Before she entered the magical world of theme parks, Cylene
the Goth talked to me about her devotion to a video game released in 2012
called Journey, whose adherents form a sort of subculture in themselves. In
contrast to a lot of games, it’s neither violent nor competitive, but consists
of – you may not be surprised to discover – a journey towards a mountain,
glimpsed in the distance, which involves challenges and puzzles in which you
may encounter other players, who can assist one another if they choose, but who
cannot communicate with each other. Altruism is rewarded and as the player
progresses (their ‘character’ is not a muscled hero or a heavy-chested girl
with suspiciously revealing and impractical body-armour, but a sexless,
abstract robed figure) the music shifts correspondingly. In the climax of the
game, which may only take 90 minutes or so to reach, the player arrives at the
mountain, ascends it by flight, and is extinguished in a suffusion of light. ‘I
never reach the end without crying’, says Cylene, and you can see why: this is
very clearly indeed a metaphor for the spiritual life; in fact even more than a
metaphor, it’s a way of representing it in a non-religious form, a form so
unspecific that players of any ideological tradition could get something out of
it.
Not long ago another friend, Karla, who is also a determined
gamer, drew attention to this article by Brie Code, a female games designer discussing why people don’t like video
games and what her colleagues might do to change that. This is what Ms Code
says in conclusion:
I'm not remotely interested in shockingly good graphics, in
murder simulators, in guns and knives and swords. I'm not that interested in
adrenaline. My own life is thrilling enough. There is enough fear and hatred in
the world to get my heart pounding. My Facebook feed and Twitter feed are
enough for that. Walking outside in summer clothing is enough for that. I'm
interested in care, in characters, in creation, in finding a path forward
inside games that helps me find my path forward in life. I am interested in
compassion and understanding. I'm interested in connecting. … I want to make
games that help other people understand life. ... We should be using this medium to help us adapt to our
new, interactive lives. This is how we become relevant. … We want games that
aren't gritty, toxic pseudo-realistic pseudo-masculine nonsense nor frustrating
time wasters that leave you feeling dead inside. We want games about how each
of us could be in the future, how the world could be in the future. We want
games built on compassion and respect and fearlessness. This is so much more interesting.
I've never played a video game. I don't think I have any
interest in doing so, either, because I don't have time to do all the things I
want to as it is. I am, however, interested in the idea that gaming could
provide a means for exploring and assimilating life. Via the magic of LiberFaciorum,
I asked Karla:
How common do you reckon it is among games designers to
think in these very idealistic terms rather than just in terms of supplying a
market with entertainment?
To which she replied:
There are a fair number of indie developers who work with
concepts like this … My view of gaming
was permanently marked by the game that really turned me into a lifelong
devotee of the artform - Ultima VI: The False Prophet, which, although it used
the standard structure of a computer role playing game of the time, revolved
around themes of virtue ethics, unintended consequences of actions in the name
of good, and justice in warfare. Other instalments in the same series looked at
issues of racial prejudice, deception and religious intolerance, or demanded
that the hero set the world to right not by slaying the Big Bad, but by
becoming a moral examplar. They … really shaped my expectations of, interest in
and hope for games as a medium to communicate something meaningful.
This all made me reflect that I, a non-gamer, engage in this
business of representing life so it can be explored, assimilated and changed,
partly through music and even gardening, but mainly through religion. Christian
spirituality consists of an immersive, imaginative engagement, by a variety of
means, in a story, reading your life and experiences through the lens of that
story and adjusting the way you interact with the world as a result. Some time
ago I said to a friend that the Church was a sort of Live-Action Role Play, and
I only meant it part-facetiously. Apart from the assumption of Christianity
that behind its key interpretative narrative lies something, and somebody,
absolutely real, the mechanism is exactly the same. For people who have no
faith, gaming could provide a means for doing the life-shaping job that
religion does for those who have it. But saying that ‘gaming is like religion’
is a little obvious; it’s more interesting to posit that religion is a form of
gaming.
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