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Title: Insurrection is Not a Game
Author: CrimethInc.
Date: June 4, 2018
Language: en
Topics: games, interview, insurrection
Source: Retrieved on 17th June 2021 from https://crimethinc.com/2018/06/04/insurrection-is-not-a-game-play-resistance-and-designing-the-game-bloc-by-bloc

CrimethInc.

Insurrection is Not a Game

What is an anarchist game? Is it a game that promotes anarchist values?

A game that depicts anarchist activities? A game that subverts and

destabilizes power structures? What can gaming theory teach

anarchists—and what can anarchists teach through games? To explore these

and other questions, we conducted the following interview with TL, game

designer and artist of Bloc by Bloc: The Insurrection Game.

Why do you think creative activity is important for anarchists?

Creative resistance is one of the essential elements of a thriving

anarchist movement. Play and imagination allow for the kind of

experimentation that can reveal cracks in the systems of control.

Anarchists need to be able to imagine other worlds and other forms of

life in order to position their activities in opposition to this one.

When creativity is allowed to flourish in anarchist spaces, it’s easier

to neutralize stifling and toxic modes of social organization.

Is Bloc by Bloc just a form of entertainment? Or are there other

dimensions to the project and what you hope it will accomplish in the

world?

Bloc by Bloc is a tabletop game that simulates the urban rebellions that

we have seen in cities around the world over the past 10 or 15 years.

The goal of this project is to produce a fun and educational gaming

experience. I don’t want to pretend this is anything more than that.

That’s one of the reasons the graphics in Bloc by Bloc are playful,

reminiscent of colorful cartoons. It’s important that we don’t take the

project too seriously or overstate its political impact. That would be

misleading and disrespectful to everyone who has been out there in the

streets in real struggles that have real consequences.

But games can be powerful tools for exploring complex ideas. That’s one

of the main reasons I continue to work in this medium.

When we play games, we create stories out of the interaction between

players, game mechanics, and components. The best games craft rich and

emergent stories that change each time we play them. These stories

mirror archetypical narratives that we find throughout society. This is

why games can feel so meaningful: they create a temporary space in which

we can safely explore the stories that define our lives. This space is

referred to as “the magic circle.”

Bloc by Bloc creates a magic circle in which players can explore stories

of contemporary revolt and resistance. It’s a response and a challenge

to the ubiquitous narratives of colonization, industrialization,

statecraft, authoritarian hero-worship, and chauvinist violence that

dominate much of tabletop gaming—and digital gaming even more so. In

this way, it can be understood as an anarchist intervention in the world

of gaming.

Does Bloc by Bloc have antecedents? What were your points of reference

when you were designing it?

A group of us first started brainstorming ideas for an insurrection

board game in the summer of 2010. None of us were experienced gamers; we

had very little to draw on in terms of antecedents. Our points of

reference were the struggles and insurrections we had been following

very closely. The uprising initiated by a teachers strike in Oaxaca,

Mexico during the second half of 2006 had a major impact on these early

conversations that would eventually shape the contours of what we now

call Bloc by Bloc. The youth revolt that spread across all of Greece

following the police murder of the young anarchist Alexis Grigoropolous

in the Exarcheia neighborhood of Athens in December 2008 was another

point of inspiration. Here in Oakland, the protests and riots in

response to a white police officer killing a young Black man named Oscar

Grant in January 2009 gave us firsthand experience with some of the ways

these moments can unfold.

Based on these recent historical events, we stitched together the

general framework for the game. We knew that all the players would need

to be factions of the insurrection and that the game would somehow play

the role of the state. We also decided that the game would be a race

against time until the military or some kind of federal force intervened

to reestablish order. And finally, we came up with a list of actions

that players should be able to take: barricading, looting, occupying,

and clashing with police. This laid the foundation for the game; all of

these ideas are central to Bloc by Bloc 8 years later. Probably due to

our limited knowledge of game mechanics and theories of gaming, we

didn’t get very far in the actual game development process back in 2010.

“The Insurrection Game,” as we called it at the time, sat on the shelf

for years. It wasn’t until after another round of even larger uprisings

around the world between 2011 and 2014 in places like Cairo, Istanbul,

and Ferguson that I felt motivated to circle back to the project. I

studied some contemporary tabletop games like Settlers of Catan,

Pandemic, Forbidden Desert, and Dead of Winter, and I read up on

theories and approaches to game design.

In early 2015, we began playtesting the first working prototypes of Bloc

by Bloc. At first, the game was unplayable. But the iterative process

was in motion.

Since then, I have learned more about the history of subversive and

anti-authoritarian tabletop games out there in the world. Suffragetto is

a game from 1909 that simulates women’s suffrage protestors clashing

with police. What we now know as the game Monopoly was originally a game

called The Landlord’s Game that critiqued real estate speculation and

finance capitalism. Class Struggle, Chicago Chicago, and Mai 68 Le jeu

are a few other titles from the 1970s and ’80s that attempted to

simulate popular uprisings. A few years ago, some Italian comrades

created a game called Riot that features anarchists, autonomists,

police, and nationalists fighting each other in the streets. It’s

interesting to note that most of these games assume that one player

needs to take on the role of the police. This is something we knew from

the very start we would not be including in the framework for Bloc by

Bloc.

What are the advantages of the tabletop game format for telling these

stories, as opposed to, say, a novel, a film, a video game, an oral

history?

Creating Bloc by Bloc allowed us to explore social upheaval through the

lens of systems thinking. A game is a great way to simulate the

cybernetic forms of control exercised by institutionalized power. And it

allows players to experiment with emergent forms of cooperative strategy

to liberate themselves from these oppressive systems. There really isn’t

another medium out there that enables this sort of emergent systems

approach to telling these stories.

Another important way that tabletop games are great for telling these

stories is that they are inherently social. There’s something powerful

about exploring the dynamics that shape social insurrections through

discussion, play coordination, and conflict with others face to face

around a table.

However, this format also comes with drawbacks. A game is itself a sort

of cybernetic system made up of various positive and negative feedback

loops. The necessity of creating a stable gaming system that functions

as a fun game makes it impossible to fully simulate real world events,

which are defined by their chaotic and ever-changing nature.

Tell us about some of the specific components and dynamics of the game,

and how you crafted them to convey strategic lessons about real life.

One of the most important changes in the second edition of the game is

an improved semi-cooperative mode. In Bloc by Bloc, each player has a

secret agenda card. The majority of these cards are social agendas.

Players with social agendas are in solidarity with each other and must

work together to defeat the state and win the game cooperatively.

However, there are also vanguardist and nihilist agenda cards. Players

with these cards have to secretly undermine the social insurrection;

they are playing to win the game alone.

It’s possible to remove the vanguardist and nihilist cards and play the

game in fully cooperative mode. This is probably the best way to play

your first game; it’s how most people chose to play the first edition.

But that’s not the experience we originally set out to create with Bloc

by Bloc. A simulation of urban insurrection should include the internal

tensions that one always experiences within social movements and

uprisings. This semi-cooperative experience also creates a more dynamic

play space that allows for deeper strategy. And it prevents the

problematic behavior of alpha players who dictate what other players

should do on their turns. This tends to happen in almost all fully

cooperative games. Ironically, by introducing an element of uncertainty

and suspicion among players, you protect their individual agency.

Another mechanic in the game that people are often surprised by is how

movement works. Most games force you to move your pieces one space at a

time or to count the number of spaces you are able to move. In Bloc by

Bloc, movement is restricted by access, not distance. If there is an

open pathway using roads, highways, and metro stations, you can move

your blocs as far as you want with one action. Even the largest cities

in the world can still be crossed in a few hours as long as the

corridors of movement are open. As the game deploys police and they move

throughout the city, this access becomes increasingly restricted. This

is a reflection of how we are able to move within contemporary cities.

Zones of exclusivity and institutional power are not protected from

popular uprisings by their distance from those who have the potential to

rise up. They are protected by security forces and systems of control

that limit access and control space.

Just about every mechanic in Bloc by Bloc can be understood as the

intersection between some kind of strategic lesson and the necessity of

balancing the game to create a stable system full of emergent potential.

It’s possible to read into each of these mechanics and draw conclusions

about real world insurrections. But at some point, remember, this is

just a game! A PDF of the Bloc by Bloc 2^(nd) edition rulebook is

available online for anyone interested in taking a closer look at the

game’s mechanics.

How do your values shape how you approach game design? Is there an

ideological dimension to this project?

I try very hard to avoid taking a dogmatic approach to this work. Games

are a great way of letting people explore interconnected ideas and

systems without being overly didactic. However, I’m sure it’s apparent

to everyone that this project is grounded in political ideas.

I would say that the game development process for Bloc by Bloc was

guided by a specific ethical framework. A crucial part of that framework

is that it centers those who struggle under capitalism, white supremacy,

patriarchy, and the state as the protagonists. I refer to these

protagonists of resistance as “social antagonists.” The blocs are those

who organize themselves to rise up from below. This isn’t a game that

places the conquerors or the powerful at the center of the narrative.

Another important element of this framework is an understanding of the

importance of social insurrection. If we take a moment to reflect on the

past two decades, we see an impressive array of uprisings and rebellions

around the world. Social insurrection is a defining feature of our time.

It is a crucial form of resistance and joy in a diverse array of cities

in these first decades of the 21^(st) century. Insurrections sustain

social movements and they have reshaped the political map. But they also

bring with them the potential for severe repression and reactionary

backlash. So it’s important to not romanticize these moments of conflict

and to understand their consequences.

It’s also important not to fetishize the violence involved in these

uprisings. Destruction and popular expropriation are necessary parts of

sustained insurrection. But the success of these uprisings is not

determined by their ability to destroy or kill. Urban insurrection is

most effective when it transforms social relationships across a whole

city and repurposes urban space. We can see this most clearly when an

insurrection is an expression of everyday resistance and organizing.

This creates the social fabric from which an insurrection can draw the

power to reshape entire cities and societies.

Is this an anarchist game?

I think that’s debatable. Bloc by Bloc is a game for gamers more than it

is a game for anarchists. We’ve always wanted this project to stand on

its own as a game that people can enjoy even if they’re unfamiliar with

or uneasy about the theme. As I said before, it’s an intervention in the

world of gaming in that it challenges the usual narratives of oppression

and exploitation.

There are a few other ways that it differs from most games. We have

attempted to manufacture the game in a relatively ethical fashion here

in the US. The vast majority of games are manufactured in China to take

advantage of cheaper labor. And all of the files one needs to create DIY

printed copies of Bloc by Bloc 2^(nd) edition will be released online

for free, as we did with the first edition. But overall, Bloc by Bloc

doesn’t attempt to break out of the specific form set by the standards

of contemporary tabletop gaming.

The question of what an anarchist game could look like is very

interesting. Maybe Bloc by Bloc is a step in this direction. But a truly

anarchist game would likely take place in the everyday terrain of our

lives. It would craft a magic circle that empowers the participants to

subvert real forms of control and domination. And it would be easily

replicable, even for those with limited resources. Maybe anarchists and

other social antagonists already play games of this sort all the time

without specifically referring to them as games?

My hope is that this project can be part of a much larger creative

process that utilizes play and imagination to unleash our collective

potential to fight back and reshape the world.