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MOVERS AND SHAKERS Channel 4 reviewed by Jane Redfern |
August
2001
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Programmes about game players tend to portray them as anoraks, sneering and laughing at their obsessions. All the more remarkable then that Movers and Shakers, a documentary series about people who play games, manages to enter the various game-playing worlds and portray their inhabitants with the utmost of respect. Through the series of six programmes we meet a variety of people from all walks of life, all of whom have an obsessional interest in playing games (some familiar and some most people would never have heard of). Each programme in the series follows the same basic format. A little time is spent explaining the rudiments of the game, but we never get in-depth explanations of the fine art, the tactics or gamesmanship. That is left for the "stars" to explain and communicate to us. Thus the programmes focus almost exclusively on the players themselves, which is a strength of this format. The series starts with a glimpse into the world of professional backgammon. Our main protagonist here is a 17 year old boy who has left school in the middle of his A Level year to pursue a career as a professional backgammon player. Contrasting with this, we also meet the British Women's Champion, a middle-aged woman who only started to play by accident when attending a tournament with her husband. The main thrust of the whole programme is the gamer's feelings about what they do, and the feelings of those around them. Thus we see the mother who rather despairs at her son's choice of "career" and the secret competition between husband and wife, as they keep a written record of the "in-house" tournaments. In some respects though, this is standard fare for the avid documentary watcher - expand it, and shoot it with a slightly different style, and basically we have a Modern Times in the making. But no two programmes are alike, and next we have the treat of Scalextrix, as played by grown men. We see the construction, the tracks, the competition/leagues, and meet the main players who have a healthy competitive spirit - the brothers who everybody wants to beat, the "dirty" players, with an exposé of their tactics, the father who takes delight in beating his 11 year old son (by cheating), and so on. This episode captures the programme's main strength in that it provides an affectionate, joking but ultimately respectful insight into this world. Then we meet domino players - and another facet of Movers and Shakers is revealed - the ability to surprise. If you had asked me to define the domino playing demographic, then young black male would not be it (as with many others I suspect that the words "old" and "flat cap" may have sprung to mind). But dominoes is a big game in the black community - and played with a style and machismo which almost defies belief. The strutting, posturing and esteem as the "new boys" beat "the old guard" provides a spectacle of outrageous entertainment. And not a flat cap in sight. Returning to a more traditional vein we meet Alison, the compulsive bridge player, in the next programme. This edition focuses exclusively on her, and explores the meaning bridge has for her, and the challenges she sets herself. In her attempts to reach new highs, we also follow her into an exclusive bridge club, where the most difficult, competitive bridge is played. Her single-mindedness is enthralling, and she has even set up her own business, making and selling bridge "accoutrements". The penultimate episode focuses on a furious board game that I'd previously never heard of, Carrom, which is popular in the Asian community. As always we see the competition, the hopes ... and the excuses. More than any other episode, the elements of talking a good game, and coming up with a good excuse are delicately and lovingly exposed. But the final programme is what makes the series for me, and the others, wonderful as they are, simply pale by comparison. Here, for the first time, we enter a children's world to play two games - Monopoly and Warhammer 40000. Perhaps my love of Monopoly colours my perception slightly, but this programme perfectly encapsulates the gaming psyche. The six boys featured all go to the same school - two of them play Monopoly against each other every week (with Jason always losing out to his more skilled friend); and the other four run a Warhammer 40000 club. We cut between both sets, both playing and also discussing their other competitors, and of course each other. Nothing could sum up the contempt in his voice as one of the Monopoly set describes the Warhammer boys: "How sad is that?" The politics of the Warhammer club are fabulous, as behind the scenes power struggles rage. The club organiser is only so because he has a PC and scanner, but his position is not secure as one young pretender informs us "I'll leave the running of the club to Matt ... for now." By a mix of superior tactical planning and threatening to take home most of the gaming pieces (during a pivotal point in the game) Chris eventually wins the tournament. The delight here is in seeing how the boys happily extend their gaming beyond the rules of the game itself, plotting to use any advantage they can to win. In reality, all gamers employ these techniques, but the Warhammer club are open and completely unashamed in their game playing. The Monopoly boys play a game for the cameras. Nobody has ever been allowed to watch them before and whilst each reckons the other cheats, by the end, it's clear they both do. Their interpretation of the rules is shown to be slack, although it's pointed out that both boys are devoted to the game. The highlight here comes when it looks like Jason is finally going to win a game. The dice clacks around the board noisily as the tension winds up. When a toilet break is required, Jason is told he isn't trusted to be left alone in the room with the Monopoly board. "Well some friend you are!" snorts Jason, whilst both boys look to the camera crew for some sort of mediation. It is a desperate look. The game ends badly after they reach an impasse - and a squabble over whether a bill for Park Lane needs to be paid or not. Obviously determined to make a stand at last (and, after all, it is being filmed) Jason delivers an ultimatum "Pay, or I will leave." The response comes: "That means nothing to me, Jason." Kicking the board over, Jason has to make good on his threat and storms off. A shout follows him: "You gave in! I win!" To me, this is exactly what gaming is all about. |