The Glass Bead Game:
a proposal for the game of games
(download .doc file here)
Lee Batchelor
10/21/07
Abstract
This is a proposal for the creation of Hermann Hesse’s “Glass Bead Game”. While many games, such as chess, exemplify the virtues of war—diligence, foresight, prudence, wisdom—games based on the Glass Bead Game would exemplify the virtues, and illustrate the process of meditation. In a form like that of music making and art, players would wield ideas as game pieces, associating them, finding connections between them, and ultimately discovering their root, common denominator, or meaning.
The goal of this project is to invent such a game.
In the Heaven of Indra, there is said to be a network of pearls, so arranged that if you look at one you see all the others reflected in it. In the same way each object in the world is not merely itself but involves every other object and in fact is everything else.
~Sir Charles Eliot
Why this game is needed
We live in an age of fear and confusion, where there is an abundance of different mantras and beliefs that seem diametrically opposed to one another. Specialization and individualism have cut us off from each other and our world, and our discomfort with this is buried by stuff: cloths, sports cars, friends, shoes, over-sized summer homes, numerous doctorate degrees, food, celebrity trivia, etc. It does not seem to matter that these remedies do not fix our problems; it does not seem to matter that we know these remedies will never fix anything. But it is not enough to know; we suffer from a psychosis. We feel isolated, and because we feel so isolated, we feel the need to acquire stuff to cheer our little isolated nook. In order to cure this psychosis we have to know an alternative.
The game, featured in Hesse’s book “Das Glasperlenspiel” or “The Glass Bead Game”, is depicted as a game played by an elite class of scholars who serve as the intellectual backbone of their future society. The exact game-play is left to the reader’s imagination, and while interpreting the game might be intriguing on it’s own, the real purpose in creating this game is to address the very issue Hesse saw developing, and predicted (correctly) would become more apparent in “The Age of Feuilleton”. This is the term he uses for an age of information superabundance and debasement, of war and suffering—an age in which we currently live, according to the book’s timeline. As the story goes, the game contributes to and marks the end of this era, ushering in a more harmonious age.
Where this problem occurs
Hesse was likely considering new forms of communication such as the radio and television, little could he have known that the Internet would trivialize those feuilleton vehicles exponentially, succeeding television as the supreme perpetuator of crap. But the very nature of the Internet makes it simultaneously the perpetuator and the most viable tool for a solution. Already, within the chaos of the web, new systems of consolidation and organization are forming in directly opposing ways, using the tools inherent to the medium. Wikipedia, for instance, is like an encyclopedia form of the Glass Bead Game, with an emphasis on respective pieces of information rather than the connections between pieces. It still suffers from the effects of limitless contributors, but there is a constant upkeep that counterbalances these effects. This emergence is a step in the right direction, but as a bead game it lacks the power to connect information in a meaningful way.
Needless to say, the Internet is not the only place where mediocrity and excess are the ruling class of information; it acts more like a mirror to what has existed for quite some time. Game shows like Jeopardy champion those with vast memories for trivia, albeit a sort of “high” trivia, and no other virtues. Magazines tout juicy, made up gossip about celebrities, reflecting our love for aberration, which only displays our own seemingly incurable psychosis.
Popular topics of interest have degraded over the years, at least in the media. It may have something to do with the increasing ease of publication—essentially, while it was still difficult to publish and distribute material, the media consisted of thoughtful, astute observations and revelations. Then, as it became easier and faster, less savory topics, more in the realm of harmless entertaining trivia, started to spring up: Learn how Albert Einstein made spaghetti! and Martha Stewart reveals the meaning of the Universe! might have been articles of interest in this stage. Down the road, any pretense of a topic worthy of contemplation inevitably evaporates: What kind of underwear does Michael Jordan really wear? and What is Brad Pitt’s preferred method of washing his scrotum? Of course this oversteps our currently acceptable articles of interest, but the pattern of degradation, then the descent into utter banality, is predictable—and illustrative.
What I propose
So what is the solution to this problem? Well, there is no solution, or rather there is a solution, but it will come of its own accord. Every action (and one can apply this formula to the trends of a culture) meets an equal and opposite reaction. Presently, our culture feels about near one edge of the pendulum arc, and already there are signs of slowing down and turning back. But there are shades to the nature of each swing; variation is possible within the general nature of an era. And within this variable we can attempt to nudge things.
The idea is to create a game, one that can be expanded into a whole game genre, that does several things differently than most other games. Games like “World of Warcraft” are fun, or should I say comfortable, because they massage and affirm our current psychosis. “World of Warcraft” is all about growing your character and acquiring items that make your character better—in a very direct and literal way. It’s also about pitting two sides against each other in irresolvable conflict. And killing every living creature throughout the land...
Now, lets continue this “World of Warcraft” exposé, which so illustrates our culture’s psychosis, with an exercise that uses it as an example of how any game could evolve into more of a “Glass Bead Game” of sorts?
Changes to be made:
· No more killing of 1,000s of animals for a pittance of a reward. This only affirms our tendency to eliminate rather than incorporate.
· Acquiring items cannot be the ultimate focus of the game. Our sense of self is already derived too heavily on what we own.
· Character classes such as mage, warrior, rogue, etc. are too defining of the character in play, which serves to affirm the notion that we are something definable and static, that our individuality is dependant on something.
· There is no possibility of the horde and alliance resolving their conflict—they cannot even speak to one another. This aspect of the game would need to be altered; it illustrates and affirms our tendency to hate rather than understand.
· Bosses are invariably evil or possessed by evil, which is ludicrously implausible. While destruction is certainly a necessary counterpart to creation, it is telling that the only solutions you find in the game are based in destruction.
· The gameplay is ultimately repetitive and formulaic, making the game an unthoughtful exercise. Basic puzzles are presented, and strategies are implemented, but most players need not participate in these challenges, and usually do not, due to the ease of simply looking up the solutions or following commands.
There are undoubtedly more aspects of the game in need of alteration, though this list should suffice to underline some of the virtues of a glass bead game. Interestingly enough, these virtues are distinctly analogous to the virtues applied to, and developed in, the process of meditation.
In light of this point, it is not surprising that Hermann Hesse, the writer of the “Glass Bead Game”, was heavily influenced by eastern culture and philosophy. Vipassana meditation is particularly analogous to Hesse’s bead game. The object of Vipassana meditation is to see the world as it truly is, that is to achieve liberation or enlightenment. This process involves finding the connections between things in one’s world, and eventually realizing that everything is one and the same. This is the primary essence of the game, finding connections and patterns. In meditation this takes a lifetime or more. In a game this might mean an analogy of the process, or an introductory lesson in the process—ideally both.
There are a few aspects in Hesse’s book that would need to be implemented in the effort to create a more accurate interpretation of the game; these are, in my estimation, the essential pieces of the game described within the book:
· Scalability: The game can be played alone, informally, and it can be played with many players, in a formal spectacle.
· Symbolic language: There is a symbolic language used in the game that translates all forms of communication—mathematics, science, choreography, language, music, etc.—into a common notation. This notation is represented with hieroglyphs, which are the game pieces.
· Forms: Games are usually constructed to have a predetermined form or path, especially in formal games.
· Moves: The basic “move” in the game is the association of something to another. There are certain rules that distinguish a good move from a bad move.
These would be the core parameters of a faithful interpretation of Hesse’s game, which I intend to follow. However, these parameters leave a lot of room for variation, which has led me to the partial creation of quite a number of versions.
One such version, which is the front-runner in my lot, is one whose interface would have a synesthetic connection to the processes of the game itself, an interface of pattern and music manipulation. In this way, there would be a direct aesthetic response of the interface itself, to “good” or “bad” moves. In other words, players would determine the definition of a good or bad move by their subjective and respective responses. This interface highlights the core theme of finding connections between different things—in this case, visual patterns relate to music. Ideally, there would eventually end up being more interfaces, ones that interpret the moves as mathematics, or physics, or poetry. These interpolations may be out of the scope of this phase of the project however, and as visual and auditory stimulants are what humans respond to with the most acuity—not to mention that these to elements were the first to enter the Glass Bead Game according to Hesse’s account of its history—it only makes sense to start with them.
This limitation touches on one very central aspect of the game, which is impossible to create within any sort of time constraint, and that is the symbolic language. A truly encompassing, universal, and understandable symbolic system would be a lifelong endeavor with a high chance for failure. In the book, the game created this language on its own accord, so that is the direction this game should take.
In the spirit of creating a new, all encompassing language, my version of the game would accommodate the induction of new game pieces, new ideas or hieroglyphs, which would allow the game to become as complex or as simple as desired. The “Form” of the game could be simply the game pieces, or ideas, allowed in a respective game. Initially, the set of ideas available would be so simple as to be absurd. The ability to expand and elaborate on these initial ideas will be essential.
When I’ll have it done
Assuming all goes swimmingly, I’ll have this bad-boy done by...when are these due? Whenever these projects are due, that’s when this project will be “done.” But until then, here is a timeline that will give a sense of when certain parts of this project should be complete:
· 11/22/07: The concept should be sufficiently fleshed out to begin working on prototypes
· 12/01/07: If any parts of the concept are outside of my personal expertise, then I should have established collaborators to work with on those bits that are out of my range. This may include programmers, or proclaimed experts in design.
· 12/20/07: By this time, a prototype of the game should be completed to begin testing.
· 12/20/07-01/14/08: During this period, prototype testing should be complete and feedback given.
· 02/21/08: Beta version of game should be complete.
· 02/21/08-03/17/08: During this period, beta testing should be complete and feedback given.
· 04/01/08: Public launch
· 04/01/08-05/05/08: Promotion and advertisement of game
· 05/09/08: Evaluate level of success
Potential Collaborators
So far I have one programmer on board with this project. Should the need arise for other tasks that are outside my range, or should I become incapacitated by mind-numbing depression during the course of this project, I have several potential helpers who exceed my own creative and technical capacities.
Expenses
Until the concept of the game is more fully fleshed out, this budget should be considered, at best, dubious in its accuracy.
Hardware
Computer: | $2,300.00|[covered]
Game board: |$10.00|
Game pieces: |$50.00|
Software
Adobe Photoshop:|$849.00|[covered]
Audio software: |$139.00|[covered]
Programming: |200hrs at $40 dollars an hour: $8,000.00|
Other Expenses
Testers: |food and false promises|
Lawsuits: |escape from coutry|
Total
$11,348 [$3288 of total is covered]