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10.14.2003
One of the plagues of
historical thought is what might be termed the arrogance of modernity.
From our lofty aerie here, at the new end of the 21st century,
we mistake our point on a line for the peak of a graph. As did
every generation before us, we assume that we are not merely
the latest in an endless sequence, but the realization of a goal,
a culmination, a point that marks the end of all history rather
than the beginning of a history not yet written. So it is, and
given the arrogance of man, so shall it forever be. The study
of the geek in history is no exception.
Living as we do in something
of a golden time for geekery, we imagine that we have invented
it. We look upon such modern developments as the DVD, the internet
and the twelve-sided die and flatter ourselves that surely, the
expression of obsessive, time-wasting cultural observation must
have sprung forth fully formed from the head of the 20th century,
a nerdish Athena born afire from the fervid head of a hundred-year-tall
Zeus. While it is true that the combination of consumerism, widespread
literacy, and a global computer network that insures that no
one ever need have an unvoiced opinion and no cultural expression
need ever be forgotten has placed geekery on a mighty pinnacle,
we must always remember what a long climb it faced to get there.
It is instructive, as ever, to see where we have been so that
we may more fully appreciated where we are.
The geek is surely one
of the primeval archetypes of human civilization. Wherever there
was the king, there was the peasant who kept a list of prior
kings and ranked them in order of preference; wherever there
was the priest or the merchant, there was the directionless nobody
who spread rumors about what the priest and the merchant were
going to to next; and wherever there was the poet or the shaman,
there was the man who lived in the basement of his parents' hut
and wrote stories about what would happen if the priest and the
shaman had a fight. But the earliest historical record of human
geekery comes to us from ancient Egypt. When, at long last, the
Rosetta Stone was deciphered, students of geekery received confirmation
of what they had long suspected: much of the heiroglyphics thereupon
were metatextual commentary. Indeed, the bulk of Tablet B was
given over to what most scholars interpret as a lengthy critique
of Tablet A, including an extended discursus on how the heiroglyphic
craftsmen of today cannot compare to those of the First Kingdom.
Subsequent discoveries from the same era make reference to other
tablets, sadly lost to history, in which the commentaries are
themselves commented on, with many of them apparently nothing
more than savage criticisms of other peoples' commentaries of
the original material several removes away.
The earliest clay cuneiform
tablets of the Sumerian and Akkadian people reveal the existence
of a odd game played with primitive number-calculations in which
citizens too weak and feeble to fight in wars would devise fantastic
character for themselves, often based on the great figures of
myth and legend, who would fight imaginary wars. Records of the
Songhay people of western Sudan, passed on through oral tradtion,
teach us much of what we know about their mastery of drumming,
which gave them something of a unique monopoly on information
technology; what is not so widely known is that many of the peculiar
drum patterns -- still played today, and inherited over thousands
of years -- are apparently rankings of drummers who played similar
patterns over a millennium ago, and arguments about whether or
not they were better or worse than previous drummers who did
the same material. And as far away as Central and South America,
it is widely believed that 'possession' of the most celebrated
players of courtball and quoits was practiced in what amounts
to an early version of sports fantasy leagues. In a scene eerily
reminiscent of the Ecuadorian 'Soccer War' of the early 1970s,
it is thought that the sudden demise of the Olmec people may
have been triggered by a dispute over draft order in one of the
early courtball fantasy leagues.
From the early 'furries'
who dressed like yaks or goats and walked among the Mongol tribes,
to the southeast Asian monks of Angkor Wat who named themselves
after popular throatsingers of the era, to the surprising preponderance
of Heloise and Abelard slash fiction discovered in a recent opening
of the Vatican archives, the geek has always been with is. It
is the goal of this modest volume to explore these nerds, tools,
dorks, melvins and wonks of history's rich tapestry. We begin,
in chapter 1, with the discovery in 1931 of ancient Farsi collectible
card games.
Permanent Link.
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