Slantwise Moves

Slantwise Moves
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In 1860, Milton Bradley invented The Checkered Game of Life . Having journeyed from Springfield, Massachusetts, to New York City to determine interest in this combination of bright red ink, brass dials, and character-driven decision-making, Bradley exhausted his entire supply of merchandise just two days after his arrival in the city; within a few months, he had sold forty thousand copies. That same year, Walt Whitman left Brooklyn to oversee the printing of the third edition of his Leaves of Grass in Massachusetts. In Slantwise Moves , Douglas A. Guerra sees more than mere coincidence in the contemporary popularity of these superficially different cultural productions. Instead, he argues, both the book and the game were materially resonant sites of social experimentation—places where modes of collectivity and selfhood could be enacted and performed. Then as now, Guerra observes, «game» was a malleable category, mediating play in various and inventive ways: through the material forms of pasteboard, paper, and india rubber; via settings like the parlor, lawn, or public hall; and by mutually agreed-upon measurements of success, ranging from point accumulation to the creation of humorous narratives. Recovering the lives of important game designers, anthologists, and codifiers—including Anne Abbot, William Simonds, Michael Phelan, and the aforementioned Bradley—Guerra brings his study of commercially produced games into dialogue with a reconsideration of iconic literary works. Through contrapuntal close readings of texts and gameplay, he finds multiple possibilities for self-fashioning reflected in Bradley's Life and Whitman's «Song of Myself,» as well as utopian social spaces on billiard tables and the pages of Nathaniel Hawthorne's The Blithedale Romance alike. Highlighting meaningful overlap in the production and reception of books and games, Slantwise Moves identifies what the two have in common as material texts and as critical models of the mundane pleasures and intimacies that defined agency and social belonging in nineteenth-century America.

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Douglas A. Guerra. Slantwise Moves

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Slantwise Moves

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Examining the figures and forms of mid-nineteenth-century games in the United States allows us to understand literature in conversation with a complex and evolving commercial marketplace of things, a conversation that facilitates one of literature’s core functions as historical repository. To find meaning in literary objects, critical scholarship must reconstruct the social environments that allow(ed) them to signify; yet it has often proven difficult to track a set of associations that are based on motion and spatiality and operational possibility using what are assumed to be nonprocedural forms (that is, novels, poems, autobiographies). As a result, critical methodologies fixate on the immobile, the institutional, and a historiography of increasingly obliterated time. These perspectives are crucial, and yet they risk leaving out the temporal local activities of daily life that are enacted and reiterated by gameplay and reading. Here timing, movement, and sociality were always, and often explicitly, at issue. For those seeking a deeper understanding of the interactive medial shift that was occurring across the nineteenth century—corresponding to a shift in the possibilities of the literary—games offer models of emerging procedural grammars, drawing attention to the increasingly algorithmic structures enabling the civic agencies that have been represented by American literary studies. The consequence of pairing games and literature allows us (to repurpose a phrase used by Gerry Canavan and Priscilla Wald) “to track both a shift in the formative terms of an ideology and the means by which that shift occurs.”63 In short, it allows us to create new ways of reading and to imagine old ways of playing that have important bearing on literary history, as well as literary critical practice and pedagogy.

Moreover, Emerson’s image evokes a transposability not present in the earlier metaphor. By thinking of the self as a mold, one is encouraged to imagine multiple wax productions yielded from the same basic structure, each one slightly different in terms of the raw material furnished (the “circumstances” the world presents) but proximately linked via the mold’s underlying shape. Here one might think of the ever-changing states presented by a moderately open-ended game like Life: each turn instances a new circumstance, new raw materials for testing the desirability of the current expressive strategy or mold. Bradley hoped these habits of judgment would not only be “forcibly impressed” on the character of the game’s players within the game but also capable of being ported to a real-world perspective on self.72

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