Essay: The Game's Afoot
In the
world outside of Harry Potter, the
disregard many people have for books read by children, because they consider
them to be only for children, is
similar to other knee-jerk judgments people have had about Harry Potter, such as labeling the Harry Potter books evil because there’s magic in them, or calling
the series simplistic, two-dimensional and otherwise not worthy of adults’
attention, either to analyze or to read for pleasure. (See Quantum Harry, the Podcast, Episode 1:The Kids’ Table.)
With
the exception of professional sports (and even then, some people look down on
adults who they think are grasping at childhood when they play or watch sports),
games are also often dismissed in our world. Gamers get even less respect, if
possible, and are often stereotyped as adult male college graduates or
drop-outs living in their parents’ basements playing World of Warcraft, and never seeing daylight. Incidents like
Gamergate didn’t help the public image of gamers—and rightly so, in that case.
Yet
Jane McGonigal maintains in her book, Reality
is Broken: Why Games Make Us Better and How They Can Change the World, that
we need to make reality more like
games. JK Rowling may or may not agree, but she structured her seven-book
series around toys, fairytales, games and the equipment for games, and the
archetypes that I call Rowling’s game-pieces. (See Quantum Harry, the Podcast, Episode 2:This Old Man.)
According
to Jane McGonigal, the four defining traits of a game are that it should have a
goal, rules, a feedback system (so you know how close you are to the goal) and
voluntary participation. However, she cites Bernard Snits’s definition of a
game as more succinct: “Playing a game is the voluntary attempt to overcome
unnecessary obstacles.” This is very much how JK Rowling uses games in the Harry Potter books; the reader
experiences this as a realization that Harry or another character is attempting
to overcome an evidently unnecessary
obstacle, and seems to be doing so voluntarily. This is probably because
the character in question is playing a
game. In Reality is Broken, McGonigal writes:
If the goal
is truly compelling, and if the feedback is motivating enough, we will keep
wrestling with the game’s limitations–creatively, sincerely, and enthusiastically–for
a very long time. We will play until we utterly exhaust our own abilities, or
until we exhaust the challenge. And we will take the game seriously because
there is nothing trivial about playing a good game. The game matters.
Part
of the appeal of the Harry Potter
books could be that Harry is a surrogate player for the reader, and in turn,
when people purchase the video games based on the books and films, players get
to be surrogates for Harry, or for Hermione or Ron, voluntarily overcoming unnecessarily
obstacles, working toward a goal, following the rules, and hoping that the
feedback will report that the player is coming closer to the goal. Whether
reading books or playing a game, the reader or player gets to play along with
Harry.
Harry Potter and the Philosopher’s Stone
introduces the reader to Harry and the wizarding world. In the initial chapter
a holiday that’s fun-and-games for children, Halloween, turns deadly for
Harry’s parents. Soon after, Voldemort’s attempt to also kill Harry backfires,
and when news of this spreads, war segues into play for wizards, who celebrate
by setting off magical sparks mistaken for shooting stars and early fireworks
in celebration of Bonfire Night, the national holiday of the United Kingdom
that is another instance of war, or rather, rebellion against the state—The
Gunpowder Plot—becoming a playful celebration enjoyed by all. This is the only literal
mention of Bonfire Night in the seven-book series. From what we see, or rather,
don’t see, this is a purely Muggle holiday. (I have my own theories about why
that is, but that is for a future essay.)
In Philosopher Stone’s first chapter,
Rowling introduces readers to Harry’s uncle and guardian, Vernon Dursley,
married to Harry’s mother’s sister, his Aunt Petunia. Vernon is no fan of
imagination or laughter that’s not at someone else’s expense, nor people
dressing in “funny clothes”, such the wizards who are celebrating Voldemort’s
fall. Dumbledore’s introduction contrasts him directly with Vernon Dursley. Not
only is his taste in dress likely to produce a far more derogatory comment from
Vernon than merely “funny”, he’s fond of sweets. Sweets become weapons in Fred
and George Weasley’s war against Umbridge—Fred and George also being Wise Old
Men, the same archetype as Dumbledore. Their sweets are eventually a weapon
against Dudley Dursley, when he eats a Ton-Tongue Toffee in Goblet of Fire.
While
waiting on Privet Drive for Hagrid, Dumbledore offers a sweet to Professor
Minerva McGonagall. The passwords giving access to his office also happen to be
sweets. Dumbledore is very fond of his Famous Wizard Card, which children
collect and is only available with Chocolate Frogs. On the train, Ron indirectly
introduces Harry to his future general in the war, Dumbledore, through the
Chocolate Frog Card, a child’s plaything that comes with a sweet. Most people
don’t take toys, games, sweets or fairytales seriously, and also don’t take
seriously some of the people Dumbledore esteems most highly, such as Hagrid.
But Dumbledore values all of these things.
In the
next chapter, ten years have passed, and Harry learns that he’s a wizard. His
young life has seldom contained games. For ten years he’s been bullied by his
cousin Dudley, plus his Aunt Petunia, Uncle Vernon, and sometimes Aunt Marge
and her dogs. He lives in a cupboard. He’s fed very little. He has no friends;
Dudley has bullied other kids out of wanting to be his friend.
A year earlier,
for his tenth birthday Harry received a wire coat hanger and an old sock of
Vernon’s. Dudley’s birthday gifts include videogames, a television, video
cameras, and sports equipment that he’s unlikely to use. He has a second
bedroom to hold broken toys and games, plus unread books, and it’s significant
that this is where Harry comes to live
when he leaves the cupboard, in the repository for old games and toys, the
space for unread fairytales and other children’s books. (Dudley is unlikely to
have books for adults, being the same age as Harry.) Despite his birthday
bounty, Dudley’s favorite “game” is chasing and beating up Harry, which is more
like war than a game to Harry, who’s grown up with games, for Dudley, morphing
into wars for him. He was weaned on this; Harry does not get to have games for
games’ sake.
When
the Hogwarts letter arrives, Harry is starved for games that are only games, starved for a normal
childhood. Though inherently whole and complete, Harry is actually incomplete
while he’s with the Dursleys, who have deprived him of things Dudley takes for
granted: loving caretakers, games, toys and a carefree childhood devoid of
threats to life and limb. He’s also incomplete while ignorant of the truth
about himself and his parents.
Trying
to steal a letter from his uncle that’s addressed to Harry becomes a game that,
like his relationship with Dudley, is also a war, but his strategizing doesn’t
produce the result he wants. He rises early to get the post but his uncle has
risen even earlier and reaches the letterbox first. Vernon continues the
“game”, having them all flee across the country to avoid the letters. He drives
erratically, doubling back on his route, having them stay in places that make
Dudley howl for his television and computer, on which he likes to blow up
things. (Dudley’s games are all warlike.) But this is no game to Vernon; he’s
fighting a war. Vernon is, of course, going to lose.
When
Hagrid hand-delivers Harry’s school letter a new world opens to him. It is a
moment of sublime completion for Harry to finally know who and what he is. In
the language of Joseph Campbell’s hero cycle, Hagrid is the “herald”. Campbell
writes:
The herald or announcer of the adventure...is
often dark, loathly, or terrifying, judged evil by the world...
[Joseph Campbell, Hero with a Thousand Faces (Novato, CA: New World Library, 1979)]
This
is the case with Hagrid, especially when he’s vilified for being a half-giant.
But Harry quickly takes to Hagrid, the first person he’s seen do magic since he
was a baby. To him it’s the best game ever.
It takes him through a wall to Diagon Alley; it gives Dudley a curly pink pig’s
tail; and it gives Harry a new self.
He’ll eventually learn not to view magic as a game, but this is an
understandable initial reaction.
Hagrid
tells Harry that the purpose of the Ministry of Magic is to keep Muggles in the
dark about magic, telling him that everyone would want magical solutions to
their problems. It’s as if wizards are concerned that Muggles, who they regard
much like small children, would think of magic like a game, something to treat
lightly, as many wizards do. It’s unclear whether they feel that Muggles are more prone to do this or just as prone as wizards. One of the
most pressing messages of the books is that magic is not frivolous, let alone Harry’s most important attribute. His
wholeness and his ability to love are far more important. This is another
reason that criticism of the books due to the inclusion of magic is entirely
missing the point.
Harry’s
letter says that first years cannot have brooms at school, though they will
have flying lessons and many students from wizard families have probably
already flown on brooms. However, if we consider a broom as a weapon it makes
sense for this “toy”, used for transport and for a dangerous war-like game, to
be withheld from the youngest students except when they’re supervised.
In
Diagon Alley, Hagrid takes Harry to Gringotts, the wizarding bank, which is tantamount
to taking him to an amusement park where he’s given gold just for being him, a
dream-come-true game that’s been turned into a videogame, allowing Harry Potter fans to put themselves in
his place. As is the pattern throughout
the books, the “game” of riding through Gringotts in a small tram-car past
various obstacles to reach the gold is potentially dangerous. What neither we
nor Harry learn until later is that Professor Quirrell breaks into the bank on
the same day to try to steal the Philosopher’s Stone before Hagrid can complete
his errand and deliver it to Dumbledore.
This
means that at the beginning and end
of the book Harry is racing with Quirrell to reach the Stone, though Harry
doesn’t know this at the start, and at the end he thinks he’s in a race with
Snape. His entrance into the bank is accompanied by a rhyme that seems flippant
on the surface but is quite serious:
Enter stranger, but take heed
Of what awaits the sin of greed
For those who take, but do not earn,
Must pay most dearly in their turn,
So if you seek beneath our floors
A treasure that was never yours,
Thief, you have been warned, beware
Of finding more than treasure there.
This
isn’t the only “game” during Harry’s trip to Diagon Alley. Draco Malfoy first
mentions Quidditch to Harry in Madam Malkin’s robe shop. This foreshadows many
things: Draco taking Neville’s Remembrall, which Harry retrieves, landing him
on the Gryffindor Quidditch team; the midnight duel challenge; Draco and Harry
facing each other in the Dueling Club in the next book; and Harry and Draco
being rival Seekers in the second book.
Draco being the first to mention the
most prominent wizarding game and the one that informs much of the action in
the seventh book (though literal Quidditch is technically absent from it)
doesn’t just set up these conflicts, it positions him as Harry’s enemy in
general. The word “Quidditch” being introduced by an enemy is important. He
throws down a challenge to Harry, who must rise to this challenge throughout
the series.
Though
Harry is not permitted a broom he acquires another weapon in Diagon Alley: a
wand. Harry still considers magic as something of a game, and little occurs in
Diagon Alley to dissuade him from this view. The wand is equipment for this
“game”, though potentially quite dangerous. Like most powerful objects, a wand
is about potential; it matters how it is used and cannot be considered good or
evil on its own, though more than one person makes this sort of judgment
concerning the Elder Wand.
Mr.
Ollivander tells Harry that the wand that “chooses” Harry has the same core as
Voldemort’s because Dumbledore’s phoenix, Fawkes, has provided the feathers in
each. In the fourth and seventh books we learn other Wand Game rules, such as
the importance of the relationship between wand and wizard—especially whether a
wand recognizes a wizard as its master—as well as the relationship between
wands, like when Harry’s and Voldemort’s wands link in the fourth book. These
two wands, being “brothers”, will not work against each other. This is
metaphorical quantum entanglement; the wands are entangled, like Harry and
Voldemort themselves, because their cores were once part of the same entity,
Fawkes. And finally, a wizard cannot be harmed (unless it is his will to be
harmed) by a wand that recognizes him as its master, since master and wand are
also entangled, but we don’t learn about that
until later.
Ron is
the second person to discuss Quidditch with Harry. In contrast to Draco, this
binds Harry and Ron as friends and comrades, since Quidditch is metaphorical
war and they eventually become teammates. Ron is enthusiastic about the game
and wants Harry to love it as much as he does. Draco challenges Harry and is
neither friendly nor inclusive. Draco and Ron are doppelgangers, as are Draco
and Harry, for different reasons, and this is seen in the contrast in how they
discuss Quidditch with Harry. They’re both of the wizarding world and
interested in “their” sport, but one cautiously sizes up the newcomer as a
potential adversary while the other shares his love of a game without
considering whether the pointers he gives could be used against his side. When
they’re on the train Ron doesn’t know which houses he and Harry will be in—for
all they know, they could end up cheering for different house teams for seven
years.
Another
game in the first book that’s played by both Ron and Hagrid is the Name Game—in
other words, saying “He Who Shall Not Be Named” or “You Know Who” instead of
“Voldemort”. Neither Dumbledore nor Harry play this game and Ron is impressed
by what he perceives as Harry’s bravery, though Harry simply hasn’t been conditioned to play this game, as Ron was.
Harry not accepting the basic rules of the Name Game becomes an issue in the seventh
book.
Hagrid is another
doppelganger for Harry in the first book. He instantly recognizes Harry as an outsider, though in a slightly
different way than the friendly half-giant. Hagrid was expelled from Hogwarts
and Harry is worried about this happening to him when he disregards Madam
Hooch’s instructions to stay on the ground during the flying lesson. The contrast between sharing power and abusing
power is highlighted here when Draco Malfoy steals Neville Longbottom’s
Remembrall and Harry gets it back.
It’s significant, first, that Draco steals something
from Neville linked to memory, since
Death Eaters “stole” Neville’s parents’ memories. Draco, the son of a Death
Eater, steals the Remembrall, and this is an echo of the attack that took
Neville’s parents’ minds, which is an inarguable abuse of power. This incident
also foreshadows the first task of the Triwizard Tournament, in which Harry
uses his broom to “catch” an egg from a dragon, an egg that is a stand-in for a
Snitch, while in the incident from the first book, Harry is trying to catch a
Snitch-equivalent from someone whose name means
dragon: Draco. (See Quantum Harry, the Podcast, Episode 5: Our Father.)
Harry and Neville are also doppelgangers because
either of them could have fulfilled the prophecy and Voldemort is, directly or
indirectly, responsible for each boy growing up without his parents. Harry’s
response to Draco could be seen as an
abuse of power—the students were told
to stay on the ground—but he doesn’t seek power for himself and he fully expects to be punished—expelled, even—when
Professor McGonagall marches him off to the castle.
Neville is powerless, unable to control his broom or
keep his property, while Harry shares
his power by retrieving the Remembrall. In addition to this foreshadowing the
first task of the Triwizard Tournament, this also foreshadows an inversion of
this scene in Order of the Phoenix,
when Neville attempts to help Harry with the prophecy orb in the Department of
Mysteries. Part of the inversion is that while Harry succeeds in saving the
Remembrall, Neville fails to preserve the orb. Both the Remembrall and the orb
are linked to memory; the Remembrall
is supposed to help Neville remember things, and the prophecy orb contains the
memory of the prophecy that could have involved either boy, until Voldemort
chose Harry.
The Snitch Harry catches in his first match is also
linked to memory, since Dumbledore encases the Resurrection Stone inside this
Snitch and leaves it to Harry in his will. The Snitch “remembers” Harry and this
allows him to open it when he is about to die, so he can use the Resurrection
Stone to call up the shades/memories of people he loved and lost, who accompany
him as he walks to his death.
In Half-Blood
Prince, Cornelius Fudge says to his Muggle
counterpart, “The trouble is, the other side can do magic too, Prime Minister.”
This is why Quirrell is correct to say “there is no good or evil, only power”.
The Prime Minister can’t understand why wizards are having trouble with
Voldemort, but the answer is simple: different attitudes towards power. Fudge verbalizes the conflict at the
center of the sixth book, the problem Harry has to solve before the end of Deathly Hallows.
It’s important that the prophecy says that Harry is
the one with the power—not the destiny—to defeat Voldemort, he has a
power that Voldemort “knows not”. We
could call it Love, or Game-Fu—in other words, valuing and understanding games,
toys and fairy tales. It could also be a combination of these, or yet again, it
could be a causality, so that, in the
end, Harry’s ability to love is also what enables him to value games, toys, sweets,
fairy tales, and childhood itself, all of which are considered unimportant by
Voldemort.
Adapted from the script for Quantum Harry, the Podcast, Episode 10: All’s Fair in War and Quidditch,
Copyright 2017-2018 by
Quantum Harry Productions and B.L. Purdom. See other posts on this blog for
direct links to all episodes of Quantum Harry.
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