{"id":396,"date":"2014-08-25T17:06:45","date_gmt":"2014-08-25T17:06:45","guid":{"rendered":"https:\/\/deathcookie.com\/home\/timothy-leary-on-games-part-1\/"},"modified":"2023-02-26T18:25:18","modified_gmt":"2023-02-26T18:25:18","slug":"timothy-leary-on-games-part-1","status":"publish","type":"post","link":"https:\/\/deathcookie.com\/home\/timothy-leary-on-games-part-1\/","title":{"rendered":"Timothy Leary On Games (Part 1)"},"content":{"rendered":"<p>This article, which reprints <a href=\"http:\/\/www.amazon.com\/gp\/product\/1620552353\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1620552353&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=IZN472BKTSIY3XKZ\" target=\"_blank\" rel=\"noopener\">Timothy Leary<\/a>\u2019s International Congress of Applied Psychology presentation, \u201cHow To Change Behavior,\u201d recently showed up in my newsfeed. What does Timothy Leary have to do with gaming? Well, in the case of \u201cHow To Change Behavior,\u201d the whole presentation starts with the idea of looking at behavioral sequences as games:<\/p>\n<blockquote><p>\u201cThe use of the word \u2018game\u2019 in this sweeping context is likely to misunderstood. The listener may think I refer to play as opposed to the stern, real-life, serious activities of man. But as you shall see I consider the latter as a \u2018game.\u2019\u201d\u00a0 <!--more--><\/p><\/blockquote>\n<p>In order to illustrate this assertion, Leary goes on to define what he means by \u201cgame.\u201d Since role-playing games weren\u2019t around when Leary gave the presentation (in 1964), I thought it might be fun to see how well his definition applies to RPGs. Leary defines a game has having six distinct characteristics:<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p>\n<blockquote><p>\u201c1. Roles: The game assigns roles to the human beings involved.\u201d<\/p><\/blockquote>\n<p><span style=\"line-height: 1.3em;\">That seems easy enough&#8212;after all, we\u2019re talking about ROLE-playing games&#8211;but I\u2019m not sure that Throg the Slaughterer and Thesaurus the Verbose are really what Leary had in mind. I guess it depends on whether \u201cshoe\u201d and \u201ciron\u201d would be considered distinct roles in Monopoly. Even if we ignore characters, though, RPGs still have roles, even if it\u2019s just \u201cplayer\u201d and \u201cGM.\u201d Most games have additional roles: rules lawyer, munchkin, comic relief, strategist, etc., etc. So far, so good.\u00a0<\/span><\/p>\n<blockquote><p>\u201c2. Rules: A game sets up a set of rules which holds only during the game sequence.\u201d<\/p><\/blockquote>\n<p><span style=\"line-height: 1.3em;\">Two for two. The first part is what keeps most game companies in business. The second part is \u00a0true for everyone except for fictional characters in<a href=\"http:\/\/www.chick.com\/reading\/tracts\/0046\/0046_01.ASP\" target=\"_blank\" rel=\"noopener\"> Jack Chick tracts<\/a> and <a href=\"http:\/\/www.amazon.com\/gp\/product\/B000BGQUHA\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B000BGQUHA&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=NUVTT47SUSNNPJIR\" target=\"_blank\" rel=\"noopener\">cheesy made-for-TV movies starring a young Tom Hanks<\/a>.\u00a0<\/span><span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p>\n<blockquote><p>\u201c3. Goals: Every game has its goal or purpose. The goals of baseball are to score more runs than the opponents. The goals of the game of psychology are more complex and less explicit but they exist.\u201d<\/p><\/blockquote>\n<p><span style=\"line-height: 1.3em;\">Since Leary seems to be defining goals here as what gamers might call \u201cvictory conditions\u201d rather than reasons for playing, I\u2019m not sure if \u201cfun\u201d qualifies, so the goals of role-playing, like the goals of psychology, \u201care more complex and less explicit but they exist.\u201d The vagueness and fluidity of goals in RPGs can be a source of friction, especially when players don\u2019t agree on what the goals are. Is the goal to play a character believably? To tell a good story? To overcome obstacles through \u201crules mastery?\u201d To kill things and take their shit?\u00a0<\/span><span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p>\n<blockquote><p>\u201c4. Rituals: Each game has its conventional behavior pattern not related to the goals or rules but yet quite necessary to comfort and continuance.\u201d\u00a0<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p><\/blockquote>\n<p>At first it might seem iffy whether this applies to RPGs. Sure, certain groups and individual players have these&#8211;pre-game rituals, weird dice superstitions, quoting<a href=\"http:\/\/www.amazon.com\/gp\/product\/B00005O3VC\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B00005O3VC&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=RSLNCR52U2XNVKHJ\" target=\"_blank\" rel=\"noopener\"> Monty Python<\/a> for no good reason&#8211;but do RPGs have any universal rituals? There\u2019s at least one: the game itself; Not the rules so much as the idea of framing collective storytelling as a game with rules. Without the \u201cgame\u201d frame, role-playing is really just playing make-believe, which is something that we learned early on was only acceptable up to a certain age. A game, on the other hand, especially a complex one, is something that adults can play without shame. I suspect the stigma against adults \u201cplaying pretend\u201d is why some gamers gravitate towards rules-heavy systems and are sometimes uncomfortable with more free-form games like <a href=\"http:\/\/www.amazon.com\/gp\/product\/1934859397\/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1934859397&amp;linkCode=as2&amp;tag=gaoheagum-20&amp;linkId=A7DPCZ5EPWMCUAOD\" target=\"_blank\" rel=\"noopener\">Fiasco<\/a>. Having rules that no child could understand helps them justify role-playing as an adult activity somehow.\u00a0<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p>\n<blockquote><p>\u201c5. Language: Each game has its jargon. Unrelated to the rules and goals and yet necessary to learn and use.\u201d<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p><\/blockquote>\n<p>NPC, GM, OOC, Munchkin, TPK, Bennies, and lots more. Yeah, I think we\u2019ve got this one covered.\u00a0<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p>\n<blockquote><p>\u201c6. Values: Each game has its standards of excellence or goodness.\u201d<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p><\/blockquote>\n<p>The standards for a good game can be very subjective depending on a particular player\u2019s goals and preferences, but there are objective standards. Except for a few fanatics, most gamers can recognize when a game does something well or badly, even if it\u2019s their favorite game doing something badly or a game they\u2019d never play themselves doing something well. Games can also be recognized for excellence through popularity, sales, awards, and good reviews. At the very least, we can all agree that <a href=\"http:\/\/www.rpg.net\/reviews\/archive\/14\/14567.phtml\" target=\"_blank\" rel=\"noopener\">F.A.T.A.L.<\/a> is awful, so RPGs fit qualify for this part of Leary\u2019s definition even if our only standard is \u201cnot F.A.T.A.L.\u201d\u00a0<span style=\"line-height: 1.3em;\">\u00a0<\/span><\/p>\n<p>The rest of \u201cHow to Change Behavior\u201d is mainly about the fact that Westerners don\u2019t see the game element of behavior because we lack a tradition of visionary experiences, and how we should solve that with LSD and other consciousness-expanding drugs. Oddly enough, though, there are a couple of other passages in the article that are applicable to role-playing. I\u2019ll talk about them next week.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This article, which reprints Timothy Leary\u2019s International Congress of Applied Psychology presentation, \u201cHow To Change Behavior,\u201d recently showed up in my newsfeed. What does Timothy Leary have to do with gaming? Well, in the case of \u201cHow To Change Behavior,\u201d the whole presentation starts with the idea of looking at behavioral sequences as games: \u201cThe&#8230;<\/p>\n","protected":false},"author":1,"featured_media":3893,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2062,2036],"tags":[371,1193,1555,1606,1608,1610,1611,1612,1613],"class_list":["post-396","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-general-gaming-articles","category-discordian","tag-jack-chick","tag-monty-python","tag-game-theory","tag-timothy-leary","tag-ritual","tag-psychology","tag-fisco","tag-f-a-t-a-l","tag-mazes-monsters"],"_links":{"self":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts\/396","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/comments?post=396"}],"version-history":[{"count":2,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts\/396\/revisions"}],"predecessor-version":[{"id":3070,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/posts\/396\/revisions\/3070"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/media\/3893"}],"wp:attachment":[{"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/media?parent=396"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/categories?post=396"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/deathcookie.com\/home\/wp-json\/wp\/v2\/tags?post=396"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}