{"id":4,"date":"2017-07-16T22:00:51","date_gmt":"2017-07-16T22:00:51","guid":{"rendered":"https:\/\/www.bod-library.xyz\/?page_id=4"},"modified":"2023-08-07T16:16:24","modified_gmt":"2023-08-07T22:16:24","slug":"about-bod-library-xyz","status":"publish","type":"page","link":"https:\/\/www.bod-library.xyz\/?page_id=4","title":{"rendered":"No Exit"},"content":{"rendered":"<p>No NO EXIT.<\/p>\n<p>Among game-development projects not carried to completion, mentioned in passing:<\/p>\n<p><em>Peace &amp; Prosperity,<\/em>\u00a0based on factors that contribute to (&amp;\/or detract from) synergistic economic-political-&amp;-cultural effects, players lead societies into better &amp; worse futures&#8230;.<\/p>\n<p><em>Presidential Pathways,\u00a0<\/em>in which candidates &#8220;roll up,&#8221; &#8220;round up&#8221; (earn) &amp; <em>choose<\/em>\u00a0characteristics &amp; strategic advantages\u00a0in competition for an electoral college credits!<\/p>\n<p><em>Exit No Exit, <\/em>a game of\u00a0<em>no&#8217;s &amp; exits,\u00a0<\/em>in which players find exits for their noses &amp; deploy <em>no&#8217;s\u00a0<\/em>to\u00a0block opposing noses, &amp;\/or <em>no-no&#8217;s\u00a0<\/em>to counter\u00a0<em>no&#8217;s<\/em>&#8230;.<\/p>\n<p>[Ancient Order of the Exit members, like non-members of the almost as venerable Order of No Exit, trace their lineage back to long before entrances &amp; exits were routinely video-looped by surveillance cameras.\u00a0In the\u00a0<em>EXIT NO EXIT game, <\/em>players may move tokens about to collect\u00a0<em>Exit<\/em>\u00a0<em>&amp;\u00a0No Exit<\/em> signs, put chits in EXITs &amp;\/or block other&#8217;s chits making NO EXITs&#8230;.\u00a0Throw in a few\u00a0<em>worm holes &amp; warm holes, snap traps &amp; doors in the floor&#8230;Zero Points &amp; Point Zeros&#8230;.<\/em>]<\/p>\n<p><em>Thinking Like a Mountain&#8230;<\/em>discussed elsewhere on this site, and in the library&#8217;s\u00a0<em>Eco-Wing,\u00a0<\/em>based on Aldo Leopold&#8217;s insights, intended to shift player-perspective on biotic flow\u00a0in natural systems, from entity focus to dynamic exchange. Players &#8220;occupy&#8221; various potentially inter-dependent forms: wolf, deer, forest, weather, &amp; &#8220;the mountain&#8221; (i.e., system as a whole), as feeding takes place clockwise from player-place to player-place in a circle. Each position starts with one or more <em>bions,\u00a0<\/em>small rocks or beads representing the organic energy fueling life-form at that level, starting with 1 wolf-unit, 2 deer-units, 3 forest units, 4 weather units &amp; 5 mountain-units. The wolf must eat 1 of the deer-units to survive, leaving the wolf with 2, deer with only 1. but returned to 2 when the deer eats a forest unit, which in turn is left with 2 until it replenishes from weather (sun, rain, soil &amp; time), needing 2 units to get fully back, leaving the weather with 2&#8230; when the action reaches &#8220;the mountain,&#8221; which is invested with a unique ability &amp; thus responsibility requiring <em>judgment. <\/em>This ability is to <em>give &amp;\/or take bions, life-units.\u00a0<\/em><\/p>\n<p>Two ways of playing <em>Thinking Like a Mountain <\/em>have been\u00a0tried so far, though neither fully. One way is for the four players in the other biotic positions to play the role of &#8220;the mountain&#8221; together, collectively choosing units to give &amp; units to take, the explicit aim being to keep the system as a whole flowing (i.e., &amp; in balance). A group can play entirely for the hands-on feel of the &#8220;annual flow&#8221; around the circle (which can be quite dramatic &amp; affect the feeling for ecosystems going forward), or <em>KEEP SCORE<\/em>\u00a0by\u00a0adding a point for each cycle successfully completed without disrupting the <em>bionic\u00a0<\/em>flow. One may have an aim (say, 25 years) within a specific time limit, making speed of flow part of the equation.<\/p>\n<p>A second format invests all the choosing power in a single 5th player, though the group as a whole helps keep score. After either meeting a goal or breaking down, the players all shift one position with respect to the roles, and the process is repeated, so player choices may potentially illustrate more &amp; less successful bionic management&#8230;.<\/p>\n<p>ROUGH DRAFT&#8211;NOTES TOWARDS A &#8220;<em>NATURE-CONNECT&#8221; GAME???<\/em><\/p>\n<p>Partly COPIED from b.net&#8217;s private Nature-Connect page:<\/p>\n<p><b><i>Interplay 2&#8211;Nature Connecting Games<\/i><\/b><\/p>\n<p><b>Introduction to 2 categories&#8211;<\/b><\/p>\n<p><b>a. games <i>in<\/i> nature;<span class=\"Apple-converted-space\">\u00a0<\/span><\/b><\/p>\n<p><b>b. games <i>of<\/i> or <i>about <\/i>nature played elsewhere.<\/b><\/p>\n<p>1. For our purposes, there are two kinds of Nature Connecting games (with overlap). One\u00a0uses game-play to enhance observation, exploration and discovery <i>in<\/i> &amp; <i>of <\/i>nature. The other\u00a0<i>represents <\/i>ecological themes, concepts &amp;\/or dynamics for play outside the natural setting.\u00a0Like photographs, poems, articles, paintings &amp; place-inspired music, games can draw\u00a0content &amp; inspiration\u00a0from an original source, then extend the connection beyond the original setting&#8230;.<\/p>\n<p>[<i>Interplay 2-Nature Connecting Games <\/i>may have more of the\u00a0overview (1st draft).]<\/p>\n<p>2.\u00a0<b><i>A few nature-relating game themes<\/i><\/b>\u00a0 we have in early stages of prototype design include:\u00a0# <i>Thinking Like a Mountain;\u00a0#\u00a0Refuge Network;\u00a0# Game Management;\u00a0# Enchanted Flyway; &amp;\u00a0#\u00a0Worlds In Common<\/i>.<\/p>\n<p>The first\u00a0begins with an experiment (outlined below). The rest are ideas available for collaborative development. If you might be interested in working on any, let us know which &amp; a little about yourself &amp; your interest(s). We&#8217;ll send you what we have so far, with suggestions for follow-up. Contact us c\/o bodlibrary2020@gmail.com.<\/p>\n<p><i>Thinking Like a Mountain Game Experiment<\/i><\/p>\n<p>The following\u00a0simple\u00a0experiment has\u00a0been carried out\u00a0so far with groups of 4 &amp; 5 people,\u00a0then 1 &amp; 2, more or less working together. No matter how many people are used to &#8220;play them,&#8221; there are <b><i>5 positions<\/i> <\/b>or <i>life-forms<\/i> arranged\u00a0in a circle.\u00a0To start,\u00a015 stones are distributed among the <i>positions <\/i>or <i>forms <\/i>as follows: 1 to the first position (representing one wolf); 2 to the second (representing 10 deer each); 3 to the third (representing\u00a0100 trees per stone); 4 to the fourth (1000 units of &#8220;weather&#8221; each); &amp; 5 to the\u00a0fifth position (representing the <i>mountain <\/i>as a whole).<\/p>\n<p>The game action is based on the premise that\u00a0each form needs to feed, taking nourishment from other forms in an amount equivalent to its own requirement. This is\u00a0represented by\u00a0each stone needing to take\u00a0a stone, starting with the one wolf &#8220;eating&#8221; one deer,\u00a0taking one stone from position 2 into position 1, making what are now two wolves. This leaves one deer-stone which\u00a0takes one forest-stone, putting deer back to two.\u00a0Two forest-stones then\u00a0take two weather-stones, leaving two, which replenish their number by taking two of the mountain&#8217;s original five, leaving three.\u00a0If at any time, a life-form stone has no stone to feed on, that stone &#8220;dies off,&#8221; returning to the mountain.\u00a0If at any time, a position\u00a0is empty, the play simply moves on to the next position.<\/p>\n<p>All of the actions in the first four positions are meant to take place\u00a0more or less automatically,\u00a0proceeding as fast as the player(s) can comfortably manage. Only when play comes to the mountain is there a change. Whether the mountain is played\u00a0by a single player or cooperatively\u00a0by all\u00a0players\u00a0at that time, the <i>mountain<\/i>\u00a0<i>chooses&#8211;on behalf of the system as a<\/i>whole&#8211;whether to give or take a wolf-stone.<\/p>\n<p>The mountain&#8217;s\u00a0first challenge (or the group&#8217;s as a whole) is simply to maintain a connected system, with dynamic flow through its\u00a0forms. The second is to keep\u00a0the flow going as quickly &amp; smoothly as possible, say a half dozen times around the circle in <i>x<\/i> minutes&#8230;.<\/p>\n<p><i>The group may experiment, re-set its own rules, explore how easy it is to maintain a system in balance, &amp;\/or how easy to disrupt,<\/i> simply by over- or under-supplying wolves.\u00a0 When we have tried\u00a0the basic experiment so far, we haven&#8217;t tried to set specific goals or put it\u00a0into a game form. The interesting result has been <i>affective<\/i>, rooted in the <i>feeling of the life-energy flow<\/i>,\u00a0as attention shifts\u00a0from players identifying with\u00a0their life-forms\u00a0to the life that flows through the system as a whole, part of yet apart from the entities.<\/p>\n<p><i>Follow ups: <\/i>1. Make a\u00a0GameBlox version of the simple, five-part cycle. 2. Add more &#8220;mountain-circles&#8221; with\u00a0some possibilities for cross-over &amp;\/or other interactions, so empty niches may be filled,\u00a0resources be exchanged,\u00a0&amp; effects spread. 3.\u00a0Make\u00a0more layers &amp;\/or sub-loops to\u00a0put more knots\u00a0into the connective weave. 4. Explore\u00a0ways to represent the multi-layered connections on screen, on board, &amp; for live groups.\u00a05. Refine the figures of how many units each stone stands for within each life-form, according to real-world data on the food chains. 6. Make\u00a0the circle a network, adding\u00a0many more species, so some feeders\u00a0may draw their appropriate stone-energy equivalents from more than one\u00a0form in a\u00a0turn. Each player-species, then, might exercise some choice in trying to maintain sustainable food sources, taking care to avoid those endangered&#8230;.<\/p>\n<p>Comments and suggestions are invited, along with related experiments and ideas on how to turn &#8220;Thinking Like a Mountain&#8221; into a worthwhile game!\u00a0\u00a0\u00a0\u00a0<i>\u00a0\u00a0<\/i><\/p>\n<p>[Last editedDec. 16, 2014 at 7:58 pm; re-saved 7-10-17 to see if paragraphing &amp; line skips will start to show up on web-page, as curently not translating from edit page on MacPro, tho Gus reports showing up alright in his. Re-saved 8-16-17 for same reason]<\/p>\n<p>=================================<br \/>\n=================================<\/p>\n<hr \/>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>No NO EXIT. Among game-development projects not carried to completion, mentioned in passing: Peace &amp; Prosperity,\u00a0based on factors that contribute to (&amp;\/or detract from) synergistic economic-political-&amp;-cultural effects, players lead societies into better &amp; worse futures&#8230;. Presidential Pathways,\u00a0in which candidates &#8220;roll up,&#8221; &#8220;round up&#8221; (earn) &amp; choose\u00a0characteristics &amp; strategic advantages\u00a0in competition for an electoral college credits! &hellip; <a href=\"https:\/\/www.bod-library.xyz\/?page_id=4\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;No Exit&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":6,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-4","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=\/wp\/v2\/pages\/4","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4"}],"version-history":[{"count":10,"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=\/wp\/v2\/pages\/4\/revisions"}],"predecessor-version":[{"id":250,"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=\/wp\/v2\/pages\/4\/revisions\/250"}],"wp:attachment":[{"href":"https:\/\/www.bod-library.xyz\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}