The sea stretches endless and unknowable beneath a starlit sky. You grip the helm of your weathered ship, its sails creaking like ancient bones, as the ocean murmurs secrets only the brave dare translate. Your crew sleeps below deck—dreamers and warriors bound by myth and salt. Somewhere beyond the horizon lies a forgotten isle, rumored to shift with the tides of the moon, veiled in illusions and old gods’ laughter. One path winds through bramble and fog, promising danger and forgotten knowledge; the other glows faintly with angelic scenery, a shortcut, perhaps, or a trap. You pause - not just as a captain navigating the seas, but as a player, a soul confronting a choice. The weight of your decision hangs in the air, thick with possibility. You are not just steering a ship; you are steering the game itself. it becomes a vassel for your decision-making, attention, memory, and intention. It is, in the language of Frank Lantz, an aesthetic form of instrumental reason, a system that invites you to feel the weight of choice, the rhythm of systems and its logic, and the haunting beauty of meaning made not by story, but by play.
Lantz's central thesis situates games not as distractions, nor solely as rule-bound systems, but as the aesthetic form of "thinking and doing." He writes, "Games are the aesthetic form of systems" and further elaborates, "What looking is to painting, listening is to music, and language is to literature—thinking and doing are for games" (Lantz, Ch. 1). In this framework, a game is not a static artifact, but a living experience that materializes through participation. Like a mandala, its beauty is ephemeral and emergent. The player, then, is not a mere consumer, but a performer, a co-creator, entering a sacred dialogue with structure, chance, and choice. This lens elevates games to the realm of art not through their themes, but through their capacity to aestheticize cognition itself.
layered way of playing that bridges action with mindfulness. Drawing inspiration from Pauline Oliveros' "deep listening," Lantz asks, "What is happening to us when we play?" and offers answers steeped in introspection: comfort, ego, companionship, curiosity, empathy, and ritual (Lantz, Ch. 1). This is not about escapism. It is about being more present than in ordinary life. When we play, especially reflectively, we enter the aesthetic domain where our actions become meaningful, not because they are productive, but because they are felt. The game becomes a meditation on how we think, how we choose, and who we become in the act of choosing. As Lantz writes, games are "software systems for their own sake... in pursuit of beauty and meaning, in conversation with each other and the world" (Lantz, Ch. 1).
In the introduction, Lantz describes Serpentes, a procedurally generated Snake variant, to reveal how games allow us to witness and rewire our own minds. Each fruit in Serpentes changes its effects with every play, forcing players into a cognitive dance of unlearning and relearning. He writes, "This is a game in which forgetting is a key skill" (Lantz, Introduction). In this sense, the game is a tool of introspection. It disrupts semiotic certainty and invites us to see how our mind assembles meaning under pressure. This is not just play—it is transformation. Lantz likens it to homebrew neuroscience, illuminating the "boiler room" of our consciousness. In spiritual terms, it is akin to breaking habitual samskaras—mental grooves—in order to experience the freshness of being. The beauty of Serpentes is not its polish, but its invitation to watch your mind unfold, unravel, and reorient itself.
Through Lantz's lens, games are no longer trivial, but sacred. They are not escapes from reality but re-entries into it, heightened and reconfigured. When we play deeply, we do not run from the world; we rehearse how to live within it—with skill, grace, and awareness. We practice being. We ritualize becoming. We participate in systems not just to master them, but to reflect on what mastery, struggle, and surrender mean. This school of thought does not merely ask what games are. It asks, instead, who we are when we play them—and how we might become more beautiful through the act.
Exercises
1. [🟢 Easy] Define Instrumental Reason in Games
In your own words, what does Frank Lantz mean when he says that games are the aesthetic form of instrumental reason? How does this differ from thinking of games as just entertainment or storytelling devices?
2. [🟢 Easy] Recall a Moment of Deep Play
Think of a recent game moment where you felt deeply immersed—not because of the graphics or the plot, but because of how the game made you think or act. What choices were you navigating? How did it make you feel?
3. [🔵 Medium] Analyze a Mechanic Critically
Pick a specific mechanic from a game you love (e.g., sailing, spellcasting, building, bartering). Describe how that mechanic becomes more than function—it becomes a form of mindfulness, ritual, or introspection through repeated engagement.
5. [🔴 Hard] Design a Choice
Design a small game scenario with two paths. Don’t make one the "correct" choice—make both paths offer different types of learning, beauty, or struggle. How does the system itself make that choice meaningful?
7. [🔴 Hard] Play a System Like a Prayer
Choose a game system (e.g., inventory management, city-building, combat timing, or map exploration) and approach it as if it were a ritual. Slow down. Pay attention to every input, every feedback loop. What emerges when you treat the system as sacred? Reflect on how your relationship to the game changes when you play not to win, but to feel, understand, and willingly participate
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