A Few Words About WChess 2000: Online

WChess 2000: Online is a spiritual successor to Yoko Ono’s White Chess, one of many Fluxus chess modifications. White Chess made the board and all of the game pieces white, making the gameplay disorienting after only a few turns.

Adapting the key concepts of her piece for the 21st Century, WChess 2000: Online similarly challenges the player ego by disrupting the traditional investments one would have in a networked game of chess.

WChess 2000: Online Screenshot

Upon starting WChess 2000: Online, the player is presented with a game state that was submitted to the game’s server at a time in the past, perhaps by the very person playing the game at the moment. The player makes a chess play and can change the aesthetics of the board, and their decisions are uploaded to the server. The cycle then begins again.

WChess 2000: Online repurposes a traditional competitive game, and makes it a more collaborative and artistic process. As egotism and possessiveness are two of the many poisonous influences on our society, it was created to challenge the conventional ego-reifying game mechanics of persistent player avatars and domination over enemies (typically in the form of killing creatures who don’t look like you).

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Considering the continuity of a normal chess match is not present, questions arise about who the player is playing for, as it’s clearly not their ego-self. It would take a tremendous and possibly imperceptible stroke of luck for one person to earn a checkmate as the same side they were playing as earlier in the life of the WChess 2000: Online server.

Players are still challenged to make an optimal chess play, but the emphasis is shifted to designing the audio/visual presence of the game board for anybody who might download the game state he or she created. Choosing the color of your pieces, the waveform associated with them, and the colors of the board becomes a signature that endures anonymously.