Go Set a Watchman on sale at Books and Books in Florida. Photo: Joe Raedle/Getty Images
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Harper Lee's fraught return to Maycomb County casts a stark light on both the past and present

How do we talk about Go Set a Watchman? Does its existence diminish To Kill a Mockingbird? How does it stand in relation to that text?

We always knew that Scout would speak her mind. We just never expected she would say these words. “You’re a coward as well as a snob and a tyrant, Atticus,” she rails at him. “You’re a nice, sweet, old gentleman, and I’ll never believe a word you say to me again. I despise you and everything you stand for.”

Even if you have read every word printed about the contentious publication of Go Set a Watchman, it is still stunning to come across these exchanges in a novel that is either a long-lost novel by Harper Lee or a very early draft of To Kill a Mockingbird, depending on whom you listen to. But no wonder Atticus Finch’s daughter is angry: she is just as shocked as we are. Scout – that scrappy tomboy in overalls who stands with her fellow youngsters Huck Finn and Holden Caulfield as an icon of American literature – is now Jean Louise, a sophisticated 26-year-old woman.

As Go Set a Watchman begins (its title is taken from the Book of Isaiah) Jean Louise is coming back to Maycomb County from her somewhat mysterious life in New York. At the station to meet her off the train is not Atticus, who is 72 and suffering badly from arthritis, but Hank Clinton, her father’s junior partner. Hank and Jean Louise have known each other since childhood, but now Hank is very much in love with her and wants to marry her. He calls her “honey” and a “child”, but she resists his unappealing blend of declared love and financial ­prudence (“I have now reached an economic status that can provide for the support of two”). And so begins Jean Louise’s challenging, unhappy return to Maycomb, the place that she, and so many readers, once happily called home.

I can’t recall when a book was so eagerly awaited as Go Set a Watchman. There were the Harry Potter Years, certainly, those midnight bookshop openings and eager kids dressed as wizards staying up all night. But we watched Harry Potter rise to classic status before our eyes (whether that status is deserved is another story altogether): Mockingbird has been firmly in the pantheon since it was first published in the summer of 1960. It is a book that is not only a staple of classroom teaching but also genuinely beloved. Oprah Winfrey, writing at the time of its 50th anniversary in 2010, called Mockingbird America’s “national novel”. The 1962 film adaptation won three Academy Awards; and an upright, stalwart Gregory Peck became enshrined in the collective imagination as the embodiment of Atticus Finch.

Yet part of the wider fascination with Mockingbird always lay in it being Lee’s only novel. Nelle Harper Lee, who will be 90 next year, is often lazily described as a “recluse”. What this seems to mean, in 21st-century parlance is “someone who doesn’t give interviews”. Like Neil Armstrong, another figure whose staggering fame was an early harbinger of the growth of celebrity culture, she wisely decided early on that she had little to gain by talking to the press. That didn’t stop the folks in Monroe­ville, Alabama – her native town, on which Maycomb is based – from capitalising on her success; head to Radley’s Fountain Grille on South Alabama Avenue and order up a plate of buffalo wings and “loaded cheese fries” in homage to Lee, why don’t you? To Kill a Mockingbird was a fascinating singularity; the novel was all the more adored because it stood alone.

But then, late in 2014, Go Set a ­Watchman was discovered among Lee’s papers. Or so we were told. The story of Watchman’s publication is a gripping tale in its own right. Tonja Carter, Harper Lee’s lawyer – who took over after Lee’s sister and gatekeeper Alice died, aged 103, in November 2014 – attests with certainty that she came across the manuscript in a safe-deposit box that year. But a rare books expert from Sotheby’s, Justin Caldwell, has said that he encountered the manuscript as early as 2011 when he went to Alabama with Lee’s literary agent in order to appraise her papers. And then, for a while, there was the mystery surrounding the decision to publish the manuscript, whenever it had been found. Why hadn’t it been published before? When publication was announced, in February this year, Lee – who had a stroke in 2007 and now resides at an assisted-living facility in her home town – was reported to have said, “I’m alive and kicking and happy as hell with the reactions to Watchman.” But others were not so sure; so much so, that following “an unspecified complaint”, Alabama State’s human resources department was concerned that Lee might be the victim of elder abuse. The case was closed after officials spoke to Lee.

Harper Lee on the porch in Monroeville, Alabama. Photo: Donald Urhbock/The Life images collection / Getty

Publication was slated for the very same day that the New Horizons spacecraft would swing close to Pluto, that most distant object in our solar system, its journey of nine years and three billion miles a parallel wonder to the release of Watchman. But then came more mystery, more fuss, as embargoes on publication were broken and news leaked that Atticus was not the man we thought he was. Twenty years on from the time of Mockingbird, the lawyer who defended a black man, Tom Robinson, when he was unjustly accused of rape by a white woman, saying that the case was “something that goes to the essence of a man’s conscience – Scout, I couldn’t go to church and worship God if I didn’t try to help that man” has changed his tune. With the grown-up Jean Louise standing before him, he speaks plainly in the language of Jim Crow: “Do you want Negroes by the carload in our schools and churches and theaters? Do you want them in our world?”

So how do we talk about Go Set a Watchman? Does its existence diminish To Kill a Mockingbird? How does it stand in relation to that text?

In the first place it seems to me wiser to read Watchman as a very early draft of Mockingbird, rather than an independent work. It seems clear that Watchman was the text submitted by Lee to the publisher Lippincott in the 1950s; Tay Hohoff, a forceful editor there, worked closely with Lee on draft after draft, through argument after argument, to coax out To Kill a Mockingbird.

Watchman is written in the third person, Mockingbird in the first. Watchman is best described as picaresque, a loosely linked series of events with no clear narrative through-line; Mockingbird is driven forward by the trial of Tom Robinson. One of the pleasures of reading Watchman is to admire the genius of an editor who saw what was hiding inside this strange, discursive book. Robinson’s trial is mentioned in a paragraph or two here: the character is never named, and furthermore Atticus gets him acquitted. It’s a worthwhile exercise to compare the opening two paragraphs of Mockingbird with Watchman’s: the former make you want – need – to read on; the latter, quite simply, do not. Watchman comes alive when Jean Louise’s recollections of her childhood with Dill and Jem and Cal, those characters we know and love so well, intrude into the present-day plot. (Jem’s ­appearance in flashback in this book is positively ghostly because we learn, brusquely, in the opening pages, that he dropped dead of a heart attack two years before this tale begins.)

The story of Watchman, when it finally gets going towards the second half of the book, is of Jean Louise’s horrifying discovery that not only is Atticus reading pamphlets with titles such as The Black Plague, he is also on the board of directors of the local citizens’ council. Citizens’ councils were white supremacist groups in the Southern states largely organised after Brown v Board of Education, the 1954 Supreme Court case that decreed segregation in public schools unconstitutional. Now, when Atticus decides he will take on the case of a black man, it is simply to fend off the “buzzards”: the NAACP lawyers “who demand Negroes on the juries in such cases”.

How is it possible that the Atticus of To Kill a Mockingbird has turned into (or had his origins in) this terrible man – a man against whom Scout stands firm, at great cost to herself, and her sense of what home is? For all the flaws in this novel, however, Atticus’s transformation is wholly believable; and I wonder if Harper Lee thought, once again, to teach us a lesson. For the lawyer’s attitude in Mockingbird surely can be seen as conservative and paternalistic; and Maycomb society, in both books, is strictly hierarchical, even within its white community. For all that this novel was written before – was transformed into – Mockingbird, it is possible to see how Lee would go back in time to imagine her character’s ideals before those ideals had been taken too far by “Negroes” who disagreed with Atticus’s statement of what he sees as simple fact: “white is white and black’s black”.

Shocking? Perhaps not when, 150 years after the end of the American civil war, it is just this month that the Confederate battle flag has been removed from its place above South Carolina State House; it took the murders of nine men and women in a church to force its removal. Though the motivation for publishing this novel can be debated (it will certainly earn a windfall for all concerned), it is hard to regret its appearance. It casts a stark light not only on the past, but on the present, too. “Leave the slaves out of it for a while,” says Atticus’s brother, Jack, debating with Jean Louise. Harper Lee, in Go Set a Watchman, reminds us that we can’t.

The watchman said, The morning cometh, and also the night; if ye will inquire, inquire ye; return, come. 

Erica Wagner is a contributing writer for the New Statesman. She is working on a biography of Washington Roebling, the man who built the Brooklyn Bridge

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Now listen to Erica discussing Go Set a Watchman on SRSLY, the New Statesman's pop culture podcast:

Erica Wagner is a New Statesman contributing writer and a judge of the 2014 Man Booker Prize. A former literary editor of the Times, her books include Ariel's Gift: Ted Hughes, Sylvia Plath and the Story of “Birthday Letters” and Seizure.

This article first appeared in the 16 July 2015 issue of the New Statesman, The Motherhood Trap

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