be a game with few and simple rules. As a matter of fact, it often is. Bridge, e.g., is composed of four sets of thirteen cards, each ranking in turn from thirteen to one in power. After shuffling and dealing, the four players try to make the most of the ranks and powers that they have in their hands. All the rest of the game as well as the entire science of bridge follow of necessity from these rules. Chess would be another such game, although chance is practically ruled out here. Whatever happens in chess is the doing of the players, whereas in bridge the players get any one of a practically infinite number of distributions of cards to play with. Are there such intelligent, complex, and articulate games also in the game of a thousand games? And are they ever serious enough by themselves to stand a chance, even a slight one, of being fair representatives of the players' lives? This is the question that I kept asking myself after finding too little satisfaction with many of the choices that psychiatry and clinical psychology have made in these respects. All psychological tests, including the projective tests, are games of that nature, i.e., supposedly samples of how the person in question is playing in real life, but not too many tests have lived up to their promises, or have done so only in a rather clumsy and, above all, quite limited way. Diagnostic schemes and interviewing patterns, oriented toward a person's affects and motives, may have been more successful, but often they are not very articulate in their rules and regulations. Particular players may hit the jackpot with a person in question, but often they do not know how they did it -- a predicament that cannot make for a very good game. And if these schemes and patterns are articulate, their compositions often tend to derive from a hodgepodge of reasons or no reason at all. Counselling of a certain kind, psychotherapy, and psycho- analysis are about the only "games" that stand a chance. They do seem to sample a person's real life. Yet, they do not do so be- cause the rules are few, simple, or even outspoken; rather they sample a person's real life because the players take their time, and, as they go along, implicit rules develop together with a handful of explicit ones. The latter, however, are heuristic principles rather than rules, somewhat like Darwin's survival of the fittest. If the -3- |