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Algorithms of Late-Capitalism Board Game: Workshop #2

Workshop #2: Creating a play world for preferable futures

Workshop Report

Summary

  1. Core mechanics related to playing against the system (resist)
  2. Core mechanics related to playing with the system (conform)
  3. Core mechanics that can either be collaborative or competitive

Activities

  • The cyborg is a queer hybridized entity
  • The sentient machine system is represented by the rules of the game (the rules are ordering algorithms)
  • The game starts with x amount of rules made by the computer — these rules change over the play of the game (E.g. “Only one player can win” can change to “everyone wins when goal is met”)
  • You can mine transboxes in specific locations
  • Variety of locations (control points) with different access criteria: Town square, drag club, places where robots hang out
  • With enough transboxes you can manipulate how the prettiness score works
  • You can change the rules of the system/game
  • Helps you navigate the system, make it easy to fit-in and go undetected
  • Since data structures are pre-defined and can’t process variables of the real world, the player can defy oppressive categories by putting up complex scenarios and break/confused the system
  • Nobody wins if somebody loses
  • Create a map to explore different pockets of the world
  • You can sell ‘surplus data’
  • Cutecoins can be used for ‘upgrades’ to up your prettiness score (Eugenics, DNA hacks, behavioral makeup, AR filters,)
  • Display consensual behaviour (as team)
  • Social engineering
  • Trend-surfing
  • Positive review trading
  • Imitate cuties
  • Mutual hyping
  • Report/reduce/destroy uglies
  • By gathering cutecoins you win the game as presented by machines
  • Prettiness gives you access to other parts of the playworld
  • Giving up autonomy means playing with the game rules — instead of your own
  • Cyborg community: it emphasizes that it is advantageous to work collaboratively (on fictional level)
  • Don’t forget: we are the system as well!
  • As part of the system — we need to change ourselves
  • No outcasts
  • Collectively the players have a super-power (by working together they can win)
  • Working together people share cards to strategize. No communication otherwise (because in this society you must be invisible to survive) — e.g. silent poker.
  • How to become better stewards of the island (relationship with the island)
  • Someone needs to infiltrate the system to figure out dominant values, power structures so that the team can dismantle the system
  • As a team you must build trust
  • If there is a lot of social trust in the game, a player will win individually if they ultimately betray all other players
  • Working within the institution vs from outside
  • If we collaborate our points increase
  • If we collaborate we get more agency & say in the community decisions
  • How do we disrupt the ruling order
  • Can the system ‘unlearn’
  • How do we balance chaos and order to beat the system
  • Add randomness: a dice
  • Everyone has their own goal (you can help others in fulfilling their goal) because only when everyone has a goal achieved can you win
  • A game without an end (the end is the beginning)
  • The game stops when you decide as a group it stops (opt out)
  • An ever evolving game where players add to the roles
  • Is there a map?
  • How does this game inspire decision making in our daily lives
  • Non-participation as protest

Outcome: Breaking the Rules to Subvert the Machine’ System

Rebel by collaborating

Conform by competing

Relay

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