Six Pillars of the Glass Bead Game
Here are six characteristics of the fictional GlassBeadGame that any self-respecting GlassBeadGame PlayableVariant ought to emulate:
- Analogy -- Relating ideas by likeness. "A is to B as C is to D." [WikiPedia?/Analogy (Wikipedia:Analogy)]
- Connection? -- Connecting ideas, one to another.
- Contemplation? -- Contemplating ideas and their relationships with other ideas.
- Formalism? -- A formal, quasi-mathematical GameLanguage?. Rules of the game, constraints on play.
- Iconicity? -- Compression of big ideas into glyphs or graphic symbols.
- Objectivation? -- How well it can be shown that the symbols of the game are rooted in world culture and not invented on the spur of the moment. Syncretism.
I'm not sure what you meant by "analogy," and put my guesses about what is meant by the other four. Please correct. :)
-- LionKimbro [[DateTime?(2004-06-21T18:19:02Z)]]
I've tried to explain Analogy, and have added a new pillar, Objectivation.
-- Ron_Hale-Evans? [[DateTime?(2004-10-13T04:27:27Z)]]
I'd connect the idea of "Objectivation" with "Syncretism," which I believe means working to find expression of the same idea in multiple places.
-- LionKimbro [[DateTime?(2004-11-06T18:42:27Z)]]
I like the core phrases you list on the GlassBeadGame page, beginning "in short, the basic ideas are..."
I suggest reversing the order of the first two, as Connection seems to be the first vital tool of the GBG and WikiAsGBG?. I also don't care for the word Objectivation, but feel that a particular nuance of Syncretism encapsulates it better. I suggest a non-academic etymology for SymbolicSyncretism?, mixing the Greek root syn- and the Latin crescere; the latter evoking "concrete" in place of Objectivation, and also the fact that cultures "grow" by (typically slow) accretion, ad-crescere.
I used this version in my own wiki http://remuse.net/gbg
- Connection? -- connect ideas (link, list, categorize)
- Analogy -- relate ideas by likeness
- Contemplation? -- contemplate ideas and their relationships
- Formalism? -- rules of play and constraints; a formal, quasi-mathematical game language
- Iconicity? -- compress ideas in glyphs; symbols; art
- Syncretism? -- depth, permanance (How well it can be shown that the symbols of the game are rooted in world culture, concrete reality or social accretions; not contrived ad hoc.)
- Furthermore, it should grow along with and complement the everyday unrepresented world.
What are your thoughts, and is it okay to excerpt this version on my wiki and my C2 edits?
-- ReMused? 2014 Feb 16/17