Sanctifying Games

Posted Leave a commentPosted in Death, Digital Media & Videogames, Magic, Mythology, Religion

This April was a religion-themed month over at video­game blog The Ontological Geek. I wrote the final arti­cle in the series, and mused a little on how con­cepts of reli­gion, God, and par­ticu­larly The Holy, can be in­cor­po­rated into video­games. For per­haps ob­vious rea­sons, it’s easy for games to tackle and re­pre­sent the more mun­dane sides of reli­gion and faith, but they seem to struggle some­what when it comes to matters more tran­scen­dent. In “Sanc­ti­fying Games”, I try to ex­plore why that might be.

The Iterations of Punxsutawney Phil

Posted Leave a commentPosted in Death, Digital Media & Videogames, Film, Gender & Sexuality, Memory, Posts by Topic:, Psychology, Social Interaction & Networks, War, Violence & Terrorism

Remember Groundhog Day? It’s that 1993 film about Bill Murray’s char­acter, Phil, who keeps reliving the same day, February 2nd, in the Penn­sylvania town of Punx­sutawney, where on that day, the groundhog Punx­sutawney Phil will predict when winter’s going to end. […] It’s an awful lot like the way we tend to play video games these days. Faced with challenges in a game, we have the quick­save and quick­load buttons close at hand, ready to revert to an earlier point in the game to try again. If you get to replay a section of a story over and over again, any challenge inherent in the original situation quickly morphs into a matter of trial and error. Like Phil in Groundhog Day, we get to try out every inter­action, every conver­sation option the world allows us. More im­por­tantly, in a typical collap­sing together of char­acter and player, Phil – like us – retains (meta)­knowledge of every­thing he did earlier.