Ball Games and War Games: An Essay

Writer Carlo Rotella looks back on the board games and basketball games he grew up playing on the South Side of Chicago. Here, in his third and final installment for PlayTime, Rotella ponders how both kinds of play have evolved—for better or worse—over generations.

When I was a kid, the paths I took to the two sorts of game-world were stark opposites. I played war games in an icy aesthetic fugue state entered in rigorous solitude, while basketball entailed a hot engagement with self-interested others that was equal parts political and anthropological. Looking back from the perspective afforded by middle age, I can see that my experience of pickup ball and war games has to some extent switched social polarities over time. My root desire in both kinds of play has always been to enter the world of the game and dwell there, soaking up the nourishing feng shui. But technological change, the shifting character of childhood and leisure, and other usual suspects have muddied the distinction between them over the nearly half a century that has elapsed since my childhood.

As a general rule, digitization produces more loneliness, not less, but this case is an exception: I no longer have to outsmart myself in heroic isolation when I play these games.

It had to happen sooner or later that somebody would think to digitize the old military board games. A Scottish outfit called HexWar has finally gotten around to doing that. Its design partners have replaced the square unit-counters with little clusters of troops and substituted a 3D swell of hills and valleys for the flat abstract landscape of the game board, but HexWar has not tried to turn these games into first-person shooters. They still play like board games, and the hexagonal map grid has been preserved as a nostalgic curio. As a general rule, digitization produces more loneliness, not less, but this case is an exception: I no longer have to outsmart myself in heroic isolation when I play these games. I can play online against other Avalon Hill/SPI veterans, or I can play against the built-in opponent that comes with the game. I prefer the latter, mostly because it’s always ready to play, always up for a game. Even on the Hard setting, this algorithmic foe tends to lack decisive boldness, a stolidity that makes it chronically susceptible to being outflanked and outhustled, but it’s a recognizable intelligence―a purposeful presence other than my own―and its shortcomings make it seem more, not less, human. As Napoleon at Waterloo, this intelligence throws D’Erlon’s formidable I Corps against La Haye Sainte and my shaky left; as Scipio Africanus at Zama, it screens its advancing legions with light infantry in textbook fashion. When I repel D’Erlon with massed cannon and Uxbridge’s horse guards, when I scatter the Roman velites with my elephants, I feel a little like Patton in the movie after he defeats the Afrika Korps in battle. He yells, “Rommel, you magnificent bastard, I read your book!” at what he believes to be his illustrious opponent’s fleeing tank, only to find out later that Rommel wasn’t in the tank, and was in fact away on leave.

It’s part of a generational swing toward adult supervision and away from open-ended, self-governed free play, but the education in practical politics and social dynamics available to me in the 1970s has grown increasingly old-school, even esoteric.

If my experience of war games has warmed over time, pickup basketball has cooled for me. I still have to negotiate with strangers to get into the game, but it’s all very low-key. I usually show up alone at the court in the local park, which makes things simpler, and almost everybody’s grown-up enough to determine fair order and wait his turn, just as we do at the nearby supermarket’s meat counter. Something similar typically happens when I play farther from home―and now there are pickup-basketball apps that let you know where to find a game in a strange city, which seems efficient but also resembles buying a used TV on eBay. And if it doesn’t work out and I don’t get to play, my much-sprained ankles and much-jammed fingers appreciate being spared the wear and tear. My own aging explains this cooler experience of the pickup game, but it’s also framed by larger changes. Over the years pickup ball has become a more preponderantly adult game as a result of a great transformation of how kids, small and large, play. Especially for the most intensely ball game-inclined boys and girls, there’s a lot less free play these days, and a lot more play organized and supervised by adults―more travel teams and AAU teams overseen by grown-ups with whistles, more official practices and scheduled games and less hanging out and jockeying for position for hours on end at the local court. It’s part of a generational swing toward adult supervision and away from open-ended, self-governed free play, and it means that, while young people still do play pickup ball, the education in practical politics and social dynamics available to me as a ball-playing kid on the South Side of Chicago in the 1970s has grown increasingly old-school, even esoteric.

When I was a kid I frequently paged through my copy of Cyril Falls’s Great Military Battles, an oversize book full of maps showing the movements of cavalry and infantry and artillery, and of paintings in which mounted generals made Buddha-like gestures with plump white hands amid their retinues and rolling clouds of gun smoke. I returned often to the chapter on Waterloo, which seemed to make the definitive case on offense and defense. Offense was Napoleon, whose genius for the coup de main was expressed in constant attack, demanding courage and enterprise and grotesquely buoyant optimism from his men. These were marquee virtues, yes, but, especially when exercised in the service of misguided principles, they curdled into blind, force-drunk aggression for its own sake. Defense, by contrast, might be frequently drab and unpleasant, but it was how you stopped offense. Defense was the Duke of Wellington, whose greatest achievement was to deny Napoleon the victory at Waterloo, and whose schemes featured the absolute minimum of moving parts and decisive strokes because he assumed that orders would go astray, subordinates would screw up, and the troops who served under him were “the scum of the earth.” My beat-up original copy of Great Military Battles went missing in the early 1980s, when I went off to college, but I recently acquired an equally well-used copy via Amazon. Looking through it now, revisiting long-lost but intensely familiar images and passages and the lessons they taught, I begin to appreciate the depth of the imprint left on me by war games and ball games. They taught―they teach―offense and defense, strategy and tactics, force and finesse, technique and persuasion, how to be alone and how to engage with others. ♦

Return to the first and second installments of “Ball Games and War Games.”

(Image credit: Louis-François Lejeune, Battle of Moscow, 7th September 1812, 1822, Château de Versailles, via Wikipedia Commons.)

Ball Games and War Games: An Essay

Carlo Rotella examines the threads of play in his upbringing in an essay in three sections. Here, in the second installment, we resume his story on the basketball courts of Chicago, where Rotella learned to navigate the complex social world of pickup basketball. Check out part 1 here.

At the opposite end of the spectrum from the elaborate tactical board games over which I hunched for hours and days at a time as a child, learning the ins and outs of military strategy while perfecting the art of being alone, was pickup basketball: a laboratory for developing social self-knowledge and expertise.  First, you had to get in the game. Say you showed up as part of a crew of four at a playground where a full-court five-on-five was in progress and there were seven guys already waiting. That meant there was a team of five ready to go next, with two left over. You’d have to figure out who those two were and size them up, then decide whether to a) sit out two more games until you and your whole crew could pick up one guy at courtside and constitute a team of five; or b) put forward three of your crew as teammates for the two current leftovers and thus get onto the court after sitting out only one game, though that would leave one of your number to fend for himself; or c) if those waiting seemed exceptionally weak or fractious or otherwise unequipped to defend their claim, brazenly declare that your crew had next and enlist the big dude in the cut-off Brothers Johnson T-shirt as your fifth. The negotiations could get tricky, with everyone assessing everyone else’s skill, size, confidence, willingness to back his own claim, and support from allies. If somebody tried to pull a fast one by claiming at the last moment, just as you and your crew were about to take the court to play your duly called next game, that he had actually called next way before but then had been obliged to go to take care of some business but had now come back, you had to decide whether to get all lawyerly in response or to simply brush aside this pretender, dismissing his claim out of hand as sorry-ass would-be gangster bullshit not even worth a reasoned rebuttal. However you played it, the main thing was to act as if you were the kind of guy who got in the game as a matter of course, and not the kind who could be pushed out of line with a strong-arm move.

I was obliged to cultivate the specific skill of playing with and especially against one’s betters, a skill not identical to being good at basketball.

Once in the game, I had to survive it. Because I hung out with serious players who tended to get me in with stiffer competition than my modest abilities rated, I was obliged to cultivate the specific skill of playing with and especially against one’s betters, a skill not identical to being good at basketball. My main challenge was to fend off humiliation when matched man-to-man against a member of the other team who, if we both did our best, could outscore me so badly that it would obviously be my fault if my team lost. That meant playing serious defense, which was not generally regarded as a principal virtue in pickup ball. I began by taking calipers to my man’s footwork, figuring out how much room he required to operate smoothly, then moved inside that limit, finding the sweet spot of his discomfort. I wanted to be just close enough that I was perpetually, irksomely there; rather than trying to prevent my man from doing what he wanted to do―get the ball, dribble, shoot―I just tried to make it unpleasant and difficult for him to do these things. By staying close and varying the rhythm of my intrusions to keep the irritation fresh, I could make him feel that there were extra feet where he wanted to step, extra bulk clogging up his movements. I used my hands on him as little as possible. I’d just follow, follow, follow, lining up my navel with his at the chosen distance and then trying to keep them lined up no matter what he did, so that he would begin to feel as if he was dragging around my body and will, my whole story, in addition to his own. I aspired to be like Jack Vance’s Chun the Unavoidable, who, even after the fleet and cruelly handsome Liane the Wayfarer slips into a sorcerous portable hole to escape him, shows up at Liane’s elbow in his coat of eyeballs and says, “I am Chun the Unavoidable.”

I appeared to be model citizen of the little commonwealth of the pickup team.

I appeared to be model citizen of the little commonwealth of the pickup team because I performed needful tasks that most other players, fixated on the universally acknowledged priority of racking up points, didn’t feel like doing. In addition to playing defense on my man with irksome persistence, I passed the ball to teammates with care and sensitivity, boxed out, rebounded, fetched loose balls, tipped away opponents’ passes, and ran the court on every possession. But this appearance of good citizenship was an illusion: other than wanting to win so that I could stay on the court, I was, at best, agnostic about the greater good of my teammates; at worst, I was willing to sacrifice them in the cause of preserving my own dignity. My basketball self, a bad person masquerading as a good neighbor, only incidentally made his teammates’ lives better by making opponents’ worse. Intent on holding my own by destroying my man’s virtuosity and dragging him down to my level, I regarded offense―the soul of the pickup game―as wildly overrated. Offense was mere slavishness posing as inspiration, a company man’s sorry campaign to make Employee of the Month. But defense―not the rah-rah kind but the I-live-you-die kind―was the essential business of denying your enemies their heart’s desire, which was to put your hamlet and crops to the torch and carry off your loved ones into the night.

Return to the first installment of “Ball Games and War Games.” Read part three here.

(Image credit: A pickup basketball game in Chicago’s Lake Meadow Park, 1970 (Lake Meadow Park (0263) Activities – Sports, 1970.). Courtesy of the Chicago Public Library.)

Game on! PlayTime on pem.org is live! Join the conversation: how is play changing our lives? In advance of the exhibition, we’ll explore the shifting role of play in art and culture with leading writers, thinkers, game designers, poets, artists—and you. This week, check out features by Virginia Heffernan, Carlo Rotella, Eric Zimmerman, J. Robert Lennon, Lizzie Stark, Angela Washko, Adam Bessie and Jason Novak, and more. #pemplaytime #peabodyessex @peabodyessex

Ball Games and War Games: An Essay

Carlo Rotella takes us on a playful meander through his formative years on Chicago’s South Side, remembering a youth spent shuttling between the solitary world of military board games and the complex social dynamics of the pickup basketball court. This is the first installment of a threepart series.

 

Growing up on the South Side of Chicago in the 1970s, I played the usual games. Indoors, I did most of my world-thinking with wooden blocks and toy soldiers, though we also had a tabletop hockey game that pitted the Blackhawks against the Bruins. One of the Bruins had somehow ended up with two backs and no front when we applied the decals that turned two-dimensional plastic blanks, centaur mergers of human and hockey stick, into men. The two-backed, no-faced Bruin lurched and flailed in a blind rage as he and his yellow-and-black teammates and red-and-black opponents, each mounted on a rod and constrained in his own slot like a chained dog, chased the skidding, rolling puck up and down the pasteboard ice.

Street football, especially when played two-on-two, reduced the sport to a permutative series of binary deceptions.

Outdoors, I played chase, guns, Moose and Wolves, and other such hunting- and fighting-themed games, and there was an across-the-street guts Frisbee mutation that resembled doubles tennis, but mostly I played ball. Street football, especially when played two-on-two, reduced the sport to a permutative series of binary deceptions―fake going long and stop short or vice versa, fake a pass and run or vice versa―periodically interrupted by someone calling out “Car!” and then a pause while we all struck postures of enforced idleness as we let traffic pass. I played baseball-derived rubber-ball games adapted to street (piggy move-up), sidewalk (running bases), stoop (pinner, also known as ledge), wall (strikeout), and schoolyard (all of them). I did some of my earliest batting in a side yard squeezed between two bungalows, so at first I drove everything back up the middle, a fine professional hitter in the making, until I graduated to regular fields and devolved into just another lout dead-pulling everything to left. When we had enough kids and a suitable stretch of grass, we played sixteen-inch softball―a barehanded variant, fetishized in Chicago, suited to showcasing the potency and grace of fat men. Fielding a lumpy, much-hit old sixteen-inch ball was like handling an overripe cantaloupe, but catching a new one fresh out of the box, rock-hard and blindingly white, felt like flagging down a cannonball. I avoided playing with these finger-crushing juggernauts because I needed my hands in working order to play pickup basketball, which I did in driveways, backyards, schoolyards, parks, gyms, wherever a rim and opposition could be found. One driveway court had several inches of ankle-threatening length of pipe coming out of the pavement under the basket, and another had no corners and a high hedge that played permanent impartial zone defense against anyone attempting to shoot from the left wing, but we played the changes, as musicians say: you got an extra point if you made a basket from behind the hedge.

As I entered my teens, two kinds of play rose to dominance. Among ball games, pickup basketball defeated all comers to become the sport of choice. It was the most formally complex and satisfying of our ball games, a chess among checkers, and so navigating inside its workings offered the most intense pleasure: the forking intricacy of the pick and roll, the cavalry-charge momentum of the fast break. Of all our ball games, it was the most obviously connected to advanced versions one might see on TV or in an arena. Street football or piggy didn’t look much like real football or baseball, but a steady two-way flow of style and players joined the pickup basketball circuit to uniformed, referee-supervised, clock-bound league play on the high school and college levels. And the man-to-man ethos of the playground game most closely resembled the most advanced version of all, the pro game played in the NBA, where zone defense was outlawed. Also, because basketball was known as a Black Thing and therefore endowed with special cachet on the South Side, competence in it was expected of a game-playing boy, especially one who wanted to explore the city and engage with people. Pickup ball gave me a plausible reason to show up with a crew somewhere I otherwise didn’t belong, negotiate with strangers on the sideline to claim a spot on the court, and run that court with a confidence that transmuted it from a strange place to one located on my expanding map of the world.

War games were almost entirely a solitary pursuit, somewhere between reading a book and writing one.

Among sedentary indoor games, military simulations gradually conquered everything else. I had progressed from murmuring “dooge” while knocking over green army men to laying out elaborate period dioramas of Airfix HO-scale miniatures―Napoleonic, Civil War, Second World War―to working out rudimentary rules to put those tableaux vivants in motion as war games. At some point it grew unseemly to play with toy soldiers, just as it had grown unseemly to run around on the block making gun noises, though the formal elegance of maneuver in miniaturized landscapes still drew me. When I discovered the martial board games made by Avalon Hill and Simulations Publications, Inc., the toy soldiers went into permanent storage, Wellington’s Highlanders and Union artillery and the French Foreign Legion all entombed in the same box in a promiscuous jumble. The war games had inch-thick rulebooks that reeked of intellectual respectability; the very existence of, for instance, rule 8.9.2, governing how Flemish Dragoons in a brigade stack can be used during Rainy Weather scenarios, offered reassurance that you were not just some little kid saying “dooge.” Each game had scores of little square cardboard pieces representing military units, each bristling with coded information in tiny print: nationality, unit type, offensive and defensive combat strength, movement allowance, strength when disorganized, and so on. The units were deployed on hexagon-covered maps on scales ranging from a scattering of country villages to continents and empires.

I would disappear into these hex-gridded worlds for hours, days, at a time. I didn’t know anybody else who found war games appealing or even knew about ​them―other than Eric, a gentle night-walking insomniac my parents’ age who sometimes came over for Sunday dinner―so they were almost entirely a solitary pursuit, somewhere between reading a book and writing one. Playing both sides and preferring the stately symmetry of preliminary dispositions to the messiness of pitched battle, I could march and countermarch almost indefinitely, trying to outsmart myself. Serially re-contesting Guadalcanal or Austerlitz or the siege of Constantinople in nearly absolute solitude was like doing pushups with my imagination. Mostly, it built up my ability to do more pushups.

Check out the second part of “Ball Games and War Games” here and read part three here.

(Image credit: Amy Blechman.)

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