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Ghost Town Critical Analysis

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Submitted By jerrdahl73
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English 419
Section 1
Critical Analysis Paper

July 23, 2000

Ghost Town

As it comes to pass, our weary traveler’s life seems to be quite the blur of incidents and past experiences that either happened or not. In his mind he cannot tell what is real in the now, what happened a while ago and what might occur in the future. People from the past seem to reappear and places seem to shuttle him about based on a plotted story that he has no control over. The general cycle of his endless travels seem to incorporate the befalling on a town where he attains an adventure. This adventure leads him in many directions in and away from the town. Each stage of his planned adventure must be followed to some script that he does not have in his possession nor can he control. Each time he tries to move ahead with his own agenda, he is stopped by whatever or whoever is writing the adventure script, whether it be an empty bar room with no inhabitants or an endless maze through the town that always seems to lead to one location. When our traveler completes his assigned adventure, the town releases him with a narrow memory of what has happened and drops him back in the desert on a travel toward the same town in the distance that he seems to think has been part of his past, but is never sure. It seems to be that our traveler’s life is set to be and endless replay of the same time frame in which his adventures change with the “Luck of the Draw”.

In the initial stages of the story, we find out a little of what predicament our traveler has gotten himself into. As he passes along the desert he recalls that he doesn’t remember much of his past or that it seems to all run together, “maybe he was chasing someone or something, or was being chased… an overwhelming feeling of danger, or else of despair… he left that place to, to go chase someone, or to be chased”(4). From this his past can be seen in two ways, either his memory of the past was so vague that he cannot remember, or in the past he had experienced all of these senses and the flood of distant memories is too much for him to decipher. The latter seems to play out a better resolution, as we will see as the story continues. Our traveler’s endless cycle with the adventures in the town plays out a bit when he is heading toward the town and is not sure why, he just seems compelled to go there, “He doesn’t know what it’s rightly called, nor feels any need to know. It’s just the place he’s going to.”(5). This sentiment by the traveler leads one to expect that he has been there before and this is just the place he needs to go to since it seems to be all he knows.

We see that all throughout the story, the town always seems to have the upper hand. Our traveler never reaches the town nor can he find it when he wants to. The town seems to decide when it needs to present itself to the traveler and dictates what will happen before this comes to pass. The story actually seems to end and start a new when the town finally comes to the traveler in the initial stages of the book. When our traveler enters the town and passes through the different buildings looking for some sort occupancy, he comes across the old clams office. The adventure has come full circle to this point, as the traveler picks up the deck of claim cards from the counter and selects one to place into his pocket, his fate for this adventure is set. With the counter sign by the deck of cards reading TAKE ONE, the town itself is allowing him to select his adventure but after that point, the town takes control of the situation until the next time it leads him back to the town for another card selection. In some way, when the town releases him back to the desert for the final time, it strips off most of his memory only allowing him to keep the compelling draw of the town to assure his return. If we take this point in the story to be the actual beginning of the adventure and the end of the old, we come to see each of his memories of past times and senses were actual events that happened before with a different card being drawn. We can then analyze the separate events to see a much larger story and picture behind his life.

Some instances in the travelers mind are recollections of the town and people in it that seem to remain the same throughout the adventures he encounters. One such event and person is the “Schoolmarm”. Now whether this woman is the same person in each adventure or not, we are not sure of. It seems that she is the very compelling reason that he feel the necessity to return to the town. Throughout the adventure he is always looking for her and she seems to be the first one he sees when entering the town. His past and distant memories of the woman only lead us to feel that he has seen her or longed for her before but never in what capacity she has played a major role in his life. In the travelers mind she was “like something dreamt and come to life… fades back out of site… No sign of the woman. If any woman.”(13). She seems to be a faint memory in his mind but he cannot tell from where. It seems as though the curiosity leads him onward in search of her. The woman essentially plays the part of the rabbit in a dog race, leading the traveler in the direction the town wants him to go without direct interaction with him. As we see in the end, the schoolmarm turns out not to be the person we first perceive her to be. In essence our traveler seems to be focused on the essence of what the schoolmarm represents and not the actual woman herself.

Throughout the story, our traveler seems to remember many different scenarios that fall in close relation to the predicaments he is in now. He never quite seems to remember exactly what happened or how it even relates to what is going on now, but it’s somehow significant in his mind that he tries to relive the experiences to help him in the present. Each of these scenes are not merely distant memories, but adventures he was dealt on a previous pass through the town. Each adventure allows him a small bit of recollection as to what had happened, a small memento of the times he had at one time. On some such times in the past, or present, our traveler was in the dangerous path of an Indian girls love that sent him through a rigorous love test before the tribal council to establish his right to marry the Chief’s only daughter. Later he comes to the realization that he will leave her after a bath together where he is then replaced in current adventure being drowned by that with which he is bathing. Other tales of recollection we see are that of when our traveler buys a ranch with the entire family that only later is murdered and crops and livestock destroyed. He had accompanied a wagon train of immigrants across the lands where they were attacked by Indians and forced to protect themselves. Through the memories he joins his current reality or past, unknown to us, that he sees the Schoolmarm passing through the devastation schooling the young in their ABC’s. Throughout all his recollections, we see not a pattern but a learning experience. It is as if he is learning the way the cards are played by drawing his adventure and with each one behind him, he is better suited for the next. In the end we shall see him with the outcome he desires since he will then know how the game is played and will have all the cards behind him.

We are lead to think that our traveler has some sense of what is going on about him even if it isn’t perfectly clear to him. Throughout the current adventure he meets a few people that give him grim responses to the predicament that they all seem to be in. The kid seems to feel that he has always been there even though he seems to recollect other times and things that happened, or so he thinks. We get a very insightful bit from the shot-up old timer about the area, “it’s more like no place. Yu think yu go to it, but it comes to you… things happen but they aint no order to em…. It might be yesterday or tomorra or both at the same time.”(55). It seems to pass that the longer one of the individuals is among the town and it’s control, the more insight they attain to the bleak circle they are involved in. As time passes through the current adventure our traveler is in, he seems to feel a bit of the bleakness or reservation that he has lost control of whatever it is he is doing in life and how insignificant he really is. Our traveler first starts to ponder what it is he is destined to do when he cannot remember things even right after they occur to him, “He is a drifter and one whose history escapes him even as he experiences it.”(78). Later he feels that whatever it is he is doing or being lead to do is always out of his comprehensible reach. He feels it is his fate to be forever in the dark as to what is happening and why. Towards the end of the current adventure he is found analyzing the process by which he does things. He feels as if the memories he has are forever swept away on the winds and he simply performs the motions of his life through habits and impressions. Perhaps these impressions are all that the town is allowing him to recollect from past adventures, therefore keeping him forever in the same loop always coming back. As the perception the traveler has of his surroundings clears, he seems to attain a small realization of what is really going on. Since we are not allowed full disclosure as to the other adventures he has had, we can only speculate that the clarity the traveler attains is not allowed as a memory after the current adventure terminates.

The town seems to be the central control point, as if it is an entity that toys with the traveler for fun. Several times the situation the traveler is in has been changed or the schedule shifted by the town itself to adhere to some preconceived script. We find early on that the town has power over events right when he cannot catch it; instead it comes to him when it’s ready. We see this pattern over and over in the adventure. Our traveler sets off to deal with the patrons in the bar after his bath and suddenly the bar is desolate and abandoned as the first time he entered the saloon. It was to seem as if the town was not ready for him to proceed at that point, instead it gave him no choice but to return to the Chanteuse and finish the scene as prescribed in the script he drew from the cards. There is always an eerie feeling that everything is in the control of the town. While the traveler is making his getaway from the cell, the Chanteuse tells him “I’ll find yu. Yu caint git lost.”(92). This simple sentence adds to the suspicion that the town runs everything and there is no escape from it. No matter where he runs to, hides, or arrives at, it is all in the script already at play in the circle he is in. In the traveler’s own desperation to retain any insight to why he is there, he keeps his eyes closed after a dream to keep the aura he found only to have it slip away. He later didn’t even know if it was himself in the dream. He again felt as if he wasn’t the one in control of what was happening around him, “it was like he was somebody else, someone who was taking him somewhere he didn’t want to go.”(100).

In essence, the traveler is evolved in a massive game with the town itself. The town makes the rules, replays scenes it doesn’t like and plays out all scenarios in different formats to achieve the perfect result. The traveler is left to fill the hole the town has for an outside influence that is original to the scene and can be used to test the results of the town’s work. Since the town seems to have control over all time and space, it would seem that the traveler has no input into the adventure that befalls him. However, the town does allow the traveler to choose his adventure. From what has been shown herein, the town allows for a simple outside influence into the script that will be played out by the traveler. The town allows the traveler to select the card in the deck at the claims counter that will represent his adventure for that round. Not that there is a winner to the game in any sense, the game is played over and over again. We see the same characters appearing again and again throughout the same adventure and similar memories of past rounds seem to follow him in the new adventures. He is given enough past recollection to keep him interested in the game, yet lacking enough to fully come to the realization of what is really happening. Is our traveler forever stuck in an endless circle of role-playing? We may never know the answer to that, but fore as long as we have a writer, we can develop the remaining infinite rounds that the town can play. Perhaps the end will come when the traveler plays out the entire deck and has all the knowledge he needs to fulfill the adventure the way the town truly wants.

In conclusion, it is found that the primary and centralized decision point of the book is the Deck of Cards. All adventures are started and concluded at the claims office where a new card is selected. The traveler never fully recalls the past adventure and seems to walk the land wearily in seek of the essence that is represented by this adventures Schoolmarm. The hopes of the traveler to attain a love for a wholesome and virtuous woman is what eggs him through each leg of the journey set forth before him by the town. Will he ever get out or will he be forever trapped in the towns clutches? It’s all in the Luck of the Draw…

Works Cited

1. Coover, Robert. Ghost Town. New York: Grove Press, 1998

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