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Children's games are elegant simulations of basic human conflicts.
In the right hands (children's) they are tools for exploring self
and society.
For this week's case in point, I take the game of Tag.
Tag can be reduced to a very simple form:
1. Somebody's IT.
One person is singled out and assigned a goal different from everybody
else's. This makes his actions so predictable that we call him IT,
because in order to do what he's supposed to, he has to move like
a madman -- or thing.
2. IT Doesn't Want to Be IT. In fact, his goal is to make somebody
else IT.
3. If IT Tags You (All it takes is contact)....
4. You're IT (Instantaneous reversal of roles).
An even earlier form of tag is Monster. This is played by very
small children, almost as soon as they are old enough to waddle.
Somebody is Monster -- usually me (it's type-cast). That person
chases everybody else. Everybody else runs and runs until the Monster
catches
them and eats, or tickles them up. Then, everybody runs away again,
and the Monster does his thing.
This game usually ends with the exhaustion of the Monster.
As a simulation, it's fairly obvious. It describes a relationship
between a fear or an authority and its victims. It is an irreversible
relationship. It is enforced equally, by the pursued as well as
the pursuer.
By the time children begin playing tag, they have perceived that
the role of authority is reversible. It resides more in position
that in person.
The players are aware of their relationship . IT selects whom
he is going to pursue. IT is looking for a challenge. In like
manner,
the other players are looking for the right challenge to offer
IT. The game only works as long as the challenge exists. If IT
never
catches anyone, if the same person is always IT, the game is no
fun.
The game simulates a slightly more complex relationship. It is
a contest for position, even though the position is, in itself,
untenable.
If we identify IT as a position of responsibility, we can label
a social structure with which we are still familiar. Everyone wants
to be given the responsibility, if they feel they are deserving
of it. At the same time, no one really wants the responsibility,
and, once having assumed IT, they wish to confer IT on someone else.
(Another variation of the game would occur if IT wanted to keep
his position and get rid of his responsibility.)
Thus the game of tag can easily be used as a basis for a simulation
called RESPONSIBILITY. The designer would probably want to present
more cues and, naturally, a means to objectify the relationship
presented in the game.
There are many variations of tag, probably because it is such a
dominant game in our society....as it is in most.
Let's start again, with a review of the structure and its variables,
and then examples of some games which result from variations.
When you are playing tag, either somebody who is tat wants to stay
it or somebody who is it wants to become no it and when someone
gets touched, something about what he or she wants to do gets changed.
When somebody who is IT wants to stay it, then everybody else is
chasing him, because if they didn't, there'd be nothing to play
with. IT might be given the power to decide when people can try
to get him (RED LIGHT). She might even be able to tell people how
they can move (CAPTAIN, MAY I?).
When somebody who is it wants to become not it, then everybody
else is running away. It's usually called Tough Tag. IT might be
given the power to decide when the chase is going to start (WHAT'S
THE TIME MR. WOLF?). She might be able to decide whom he is going
to chase (JOHNNY, MAY I CROSS THE RIVER?, DUCK DUCK GOOSE). IT might
even be able to get people to help him (BRITISH BULLDOG).
On the other hand, IT might not have as much territory as everybody
else (CIRCLE TAG), or people might have an easy escape (FREEZE TAG),
or even substitute other players (SQUIRREL IN THE TREE). Sometimes
there are people who are neither IT or NOT IT, but who are there
just to make it harder for IT (CAT AND MOUSE). Sometimes, IT can
try to touch people with an object instead of his hand (BALL TAG).
Sometimes, IT has an object that he is trying to put somewhere (STEAL
THE BACON, FOOTBALL).
When there's us and them: Sometimes, if one of us gets tagged,
we lose the whole game (GUARD THE KING). Sometimes, when one of
us gets tagged, we join the other team (LEMONADE, CROWS 'N CRANES).
Sometimes, we and they both have the power of tagging, and if we
get tagged by the wrong guys (them) we are out of the game until
we get tagged by the right guys (PRISONER'S BASE, 5-10-RINGO).
If you don't know any of the games mentioned, you can find them
in most good children's game anthologies. My point is that it's
very useful for a simulation game designer to know the traditional
games and the relationships they model.
The above games only begin to define some of the variables that
can be played with. The result of each change is a new game, an
expression of another aspect of the tag relationship.
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