Museum staff at the British Museum looking up at a projection of Michelangelo's “Creation of Adam”. Photo: Getty
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Was Michelangelo the first celebrity artist?

The life and death of Michelangelo was a monumental celebrity affair.

On 14 February 1564, a young Florentine living in Rome named Tiberio Calcagni heard rumours that Michelangelo Buonarroti was gravely ill. Immediately, he made his way to the great man’s home in the street of Macel de’ Corvi near Trajan’s Column and the church of Santa Maria di Loreto. When he got there he found the artist outside, wandering around in the rain. Calcagni remonstrated with him. “What do you want me to do?” Michelangelo answered. “I am ill and can find no rest anywhere.”

Somehow Calcagni persuaded him to go indoors but he was alarmed by what he saw. Later in the day, he wrote to Lionardo Buonarroti, Michelangelo’s nephew, in Florence. “The uncertainty of his speech togetherwith his look and the colour of his face makes me concerned for his life. The end may not come just now, but I fear it cannot be far away.” On that damp Monday, Michelangelo was three weeks short of his 89th birthday, a great age in any era and a remarkable one for the mid-16th century.

Later on, Michelangelo sent for other friends. He asked one of these, an artist known as Daniele da Volterra, to write a letter to Lionardo. Without quite saying that Michelangelo was dying, Daniele said it would be desirable for him to come to Rome as soon as he could. This letter was signed by Daniele and also underneath by Michelangelo himself: a weak, straggling signature, the last he ever wrote.

Despite his evident illness, Michelangelo’s enormous energy had still not entirely ebbed away. He remained conscious and in possession of his faculties, but was tormented by lack of sleep. In the late afternoon, an hour or two before sunset, he tried to go out riding, as was his habit when the weather was fine – Michelangelo loved horses – but his legs were weak, he was dizzy and the day was cold. He remained in a chair near the fire. All this was reported to Lionardo Buonarroti in a further letter sent that day. This was written in the evening by Diomede Leoni, a Sienese friend of the master, who advised Lionardo to come to Rome, but to take no risks in riding at speed over the bad roads at that time of year.

After another day in the chair, Michelangelo was forced to take to his bed. At his home were members of his inner circle: Diomede Leoni, Daniele da Volterra, his servant Antonio del Francese and a Roman nobleman, Tommaso de’ Cavalieri, some four decades his junior, who had been perhaps the love of Michelangelo’s life. Michelangelo wrote no formal will but made a terse statement of his last wishes: “I commit my soul into the hands of God, my body to the earth and my possessions to my nearest relatives, enjoining them when their hour comes to meditate on the sufferings of Jesus.” For a while, he followed the last of those recommendations himself, listening to his friends reading from the Gospels, passages concerning the Passion of Christ. He died on 18 February at about 4.45pm.

Thus ended the mortal existence of the most celebrated artist who had ever lived, indeed by many measures the most renowned to have existed until the present day. Few other human beings except the founders of religions have been more intensively studied and discussed. Michelangelo’s life, work and fame transformed for ever our idea of what an artist could be.

In 1506, when he was only 31 years old, the government of Florence described Michelangelo in a diplomatic communication with the Pope as “an excellent young man and in his profession unequalled in Italy, perhaps in the whole world”. At that point, he had almost six decades of his career still to come.

There was an epic quality to Michelangelo’s life. Like a hero of classical mythology, he was subject to constant trials and labours. Many of his works were vast and involved formidable technical difficulties: the huge frescoes of the Sistine Chapel ceiling and The Last Judgement, the marble giant David. Michelangelo’s larger projects – the tomb of Julius II, the façade and the new sacristy at San Lorenzo, the great Roman Basilica of St Peter – were so ambitious in their scale that he was unable to complete any of them as he had originally intended. However, even his unfinished buildings and sculptures were revered as masterpieces and exerted enormous influence on other artists.

Michelangelo continued to work, for decade after decade, near the dynamic centre of events: the vortex in which European history was changing. When he was born, in 1475, Leonardo da Vinci and Botticelli were starting out on their artistic careers. The Italian peninsula was a patchwork of small independent states, dukedoms, republics and self-governing cities. By the time he died, the Reformation and Counter-Reformation had taken place. The political and spiritual map of Europe had altered completely; France and Spain had invaded Italy and turned it into a traumatised war zone. The unity of Christendom had shattered: Protestants had split from the authority of the Pope in Rome. Catholicism was resurgent in a more tightly orthodox and militant form. A century of religious strife had begun.

While still in his mid-teens, Michelangelo became a member of the household of Lorenzo de’ Medici, the Magnificent, one of the figures around whom our idea of the Renaissance has coalesced. He worked in turn for no fewer than eight popes. He had grown up with the two Medici popes, Leo X (reigned 1513- 21) and Clement VII (reigned 1523-34), at the court of Lorenzo the Magnificent. The former spoke of him “almost with tears in his eyes” (but found him dauntingly difficult to deal with). With Clement VII, Michelangelo’s connection was even closer. According to Ascanio Condivi’s early biography, he regarded Michelangelo “as something sacred and he conversed with him, on both light and serious matters, with as much intimacy as he would have done with an equal”. Clement died in 1534 but Michelangelo still had 30 years to live and four more popes to serve.

The huge church of St Peter rose, very slowly, under his direction. Rome and Christianity metamorphosed around him. The Jesuit order and the Roman Inquisition were founded and Europe froze into a religious divide between Catholic and Protestant quite as ferocious and lethal as any of the ideological struggles of the 20th century. Still Michelangelo was there, acknowledged as the supreme artist in the world. Not just in his time, but of all time.

The day after Michelangelo died, an inventory was made of his goods. It listed the contents of a house that was sparsely furnished but rich in other ways. In the room where he slept there was an iron-framed bed with one straw mattress and three stuffed with wool, a couple of woollen covers and one of kid skin and a linen canopy. The clothes in his wardrobe suggested a touch of luxury, including a selection of black silken caps, two coats lined with fox fur and a fine cape. In addition, Michelangelo owned a variety of sheets, towels and underwear, including 19 used shirts and five new ones.

Apart from these, the house seemed bare. There was nothing in the dining room except some empty wine barrels and bottles. The cellar contained some big flagons of water and a half-bottle of vinegar. Two large unfinished statues – one of “St Peter”, perhaps in fact an effigy of Julius II once intended for his tomb; the other described as “Christ with another figure above, attached together” – remained in a workshop behind the house. There was also a little incomplete statuette of Christ carrying the cross.

Some drawings were found in Michelangelo’s bedroom, though a very small number in relation to the quantity he had made over the years. Most of these concerned his current building projects, particularly the Basilica of St Peter. Of the thousands of others he had made, some had been given away, some remained in Florence, where he had not set foot for almost 30 years, but a huge number had been deliberately destroyed by Michelangelo in a series of bonfires.

Also in the bedroom was a walnut chest. This was opened in the presence of the notaries carrying out the inventory. It turned out to contain, secreted in bags and small jugs of maiolica and copper, some 8,289 gold ducats and scudi, plus silver coins.

Michelangelo remarked: “However rich I may have been, I have always lived as a poor man.” Clearly, he was not joking, on either count. The inventory gives the impression of a decidedly spartan style of life; the gold and silver in that chest represented a fortune. Stored in his bedroom was a sum just a few hundred ducats short of the amount that Eleonora di Toledo, wife of Cosimo de’ Medici, the Duke of Tuscany, had paid 15 years before for one of the grandest dwellings in Florence: the Palazzo Pitti.

The gold in Michelangelo’s strongbox was considerably less than half of his total assets, most of which were invested in property. He was not only the most famous painter or sculptor in history, he was probably richer than any artist who had ever been. This was just one of many contradictions in Michelangelo’s nature: a wealthy man who lived frugally; a skinflint who could be extraordinarily, embarrassingly generous; a private, enigmatic individual who spent three-quarters of a century near the heart of power.

By the time Michelangelo died, the praise of him as “divine” was taken almost literally. Some, at least, regarded him as a new variety of saint. The strength of the veneration felt for him was similar to that in which martyrs were held. As a result, Michelangelo had two funerals and two burials in two different places.

The first was in Rome, in the church of Santi Apostoli not far from the house on Macel de’ Corvi, where the artist and pioneer art historian Giorgio Vasari described how he was “followed to the tomb by a great concourse of artists, friends and Florentines”. There Michelangelo was laid to rest “in the presence of all Rome”. Pope Pius IV expressed an intention of eventually erecting a monument to him in Michelangelo’s own masterwork, the Basilica of St Peter (at that point still a domeless building site).

This state of affairs was intolerable to Duke Cosimo de’ Medici, who for many years had tried without success to lure the old man to return to his native city. He resolved that Rome should not retain the artist’s corpse. The great man’s body was smuggled out of the city by some merchants, “concealed in a bale so that there should be no tumult to frustrate the duke’s plan”. Arrangements for an elaborate state funeral and interment were made. When the corpse arrived in Florence, on Saturday 11 March, it was taken to a crypt behind the altar in the church of San Pier Maggiore. There, the next day, the artists of the city assembled at nightfall around the bier, on which Michelangelo was now placed in a coffin covered by a velvet pall richly embroidered with gold. Each of the most senior carried a torch, which would have created a scene of sombre magnificence, the flickering flames illuminating the casket draped in black.

Next Michelangelo was carried in procession to the huge Gothic Basilica of Santa Croce, the heart of the quarter to which his family had always belonged. When word got around of whose body was being moved through the dark streets, a crowd began to assemble. Soon the procession was mobbed by Florentine citizens: “Only with the greatest difficulty was the corpse carried to the sacristy, there to be freed from its wrappings and laid to rest.” After the friars had said the Office of the Dead, the writer and courtier Vincenzo Borghini, representing the duke, ordered the coffin to be opened, partly – according to Vasari, who was there – to satisfy his own curiosity, partly to please the crush of people present. Then, it seems, something extraordinary was discovered.

Borghini “and all of us who were present were expecting to find that the body was already decomposed and spoilt”. After all, Michelangelo had been dead at this point for the best part of a month. Yet Vasari claimed: “On the contrary we found it [his corpse] still perfect in every part and so free from any evil odour that we were tempted to believe that he was merely sunk in a sweet and quiet sleep. Not only were his features exactly the same as when he was alive (although touched with the pallor of death) but his limbs were clean and intact and his face and cheeks felt as if he had died only a few hours before.”

Of course, an incorrupt corpse was one of the traditional signs of sanctity.

This is an extract from Martin Gayford’s “Michelangelo: His Epic Life” (Fig Tree, £30)

This article first appeared in the 20 November 2013 issue of the New Statesman, iBroken

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