strickner

Alessandro Strickner Strickner itibaren Jamb, Maharashtra, Hindistan itibaren Jamb, Maharashtra, Hindistan

Okuyucu Alessandro Strickner Strickner itibaren Jamb, Maharashtra, Hindistan

Alessandro Strickner Strickner itibaren Jamb, Maharashtra, Hindistan

strickner

A tremendous disappointment, especially given the shimmering praise the book garners on all sides. I realize I’m at odds with the world in judging this book harshly, and I realize there may yet be some dimension of brilliance here that I’m just not seeing, but grant me this, it’s not for lack of trying. No other novel have I ever laid down without a backward glance within a few dozen pages of the end, certain at last that the great payoff for my eight hundred pages of patience was never going to come. Here’s the big plot spoiler: nothing at all happens in this book. Not “nothing” in a loaded, John Cage way, just nothing, as when the author cannot deliver on his heady promises but publishes a book anyhow. I actually think it’s kind of important to call bullshit on all the approbation the book receives. The two fundamental failures in the book are its main character and its central device, the Game itself. Both failures are drearily total, and each is all the more of a letdown for the breathless, never-ending clamor of hype both within and without the book’s pages. The book starts right out with the declaration of Joseph Knecht’s pivotal importance, as the greatest player the Game has ever had, after whose career the history of the Game could never be the same. This is repeated ceaselessly throughout, in narrative asides. Meanwhile, we watch a pleasant, unassuming, talented young boy as he is handpicked by a professor, becomes a promising student whose great potential is remarked on by everyone he meets, and moves on to become a professor at a young age. He is indeed the youngest ever to become Magister Ludi, so at least that should earn him a mention in the history books. We are told, I think precisely once, that when he runs a game, it’s a good one. And then he gets old; along the way he meets some people and has some conversations. And then he dies in a swimming accident, and then we riffle through some of his personal papers until the book is over. Even his youthful writings, a strange little coda to his own life story, echo the pattern of fervent affirmation of the importance of a character—plainly himself in thin disguise, but now being described, just as fawningly, in his own voice—who goes on to do nothing much. If in fact Knecht ever does anything of greater historical importance than being generally agreeable and good at what he does, it is not told to us. His life is a dull blank, undeserving of a biography at all, especially when at least three other characters go by who might actually have made good reading. Consider the strangely beatified Music Master, whose unexpectedly mystical transcendence of humanity Knecht merely witnesses when it comes along late in the book; that might be worthy of history. Or Knecht’s boyhood rival, a fiery young student who leaves the academic world and is reunited with Knecht later on one of the protagonist’s vanishingly rare ventures outside his ivory tower; his relationship to the Game is complex and troubled, but this barely ruffles the surface of Knecht’s complacency. Or there is the Sinophile who draws Knecht into a dialogue with Chinese history and literature, who gets to deliver the book’s most interesting challenge: when Knecht seeks his assistance in bringing the symbology of the I Ching into the vocabulary of the Game (much easier, you’d think, than it would have been to encapsulate French poetry or organic chemistry, since the I Ching is already encoded in a set of symbols easily printed on beads), his new mentor smiles and says you can build a garden in the world, but good luck fitting the entire world inside your garden. What’s this? A character within the Glass Bead Game dismissing the Game itself as far lesser than some other symbol system? Here, now, we have the potential for a meaty examination of this Game thing, which we deserve after putting up with so much talk about it. But Knecht just shrugs and goes about his business, and there will be no exposition upon either system. Because the Game is the other aching nullity at the heart of the book; there’s nothing there. Hesse was inspired to write, beyond doubt, by the legitimately awesome notion of the Game. He imagines a symbol system within which all academic disciplines can be encoded, and can interact with each other, like a conversion chart for all fields of knowledge. Within this system, all concepts are encoded on beads, and it seems any of them can meaningfully combine with any other, such that wild new ideas emerge in the interplay. Here is the complex discourse wherein some kind of game, some competition or contest, can flourish, a game of all human learning, ranging like lightning from one discipline to another, referencing everything. Only a rarefied kind of academic could hope to understand such a game, let alone play it competitively. And the book is set within the cloistered academy where these super-scholars are trained. It’s a sweeping, fascinating idea. It’s enough, without adding much of anything else, to drive a really memorable short story. But Hesse wanted it to crown a towering edifice, worthy of the sense of weight and magnitude that was, in fact, only the subject of the idea rather than its dimensions. By which I mean: it was a vague little slip of an idea about something vast and weighty, rather than actually being a vast and weighty idea. But Hesse fooled himself, and in his excitement he determined to write a very long novel, and that was a mistake from which there could be no recovery. The fatal problem is that Hesse wilts instantly before the task of filling in any kind of detail about what the game was and how it worked. He hasn’t a clue. Inspired by his book, several people have gone on to design more or less playable games to match their impressions of the game he only alludes to—you can find them on the internet if you look around—but he never does. And the more ambient suspense the author generates by promising a brilliant reality, without ever showing even a flickering corner of it, the worse the bland filler starts to smell when it all gets stale. Mind you, I know it’s too much to ask for him to generate a practical game that lives up to his vision. But we don’t need him to do that. He need only sketch some part of it, fill in a detail here and a detail there that his characters can make part of their workaday conversations. He does need to do something, though, and it needs to pass muster as at least a tantalizing beginning of the thing itself. One example, perhaps, of a specific bead that represents something from the science of biology; what is written or drawn on the bead? What might be one instance of that bead’s being played in answer to a bead representing some architectural concept? That would be enough. He makes frequent mention of music—indeed the deification of music, common among writers, is so relentless here as to become a minor problem in its own right—but no sign of how it relates to any other field. Of course, a writer needs to be able to let the reader fill in empty spaces that the story only sketches with spare gestures. But the gestures need to be the beginning of something worthy. In the event, that one game—”composed” by Knecht during his tenure as Top Official in Gameland—gives us just enough detail to make clear, after most of the book has gone by, that what’s actually happening here is a solo show. Knecht has composed a complex exercise in advance, and now the other players are just acting it out, perhaps filling in some details at their own discretion but abiding by a predetermined structure. Our one glimpse of the practical nature of the game has all the fanfare of a whoopee cushion. The Game isn’t actually a game. Nobody's playing. There are no objectives. It’s some sort of abstruse, very quiet performance art. A long book full of portentious self-promotion but with nothing to say. An elaborately wrapped present with no gift inside. A big fat nothing. Not the nothing of the Buddhist, who longs for nothing and seeks it, but that of the Wizard of Oz—a nothing that noisily proclaims itself to be everything.

strickner

Schneewittchen muss sterben war mein erstes Nele Neuhaus Buch. Das Label "Taunus-Krimi" hatte mich immer abgeschreckt. Nachdem er 10 Jahre im Gefängnis gesessen hatte, ohne sich an den Doppelmord, der ihm zur Last gelegt wurde erinnern zu können, kehrt Tobias in sein Heimatdorf zurück, wo er alles andere als mit offenen Armen empfangen wird. Bodenstein und Pia ermitteln, nachdem eine der Leichen gefunden wird, wobei beide auch private Sorgen zu meistern habe. Bodensteins Frau scheint ihn zu betrügen und Pia erhält schlechte Neuigkeiten bezüglich des geplanten Anbaus ihres Hofes. Sie ermitteln innerhalb der eingeschworenen Dorfgemeinschaft, die allerhand zu verbergen hat, Tobias aber sehr entschieden verurteilt. Immer mehr Details des Mordabends vor 11 Jahren kommen ans Licht. Das Buch war sehr spannend geschrieben und auch recht action-reich. Allerdings fand ich die diversen Auflösungen zu verwickelt. Ich habe zwar soweit alles verstanden, aber wenn ich in 2 Wochen noch einmal zusammenfassen sollte, wer was getan hat und warum, wäre ich aufgeschmissen. Irgendwie gab es auch zu viele Schuldige. Naja, besser, als wenn die Auflösung zu simpel wäre und es nur einen Universalschuldigen für alles gibt... Trotzdem ein klasse Krimi. Die Balance zwischen Privatleben und Beruf der Ermittler fand ich sehr gelungen, nicht zu viel Privates, aber eben genug, um ihnen etwas Hintergrund zu geben.