Tag Archives: video games

Quotes of the Week: God, games, and player failure

Having just reviewed an anime series where the main character is a self-identified gaming god, and having just decried Roger Ebert’s argument that video games can never be art, I thought I’d do a trifecta by highlighting a few articles touching on the theological implications of video games.  The first quote is from an article by Neil Sorens at Gamasutra, in which he considers the failings of God as a game designer:

With the ability to design both the players and the game, God should have been able to create a paradigm full of synergy and free of buzzwords.  Instead, for many dissatisfied players, it is only hardcoded compulsion that has kept the player base intact.  In fact, many players leave for significant periods of time and turn instead to games with far smaller budgets and ambitions and far less powerful designers to find enjoyment.

The comments on Sorens’s post are equally provocative and entertaining, as various people debate the merits of the thesis that our Creator buggered the job.  “Larry Charles” is confused:

He designed and built an entire Universe… filled with worlds which he did all of the environment art for, populated it with fully functioning, self sustaining and self regulating ecosystems, where just one world in particular, Earth, currently hosts 6,000,000,000 plus users who are always online, in 6 days…

And you wont hire him for your next MMO project?

“Douglas Baker” presents delayed gratification as a transcendental experience:

When we forsake short term pleasure for long term goals, especially ones that are us undefined as “an eternity in heaven” we are forsaking our own default state. We become more than the flesh we are born into, we become closer to God.

In game terms–we level up.

I’d like to quote the article that brought Sorens’s piece to my attention in the first place.  Over at Christ and Pop Culture, G. Christopher Williams has penned a thoughtful response to Sorens, in which the design flaws are reframed in terms of the designer’s artistic goal:

There is a certain kind of courage that an author has that is able to hand over his creation for others to play with, to take some authority over it, or, very simply put, to screw it up. At once, it seems a very bad idea. However, it also suggests that participation with the creation is important, that interaction with a world is desirable to its creator despite the potential for “failure” on the part of the participant, as if there is an interest in the creator in not merely dictating some script of his own design but to see what others will do with it and how they choose to enjoy it or abuse it.

In other words, it’s the nature of the medium that interactivity necessitates some form of player failure.  Again, the comments for that article as equally as worth reading as the piece itself.  Stephen Newport argues that perhaps the metaphor of “God as game designer” is apropos, but not in a good way:

[T]his player [was n]ever asked if he wanted to play the game in the first place! He is never given an option to simply “get off the ride” or merely not exist anymore. No, this designer has created a reality where there are two options: Find the key or be burnt alive! This is neither free will, nor a game where the player matters. Free will would give an option to not take part at all.

So maybe we’re not the players after all; maybe we’re the NPCs.

Let me posit just one more thought experiment.  It is fairly easy to posit God as the ultimate game designer.  But that restricts God to but one role, far removed from the game experience: the celestial clockmaker who winds up his cosmic watch and just lets events unfold as they may, allowing his Creation to rust and wind down, as if the universe were created simply so He would know when to take afternoon tea.  What if God is more immanent than a mere designer?  For the sake of rumination, let’s consider the metaphor of God as the game itself.  In a way, this would make God the code, rather than the coder (although, being God, I suppose he might be the code, the coder, and the NPC visual representations of the code).  Any metaphor we can devise for God will be both inadequate to expressing what exactly he is or how he functions, but every metaphor is an apt expression of the limited terms in which humans can imagine God as a concept.  All I am proposing is that besides the function of Creator, we also consider the function of Sustainer.  Theological problems will still be present, of course, as always.  I’d just like to explore moving a bit beyond quibbling over the flaws of the game design(er) itself and focus on what the game means, how it functions, and how best to play.  Isn’t that one of the highest functions of art in the first place? ☕


Dead horse necromancy: Ebert vs. Video Games

Sure, she can command an army with the best of 'em, but you should hear her sing...

A random stranger approached me at the coffee shop last week, inquiring how long I’ve had my laptop.  After the first few minutes of the exchange, mostly touching on older Macs vs. newer Macs (a topic on which I’m about as much of an expert as a dung beetle), it became very apparent that the gentleman didn’t really want to chat about Macs so much as tell me how I could use mine more efficiently.  For about a half an hour, I was lectured on everything from the corruption of the mainstream media (apparently corporations and FOX News have ruined that, plus baseball and apple pie) to whether or not the written language is a kind of code (apparently I was completely mistaken in thinking that arbitrary symbols grouped together to represent sound-images that vary from language to language and must be learned, as opposed to internalized naturally, can be referred to as such).  I was rather proud of myself for keeping cool throughout the lecture.  Then the gentleman began to lecture me on the subject of movies and screenwriting. Continue reading


Kami Nomi zo Shiru Sekai (The World God Only Knows) ☕ d. Takayanagi Shigehito, 2010

The premise of Kami Nomi zo Shiru Sekai, on paper, promises lurid hijinks and innuendo: a dweeby high school student who does nothing but play dating sims accidently strikes a deal with a cute demon girl, and he must now use his gaming skills to seduce a panoply of girls, each of whom fits parameters ripped right from his games.  For little boys who go to sleep with images of panty shots and inadvertent boob grabs dancing in their heads, this scenario would be divine gift.  Unexpectedly, there is relatively little truly ribald content in Kami Nomi zo Shiru Sekai; instead, each seduction scenario spends a great deal of time dramatizing — empathizing with — the inner lives of the girls Keima must “conquer.”  A series highlight is the paean to the splendors of reading in the arc devoted to Shiori, a shy librarian with a crippling fear of speaking to others, which plays like a segment of Disney’s Fantasia.  The amount of time spent on giving the female characters lives and personalities of their own suggests a profound respect for them as individuals and women. Continue reading


Will conservative Christians finally stop pretending…

…that Muslim jihadits are the only nutballs who commit mass murder?  (My guess is: “No, they will not.”)  As reported in The New York Times (and numerous other news agencies), Anders Behring Breivik is currently the sole suspect in the bombing and shootings in Norway yesterday.  According to the press reports, he identifies himself as a conservative Christian, and he has a record of making anti-Muslim statements.  I haven’t yet read his manifesto, and frankly, I don’t know if I’ll have the stomach for it.  I am not alone in condemning such malicious and despicable actions, and I certainly pray that those who survived the violence are able to cope in the best possible way. Continue reading


Why parents (and everyone else) should be glad SCOTUS ruled in favor of violent video games

Castlevania isn't one of the most violent video games, but it among the most likely to send you into a murderous rage.

On Monday, the Supreme Court of the United States of America issued its ruling in the case of Brown v. Entertainment Merchants Association (08-1448), deciding in a vote of 7-2 that the state of California was out of line in passing legislation that would penalize merchants for selling violent games to minors.  This is a case I’ve been following for about a year.  A while back, I wrote an article for Playtime that ruminated on the implications of this law, but the first draft was a mess, and I never gathered up the gumption to go back and revise it, so it was never published.  Happily, the majority opinion went the right way, and mostly for all the right reasons.  Even more happily, Justice Antonin Scalia and the concurring justices marshaled way more facts and citations than I did.  The main point that I had wanted to make was that a lot of people from across the ideological spectrum like to legislate morality in ways that run counter to the principles of liberty that Americans, in theory, hold dear.  And they like to justify these intrusions by that most manipulative of plaintive wails: “THINK OF THE CHILDREN!” Continue reading


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