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some rule based activities for walking, mined from arts & letters
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r u l e s f o r w a l k i n g
What follows is a set of walking games, mined from the history of art and literature. This is a collection of psychogeographical tools for the walker, which I call games because they are rule based. The walking games are useful for bungling time and provoking interruptions in everyday life, but little else. Perhaps this is their greatest virtue: they are at once a profound waste of time and a reclamation of time.
The rules of the walking games provide the tactical structure necessary to more effectively seize and multiply interruptions--that is, to prolifer-ate in-between spaces. In the theory of the derive (drift), Guy Debord describes the ideal form of drifting to be a game with rules, instead of freestyle wandering, because “the action of chance is naturally conserva-tive and in a new setting tends to reduce everything to habit [...] Progress means breaking through fields where chance holds sway by creating new conditions more favorable to our purposes.” These “conditions” are for-malized in the walking games.
The rules of the walking games are useful in focusing one’s attention to the possibilities of a place, removed from its habit-forming predicates. There is nothing particularly subversive about drifting in itself, absent of structure. In fact, it is the primary mechanic of shopping malls and simi-larly overdetermined spaces. The walking games reappropriate drifting to reinvigorate sterilized space.
Performing the walking games is not only a means to explore space, but also to give it shape. Spaces are always in a dialectical co-becoming with their in-habitants; the player of the walking games acknowledges and thoughtfully en-gages this process. The walking games pit enchanted space against functional space (to lubricate sensation), open space against determined space (to invent or permit behaviors), and even determined space against determined space (to dramatize and negate the rigidity of the grid). Their sweet spot is these points of tension, where the attractions and repulsions of a place come into greater relief, where our surroundings vibrate with life and possibility.
Bryan Sonderman Los Angeles, January 2014
T H E
W A L K I N G
G A M E S
walking on colorswm. s. burroughs
Pick out all the reds on a street, focusing only on red objects–brick, lights, sweaters, signs. Shi! to green, blue, orange, yellow.
untitledyoko ono
count all the puddles on the street when the sky is blue.
intersection gamethe diggers
Any number of fools can play. Game Board formed by intersection of public streets
OBJECT: Complete all designs within diagram Lesser Triangle Greater Triangle Double Triangle "e Square
STYLE: DON’T WAIT DON’T WALK (umbrella step, stroll, cake-walk, sombersault, #nger-crawl, squat- jump, pilgrimmage, philly dog, etc.)
watch your feetsu! origin
watch your feet
.walkwilfried hou je bek
Repeat
{
1 st street le!2 nd street right2 nd street le!
}
easyalan kaprow
(dry stream bed)
wetting a stonecarrying it downstream until drydropping it
choosing another stone therewetting itcarrying it upstream until drydropping it
the map is not the territoryguy debord
Wander through the countryside while blindly following a map of London.
the circle gamerobert macfarlane
Unfold a street map… place a glass, rim down, anywhere on the map, and draw round its edge. Pick up the map, go out in the city, and walk the circle, keeping as close as you can to the curve.
following piecevito acconci
select a person from the passers-by who are by chance walking by and follow the person until he or she disappears into a private place where you cannot enter.
I don’t have time to write
Ralph Rumney, the sole member of the London Psychogeographical Soci-ety, was expelled from the ranks of the Situationist International for fail-ing to produce a text he had promised to Guy Debord--A pyschogeograph-ical study of Venice. If he wasn’t writing, surely he was walking. Rumney understood that psychogeographical inquiry is so much more sluggish in text, it must be walked (Perhaps it was Rumney, rather than Debord, who claimed “I don’t have time to write.”) Like Rumney’s study of Ven-ice, any study of the walking games must remain unfinished. The infinite variety of ways they play out requires they be enacted rather than merely explained.
Walking on Colors, W.S. Burroughs (“Ten Years and a Billion Dollars,” The Adding Machine: Selected Essays)
Untitled, Yoko Ono (twitter.com/yokoono)
Intersection Game, The Diggers (The Digger Archives, www.diggers.org)
Untitled, Sufi Origin (Peter Lamborn Wilson’s Sacred Drift)
.walk, Wilfried Hou Je Bek (cryptoforest.blogspot.com)
Easy, Alan Kaprow (imoralist.blogspot.com)
The Map is Not the Territory, Guy Debord (“Introduction to a Critique of Urban Geography,” Situationist International Anthology)
Following Piece, Vito Acconci (metmuseum.org)
The Circle Game, Robert MacFarlane (Psychogeography: A Beginner’s Guide)
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