Good Game

Friday, August 17, 2007
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Relevant published my article How Video Games Taught Me about God this week on their online portal. It appeared there in an abbreviated and sanitized form. For the full, raw, uncut version, read on.



Let's make a game. Let's you and I sit down together and invent our very own video game. Then we'll show it to our friends, put it up on a website, and people all over the world will play it.

What sort of game should we make? Should we design a strategy game, a puzzle game, a role-playing game, a massively multiplayer game—yeah, how about a massively multiplayer game? Let's make something that will bring people together and help them connect.

What should we put in our game? What features can we think up that promote relationships between players?

First we need a way for people to talk. We'll add a chat window so players can type messages to each other. But relationships take more than words. Let's allow players to choose their faces and expressions. That way they can express their personalities and emotions: solitary or sociable, grumpy or jolly.

Now players can communicate, but they need more to do than stare at each other and talk. They need activities. Let's make it so they can build things: statues, houses, machines—anything. Each player will start with a few parts that they can stick together—bricks, wheels, motors, axles, windows, gears. They can combine their parts with other players' to build bigger and better things than a player working alone could ever make. A single player could build a unicycle, but a couple of players could build a bike, and a team of players could build a bus. This sounds good—our design begins to take shape.

Will WrightWill Wright, the brilliant designer of Sim City, The Sims, and Spore, defines a game as "a series of interesting decisions." Our design already meets his definition. By giving players building blocks and letting them put them together in a variety of combinations, we've envisioned a world that rewards ingenuity. Some players will team up to build artwork—replica of the Statue of Liberty, anyone?—others to build functional things like shopping carts and bulldozers, others to build instruments of destruction like battering rams and catapults, and others to run markets for rare parts or handy devices. I imagine a noisy, exciting, talkative world full of players making, using, and trading things. We have ourselves the core of a good game.

You and I have just done what I do for a living. I develop video games. I helped make Ultima Online, Brothers in Arms, Halo PC, and Phit. If you haven't played one of my games, ask your nephew—he probably has.

Christians often ask me why I—a Christian—would work in a godless, immoral, child-corrupting industry like game development. Not wishing to disappoint, I give them the usual excuses: to shine light in the darkness, to fight the corruption from within, to bring the gospel to geeks and artists. The real answer is more complicated. For me, making games is an exercise in experimental theology.

We Create Worlds

When I started my career twelve years ago I worked for Origin Systems, developer of Ultima Online. Origin's slogan boldly asserted, "We Create Worlds." We loved that slogan; it captures the power and allure of making games. In a very real way, game makers fashion worlds like little gods would.

The word "game"—with its offhand, childish overtones—fails to capture what games really are: virtual worlds. Game designers create vivid, living places. You can visit them, explore them, even live in them. Not long after we released Ultima Online in 1997, we discovered that many players spent upwards of 12 hours a day, every day, inside the game world. We heard of divorces caused by players' gaming addictions. We had created a world that appealed to many players more than the real world did.

The Good Game

As I design games, I keep rediscovering how God's world resembles a well-designed game. Sound ridiculous? J. R. R. Tolkien, that greatest of modern mythologists, once described God as the ultimate Myth-Maker. God, he said, authored the True Myth. Like any myth, the True Myth has plot, events, characters, heroes, and villains. Yet it lives and breathes: you and I dwell in its pages. In much the same way, the real world resembles a game. It is the Good Game, designed and programmed by the ultimate Designer.

How does the real world resemble a game? A game poses challenges, leading players into interesting decisions. Likewise, the real world confronts us with choices and responds to our decisions. Video games have instruction manuals and strategy guides to help players excel. Likewise, God has provided us with the Scriptures to teach us the objectives, rules, and hints (and even some of the cheat codes) to help us excel in the Good Game. The mastermind behind Ultima Online, Richard Garriott, entered his own game as a player named "Lord British." Similarly, the mastermind behind the Good Game entered as a player named Jesus Christ.

A Series of Interesting Decisions

As Game Designer, God has total control over every element of his Game. If he says the sun will shine, it shines. If he says players should blink every few seconds, they blink. If he wants to teleport a player named Philip, Philip goes zipping through space. But in a game—unlike a book or movie—players should have some control. Their choices matter. Much of the skill of game design lies in crafting rules that limit what players can do while granting them freedom. The Nintendo character Mario can jump high, but only so high. He has power within limitations. We see the same principle in God's Game. He grants us, his players, control within the boundaries he defines.

Because players have freedom to do what they want, game designers influence players in indirect ways. A good designer suggests what players should do, rather than forcing them. For instance, many games flash the health bar when your health gets low. This warns you of danger but leaves you free to ignore it: you can carry on picking up bonus points if you choose to take the risk. In God's Game, hunger has a similar effect. By requiring us to eat, God wakes us up and gets us focused on the world around us. We choose when and what to eat, but God's Challenge of Hunger puts the choice in front of us. Without hunger, we would spend our lives yawning and daydreaming—why bother getting out of bed? Hunger lets us know from the opening moments of the Game—from our first seconds of life—that we have something at stake, that we have to play to win.

We all know the rule that nobody lives forever. Death horrifies us, yet serves a good purpose: it tells us we cannot win God's Game through material gain. With one, simple rule, God makes clear that health and wealth fall short as the currency of success—even the healthiest and wealthiest players die and decay. Incredibly, many players ignore this basic, undeniable truth. Jesus' parable of the rich fool who toils for wealth only to lose it with his life illustrates what happens when we forget the Challenge of Death (Luke 12:16–21).

The Challenge of Sex

More than any other game element, the Challenge of Sex advances God's desire to teach players how to love. Yet our distorted views of sex blind us to the genius of its design.

Game designers will tell you that if you want players to work together, you have to entice them. Players prefer to work alone unless cooperation pays off. To promote cooperation, designers give players complementary abilities. In a role-playing game, for instance, archers excel in long-range fighting but succumb to close-range attacks, whereas swordsmen excel in close-range fighting but succumb to long-range attacks. To survive in the widest variety of fights, archers and swordsmen wisely team up. By designing each type of player with strengths and weaknesses, designers encourage players to join forces.

God's strategy for cultivating relationship follows a similar principle. He begins by making half his players male and the other half female—two complementary types. He rewards physical contact between these types with orgasm—the greatest immediate pleasure his creation has to offer. This gives an immediate incentive for every player to connect with a player of the opposite sex. On its own, the thrill of orgasm fails to ensure relationship, but it does get players focused on each other—a move in the right direction.

Next, God attaches the process of childbearing to the sex act. Producing children offers another of the greatest rewards in the Game, and both males and females naturally want children. God designs children to need protection and training, a difficult challenge for parents. This challenge brings players into real connection with their mates: players who want the best for their children must commit to work together with their mate, communicate about their children's needs, and agree on difficult choices for nearly twenty years. A couple pursuing these challenges moves toward true relationship.

Yet men and women differ so greatly, not only physically, but in appetites, outlook, and psychology. God designed this challenge too—not to frustrate our relationships, but to perfect them. The tension between men and women rests on a key imbalance. While both a man and a woman can enjoy the sex act, the woman carries the baby.
Pregnancy—the very thought of it—gives the woman a different perspective from the man. For her, a single moment of closeness can transform her body and change her life. She needs help raising a baby and wants a man who will stick with her. This need for commitment leaves her yearning for deep personal connection before, during, and after sex. The man, with less at stake, takes a more immediate approach. Instinctively he knows he can enjoy a woman, then leave her, so he needs less emotional connection. Yet he benefits just as she does from raising healthy children. Both the man and the woman enjoy the benefits of children and consistent sex only if they commit to a life-long partner. They have similar goals but dissimilar outlooks. Through the design of our bodies, God has posed a challenge that guides us toward marriage and deep relationship.

We often respond to this design with resentment rather than joy. Men complain about reticent wives, women complain about overeager husbands, and the "battle of the sexes" rages on. But God never poses a puzzle we can't solve (1 Corinthians 10:13). He has created us to win at the game of love (Genesis 2:18–24). When we trust him, we see that God gives us these challenges to teach us intimacy. Because men and women look at sex differently, we fully enjoy the benefits only when we commit, communicate, compromise, and—ultimately—love one another. Like the best game designers, God keeps us engaged with wonderful rewards that help us press through the hardest lessons. We choose whether to keep on striving for success or to give up hope. But we must remember that God's Game Manual gives two key instructions: "Love the Lord your God" and "Love your neighbor." If we truly want to win God's Game, marriage provides the best training.

The Grand Design

The great Calvinist creed known as the Westminster Confession states the ultimate objective for players of God's Game: "To glorify God and enjoy him forever." God draws us, his players, toward that objective through hunger, which reminds us we have something at stake; death, which reminds us that victory lies apart from material gain; and sex, which challenges us to work out the puzzle of true love. They represent just three of the many features he designed to grow us and help us succeed. When we look at his world as a Game, we discover a beautiful design full of subtlety and wisdom, crafted for our growth and enjoyment.

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Comments

Enjoyed the article - that first picture is a little creepy, though...

Several years ago, I purchased the original Sims application because I was so facinated with the idea of a simulated life. In fact, one of my goals for the game was to see if I could recreate my own life as much as was possible within the game and see what would transpire as I modified different variables. However, I found myself quickly disappointed with the game, as the only way to keep your Sim "happy" was to keep repeating certain actions at the proper intervals (buy him things, talk to people, clean the house, etc.). It was all too limited - and there was no external (i.e. Divine) influences. Frustration quickly set in, and I gave the game away with a couple of weeks. I've not tried any of the latter Sim games, nor Second Life or anything like that - and I have no time for any online RPG's. But I found that experience an enlightening experiment of theology...
 




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