Light blue, aquamarine, orange, purple, maroon, gold, silver, plum, pink—pink Legos!—and many shades of gray: Each of the original primary and secondary tones now has at least five variants, enabling the builder of, say, a Jawa Sandcrawler model to re-create the stippling of rust and corrosion in the Sandcrawler’s hull by varying his palette of reds and grays. I still get a funny feeling, a kind of tiny spasm of moral revulsion, when I pick up a teal or lilac Lego. As for shape, Lego “bricks” left behind the orthogonal world years ago for a strange geometry of irregular polygons, a vast bestiary of hybrid pieces, custom pieces, blanks and inverts, clears and pearlescents, freaks that have their raised dots or their gripping tubes on more than one side at a time. And then there are the people—minifigs, as they’re known among Legographers: Frankenstein monsters, American Indians, Jedi knights and pizza chefs, medieval crossbowmen and Vikings, deep-sea divers and bus drivers, Spider-Man, Harry Potter, Allen Iverson—the range of occupations and personalities to be found among the denizens of the Legosphere is so wide and elaborate that perhaps only the brain of an eight-year-old could possibly master it. I remember the sense of disdain I felt toward the cylinder-headed homunculi when minifigs began to be introduced, around the time when my original interest in Legos was waning. They didn’t have the painted faces back then. Their heads were shiny yellow voids. Their arms and legs couldn’t bend, and there was something of the nightmarish, something maimed, about them. But what I most resented about the minifigs was the scale they imposed on everything you built around them. Like Le Corbusier’s humancentric Modulor scale or Leonardo’s Vitruvian Man, the minifigs as they proliferated became the measure of all things: Weapons must fit their rigid grip, doorways accommodate the tops of their heads, cockpits accommodate their snap-on asses.

  It was this sense of imposition, of predetermined boundaries and contours, of a formulary of play, that I found I most resented when Legos returned to my life, around the time my eldest child turned three. (She was into Indians, or rather, “Indians,” especially Tiger Lily; we bought her a fairly complicated Lego set with war-painted minifigs, horses, tepees, a canoe, a rocky cliff.) But along with the giddy profusion of shapes and colors that had taken place during my long absence from the Legosphere, the underlying purpose of the toys also appeared to have changed.

  When I first began to play with them in the late 1960s, Legos retained a strong flavor of their austere, progressive Scandinavian origins. Abstract, minimal, “pure” in form and design, they echoed the dominant midcentury aesthetic, with its emphasis on utility and human perfectibility. They were a lineal descendant of Friedrich Fröbel’s famous “gifts,” the wooden stacking blocks that influenced Frank Lloyd Wright as a child, part mathematics, part pedagogy, a system—the Lego System—by which children could be led to infer complex patterns from a few fundamental principles of interrelationship and geometry. They also made, and make to this day, a strong claim on a kid’s senses, snapping together and coming apart with a satisfying dual appeal to the ear and the fingers. They presented the familiar objects one constructed with them—airplanes, houses, cars, faces—on a quirky grid, the world dissolved or simplified into big, chunky pixels.

  In their limited repertoire of shapes and the absolute, even cruel, set of axioms governing the way they could and couldn’t be arranged, Lego structures emphatically did not present—and in playing with them, you never hoped for—the appearance of reality. A Lego construction was not a scale model. It was an idealization, an approximation, your best version of the thing you were trying to make. Any house, any town, you built from Legos, with its airport and tramline and monorail, trim chimneys and grids of grass, automatically took on a certain social-democratic tidiness, even sterility (one of the notable qualities of acrylonitrile butadiene styrene, the material from which Lego bricks are made, is that it is sterile).

  Orderly, functional, utopian, half imaginary, abstract, primary-colored—when I visited Helsinki a few years back, I felt as if I recognized it, the way you recognize a place from a dream.

  By the late nineties, when my wife and I bought that first Indian set, abstraction was dead. Full-blown realism reigned supreme in the Legosphere. Legos were sold in kits that enabled one to put together—at fine scales, in detail made possible by a wild array of odd-shaped pieces—precise replicas of Ferrari Formula 1 racers, pirate galleons, jet airplanes. Lego provided not only the standard public-domain play environments supplied by toy designers of the past fifty to a hundred years—the Wild West, the Middle Ages, jungle and farm and city street—but also a line of licensed Star Wars kits, the first of many subsequent ventures into trademarked, conglomerate-owned, pre-imagined environments. Instead of the printed booklets I remembered, featuring suggestions for the kinds of things you might want to make from your box of squares and rectangles, the new kits came encumbered with fat, abstruse, wordless manuals that laid out, panel after numbered panel and page after page, the steps that must be followed if one hoped—and after all, why else would you nudge your dad into buying it for you?—to end up with a landspeeder just like Luke Skywalker’s (only smaller). Where Lego-building had once been open-ended and exploratory, it now had far more in common with puzzle-solving, a process of moving incrementally toward an ideal, pre-established, and above all, a provided solution.

  I resented this change. When my son and I finished putting together a TIE interceptor or Naboo starfighter, usually after several weeks of struggle, a half-deranged search for one tiny black chip of sterile styrene the size of his pinkie nail, and two or three bouts of prolonged despair, the resulting object was so undeniably handsome, and our investment of time in building it so immense, that the thought of playing with it, let alone ever disassembling it, was anathema. But more than the inherent difficulty—which, after all, is an important aspect of puzzle-solving, or the shift from exploration to reproduction—I resented the authoritarian nature of the new Lego. Though I admired and enjoyed Toy Story (1995), the film has always been tainted for me by its subtext of orthodoxy: its implied assertion that there is a right way and a wrong way to play with your toys. Andy, the young hero of Toy Story, uses his toys more or less the way their manufacturers intended—cowboys are cowboys; Mr. Potato Head, with his “angry eyes,” is a suitable mustachioed villain—while the most telling sign that we are to take Sid, the quasi-psychotic neighbor kid, as a “bad boy” is that he hybridizes and “breaks the rules” of orderly play, equipping an Erector-set spider, for example, with a stubbly doll’s head. Sid is mean, cruel, heartless, crazy: You can tell because he put his wrestler doll in a dress. A similar orthodoxy, a structure of control and implied obedience to the norms of the instruction manual and of the implacable exigencies of realism itself, seemed to have been unleashed, like the Dark Side of the Force, in the once bright Republic of Lego.

  But I should have had more faith in my children, and in the saving power of the lawless imagination. Like all realisms, Lego realism was doomed. In part, this was an inevitable result of the quirks and limitations inherent in the Lego System, with the distortions that its various techniques of interlocking create. The addition of painted faces and elaborately modeled headgear, weapons, and accoutrements ultimately did little to diminish the fundamental silliness of the minifig; as with CGI animation, the technology falls down at the human form. In depicting people, it makes compromises that weaken the intended realism of the whole. But the technical limitations are only part of the greater failure of realism—defined as accuracy, precision, faithfulness to experience—to live up to the disorder, the unlikeliness, and the recombinant impulse of imagined experience.

  Kids write their own manuals in a new language made up of the things we give them and the things that derive from the peculiar wiring of their heads. The power of Lego is revealed only after the models have been broken up or tossed, half finished, into the drawer. You sit down to make something and start digging around in the drawer or container, looking for a particular brick or axle, and the Le
gos circulate in the drawer with a peculiarly loud crunching noise. Sometimes you can’t find the piece you’re looking for, but a gear or a clear orange cone or a horned helmet catches your eye. Time after time, playing Legos with my kids, I would fall under the spell of the old familiar crunching. It’s the sound of creativity itself, of the inventive mind at work, making something new out of what you have been given by your culture, what you know you will need to do the job, and what you happen to stumble on along the way.

  All kids—the good ones, too—have a psycho tinge of Sid, of the maker of hybrids and freaks. My children have used aerodynamic, streamlined bits and pieces of a dozen Star Wars kits, mixed with Lego dinosaur jaws, Lego aqualungs, Lego doubloons, Lego tibias, to devise improbably beautiful spacecraft far more commensurate than George Lucas’s with the mysteries of other galaxies and alien civilizations. They have equipped the manga-inspired Lego figures with Lego ichthyosaur flippers. When he was still a toddler, Abraham liked to put a glow-in-the-dark bedsheet-style Lego ghost costume over a Lego Green Goblin minifig and seat him on a Sioux horse, armed with a light saber, then make the Goblin do battle with a minifig Darth Vader, mounted on a black horse, armed with a bow and arrow. That is the aesthetic at work in the Legosphere now—not the modernist purity of the early years or the totalizing vision behind the dark empire of modern corporate marketing but the aesthetic of the Lego drawer, of the mash-up, the pastiche that destroys its sources at the same time that it makes use of and reinvents them. You churn around in the drawer and pull out what catches your eye, bits and pieces drawn from movies and history and your own fancy, and make something new, something no one has ever seen or imagined before.

  When I was growing up, our house backed onto woods, a thin two-acre remnant of a once mighty Wilderness. This was in a Maryland city where the enlightened planners had provided a number of such lingering swaths of green. They were tame as can be, our woods, and yet at night they still filled with unfathomable shadows. In the winter they lay deep in snow and seemed to absorb, to swallow whole, all the ordinary noises of your body and your world. Scary things could still be imagined to take place in those woods. It was the place into which the bad boys fled after they egged your windows on Halloween and left your pumpkins pulped in the driveway. There were no Indians in those woods, but there had been once. We learned about them in school. Patuxent Indians, they’d been called. Swift, straight-shooting, silent as deer. Gone but for their lovely place names: Patapsco, Wicomico, Patuxent.

  A minor but undeniable aura of romance was attached to the history of Maryland, my home state: refugee Catholic Englishmen, cavaliers in ringlets and ruffs; pirates, battles, the sack of Washington, “The Star-Spangled Banner,” Harriet Tubman, Antietam. And when you went out into those woods behind our house, you could feel all that, all that history, those battles and dramas and romances, those stories. You could work it into your games, your imaginings, your lonely flights from the turmoil or torpor of your life at home. My friends and I spent hours there, braves, crusaders, commandos, blues and grays.

  But the Wilderness of Childhood, as any kid could attest who grew up, like my father, on the streets of Flatbush in the forties, had nothing to do with trees or nature. I could lose myself on vacant lots and playgrounds, in the alleyway behind the Wawa, in the neighbors’ yards, on the sidewalks. Anywhere, in short, I could reach on my bicycle, a 1970 Schwinn Typhoon, Coke-can red with a banana seat, a sissy bar, and ape-hanger handlebars. On it I covered the neighborhood in a regular route for half a mile in every direction. I knew the locations of all my classmates’ houses, the number of pets and siblings they had, the brand of Popsicle they served, the potential dangerousness of their fathers. Matt Groening once did a great Life in Hell strip that took the form of a map of Bongo’s neighborhood. At one end of a street that wound among yards and houses stood Bongo, the little one-eared rabbit boy. At the other stood his mother, about to blow her stack—Bongo was late for dinner again. Between Mother and Son lay the hazards—labeled ANGRY DOGS, ROVING GANG OF HOOLIGANS, GIRL WITH A CRUSH ON BONGO—of any journey through the Wilderness: deadly animals, antagonistic humans, lures and snares. It captured perfectly the mental maps of their worlds that children endlessly revise and refine. Childhood is a branch of cartography.

  Most great stories of adventure, from The Hobbit to Seven Pillars of Wisdom, come furnished with a map. That’s because every story of adventure is in part the story of a landscape, of the interrelationship between human beings (or Hobbits, as the case may be) and topography. Every adventure story is conceivable only in terms of the particular set of geographical features that in each case sets the course, literally, of the tale. But I think there is another, deeper reason for the reliable presence of maps in the pages, or on the endpapers, of an adventure story, whether that story is imaginatively or factually true. We have this idea of armchair traveling, of the reader who seeks in the pages of a ripping yarn or a memoir of polar exploration the kind of heroism and danger, in unknown, half-legendary lands, that he or she could never hope to find in life. This is a mistaken notion, in my view. People read stories of adventure—and write them—because they have themselves been adventurers. Childhood is, or has been, or ought to be, the great original adventure, a tale of privation, courage, constant vigilance, danger, and sometimes calamity. For the most part the young adventurer sets forth equipped only with the fragmentary map—marked HERE THERE BE TYGERS and MEAN KID WITH AIR RIFLE—that he or she has been able to construct out of a patchwork of personal misfortune, bedtime reading, and the accumulated local lore of the neighborhood children.

  A striking feature of literature for children is the number of stories, many of them classics of the genre, that feature the adventures of a child, more often a group of children, acting in a world where adults, particularly parents, are completely or effectively out of the picture. Think of The Lion, the Witch and the Wardrobe, The Railway Children, or Charles Schulz’s Peanuts. Philip Pullman’s His Dark Materials trilogy presents a chilling version of this world in its depiction of Cittagazze, a city whose adults have all been stolen away. Then there is the very rich vein of children’s literature featuring ordinary contemporary children navigating and adventuring through a contemporary, nonfantastical world that is nonetheless beyond the direct influence of adults, at least some of the time. I’m thinking the Encyclopedia Brown books, the Great Brain books, the Henry Reed and Homer Price books, the stories of the Mad Scientists’ Club, a fair share of the early works of Beverly Cleary. As a kid, I was extremely fond of a series of biographies, largely fictional, I’m sure, that dramatized the lives of famous Americans—Washington, Jefferson, Kit Carson, Henry Ford, Thomas Edison, Daniel Boone—when they were children. (Boys, for the most part, though I do remember reading one about Clara Barton.) One element that was almost universal in these stories was the vast amounts of time the famous historical boys were alleged to have spent wandering with bosom companions, with friendly Indian boys or a devoted slave, through the once mighty wilderness, the Wilderness of Childhood, entirely free of adult supervision.

  Though the wilderness available to me had shrunk to a mere green scrap of its former enormousness, though so much about childhood had changed in the years between the days of young George Washington’s adventuring on his side of the Potomac and my own suburban exploits on mine, there was still a connectedness there, a continuum of childhood. Eighteenth-century Virginia, twentieth-century Maryland, tenth-century Britain, Narnia, Neverland, Prydain—it was all the same Wilderness. Those legendary wanderings of Boone and Carson and young Daniel Beard (the father of the Boy Scouts of America), those games of war and exploration I read about, those frightening encounters with genuine menace, far from the help or interference of mother and father, seemed to me at the time—and I think this is my key point—absolutely familiar to me.

  The thing that strikes me now when I think about the Wilderness of Childhood is the incredible degree of freedom my parents gave me to adventure th
ere. A very grave, very significant shift in our idea of childhood has occurred since then. The Wilderness of Childhood is gone; the days of adventure are past. The land ruled by children, to which a kid might exile himself for at least some portion of every day from the neighboring kingdom of adulthood, has in large part been taken over, co-opted, colonized, and finally absorbed by the neighbors.

  The traveler soon learns that the only way to come to know a city, to form a mental map of it, however provisional, and begin to find his or her own way around it, is to visit it alone, preferably on foot, and then become as lost as one possibly can. I have been to Chicago maybe a half-dozen times in my life, on book tours, and yet I still don’t know my North Shore from my North Side, because every time I’ve visited, I have been picked up and driven around, and taken to see the sights by someone far more versed than I in the city’s wonders and hazards. State Street, Halsted Street, the Loop—to me it’s all a vast jumbled lot of stage sets and backdrops passing by the window of a car.

  This is the kind of door-to-door, all-encompassing escort service that we adults have contrived to provide for our children. We schedule their encounters for them, driving them to and from one another’s houses so they never get a chance to discover the unexplored lands between. If they are lucky, we send them out to play in the backyard, where they can be safely fenced in and even, in extreme cases, monitored with security cameras. When my family and I moved onto our street in Berkeley, the family next door included a nine-year-old girl; in the house two doors down the other way, there was a nine-year-old boy, her exact contemporary and, like her, a lifelong resident of the street. They had never met.

  The sandlots and creek beds, the alleys and woodlands have been abandoned in favor of a system of reservations—Chuck E. Cheese, the Jungle, the Discovery Zone: jolly internment centers mapped and planned by adults with no blank spots aside from doors marked STAFF ONLY. When children roller-skate or ride their bikes, they go forth armored as for battle, and their parents typically stand nearby.