Verified Document

Comparison Of The Destructors And The Most Dangerous Game Essay

¶ … Dangerous Game" by Richard Connell and "The Destructors" by Graham Greene share a similar structure, where each story is organized around the completion of a "game" with artificial rules, which ultimately demonstrates darker truths about human motivation. Intro Paragraph:

*Structural similarity between Connell story and Greene story

Connell story

*Connell story, title, pun on "Game"

*"Game" as animal that is hunted, "Game" as activity with artificial rules

*Zaroff's game is antisocial / destructive

*Zaroff's world -- separate from real world

Greene story

*Greene story, title, refers to boys' gang (although not what they call it)

*Boys' activity: destroying architecturally significant building

*Building survived bombing miraculously, boys destroy it anyway

*Boys attitude toward Old Misery

Paragraph three: Comparison of two stories

*The structural similarity between the two stories

*Zaroff in Connell and the gang in Greene are both using a lot of effort

*This effort could be put toward something destructive

Conclusion:

*Connell story is a thriller, Greene story makes more serious comment on society

*But both are structured around a central activity like a "game" but antisocial

"The Most Dangerous Game" by Richard Connell and "The Destructors" by Graham Greene share a similar structure, where each story is organized around the completion of a "game" with artificial rules, which ultimately demonstrates darker truths about human motivation. In Connell's story, General Zaroff -- a Cossack aristocrat who lives on a remote island -- is obsessed with hunting, but has become bored with even the most dangerous animals to hunt, like tigers. So he devises a system whereby he kidnaps and hunts human beings, and then hunts them down in a kind of structured contest: "if my quarry eludes me for more than three days, he wins the game" (3). Graham Greene's story, which has a greater element of realism, is about a gang of pre-pubescent boys in post-World-War-Two London, who are looking around for an activity to occupy them. They decide, perversely, to demolish an architecturally-significant house that has somehow survived the German bombing during the war. Greene notes, however, that the boys' gang is engaged in playing a game before deciding to accomplish the destruction of the building, noting that the gang starts by "bouncing balls on the wall" and "sacrificed the whole morning to the game of bouncing that only Mike was young enough to enjoy" (2). I hope to demonstrate that both of these stories use the central structure of establishing and completing a "game" or artificially-structured activity in order to reveal darker truths about human nature.

Obviously Connell's story foregrounds the concept of a "game" in its very title, "The Most Dangerous Game." It is important to note, however, that the word "game" in Connell's title is, in fact, a pun. "Game" has the meaning of a type of animal that is hunted for sport, as in the concept of a "game preserve," which is an area of land set aside for the purpose of stocking it with animals to be hunted. This is exatly how General Zaroff in the story refers to "Ship-Trap Island" when he tells Rainsford: "Here in my preserve on this island ... I hunt more dangerous game." (2). However Zaroff also uses the word "game" in its other more everyday meaning of a kind of contest or artificially-structured activity with rules, the sort of game that people play to win; except the perversity of Zaroff's worldview is that the "game" he is playing is one that, as Rainsford accurately notes, most people would describe as murder:

"It's a game, you see," pursued the general blandly. "I suggest to one of them that we go hunting. I give him a supply of food and an excellent hunting knife. I give him three hours' start. I am to follow, armed only with a pistol of the smallest caliber and range. If my quarry eludes me for three whole days, he wins the game. If I find him" -- the general smiled -- "he loses." (3)

What is made clear by this description is that Zaroff is not just a sadist or a serial killer. He is, instead, a man obsessed with a certain type of leisure activity -- hunting. What he actually craves is the thrill of this pastime, so he essentially contrives to make it as difficult as possible -- by hunting an animal that is more intelligent than any other. But Zaroff's game is conducted according to specific rules: he is conducting his hunt while limiting his own capacity by using a regular handgun with...

The entire structure of the story is based around Zaroff compelling Rainsford to play this "game" by being hunted down on the island. This is, after all, how the story ultimately concludes: when Zaroff is forced to say to Rainsford "I congratulate you ... you have won the game." (8).
Graham Greene's story by contrast does not use the word "game" very much, except once at the beginning to describe the activity that the boys have become bored with, which is bouncing a ball on the side wall of Old Misery's house. Instead, we are meant to understand that the boys -- led by Blackie -- are always seeking to engage in more complicated types of group activity with rules, such as to "take buses at random and see how many free rides could be snatched" (3). However, Greene's description makes it clear that this is essentially being done as a group game or competition since "the operation was to be carried out in pairs to avoid cheating" (3). However there is an element of social class conflict in the story, because it is the boy called T., whose family is originally of a higher social class, who identifies Old Misery's house as architecturally significant and "beautiful" -- and it is T. who suggests the plan that "tomorrow and Monday we destroy Old Misery's house." (3). The gang confirms that this will be the plan with a vote, and they all adhere to the plan with the organization and the determination of a baseball team. And all throughout the description of the gang's activity in destroying Old Misery's house, Greene is careful to give indications that basically the activity should be understood as a game. For example, when T. explains to Blackie that he didn't devise the plan for the destruction out of hatred for Old Misery, he says "There'd be no fun if I hated him" (5). After this explanation T. volunteers "I'll race you home, Blackie." (5). The idea that the destruction of the house should be "fun" and should be interspersed with game-like activities like a foot-race demonstrates the central paradox of the story: the gang is basically destroying the house as a kind of organized game activity.

Both of these stories, then, have as their central plot element, and their central structural organization, the establishment of a perverse game. General Zaroff's game has rules, and although Rainsford is not eager to play, ultimately Rainsford is compelled to play the game; the story concludes with Rainsford winning. In Greene's story, the gang agrees on the plan to destroy Old Misery's house at the start of the tale, and the plot essentially concludes abruptly with the house finally being destroyed, and Old Misery emerging from the outhouse where the gang has locked him up to discover the house has vanished. But in both stories, the central structure of the game is actually being used to demonstrate fundamental truths about human nature. Zaroff, as a jaded and competitive sportsman, ignores the ethical implications to pursue his game because otherwise he risks boredom. Although boredom is a central element in what motivates the gang in Greene's story, there are also more significant hints about what motivates their activity: not least, Greene carefully reminds the reader that the house stands on the edge of a bomb-site, suggesting the boys' destruction mirrors a larger destructive impulse in the wider world. But also Greene tells the reader outright that "destruction is a form of creation" (5). This suggests that the effort and ingenuity that the boys put into their task of destroying the house could have been employed to better purposes as well.

"The Most Dangerous Game" by Richard Connell and "The Destructors" by Graham Greene are therefore structurally similar stories. The narrative follows the establishment of an artificially-imagined activity, a kind of pastime, and the narrative concludes when this game has reached its end. We do not find out what happens to Rainsford after he kills Zaroff, and we do not find out what happens to the gang after Old Misery discovers his house has been destroyed. Ultimately Greene's story is perhaps the more serious work of fiction, because it does not merely rely on thrills and surprises to hold the reader's interest: instead it coldly narrates a disturbing story, and resists easy notions of good and evil to ask larger questions about human society and what motivates people. But in both stories, the central "game" is the structuring element of the narrative.

References

Connell, Richard. (1929). "The Most Dangerous Game." https://archive.org/stream/TheMostDangerousGame_129/danger.txt

Greene, Graham. (1954). "The Destructors." https://www.ndsu.edu/pubweb/~cinichol/CreativeWriting/323/Graham%20Greene.htm

Sources used in this document:
References

Connell, Richard. (1929). "The Most Dangerous Game." https://archive.org/stream/TheMostDangerousGame_129/danger.txt

Greene, Graham. (1954). "The Destructors." https://www.ndsu.edu/pubweb/~cinichol/CreativeWriting/323/Graham%20Greene.htm
Cite this Document:
Copy Bibliography Citation

Related Documents

Dangerous Game by Richard Connell
Words: 1251 Length: 4 Document Type: Essay

Both stories revolve around characters with power. Trevor strives to gain control in his own little world just as Zaroff does. Trevor wants to control those around him and he is quite successful at it. Greene writes that he "was giving his orders with decision: it was as though this plan had been with him all his life, pondered through the seasons, now in his fifteenth year crystallized with

Themes in Young Goodman Brown and the Most Dangerous Game
Words: 1767 Length: 6 Document Type: Research Paper

Thematic Development in "Young Goodman Brown" and "The Most Dangerous Game" While Nathaniel Hawthorne's "Young Goodman Brown" and Richard Connell's "The Most Dangerous Game" both feature the same basic theme of good vs. evil, the additional themes that the author utilize in telling their stories serves to differentiate them in a significant way, so that Hawthorne's story suggests that evil can corrupt even a successful protagonist while Connell suggests that his protagonist

Compare and Contrast Themes of Young Goodman Brown and the Lottery...
Words: 979 Length: 3 Document Type: Term Paper

Goodman Brown/Lottery Literature is frequently employed as a device for social and political commentary. This is certainly true in Nathaniel Hawthorne's "Young Goodman Brown," and Shirley Jackson's "The Lottery." Both these stories darkly satirize the rigid social conventions that define small town American life. Even though they wrote about a century apart, Hawthorne and Jackson drew similar conclusions about American religious life and culture. Throughout his career, Nathaniel Hawthorne remained concerned

Ritual and Taboo in "The Lottery" Vs. "The Rocking-Horse Winner"
Words: 1134 Length: 3 Document Type: Essay

Shirley Jackson's "The Lottery" and DH Lawrence's "The Rocking-Horse Winner," the desire of human beings to gain control over their existence with the use of rituals and 'magic' is in evidence. Use of ritual and superstition in "The Lottery and "The Rocking Horse Winner" In one story, magic is real, in the other it is not II. "The Lottery" Plot of sacrifice Sacrifice highly ritualized Not performing the magic is seen as barbaric, ironically "The

Setting of a Story Can Reveal Important
Words: 1219 Length: 4 Document Type: Essay

setting of a story can reveal important things about the narrative's larger meaning, because the setting implies certain things about the characters, context, and themes that would otherwise remain implicit or undiscussed. In their short stories "The Lottery" and "The Rocking-Horse Winner," Shirley Jackson and DH Lawrence use particular settings in order to comment on the political and socio-economic status of their characters without inserting any explicitly political or

Sign Up for Unlimited Study Help

Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.

Get Started Now