
Thanks to a recommendation from my friend Mike, I recently finished reading The Master of Go (1951) by Yasunari Kawabata, a famous Japanese author and Nobel laureate. The book, though semi-fictional (some of the names and details have been changed), follows the story of a famous game of Go from 1938, between the Go master Shusai Meijin and his younger challenger, Kitani Minoru.
I know a little bit about Go, but my grasp of the game’s subtleties is rather tenuous. Nevertheless, Kawabata’s book was still very enjoyable! A deep understanding of Go might provide some additional color to the story, but it certainly isn’t necessary. The book is primarily a character portrait, as well as a chronicle of a specific subculture and a specific time in history (keep in mind that in 1938, World War 2 was looming close on the horizon). Kawabata overarching argument seems to be that the Meijin-Minoru game marks a fundamental shift in how Go was played (at least in Japan). The end of an era, so to speak.
The book is an easy read, and I imagine that most game designers will find it rewarding. For the discerning reader, The Master of Go offers some useful lessons about game design and game culture more generally.
Typically, we tend to think about Go as the shining exemplar of “elegant” game design. It features a simple ruleset, yet also boasts mind-bogglingly complex strategic depth. There’s certainly some truth to that evaluation. But if Kawabata’s tale has anything to teach us, it’s that any competitive game – even Go – is necessarily riddled with awkward ambiguities.
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