<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0"
     xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <title>long and short</title>
    <link>https://longandshort.org/topics/chess/</link>
    <description>Recent writing from long and short.</description>
    <generator>Hugo</generator>
    <language>en-US</language>

    
      
    <lastBuildDate>Mon, 03 Aug 2026 00:00:00 &#43;0000</lastBuildDate>
      
    

    
    <atom:link href="https://longandshort.org/topics/chess/index.xml"
               rel="self"
               type="application/rss+xml" />
    

    
    <item>
      <title>chess and time</title>
      <link>https://longandshort.org/short/notes/chess-time-note/</link>
      <pubDate>Mon, 03 Aug 2026 00:00:00 &#43;0000</pubDate>
      <guid>https://longandshort.org/short/notes/chess-time-note/</guid>
      <description>&lt;p&gt;
Partly to satisfy testing requirements for this site&amp;#39;s SERIES feature,
I used &amp;#39;chessays&amp;#39; as a series slug, because I&amp;#39;d always wanted to write
essays on various interconnections among chess, the real world,
philosophy, and human experience.&lt;/p&gt;
&lt;p&gt;
The essay I&amp;#39;m sketching here has to do with two senses of &amp;#39;time&amp;#39; in
regard to chess.&lt;/p&gt;
&lt;p&gt;
One sense is &amp;#34;real-time,&amp;#34; the continuous sense of the passage of time
we experience as we play. Time in that sense is continuous and,
depending on our powers of concentration, can be filled with many
things that don&amp;#39;t have to do with chess.&lt;/p&gt;
&lt;p&gt;
On another plane, that of the rules and progress of an individual game
on the board, there is a discreet sense of time which is the direct
consequence of chess&amp;#39;s being a &amp;#34;turn-based game.&amp;#34;&lt;/p&gt;
&lt;p&gt;
Many years ago, when I had a Sega Dreamcast console, I can remember
disparaging &lt;a href=&#34;https://en.wikipedia.org/wiki/List_of_turn-based_strategy_video_games&#34;&gt;turn-based video games&lt;/a&gt;. They seemed old-school in the
not-so-good way, concessions to an earlier era of game design limited
by the technology of simulating real-time experience. I would think of
Zork, its Zorky video successors, and other TBGs such as the
&lt;em&gt;Civilization&lt;/em&gt; series, as the gameplay equivalents of side-scrollers
and crude sprite-based shooters like &lt;em&gt;Robotron&lt;/em&gt;. Simulating &lt;em&gt;reality&lt;/em&gt;
was where it was at. Funny how naive that sounds today, 40 years
later, when the state of the art in video games is pretty impressive
in some respects but still falls far short of the hoped-for
verisimilitude. The Uncanny Valley is still a mile deep and a mile
wide.&lt;/p&gt;
&lt;p&gt;
Turn-based games have to earn their keep. Playing War with a deck of
cards gets tiresome after a while; gin rummy, less so; and bridge can
become the obsession of a lifetime. Complexity has something to do
with this, and for sheer depth nothing compares to chess except Go,
which is even more complex. I don&amp;#39;t play Go and won&amp;#39;t enter the
preference debate, but I assume it shares with chess a fundamental
similarity, namely, that it can &lt;em&gt;take over&lt;/em&gt; one&amp;#39;s mind in a peculiar
way. Only something unfathomably complex can pose problems that would
take a human an arbitrary amount of time to solve with total
satisfaction, if they can be solved at all, so that the player must
manage her real-time so as not to spend all of it playing chess—or
even playing a single move in a chess game.&lt;/p&gt;
&lt;p&gt;
I take it this unfathomability, together with the human impulse to
work problems out to the very end (an impulse that must have helped Og
ease his worries by teaching himself to build fires and keep the
wolves at bay), generates enough concern to fuel countless hours-long
online blitz sessions.&lt;/p&gt;
&lt;p&gt;
Even as our real-time immersion in a chess game creates its flood of
engagement, the game itself has a completely separate sense of time.&lt;/p&gt;
</description>

    </item>
    
  </channel>
</rss>
