Twice in the past week or so here at SVGL, we've leveled our narrowed and skeptical gaze on the familiar "it's only a game" chestnut. First, we examined it as a defense for Resident Evil 5 against all criticism, and then I wondered at the correlation between my gleeful anticipation of city street mayhem in GTA IV and my ill-concealed distaste of the residents in my neighborhood.Steven Totilo has also been mulling the "it's just a game" refrain lately, and currently asks of the community, "Are games our fantasies?"
He hits on something I've also said recently -- essentially, that gamers are so terrified of unfair attacks that they've become resistant to any kind of criticism; therefore, games are sophisticated emotional art when they want it to be and "just a game" when they want it to be.
As Totilo says, "it's just a game" worked when they were just pixelated nonsense. But we've spent all this time calling for more evolved, more immersive experiences; we don't want games to be just lightweight toys, at least not all of them, and pretending they are whenever they make us uncomfortable is a total cop-out.
I understand the community's anxiety about the criticism. I am not suggesting that any games ought to change, or that they shouldn't ask us hard questions. I'm just demanding of all of us that we be more willing to look at the answers to those questions and the relationship between video games and our culture.
There are a lot of connections -- and even from much earlier days, there always have been. Over the previous weekend, the Pope came to New York City and held a gorgeous mass at Saint Patrick's Cathedral. Watching it on TV, the processionals and the beautiful music, I thought to myself, You know what? This looks exactly like an RPG.
Easy to make a joke that I ought to get out more, but it's nonetheless true. It's actually rather obvious when you think about it -- we associate role-playing games with heroics, saving the world, fantasy monsters, and of course, grinding. But they also tend, to the last, to feature timeless human spiritual themes like resurrection, deification, the corruption of power and questions of what people consider sacred.
Do a quick mental scan-through of any RPG you can think of. From the classics, like Lunar and Chrono Cross to the prevalent Final Fantasy series. Even my current occupation, Persona 3, is practically a morality play, heavy with metaphors for sin, purgatory and the soul.
One can make the argument that all fantasy, not just games, can be traced to religion, despite the fact that the two tend to have conflict in the current era. The genre itself largely developed from allegory that aimed to explain the world's less-explicable workings, or to repackage intense religious concepts for easier consumption by children. But then, that's all the more compelling an argument for the legitimacy of gaming, in that they can sustain the type of cultural dialog that's been part of the human experience through the ages.
When an RPG hero battles with his inner conflicts and negative emotions, we make fun of him, of course. But when the dark power that divides his spirit manifests as a massive, world-dominating spread-winged devil, and the hero must invest in values like home and kinship to ward of an apocalypse, as bizarre as it all seems, it's a repetition in symbols of the language of religion.
We see these timeless conflicts, triumphs and metaphors repeated over and over in RPGs -- which, by the way, often feature a large-scale war as a central conflict, much like real-world mythology. It's a startling mirror for the things that have historically occupied our minds, almost universally, across the eras.
The idea that play of any stripe is always an irrelevant diversion is a misconception. Children often act out these conflicts and concerns on the playground; baby animals practice survival skills by playing with one another. Play is a way of practicing our value system and experimenting with our sense of self. On the playground, somebody has to play the bad guy, and it doesn't mean he's a bad kid or that he even wants to be. But that doesn't mean that what he's doing is emotionally useless.
Given the depth and nuance of experience that today's games are capable of offering, they may still be play -- but that's far from "just a game."
By maintaining an appropriate mirror to the most timeless values of humanity, games have demonstrated they're not just meaningless play. You can make moral decisions, oppose evil, sacrifice, rescue and pray in certain types of games -- and in droves the audience demands opportunities to do more of this. If you can do that, you can certainly consider your relationship to those actions in a larger context. In fact, you might be missing something if you don't.
10 comments:
I guess I'm a little surprised you thought it looked like an RPG when the Catholic church has been a huge influence on all RPGs. Obviously it had an influence in the cosmology of Dungeons and Dragons because it so influenced medieval Europe. This carried over into western CRPGS and that lead into Japanese RPGs. So the catholic church's imagery and ritual has a very big presence in RPGs.
The big difference is that Japanese creators can often get away with protrying the church as corrupt, something western developers have to be much more leery of.
And RPGs are hero stories and as such there tends to be a internal conflict that has an external representation. And as such they also tend to be wrapped up in myth (not to go to Joseph Campbell) .Sometimes the morality plays are done really well(Planescape:Torment), sometimes they are overly long winded (Xenosaga) and sometimes they are too literal to take too seriously (actually fighting a physical Sin!!!)
I think the stained glass Link picture is incredibly appropriate for the subject matter. Zelda is myth, and so is just about anything by Nintendo. The two biggest Nintendo franchises, Zelda and Mario, clothe Manichaean philosophies in 8 bit technicolor adventures. But they have each grown bigger than that. We can see the proliferation of Zelda and Mario culture in silk screened t-shirts, acapella groups, marching band performances, and Lego bling. And isn't this how myths began? We have a prevailing culture that becomes enamored with figures that answer their questions (in this case: the question of what to do on a Saturday morning) and provide meaning for their lives.
And then we have the fanboys that expand the universe. The original source for the synoptic Gospels of the New Testament was Qumran(sp?). From this source sprang the modern canonical Gospels of Matthew, Mark and Luke. Though these writers were removed from the originator of the story (these books were written within a generation of Christ's passing, but are believed to have been written by people who weren't there to witness the events they depict), they contain their own power and their own following. You wrote about FF7's fanfic canon. And isn't this the same way for many of them? They are not the writers and directors of the first game. They were not in the planning meetings. But their work is important to them and to those that follow them.
I'm not advocating a church of Final Fantasy or Zelda or Mario or trying to undermine the works of the Bible (I'm a devout Catholic... like seriously. I read the whole Bible and everything), but the subtle formation of modern myth may have its beginning in our collective shared experience. We may be the gatekeepers of a new myth just as the early Christians protected their Way.
Sorry for the Church history and theology. Pope Benedict on the brain.
I don't think, no matter how much we love em, that we should necessarily WORSHIP video games and sometimes they can control our lives a little (I can get really easily addicted to playing if I'm not careful. I've been known to play non-stop for ages and ages, never-ending).
However, I think they can be really good escapism from the problems of reality. This is going to sound odd, but after a natural disaster or some sort of terrorist attack or something, it can feel really good to save the world in an RPG because it feels like you can do something... Okay this is going off track. I think you can see what I'm getting at though.
Look, video games are a good thing, end of. The church control a lot of it anyway - remember when they got so offended by Manhunt because the action was set partly in a church?
Ciao
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Leigh, when talking about the influence of religion has on RPGs, don't you find it odd that a lot of RPGs feature corrupt churches? Off the top of my head I remember Tales of Symphonia, Final Fantasy X, and Resident Evil 4 (although this is not an RPG), but I'm sure there are more than that.
Leigh, I remember reading an article in The Gamer's Quarter a couple years back about Final Fantasy and religion. There's a link to the PDF version of the issue at the top of this page.
I know what you mean about St. Patrick's, though. My dad likes to go to mass there when he comes up to visit, and the atmosphere - the feeling you get just being in the room - is pretty amazing. If I were a religious person, that's where I'd go to clear up my status ailments.
Alvin: Final Fantasy Tactics! Stopping the second coming of Jesus Christ at all costs.
And Jamjarsuperstar: That was
Resistance: Fall of Man
But I don't think religion is the root of it. Religion, at it's most basic form, is just a form of storytelling.
(To clarify: I'm not calling religion "fiction" here. But the method of storytelling, whether it's tall tales and myths or religion or oral history, is the same.)
Religion is much more than just a story. But the precepts, the laws, the rituals, and even the philosophy end up being nothing more than habit without the stories behind them.
I went down to New York this past weekend to visit my cousins, for Passover. Now, I wasn't really raised Jewish; my mother was, but my father was Catholic, so they decided to raise us in a religiously neutral environment. So sitting through a Seder was a new experience for me.
Now, the Seder's got prayers involved, and some ritual. But what struck me was that it was about the story. The bulk of the event was just retelling the story of the Exodus. All of the ritual - the prayers, the cups of wine, the individual food items on the Seder plate - wasn't supposed to provide meaning on its own. The rituals were there to highlight the themes of the story, to make sure we understood it.
To make sure that the story keeps its cohesion over the course of multiple generations. It's storytelling through ritual reenactment . . . which, if you think about it, is exactly what games do. They don't tell you, they let you do it.
Games are different then religion. But they're both media for telling stories. And I think it's at the "story" level that all of your meaning and symbolism and depth and what-have-you functions.
Japanese RPG's seem to be incredibly wary of Catholicism in particular, and western monotheism in general -- but the West doesn't do much better at depicting the spirituality of the East. Hello there, Jade Emperor!
Anyway, there does seem to be a difference between religious iconography and actual religion (you could call it "spirituality," I suppose). The ecumenical trappings of, say, Xenosaga or Tales of Symphonia explore Western religion in the same way that Mortal Kombat explores Buddhism.
I don't think the overall relation of RPGs to religion is an intentional one, but it is perhaps an unavoidable one.
One could go on and on about storytelling and mythology and the modern story structure and all that - but I believe that the easiest way to explain it is that epic fantasy stories inherently exist on a grand, often supernatural scale, and the most solid basis we have of "inventing" the supernatural is through religion and mythology.
Today's game writers and designers are not only re-imagining the stories of old; they're creating the stories of tomorrow too. Any creatively-bent gamer in this generation is hard-pressed to not be at least a little inspired by the Final Fantasies and Personas and Fallouts and Star Wars of our time. This isn't much different from the way myths were once passed down and recreated from generation to generation - religiously, culturally, or otherwise.
Whether the prevalent themes you mentioned come from religion, human nature, or something else is a question probably better left to a literary professor and not me... But as a game player and designer, I do know that narrative gaming is the next in line in the rich and massive history of storytelling. And I think that's pretty awesome, myself.
Excellent, thought-provoking article.
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