The Daily

Posts Tagged ‘gaming’

The Brothers 40K

September 24, 2014 | by

War game as money pit.

orcos-zalvajes

Ork Boyz from a recent version of Warhammer 40,000.

When you’re growing up, having a brother close to you in age means you’re never alone. There’s someone to share your clothes and chores, your blame and punishment, and, as was my case, your bedroom—my brother and I were together even in a state of sleepy unconsciousness. The second of my two oldest brothers predates me by a mere ten and a half months. When we were young everyone thought we were twins; even we secretly thought so for a while. A major, if less apparent, perk of our bond was that we could partake of enthusiasms we wouldn’t have wanted others to know about—not our friends, nor the girls we had crushes on, nor anyone, really.

The summer before high school we stumbled on something unbelievably uncool. If we hadn’t had each other for company, I like to think we wouldn’t have given the endeavor a second thought. We had our reputations to uphold, after all. His was being cool—he was a drummer in a punk band whose members, including a female bass player he would later start dating, were much older than he was. My brother drank a can of Mountain Dew every morning for breakfast and wanted everyone to know about it. I had considerably less to lose: I awkwardly straddled the world of jocks and skateboarders, with mixed results. But since my brother and I had each other, we found no reason to limit our interests, however obscure, unpopular, or geeky they may have appeared, and however much they might have jeopardized us in the eyes of our peers.

The pursuit I speak of is Warhammer 40,000, a dystopian, futuristic tabletop war game set in the forty-first millennium, a combination of Risk and Dungeons & Dragons with a sci-fi twist. Read More »

1 COMMENT

Playing the Field

August 11, 2011 | by

Kacie Kinzer, Tweenbot, 2009, cardboard, paper, ink, batteries, motor, and wheels, 36 x 8 1/2 x 14 in. Photo © Scott Rudd

On a recent balmy night, in the courtyard of the Museum of Modern Art, I watch a dozen adults hop excitedly between platters of white, gray, and black arrayed in a circle. They move at a waltzlike pace, stepping, stopping, pointing. This strange spectacle isn’t an art project, exactly, but a game: part of a one-night arcade organized by the magazine Kill Screen for MoMA’s exhibition of interactive objects, “Talk to Me.”

The game is called Starry Heaven, after Kant’s epigram that the two things that fill him with wonder and awe are “the starry heavens above me and the moral law within me.” The rules of Starry Heaven, however, are decidedly unfriendly to anyone following the moral law within him. As players move from disc to disc toward the center of the circle, they must conspire with each other to point at another player on an adjacent disk, banishing him. “It requires them to collaborate with their fellow players—and to stab them in the back,” says Eric Zimmerman, who designed the game with Nathalie Pozzi, an architect. “It tells a perverse moral fable.”

Another game, in the museum’s lobby, takes a more laissez-faire approach to pitting players against each other. It has only one rule—to follow the instructions that appear on a screen—but the game’s title, BUTTON, for Brutally Unfair Tactics Totally OK Now, encourages players to break it. As I walk toward the five-foot-wide screen, it tells the four men standing in front of it that the first one to hit his button ten times will lose. They run, dive, grabbing their bucket-size rubber buttons from the floor—and then they stop, seemingly at a loss. Cautiously they press their own buttons, watching each other: a suicide pact. Then, one of them grabs his neighbor’s button and starts bashing it furiously. People in line cheer as the screen shows his competitor’s animal avatars blasted by lightening bolts. He walks away with his arms raised in triumph. Read More »

2 COMMENTS