In East Asia, Go holds a cultural cachet similar to that of chess in the Western world—it's seen as the pinnacle of intellectual games. Ever since I took up go seriously, it's become such a central part of my life that other games barely get a look-in. While I could go on at for hours about the wonders of go, that's not my focus here. Instead, I want to introduce you to two books that are worth your time, whether or not you have any interest in go.
"Meijin" by Yasunari Kawabata transforms a real-life competitive match of Go into a story full of depth and tension. Kawabata had covered the actual game as a reporter and brings a firsthand perspective to the storytelling.
In this historical context, Honinbo Shūsai is the seasoned veteran. He's not just an expert player, but also the last of a line of masters who headed an esteemed Go institution known as the Honinbo house. Following this famous match, the title "Honinbo" was redefined—it became the name of a tournament and its prize rather than a lifelong title for a master of the game.
His opponent, Kitani Minoru, is a young maverick. Along with his friend Go Seigen, Kitani is at the forefront of revolutionizing Go's opening moves—akin to chess opening theories. The pair felt that traditional Go strategies were becoming predictable and stale. Their new approach was so effective that they dominated a major ranking tournament in 1933.
While it might seem that Shūsai had an advantage in the game due to some cultural deference that allowed him more time to think, the rules at the time actually put him at a slight disadvantage. Unlike today, where the player going second receives some compensatory points to balance the game (known as "komi"), no such balancing act existed in the 1938 game. This made Shūsai's tactical thinking all the more remarkable.
Kawabata's writing might seem unassuming if you simply read a summary of his works, but "Meijin" demonstrates how his nuanced prose can reveal profound human and cultural experiences. In narrating this milestone match, Kawabata captures more than just a game; he encapsulates a pivotal moment of change in a tradition steeped in history, all while exploring generational shifts, personal and societal values, and the intricate strategies of a seemingly simple board game.
Beyond its narrative about a historic Go match, "Meijin" offers much more to the reader. As a piece penned by Yasunari Kawabata, the first Japanese Nobel Prize winner in Literature, the book is a masterclass in storytelling. Kawabata's minimalist yet powerful prose elevates the seemingly simple match into a profound exploration of human experience. His style serves to mirror the strategic and philosophical depths of Go, making the game an allegory for complex life decisions and ethical dilemmas. In doing so, Kawabata accomplishes what great sports narratives often aim to do—capture the tension, strategy, and high stakes of competition, making it as gripping as any championship showdown in more physical sports.
Moreover, the novel provides a captivating glimpse into Japanese culture and its traditional values, illustrating how even a board game can be imbued with philosophical and societal significance. This cultural narrative adds a unique layer to the story, allowing the reader to engage with universal themes through the lens of a specific cultural experience. "Meijin" is not just a book for Go enthusiasts or literary aficionados; it's for anyone interested in the complexities of culture, the intricacies of human psychology, and the timeless beauty of well-crafted storytelling.
Marc L Moskowitz's "Go Nation" is much more than a foray into the ancient board game of go, also known as Weiqi in China. The author, an anthropology professor and an accomplished go player, employs the game as a multifaceted window into Chinese society and culture. He challenges commonly held myths, such as the elegant way players hold the stones between their middle and index fingers. While traditionally considered a gesture of respect, Moskowitz suggests this technique possibly originated to minimize cheating, particularly when money was at stake.
The book uniquely positions go as a cultural phenomenon that reveals much about China's evolving identity. While China is the game's birthplace, Japan modernized it and dominated its competitive scene throughout the 20th century. However, China, capitalizing on its large population and Japan's aging society, has been reclaiming its heritage in the game post-1976.
What sets this book apart is Moskowitz's exploration of the game's cultural resonance. Thanks to Weiqi's highly respected status in China, the author had remarkable access to various facets of Chinese society. He shows how the game serves as a cultural thread, linking ancient China's gentleman scholars to modern figures, including Mao's revolutionary lieutenants.
Moskowitz introduces the concept of "Suzhi," a term roughly translating to virtue or quality, that extends beyond the family or hierarchical relations commonly focused on in Confucianism. In traditional Confucian thought, there are the Five Constant Relationships: ruler and subject, father and son, elder brother and younger brother, husband and wife, and friend and friend. These relationships serve as moral guidelines for social interactions in various contexts, aiming to create harmony in society. Suzhi offers a broader social framework, filling the gaps left by Confucianism, particularly concerning interactions with strangers.
The book also challenges stereotypes about who plays go. Moskowitz describes vibrant scenes involving working-class senior citizens engaging in spirited, trash-talk-filled games, showing that go transcends social strata and is accessible to people from all walks of life.
In summary, Moskowitz neither romanticizes nor criticizes China but offers a nuanced, anthropological lens through which to view a rapidly changing society. "Go Nation" will appeal not only to go enthusiasts but also to anyone interested in a unique perspective on Chinese culture, especially against the backdrop of escalating international tensions.
Oh, and if you don’t want to invest all the time necessary to read the book, there’s also a documentary available:
While my main focus isn't to evangelize the game of go in this discussion, I can't resist recommending "Hikaru no Go" for those who are curious or even just contemplating the idea of diving into the world of go. This is not just another anime; it's a remarkably nuanced series that shatters any preconceptions you might have about children's cartoons. What sets it apart is its emotional depth and complex characters, elements that make it engaging for viewers of all ages. So if you're looking for an accessible entry point into the world of go, "Hikaru no Go" could be your perfect introduction.
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