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THERE ARE at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.
It is an invariable principle of all play, finite and infinite, that whoever plays, plays freely. Whoever must play, cannot play.
Persons are selected for finite play. It is the case that we cannot play if we must play, but it is also the case that we cannot play alone. Thus, in every case, we must find an opponent, and in most cases teammates, who are willing to join in play with us.
There are many games we enter not expecting to win, but in which we nonetheless compete for the highest possible ranking.
In one respect, but only one, an infinite game is identical to a finite game: Of infinite players we can also say that if they play they play freely; if they must play, they cannot play.
Infinite players cannot say when their game began, nor do they care. They do not care for the reason that their game is not bounded by time. Indeed, the only purpose of the game is to prevent it from coming to an end, to keep everyone in play.
Finite games can be played within an infinite game, but an infinite game cannot be played within a finite game. Infinite players regard their wins and losses in whatever finite games they play as but moments in continuing play.
The rules will be different for each finite game. It is, in fact, by knowing what the rules are that we know what the game is.
The rules of a finite game are the contractual terms by which the players can agree who has won.
The agreement of the players to the applicable rules constitutes the ultimate validation of those rules.
There are no rules that require us to obey rules. If there were, there would have to be a rule for those rules, and so on.
If the rules of a finite game are unique to that game it is evident that the rules may not change in the course of play—else a different game is being played. It is on this point that we find the most critical distinction between finite and infinite play: The rules of an infinite game must change in the course of play. The rules are changed when the players of an infinite game agree that the play is imperiled by a finite outcome—that is, by the victory of some players and the defeat of others.
The rules of an infinite game are changed to prevent anyone from winning the game and to bring as many persons as possible into the play.
Finite players play within boundaries; infinite players play with boundaries.
To account for the large gap between the actual freedom of finite players to step off the field of play at any time and the experienced necessity to stay at the struggle, we can say that as finite players we somehow veil this freedom from ourselves. Some self-veiling is present in all finite games. Players must intentionally forget the inherently voluntary nature of their play, else all competitive effort will desert them.
Only freely can one step into the role of mother. Persons who assume this role, however, must suspend their freedom with a proper seriousness in order to act as the role requires. A mother’s words, actions, and feelings belong to the role and not to the person—although some persons may veil themselves so assiduously that they make their performance believable even to themselves, overlooking any distinction between a mother’s feelings and their own. The issue here is not whether self-veiling can be avoided, or even should be avoided. Indeed, no finite play is possible without it. The issue is
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“To believe is to know you believe, and to know you believe is not to believe” (Sartre).
To be playful is not to be trivial or frivolous, or to act as though nothing of consequence will happen. On the contrary, when we are playful with each other we relate as free persons, and the relationship is open to surprise; everything that happens is of consequence. It is, in fact, seriousness that closes itself to consequence, for seriousness is a dread of the unpredictable outcome of open possibility. To be serious is to press for a specified conclusion. To be playful is to allow for possibility whatever the cost to oneself.
Inasmuch as a finite game is intended for conclusion, inasmuch as its roles are scripted and performed for an audience, we shall refer to finite play as theatrical. Although script and plot do not seem to be written in advance, we are always able to look back at the path followed to victory and say of the winners that they certainly knew how to act and what to say. Inasmuch as infinite players avoid any outcome whatsoever, keeping the future open, making all scripts useless, we shall refer to infinite play as dramatic. Dramatically, one chooses to be a mother; theatrically, one takes on the
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A true Master Player plays as though the game is already in the past, according to a script whose every detail is known prior to the play itself.
The Master Player who already knows what moves are to be made has a decisive advantage over the unprepared player who does not yet know what moves will be made.
Infinite players, on the other hand, continue their play in the expectation of being surprised. If surprise is no longer possible, all play ceases.
Surprise causes finite play to end; it is the reason for infinite play to continue. Surprise in infinite play is the triumph of the future over the past.
Because finite players are trained to prevent the future from altering the past, they must hide their future moves. The unprepared opponent must be kept unprepared. Finite players must appear to be something other than what they are. Everything about their appearance must be concealing. To appear is not to appear. All the moves of a finite player must be deceptive: feints, distractions, falsifications, misdirections, mystifications.
Because infinite players prepare themselves to be surprised by the future, they play in complete openness. It is not an openness as in candor, but an openness as in vulnerability. It is not a matter of exposing one’s unchanging identity, the true self that has always been, but a way of exposing one’s ceaseless growth, the dynamic self that has yet to be. The infinite player does not expect only to be amused by surprise, but to be transformed by it, for surprise does not alter some abstract past, but one’s own personal past.
To be prepared against surprise is to be trained. To be prepared for surp...
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What one wins in a finite game is a title. A title is the acknowledgment of others that one has been the winner of a particular game. Titles are public. They are for others to notice.
A finite game must always be won with a terminal move, a final act within the boundaries of the game that establishes the winner beyond any possibility of challenge. A terminal move results, in other words, in the death of the opposing player as player. The winner kills the opponent. The loser is dead in the sense of being incapable of further play.
“Die before ye die,” declare the Sufi mystics.
What the winners of finite games achieve is not properly an afterlife but an afterworld, not continuing existence but continuing recognition of their titles.
“The information that my soul is to last forever could then be of no more personal concern to me than the news that my appendix is to be preserved eternally in a bottle” (Flew).
Death is a defeat in finite play. It is inflicted when one’s boundaries give way and one falls to an opponent. The finite player dies under the terminal move of another. Although infinite players choose mortality, they may not know when death comes, but we can always say of them that “they die at the right time” (Nietzsche). The finite play for life is serious; the infinite play of life is joyous.
The joyfulness of infinite play, its laughter, lies in learning to start something we cannot finish.
If finite players acquire titles from winning their games, we must say of infinite players that they have nothing but their names.
When a person is known by title, the attention is on a completed past, on a game already concluded, and not therefore to be played again. A title effectively takes a person out of play. When a person is known only by name, the attention of others is on an open future. We simply cannot know what to expect.
Titles are abstractions; names are always concrete.
The titled are powerful. Those around them are expected to yield, to withdraw their opposition, and to conform to their will—in the arena in which the title was won.
Power is always measured in units of comparison. In fact, it is a term of competition: How much resistance can I overcome relative to others? Power is a concept that belongs only in finite play. But power is not properly measurable until the game is completed—until the designated period of time has run out. During the course of play we cannot yet determine the power of the players, because to the degree that it is genuine play the outcome is unknown. A player who is being pushed all over the field by an apparently superior opponent may display an unsuspected burst of activity at the end and
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One can be powerful only through the possession of an acknowledged title—that is, only by the ceremonial deference of others. Power is never one’s own, and in that respect it shows the contradiction inherent in all finite play. I can be powerful only by not playing, by showing that the game is over. I can therefore have only what powers others give me. Power is bestowed by an audience after the play is complete. Power is contradictory, and theatrical.
Infinite play is always dramatic; its outcome is endlessly open. There is no way of looking back to make a definitive assessment of the power or weakness of earlier play. Infinite players look forward, not to a victory in which the past will achieve a timeless meaning, but toward ongoing play in which the past will require constant reinterpretation. Infinite players do not oppose the actions of others, but initiate actions of their own in such a way that others will respond by initiating their own.
A powerful person is one who brings the past to an outcome, settling all its unresolved issues. A strong person is one who carries the past into the future, showing that none of its issues is capable of resolution. Power is concerned with what has already happened; strength with what has yet to happen. Power is finite in amount. Strength cannot be measured, because it is an opening and not a closing act. Power refers to the freedom persons have within limits, strength to the freedom persons have with limits. Power will always be restricted to a relatively small number of selected persons.
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Evil is the termination of infinite play. It is infinite play coming to an end in unheard silence.
Your history does not belong to me. We live with each other in a common history.
We do not relate to others as the persons we are; we are who we are in relating to others.
Only that which can change can continue: this is the principle by which infinite players live.
“We must learn the fine arts of war and independence so that our children can learn architecture and engineering so that their children may learn the fine arts and painting” (John Quincy Adams).
We can imagine infinite players nodding thoughtfully at Rousseau’s famous declaration: “Man is born free, and everywhere he is in chains.” They can see that the dream of freedom is universal, that wars are fought to win it, heroes die to protect it, and songs are written to commemorate its attainment. But in the infinite player’s vision of political affairs the element of intentionality and willfulness, so easily obscured in the exigencies of public crisis, stands out in clear relief. Therefore, even warfare and heroism are seen with their self-contradictions in full display. No nation can go
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The power in a society is guaranteed and enhanced by the power of a society.
Because power is inherently patriotic, it is characteristic of finite players to seek a growth of power in a society as a way of increasing the power of a society. It is in the interest of a society therefore to encourage competition within itself, to establish the largest possible number of prizes, for the holders of prizes will be those most likely to defend the society as a whole against its competitors.
Culture, on the other hand, is an infinite game. Culture has no boundaries. Anyone can be a participant in a culture—anywhere and at any time.