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Carsten Höller. Book of Games

Carsten Höller

Carsten Höller. Book of Games

Art History

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Publisher

TASCHEN

ISBN-13

9783836582230

Here is a serious artist, trained not in art but in the science of insect behavior, and his instruction to the reader is to stop looking and start playing. Carsten Höller's compendium gathers games, some invented, some bent out of familiar shapes, each printed as a set of rules to be carried out rather than a picture to be admired. The provocation is baked into the format. A photography shelf is full of objects made to be seen; this one wants to be done.

One game asks two people to pass a single word back and forth until it stops meaning anything. Another turns a walk across a city into a rule-bound errand where every turn depends on the last stranger's shirt. Neither game has a winner, and that absence is the tell: the point is the doing, not the outcome. The instructions are deadpan and exact, written the way a scientist writes a protocol, which is both the charm and, before long, the limit.

Höller is the man who dropped a giant slide into Tate Modern's Turbine Hall and asked grown adults to ride it down. His work has always treated the audience as a test subject, running people through carousels, mirrored rooms, and situations engineered to scramble ordinary perception. The games extend that laboratory into your own hands. Roll the dice. Notice what your attention does the moment someone else sets the constraint.

The trouble is distance. A studio runs on repeatable craft, and a collection of one-off party mechanics does not obviously repay its shelf space. Several of these games are whimsy dressed as method; a few are barely games at all, closer to prompts scribbled on a napkin and lost by morning. A photographer hunting for technique will close it quickly. Bought for the name, the object will mostly sit and look intriguing.

None of that makes it useless, only narrow. The strongest case for owning it matches the case for keeping a jar of writing prompts by the desk: not because any single prompt is precious, but because reaching for one on a dead afternoon beats staring at the wall until something arrives.

There is a real idea underneath, and it is nearly the same idea a framework of arbitrary writing constraints runs on: a rule you did not choose can knock you off your defaults. Hand a stalled photographer a pointless instruction and the next batch of pictures sometimes loosens. That permission is the value here, not the specific rules, most of which a curious person could invent over a slow afternoon. Treat it as a nudge and not a curriculum and it clears its own low bar. The honest use is the one the format keeps asking for: play it, once in a while, instead of shelving it to admire.

Critical Reception & Sentiment

"For a working studio the connection to daily craft is thin, and most of these games a creative person could invent over one slow afternoon. What redeems the thing is the underlying permission to let an arbitrary rule knock you off your habits, used sparingly."