A story about COVID depression, cooking excitement, and then a clam

So I’ve been sinking deeper into a pit of COVID parenting exhaustion and numbness and world nausea and work burnout. One of the signs of depression for me is losing that weird obsessive aesthetic fire that always usually drags me along through my life. Like normally there’s something – some new music or cooking project or book – that I’m simmering with interest in. But that’s been more and more distant. Without that life is a slog.

But last week I pulled out a cookbook and had a glimmer of excitement. It was a Korean cookbook that I’d tried to use and failed with before. Normally when I get into a cuisine, I can figure out the basics in a few weeks and get minimally competent and start to get some instincts. But I’d failed twice with Korean. But I decided: this time I’m going to really do it. I’m going to get better, less arcane cookbooks; I’m going to ferment all kinds of kimchee and panchan. If COVID has me trapped in the house then at least I can go all in and finally learn to cook Korean.

So I indulged my growing sense of excitement. (“Indulged,” in COVID era, means buying a few cookbooks.) I read up. I made a list. I hit the Korean grocery. And yesterday night was going to be the first attempt: I was going to make soontofu – silky tofu stew. One of my favorite dishes. And in my excitement and perhaps hubris, I decided I wasn’t going to make the easiest soontofu. I was going to make the one with clams.

Cooking at first teeters on disaster. I don’t really know the ingredients and the kids are distracting. Mistakes are made. But I compensate a bit and things are looking good, and smelling right, and OMG it suddenly smells exactly like my old favorite soontofu joint in LA, and I suddenly feel awesome and so jazzed.

And then I add the clams.

The clams are supposed to simmer for 10 minutes and open all up. I am supposed to discard the ones that don’t. After 5 minutes, one opens up. At 10 minutes, still there is only one open. The pot is full of tightly closed clams. This seems suspicious. I give it a few more minutes, and decide it’s probably safest to discard all these unopened clams, but this seems weird to me, so I pull out one of the clams and inspect it and – and here is my biggest mistake – I cautiously poke it.

The clam explodes. It falls open and inside is this whole mass of noxious queasy grey molten sludge. The goopy death-mass hangs in the clamshell for a moment and then slides off, down the shell, down my spoon, right into the pot full of stew. It is pure despair.

Most of it is sitting above the liquid on a piece of tofu. I quickly spoon it out and chuck it. I look suspiciously at the rest of the stew. How much clam-death-goop got in? Maybe it’s fine? It could be fine. I cautiously taste it. And for one brief moment, all the spice and savor of the stew make things seem alright. And then, as the spice fades, what’s left in my mouth is the single worst flavor I have ever tasted. It is decay. It is ashes. It is the nightmare tide pool. It is the saddest part of mold. And it won’t go away. I drink booze. I drink the harshest dank amaro I have. Nothing helps. I can taste it after our second improvised dinner. I can taste it in the night. I wake up the next morning and I can still taste it.

And this is when I realize that my emotional arc with Korean cooking and the clam is the exact same shape as my emotional arc with the election and coup.

A Theory of Hot Sauces, with Recommendations

OK, so one thing I’ve been doing during pandemic era is trying out hot sauces. Like a lot of hot sauces. Like a really unbearably large number of hot sauces. Like setting up hot sauce tastings where lunch is me making sad fish tacos out of my toddler’s abandoned day-old fish sticks but there are 15 different hot sauces to try with it. Like, when I got the new dream job, I was like, “I need to celebrate!” and… immediately went to an online hot sauce store and bought ten new hot sauces. This is apparently how I pandemic when I’m cut off from exploring restaurants and stuff.

I’ve also gone through stages of… Hot Sauce Theory.

STAGE 1: “Boy, these boutique/craft hot sauces are really incredible and complex and full of complicated flavor notes! Not like my old hot sauces!”

STAGE 2: “Boutique hot sauces are mostly a scam. They’re built to taste really good in the store or a tasting competition, on their own, but they totally overwhelm most food. Too much broadband complexity. A lot of the thinner, more traditional hot sauces actually work better to complement a dish without overwhelming it.”

STAGE 3: “Holy shit, overwhelmingly complex boutique-y hot sauces are great to have when half your meals are, like, Annie’s Mac and Cheeses that you’re splitting with your toddler.”

OK, here are my current favorites, after having gone through *a lot* of bottles recently. Sorted from least-spicy to most-spicy, and also vaguely by use-category.

 

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TABASCO-IMPROVED: Louisiana Gold and Slap Ya Mama

The precise vinegar-clean of Tabasco is still one of the most useful and flexible hot sauces. Louisiana Gold and Slap Ya Mama are both old-school Louisiana hot sauces that provide the same balance, but with way fuller flavor. Louisiana Gold is more exactly like Tabasco plus and I use it all the damn time. Slap Ya Mama is balanced away from the vinegar, but towards hitting you with the rich and particular flavor of fermented pepper.

 

SRIRACHA-BUT-GOOD: Yellowbird Jalapeno

It’s Sriracha, but good.

 

PERUVIAN WONDER: Chiporro Sauce Co. Rocoto Hot

This is with rocoto peppers, which I haven’t dealt with a lot. Where a lot of the habanero-school sauces have this sharp, scalpel hit, the rocoto gives is a much more broad, rich, low, umami-warming hug, but with a nice bite. I love this. This is one of the newer hot sauces that has completely captured my heart. Works with so much stuff. It doesn’t taste exactly like Tapatio, but it works in the kind of contexts Tapatio does. In the running for Best Sauce Ever.

 

CHIPOTLE-ISH: Born to Hula Ghost of Ancho
This isn’t a chipotle sauce, but it does what I wish a lot of chipotle sauces did. It’s got that low, toasty, toasty bass-note rumble. Goes with a lot of stuf

 

TROPICALIA: High River Sauces Tears of the Sun
This is one of those craft-sweet-tropical fruit sauces, with mango and papaya and some habanero. The whole category of sweet-tropical sauces doesn’t work in 90% of applications, but once in a while you find something it absolutely just lights up. This is basically a sweet sauce, with the heat providing just a bit of backbone and balance. It’s power-ketchup.

 

HABANERO: Marie Sharp’s Belizean Heat
If I could have only one hot sauce, probably the most flexible and usable is Marie Sharp’s – either the Original hot sauce, or the slightly sharper and punchier Belizean Heat. These are in the classic Carribean carrot-and-habanero style. They are at the center of what I mean by “lean, traditional sauces”. The kind you’re more likely to find in a ethnic-y grocery store, and not on some gourmet magazine’s recommendation list. The flavor is precise and narrow, instead of multilayered and complicated. It will never win any kind of hot sauce competition, or impress you in when you taste it, by itself. But it just punches up so many dishes, without interfering. It’s been around forever. And it’s cheap. (PS Marie Sharp’s has pretty much replaced Aardvark’s in my heart.)

 

FUNKY GHOST: Melinda’s Naga Jolokia
Classic hot sauce, made with bhut jolokia a.k.a. ghost pepper. A lot of ghost pepper sauces have this, like, very bro-styling, where the whole point is to exaggerate the intense knife-burn of the thing. This starts to make every sauce, and every use of the sauce, taste the same. (Kinda like the Great Hop Wars of the Mega IPA Beer era.) Anyway, Melinda’s NJ is instead about the peculiar funky vegetal flavors of the ghost peppers, fermented into extra-richness. Reminds me of certain Vietnamese fish pastes, in their funky splendor. But very hot. Also fantastic: Melinda’s Hot Sauce, which is also a slightly denser-funkier take on the carrot-habanero style.

 

KING OF THE KITCHEN SINK CRAFT: Lucky Dog Black Label
This is my favorite in a certain modern craft style: loaded with ingredients, super-intense, obvious complexity. Lots of roasted garlic in ones. Definitely one where you imagine YouTube hot sauce reviewers screaming MASSIVE FLAVOR BOMB at the camera or something. It will destroy the natural flavors of any dish – total tidal wave. On the other hand, for like Annie’s Mac and Cheese or tired tired leftovers, sometimes what I want is the tidal wave. This is a really, really good tidal wave.

 

MY FAVORITE SAUCE: Bigfat 708
Really. I think this is my favorite sauce. It’s brutally hot and super-rich, and also a little bit sweet, in lovely singing balance. It’s halfway between the “traditional lean” and “craft rich” categories. And it’s just… amazing. Like, something this full-tasting shouldn’t work with as many things as it does. But it somehow merges with almost everything. It uses Trinidad 7 pot chiles, which I have had no experience before this, but now believe is like habanero but with magical pixie dust sprinkeld over it. (A runner-up in the ultra-hot-but-tasty category is Hellfire Devil’s Own, a searing pineapple-habanero sauce.)

 

IF I COULD HAVE ONLY FIVE HOT SAUCES:

Louisiana Hot Sauce, Rocoto Hot Sauce, Marie Sharp’s Belizean, Melinda’s Naga Jolokia, Bigfat 708.

GAMES: AGENCY AS ART: A Reader’s Guide

Now officially out: my first book, Games: Agency as Art. Thanks to Oxford University for making this all happen!

The book says that games are a distinctive art form — one very different from the traditional arts. Game designers don’t just create an environment, or characters, or a story. They tell you who to be in the game. They set your basic abilities: whether you will run and jump, or move around your pieces geometrically, or bid and raise. And, most importantly, they tell you what your goals will be. By specifying the points and victory conditions, the designer sets the players’ core motivations in the game. The designer shapes our practical struggle by manipulating our practical interests and abilities, and the challenges we will face. Game designers work in the medium of agency itself. Games are the art of agency.

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Game designers aren’t just telling stories. Game designers are sculpting a specific form of practical activity. They are deciding what we will do within the game and how we will do it. They do so by designing the basic shape of our agency within the game, and then designing the obstacles that we will encounter. A game designer says, in Super Mario Brothers, your goal is to go right, your abilities are running and jumping — and the world is full of dangers to run past and jump over. In poker, your goal is to get money, and your abilities are strictly limited to bidding and raising, and careful surveillance of the other player’s actions and expressions — and the world is full of other people doing the same to you.

Games, then, have a special place in our ecosystem of artifacts. Games enable a distinctive kind of communication. Every form of art lets us capture a different aspect of our experience and being. Paintings capture sights; music captures sounds; fiction capture stories. And games, it turns out, can capture and transmit different ways of being practical. Games are our technology for communicating modes of agency. And players can use games to try out new modes of agency. Big conclusion: games are a library of agential modes and practical styles, where we can explore and learn different styles of agency.

But if we see why real games are good, we’ll see why gamification should trouble us. Games grant us many of their pleasures by offer us a narrowed, simplified set of goals. They offer us value clarity – a brief respite from real life. In games, for once, we know exactly where we’re going and exactly how well we’ve done it. But to achieve those pleasures in gamified real life, we need to simplify our real life values. And that simplification can be incredibly destructive. It can transform us – as when Twitter changes us from caring about communication and connection, to caring about going viral.

 

A reader’s guide

Different parts of the book might interest very different audiences. So here’s a chapter breakdown. Different people might be interested in different bits.

1. Agency as Art – An overview of the whole thing. (Currently open access and free online)!

PART I: GAMES AND AGENCY

2. The Possibility of Striving Play – An analysis of the motivational structure of games. The book hangs on a distinction between:

-achievement play: playing for the value of winning
-striving play: temporarily adopting an interest in winning for the sake of having the struggle.

Striving play is possible, which means we can enter into a strange kind of motivational inversion, where we pursue a goal for the sake of the experience of going through the struggle. 

3. Layers of Agency – Striving play has all kinds of implications! Like: it turns out that we have the ability to forget our normal values and absorb ourselves in a temporary value-construct.

4. Games and Autonomy – Argues that games are a medium for communicating agency. Thus, playing games lets us explore a library of agencies. Suggests that games help us be more autonomous by giving us access to a larger inventory of practical styles and mental modes. Suggests that often, in life, we need to switch between between differently focused practical modes for cognitive-resource limitation reasons, and that games help us learn these different modes.

PART II: AGENCY AND ART

5. The Aesthetics of Agency – Argues for an aesthetics of action – for the possibility of aesthetically appreciating our own choices, movements, and decisions. Argues that games can construct such an aesthetics deliberately. Focuses on the possibility of constructed *practical harmony* – of the game designer creating world and agent to fit beautifully, for once.

6. Framed Agency – Extended in-the-weeds philosophy of art discussion about how it might be possible for games to communicate agency. We use the rules and conventions of game-playing to encode actions and practical modes.

7. The Distance in the Game – Every medium of art has its own special difficulty. The characteristic difficulty of the medium of agency is distance. The game designer has to achieve their effects through the free agency of – and often in collaboration with – the player.

PART III: SOCIAL AND MORAL TRANSFORMATIONS

8. Games as Social Transformations – Argues that multiplayer games, by working in the medium of agency, are also working in the medium of sociality. Game designers can create temporary social arrangements. It is the original social art. And: Mill thought we needed to have “experiments in living” where we tried out, experientially, life under different conceptions of the good. Argues that games let us do this in a particular, quick, formalized way. They are miniature political experiments.

9. Gamification and Value Capture – Argues that games may be good, but gamification is bad. Discusses the gamification of Twitter – which offers points for going viral – and the gamification of research – which offers a game-like scoring system of citation rates, H-index, REF, etc. Introduces the notion of “value capture”, which is when your rich values get put in a social/institutional setting which presents you thin, quantified, simplified versions of those values – and the simplified versions take over. Suggests that there are epistemic consequences to the value capture of discourse on Twitter, and the value capture of academic research. Argues that it’s OK to accept thin, simplified values for pleasure in games proper, but that it’s terrible to do in a real-world domain. (Currently open access and free online!)

10. The value of striving: Suggests that attitudes of playfulness and aesthetic joy in games may partially protect against value capture and the institutionalization of values.

Interested? Buy the book!

 

New article: “The Arts of Action”

My new article The Arts of Action is out now in Philosopher’s Imprint!

This article is kind of intensely personal – perhaps awkwardly so, for an academic article. I realized, while I was writing it, that it was distilling basically all this weird stuff I’ve been thinking about, obsessing over, and floundering to articulate for, like, decades. It’s about all this stuff I love that’s at the margins of Fancy Artistic Life. It’s about why I love them, and why they’ve been marginalized. It’s about “process art”.

So: most traditional arts are what I’m calling “object arts”. An artist makes a thing, you appreciate the thing. Painting, novels, theater. The thing the audience appreciates is some external, distinct object. It’s the painting that’s dramatic, thrilling, moving.

The process arts are where the artist makes a thing, and then you, the audience, interact with that thing, and then *you appreciate your own actions*. The artwork helps make *you* beautiful, or dramatic, or elegant – and helps to shape the form of your beauty. Examples include: games, the act of cooking, social tango, contact improv, rock climbing, cities, the physical movement that surrounds eating, the social life that arises around hot pots and fondues.

In technical language: in object art, the aesthetic qualities are in the artwork. In process art, the artwork calls forth the aesthetic qualities inside the activity of the audience, for the sake of the audience’s appreciation of their own actions.

I think process arts are everywhere, but we often ignore them or misunderstand them, because we’re caught in this object art paradigm. We try to turn process arts into object arts, and in so doing we often drain the life out of them. And we suppress process-art qualities in many of the traditional arts. So the point here is not to force process arts into an object art frame, but to to try to appreciate them for how they do their own thing.

This is my attempt to give a Theory of the Process Arts, and answer a lot of the basic questions. Who’s the artist – the designer of the object or the active appreciator? Why call it an art, and not just freeform everyday aesthetic appreciation? And why have the process arts been so neglected? The answers are variations on a central theme: The object arts typically concentrate aesthetic responsibility in the artist. The process arts often *distribute* them, in a complex way, between artist and audience.

And it’s an attempt to find as broad a variety of examples as I could, and be true to the practitioner’s self-descriptions of those arts. My favorite parts of this aren’t the philosophy, but all the stuff I dug up about how cooks and tango practitioners talk about the inner feeling of their practice.

(PS: the article started its life as a couple of pages in the games book about the core nugget of the idea – the object arts and the process arts – and a bunch of unanswered questions. I wrote those parts of the book 3 years ago. I then spent another couple years trying to expand the theory beyond games and answering those questions, and that’s where this article comes from. It’s much expanded and improved from the original seed in the book.)

The article is online and free and open access to all.

New paper: “Games and the art of agency”

My paper, Games and the art of agency, is now forthcoming at Philosophical Review. The paper argues that games are the art form of agency. Game designers don’t just create worlds, or stories. They tell us who we will be in the game. They design for us an alternative agency, which we submerge ourselves during the game. Games work in the medium of agency.

The big outcomes: first, we learn about the fluidity of our own agency. We can take on the ends of a game temporarily. We can care about things we don’t normally care about, for the sake of having the struggle. Second, games turn out to be a distinctive form of art. Game designers are sculpting forms of activity for us. They are designing structures of practicality, so that we can enter into them, and experience beauty in our own actions. And third, games turn out to be our technology for recording agencies. Narrative lets us write down stories, paintings let us record sights, and games let us record forms of agency. Games, then, let us explore new forms of agency.

This paper was the seed that grew into my forthcoming book, Games: Agency as Art. Incidentally, this paper was written first. But it turns out that the review process for a philosophy paper can be so long, that you actually might be able to expand a paper into a whole book before the original paper finally gets accepted.

The book will expand a bunch on the major themes of this paper, spending a lot more time on the aesthetic theory and my worries about gamification. The book also spends way more time on the discussion of how games let us explore alternate agencies, thus forming a library of agencies, which we can use to develop our own freedom and autonomy. The book is also written in a more accessible way, with lots of long, loving discussions of specific games.

This paper version is more compact, more scholarly, and hits a lot of the key points much faster. If you want all the ideas really fast, read the paper version. It also contains some very technical stuff that won’t appear in the book. There’s a discussion of why game desires don’t count as fictional, on Kendall Walton’s theory of fiction. And there’s a discussion of why games break certain traditional arguments that you can’t desire at will, from the literature on practical rationality. I argue that taking on a game goal temporarily is a kind of desiring at will. And games expose some crucial lacunae in traditional theories of practical reasoning. As it turns out, lots of traditional models of rationality don’t make room for play.

New paper: “Monuments as commitments: How art speaks to groups and how groups think in art”

My new paper, Monuments as Commitments: How Art Speaks to Groups and How Groups Think in Art, is forthcoming in Pacific Philosophical Quarterly.

The paper argues:

1. That there are some kinds of art that primarily *address groups*, rather than individuals.

2. That monuments are an example of such. And that they are often made by groups to address *themselves* – to commit themselves to a value. Monuments aren’t just memories, they are collective value commitments.

3. This has consequences for the “tear down the monuments” debate. Because if a monument isn’t just a historical memory, but the live commitment by a community to a value, to guide itself by…

4. That art makes it possible for groups and communities to commit themselves to subtle, emotional values.

5. That art is often a better vessel for collective value than shitty mission statements, explicit “learning outcomes”, and crappy corporate value statements.

6. That, in this way, art makes deeply emotional group agency possible.

A preview of my book, Games: Agency as Art

My book, Games: Agency as Art, is now forthcoming from Oxford University Press! Oxford has given me permission to offer the first chapter as a preview. Now available for pre-order!

The book is a sustained defense of the value of games and game-playing, from several perspectives. The book says that:

  • Games are the art form of agency. Game designers don’t just create environments and obstacles. They set our goals in the game and our abilities; they create the agency which we will inhabit in the game.
  • Games can work in the medium of agency to create aesthetic experiences of acting and doing. They can offer us crystallized, designed, and refined versions of our everyday experiences of practicality.
  • One way that games are satisfying: they let us inhabit a world that’s easier to make sense of, one in which the values are clearer, simpler, and easier to apply. Such games offer us are rare experience of clarity of purpose. They are an existential balm against the rest of our lives, which are full of a plurality of subtle and competing values.
  • This also leads to a danger: games can seduce us into expecting that simplicity elsewhere. They can serve as a morally problematic fantasy of clarity. 
  • The fact that we can play games teaches us something remarkable about ourselves. We have the capacity submerge ourselves in alternate agencies, to slip in and out of temporary agencies. We can take up ends that we don’t usually care about and dedicate ourselves to them, for a time. We can adopt different modes of thinking, acting, and deciding. And then we can put them all away when then game is over. Games teach us that our agency is notably fluid. 
  • A big bonus: it turns out that stupid drinking games and party games are incredibly important to understanding the nature of our own practical rationality and agency.
  • Just as narratives are a technique for writing down stories, games are a technique for inscribing and preserving modes of agency. With them, we can create an archive of agencies – we can experience different ways of being an agent. Games are a technology for us to help develop each others’ autonomy.
  • The book offers a unified account of the art form of striving games. It discusses, under a single conceptual umbrella, computer games, board games, card games, party games tabletop role playing games, live action role playing games, and sports. (There are many other sorts of games besides striving games, however, and the book doesn’t purport to cover them all.)
  • Also: discussions of the aesthetic ontology of games, the nature of interactivity in games, a taxonomy of game types, and a comparison of games to contemporary practices of relational aesthetics and social practice art.

What’s Missing From Cookbook Reviews

My post at Aesthetics for Birds on What’s Missing From Cookbook Reviews:

“Read enough cookbook reviews, and you’ll start to notice a curious gap. Cookbook reviews mostly focus on how the recipes turn out — how tasty the dishes are, or how authentic they are. Sometimes they’ll also talk about the quality of writing, or how much you learn about some region’s culinary history  or food science or the author’s childhood or whatever. But usually they leave out what it feels like to actually cook the goddamn things…”

Later, it talks about how we ignore how food makes us move:

“Why do we legitimize aesthetic commentary, in conversation and reviews, on the taste, smell, and look of food, but refuse to legitimatize aesthetic commentary on the quality of the physical movements that food urges on us? The movements you make on the plate with your fork and knife are a tiny little dance, and dances can be graceful and awkward, and choices that a chef makes about how to plate will push on you more awkward or more graceful forms of dance.”

Keep reading it at AFB.

The aesthetics of rock climbing

The pleasures of rock climbing and the pleasures of philosophy turn out to be strangely similar. Most non-climbers have the wrong idea about climbing – it is, in the popular imagination, a particularly thuggish way of courting death. Before I’d actually tried it, my mental image of climbing was some kind of vague blend of pull-ups, screaming and gargling Red Bull. But it turns out that rock climbing is a subtle, refined and often hyper-intellectual sport. It’s solving puzzles, with your body and mind. It’s about getting past cryptic sequences of rock, through a combination of grace, attunement, cleverness, and power.

Climbers dream of the perfect “project” – a climb that you work on, over days and weeks. At first, such a project might seem utterly impossible. The holds are too small, or in the wrong place, or impossibly far apart; the wall is too overhung, or too blank. But slowly, bit by bit, you figure out a sequence of moves that just might get you through. Place your left foot there, and balance over just so. Flip your left hand so you’re pushing down against that ridge of rock, leaning down on it like you’re in a yoga triangle pose. Then you can reach high with your right hand and take hold of a tiny pocket. Step high and then flip your hand in the pocket, so you can lean the other way. Through care and attention, the impossible slowly becomes possible. You learn the holds, you learn the moves, you learn where to throw in all-out effort and where to relax for a moment, you train your body, until one day it all comes together and you dance your way up that wall.

 

rock climbing aesthetics 2

Dana Le/Flickr

 

And dancing, I think, is exactly the right place to start to understand the aesthetic dimension of rock climbing. So let’s start there: climbing is something like dance – not just in skill, but in aesthetic reward. You can hear the similarity when you listen to some climbers talk about their climbs. They talk about climbs with nice movement, with good flow, with interesting moves. They’ll talk about ugly climbs, beautiful climbs, elegant climbs, gross climbs. At first you might think they are just talking about the rock itself and how it looks. And sometimes they are; every climber loves a clean crack up a blank face, or bold jutting fin to climb. But if you interrogate a climber, and watch as they explain where the beauty in the climb is – with arms out, legs in the air, imitating the odd precise movements of the climb – you’ll figure out that what so many of them care most about is the quality of the movement – about how it feels to go through the rock, about the glorious sensations in the body, and the subtle attention of the mind.

So let’s start with dance. Barbara Montero, a philosopher of dance, has made a convincing case that the central aesthetic experience of dance involves a dancer’s proprioceptive sense of moving through space and feeling that movement as beautiful. We don’t just appreciate dance visually; we can feel it in our muscles and neurons. As a consequence, she adds, the best people to understand the aesthetics of dance are the dancers themselves, and people in the audience who have danced – who can imagine their way more precisely into how it must feel to move that way. The beauty of dance is a beauty of embodied movement.

When I think back to my favourite climbing experiences, what I can remember most precisely is the feel of the movement, the sense of gracefulness, of being able to move with precision and economy and elegance. That movement quality is something I savour, that I daydream about, that calls me back. And sometimes that movement quality is embedded in something dramatic. It has a relationship with difficulty. Some of the most perfect climbing moments are those when I was exhausted, maybe bleeding a little, when my fingers were raw, but I forced my mind quiet and calmed my head and then pulled through, forced my trembling limbs to calm, and reached somewhere inside myself to find that elegance, that precision, that lovely movement.

So climbing is like dance, but not exactly like dance. Climbing is graceful movement that always serves a well-defined task-oriented purpose. You’re trying to get to the top, and often the harder that journey is, they better. And climbs don’t just allow graceful movement; they sometimes require it; they’ll punish you and throw you off the rock if you’re careless. The economical movement in climbing arises in response to a set of very specific demands. The rock (real or artificial) may force a sequence of movement out of me, but it doesn’t tell me what that sequence of movements is, unlike in dance, where a director often teaches a piece of set choreography. I invent it, in response to the problem. Sometimes I may watch somebody else and imitate their movements, but even then, I need to adapt those movements to my body. I ape their movements in general, and then adapt them, precisify their inner feeling, all guided by the difficulties set by the rock. By and large, climbing is a puzzle-and-solution oriented practice. My movements in climbing are always in response to the challenges set to me by the rock; the elegance that I sometimes grasp within myself is one forced on me by the necessities of economy, of preserving what little stamina I have.

Rock climbing is a game. And this is where philosophical work can help us again. Let’s turn to one of the most delightful, insightful, and under-appreciated books in recent philosophy – Bernard Suits’ The Grasshopper: Games, Life, and Utopia. You will recall the parable of the grasshopper and the ant – the grasshopper is idle all summer long, and the ant works hard. At the end, the grasshopper starves to death. Moral of the story: work hard or die, suckers. But Suits inverts the moral of the story. In his book, the grasshopper is the hero, a paragon of playfulness. The book opens in adorably pseudo-Socratic fashion. The Grasshopper – the great philosophical defender of play – is on his deathbed, surrounded by his disciples. He is starving because he has refused, on principle, to work. His disciples are begging him: Please, let us feed you, let us work and bring you food. But the Grasshopper replies: No, for then you would be ants, and doubly so! I would rather die for my commitment to idleness!

So the Grasshopper gives his disciples a series of puzzles about play, and games, and then promptly dies. And the rest of the book is one in which the students work out those puzzles, and, along the way, provides a definition of the term “game”. This is explicitly intended as a reply to Wittgenstein’s challenge – that most terms in general, but “game” in particular, did not admit of rigorous definition. Suits offers his definition in versions of varying digestibility. Here’s the least technical one, which he calls the “portable” version:

“Playing a game is the voluntary attempt to overcome unnecessary obstacles.”

This gives us a very broad notion of games, which includes board games, sports, rock climbing, and perhaps even certain academic disciplines. Suits’ definition has become rather famous, or infamous, around those corners of the academic world that study games.

In the full version of his definition, we learn, among other things, that playing games involve taking up artificial goals and imposing inefficient means on ourselves, because we want to create a new kind of activity. The point of basketball is not getting the ball through the hoop – that has no independent value in itself. If it did, we’d show up after hours to an empty court with a step-ladder, and pass that ball through to our heart’s content. Rather, we take up the artificial goal – passing the ball through the hoop – and barriers to that goal – opponents, the dribbling rule – in order to create the activity of playing basketball. Notice that what constitutes game-playing is not the physical movement, but the intentional state of the player towards that action. In short: in ordinary practical activity, we take the means for the sake of an independently valuable end. But in gaming activity, we can take up an artificial end for the sake of going through a particular means.

So let’s return to rock climbing. My chosen discipline is bouldering – conducted without a rope, on short boulders of usually no more than twenty feet, with fold-out gymnastics pads to fall on. Bouldering began as a way to train in safety for more adventurous climbs but quickly evolved into its own thing, pursued for its own sake. Boulderers actually refer to specific climbs as “boulder problems”; they are a clear kin to, say, chess problems. Boulder problems are often very short, exceedingly difficult, and the kind of thing you might fail at and fall on your ass a hundred times on the way to success. If those multi-day roped climbs up cliff-sides are the adventure marathons of rock climbing, than bouldering is the sprint trial.

Suits himself uses mountain climbing as an example of a game. The point is not simply to get to the top – after all, you could get to it by helicopter, in the case of Everest, or via the highway up the back, in the case of El Capitan. The point is to do it via a specific set of limited means. This is surely true of bouldering, as well. A regular occurrence for boulderers: we will be trying to climb up the hard overhung face, and a young child will run up the path on the backside of the rock and look down on us from above and gleefully and smugly inform us that we must have missed the easy way up. (Sometimes I have a desire to sit them down and explain the Suitsian theory to them, but usually, since it’s my one day off from grading and the academic slog, I’d just lie down and have a beer.)

So: climbing is a game, in the Suitsian sense. But it is a very interesting sort of game, for many people indulge in it for openly aesthetic reasons. If one looks at the recent history of the philosophy of sport, one will find the Suitsian analysis all over the place, but theorists have considered a fairly narrowed range of reasons for engaging in that Suitsian activity. Usually, it’s something like: we take up these unnecessary obstacles to become more excellent, or develop physical skills, or to win. But the Suitsian analysis allows any sort of reason for wanting to bring an activity into being, and if one listens to the talk of climbers, one will discover that those reasons are often aesthetic ones – and they are often proprioceptively aesthetic.

Let’s take one classic climb in Joe’s Valley, Utah: The Angler, one of the most beloved boulder problems in one of the most beloved bouldering regions in the world. As it turns out, it’s not that interesting to watch somebody climb it. First of all, non-climbers tend to like to watch really explosive and spectacular movement. During competitions on artificial rock, lay audiences will cheer for big jumps from one huge hold to another. The Angler has none of that; it’s slow, plodding, and careful. Experienced climbers tend to like watching subtle, intricate movement, but even then, it’s best when the movement is visible – when you can see the re-balancing, the yoga-like stretches, the interesting body postures. But none of the interesting stuff is visible in The Angler. It’s very gradual, delicate climb, with a slopey, slippery ridge for your hands, and tiny invisi-feet. The difference between success and failure depends on minuscule shifts of balance – it depends on maintaining your core tension, on controlling your centre of gravity and inching it around with painstaking care. And, when you do it right, it feels unbelievably good – it feels like you’re a thing made of pure precision, a scalpel of delicate movement, easing your way up the rock. But, to somebody watching from outside, it looks… like nothing. Even for an experienced climber, it’s pretty boring to watch somebody else climb this thing. I love The Anglerto death, but I’ll admit: I’ve sat with a beer by the river next to it and tried to watch people climbing it and gotten bored almost instantly. In this particular climb, all those fascinating internal movements are invisible to the external eye. The aesthetics of movement, here, are for the climber alone.

rock climbing aesthetics 1

Simon Li/Flickr

The Angler is an exemplar of a perfect boulder problem, to many a climber’s taste. It has everything. The rock itself is strikingly beautiful. More importantly, what climbers call the line is visually beautiful. That is, the feature on the rock that the climber follows is visually distinctive, and the path of the climb itself is clear and itself striking and lovely. The movement is wonderfully interesting. And best of all, these things match and fit in a pleasing way. In The Angler, the movement quality changes over the course of the problem. It’s intricate and subtle down below, but the movements become bigger and scarier as the line moves up and right. And, when the season’s right, you have to make the last few moves – which are bold but easy – over the river itself. The feel of the movement rises, as the line rises, from delicate to thrilling. Rock, line, and movement all have a wonderful consonance. And when you pull over the top, after all this pain and carefulness, with your nose crammed inches from the rock, staring down searching for the slightly better nubbins of friction – you stand up right into the mouth of a river canyon, running river all around you, wind in your hair and water burbling, and the sensation of victory bleeds into the sensation of wild, free, open nature.

I manage to be pretty focused in doing philosophy, but some of the most focused and attentive I’ve ever been in my life is on a hard climb – mind zeroed in on tiny ripples in the rock for my feet, exactly the angle of my ankle, whether I’m holding the most grippy part of the rock with my hand, the exact level of force I need to push with on my foot as I slide over to the next hold. One might be tempted to say here, if one were caught in a traditional aesthetic paradigm, that the climbing is just a technique, a trick to focus the mind on the really beautiful things – the rock itself, and nature. But I think this ignores what climbers are actually doing, feeling, and appreciating. They’re paying attention to themselves, to their own movements and appreciating how those movements solve the problem of the rock. The aesthetics of climbing is an aesthetics of the climber’s own motion, and an aesthetics of how that motion functions as a solution to a problem. There is, for the climber, a very special experience of harmony available – a harmony between one’s abilities and the challenges they meet.

I remember one afternoon I spent in the Buttermilks, a glorious collection of boulders in Bishop, California. I was trying my damnedest to solve a weird, tricky problem that involved a series of heel-hooks and toe-hooks and spending half-my time with my feet above my head, my ankle stuffed into a crack in the rock. Next to me, a far better climber was working a far harder problem on another part of the same boulder. We spent the whole afternoon at our respective tasks. He was totally, savagely into it – screaming his way up, cursing, stabbing at the rock. The critical move involved easing his way up to a bad, slopey hold for his right hand, high-stepping his left foot up almost to his crotch, and then squeezing himself up between his right hand and his left foot, popping himself between them like a wet watermelon seed, and stabbing with his left hand for a tiny set of pocket dimples. The move is typical of high-end bouldering – the hold you’re going for is so far out of reach that you need to fling yourself at it dynamically; you’ve got to jump. But that hold is also so faint that you can’t have any extra momentum when you hit it, or you’ll rip yourself right off the rock.

He’d been trying the same move for, like, three hours, with long rests between tries. He was cursing, frustrated, melting down. Then finally, in one great screaming effort, he did it – he had a little bit too much momentum, but he grabbed that next hold with extra force, muscles straining, yanking himself back into place, screaming. And he finished the problem.

He came down, staring at his fingers. One of them was bleeding.

“Nice job”, I said. I went to high five him, but he shook his head.

“That was ugly as hell”, he said, glumly. “Terrible style”. He wrapped up his finger in some climbing tape, rested himself for about twenty minutes, and then stepped up and did again. This time, it looked perfect – just a delicate little bump and step and he floated over and just dropped into place, like it was nothing.

He climbed down the back and jogged over to me, grinning hugely. “God, what a gorgeous problem!” he told me. “You’ve got to do it. That move is so beautiful. It’s just…” he mimed the move, and mimed it again. “Just fantastic! You’ve got to do it!”

Sadly, I told him, that problem was way too hard for me.

He jittered from foot to foot, grinning and trying to feel sorry for me. Then he went over and did it again.

(Originally published in The Philosopher’s Magazine, 78, 2017: 37-43)

New paper: “The Uses of Aesthetic Testimony”

My new paper, The Uses of Aesthetic Testimony, is out in the British Journal of Aesthetics. (For those without institutional access, here’s an older draft for free.)

What it’s about, technical version: There’s this debate about the seeming “asymmetry” between aesthetic and empirical testimony. We’re allowed to acquire beliefs based solely on testimony for empirical stuff (doctor’s advice, mechanic’s advice), but we’re not allowed to uptake judgments about how, say, the beauty and brilliance of Van Gogh’s Irises based solely on testimony. I say: yeah, yeah, but look over here: there’s an even more interesting second asymmetry within the aesthetic itself. There are all sorts of things I’m entirely permitted to do from aesthetic testimony: I can take restaurant recommendations, I can choose a travel destination, I can choose an art school, all from testimony. The uses of aesthetic testimony are rich and varied. There’s only this one very particular thing I can’t do from testimony, which is acquire a belief wholesale. The real mystery is how to explain the way our intuitions change between different uses of aesthetic testimony.

You might think, then, that this all just turns on speech acts vs. practical action. But consider the following case: when I’m picking out a painting to hang in my own bedroom, it would be totally weird to defer to the word of an expert and not engage my own taste. But if I were a museum director, I could totally defer to the word of an expert in choosing my acquisitions. No speech, all action, same asymmetry.

I then try to show that, if you take seriously all these intuitions about the uses of aesthetic testimony, it points us towards a moderately cognitive theory of aesthetic judgment.

What it’s really about: We act like aesthetics is all about autonomous judgment. But the really interesting thing that people don’t study is how much we profoundly trust others everywhere in our aesthetic lives.