Neirai the Forgiven
Christian Guilds List Manager
Hi. Prepare for a wall of text. I'm in a verbose mood today.
Preamble
One of my professors has encouraged me to get a doctorate and teach people about video games. I'd rather make them, but that sounds like one heck of a day job. So it got me thinking about brainstorming about Christians and video games and what I could teach about them and who I'd teach and about dialogue. Where better to air my thoughts than here? I mean, Tek7's already talked about the "video game curricula," we've discussed Christian video games, Christians and video games, and what it takes to be a Christian and play video games. So I thought it would be a good chance to talk about some things, hold my ideas up for review, and possibly make some headway into the big question of what my future holds.
Where I'm coming from
I've always wanted to make video games. Not "Christian video games," but video games. But I'm also a Christian. I have three overall "passions" in life: 1) Video games. 2) "Christian video games" and their sorry lot in life. 3) Impacting popular culture.
Let me explain.
I grew up playing video games a lot. Mario, Sonic, Zelda, Shining Force, Mortal Kom--whups, that's not in there -- Warcraft, Total Annihilation, Command & Conquer, Diablo II, Soul Caliber, Civilization, Final Fantasy, etc. Somewhere in there I decided that I was going to, one day, become a member of that huge tradition of amazing gaming.
I also became more and more frustrated with "Christian video games." Let me be honest here: "Christian video games" are a sorry lot. They're didactic, often theologically suspect, and years behind the time. They slam cliches of Christianity down their viewers' throats while staying campy and preachy, they can't seem to meld gameplay and Christianity while maintaining an odd ideal of what Christianity brings to the picture -- often resulting in "Christian video game" being synonymous with "cleaned up, no-gore, no-swears video game."
Let's be blunt -- who buys these? As DV pointed out, it's not Christian gamers -- they're too busy playing secular games. I'll be uncharitable and say it's two groups. One is Christian parents who want to buy video games for their kids but don't know what's good or bad, morally or otherwise, so they end up buying "the Jewels of Canaan" for their kids who actually want a copy of Metal Gear Solid 4.
The second group is people like me (before I got cynical and jaded,) Christian idealists who buy games in the hope that this game will finally be that game, the good Christian game that we will finally be able to rally behind as it takes the world by storm, converting half of America's gaming population overnight and forcing the secular gaming world to acknowledge that Christians exist and that Christian games are in fact valid in today's world. Game of the Year? Yeah...
...right. Really, we sound like Sonic the Hedgehog fans that are lining up to buy Sonic Unleashed because it will finally give us our childhood hero back. Nope.
Well, maybe halfway.
But halfway is not good enough.
It's not good enough to play a halfway good Sonic game. And it's not enough to play a halfway Christian game.
Halfway Christian games don't impact their culture.
Now, I don't want to sound all too negative (can you hear my frustration?) On the other side of my raging against Christian games being irrelevant is my idealism, still smoldering. I want good Christian games. I really want good Christian games. And I'm none too pleased that they don't seem to exist.
What's it take to make a good Christian game?
Culture
Culture is formed by the myriad of voices in it. In postmodern "popular" culture, this is no less true. In each demographic of popular culture, voices exist to inform the people. Depending on the demographic, these voices may be books, television programs, advertisements, college professors, internet cartoons, anime, etc...
Video games.
Culture, at least a segment of it, is formed by video games.
Christians have a responsibility to impact culture. Western culture was shaped by Christianity. Monogamy, emancipation, civil rights, women's rights -- these all came from Christianity. They came because the Bible impacted culture (in Christ there is neither slave nor free, man nor woman, Jew nor Gentile... and we added white nor black nor other skin tones.) Each time culture exists, it is impacted.
In the Protestant Reformation, a new voice was born. Beforehand, the voices were the Church and the Government, not much more. Sure, there were schools, and writing, but you needed voices, real people voices, to have things heard by many people. Culture was impacted in a top-down fashion. Important people said what was to be said to their servants, who in turn told you what culture was.
And in the Protestant Reformation, they made the printing press.
Christians got their hands on the printing press. The printing press could pump out pamphlets at an unforeseen rate. Thoughts could be put on paper, which could be given to anyone. You could print a Bible, let people see your opinions about the church, nail them places.
Christians used the new voice. They impacted culture.
Yeah, it split the church. Something that we aren't too proud of, I think. But it also rocked culture. People were allowed to think, challenge authority. For the first time, culture wasn't dictated by the King and the Pope and that's about it, unless people under them stand out of line. It was dictated by the King and the Pope and Martin Luther and William Tyndale and a host of other names... culture changed. The status quo was so shaken that people were able to eventually make Magna Cartas and United States of Americas.
Okay, flashback over. It's the 21st century. Printing presses are attached to all of our computers and nobody gives them a second thought. They don't impact culture much at all. In fact, books -- the master voice of the 20th century -- are having less of an impact on our culture as time goes on. What's taking their place?
The Internet. Movies. Collaborative systems, like youTube. or iTunes. Music. Advertising. Anime. Cartoons. Collectible Card games. Magazines like "Time" and "People" and "Popular Science."
And video games.
The sad part about the above list is that in each item I don't see Christians using the voice. We're letting them slide by.
Or we make our own versions, by tagging the phrase "Christian " to the front of the list.
"Christian Movies." "Christian Music." GodTube. Faithbook. "Christian Cartoons." "Christian Collectible Card games." "Christian Magazines," like "Relevant" or "CCM."
We're not popular in science. Let's not talk about "Christian anime."
And "Christian video games."
Whenever we do this, we separate what we were trying to do from what it is. "Christian Movies" aren't Movies. They occupy a different space in our perceptions. They don't make it in theaters, in stores.
If you can't find "Christian Movies" in the HOT NEW RELEASES section of your local Blockbusters or Rogers Video, you need to realize something:
They aren't impacting culture.
They claim they are, but they aren't.
Same with Christian video games. Nothing against Christians trying to make video games, but if you're not being sold at EB games, getting star reviews at Gamespot and on the front page of PCGamer, you're not impacting culture.
And if you're not impacting culture, what are you doing?
Well, you're making money from entertaining me. But so is Blizzard. And they cost 15$ a month, for a heck of a good game. So I'm not going to buy "Bibleman and the Sloth Squad (not a real game)" or "Heaven:the Game (hmm. Nah, I'll pass the opportunity)" for 35$ or even 15$ when I know WoW is going to kick the pants off of them, in terms of entertainment, price, and length of playtime.
The other thing "Christian " stuff is doing is entrenching my campy Christian life. I'm being more and more separated from the world by my "morally superior" games. It's making me less and less relevant to the world. It's making me think "Christian " is good and everything else is evil. So a "Christian " Jihad sim is good, but a secular game that focuses on fellowship, teamwork, and interaction is bad.
This is why I don't play Christian video games anymore.
Now, you've heard my ire. I have to run to class. When I come back I'll talk about how to make Christian video games without tacking a "Christian " onto it.
Preamble
One of my professors has encouraged me to get a doctorate and teach people about video games. I'd rather make them, but that sounds like one heck of a day job. So it got me thinking about brainstorming about Christians and video games and what I could teach about them and who I'd teach and about dialogue. Where better to air my thoughts than here? I mean, Tek7's already talked about the "video game curricula," we've discussed Christian video games, Christians and video games, and what it takes to be a Christian and play video games. So I thought it would be a good chance to talk about some things, hold my ideas up for review, and possibly make some headway into the big question of what my future holds.
Where I'm coming from
I've always wanted to make video games. Not "Christian video games," but video games. But I'm also a Christian. I have three overall "passions" in life: 1) Video games. 2) "Christian video games" and their sorry lot in life. 3) Impacting popular culture.
Let me explain.
I grew up playing video games a lot. Mario, Sonic, Zelda, Shining Force, Mortal Kom--whups, that's not in there -- Warcraft, Total Annihilation, Command & Conquer, Diablo II, Soul Caliber, Civilization, Final Fantasy, etc. Somewhere in there I decided that I was going to, one day, become a member of that huge tradition of amazing gaming.
I also became more and more frustrated with "Christian video games." Let me be honest here: "Christian video games" are a sorry lot. They're didactic, often theologically suspect, and years behind the time. They slam cliches of Christianity down their viewers' throats while staying campy and preachy, they can't seem to meld gameplay and Christianity while maintaining an odd ideal of what Christianity brings to the picture -- often resulting in "Christian video game" being synonymous with "cleaned up, no-gore, no-swears video game."
Let's be blunt -- who buys these? As DV pointed out, it's not Christian gamers -- they're too busy playing secular games. I'll be uncharitable and say it's two groups. One is Christian parents who want to buy video games for their kids but don't know what's good or bad, morally or otherwise, so they end up buying "the Jewels of Canaan" for their kids who actually want a copy of Metal Gear Solid 4.
The second group is people like me (before I got cynical and jaded,) Christian idealists who buy games in the hope that this game will finally be that game, the good Christian game that we will finally be able to rally behind as it takes the world by storm, converting half of America's gaming population overnight and forcing the secular gaming world to acknowledge that Christians exist and that Christian games are in fact valid in today's world. Game of the Year? Yeah...
...right. Really, we sound like Sonic the Hedgehog fans that are lining up to buy Sonic Unleashed because it will finally give us our childhood hero back. Nope.
Well, maybe halfway.
But halfway is not good enough.
It's not good enough to play a halfway good Sonic game. And it's not enough to play a halfway Christian game.
Halfway Christian games don't impact their culture.
Now, I don't want to sound all too negative (can you hear my frustration?) On the other side of my raging against Christian games being irrelevant is my idealism, still smoldering. I want good Christian games. I really want good Christian games. And I'm none too pleased that they don't seem to exist.
What's it take to make a good Christian game?
Culture
Culture is formed by the myriad of voices in it. In postmodern "popular" culture, this is no less true. In each demographic of popular culture, voices exist to inform the people. Depending on the demographic, these voices may be books, television programs, advertisements, college professors, internet cartoons, anime, etc...
Video games.
Culture, at least a segment of it, is formed by video games.
Christians have a responsibility to impact culture. Western culture was shaped by Christianity. Monogamy, emancipation, civil rights, women's rights -- these all came from Christianity. They came because the Bible impacted culture (in Christ there is neither slave nor free, man nor woman, Jew nor Gentile... and we added white nor black nor other skin tones.) Each time culture exists, it is impacted.
In the Protestant Reformation, a new voice was born. Beforehand, the voices were the Church and the Government, not much more. Sure, there were schools, and writing, but you needed voices, real people voices, to have things heard by many people. Culture was impacted in a top-down fashion. Important people said what was to be said to their servants, who in turn told you what culture was.
And in the Protestant Reformation, they made the printing press.
Christians got their hands on the printing press. The printing press could pump out pamphlets at an unforeseen rate. Thoughts could be put on paper, which could be given to anyone. You could print a Bible, let people see your opinions about the church, nail them places.
Christians used the new voice. They impacted culture.
Yeah, it split the church. Something that we aren't too proud of, I think. But it also rocked culture. People were allowed to think, challenge authority. For the first time, culture wasn't dictated by the King and the Pope and that's about it, unless people under them stand out of line. It was dictated by the King and the Pope and Martin Luther and William Tyndale and a host of other names... culture changed. The status quo was so shaken that people were able to eventually make Magna Cartas and United States of Americas.
Okay, flashback over. It's the 21st century. Printing presses are attached to all of our computers and nobody gives them a second thought. They don't impact culture much at all. In fact, books -- the master voice of the 20th century -- are having less of an impact on our culture as time goes on. What's taking their place?
The Internet. Movies. Collaborative systems, like youTube. or iTunes. Music. Advertising. Anime. Cartoons. Collectible Card games. Magazines like "Time" and "People" and "Popular Science."
And video games.
The sad part about the above list is that in each item I don't see Christians using the voice. We're letting them slide by.
Or we make our own versions, by tagging the phrase "Christian " to the front of the list.
"Christian Movies." "Christian Music." GodTube. Faithbook. "Christian Cartoons." "Christian Collectible Card games." "Christian Magazines," like "Relevant" or "CCM."
We're not popular in science. Let's not talk about "Christian anime."
And "Christian video games."
Whenever we do this, we separate what we were trying to do from what it is. "Christian Movies" aren't Movies. They occupy a different space in our perceptions. They don't make it in theaters, in stores.
If you can't find "Christian Movies" in the HOT NEW RELEASES section of your local Blockbusters or Rogers Video, you need to realize something:
They aren't impacting culture.
They claim they are, but they aren't.
Same with Christian video games. Nothing against Christians trying to make video games, but if you're not being sold at EB games, getting star reviews at Gamespot and on the front page of PCGamer, you're not impacting culture.
And if you're not impacting culture, what are you doing?
Well, you're making money from entertaining me. But so is Blizzard. And they cost 15$ a month, for a heck of a good game. So I'm not going to buy "Bibleman and the Sloth Squad (not a real game)" or "Heaven:the Game (hmm. Nah, I'll pass the opportunity)" for 35$ or even 15$ when I know WoW is going to kick the pants off of them, in terms of entertainment, price, and length of playtime.
The other thing "Christian " stuff is doing is entrenching my campy Christian life. I'm being more and more separated from the world by my "morally superior" games. It's making me less and less relevant to the world. It's making me think "Christian " is good and everything else is evil. So a "Christian " Jihad sim is good, but a secular game that focuses on fellowship, teamwork, and interaction is bad.
This is why I don't play Christian video games anymore.
Now, you've heard my ire. I have to run to class. When I come back I'll talk about how to make Christian video games without tacking a "Christian " onto it.