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“Old Men Around Town”: a short story by Lydia Davis

A new short story by the Man Booker International winner.

Photo: Thomas Dworzak/Magnum Photos

In our town there was an old man who would come out of his house and take his daily walk along the sides of the streets in the town. There were not many sidewalks, so he shared the street with the cars, but in the backstreets the cars went by slowly. He was a tall, thin old man with a slight stoop – the father of the doctor in our town. He held his cane in one hand and a cloth bag in the other, for the mail, and he walked briskly but with such small steps that he did not advance very fast.

He seems to be gone now. The warm weather has returned, but he does not appear on the streets. In the cold weather there are no old men on the streets. Now that the warm weather has come, a few old men have appeared, but we see them only in the centre of the town, walking a short distance along a sidewalk to enter a shop or standing at a street crossing. One of them is fleshy and bearded, in shorts and suspenders, dark socks and sturdy shoes. Another is bone thin and totters, swaying to one side, resting a hand against whatever bit of wall is nearby, or leaning far back to open a shop door.

Another old man, before the doctor’s father, used to walk past our house. He had good balance and a longer step. He wore a tam-o’-shanter at an angle on his handsome head. His white beard was short and curly. He had lived in the town all his life, unlike the doctor’s father, and he would stop to tell us where the sidewalks used to be and who had died a violent death, in which house. We no longer see him these days.

Another old man, once a week, would stand dressed in a suit and overcoat by his gate, in polished formal shoes. He was out early, waiting to be picked up by his son.

We see these old men on the streets of our town, and we see others in a nursing home, where they have been left by their families. The nursing home is itself like a little town, with its own chapel, barbershop, gift shop, and community meeting room like a town hall. There are the offices of the administrators, and there is the hallway like Main Street. There you may meet the others in the town and stop to talk with them. Some of the residents, though, spend the whole day going up and down the hall. They have given up stopping to chat, if they ever did, and as they pass you, they stare hard at you, almost with hostility, or else look straight ahead with vacant eyes.

One of them, fine-featured, neatly dressed, who walks briskly, with a vigorous step, mutters to himself about his men and what work they will be doing today. He stops to tell us that he must be up early in the morning – to get down to the factory. The factory is gone, his men are gone, but he still seems to be in charge of something.

A large-framed, tall, and bony old man still has all his wits about him. He sits in his wheelchair in the doorway to his room, facing out into the hall, and if we stop to talk to him, he tells us about his life as a wool sorter and grader in Australia. His wife visits him almost every day and spends many hours there, sitting in a chair next to him, their little dog on his lap brightly observing the foot traffic and wheelchair traffic as it goes by.

Lying in his white-sheeted bed is another old man, the professor, with skin almost as white as his sheets. In a nearby bed lies his roommate, his skin dark brown. They are good friends and are affectionate with each other, though the roommate has more of his wits about him than the professor. The roommate enjoys his visits from his family, but does not like to leave his room. The old professor has lost a lot of his memory, though not his sense of humour. He tries to make a joke, but he does not speak clearly, and only his family can guess what he is saying. He knows who his visitors are, but he does not remember what he has done in his life. His family wheel him out of his room in his wheelchair and down “main street”. At mealtimes, they take him to the dining room, where they help him to eat his food.

In a village we have read about, two hundred years ago, an old man would live out his days, whatever his condition, either in his own home or in the home of a relative or perhaps another person paid to accommodate him. He might be a burden to his family, or he might find small ways to help them. As long as he could get about under his own power, he might roam the streets or the fields, the meadows or the woods. Then one day he would be struck down by illness or accident, and die slowly or quickly.

Amiel Weekes, not yet near the end of his life, but elderly, lived on the south side of the village overlooking the sea and the woods. Every Saturday afternoon, when the sun was still high, he would come in from his work, wash, shave, and eat his frugal supper of bread and milk. Then he would sit down to read his Bible. In this way, he began his Sabbath.

Old Uncle Jonathan came to mortise posts and set fence. The children thought no other man in the town could mortise posts. Then, when the sun approached the Northern Tropic, he would come again with his hoe to plant corn, and again when the corn was up. The children would gather around Uncle Jonathan, for he had a kind gaze and a kind voice for children, and they liked to look on, hour after hour, when he mortised posts or spliced rails.

He was tall and athletic, and limped from rheumatism. He was regular in stopping work to take some refreshment at eleven and four o’clock, when he would lay down his tools and have a little rum, salt-fish, and crackers. His face was venerable, with a high intellectual forehead, and his mind was probably equally intellectual, but he was modest in expressing it. Like others of that time, he lived in obscurity, poor, working for his daily bread, at last dying of old age, mourned for only a few days and forgotten.

Ebenezer Brooks, another old man in the same village, had prominent eyes, a large Roman nose, and a broad, sloping forehead. His hair was silvery white, and hung down on either side of his spectacles as he sat leaning back in his chair by the side of the fireplace reading the great Bible or sleeping over it in his quiet home.

Old Uncle Eben was Ebenezer’s son. In late middle age, a stroke deprived him of the use of one half of his body and he became a heavy burden to his family. For ten years he sat in his chair or moved about by leaning on the top of it, shifting it forward, and leaning again on the top of it. He spoke in monosyllables but never clearly enough to be understood. He would take up a pencil in his left hand and scratch a few words with it.

He used to hobble over to his brother Obed’s house, leaning on his chair back and hauling it along, resting often in the chair when he grew tired. He returned less and less often to his own house. At last he remained in Obed’s house, sitting by the kitchen window or on a plot of grass in warm weather or standing in the woodshed in winter. There, for many years, with his left hand, he would saw and split kindling. At last he contracted an inflammation of the bowels and died.

George Weekes would wander from place to place, restlessly, all day long, returning to the home of the relative who looked after him only at nightfall or when he was hungry or tired. One winter day, he had travelled farther from home than usual. It began to snow and the east wind was blowing. The snowflakes fell on him more and more thickly. The storm and darkness gathered upon him when he was still far away from the fireside and evening meal that was waiting for him. The nor’easter howled through the trees and the snow encased their trunks and loaded down their branches and filled up all the sheltered spots in the landscape. Old George retraced his steps to the nearest house, but the only ones at home were children, and they were afraid to let him in. So he returned to the valley which he had to cross to reach home and descended into it, but he never reached the far side. His strength failed. A strange sleep came over him and he lay still. The snow covered him deeply.

Old Seth and Old Joe were eighty years old and too feeble to work. Their wives no longer spun wool or wove their own cloth. So the old men made an arrangement with Obed Brooks, proprietor of the general store. They deeded him some of their property, and in exchange, he supplied them with groceries and coarse broadcloth to keep them decent and warm. It then became a common sight in the village: Old Seth and old Joe coming up slowly along the Brewster Road with a wheelbarrow, taking turns wheeling it. In the wheelbarrow they would carry home their pork and molasses, stopping now and then to talk to someone they met along the way, and then walking on, chattering away together like two children. 

Copyright Lydia Davis, 2014. The last parts of this story were adapted from a memoir by Davis’s ancestor Sidney Brooks (1813-87)
Lydia Davis’s most recent collection is “Can’t and Won’t” (Hamish Hamilton, £16.99)

This article first appeared in the 01 May 2014 issue of the New Statesman, The Islam issue

GRAHAM TURNER/GUARDIAN NEWS & MEDIA
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How board games became a billion-dollar business

A new generation of tabletop games escaped the family table – and fuelled a global industry.

In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar – except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain’s biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft’s creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. “Our game also has one-party state scenarios,” he explained, brandishing a colourful deck of terrifying political events. “Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react.”

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn’s mother’s house, where his family helped to send copies to the game’s backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

“Publishing your own games is definitely profitable,” Blenkharn told me. “The profit margins are enormous on medium runs, and there’s a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . .” – he gestured around at the milling crowds – “. . . these games appeal to everyone. The market is exploding.”

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the “hobby games” business in 2015 – that is, board and card games produced and sold for a dedicated “gamer” market, rather than toys – was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter’s eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks – and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn’t developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. “I’m going to have trouble feeding my child this harvest,” I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as “Nuclear Subs”, “Kitchen Debates” and “We Will Bury You”.

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of “psychic investigators” using abstract artwork. A game called Journalist (“‘Where is that promised article?’ roars your boss”) seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market’s enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015’s limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the “heavily engineered board covered with thick Perspex and secured to an aluminium board” that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, “There are enormous changes in our times, in our world, and this is reflected in the games. It’s wonderful for a creative mind.” Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia’s games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure – players collaborate to win the game, rather than playing against each other – that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London (“I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time”), embrace new methods and unusual technologies – smartphones, ultraviolet lamps – in their pursuit of what he calls “a simple game that is not simplistic”. When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. “That clearly wasn’t going to happen,” he said. “Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn’t mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature.”

This question of the appropriate shape for board games – and how they are to utilise or shun the glowing screens that follow us everywhere – is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process – by handing over responsibility for running the game to an app for smartphones and tablets.

“To some, I’m the great Satan for doing that,” Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. “There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn’t want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won’t. I don’t even know if some of these inks that we have will last 50 years.”

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. “We’re trying to use technology to make the interface of games more fun,” he said. “Too much integration and you’ll say, ‘Why am I playing a board game? I might as well be playing a computer game.’ Too little and you’ll say, ‘Why is it even here?’ But I believe there’s a place in the middle where you’re using software to enhance the relevance of what this can be as a board game. We’re still experimenting.”

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts’ territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café – like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham – where customers pay a cover charge (£4 per head, or £50 for a year’s “premium membership”) to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

“When I was growing up,” explained Steve Cownie, one of the three owners of Chance & Counters, “board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it’s been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It’s a guided social interaction, where there’s a collective task or a collective competition.”

There is barely a smartphone in the place. “People aren’t sitting around checking Face­book,” agrees Cownie. “They’re looking each other in the eye, competing or co-operating. It’s amazing to see, really.”

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. “Would you like something light?” he asked. “Something heavy? Something silly? Something strategic?” The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play. 

This article first appeared in the 19 January 2017 issue of the New Statesman, The Trump era