and just attach yourself to them.
Megan Garber
I'm thinking about how games kind of align with fiction and science fiction. Not in the direct sense of genre, but I guess in the broader sense of the art of the possible games as ways to improve reality and think about reality and as ways to imagine what the world could look like and how it could be better.
C. Th Nguyen
John Stuart Mill said that we needed experiment in living. So what he said was we had these different conceptions. People would invent new conceptions of the good, new ways to live. Like are we living for community? Are we living for creativity? Are we living for artistic collaboration? Like we would come up with new ideas of what we were living for and you couldn't figure out from pure just sitting behind a desk whether they were the right idea of good. You'd experiment. And what he said was that the way we figured out how we should be in the future was we needed experiments in living, which for him were like small scale communes or people going off with a bunch of like other people into the woods and starting a new way of life and trying to try out a little mini society under a new conception of the good. Oh my goodness, what are games but experiments in spending some time with other people under an alternate conception of the good and where that alternate conception of the good is specified by the point system in the game.
Megan Garber
Oh, I love that, I love that. And so along those lines, when you're talking to someone who doesn't get games who kind of has this older framework paradigm of what the game is. What do you say to them to just make your quick case that games are serious and worthy?
C. Th Nguyen
I mean, I almost want to say, what I really want to say is that games are worthy and not serious. I think if you really understand games, you understand that the goals of the game are artificial. And the point is the pure joy of process. And I think what they show us is what's unreal is these points that the world is forcing on us. And what's real is the pure joy of, like, acting in being for its own sake.
Andrea Valdez
Megan, I just lost the game.
Megan Garber
I'm sorry, but also, what game?
Andrea Valdez
I just learned about this game. Our producer, Natalie was telling me about it. So now that I know, you have to know, especially because I think it. It really illuminates a lot of what we're talking about here. So there's this concept called the game.
Megan Garber
Okay.
Andrea Valdez
But the idea is it's a mind game, and. And the objective of the game is to not think about the game. So anytime you think about the game, you have to announce, I just lost the game. And anyone around you who hears you say this is also reminded that they're playing the game. And inherently they have also just lost the game.
Megan Garber
Okay, so I just lost the game.
Andrea Valdez
Yes, but besides the fact that the objective of this game is nearly impossible, what I'm really interested in is, is actually the idea of the opposite of the game. I think we should always be thinking about the game and not literally that actual game that I was just talking about, but the way that our society has become so gamified through ratings, through likes, you know, making experiences, a competition. There's this obsession with winning, with trying to game the system. And I actually think it helps if we can acknowledge this and say it out loud to be able to try and create some distance between us and the gamification.
Megan Garber
Yeah. And, you know, sure, there can be benefit to trying to inject the fun of gameplay into the work of life, but just like you said, when life is treated as a game by default, it can be worth reminding ourselves who exactly is the game designer. And are the rules of this particular game rules that we want to be following?
Andrea Valdez
Yes. And awareness of that is actually probably the thing that we should value.
Megan Garber
Yeah, yeah. And games too, I think, allow us to try on different possibilities without committing to them. And that too is a kind of awareness. You know, games aren't just a series of rules. They are also a series of options. And so they can help us not only to clarify the world as it is, but also to consider the world as it might be. And I think that's such a powerful thing because so much of life in this, you know, winner take all culture also encourages people to live in the moment, right? You know, to expect instant gratification and to have this very narrow mindset about life itself. But games in so many ways encourage the opposite. They, they kind of require us to think ahead to the next move and the move after that. And, and so they might help us to do something that is really simple but also really difficult and then also really crucial, which is, I think, to take a more holistic view of the future.
Andrea Valdez
I don't know, Megan. Sounds like we just won.
Megan Garber
That's all for this episode of how to Know what's Real. This episode was hosted by Andrea Valdez and me, Megan Garber. Our producer is Natalie Brennan. Our editors are Claudina Baid and Jocelyn Frank. Fact checked by Enna Alvarado. Our engineer is Rob Smirciak. Rob also composed some of the music for this show. The executive producer of audio is Claudina Baid. And the managing editor editor of audio is Andrea Valdez.
Andrea Valdez
Next time on how to Know what's Real. People suddenly reflect on what it is like to be a creator in a theological imaginary. We think of God as the ultimate creator and creatorship as a divine quality. So we're kind of putting ourselves in the position of God as technological makers.
Megan Garber
What we can learn about the changing relationship between the digital world and the eternal. We'll be back with you on Monday.
St. John's College
St. John's College is for students who seek meaning in their lives, who ask hard questions of themselves and their world, and who dare to free their minds. In vigorous discussion based classes, students grapple with fundamental ideas by engaging with works by some of the world's greatest writers and thinkers, from Homer, Plato, Seneca and Euclid to Nietzsche, Einstein, Wolff and Baldwin. St. John's program of study includes over 200 great books from across 3,000 years of history, including philosophy, literature, politics, math, science and music. At St. John's faculty are known as tutors and not professors. This is because they will never profess to know anything. Rather than telling you what to think, they will help you ask great questions. Questions like how can human flourishing be maximized? What kinds of leaders do we want and need? Can personal peace exist when social chaos reigns? At St. John's you will learn to listen deeply and across perspectives, to speak and reason with precision, and to honor the value that each student brings to the conversation. St. John's graduates, who are systems thinkers in a world of specialists go on to become writers, judges, diplomats, lawyers, school leaders, ethicists, linguists, scientists, researchers, and more. Explore 3,000 years of human thought in just four years or two for graduate students on St. John's two campuses in Santa Fe, New Mexico, and Annapolis, Maryland. Learn about our robust financial aid and our academic programs at sjc. Edu. That's sjc, Eduardo.
Podcast Title: How to Age Up
Host/Author: The Atlantic
Release Date: June 10, 2024
In the episode titled "How to Know What's Real: How to Win at Real Life," hosts Andrea Valdez and Megan Garber delve into the intricate relationship between games and real-life cognitive and emotional development. Exploring games not merely as forms of entertainment but as profound tools for understanding human behavior, societal structures, and personal growth, the conversation is enriched by insights from C. Th Nguyen, an associate professor of philosophy at the University of Utah and a philosopher of games.
Andrea Valdez opens the discussion by contrasting traditional board games like Monopoly and Twister with modern, more complex video games. She emphasizes that despite the evolution of games, the intrinsic human desire for play remains unchanged. As Valdez states:
"Games are just one of the most fundamental activities that humans have."
[02:13]
Megan Garber echoes this sentiment, highlighting the primal connection games foster among individuals across different cultures and historical periods:
"They're almost Primal. Right. And because of that, they can... connect us not just to each other in the moment and to each other across cultures, really, but just like you said to the humans of the past and the cultures of the past."
[02:53]
The conversation takes a philosophical turn as Megan introduces C. Th Nguyen to discuss the essence of what constitutes a game. Nguyen references Bernard Suits' definition from "The Grasshopper," which posits that:
"To play a game is to voluntarily take on unnecessary obstacles to create the possibility of struggling to overcome them."
[05:41]
He further elaborates that games are distinguished by their voluntary constraints and the joy of the process rather than the pursuit of an external goal. For instance, running a marathon within the rules defines it as a game, rather than simply reaching the finish line by any means.
Nguyen adds:
"In games, you're trying to do something, but you're just not trying to get the thing itself independently."
[05:41]
This perspective underscores games as structured experiments in living, where participants engage with alternative value systems within a controlled environment.
Expanding on Suits' definition, Nguyen draws parallels between games and John Stuart Mill's concept of "experiments in living." He suggests that:
"What are games but experiments in spending some time with other people under an alternate conception of the good and where that alternate conception of the good is specified by the point system in the game."
[26:21]
This analogy positions games as miniature societies where different governance systems, value priorities, and social interactions can be explored and understood without real-world consequences.
Nguyen shares a personal anecdote about how rock climbing served as a game that provided intense mental focus and immediate feedback, likening it to a form of meditation:
"Rock climbing gives feedback that slaps you in the face. So, like, if you're climbing and your mind drifts, you're going to fall 10ft."
[05:18]
This experience exemplifies how certain activities, though not traditional games, embody game-like structures by imposing rules and providing direct feedback.
Nguyen discusses "Root," a modern board game that simulates political conflict between factions with differing ideologies:
"Each side has completely different roles, a completely different political alignment, and a completely different way of working and thinking."
[09:28]
Playing "Root" allows participants to engage with and understand opposing political perspectives within the safe confines of a game, fostering empathy and strategic thinking.
Described by Nguyen as an "incredibly interesting" and "evil" game, "Imperial" simulates World War I through the lens of shadowy investors manipulating country fates for profit:
"If you step into this game... it's a game about manipulating shared incentives."
[15:17]
Nguyen credits "Imperial" with teaching him valuable lessons in negotiation and shared incentives, demonstrating how games can impart real-world skills and ethical considerations.
Megan Garber introduces "Train," an art piece masquerading as a resource management game, which culminates in a revelation connecting the game's railway system to a Nazi concentration camp:
"The game... transforms it into this really galling and gutting exploration of complicity and really what complicity feels like."
[20:17]
"Train" serves as a poignant example of how games can be powerful mediums for conveying complex emotional and ethical narratives, challenging players to reflect on their actions and societal structures.
Andrea Valdez touches upon recent research exploring games' ability to foster empathy. She references a study where players experienced racial bias within a game, leading to increased perspective-taking:
"It's a really complicated area of research right now. And that particular study... speaks to the power of games and how we use them in cognitive and empathetic development."
[22:30]
This highlights the potential of games to serve as educational tools that promote understanding and emotional intelligence.
Nguyen discusses the delicate balance games maintain between simplicity and the complexity of real-life values:
"Simplicity and clarity, I think is the greatest virtue and the greatest danger of games in life."
[23:42]
While games offer clear metrics and defined objectives, real life is inherently complex. Nguyen advises treating games as practices for stepping into and out of oversimplified value systems, using them as tools for self-reflection rather than replicating real-world value judgments.
Andrea Valdez introduces the concept of "the game" as a societal phenomenon where life becomes highly gamified through ratings, likes, and competitive structures:
"Our society has become so gamified through ratings, through likes... trying to win, with trying to game the system."
[28:35]
She suggests that recognizing and articulating this gamification can help individuals create distance from it, fostering a healthier relationship with societal expectations and metrics.
The episode concludes by reinforcing the idea that games are not just entertainment but are reflective of and interactive with real-life complexities. They provide a sandbox for experimenting with different value systems, enhancing empathy, and developing strategic thinking.
Andrea Valdez humorously remarks on the meta-game concept:
"I just lost the game."
[28:56]
This light-hearted moment underscores the pervasive nature of games in our lives and the subtle ways they influence our thinking and behavior.
Overall, "How to Know What's Real: How to Win at Real Life" offers a profound exploration of games as integral components of human culture and personal development, challenging listeners to rethink their perceptions of play and its significance in shaping reality.
Andrea Valdez [02:13]: "Games are just one of the most fundamental activities that humans have."
Megan Garber [02:53]: "They're almost Primal... connect us not just to each other in the moment and to each other across cultures."
C. Th Nguyen [05:41]: "In games, you're trying to do something, but you're just not trying to get the thing itself independently."
C. Th Nguyen [26:21]: "What are games but experiments in spending some time with other people under an alternate conception of the good..."
Megan Garber [28:56]: "I just lost the game."
This episode invites listeners to view games through a philosophical lens, appreciating their role in mirroring societal structures, fostering personal growth, and serving as laboratories for experimenting with alternative ways of living and interacting.