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Granted, the story is not as complete as a full biography (Richard Ellman's is particularly thorough -- if somewhat dry) but it is told with such wit, humor and tragedy as to providing a most enchanting diversion. Highly Recommended, especially to those who are looking for good entertainment rather than mere scholarly facts and literary commentary.
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Orson Scott Card is an award-winning science fiction and fantasy writer. In addition to the Ender Wiggin series (ENDER'S GAME, SPEAKER FOR THE DEAD, XENOCIDE, CHILDREN OF THE MIND, ENDER'S SHADOW, SHADOW OF THE HEGEMON, and SHADOW PUPPETS), Card has also written the Homecoming series (THE MEMORY OF EARTH, THE CALL OF EARTH, THE SHIPS OF EARTH, EARTHFALL, and EARTHBORN) and the Tales of Alvin Maker series (SEVENTH SON, RED PROPHET, PRENTICE ALVIN, ALVIN JOURNEYMAN, and HEARTFIRE). HOMEBODY, TREASUR BOX and LOST BOYS are three of his works that heavily involve the supernatural in today's world. He's also written two novels about women from the Bible (REBEKAH and SARAH), and several stand-alone novels and other trilogies.
ENDER'S GAME is a wonderful read for old-time science fiction fans that cut his or her teeth on Robert Heinlein. The same depth of character in a young protagonist that Heinlein was noted for is present, and the world-building skills are sharp. At the same time, Card embraces the younger readers of SF by laying much of Ender's story in action and gameplay. Every young reader out there is living in an SF world when he or she plugs into a PlayStation game, and Card entices those players by showing how much fun his vision of the future is with null-gravity and gameplay. Ender comes across always as a real person with real problems. The pacing is quick, always pulling the reader into the next situation, providing tidbits of information that locks in the bigger picture by the time the reader gets there. Card's creation of words, situations, and tech-and the ease with which his characters (and the readers!) interface with it-is amazing.
This book is heartily recommended for readers already familiar with SF through Heinlein and Asimov, and to new readers who want a deeper and more immersive experience than the world presented by the latest video game. Well-written books are the closest things to virtual reality that exist at this time, and ENDER'S GAME is one of the best.
What makes Ender's Game so wonderful is that through children and a rather silly alien race called "the buggers" no less, the author manages to address thought provoking issues about human nature and the price of survival. Morality and what is right and wrong are never simple. The novel is brilliantly able to demonstrate the complexity that is life and the lengths people are capable of and act upon. I was literally in shock when I finished the last page.
No matter what type of books you're into, you should still read this book. I can honestly say it has brought to my attention certain realizations I never wanted to think about. It gives you a perspective unlike anything, a perspective you are not likely to forget. I strobgly urge everyone to read this book. I promise it is worth every penny.
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I remember reading a study years ago that eccentrics, people who become obsessed with an hobby or pastime, often live longer than other people because their single minded devotion actually gives them more of a purpose to live. If that is true, then many of the players highlighted in this book should see one hundred years at least. While it is hard to understand their obsession, I did some to admire the players. They are truly doing what they want to do. They have not conformed to the 9-5 working day, with a spouse and 1.8 children. While most players have very limited funds, none of the players seemed to moan about the lack of money. As long as they had enough to provide for the most basic needs, Scrabble fulfilled the rest of their life. Since Fatsis interviewed very few family members of the players, it was difficult to see the impact that this lifestyle had on the family. But one father did bemoan the fact that this two sons, both in their 30's never seemed to be able to hold a job and were content to do nothing else except play Scrabble and live at home with their elderly father.
Author Fatsis does a wonderful job of describing the players and their motivation. He asks hard questions and doesn't hesitate to point out how odd their viewpoints are when compared to the rest of society. Yet he also wonders at the way their brains work, the amazing ability these players possess to see words out of a random set of letters. He stands in awe of the immense amount of work that players have devoted to the game and wonders how much it would take to lure him into this sub-culture. I would recommend this book to anyone who has an interest in the game because much detail is given about its origins, and the various strategies employed to become a competitive player. But I would also recommend this book to anyone who wants to understand obsession and how one single purpose in life can shape that life.
At first, the inhabitants of the Scrabble sub-culture are endearing, however over the nearly 400 pages of this account, Fatsis' title tag of "freak" ultimately (and truthfully) rises to the surface. Perhaps the most interesting aspect of the book is the author's own personal journey - from an outsider and Scrabble neophyte (how's that for a word!) to an "expert" ranked player whose obsession with the game nearly rivals the top pro players. It is truly a case of the reporter becoming an integral part of the story as Fastis becomes a full-fledged citizen of this peculiar world. I would guess that this Wall Street Journal sports reporter is still playing competitively these days.
Whether readers who do not have a passing knowledge and interest in Scrabble would enjoy this book is hard to say. For a Scrabble fan such as myself, even I was overwhelmed at times with the minutiae of tournament life and word play. Nevertheless, this is a quite entertaining and readable book. That said, I will happily return to the ignorant bliss of amateur Scrabble where ditching a "z" to spell "zoo" for a measly 12 points is a cool move.
With a fresh writing style, he shares a huge amount of information about the way the game is seriously (if not addictively) played without the reader feeling burdened. (Did you know that in any random selection of 7 tiles, there is a 12% chance of a seven letter word appearing?)
Fatsis delves in an anthropological way into the life styles of noted participants in the competitive game. Some of these people are poster children for the saying that you either succeed in art or in life but not in both. The author knows how to approach even the most difficult personalities with wit and compassion.
He takes the reader to visit lonely geniuses in ill-kept apartments, clubs in New york City which spawned top competitors, competitions in Reno and elsewhere. He recounts the tussles between player associations and the manufacturers as unhappy, comical scenes from a lifelong dysfunctional marriage.
Fatsis is, I take it, a sports writer for the Wall Street Journal, and you should take that as an indication he knows how to bridge chasms. Lurking underneath the surface of his prose, I sense a belief in the power of play to discover value in our lives, and what more exquisite play is there but with words? Is it coincidental that during the decades of scrabble's dominance as a pasttime, one of our leading poets, James Merrill, used a Ouija board to help compose poems?
There is a genre of books and films which focus on wierd, outcast personalities. Fatsis does spend time in his book at the edge of society. But this is not another story about loners. Fatsis himself is a semi-competitive scrabble player. By projecting himself both as participant and observer, he brings us along to the extent that many readers will find something of themselves in an antic life of competitive play.
If you like scrabble, and if you are are curious about how creativity occurs in the world of play, and especially if there is a Walter Mitty crouching inside you, buy this book.
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I can understand why this book was a fad in the business world but object to claims that the tactics described in this book are easily applied to business. This is a book about conflict, specifically, war, and there is much wisdom lost if it is taken out of its context. There is much excellent advice for analogous situations; political persuasion and debate, games of Go, Shogi or Chess, or even sporting events.
When taken from the world of conflict to the business, the realm of cooperation (in the sense that competing businesses compete to cooperate the best with their customers), The Art of War becomes yet another tome of "Eastern" sayings which sound pretty and can be "applied to any situation" only because they come to mean very little.
Those who will be in a conflict situation or wish to prepare for one, even if it is a simple game of Go, should study this book. Read the text and the anecdotes, and come back later to read it again gaining fresh insight.
In life, you can see a little of this in each day... but just remember not too get too carried away. After all, even Sun Tzu himself said 'A battle not fought, is a battle won.' For broadening your perspective, I'd suggest adding this book to your collection as well as 'Open Your Mind, Open Your Life: A Book of Eastern Wisdom' by Taro Gold.
So no matter what you were looking for in this book, whether it be business, sports, war games, or actual wars, you can be sure to learn more on how to best deal with the situation through the strategies in this book.
The book is timeless....and should be required reading for all persons.