I just set myself this task: Without moving my middle and index
fingers, I would wiggle the ring finger of my right hand twenty times in
ten seconds. I then fulfilled this task (holding the middle and index
fingers still with my left hand). What was I doing by fulfilling my
intention? I think I was playing and winning a game, albeit not
a very fun one.
Here are four ways of describing a game fitting my intentions:
Victory condition: Wiggle ring finger 20 times in 10 seconds.
Rules: Don’t move middle and index fingers.
Victory condition: Wiggle ring finger 20 times in 10 seconds
without moving middle finger. Rules: Don’t move index finger.
Victory condition: Wiggle ring finger 20 times in 10 seconds
without moving index finger. Rules: Don’t move middle finger.
Victory condition: Wiggle ring finger 20 times in 10 seconds
without moving middle and index fingers. Rules: None.
Each of these generates the same gameplay: exactly the same things
count as victory, since cheaters never win, and so you win only if you
follow the rules. Ockham’s Razor suggests that they are all the same
game. In other words, whether we put some constraints as rules or build
them into the victory condition is just a matter of descriptive
convenience.
If this is right, then here is a first attempt at a simple account of
what we are doing when we play a game:
- To play a game is to try to achieve the game’s victory condition
without breaking the rules.
This gives a neat, simple and reductive account of the authority of
the rules: Their authority comes from the fact that according with them
is a necessary condition for achieving an end that one has adopted. It
is simply the authority of instrumental rationality.
Of course, all sorts of complications come up. One is that games
sometimes have score instead of a victory condition. In that
case, what you are doing is aiming at higher scores rather than trying
to achieve a specific victory condition, with some sort of an
understanding of how breaking the rules affects the score (maybe it sets
the score to zero, or maybe it you get whatever score you had just
before you broke the rules). This tricky, and I explored these kinds of
directional aiming in my ACPA talk last fall.
A bigger problem is this. My story started with a single player game.
But things are more complicated in a two player game.
Problem 1: According to (5), if you plan to cheat,
then you aren’t trying to achieve the victory condition without breaking
the rules, and hence you aren’t playing the game. But to cheat at a game
you have to play it! So in fact you never cheated!
Response: I think this is the right result for a
single player game you play on your own. By planning to cheat in some
particular way, I am simply the changing what game I am playing—and I
can do that mid-game if I so choose. For instance, speedrunners of video
games sometimes set themselves rules for what kind of “cheating” they
are allowed to do: Can one use emulation and save states? Can one use
glitches? Can one use automation, and where? If they are playing solely
on their own, none of that is really cheating, because it is
allowed by the rules they set themselves: their goal is to complete the
game faster within such-and-such parameters.
But if you are playing against another or there is an audience to the
game, things are different. We could just say this: You are
cheating in the sense that you are deceiving the audience and
the other player into thinking you are playing the game. Or we
could say that there are two senses of playing a game: the first is
simply to try to achieve the victory condition without breaking the
rules, and the second is an implicit or explicit agreement with other
persons to be playing a game in the first sense (e.g., indicated by
signing up for the game).
Problem 2: Suppose I plan to beat you at chess while
following the rules. To that end I drive to your house. Then my driving
to your house is an attempt to achieve chess victory without breaking
the rules, and hence by (5) the driving appears to be a part of the
gameplay.
Response: This seems to me to be a pretty serious
problem for the account actually. There seems to be an intuitive
distinction between an action according with the rules that
promotes victory and a move in the game. Another example is
taking a drink of water while playing chess and doing so with the
intention of improving one’s mental functioning and hence chances at
victory. In taking the drink, one isn’t playing.
Or is one? When I think about it, the distinction seems kind of
arbitrary and without normative significance. Take an athlete who is
training for the big game. We want to say that they aren’t playing yet.
But notice that in most modern sports the training itself falls under
rules—specifically, rules about performance enhancing drugs. We could
easily say that the training is basically a part of the game, a part
that is much more loosely regulated than the rest. Similarly, many
sports regulate the breaks that players can take, and deciding how to
apportion the allowed break time (e.g., to take a drink of water, to
relax, to stretch, or to refrain from taking it in order to make the
other player think one isn’t tired) seems like a part of the game. Or
take bodybuilding. It seems quite a distortion of the game to think only
of the time in front of the judges as the gameplay.
What about the drive? That sure doesn’t seem to be a part of the
game. But is that so clear? First, in a number of settings not showing
up yields a forfit, a kind of loss. So you can lose by failing to drive!
Second, you can choose how to drive—in restful or a stressful way, for
instance—based on how this will affect the more formal gameplay.
Note that in chess, thinking is clearly a part of the gameplay. But
you can start to think however early you like! You can be planning your
first move should you end up winning the toss and playing white, for
instance, while driving. Or not. The decision whether to engage in such
planning is a part of your competency as a player.
Problem 3: It seems possible to play games with
small children without trying to win, hoping that they will win.
Response: Maybe in such a case, one is pretending to
play the game the child is playing, while one is playing a different
game, say one whose victory condition is: “My child will checkmate me
after I have made it moderately difficult for them to do so.” This is
deceitful (the child will typically be unhappy if they figure out they
were allowed to win), and deceit is defeasibly wrong. Is there a
defeater here? I have my doubts.
Problem 4: I can try to run to my office in five
minutes as a game or in order to be in time for office hours. There is a
difference between the two: only in the first case am I
playing. But in both cases the definition of (5) is
satisfied.
Response: Maybe not. In (5), we have an ambiguity:
it is not clear whether the fact that the victory condition is the
victory condition of a game is a part of the content of one’s
intention. If it is a part of the content of one’s intention, then the
problem disappears: when I run in order to be on time, I am not aiming
to get there in time as a game. But if we require the ludic component to
be itself a part of the intention, however, then we lose some of the
reductive appeal of (5) absent an account of games.
Should we require a thought of a game to be a part of the
intention? Maybe. Suppose you find an odd game machine that dispenses
twenty dollar bills if you tap a button 16 times in a second (quite
an achievement). You try to do this just to get the money.
Are you playing a game? I suspect not. For suppose a friend on a lark
took your driver’s license and loaded it into the machine, and the only
way to get it back is to tap the button 16 times in a second. You aren’t
playing a game!
Perhaps we could say this. Instead of requiring the game
part of (5) to be in the content of the intentions, we can require that
something about the victory part be a part of the intentions.
And perhaps what makes something a victory for you in the relevant sense
is that in addition to whatever instrumental and intrinsic value it has,
it is in part being pursued simply to achieve a goal one has set oneself
as such. That’s what makes it not entirely serious. A game is a kind of
whim: you just decided to pursue a goal, and off you go, because you
decided to do so. (Of course, you might have good reason to have
whims!)
Problem 5: Doesn’t the story violate the guise of
the good thesis, since the victory need have no good in it apart from
your setting it to yourself as an end, and hence your setting it to
yourself as an end can’t be justified by its good.
Response: The case here is similar to one of my
favorite family of edge cases for action theory, such as when you get a
prize if you can induce electrical activity in the nerves from your
brain to your arm, so you raise your arm. The raising of your arm has no
value to you. But you have reason to set the rising of your arm as an
end, since setting the raising of your arm as an end is a means to
inducing the electrical activity in the nerves. In this case, the rising
of the arm is worthless, either as an end or as a means, but aiming
at it has value, since it causes the electrical activity in the
nerves. (Depending on how one understands the response to Problem 4, it
may be that one is then playing a simple little game with oneself.)
Similarly, if something is purely played as a game, the end
has no value prior to its being set. But there are two values that you
can aim at in setting victory-by-the-rules as your end: the value of
achieving ends and the value of striving for achievable ends, to both of
which the setting of achievable ends is a means. And maybe there is the
good of play (which may or may not be subsumed under the values of
striving for and achieving ends). So you have the guise of the good in
an extended way: the end itself is not an independent good, but the
adoption of the end is a good. That’s how it is in the
electrical activity case.
Final remarks: The difficulties do not, I think,
affect the basic account that the fundamental normative force of the
rules of a game simply come from instrumental rationality: following the
rules is necessary for the achievement of your goal. And there is a
secondary normative force in multiplayer games, coming from general
moral rules about compacts and deceit.
But perhaps we shouldn’t even say that there is normative
force in the rules. They simply yield necessary conditions for
achievement of one’s end. Perhaps they have no more, but no less,
normative force than the fact that I need to exert energy to get to my
office is.