The board game Posthuman offers its players two potential win-states, the first, a fairly common one, the victory of the individual, the second, an extremely unusual one in a competitive game, a communal victory. This is a really strange tension in a competitive game, and one that seems at odds with our expectations about the principles of competition. Essentially, Posthuman suggests that if a player can’t win, then they can damn well make sure that everyone wins.
This idea seems at odds with competitive play, perhaps even more so, since more often than not when folks do compete knowing that they can’t win, then it’s our expectation, perhaps, that they will choose a scorched earth strategy: if I can’t win, then no one should win. In both instances, the ideas that a single player should win a game or that “if you can’t win, then no one should win” both seem like ones that lean heavily on the central importance of individualism to the competitive experience.