It’s been awhile since we’ve had any links on here featuring articles by Christians (besides myself) commenting on the ever shifting and changing world of videogames. Today I want to get you all caught up, because there have truly been some GEMS published in the past couple weeks. I don’t expect you to make it through this all in a day, so perhaps you might just keep this page open for a few days, coming back to it at your leisure. Perhaps you might also take a moment to click the Facebook “Like” button on the right of this post. That would be splendid.
Anyways; no time to waste.
First, you may have already seen this article, as it’s been making the rounds on the net, being featured on Critical Distance as well as Rock Paper Shotgun, but Drew Dixon wrote an article for Gamechurch on “The Idealist World of Videogame Pacifists.” In it he looks at a trend that has been getting some attention recently, virtual pacifism. Said Dixon, “Certainly the way in which games tend to portray violence is conveniently consequence free and far too productive in terms of solving problems. In the real world violence lends itself to lasting consequences, it rarely solves problems and more often compounds them. So perhaps the noble course is to traverse the frozen tundra of Skyrim in peace.” But as he goes on he notes:
“I saw the selfishness inherent to Mullin’s pacifism. Playing the game this way would require running from dragons while they ravaged Skyrim’s villages literally killing hundreds of people. It would involve regularly turning a blind eye to injustice and allowing bandits and ruffians to continue to terrorize the innocent when I could do something about it were it not for my “convictions” against violence.”
Rich Clark also just wrote a tremendous article about Journey for Gamechurch. He draws comparisons between the videogame and the spiritual journey that all Christians go through.
“It’s not a story about a man on a Journey. It’s our story. It’s your story.
And so, most of the time we press forward. We walk to the nearest landmark, just to find some purpose. And we think: maybe we’ve found it. A kind of altar exists, and our avatar bows and prays. In return, it provides guidance – but not nearly enough to satisfy our curiosity. We begin to realize that these landmarks provide us with a kind of foreshadowing that prepares us for our part in the story. Through a glass darkly, we see what awaits us, but only barely. It’s not enough to convince us, but it’s enough to keep us going.
It’s my story.”
We’re definitely going to miss The Cross and The Controller, but one of the last articles that Joshua Wise wrote before announcing the site’s close was a piece called “Kara, The Garden, and Gaming“. In it, he talks about a tech demo that was shown off at the recent Game Developers Conference, the parallels which that demo shares with the Garden of Eden story, and the consequences that advanced game technology are going to hold for our playing experiences. This was something that really resonated with me, and definitely provided some great food for thought.
“Gamers have been accused of being desensitized to violence because of video games, but I think the opposite is true. We have not yet, because of the abstraction of game characters from real life people, been faced deeply with these issues on a broad scale. Certainly there are characters who die in games that leave us hurting as much as any character in a novel or movie. But when the people who are manufactured just for our titillation seem like real people, will we be able to maintain the same bravado that we have so far? Can the guy who can’t talk to girls in real life manage to talk to the girl who seems just as real, just as beautiful, and just as unattainable, in a video game? Or will we have to restrain the characters (by way of our writing and acting and coding) to the same two dimensional existence that the product tester does in Kara?”
Also worth noting, by Steven Sukkau, is “Why Side Quests Matter“, written for Gamechurch (Have I mentioned that I’m a fan of Gamechurch?) He points out that even though “side quests” can seem pointless in games, they’re a great illustration of life, especially for believer. “It’s moments like these, not saving humanity as a whole (leave that to Jesus) but loving another human being, that make us heroes. It’s the small self-sacrificial acts like doing the dishes without complaining or sweeping the floor before my wife asks that makes a difference.Though they may seem less potent, actions like Listening to a neighbour in an attempt to understand their heart and speaking a prayer into their life–those are true words of power.”
Finally let me share one little blurb that I really happen to agree with, from Bryan Hall at his blog, in a post about the pitfalls of having influence:
“I do not want to be a stumbling block to anyone. I do not want to destroy the work of God over something as petty as what I consume media-wise. With this in mind, anytime I write about a certain game or a game review on this site, I am writing about it just to share my experience. I am not writing about it to brag or to cause someone to stumble (“Hey look, Bryan is doing it, we can too!”). Just because I can guilt-free, without conviction, play a first person shooter doesn’t mean that you necessarily can. God may convict you over things that I am not convicted over. That is cool.
I now know that being in a leadership position, a position or platform in the open, automatically holds me to a higher standard. As a blogger, that is something that is constantly running through the back of my mind. I have a responsibility for what I write and say. Words can bring either life or death.”
If you’ve made it this far, congratulations! I still have more links I want to share, so look for another post like this over the weekend!