Location 37:

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.




Location 76:

Otherwise, infinite and finite play stand in the sharpest possible contrast. 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. There are no spatial or numerical boundaries to an infinite game. No world is marked with the barriers of infinite play, and there is no question of eligibility since anyone who wishes may play an infinite game. While finite games are externally defined, infinite games are internally defined. The time of an infinite game is not world time, but time created within the play itself. Since each play of an infinite game eliminates boundaries, it opens to players a new horizon of time. For this reason it is impossible to say how long an infinite game has been played, or even can be played, since duration can be measured only externally to that which endures. It is also impossible to say in which world an infinite game is played, though there can be any number of worlds within an infinite game.




Location 98:

Rules are not valid because the Senate passed them, or because heroes once played by them, or because God pronounced them through Moses or Muhammad. They are valid only if and when players freely play by them. 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.




Location 138:

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. From the outset of finite play each part or position must be taken up with a certain seriousness; players must see themselves as teacher, as light-heavyweight, as mother. In the proper exercise of such roles we positively believe we are the persons those roles portray. Even more: we make those roles believable to others. It is in the nature of acting, Shaw said, that we are not to see this woman as Ophelia, but Ophelia as this woman.




Location 153:

So it is with all roles. 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 whether we are ever willing to drop the veil and openly acknowledge, if only to ourselves, that we have freely chosen to face the world through a mask.




Location 163:

What makes this an issue is not the morality of masking ourselves. It is rather that self-veiling is a contradictory act—a free suspension of our freedom. I cannot forget that I have forgotten. I may have used the veil so successfully that I have made my performance believable to myself. I may have convinced myself I am Ophelia. But credibility will never suffice to undo the contradictoriness of self-veiling. “To believe is to know you believe, and to know you believe is not to believe” (Sartre). If no amount of veiling can conceal the veiling itself, the issue is how far we will go in our seriousness at self-veiling, and how far we will go to have others act in complicity with us.




Location 168:

Since finite games can be played within an infinite game, infinite players do not eschew the performed roles of finite play. On the contrary, they enter into finite games with all the appropriate energy and self-veiling, but they do so without the seriousness of finite players. They embrace the abstractness of finite games as abstractness, and therefore take them up not seriously, but playfully. (The term “abstract” is used here according to Hegel’s familiar definition of it as the substitution of a part of the whole for the whole, the whole being “concrete.”) They freely use masks in their social engagements, but not without acknowledging to themselves and others that they are masked. For that reason they regard each participant in finite play as that person playing and not as a role played by someone.




Location 179:

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.




Location 185:

By relating to others as they move out of their own freedom and not out of the abstract requirements of a role, infinite players are concrete persons engaged with concrete persons. For that reason an infinite game cannot be abstracted, for it is not a part of the whole presenting itself as the whole, but the whole that knows it is the whole. We cannot say a person played this infinite game or that, as though the rules are independent of the concrete circumstances of play. It can be said only that these persons played with each other and in such a way that what they began cannot be finished.




Location 190:

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 role of mother.




Location 200:

Finite play is dramatic, but only provisionally dramatic. As soon as it is concluded we are able to look backward and see how the sequence of moves, though made freely by the competitors, could have resulted only in this outcome. We can see how every move fit into a sequence that made it inevitable that this player would win. The fact that a finite game is provisionally dramatic means that it is the intention of each player to eliminate its drama by making a preferred end inevitable. It is the desire of all finite players to be Master Players, to be so perfectly skilled in their play that nothing can surprise them, so perfectly trained that every move in the game is foreseen at the beginning. 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.




Location 207:

Surprise is a crucial element in most finite games. If we are not prepared to meet each of the possible moves of an opponent, our chances of losing are most certainly increased.




Location 211:

A finite player is trained not only to anticipate every future possibility, but to control the future, to prevent it from altering the past. This is the finite player in the mode of seriousness with its dread of unpredictable consequence. 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.




Location 217:

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.




Location 220:

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 surprise is to be educated. Education discovers an increasing richness in the past, because it sees what is unfinished there. Training regards the past as finished and the future as to be finished. Education leads toward a continuing self-discovery; training leads toward a final self-definition. Training repeats a completed past in the future. Education continues an unfinished past into the future.




Location 239:

It is a principal function of society to validate titles and to assure their perpetual recognition.




Location 242:

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. Properly speaking, life and death as such are rarely the stakes of a finite game. What one wins is a title; and when the loser of a finite game is declared dead to further play, it is equivalent to declaring that person utterly without title—a person to whom no attention whatsoever need be given.




Location 249:

Death in life is a mode of existence in which one has ceased all play; there is no further striving for titles. All competitive engagement with others has been abandoned. For some, though not for all, death in life is a misfortune, the resigned acceptance of a loser’s status, a refusal to hold any title up for recognition. For others, however, death in life can be regarded as an achievement, the result of a spiritual discipline, say, intended to extinguish all traces of struggle with the world, a liberation from the need for any title whatsoever. “Die before ye die,” declare the Sufi mystics.




Location 254:

Life in death concerns those who are titled and whose titles, since they are timeless, may not be extinguished by death. Immortality, in this case, is not a reward but the condition necessary to the possession of rewards. Victors live forever not because their souls are unaffected by death but because their titles must not be forgotten.




Location 262:

Soldiers who die fighting the enemy, however, receive the nation’s highest reward: They are declared unforgettable. Even unknown soldiers are memorialized




Location 270:

Perhaps a more common example of such life-or-death forms of bondage is found in those persons who resort to expensive medical strategies to be cured of life-threatening illness. They, too, seem to be giving life away in order to win it back. So also are those who observe special diets or patterns of life designed to prolong their youth and to postpone aging and death indefinitely; they hate their life in this world now in order that they may have it later. And just as with slaves, the life they receive is given to them by others: doctors, yogis, or their anonymous admirers.




Location 283:

Death, for finite players, is abstract, not concrete. It is not the whole person, but only an abstracted fragment of the whole, that dies in life or lives in death. So also is life abstract for finite players. It is not the whole person who lives. If life is a means to life, we must abstract ourselves, but only for the sake of winning an abstraction.




Location 291:

More often what one intends to preserve is a public personage, a permanently veiled selfhood. Immortality is the state of forgetting that we have forgotten—that is, overlooking the fact that we freely decided to enter into finite play, a decision in itself playful and not serious. Immortality is therefore the supreme example of the contradictoriness of finite play: It is a life one cannot live.




Location 296:

The death of an infinite player is dramatic. It does not mean that the game comes to an end with death; on the contrary, infinite players offer their death as a way of continuing the play. For that reason they do not play for their own life; they live for their own play. But since that play is always with others, it is evident that infinite players both live and die for the continuing life of others.




Location 299:

In infinite play one chooses to be mortal inasmuch as one always plays dramatically, that is, toward the open, toward the horizon, toward surprise, where nothing can be scripted. It is a kind of play that requires complete vulnerability. To the degree that one is protected against the future, one has established a boundary and no longer plays with but against others.




Location 305:

The finite play for life is serious; the infinite play of life is joyous. Infinite play resounds throughout with a kind of laughter. It is not a laughter at others who have come to an unexpected end, having thought they were going somewhere else. It is laughter with others with whom we have discovered that the end we thought we were coming to has unexpectedly opened. We laugh not at what has surprisingly come to be impossible for others, but over what has surprisingly come to be possible with others.




Location 310:

Because it is the purpose of infinite players to continue the play, they do not play for themselves. The contradiction of finite play is that the players desire to bring play to an end for themselves. The paradox of infinite play is that the players desire to continue the play in others. The paradox is precisely that they play only when others go on with the game. Infinite players play best when they become least necessary to the continuation of play. It is for this reason they play as mortals. The joyfulness of infinite play, its laughter, lies in learning to start something we cannot finish.




Location 318:

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. Whenever we address each other by name we ignore all scripts, and open the possibility that our relationship will become deeply reciprocal. That I cannot now predict your future is exactly what makes mine unpredictable. Our futures enter into each other. What is your future, and mine, becomes ours. We prepare each other for surprise.




Location 339:

The exercise of power always presupposes resistance. Power is never evident until two or more elements are in opposition. Whichever element can move another is the more powerful. If no one else ever strove to be a Boddhisattva or the Baton Twirling Champion of the State of Indiana, those titles would be powerless—no one would defer to them.




Location 345:

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 take the victory.




Location 352:

Inasmuch as power is determined by the outcome of a game, one does not win by being powerful; one wins to be powerful. If one has sufficient power to win before the game has begun, what follows is not a game at all.




Location 355:

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.




Location 371:

Power is a feature only of finite games. It is not dramatic but theatrical. How then do infinite players contend with power? Infinite play is always dramatic; its outcome is endlessly open.




Location 376:

We need a term that will stand in contrast to “power” as it acquires its meaning in finite play. Let us say that where the finite player plays to be powerful the infinite player plays with strength. 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. Anyone can be strong. Strength is paradoxical. I am not strong because I can force others to do what I wish as a result of my play with them, but because I can allow them to do what they wish in the course of my play with them.




Location 387:

Evil is the termination of infinite play. It is infinite play coming to an end in unheard silence. Unheard silence does not necessarily mean the death of the player. Unheard silence is not the loss of the player’s voice, but the loss of listeners for that voice. It is an evil when the drama of a life does not continue in others for reason of their deafness or ignorance. There are silences that can be heard, even from the dead and from the severely oppressed. Much is recoverable from an apparently forgotten past. Sensitive and faithful historians can learn much of what has been lost, and much therefore that can be continued. There are silences, however, that will never and can never be heard. There is much evil that remains beyond redemption. When Europeans first landed on the North American continent the native population spoke as many as ten thousand distinct languages, each with its own poetry and treasury of histories and myths, its own ways of living in harmony with the spontaneities of the natural environment. All but a very few of those tongues have been silenced, their cultures forever lost to those of us who stand ignorantly in their place. Evil is not the termination of a finite game. Finite players, even those who play for their own lives, know the stakes of the games they freely choose to play. Evil is…




Location 402:

Evil is never intended as evil. Indeed, the contradiction inherent in all evil is that it originates in the desire to eliminate evil. “The only good Indian is a dead Indian.” Evil arises in the honored belief that history can be tidied up, brought to a sensible conclusion. It is evil to act as though the past is bringing us to a specifiable end. It is evil to assume that the past will make sense only if we bring it to an issue we have clearly in view. It is evil for a nation to believe it is “the last, best hope on earth.” It is evil to think history is to end with a return to Zion, or with the classless society, or with the Islamicization of all living infidels. Your history does not belong to me. We live with each other in a common history. Infinite players understand the inescapable likelihood of evil. They therefore do not attempt to eliminate evil in others, for to do so is the very impulse of evil itself, and therefore a contradiction. They only…




Location 423:

It is this essential fluidity of our humanness that is irreconcilable with the seriousness of finite play. It is, therefore, this fluidity that presents us with an unavoidable challenge: how to contain the serious within the truly playful; that is, how to keep all our finite games in infinite play. This challenge is commonly misunderstood as the need to find room for playfulness within finite games. This is what was referred to above as playing at, or perhaps playing around, a kind of play that has no consequence. This is the sort of playfulness implied in the ordinary sense of such terms as entertainment, amusement, diversion, comic relief, recreation, relaxation. Inevitably, however, seriousness will creep back into this kind of play.




Location 442:

To be political in the mode of infinite play is by no means to disregard the appalling conditions under which many human beings live, the elimination of which is the professed end of much politics. 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 to war until it has found another that can agree to the terms of the conflict.




Location 450:

Once under way, warfare and acts of heroism have all the appearance of necessity, but that appearance is but a veil over the often complicated maneuvers by which the antagonists have arranged their conflict with each other.




Location 453:

The United States did not, for example, lose its war in Southeast Asia so much as lose its audience for a war. No doubt much of the disillusion and bitterness of its warriors comes from the missing final scene—the hero’s homecoming to parades or ceremonial burial—an anticipated scene that carries many into battle.