for a couple of months.
02.01.02010
PANOPOLY INFINITE GAME SYSTEMS
TINKERTIMECARDS
A new, open-ended, ever-expanding/evolving card deck for trying on new ideas, brainstorming, playful experimentation, making creative use of the memes at one’s disposal – what is known as “loose parts” play.
Here are the working assumptions for this game:
•We live one life.
•Life goes on.
•Life is one.
•Time is real.
•The past is reformulated in the present every time we dig it up.
•The future has not yet happened and cannot be foreseen.
•Even so, there is great psychological and societal value in the expansion of temporal horizons, fore and aft, always a tentative and subjective enterprise.
Here are a few of the many inspirations for Tinkertimecards:
Much of my thinking of late has been inspired and influenced by the essays, discussions, podcasts, and books that I have discovered through the Long Now Foundation and edge.org (particularly the annual question).
•Crowley’s Thoth Tarot, a masterpiece of metaphysical and scientific correspondences.
•Marshall McLuhan’s Distant Early Warning deck
•John Brunner’s imagined card system for working with social and technological changes, in his proto-cyberpunk classic, Shockwave Rider.
•Brian Eno’s several editions of Oblique Strategies cards.
With the exception of Brunner’s imaginary cards, these are all closed systems and the work of particular brilliant individuals. By contrast, Tinkertimecards are an in-finite game system, open to any number of creators/players.
To get things rolling I will be the sole editor, designer and art director. If the project grows, we will gradually shift to more of a wiki model, allowing much broader participation.
Although this project will use computers and the Web, it is not a high-tech project.
I will produce and sell high-resolution, archival cards, and I will also make available lower-resolution files for free download and printing. A template will also be provided to help you in making your own cards. If successful, the deck will keep growing, branching, mutating and adapting to new circumstances and needs, becoming ten thousand different games for tinkering with ideas and time.
Step One: I will provide a list (below) of possible cards and ask for your comments, questions criticisms and suggestions for other cards to add to the list. If I make a card from your suggestion, you will receive name credit, a copy of the card and a larger print of the card.
Credit will be given where credit is due.
THE LIST
Here is a short list to start with. There are book titles and concepts that seem significant to me these days. What ideas seem most important to you? Eventually I will provide a link to reference material where appropriate.
1. The Black Swan: The Impact of the Highly Improbable
2. The Long Tail
3. The Tipping Point
4. Folk Taxonomies
5. Technological Singularity
6. World Without Humans
7. Here Comes Everybody: Bottom-up social media
8. Confirmation Bias: Evidence can be found to back any claim
9. Narrative Fallacy: to narratize is often to fictionalize
10. Skeptical Empiricism
11. Skyhooks: Invoking the supernatural when the natural answers elude us
12. The Prisoners’ Dilemma
13. Tragedy of the Commons
14. Tragedy of the Empty Suit: The expert problem
15. Flow: Full Engagement in Meaningful Activity
16. Biophilia
17. Reboot!
18. Ludic Fallacy: Reducing the real world to a casino game
19. Point of Embarkation
20. Sensitive Dependence on Initial Conditions
21. Labyrinth: Disorientation before reintegration
22. Trickster
23. Time Machine
24. Total Recall: The end of creative forgetting
25. Bot-Mediated Reality
26. Reverse Turing Test
27. Winner Scripts and Loser Scripts
28. Signal Overwhelmed by Noise
29. Wayfinders
30. Submission to Machine Culture
31. Ghost in the Machine
32. Library of Mendel: All possible genomes
33. Demon-Haunted World
34. Comedy of Survival: Picaro, rather than tragic romantic hero
35. Info-Glut
36. Deep Time
37. Cyborg Lifestyle
38. Climate Change
39. Space Migration
40. Life Extension
41. Intelligence Increase
42. Big Here and Long Now
43. Positive and Negative Feedback Systems
44. Genomics
45. Robotics
46. Information Technology
47. Nanotechnology
48. Open-Source Currency
49.
Now it is your turn. Let me know what you think, and what cards you’d like to see.
For Life, Liberty, Love and Levity.
I am the founder and curator of:
and a member of: