W J Turner: “The Barrel-Organ in the Rain”

A scraping from the NS archive.

W J Turner (1884-1946) was music critic for the New Statesman between 1915 and 1940. He was also a novelist, playwright and poet. WB Yeats wrote that Turner's poetry left him “lost in admiration and astonishment”, though today it is for his outspoken and regenerative approach to music criticism that he is best remembered. Here, Turner recalls “the most poignant music impression of my life” – hearing a barrel organ in the rain beside Lake Como. I guess barrels aren’t so useless after all. - Philip Maughan

The Barrel-Organ in the Rain

It is not always in concert-halls that one has the most delightful musical experience  - hardly ever, some would even say; but I do not go so far as that. None the less, everyone who has any instinct for music will remember chance occasions when some song or instrumental air, heard, almost accidentally, at some friend's house or, in some countries happier in this respect than our own, in the street has made a vivid impression that remains in the memory long after we have completely forgotten the recitals of an Elena Gerhardt, a Paderewski or a Kreisler.

I remember when quite a boy that by some freak of fortune Paderewski came to my native town for the first time; my mother, wishing me to hear the famous pianist, procured me one seat at what appeared to me—and for our part of the world actually was—an enormous price. At any rate, I went alone, considerably affected by a consciousness that in being there at all I was rather “going the pace.” My seat was very near to the great man, and I remember how his hands trembled and how nervously he clasped his knees. I also remember being more excited by his face than by his playing. He played first of all something by Bach—very likely a prelude and fugue—and then a Beethoven sonata; the rest of his programme I have forgotten. I do not think I was in the least moved by the music, but I returned home in a state of great excitement, and with a feeling that the concert was an event in my life that ought in some way to be celebrated, and that the presence of such a great man in our town must be brought to the notice of the inmates of the house who should not be allowed to pass away into sleep that night as if nothing out of the ordinary had occurred. Accordingly, I crept round to the back of the house and rummaged about in a shed until I had found—what is unknown in this country—an old kerosene tin. Taking a stick, I then marched into the house, beating the kerosene tin for all I was worth.

Now, musically, this event meant nothing, or very little, to me. I had been often far more touched by the very same music I had heard that night, played by amateurs; and although this experience of the contrast in the pleasure got from amateurs and from professionals is not true of orchestral concerts, it is especially true of singers, for I do not remember ever hearing a professional singer before I was twenty who gave me any pleasure at all. I believe this is a common experience. It is due partly to the fact that in Anglo-Saxon (and to a lesser degree one might almost include German) countries professional singers have no feeling for music whatever. They are simply the possessers of voices that have a marketable value, and they hire out their voices to concert-givers and to music publishers who need them to display their wares. They painfully acquire the minimum of technical musical knowledge necessary to enable them to sing an average ballad, or to take part in the half-dozen oratorios that are the staple musical diet of large masses of the population. They meet the average church organist on the common ground of complete insensibility and almost complete ignorance. They are far more illiterate than the ordinary dock-labourer, and their vanity has to be encountered to be believed. These wretches—I could name a lot of them if the law of libel permitted one such an artistic luxury—are even to this day, in spite of the great improvement that has taken place in England during the last ten or fifteen years, going up and down London, the provinces and the suburbs singing and spoiling the taste of the people. Their mainstay and sheet anchor is human sentimentality—the sentimentality of people who have had no opportunity to learn to appreciate finer qualities, but who, if left alone, would perhaps get out of the trough of sloppy emotionalism in which the modern urban population wallows.

For years, whatever singing I heard worth the hearing was from amateurs, and from them I heard, before I was eighteen, nearly all Schubert's songs and a great number of other German lieder, which, until I went to Germany, I had never heard from the concert platform at all. One of my most pleasurable recollections is that of going suddenly into a drawing-room where someone was singing Schubert's “Wohin.” It was one of those exquisite moments when we are by some happy combination of physical and spiritual health extraordinarily alive, and for both singer and listener the music, though familiar, had a beauty which they had never felt so intensely before. I have never heard "Wohin" sung since either in public or by an amateur, but it is one of those melodies that I can always recall at will. The singing of amateurs is, as a whole, on a far higher level than professional singing, and in speaking of amateurs I am thinking of musical amateurs, not of the people who go to ballad concerts and buy the last song about roses to take home and strum upon the piano, although I should imagine that their interpretation by their own fireside had merits unknown to, and beyond the capacity of, the professional singer to whom the song was dedicated.

In Latin countries, however, the art of singing has never been lost by the people. I believe that of all European countries Spain is the most wonderful in this respect, but I have never been there, and English musicians as a whole know very little about the academic music of Spain and practically nothing about the popular music. As for ancient Spanish music, I do not think I am far wrong in saying that it is absolutely unknown—which is hardly surprising when we consider that 70 per cent of the works of our greatest and most famous English composer, Purcell, are unknown to musicians. His Fairy Queen, for instance, which was given at Cambridge from February 9th to February 14th, with Mr Clive Carey as producer and Dr Rootham as conductor, had not been performed since 1693. There are four volumes of his harpsichord works edited by Mr William Barclay Squire—never played except by amateurs like Mrs Gordon Woodhouse—and I forget how many volumes the Purcell Society has published, all of which, however, appear to be totally ignored by the professional musicians who give concerts. However, that is by the way, and only illustrative of how immeasurably more important the amateur in music is than the concert-giving artist who is so much more in the limelight.

In Italy, of course, you may still hear plenty of good singing, even in the streets, and I daresay it would be possible to bear today, in parts of the country, many of those wonderful old Italian folk-songs which Madame Geni Sadero has spent her life collecting. Although I once walked through a large part of Central Italy it was never my good fortune to come across any old folk-songs, but I must confess that they were not the object of my tour. I do remember, however, going into an old wine-cellar with walls about fifteen feet thick in a small town in a little frequented part of the country and suddenly hearing, to my amazement, a gramophone burst forth into the waltz from The Merry Widow. The gramophone rang the death-knell of folk-song wherever it penetrated. There are musical critics—even good ones—who have a kindly word for the gramophone, but I have nothing for it but execration.

It was, however, in Italy that I received the most poignant musical impression of my life. A friend and I had arrived one day at Como, which we had never seen before. It was a most miserable day: one of those only too frequent days among the Italian lakes when the rain pours down as if it had set in for months. In utter wretchedness we walked along the comparatively deserted streets looking for a suitable restaurant, when suddenly, turning a corner, we heard a barrel-organ grinding out Lohengrin's Narration. It is a curiously beautiful melody, hilt at that moment, pouring out into the empty town among hills and buildings almost blotted from our sight with the steady, down-streaming rain, it was simply marvellous. If Richard Wagner had been there to hear it he would have wept. For it had become part of the earth; it was in some wholly inexplicable sense real—real with that reality that all good creative art has but which we cannot always feel, and that certainly we do not feel once in a hundred concerts.

6 March 1920

Barrel organists perform in Germany. Photo: Getty Images.

W J Turner (1884-1946) was a poet, novelist and music critic, who wrote for the New Statesman between 1915 and 1940.

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