May I never repeat the awkwardness of my first DTR.
DTR. “Define the Relationship.” My friends, most of whom were older and more experienced, spoke the acronym in ominous tones. It was an essential step of middle school dating, as serious as your first hand-holding or first footsies or first furtive kiss. To a ninth-grader, it was the equivalent of proposing marriage without knowing the answer beforehand. We’d gone on a few dates. School dances. Group hikes. Now we crouched together in a treehouse (oh no), as good a time as any to pop the question: “Are you my girlfriend?”
Over the past three parts of this series, we’ve examined how Root reflects a Foucauldian understanding of power and politics. Today, we’re looking at how that extends into the realm of sex and relationships — and how governments transform sexuality into an extended DTR that will not end no matter how vigorously we try to flee the treehouse.
It was the Genevan journalist Jacques Mallet du Pan who wrote the famous phrase, “Like Saturn, the Revolution devours its children.” Writing in 1793, the year of King Louis XVI’s execution and the establishment of the First French Republic, du Pan was a proponent of the juste milieu, a “middle way” between autocratic and republican impulses. Considered both hopelessly naïve and tragically Cassandran, he died in exile in 1800, having watched his adoptive country pass through the Reign of Terror and into the hands of Napoleon Bonaparte.
Over the past two installments, we’ve investigated how Cole Wehrle’s Root leverages the philosophies of Michel Foucault to tell a fable about power and control. Today, we’re putting those tools to use.
Right when he thought he was out, Michel Foucault wandered straight back into the woodland. Silly Foucault. Something tells me it won’t be the last time.
Speaking of last times, in the first part of our series on the Foucauldian assumptions behind Cole Wehrle’s Root, we introduced the concept of biopower. The very short version is that the suits on the game’s cards and clearings might feel like mere components, but they really represent the majority population that’s the font of all power in the woodland. In order to win, every faction must use different methods to control and expend them.
But that’s going to have to wait. Today we’re talking about the big picture. What is the central conflict in Root, and what can we learn from it?
Most people would agree that Cole Wehrle did something magnificent with Root. As a game, it’s no mean feat, a sandbox where any number of truly asymmetric factions can interact with surprising fluidity. But that sandbox only scratches the surface. Root is also the most Foucauldian examination of power dynamics ever put to cardboard.
Does that matter? Well, it depends. To somebody looking to ransack a few of the Marquise’s sawmills, maybe not. But as a historical and cultural artifact, Root speaks to so much more than its folksy anthropomorphs might lead you to believe. In this series, we’re going to talk about why.