In 1990, Stephen Sondheim’s Assassins came out, a biting musical about the men and women who felt called upon to kill a US president. Through a set of historical characters, from John Wilkes Booth via Lee Harvey Oswald to Sara Jane Moore and Lynette “Squeaky” Fromme (who both attempted, and failed, to kill Gerald Ford), Sondheim shows us his bleak version of the American Dream: “Everybody’s got the right to be happy” – and what better way to achieve happiness and fill the emptiness inside yourself than to kill yourself a POTUS?
All of these would-be and actual murderers are pathetic in their own particular ways. They are angry at the world and the ways in which it doesn’t conform to their wishes. They are attention seekers who wished to put their imprint on America, having little to offer the world apart from their own warped ideas of greatness and how to achieve it. And perhaps none of them are more pathetic than Charles Guiteau: a liar, a thief, a narcissistic failure.
Few people, other than Sondheim fans, know Guiteau’s name. Even fewer know the name of the man Guiteau killed: James A. Garfield, the 20th President of the United States of America.


I recently read an interview with a game designer. Among other things, she talked about how, in many computer games, your avatar is often in mortal peril, and how such a situation is not only an option, but the very point of many computer games. You might die, so your main goal is to survive. She called that the stress of dying. I am very much a non-gamer, but I know what she means. Although the drama of life vs. death, whether it be your avatar’s or any other character’s in a game, is higher in a potentially fatal scenario, it might take your attention away from the intriguing story, the elaborate graphics or the well-written characters themselves. Sometimes it’s about exploring and going places, about living in a new universe, not just surviving it. Or about admiring the craft.