Comic timings: Chaplin as Calvero in the 1952 film Limelight. Photo: Magnum
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Tears of a clown: Peter Ackroyd’s biography of Charlie Chaplin

Chaplin's previously unpublished novella and a new biography show the makings of his melancholy genius

Charlie Chaplin 
Peter Ackroyd
Chatto & Windus, 272pp, £14.99


Footlights 
Charles Chaplin
Cineteca di Bologna, 226pp, £25

 

Liking Chaplin will probably never be cool. For the Sight and Sound-reading, suck-on-a-lemon-and-think-of-Bresson cineaste, Buster Keaton will always be their man, with his whitened deadpan and letter-box smile, his meta-movie conceits and collaboration with Samuel Beckett – those two stoics together, craggy and forlorn, staring down the headwinds of the 20th century like Easter Island statues. Then there is Chaplin with his touchiness about class, his walk, his mesmeric effect on kids and – dear, oh dear – his sentimentality. “For a century or more, sentimentality has been the cardinal aesthetic sin,” writes Carl Wilson in his recently republished book about taste, Let’s Talk About Love. “To be sentimental is to be kitsch, phoney, exaggerated, manipulative, self-indulgent, hypocritical, cheap and clichéd.”

The critical aversion to sentimentality – so often a disguise for squeamishness about emotion of any kind – quarantines us from the power of cinema’s early pioneers, who would no sooner have turned down the opportunity to wring an audience for tears than have declined an opportunity to make them rocket out of their seats with fright or laughter. It would be like designing a new automobile and keeping it under wraps in the garage. “Keep it wistful,” advised Fred Karno, the head of the comedy troupe that first brought Chaplin to America. When you hit a man, it’s funnier if you then kiss him on the head. The early Keystone shorts were crammed with people, props and gags; the actors were wind-up toys, uninflected by emotions such as fear or greed or passion, who simply ran and ran until they met immovable objects or dropped from exhaustion – a roundelay of constant motion, or “arse-kicking”, as Chaplin put it.

He did things differently. Emptying out the frame, Chaplin anchored the camera in the middle distance, the better to take in a full human figure, feet included, drawing audiences in with a single gesture – a smile, a half-tear, a look. “He had those eyes that absolutely forced you to look at them,” said Stan Laurel, another Karno regular who also travelled over on the same ship in 1910.

Within four months of arriving in the US, Chaplin was famous and soon became the first truly global icon, a hero of the Dadaists and an inspiration to Fernand Léger and Marcel Proust (who for a while trimmed his moustache in the Chaplin style). “He has escaped . . . from the realism of the cinema and invented a rhythm,” wrote T S Eliot, one of many highbrows swanning around the pages of Peter Ackroyd’s new biography. That Chaplin has attracted the attention of Dickens’s biographer is telling. In later life, according to his son, Chaplin read and reread Oliver Twist, “as if in that novel he had found the key to his own past”, Ackroyd writes. Both Dickens and Chaplin came from poverty and childhood neglect and achieved fame in their mid-twenties. Both produced urban fables that mixed farce with sentiment; melodrama with pantomime; comedy and pathos with poetry.

“Chaplin was Dickens’s true successor,” Ackroyd writes, “just as Modern Times is a successor to Hard Times.” Coming in at a slim 272 pages, his book has no ambition to supplant David Robinson’s definitive 1985 account of the comedian’s life, Chaplin: His Life and Art, and nor does it; but, aided by his novelistic appetites, Ackroyd has turned in the best account of Chaplin’s formation beneath the teetering chimney stacks of Victorian London, fragrant with the odour of “vinegar, and of dog dung, and of smoke, and of beer”. Boy, is he big on whiffs, from the delicate bouquet of “oranges, beer, of unwashed bodies and tobacco” that clings to the theatres where Chaplin, a seven-year-old in knickerbockers, first learned how to turn corners with a one-legged skid, to the lodgings on Pownall Terrace, “foul with the stale slops and old clothes”, where he lived with his mother before she was institutionalised for what seems likely to have been late-stage syphilitic madness, contracted from work as a prostitute.

“She died there,” Chaplin liked to tell people once he was safely ensconced in Hollywood but, Ackroyd writes, “This was perhaps less than fair to his mother, who was still very much alive in Peckham House hospital,” where she remained, with intermittent periods of lucidity, for another 17 years. The dryness of “perhaps less than fair” proves that Ackroyd is just the man to puncture the whoppers with which Chaplin embroidered his past, without being too much of a scold.

When, aged 38, his father drank himself to death, Chaplin, “with black crape on his sleeve, sold narcissi in the local public houses, lamenting in a whispered voice the death of his father. Who could fail to be moved by the grieving boy?” The vibrato swell lets us know Ackroyd is on to him and his habit of self-dramatisation – the sense of being always “on”, void of any experience that isn’t witnessed by another – that made for a performer of genius and also, in the words of a reporter for the New York Times, “the unhappiest and shyest human being I have met”. Or as another writer put it, even more bluntly, “The bulk of him is ice.”

A lifelong reader of Schopenhauer and “the gloomier philosophers”, Chaplin was a creature of pure will and wisp. On-screen, the Tramp was indomitable, endlessly resourceful and adaptive, impeded but never defeated, bowed but not broken, raising his arms in the final scene of Police in Christlike exaltation, as if to say: “Look, I have come through.” His Favourite Pastime paired him with Fatty Arbuckle, only to confirm how fully he was a solo performer, going over or around the heads of his fellow actors to commune directly with the audience, making eyes at them from within that expanse of white make-up.

Ackroyd picks up on the solipsism of all this. Protected by the bubble wrap of the audience’s attention, Chaplin is haughty with anyone who brushes his sense of dignity. He collects resentments like moss. From the spectacle in One AM, in which Chaplin gets into an argument with a bed and the pendulum of a grandfather clock, to the grand panoply of Modern Times, he seemed intent on taking the entire world personally.

Is it any surprise that in his private life he proceeded to do the same? The book tails off in its second half; all Chaplin bio­graphies do. His life tailed off, a dying fall to echo those in his comedy. Ackroyd’s account takes it at a canter – the coming of sound, the failure of the 1947 film Monsieur Verdoux, Chaplin’s entanglement with the House Un-American Activities Committee, the teenage brides and paternity suits – and in the final furlong achieves a steady gallop of just under a year per page.

For those wishing for a more thorough spelunking of Chaplin’s psyche at this point, help is at hand in the form of Footlights, a recently unearthed prose work, published with an accompanying essay by David Robinson and presented as Chaplin’s first and only novella. It isn’t really: it’s more like a 34,000-word extended treatment for Limelight (1952), the last film he made in the US before his exile in Switzerland, about the platonic romance between an old clown named Calvero and Terry, a beautiful young ballet dancer troubled by a psychosomatic illness whom he nurses back to the stage.

That Chaplin felt impelled to flesh this out in prose form is indicative of his maudlin frame of mind at the time. Heavy with backstory, the book recounts first Terry’s plaintive history, then Calvero’s – as booze, women and a nervous breakdown curtail his career, leaving him sour with the fickleness of audiences: “a motley confusion of cross-purposes, like a monster without a head”, he rails. “They’re guinea pigs! They react to whatever injection you give them!” She responds: “You talk like a lover who’s quarrelled.” Potentially, this was promising material. When popular performers misfire, the collapse is total and baffling, the tender ministrations with which the performer once unlocked his audience now recalibrated as loathsome presumptions, a form of artistic rape.

The trick, as Jerry Lewis showed us in Martin Scorsese’s The King of Comedy, is to have the courage of your misanthropy and to let the mask slip completely. But the one note missing from the mauve-and-violet prose effects of Footlights is that of honest and accurate self-appraisal. The prevailing tone is of self-pity; the overall impression is that of gloom leavened with froth, as Calvero invokes “the elegant melancholy of twilight” and “dinners under saffron skies on a balcony overlooking the Thames” to get Terry on her feet and dancing again. Who could have guessed that when one of the great clowns of the silent era finally spoke up, he would come out sounding so much like Barbara Taylor Bradford?

Words were never Chaplin’s medium. He knew next to nothing about the Tramp, not even his name (he referred to him as “the little fellow”). His art was one of radical attenuation, Euclidean subtraction, the winnowing and carving out of gags from thin air – “shaking the tree”, he called it – to reveal the form hanging there like dust motes in sunlight. He worked tirelessly to secure the audience’s sympathy, our pity for him freeing him from the bother of feeling it for himself. When Chaplin exits the final reel of The Tramp, he walks dejectedly down the road before perking up with that little jig and quickstep of his, ready once again for the adventure of life. “His little dance upon the road is a form of self-definition,” writes Ackroyd. “He is free.” Iris in, fade out. 

Tom Shone’s new book, “Scorsese: a Retrospective”, will be published by Thames & Hudson in September

 

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