The Great Smog of London, or Great Smog of 1952, was a severe air-pollution event that affected the British capital of London in
early December 1952. A period of cold weather, combined with an anticyclone and windless conditions,
collected airborne pollutants—mostly arising from the use of coal—to form a thick layer of smog over the city. It lasted
from Friday, 5 December to Tuesday, 9 December 1952 and then dispersed quickly when the weather changed.
Personal flying machines will be a reality, home computer and electric car pioneer Sir Clive Sinclair has said.
He told BBC Radio 4’s iPM programme that soon it would be “economically and technically possible” to create flying cars for individuals.
Sir Clive is best-known for the Spectrum computer and his failed electric car effort, the C5.
“I’m sure it will happen and I am sure it will change the world dramatically,” he predicted.
Despite his pioneering work in the field of computers, Sir Clive told BBC Radio 4 he was not an internet user.
“I don’t use it myself directly,” he said, explaining that as an inventor he tried to avoid “mechanical and technical things around me so they don’t blur the mind”.
I’d like to share with you the worst joke that I ever heard. Those of you who’ve heard me tell jokes before might think that you’ve already suffered through the worst joke
I ever heard, but you honestly haven’t. The worst joke I ever heard was simply too awful to share. But maybe now is the time.
To understand the joke, though, you must first understand where I grew up. For most of my school years, I lived in Preston, in the North-West of England. After first starting school in
Scotland, and having been brought up by parents who’d grown up in the North-East, I quickly found that there were a plethora of local dialect differences and regional slang terms that I
needed to get to grips with in order to fit into my new environment. Pants, pumps, toffee, and bap, among others, had a different meaning here, along with entirely new words like belm
(an insult), gizzit (a contraction of “give it [to me]”), pegging it (running away, perhaps related to “legging it”?), and kegs (trousers). The playground game of “tag” was called
“tig”. “Nosh” switched from being a noun to a verb. And when you wanted somebody to stop doing something, you’d invariably use the imperative “pack it in!”
And it’s that last one that spawned the worst joke I ever heard. Try, if you can, to imagine the words “pack it in”, spoken quickly, in a broad Lancashire accent, by a young child. And
then appreciate this exchange, which was disturbingly common in my primary school:
Child 1: Pack it in!
Child 2: Pakis don’t come in tins. They come from India.
In case it’s too subtle for you, the “joke” stems from the phonetic similarity, especially in the dialect in question, between the phrase “pack it in” and the phrase “paki tin”.
In case you need to ask why this is the worst joke I ever heard, allow me to explain in detail everything that’s wrong with it.
It’s needlessly racist
Now I don’t believe that race is necessarily above humour – and the same goes for gender, sexuality, religion, politics, etc. But there’s difference between using a racial slur to
no benefit (think: any joke containing the word “nigger” or “polak”), and jokes which make use of race. Here’s one of my favourite jokes involving race:
The Pope goes on a tour of South Africa, and he’s travelling in his Popemobile alongside a large river when he catches sight of a black man in the river. The man is struggling
and screaming as he tries in vain to fight off a huge crocodile. Suddenly, the Pope sees two white men leap into the water, drag the man and the crocodile to land, and beat
the crocodile to death with sticks, saving the black man’s life.
The Pope, impressed, goes over to where the two men are standing. “That was the most wonderful thing to do,” his holiness says. “You put yourselves at risk to kill the crocodile and
save the life of your fellow man. I can see that it is men like you who will rebuild this country as an example to the world of true racial harmony.”
The Pope goes on his way. “Who was that?” asks one of the white men.
The other replies: “That was the Pope. He is in direct communication with God. He knows everything.”
“Maybe,” says the first, “But he knows fuck all about crocodile fishing!”
The butt of this joke is not race, but racists. In this example, the joke does not condone the actions of the ‘crocodile fishers’: in fact, it contrasts them (through the Pope’s mistake
in understanding) to the opposite state of racial harmony. It does not work to reinforce stereotypes. Oh, and it’s funny: that’s always a benefit in a joke. Contrast to jokes about
negative racial sterotypes or using offensive terms for no value other than for the words themselves: these types of jokes can serve to reinforce the position of actual
racists who see their use (and acceptance) as reinforcement for their position, and – if you enjoy them – it’s worth asking yourself what that says about you, or might be seen to say
about you.
It’s an incredibly weak pun
What would “paki tin” even mean, if that were what the first child had meant? It’s not as if we say “beans tin” or “soup tin” or “peas tin”. Surely, if this piece of
wordplay were to make any sense whatsoever, it would have to be based on the phrase “tin of pakis”, which I’m pretty sure nobody has ever said before, ever.
To illustrate, let me have a go at making a pun-based joke without the requirement that the pun actually make sense:
Knock knock.
Who’s there?
Yoodough.
Yoodough who?
Youdough not understand how jokes are supposed to work, do you?
You see? Not funny (except perhaps in the most dadaist of humour circles). It’s not funny because Yoodough isn’t actually a name. The format of the joke is ruined by balancing
a pun against a phrase that just doesn’t exist. Let’s try again, but this time actually make the pun make sense (note that it’s still a knock knock joke, and therefore it probably still
isn’t funny, except in an academic way):
Knock knock
Who’s there?
Yuri.
Yuri who?
Yuri-ly expect me to laugh at this, do you?
It’s stupidly inaccurate
Let’s just stop and take a look at that punchline again, shall we: “Pakis… come from India.” Even ignoring everything else that’s wrong with this joke, this is simply… wrong! Now that’s
not to say that jokes always have to reflect reality. Here’s a classic joke that doesn’t:
Lion woke up one morning with an overbearing desire to remind his fellow creatures that he was king of the jungle. So he marched over to a monkey and roared: “Who is the mightiest
animal in the jungle?”
“You are, Master,” said the monkey, quivering.
Then the lion came across a wildebeest.
“Who is the mightiest animal in the jungle?” roared the lion.
“You are, Master,” answered the wildebeest, shaking with fear.
Next the lion met an elephant.
“Who is the mightiest animal in the jungle?” roared the lion.
The elephant grabbed the lion with his trunk, slammed him repeatedly against a tree, dropped him like a stone and ambled off.
“All right,” shouted the lion. “There’s no need to turn nasty just because you don’t know the answer.”
Aside from the suspension of disbelief required for the dialogues to function at all – none of these animals are known to be able to talk! – there’s an underlying issue
that lions don’t live in jungles. But who cares! That’s not the point of the joke.
In the case of the “paki” joke, the problem could easily be corrected by saying “…they come from Pakistan.” It’d still probably be the worst joke I ever heard, but at
least it’d be trying to improve itself. I remember being about 8 or 9 and explaining this to a classmate, but he wasn’t convinced. As I remember it, he called me a
belm and left it at that.
So that’s the worst joke I ever heard. And now you’ve heard it, you can rest assured that every joke you hear from me – no matter how corny, obscure, long-winded or pun-laden – will at
least be better than that one.
Here’s one last joke, for now:
A woman gets on a bus with her baby. “Ugh!” says the bus driver, “That’s got to be the ugliest baby I’ve ever seen!”
The woman walks to the rear of the bus and sits down, fuming and close to tears. She says to a man next to her: “The driver just insulted me! I’m so upset!”
“You go up there and tell him off,” the man replies, “Go on, I’ll hold your monkey for you.”
Last month I was working from home one day, when I heard the postman drop off an unusually-loud stack of mail through our letterbox. Anticipating that one of them might have been
a Graze box – and feeling the need for a little bit of a snack to keep my brain
going – I wandered downstairs to take a look. There, among some other letters, I found a windowed envelope containing a pink letter: a Jury Summons.
Responses from people I’ve told about it have been mixed: some have been positive (“that sounds really interesting”); some have been negative (“isn’t there any way you can
get out of it?”); others still have been curious (“you must tell us all about it!”). Personally, I’m pretty keen: it seems to me that jury duty’s an important civic duty,
and I’m genuinely interested in the process. If it were a role that one volunteered for – and clearly it shouldn’t be, for reasons that ought to be obvious – then I’d volunteer for and
give it a go, at least once: however, I wouldn’t necessarily volunteer for it now, when my work and life is so busy already!
I’ve spoken to people who’ve done jury service before, and a reasonable number of them said that they found the experience boring. From the sounds of things, there’re liable to be
extended periods of sitting around, waiting to be (possibly) assigned to a trial. On the up-side, though, it seems likely that I’ll be allowed to use a portable computer in the waiting
area – though obviously not in the courtroom or jury areas – so I might at least be able to get a little work done and simultaneously stave off boredom during any period that
I’m not assigned to a case.
It’s the people who’ve expressed an interest in the process for whom I’ve decided to blog about my experience. Of course, I won’t be able to share anything at all
about any case I’m assigned to or about the other jurors who served on them, but I can certainly share my experience of being a juror. Perhaps if you’re called to a jury
at some point, it’ll give you some idea what to expect.
Monopoly – the world’s best-selling board game – sucks. I’ve said it
before, but it bears saying again. I’ve never made any secret of my distaste for the game, but it’s probably worth spelling out the reasons, in case you’ve somehow missed them.
Broadly-speaking, there are four things wrong with Monopoly: the rules, the theme, the history, and the
players.
The Rules
The following issues have plagued Monopoly for at least the last 75 years:
It takes a disproportionately long time to play, relative to the amount of fun it provides or skill it tests. A longer game is not intrinsically more-exciting:
would a 1000-square Snakes & Ladders be
ten times as good as a 100-square one? Monopoly involves a commitment of three to four hours, most of it spent watching other people take their turns.
It’s an elimination game: players are knocked out (made bankrupt) one at a time, until only one remains. This invariably leads to a dull time for those players
first removed from the game (compounded by the game length). In real-world play, it’s usually the case that a clear winner is obvious long before the game ends, leading
to a protracted, painful, and frankly dull slow death for the other players. Compare this to strategic games like Power Grid, where it can be hard to call the winner between closely matched players right up until the final turns, in
which everybody has a part.
It depends hugely on luck, which fails to reward good strategic play. Even the implementation of those strategies which do exist remain heavily
dependent on the roll of the dice. Contrast the superficially-simpler (and far faster) property game For Sale, which rewards strategic play with just a smidgen of luck.
It’s too quick to master: you can learn and apply the optimal strategies after only a handful of games. Coupled with the amount of luck involved, there’s little to
distinguish an expert player from a casual one: only first-time players are left out. Some have argued that this makes it easier for new players to feel like part of the game, but there
are other ways to achieve this, such as handicaps, or – better – variable starting conditions that make the game different each time, like Dominion.
There’s little opportunity for choice: most turns are simply a matter of rolling the dice, counting some spaces, and then either paying (or not paying) some
rent. There’s a little more excitement earlier in the game, when properties remain unpurchased, but not much. The Speed Die add-on goes a small way to fixing this, as well as shortening the duration of the
game, but doesn’t really go far enough.
The rules themselves are ambiguously-written. If they fail to roll doubles on their third turn in jail, the rules state, the player much pay the fine to be
released. But does that mean that they must pay, then roll (as per the usual mechanic), in which case must it be next turn? Or should it be this turn, and if so, should
the already-made (known, non-double) roll be used? Similarly, the rules state that the amount paid when landing on a utility is the number showing on the dice: is this to be a fresh
roll, or is the last roll of the current player the correct one? There are clarifications available for those who want to look, but it’s harder than it needs to be: it’s no wonder that
people seem to make it up as they go along (see “The Players”, below, for my thoughts on this).
The Theme
But that’s not what Monopoly‘s about, is it? Its purpose is to instil entrepreneurial, capitalist values, and the idea that if you work hard enough, and you’re lucky enough,
that you can become rich and famous! Well, that’s certainly not its original purpose (see “The History”, below), but even if it were, Monopoly‘s theme is still
pretty-much broken:
It presents a false financial model as if it were a reassuring truth. “The Bank can never go bankrupt,” state the rules, instructing us to keep track of
our cash with a pen and paper if there isn’t enough in the box (although heaven help you if your game has gone on long enough to require this)! Maybe Parker Brothers’ could have simply
given this direction to those financial institutions that collapsed during the recent
banking crisis, and saved us all from a lot of bother. During a marathon four-day game at a University of Pittsburgh fraternity, Parker Brothers couriered more money
to the gamers to “prop up” their struggling bank: at least we can all approve of a bailout that the taxpayer doesn’t have to fund, I suppose! Compare this to Puerto Rico, a game which also requires a little thematic suspension of
disbelief, but which utilises the depletion of resources as an important game mechanic, forcing players to change strategies in order to remain profitable.
Curiously, this same rule does not apply to the supply of houses and hotels, which are deliberately limited: the Monopoly world is one in which money is
infinite but in which bricks are not. This makes it more valuable to build houses when there are few resources (in order to deprive your opponents). In actual
economies, however, the opposite is true: houses are always needed, but the resources to built them change in value as they become more or less scarce. Watch the relative
perceived values of the huts available to build in Stone Age to see
how a scarcity economy can really be modelled.
Also, it has a completely-backwards approach to market forces. In the real world, assuming (as Monopoly does) a free market, then it
is consumer demand that makes it possible to raise capital. In the real world, the building of three more hotels on this side of the city makes it less-likely
that anybody will stay at mine, but this is not represented at all. Compare to the excellent 7 Wonders, where I can devalue my neighbour-but-one’s goods supply by producing my own, of the same type.
It only superficially teaches that “American dream” that you can get ahead in the world with a lot of work and a little luck: this model collapses outside of
frontier lands. If you want to see what the real world is like, then wait until you’ve got a winner in a game of Monopoly, and then allow everybody else to
re-start the game, from the beginning. It’s almost impossible to get a foothold in a market when there’s already a monopoly in existence. This alternative way of playing might
be a better model for real-world monopolies (this truth is captured by the game Anti-Monopoly in a way that’s somehow even less-fun than the original).
You might shoot down any or all of these arguments by pointing out that “it’s just a game.” But on the other hand, we’ve already discovered that it’s not a very good game.
I’m just showing how it manages to lack redeeming educational features, too. With the exception of helping children to learn to count and handle money (and even that is lost in the
many computer editions and semi-computerised board game versions), there’s no academic value in Monopoly.
The History
You’ve seen now why Monopoly isn’t a very good game both (a) because it’s not fun, and (b) it’s not really educational either – the two biggest reasons that anybody might want to play
it. But you might also be surprised to find that its entire history is pretty unpleasant, too, full of about as much backstabbing as a typical game of Monopoly, and primarily for the
same reason: profit!
If you look inside the rulebook of almost any modern Monopoly set, or even in Maxine Brady’s well-known strategy guide, you’ll read an abbreviated version of the story of Charles Darrow, who – we’re told – invented the game and then published it through
Parker Brothers. But a little detective work into the history of the game shows that in actual fact he simply made a copy of the game board shown to him by his friend Charles Todd.
Todd, in turn, had played it in New Jersey, to which it had traveled from Pennsylvania, where it had originally been invented – and patented – by a woman called Elizabeth Magie.
Magie’s design differed from modern interpretations in only one major way: its educational aspect. Magie was a believer in Georgian economic philosophy, a libertarian/socialist ideology that posits that while the things we create can be owned,
the land belongs equally to everybody. As a result, Georgists claim, the “ownership” of land should be taxed according to its relative worth, and that this should be the
principal – or only, say purists – tax levied by a state. Magie pushed her ideas in the game, by trying to show that allowing people to own land (and then to let out the right of others
to live on it) serves only to empower landlords… and disenfranchise tenants. The purpose of the game, then, was to show people the unfairness of the prevailing economic system.
Magie herself approached Parker Brothers several times, but they didn’t like her game. Instead, then, she produced sets herself (and an even greater number were home-made), which proved
popular – for obvious reasons, considering their philosophical viewpoints – among Georgists, Quakers, and students. She patented a revised version in 1924, which added now-familiar features like
cards to mark the owned properties, as well as no-longer-used ideas that could actually go a long way to improving the game, such as a cash-in-hand “goal” for the winner, rather than an
elimination rule.
Interestingly, when Parker Brothers first rejected Charles Darrow, they said that the game was “too complicated, too technical, took too long to play”: at least they and I agree on one
thing, then! Regardless, once they eventually saw how popular Lizzie Magie’s version had become across Philadelphia, they changed their tune and accepted Darrow’s proposal. Then, they
began the process of hoovering up as many patents as they could manage, in order to secure their very own monopoly on a game that was by that point already 30 years old.
They weren’t entirely successful, of course, and there have been a variety of controversies around the legality and enforcability of the Monopoly trademark. Parker
Brothers (and nowadays, Hasbro) have famously taken to court the makers of board games with even-remotely similar names: most-famously, the Anti-Monopoly game in the
1970s, which they alternately won, then lost, then won, then lost again on a series of appeals in the early 1980s: there’s a really enjoyable book about the topic, and about the history
of Monopoly in general. It’s a minefield of court cases and counter-cases, but the short of it is that trade-marking “Monopoly” ought to be pretty-much impossible. Yet somehow, that’s
what’s being done.
What’s clear, though, is that innovation on the game basically stopped once Parker’s monopoly was in place. Nowadays, Hasbro expect us to be excited when they replace the iron with a cat or bring out yet another localised edition of the board. On those
rare occasions when something genuinely new has come out of the franchise – such as 1936’s underwhelming Stock Exchange
expansion, it’s done nothing to correct the fundamental faults in the game and generally just makes it even longer and yet more dull than it was to begin with.
The Players
The fourth thing that I hate about Monopoly is the people who play Monopoly. With apologies for those of you I’m about to offend, but here’s why:
Firstly, they don’t play it like they mean it. Maybe it’s because they’ve come to the conclusion that the only value in the game is to waste time for as long as possible (and let’s face
it, that’s a reasonable thing to conclude if you’ve ever played the game), but a significant number of players will deliberately make the game last longer than it needs to. I
remember a game once, as a child, when my remaining opponent – given the opportunity to bankrupt me and thus win the game – instead offered me a deal whereby I would give him some of my
few remaining properties in exchange for my continued survival. Why would I take that deal? The odds of my making a comeback with a total of six houses on the board and £200 in my
pocket (against his monopoly of virtually all the other properties) are virtually nil, so he wasn’t doing me any favours by offering me the chance to prolong my suffering. Yet I’ve also
seen players accept deals like like, masochistically making their dull pick-up-and-roll experience last even longer than it absolutely must.
Or maybe it’s just that Monopoly brings out the cruel side of people: it makes them enjoy sitting on their huge piles of money, while the other players grovel around them. If they put
the other players out of their misery, it would end their fun. If so, perhaps Lizzie Magie’s dream lives on, and Monopoly really does teach us about the evils of capitalism: that the
richest are willing to do anything to trample down the poorest and keep them poor, so that the divide is kept as wide as possible? Maybe Monopoly’s a smarter game than I think: though
just because it makes a clever point doesn’t necessarily make a board game enjoyable.
It’s not that I’m against losing. Losing a game like Pandemic is endless fun because you feel like you have a chance, right until the end, and the mechanics of games like Tigris & Euphrates mean
that you can never be certain that you’re winning, so you have to keep pushing all the way through: both are great games. No: I just object to games in which winning and losing are
fundamentally attached to a requirement to grind another person down, slowly, until you’re both sick and tired of the whole thing.
The second thing that people do, that really gets on my nerves, is make up the damn rules as they go along. I know that I spent a while further up this page complaining
that Monopoly’s rules are pretty awful, but I can still have a rant about the fact that nobody seems to play by them anyway. This is a problem, because it means that if you ever play
Monopoly with someone for the first time, you just know that you’re setting yourself up for an argument when it turns out that their crazy house rules and your crazy house
rules aren’t compatible.
House rules for board games are fine, but make them clear. Before you start the game, say, “So, here’s the crazy rule we play by.” That’s fine. But there’s
something about Monopoly players that seems to make them think that they don’t need to. Maybe they assume that everybody plays by the same house rules, or
maybe they don’t even realise that they’re not playing by the “real” rules, but it seems to me that about 90% of the games of Monopoly I’ve been witness to have been punctuated at some
point by somebody saying “wait, is that allowed?”
Because I’m a bit of a rules lawyer, I pay attention to house rules. Free Parking Jackpot, in which a starting pile of money – plus everybody’s taxes – go in to the centre of
the board and are claimed by anybody who lands on Free Parking, is probably the moth loathsome house rule. Why do people feel the need to take a game
that’s already burdened with too much luck and add more luck to it. My family used to play with the less-painful but still silly house rule that landing
exactly on “Go!” netted you a double-paycheque, which makes about as much sense, and it wasn’t until I took the time to read the rulebook for myself (in an attempt, perhaps, to work out
where the fun was supposed to be stored) that I realised that this wasn’t standard practice.
Playing without auctions is another common house rule, which dramatically decreases the opportunity for skillful players to bluff, and generally lengthens the game (interestingly, it
was a house rule favoured by the early Quaker players of the game). Allowing the trading of “immunity” is another house rule than lengthens the game. Requiring that players travel
around the board once before they’re allowed to buy any properties is yet another house rule that adds a dependence on luck and – yet again – lengthens the game. Disallowing trading
until all the properties are owned dramatically lengthens the game, and for no benefit (why not just shuffle the property deck and deal it out to everybody to begin with: it’s faster
and achieves almost the same thing?).
I once met a family who didn’t play with the rule that you have to spend 10% extra to un-mortgage a property, allowing them to mortgage and un-mortgage with impunity (apparently, they
found the arithmetic too hard)! And don’t get me started on players who permit “cheating” (so long as you don’t get caught) as a house rule…
Spot something in common with these house rules? Most of them serve to make a game that’s already too long into something even longer. Players who implement these kinds of house rules
are working to make Monopoly – an already really bad game – into something truly abysmal. I tell myself, optimistically, that they probably just don’t know better, and point them in the
direction of Ticket to
Ride, The Settlers
of Catan, or Factory Manager.
But inside, I know that there must be people out there who genuinely enjoy playing Monopoly: people who finish a game and say “fancy another?”, rather than the
more-rational activity of, say, the clawing out of their own eyes. And those people scare me.
Further Reading
If you liked this, you might also be interested in:
A recent article by Joshua Hedlund explains that Monopoly is (still) an outdated board game (he shares a lot of
my points, but I swear I’d almost finished writing this post before I discovered his)