WEBVTT - What Is a Christian Game?

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<v S1>All right, team, shall we? Shall we begin? We we

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<v S1>need to wait for a couple more people, but we

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<v S1>can have like a pre a pre session mini conversation

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<v S1>as other people arrive. Uh, so I'll give a better

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<v S1>introduction than this. But my name is Andy Patton and

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<v S1>I'm going to talk. Thanks, Guy. I'm going to talk

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<v S1>about what is a Christian game. So in the before

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<v S1>the lecture proper starts, I'm going to pose that question

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<v S1>to you. What is a Christian game? You chose to

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<v S1>be here for a reason.

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<v S2>It's a game that's going to heaven.

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<v S1>The game that's going to heaven. Yeah. But the catch

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<v S1>is you never know if your game is going to

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<v S1>heaven or not.

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<v S2>Schrodinger never know. There's no certainty.

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<v S1>What was Nintendo Bible games back in the day? Nintendo

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<v S1>Bible games. They had those. Oh, yeah.

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<v S3>You were Noah and you had to, like, uh, carry

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<v S3>the sheep back to the ark. There was one in

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<v S3>the spirit that was basically Zelda, but with hymns and

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<v S3>spiritual warfare.

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<v S1>That's right. Somebody got paid a lot of money for

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<v S1>that game.

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<v S3>The spirit. And then the things would either go to

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<v S3>heaven or go down to hell. That was awesome.

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<v S1>Wow. Okay.

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<v S4>Wonderful RPG. That was like the fruits of the spirits.

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<v S4>Were the character attributes for you? Like the Christian dad

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<v S4>or whatever?

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<v S1>Yeah. Okay.

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<v S3>Weirdest one had nothing to do with Christ. It was

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<v S3>like you're saving the space ticket. But before that, it

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<v S3>was like a Bible verse. Yes.

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<v S1>Okay. So we're introducing some good concepts here.

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<v S2>We're done.

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<v S1>You guys are ready to give the lecture. I mean.

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<v S3>That's.

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<v S1>Yes.

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<v S4>I don't know, but what I'd like to see is

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<v S4>if a game could be a liturgy.

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<v S1>If a game can be liturgy.

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<v S4>Of it from beginning to end. If you give some

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<v S4>truth about Christ could be illustrated and could grow.

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<v S1>Mhm.

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<v S4>Is that a possibility.

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<v S1>We could explore that. Yeah we can explore that. So

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<v S1>I'm just going to synthesize or summarize some of the

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<v S1>themes I'm hearing here. So Christian content like Noah's Ark

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<v S1>or a Bible verse, um, or fit in something about Christ, uh,

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<v S1>that would make it more a Christian game that that is.

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<v S3>I mean, I don't think that's good. I just think

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<v S3>that's what I would think of as a Christian game. Yeah.

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<v S1>I'm just.

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<v S3>Kidding.

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<v S1>I'm just kidding.

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<v S4>I didn't mean it like as a veneer of Christian concept,

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<v S4>you know, like.

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<v S1>Yeah. Yeah.

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<v S4>I just really meant, like, in the mechanics.

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<v S1>Yes. Well, there's a whole conversation in game design about, uh,

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<v S1>the didactic element of a game. And how do you

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<v S1>integrate a message you're trying to convey? And should that be,

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<v S1>should that be on the surface? Should it be mentioned

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<v S1>at all, or is it a better game if you're

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<v S1>trying to convey a message, but it is so deeply

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<v S1>embedded that people are enjoying the experience and getting the message,

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<v S1>but they don't know that they're getting the message. All

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<v S1>that is, all that is good stuff to think about.

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<v S1>Any other thoughts? What is a Christian game?

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<v S3>I don't think it.

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<v S5>Has something to do with the gameplay itself. Um, you know, uh,

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<v S5>what is the experience like? Is the experience one that, uh, is, uh,

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<v S5>Christ honoring? Right? Is it addicting?

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<v S1>Is it addicting?

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<v S3>Is it.

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<v S5>You know, those types of things I think are also important.

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<v S1>Um, so you said something to do with the experience

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<v S1>when you're playing this game. What kind of an experience

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<v S1>are you being drawn into? Is it Christ honoring?

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<v S5>What is the fruit of the experience?

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<v S1>Yeah. What does the experience produce in you after you

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<v S1>play the game?

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<v S5>The experience is telling you.

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<v S1>Yeah, this this. That's a great comment. I used to

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<v S1>be a lab worker. And if you're if you're not

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<v S1>familiar with La Brea, it's a place it's like a

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<v S1>Christian retreat center. And people stop doing their normal lives

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<v S1>and they come live at La Brea for 3 to

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<v S1>3 to 9 to 12 months. And we would have

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<v S1>conversations about things every day. Uh, so I would I

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<v S1>still am a La Brea worker a little bit. I,

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<v S1>I felt something labreche rise up in me when you

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<v S1>said Christ honoring. I'm going to take that and, like,

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<v S1>have a whole discussion about what does that even mean?

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<v S1>How do you honor Christ, let alone how do you

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<v S1>do it in a game? But I'm not a library

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<v S1>worker anymore. I'm a rabbit room lecturer today. Okay, let's

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<v S1>start the actual lecture now. Uh, I'm Andy Patton, and

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<v S1>I work for the rabbit room. And before I worked

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<v S1>for the rabbit room, I worked for La Brea in England,

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<v S1>and before I did that, I lived in Chicago and

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<v S1>started a game company there at the same time as

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<v S1>I started seminary. So there were some there were. This

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<v S1>question or the topic at hand is what is a

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<v S1>Christian game? That was really bubbling around in my in

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<v S1>my head during the years of seminary, because I was

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<v S1>trying to get companies to pay me to entertain them

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<v S1>with games and was, you know, by night and by

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<v S1>day I was reading, reading theology and writing theology papers.

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<v S1>So this this lecture was my capstone at the end

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<v S1>of seminary. So looking at what what is a Christian game?

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<v S1>Is there is there a a framework that we can

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<v S1>apply to any game and assess it? Christianly. What does

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<v S1>that word christianly even mean? That's going to mean a

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<v S1>lot of things to different people. Is that even a

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<v S1>word that we can apply to things. And when we

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<v S1>apply that to things, what are we assuming? What are

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<v S1>we taking for granted? How deep does that have to go?

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<v S1>Can there be someone brought up the idea of a

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<v S1>Noah's Ark Nintendo game? I'm sure that was a huge

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<v S1>seller right up there with with Mario. If it is

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<v S1>dealing with Christian language or Christian stories or Christian imagery,

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<v S1>is it a Christian game? Can there be games like

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<v S1>that that are un-Christian? Again, whatever that means. Can there

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<v S1>be Christian games that have no level of reference to

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<v S1>the Bible? No scripture quotations? They're not. They're not touching

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<v S1>something that would be easily recognizable to Christians from something

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<v S1>they might experience in church. I'm going to take a

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<v S1>crack at some of those questions, but really, what I'm

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<v S1>going to do in the next 45 minutes to an

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<v S1>hour is present. A framework that you can use to

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<v S1>think through these questions on your own. So that's that's

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<v S1>where we're going. And that's just a bit about who

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<v S1>I am. So my my definition of what is a

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<v S1>Christian or what is a Christian thing. I'll just say

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<v S1>that at the outset, because in a room this size

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<v S1>we will there will be many different understandings of that.

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<v S1>So I'm laying my cards on the table. I think

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<v S1>if something is Christian, it is something that helps us

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<v S1>be more human in the real, whatever reality is. So

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<v S1>and there's some assumptions in that definition. One of the

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<v S1>assumptions is God is reality. And God has created everything

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<v S1>and has spoken into the world in such a way

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<v S1>as to be understood. And one of the things that

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<v S1>he did in creating was to create his image bearers people.

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<v S1>We bear his image and that's a whole different discussion.

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<v S1>We'll get into it a little bit. Yet that image

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<v S1>is marred in us and creation is is marred. It

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<v S1>wasn't only the first two chapters of Genesis. The third

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<v S1>and following chapters happened also. So there was a fall.

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<v S1>So everything is a bit twisted. And the question of

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<v S1>the hour is can games help with the untwisting? And

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<v S1>I'm going to say, if the answer is yes, then

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<v S1>in that sense it is Christian. So that's that's my thesis.

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<v S1>There's going to be a lot of theology here. So

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<v S1>buckle up. We have not one door but two in

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<v S1>case you need to use them. Uh, but first we're

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<v S1>going to do a little game design theory. I want

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<v S1>to introduce one concept called the Magic Circle. um. Johann

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<v S1>Wiesinger is considered by some to be the father of

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<v S1>game design studies, and he he he wrote a book

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<v S1>called Homo Ludens. And here I'm going to read a

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<v S1>quote from Homo Ludens introducing the concept of the magic circle.

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<v S1>And then we'll be dealing with this concept throughout our discussion.

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<v S1>So here is here's the quote. And it didn't print

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<v S1>very well. So I'm going to use refer to my

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<v S1>notes here. This is from Homo Ludens. All play moves

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<v S1>and has it's being within a playground. The magic circle

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<v S1>forbidden spots isolated hedged round hallowed within which special rules obtain.

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<v S1>All are temporary worlds within the ordinary world. Dedicated to

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<v S1>the performance of an act apart. So that's pretty wordy,

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<v S1>but it's. He's saying something very A significant when it

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<v S1>comes to defining what a game is and what happens

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<v S1>inside of a game. So I'll read it again. All

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<v S1>play moves and has its being Bible reference. There must

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<v S1>be a Christian quote within a playground. The magic circle.

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<v S1>Forbidden spots, isolated, hedged, round, hallowed within which special rules obtain.

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<v S1>All are temporary worlds within the ordinary world. Dedicated to

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<v S1>the performance of an act apart. So let's just let's

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<v S1>just break that down a little bit. Uh, the the

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<v S1>magic circle. He says the all play happens within a

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<v S1>magic circle, and it's like a it's like a bubble.

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<v S1>It's like a bubble into another dimension. And special rules

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<v S1>happen inside this bubble. And the the magic circle has

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<v S1>three dimensions. There's spatial, social and temporal. So spatial. Just

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<v S1>think about monopoly. Monopoly happens at a table. So that's

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<v S1>its spatial dimension. It's somewhat limited. You've got the board there.

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<v S1>You're interacting with things. It is social. You're playing with

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<v S1>three to 3 to 6 people who are increasingly having

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<v S1>a terrible time. It's temporal. It takes you slog through

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<v S1>several hours during during the course of a game of

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<v S1>monopoly so that there there are those are the the boundaries,

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<v S1>the dimensions of the magic circle. And different games play

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<v S1>with those dimensions in different ways. So you could have

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<v S1>a game that's the size of a postage stamp or

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<v S1>the size of the whole world. You can have a

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<v S1>game that takes three hours or it never ends. You

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<v S1>can have a game that's you play alone or you

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<v S1>play with 6 million people. So all of that, the

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<v S1>magic circle can be very it's it's very variable depending

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<v S1>on what game you're playing. Another point about the magic

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<v S1>circle is it's separated. There's a boundary, you can step

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<v S1>inside that boundary and you're in. He says different rules apply.

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<v S1>So the the magic circle has a start and a

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<v S1>stop most of the time. I'm I'm now in the

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<v S1>game and I step back, step up from the table

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<v S1>to take a phone call. And I'm not playing the

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<v S1>game anymore. So what is magic about the magic circle?

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<v S1>This is where it gets interesting. Inside the magic circle.

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<v S1>New rules, he says new rules obtained within which special

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<v S1>rules obtain. So it's it's like when you go to

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<v S1>another culture, you get on the plane in Atlanta, get

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<v S1>off in Paris, and you are in a world where

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<v S1>new rules obtain things that you could do before you

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<v S1>got on the plane. You can no longer do appropriately

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<v S1>after you get on the plane. Playing a game is

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<v S1>like that. It's a temporary world that changes the meaning

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<v S1>of things. So my favorite example of this is the

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<v S1>game twister. So normally if I put my foot near

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<v S1>your face that you would be insulted, you would pull back.

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<v S1>There's a rule we all feel. And with that rule,

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<v S1>we feel it at a deep level. I'm offended. And

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<v S1>your foot stinks. But when you play the game of twister,

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<v S1>that is why you play the game. It's funny. So

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<v S1>something that is offensive becomes funny. And we all, we

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<v S1>all came to this mat with colored dots on it

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<v S1>so we could put our stinky feet in one another's faces.

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<v S1>And if you get offended by that, you are breaking

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<v S1>the rules of the game and you should. If something

0:13:10.870 --> 0:13:15.189
<v S1>goes wrong, the game becomes a little broken. Um, or

0:13:15.230 --> 0:13:18.550
<v S1>think about Cards Against Humanity. Anyone ever played Cards Against Humanity?

0:13:19.830 --> 0:13:23.910
<v S1>So it's uncomfortable. It's a game. It's like apples to apples.

0:13:24.309 --> 0:13:27.630
<v S1>You are the only one who raised your hand. That's amazing. Okay.

0:13:27.670 --> 0:13:30.589
<v S1>Cards against humanity. Because not many of you raised your hands.

0:13:31.030 --> 0:13:35.900
<v S1>Pairs things with other things. And Apples to Apples is

0:13:35.940 --> 0:13:37.820
<v S1>a game you could play with your kids that does

0:13:37.820 --> 0:13:40.339
<v S1>the same thing. Cards Against Humanity you could not play

0:13:40.340 --> 0:13:44.060
<v S1>with your kids to varying degrees. So it takes these

0:13:44.059 --> 0:13:46.700
<v S1>things that these norms that we all know and we all,

0:13:47.220 --> 0:13:49.260
<v S1>most of the time abide by about what you can

0:13:49.260 --> 0:13:52.420
<v S1>joke about and what you can't joke about. And inside

0:13:52.420 --> 0:13:55.859
<v S1>the magic circle, you can joke about them. Grandpa's ashes,

0:13:56.300 --> 0:14:02.100
<v S1>the Holocaust, you know, different ethnicities. It's all very uncomfortable.

0:14:02.140 --> 0:14:05.819
<v S1>I don't like to play the game. I think I

0:14:05.820 --> 0:14:09.620
<v S1>think the game uses the magic circle against people. So

0:14:09.620 --> 0:14:13.260
<v S1>you can. You're having fun doing something that you probably

0:14:13.260 --> 0:14:19.060
<v S1>should not be having fun with. But it is interesting.

0:14:19.060 --> 0:14:21.380
<v S1>The power of the magic circle. You can make these

0:14:21.380 --> 0:14:26.300
<v S1>jokes that would be painfully awkward. And inside the magic circle,

0:14:26.500 --> 0:14:30.700
<v S1>that very awkwardness is kind of transmuted into humor, and

0:14:30.700 --> 0:14:33.610
<v S1>if it wasn't awkward, it would not be funny. And

0:14:33.610 --> 0:14:36.530
<v S1>Cards Against Humanity would not have made the millions that

0:14:36.850 --> 0:14:41.570
<v S1>that it has made its creators. Um, so there, there,

0:14:41.610 --> 0:14:44.610
<v S1>there's the magic circle. When we step into the world

0:14:44.610 --> 0:14:48.250
<v S1>of games, we are stepping into another world. And it is.

0:14:48.250 --> 0:14:51.850
<v S1>It's crossing that barrier is is very powerful because you

0:14:51.850 --> 0:14:53.690
<v S1>can use games to make people do things that they

0:14:53.690 --> 0:14:57.850
<v S1>wouldn't otherwise do, like joke about grandpa's ashes. And so

0:14:58.090 --> 0:15:01.050
<v S1>as a game designer, there's a there's a real responsibility there.

0:15:01.490 --> 0:15:04.530
<v S1>And there's a real power because you are a world builder.

0:15:05.010 --> 0:15:08.570
<v S1>You can make people, you can control people. You can

0:15:08.570 --> 0:15:11.050
<v S1>make them do things that they wouldn't, they wouldn't otherwise do.

0:15:11.050 --> 0:15:13.290
<v S1>And maybe they don't even know that they're being controlled.

0:15:13.290 --> 0:15:16.770
<v S1>So there's a real responsibility, and there's a real, um,

0:15:16.930 --> 0:15:20.210
<v S1>for a person who is a Christian and a game maker,

0:15:20.450 --> 0:15:23.570
<v S1>there's a whole there's a whole level of thinking that

0:15:23.570 --> 0:15:27.010
<v S1>needs to happen. So for the remainder of what I

0:15:27.010 --> 0:15:30.450
<v S1>have to say, I'm just going to, um, offer a

0:15:30.450 --> 0:15:34.800
<v S1>collection of concepts that can be assembled into a framework

0:15:34.800 --> 0:15:38.080
<v S1>that can help you think through this stuff. So here

0:15:38.080 --> 0:15:42.520
<v S1>are the concepts. Games are created things. Games are expressions

0:15:42.520 --> 0:15:48.040
<v S1>of dominion. Games are intensifications of reality. They're vehicles of

0:15:48.040 --> 0:15:53.240
<v S1>humanization or dehumanization. They are mirrors that show us ourselves.

0:15:53.520 --> 0:15:59.440
<v S1>And they can be masks which can. Create healing. They

0:15:59.440 --> 0:16:04.240
<v S1>can be healing masks. So let's jump in. Games is

0:16:04.240 --> 0:16:08.880
<v S1>created things. And this is where the theology comes. Did

0:16:08.880 --> 0:16:14.800
<v S1>God make games? What do you think? Yes. Yes. Okay.

0:16:15.400 --> 0:16:21.080
<v S1>Did God make tag? Yes, yes, God made tag. He

0:16:21.080 --> 0:16:23.960
<v S1>chiseled out the rules in the Ten Commandments.

0:16:24.840 --> 0:16:27.200
<v S6>He made the ability to do it, though, and he

0:16:27.200 --> 0:16:29.320
<v S6>gave us the brain to enjoy it and think about it.

0:16:29.390 --> 0:16:33.870
<v S1>Yeah. Yeah, that's that's my next point. Well done. He

0:16:33.870 --> 0:16:36.190
<v S1>gave us the ability to do it. Yes. He created

0:16:36.190 --> 0:16:39.950
<v S1>the potentiality for the game of tag to exist. Yeah.

0:16:40.310 --> 0:16:46.070
<v S1>So there's a sense in which often I've been in

0:16:46.070 --> 0:16:49.830
<v S1>conversations in church settings about Eden and the world, the

0:16:49.870 --> 0:16:53.350
<v S1>word perfect is thrown around. Eden was perfect. Genesis one

0:16:53.350 --> 0:16:57.550
<v S1>and two God plops his image bearers down in this garden,

0:16:57.590 --> 0:17:00.510
<v S1>this quote unquote perfect garden. But clearly it was not

0:17:00.510 --> 0:17:05.429
<v S1>perfect because the story doesn't end there. It is good

0:17:05.710 --> 0:17:07.629
<v S1>in the language of the story. It is. It is

0:17:07.630 --> 0:17:11.870
<v S1>good and very good. But it is not finished. So

0:17:11.869 --> 0:17:16.189
<v S1>God made his, made a good creation, and then plopped

0:17:16.190 --> 0:17:19.710
<v S1>his image bearers inside it and gave them the dignity

0:17:19.710 --> 0:17:23.470
<v S1>of agency so humans can really cause things to happen.

0:17:23.830 --> 0:17:25.590
<v S1>And the part of what it means to be an

0:17:25.590 --> 0:17:28.700
<v S1>image bearer of God is to sub create, which is

0:17:28.740 --> 0:17:31.780
<v S1>a word that this audience will be very familiar with.

0:17:32.260 --> 0:17:35.860
<v S1>Tolkien made it up so we can't make something from nothing,

0:17:35.859 --> 0:17:39.100
<v S1>but we can make something from something. And actually, that was.

0:17:39.140 --> 0:17:44.739
<v S1>That's the whole idea. Um, there is a there's a

0:17:44.740 --> 0:17:48.820
<v S1>latent potential in God's creation. It wasn't perfect in the

0:17:48.820 --> 0:17:52.980
<v S1>sense of being finished, but it was perfect in the

0:17:52.980 --> 0:17:57.139
<v S1>sense of we had. We humanity, as God's image bearers,

0:17:57.140 --> 0:18:01.540
<v S1>had everything we needed, needed to continue to spread the

0:18:01.540 --> 0:18:04.060
<v S1>flourishing of the garden, so to speak. But that's not

0:18:04.060 --> 0:18:09.220
<v S1>what happens. Actually, the opposite happens in Genesis three happens

0:18:09.220 --> 0:18:13.780
<v S1>to fall. God's image bearers turn away from him, and

0:18:13.780 --> 0:18:16.939
<v S1>instead of spreading the peace and flourishing of the garden

0:18:16.940 --> 0:18:22.100
<v S1>throughout the created order, they spread disaster. So Genesis four, uh,

0:18:22.540 --> 0:18:25.340
<v S1>all the disaster begins to gather to a greatness leading

0:18:25.340 --> 0:18:27.770
<v S1>up to the Tower of Babel. This is. We're just

0:18:27.770 --> 0:18:31.369
<v S1>doing some Bible stuff where everyone is gathering their disaster

0:18:31.369 --> 0:18:36.090
<v S1>together into this monumental pillar to what they can achieve.

0:18:36.530 --> 0:18:39.649
<v S1>So that was supposed to be a gathering of the

0:18:39.650 --> 0:18:45.490
<v S1>flourishing that God had built latently into creation, and instead

0:18:45.490 --> 0:18:50.170
<v S1>they gathered together to dominate. And the story of Genesis

0:18:50.170 --> 0:18:53.570
<v S1>four to Genesis 11 is one of increasing mayhem and

0:18:53.609 --> 0:18:58.730
<v S1>and God intervening to stop the disaster, stop the spread

0:18:58.730 --> 0:19:04.690
<v S1>of the disaster. Um, so let's just think about think

0:19:04.690 --> 0:19:09.210
<v S1>about cities. Were we supposed to make cities? The first

0:19:09.210 --> 0:19:12.410
<v S1>appearance of cities you get is in Genesis four. So

0:19:12.410 --> 0:19:15.570
<v S1>people are drawing together and things get really ugly and

0:19:15.570 --> 0:19:18.450
<v S1>really nasty. And the thoughts of humanity are always bad

0:19:18.450 --> 0:19:22.210
<v S1>all the time. This terrible phrase. So we went from

0:19:22.210 --> 0:19:25.080
<v S1>a garden of flourishing and peace to a city of

0:19:25.080 --> 0:19:28.040
<v S1>disaster that would set up a. Seem to set up

0:19:28.040 --> 0:19:31.040
<v S1>a dichotomy where gardens are good and cities are bad,

0:19:31.040 --> 0:19:33.439
<v S1>and cities are what happens after the fall. However, if

0:19:33.480 --> 0:19:35.840
<v S1>you skip to the end of the Bible, you get

0:19:35.840 --> 0:19:39.600
<v S1>a redeemed garden city that God calls the New Jerusalem

0:19:39.600 --> 0:19:43.120
<v S1>and calls his home and his throne. So it's it's

0:19:43.119 --> 0:19:46.600
<v S1>a very evocative and dense picture of this city that

0:19:46.600 --> 0:19:50.320
<v S1>looks like a garden. So God had something he made

0:19:50.520 --> 0:19:55.680
<v S1>and something fallen. Humanity made, and it's redeemed and becomes

0:19:55.680 --> 0:20:00.440
<v S1>the ultimate expression of what? God and humanity. What beauty

0:20:00.480 --> 0:20:04.840
<v S1>can be made. So I would put stick games somewhere

0:20:04.840 --> 0:20:08.680
<v S1>in that trajectory so that we are supposed to make,

0:20:09.119 --> 0:20:12.160
<v S1>and we're supposed to make in such a way that

0:20:12.160 --> 0:20:16.879
<v S1>it increases the flourishing of the garden, brings, draws the

0:20:16.880 --> 0:20:21.440
<v S1>flourishing of the garden into time and space now. And

0:20:21.440 --> 0:20:24.830
<v S1>games games are games are in there somewhere. So that's

0:20:24.869 --> 0:20:28.149
<v S1>that's I remember I said framework. So this is an

0:20:28.150 --> 0:20:30.910
<v S1>idea I've plopped into your heads and now you can

0:20:30.950 --> 0:20:35.430
<v S1>think about, um, okay what is does this game do

0:20:35.430 --> 0:20:37.590
<v S1>this or does this. If your game designer here does

0:20:37.590 --> 0:20:40.190
<v S1>this idea have for a game? How does how does

0:20:40.190 --> 0:20:45.030
<v S1>that function? Uh, me as a as an image bearer

0:20:45.030 --> 0:20:48.870
<v S1>of God called to bring order and flourishing to creation.

0:20:50.109 --> 0:20:55.109
<v S1>Number two games as expressions of dominion. So here's a

0:20:55.630 --> 0:21:01.270
<v S1>Old Testament question. What is the first temple? What is

0:21:01.270 --> 0:21:04.790
<v S1>the first temple? Think about it for a second. This

0:21:04.790 --> 0:21:09.230
<v S1>is audience participation. I have an idea in mind, but

0:21:09.270 --> 0:21:10.950
<v S1>it's no shame if you don't say it.

0:21:11.470 --> 0:21:17.390
<v S6>Like first God's first temple or like Tower of Babel. Okay.

0:21:19.350 --> 0:21:20.189
<v S6>Garden of Eden.

0:21:22.540 --> 0:21:23.220
<v S1>Say that again.

0:21:23.260 --> 0:21:23.700
<v S3>The Ark.

0:21:23.900 --> 0:21:27.300
<v S1>The Ark of the covenant. The Garden of Eden. It's

0:21:27.300 --> 0:21:30.260
<v S1>harder to go far, too far back behind the Garden

0:21:30.300 --> 0:21:32.780
<v S1>of Eden. What makes you say that?

0:21:34.340 --> 0:21:34.780
<v S4>Well.

0:21:35.500 --> 0:21:38.060
<v S1>I'd say that's an unconventional answer. Probably.

0:21:38.460 --> 0:21:39.220
<v S2>Yeah, well.

0:21:39.420 --> 0:21:42.060
<v S6>I heard this lecture once where they were talking about

0:21:42.060 --> 0:21:45.460
<v S6>how the story of Genesis or the story of creation

0:21:45.460 --> 0:21:47.340
<v S6>mirrors the building of a temple. And then the final

0:21:47.340 --> 0:21:49.260
<v S6>thing you put in a temple is the image of

0:21:49.260 --> 0:21:51.419
<v S6>the god. And the final thing that's put in creation

0:21:51.420 --> 0:21:53.380
<v S6>is human beings in the image of God.

0:21:54.859 --> 0:21:57.139
<v S1>That was the answer I was looking for. The Garden of.

0:21:57.140 --> 0:21:57.460
<v S2>Eden.

0:21:58.300 --> 0:22:01.660
<v S1>The Garden of Eden? Yes. The Garden of Eden. Yeah. Most.

0:22:01.700 --> 0:22:05.660
<v S1>The first official temple. Stone temple is the temple, which

0:22:05.700 --> 0:22:09.140
<v S1>of course is preceded by the tabernacle during the wandering years.

0:22:09.540 --> 0:22:12.420
<v S1>But farther back, if you look at the way the

0:22:12.420 --> 0:22:16.820
<v S1>garden in Eden is described, it looks the tabernacle looks

0:22:16.820 --> 0:22:19.690
<v S1>like it. And then the temple looks like it. It's

0:22:19.690 --> 0:22:23.369
<v S1>got three tiers. It's got progressive holiness. As you extend

0:22:23.369 --> 0:22:26.930
<v S1>away from the tree of life, the image of God

0:22:26.930 --> 0:22:31.370
<v S1>is in it. And then you get to the moment

0:22:31.369 --> 0:22:33.490
<v S1>in the history of the Old Testament when the actual

0:22:33.490 --> 0:22:36.170
<v S1>temple is being built, like the stone temple, and it's

0:22:36.170 --> 0:22:39.210
<v S1>got jungle carvings all over it. And so it's got

0:22:39.210 --> 0:22:42.490
<v S1>all these things that a people who have been shaped

0:22:42.490 --> 0:22:48.369
<v S1>culturally by the stories of Genesis will recognize as, oh,

0:22:48.410 --> 0:22:49.969
<v S1>this is this is Eden. It was supposed to be

0:22:49.970 --> 0:22:54.250
<v S1>like coming back into Eden. Why did I start there?

0:22:54.530 --> 0:22:58.850
<v S1>So in Genesis, God says, God gives them what some

0:22:58.850 --> 0:23:02.050
<v S1>would call the creation mandate, be fruitful and multiply and

0:23:02.050 --> 0:23:05.210
<v S1>spread the peace that I've given you throughout all of creation.

0:23:05.210 --> 0:23:08.129
<v S1>And like I said, that that isn't how it works.

0:23:08.130 --> 0:23:11.689
<v S1>But that was the idea that the thing that's happening

0:23:11.690 --> 0:23:18.719
<v S1>here will spread throughout, throughout all of creation, in increasing circles. Um,

0:23:19.800 --> 0:23:23.120
<v S1>so the, the idea of having dominion. So this I'm

0:23:23.160 --> 0:23:26.479
<v S1>talking about games as expressions of dominion, having dominion be

0:23:26.480 --> 0:23:30.040
<v S1>fruitful and multiply, have dominion over creation. That doesn't mean

0:23:30.040 --> 0:23:34.359
<v S1>have babies and dig mines like exercising domination. But it's

0:23:34.359 --> 0:23:36.760
<v S1>more along the lines, as I've come to think of it,

0:23:36.760 --> 0:23:39.520
<v S1>as like the the Dominion that a gardener has over

0:23:39.560 --> 0:23:43.439
<v S1>a garden, that I'm using my agency and the ability

0:23:43.440 --> 0:23:46.360
<v S1>to cause things to happen to, to order and structure

0:23:46.359 --> 0:23:49.359
<v S1>this little piece of the kingdom in such a way

0:23:49.520 --> 0:23:55.160
<v S1>that it flourishes as a good gardener. Um, and that

0:23:55.160 --> 0:24:01.800
<v S1>is always, in a sense, the call of humanity. Even today, uh,

0:24:01.800 --> 0:24:04.600
<v S1>we don't live in a time of history where part

0:24:04.600 --> 0:24:11.240
<v S1>of worshiping God is going to a temple in Jerusalem. However,

0:24:11.480 --> 0:24:15.950
<v S1>the the trajectory of what God's image bearers are supposed

0:24:15.950 --> 0:24:19.390
<v S1>to take part in around them is still the same.

0:24:19.390 --> 0:24:25.030
<v S1>So it's this increasing flourishing and ordering and promotion of

0:24:25.510 --> 0:24:32.149
<v S1>the good that God gave the world in your place. Um,

0:24:32.470 --> 0:24:36.270
<v S1>the mechanics of redemption are always to move outward from

0:24:36.270 --> 0:24:41.030
<v S1>God's people, establishing order from chaos, pushing back the effects

0:24:41.030 --> 0:24:45.030
<v S1>of the fall to to one degree or another. Never completely,

0:24:45.030 --> 0:24:47.830
<v S1>but pushing back the effects of the fall. Living in

0:24:47.830 --> 0:24:51.790
<v S1>a new way in which different norms, special rules obtain

0:24:52.350 --> 0:24:58.630
<v S1>to create sacred spaces hedged in and hallowed, uh, that

0:24:58.630 --> 0:25:01.470
<v S1>are always expanding outward. So I'm lining what I'm saying

0:25:01.470 --> 0:25:05.070
<v S1>here about the call of God with what I was

0:25:05.070 --> 0:25:08.550
<v S1>saying about what a game is. So to create this circle,

0:25:08.590 --> 0:25:11.149
<v S1>this magic circle. And when you step inside, different rules

0:25:11.150 --> 0:25:14.180
<v S1>obtain in some ways that's a that's a game designer's

0:25:14.180 --> 0:25:16.780
<v S1>take on the kingdom of God. So that when I

0:25:16.820 --> 0:25:19.500
<v S1>come here, when I come to this place or around

0:25:19.500 --> 0:25:22.979
<v S1>this person, I'm entering, I'm passing through the barrier of

0:25:22.980 --> 0:25:26.419
<v S1>a magic circle where this this might happen out there,

0:25:26.420 --> 0:25:28.540
<v S1>but it doesn't happen in here. So this is a

0:25:28.540 --> 0:25:32.740
<v S1>new kingdom in which special rules obtain. And the call

0:25:32.740 --> 0:25:34.820
<v S1>of the game maker and of the game player is

0:25:34.820 --> 0:25:39.020
<v S1>to is to do in miniature what the call of

0:25:39.020 --> 0:25:42.660
<v S1>humanity is to do on the macro scale and what

0:25:42.700 --> 0:25:47.020
<v S1>God does, taking the stuff of creation and forming it

0:25:47.020 --> 0:25:52.140
<v S1>in such a way that the a circle is created

0:25:52.420 --> 0:25:55.739
<v S1>in which people enter and experience what life would be

0:25:55.740 --> 0:25:59.260
<v S1>like under the Lordship of Christ to one degree or another.

0:26:00.020 --> 0:26:02.020
<v S1>What is what is the Lordship of Christ? What does

0:26:02.020 --> 0:26:05.140
<v S1>it mean to be Christ honoring? Uh, that's that's again,

0:26:05.140 --> 0:26:07.580
<v S1>a whole different discussion. This is a framework. Can it

0:26:07.619 --> 0:26:09.820
<v S1>does it need to have a Bible verse? Can is

0:26:09.820 --> 0:26:13.010
<v S1>it permitted to have a Bible verse? I don't know.

0:26:13.050 --> 0:26:18.330
<v S1>Depends on the game. Okay, games can make us more human.

0:26:18.330 --> 0:26:21.010
<v S1>So we've talked about games as created things. God made

0:26:21.010 --> 0:26:22.969
<v S1>this in a sense, or made the potentiality for it

0:26:22.970 --> 0:26:27.250
<v S1>to exist. Expressions of dominion. How we games fit into

0:26:27.250 --> 0:26:30.650
<v S1>our work. What does it mean to be human? And

0:26:30.650 --> 0:26:33.730
<v S1>can games make us more human? Going back to my

0:26:33.730 --> 0:26:37.010
<v S1>definition in the beginning, that a Christian game is something

0:26:37.010 --> 0:26:41.210
<v S1>that makes us more human in a reality that is

0:26:41.210 --> 0:26:45.490
<v S1>more real. What does it mean to be human in Genesis?

0:26:45.530 --> 0:26:47.449
<v S1>You get in the beginning of Genesis, you get a

0:26:47.450 --> 0:26:51.290
<v S1>complicated picture, and there's not a propositional definition of what

0:26:51.290 --> 0:26:55.450
<v S1>it means to be human, but it is a dense, poetic.

0:26:57.490 --> 0:27:00.489
<v S1>Truth ball. And you can look at that and be

0:27:00.490 --> 0:27:03.010
<v S1>shaped by it. And a picture of what it means

0:27:03.010 --> 0:27:07.290
<v S1>to be human emerges. So there are some this is

0:27:07.290 --> 0:27:10.479
<v S1>going to be an audience participation again, According to Genesis

0:27:10.520 --> 0:27:15.160
<v S1>one and two. And if you are not familiar with

0:27:15.160 --> 0:27:18.119
<v S1>the Bible, or even not a Christian in this room,

0:27:18.400 --> 0:27:22.920
<v S1>I'm sorry. I am not slowing down more. I'm kind

0:27:22.920 --> 0:27:27.600
<v S1>of digging from a seminary paper and trying to apply

0:27:27.600 --> 0:27:30.240
<v S1>it in a way that's understandable. But if I'm saying

0:27:30.240 --> 0:27:32.919
<v S1>the Temple and Eden and all that stuff and it's

0:27:32.920 --> 0:27:36.120
<v S1>just like, what the heck is that? I apologize. Please

0:27:36.119 --> 0:27:40.320
<v S1>talk to me afterward. I can go over anything you want. Um,

0:27:40.320 --> 0:27:42.640
<v S1>but in Genesis, for those of you who are familiar

0:27:42.640 --> 0:27:46.000
<v S1>with the first two chapters, you get a picture. What

0:27:46.000 --> 0:27:48.920
<v S1>is it like? What is it like to be human

0:27:48.920 --> 0:27:53.440
<v S1>in Genesis one and two? I'm going to start some

0:27:53.440 --> 0:27:56.679
<v S1>answers and then turn it over to you. They are social.

0:27:57.240 --> 0:28:00.160
<v S1>It's not good for man to be alone. Adam was

0:28:00.160 --> 0:28:02.360
<v S1>not always alone. What else?

0:28:04.119 --> 0:28:07.070
<v S2>There's an agency and authority in, like, naming the animals. Awesome.

0:28:07.109 --> 0:28:11.470
<v S1>Yes. God invites Adam to name the animals. God brings

0:28:11.470 --> 0:28:14.030
<v S1>the animals to them to see what they are named.

0:28:14.070 --> 0:28:16.869
<v S1>Adam gives them a name and then that is what

0:28:16.869 --> 0:28:21.190
<v S1>they are named. It's like almost painfully detailing. This is real.

0:28:21.230 --> 0:28:24.470
<v S1>This this Adam is causing things to happen. So there's

0:28:24.510 --> 0:28:28.670
<v S1>a there's a work dimension. Um, he's not sunbathing all

0:28:28.670 --> 0:28:29.230
<v S1>the time.

0:28:29.950 --> 0:28:30.990
<v S5>There's some order.

0:28:31.350 --> 0:28:36.270
<v S1>Order? Yes, it's very ordered. Yeah. The picture there is.

0:28:36.310 --> 0:28:40.750
<v S1>They are. They're not inhabiting chaos. They're inhabiting a garden.

0:28:40.750 --> 0:28:45.790
<v S1>There's rules. There's. There's things that they can get to

0:28:45.830 --> 0:28:49.310
<v S1>satisfy their needs. Yeah, it's an ordered place. What else?

0:28:49.630 --> 0:28:51.110
<v S4>People who enjoy things.

0:28:51.390 --> 0:28:53.750
<v S1>Enjoy things. Where are you getting that?

0:28:54.310 --> 0:28:55.430
<v S4>Um. Well, because.

0:28:55.470 --> 0:28:56.030
<v S6>God.

0:28:56.590 --> 0:29:01.510
<v S4>Gave them, um, the fruit of any tree except the

0:29:01.510 --> 0:29:03.590
<v S4>tree of the knowledge of good and evil. He said, look,

0:29:03.630 --> 0:29:06.580
<v S4>you can have all of this, And I guess the

0:29:06.580 --> 0:29:09.020
<v S4>implication is that there wouldn't be this wide variety if

0:29:09.020 --> 0:29:10.780
<v S4>it wasn't there to be enjoyed.

0:29:11.620 --> 0:29:13.220
<v S1>Um, and they're beautiful.

0:29:13.260 --> 0:29:13.380
<v S6>And.

0:29:13.380 --> 0:29:13.900
<v S4>They're and they're.

0:29:13.900 --> 0:29:14.460
<v S6>Beautiful.

0:29:14.780 --> 0:29:18.820
<v S1>They're beautiful and presumably delicious. Yeah. And God pronounces the

0:29:18.820 --> 0:29:23.060
<v S1>things he makes good. Yes. There's that word Tov. That

0:29:23.060 --> 0:29:26.740
<v S1>is a deep and rich goodness. What else?

0:29:26.780 --> 0:29:27.700
<v S3>There's boundaries.

0:29:27.820 --> 0:29:32.500
<v S1>Boundaries? Yeah. Do this. Don't do that. Mhm.

0:29:32.660 --> 0:29:33.020
<v S3>So you.

0:29:33.020 --> 0:29:33.540
<v S5>Can get kicked.

0:29:33.540 --> 0:29:33.900
<v S3>Out of.

0:29:33.900 --> 0:29:36.420
<v S1>It. Yes. There are boundaries and there they end up

0:29:36.420 --> 0:29:38.540
<v S1>being exiled and they don't get to come back.

0:29:38.700 --> 0:29:39.660
<v S4>Consequences for.

0:29:39.660 --> 0:29:40.100
<v S6>Breaking.

0:29:40.100 --> 0:29:40.820
<v S4>Boundaries.

0:29:40.860 --> 0:29:43.700
<v S1>Yeah. Part of being human means to exist in a

0:29:43.740 --> 0:29:45.860
<v S1>moral dimension.

0:29:46.740 --> 0:29:49.780
<v S5>So living. I mean, uh, what comes to mind is

0:29:49.780 --> 0:29:52.020
<v S5>the idea that it wasn't meant for them to just

0:29:52.020 --> 0:29:54.660
<v S5>be there, and then it just exists as it is

0:29:54.660 --> 0:29:57.020
<v S5>for all eternity. It was meant for something to happen.

0:29:57.060 --> 0:30:00.340
<v S5>There were raw materials, and they were to contribute, and

0:30:00.340 --> 0:30:01.620
<v S5>something was to come out of it.

0:30:01.660 --> 0:30:04.290
<v S1>I think so, yeah. That's that. That needle is not

0:30:04.290 --> 0:30:07.450
<v S1>threaded so explicitly in the narrative, but I think that's

0:30:07.450 --> 0:30:10.530
<v S1>what the rivers mean. Actually, the rivers that go down

0:30:10.970 --> 0:30:14.130
<v S1>into these other kingdoms, the Piece of Eden was supposed

0:30:14.130 --> 0:30:18.130
<v S1>to spread, spread there. And instead the fall happens and

0:30:18.130 --> 0:30:21.330
<v S1>the disaster spreads there. And those four places correspond to

0:30:21.370 --> 0:30:27.410
<v S1>the four big enemies of the Old Testament Assyria, Egypt, Canaan, Babylon. Yes,

0:30:27.410 --> 0:30:29.370
<v S1>but that's not what was supposed to happen.

0:30:29.410 --> 0:30:34.530
<v S2>Presumably the wilderness, which is like the first chapter of Genesis,

0:30:34.570 --> 0:30:37.570
<v S2>is all about separation, separating the waters above from the

0:30:37.570 --> 0:30:39.330
<v S2>waters below, the land from the sea. And then you

0:30:39.330 --> 0:30:42.530
<v S2>get to the garden and it's like, continue that. You've

0:30:42.530 --> 0:30:44.050
<v S2>got a garden here, which is like a very like

0:30:44.050 --> 0:30:46.330
<v S2>you've got your separate plants garden now. It's not a

0:30:46.330 --> 0:30:50.570
<v S2>big mess. This is my garden. And, uh, it's not

0:30:50.570 --> 0:30:52.250
<v S2>the wilderness, right? So it's the rest of the world

0:30:52.250 --> 0:30:55.050
<v S2>is presumably wilderness. Then you've got a mission now to

0:30:55.090 --> 0:30:56.570
<v S2>take that further than Eden.

0:30:57.050 --> 0:31:01.370
<v S1>Yeah. In Genesis one, the the opening scene. The curtain

0:31:01.370 --> 0:31:05.880
<v S1>rises on a chaotic ocean, a sea where nothing is

0:31:06.000 --> 0:31:10.320
<v S1>distinguished from anything else. And that's tapping back into the

0:31:10.320 --> 0:31:14.880
<v S1>the ancient Mesopotamian mind. I would argue, and then God

0:31:14.880 --> 0:31:18.320
<v S1>separates the water and causes the land to rise, and

0:31:18.320 --> 0:31:20.520
<v S1>then does things to the land. So he's pushing back

0:31:20.560 --> 0:31:23.040
<v S1>the chaos and creating an ordered space. And then he

0:31:23.040 --> 0:31:25.600
<v S1>plants trees and people there.

0:31:26.200 --> 0:31:31.600
<v S5>I think also, I'm sorry that maybe it's implicit, but

0:31:31.600 --> 0:31:35.040
<v S5>maybe I think it's worth mentioning that, uh, obviously God

0:31:35.040 --> 0:31:38.680
<v S5>was there and, uh, and that he enjoyed it himself.

0:31:39.040 --> 0:31:43.040
<v S5>The design of it, uh, which was collaborative and, um,

0:31:43.280 --> 0:31:46.640
<v S5>but that he was central and that it all declared

0:31:46.640 --> 0:31:47.320
<v S5>his glory.

0:31:47.360 --> 0:31:50.800
<v S1>Yeah. God was there. Um hmm. So there was a

0:31:51.480 --> 0:31:55.680
<v S1>what we might call a spiritual dimension. Uh, but back then,

0:31:55.680 --> 0:31:59.160
<v S1>it doesn't seem that the spiritual. It's easy for us

0:31:59.160 --> 0:32:03.830
<v S1>to think about, like natural, supernatural, physical, spiritual, then those

0:32:03.830 --> 0:32:06.470
<v S1>things seem to be much more closely entwined. You have

0:32:06.910 --> 0:32:09.510
<v S1>God walking with his creations in the cool of the day.

0:32:09.510 --> 0:32:12.950
<v S1>You have this other spiritual being, the serpent, coming in,

0:32:13.110 --> 0:32:14.990
<v S1>and they talk and they, you know, it seems to

0:32:14.990 --> 0:32:18.270
<v S1>be this free exchange which is different than what happens

0:32:18.270 --> 0:32:22.630
<v S1>after the fall. The the two realms are separated. Okay.

0:32:22.670 --> 0:32:24.350
<v S1>Last thing, two last two things.

0:32:24.390 --> 0:32:26.270
<v S7>It may have already been mentioned or part of something else,

0:32:26.270 --> 0:32:28.670
<v S7>but I think part of the order is that there's

0:32:28.710 --> 0:32:32.190
<v S7>also communication. So it's not just order of where like

0:32:32.190 --> 0:32:34.710
<v S7>spatially speaking, but like going back to the three, there's

0:32:34.710 --> 0:32:38.510
<v S7>a social order of how communication goes between God and

0:32:38.510 --> 0:32:41.150
<v S7>his creation. And even in Genesis two and the making

0:32:41.150 --> 0:32:43.670
<v S7>of Eve, the story seems to imply this sort of

0:32:43.670 --> 0:32:47.630
<v S7>unfolding of truth through communication and finding out what is

0:32:47.630 --> 0:32:50.470
<v S7>the true and better thing through Adam naming all the animals.

0:32:50.510 --> 0:32:51.870
<v S7>And then there's yeah.

0:32:52.150 --> 0:32:57.990
<v S1>Yeah, there's language, communication, a sequence of events, there's development,

0:32:58.740 --> 0:33:02.260
<v S1>The ancient Greco-Roman mind just thought of eternity as static.

0:33:02.580 --> 0:33:06.100
<v S1>And then in comes the Hebrew mind, which is we

0:33:06.140 --> 0:33:10.020
<v S1>are going somewhere. History is array. Okay last comment.

0:33:10.420 --> 0:33:12.739
<v S4>I really enjoyed the contrast between the two and the

0:33:12.740 --> 0:33:16.540
<v S4>perspectives on what makes a story. So Genesis one is

0:33:16.540 --> 0:33:18.740
<v S4>a very tidy story. It has a beginning, it has

0:33:18.740 --> 0:33:22.820
<v S4>an end, it has progression throughout. And Genesis two jumps

0:33:22.820 --> 0:33:26.060
<v S4>right into there's people. We don't know where they came from.

0:33:27.220 --> 0:33:30.620
<v S4>They're here. And there's not really an end per se,

0:33:30.620 --> 0:33:33.140
<v S4>because it's sort of like it's a mess. Hope it

0:33:33.140 --> 0:33:33.700
<v S4>works out.

0:33:34.100 --> 0:33:35.820
<v S1>Um, and then you get the rest of the Bible.

0:33:35.860 --> 0:33:39.860
<v S4>Yeah. And it's, it's a really good perspective on like,

0:33:40.020 --> 0:33:43.540
<v S4>even the if somebody views it as a complete set

0:33:43.580 --> 0:33:46.300
<v S4>to somebody else, it's a story of chaos.

0:33:46.700 --> 0:33:49.740
<v S1>Yeah. What is the relationship between Genesis one and two?

0:33:51.460 --> 0:33:54.900
<v S1>I think part of that answer is the Hebrew poetics

0:33:55.060 --> 0:33:59.090
<v S1>and the way repetition plays and Hebrew poetics. So they

0:33:59.090 --> 0:34:01.969
<v S1>get to make these contrasting stories, which are very different,

0:34:01.970 --> 0:34:04.610
<v S1>as you're pointing out. But they they form like two

0:34:04.650 --> 0:34:09.290
<v S1>sides of an inkblot. They're parallel and similar. Okay. Let's

0:34:09.650 --> 0:34:12.810
<v S1>thank you for participating. Uh, I have a list of

0:34:12.810 --> 0:34:16.930
<v S1>11 things which don't exhaust the the answer to the question,

0:34:16.930 --> 0:34:20.410
<v S1>what does it mean to be human but social, relational, irrational.

0:34:20.450 --> 0:34:23.890
<v S1>They can use their minds. They're embodied. They're not spirits

0:34:23.890 --> 0:34:27.770
<v S1>floating around. They have a physical place to live. Spiritual, moral.

0:34:28.330 --> 0:34:32.210
<v S1>It can cause things to happen. They're limited and they're dependent.

0:34:32.210 --> 0:34:34.890
<v S1>They have needs. And those needs need to get satisfied.

0:34:35.570 --> 0:34:41.610
<v S1>They are. They build, they work. They create language and temporal.

0:34:41.810 --> 0:34:45.210
<v S1>So they exist in time. They do not exist outside

0:34:45.210 --> 0:34:49.170
<v S1>of time. They experience duration and sequence. Some things happen

0:34:49.170 --> 0:34:54.210
<v S1>before other things. Well, that was fun. Hopefully that was fun.

0:34:54.320 --> 0:34:58.359
<v S1>Let's get back to games. Um, Genesis one, two and

0:34:58.360 --> 0:35:04.600
<v S1>three give a very rich, robust what what the seminarians

0:35:04.600 --> 0:35:07.560
<v S1>would call anthropology. What does it mean to be a human?

0:35:07.560 --> 0:35:12.000
<v S1>This is it. Why? Why is everything so good, inescapably

0:35:12.000 --> 0:35:17.520
<v S1>good and rich and abundant and broken and marred and fallen?

0:35:17.680 --> 0:35:21.960
<v S1>Genesis one, two and three offer a story about that,

0:35:22.640 --> 0:35:24.680
<v S1>and that's a story we can use to make sense

0:35:24.680 --> 0:35:28.840
<v S1>of the world, however, so that that's a snapshot of

0:35:28.840 --> 0:35:31.360
<v S1>what it means to be human. I would argue that

0:35:31.400 --> 0:35:35.880
<v S1>in in this side of the worlds, both goodness and brokenness,

0:35:36.520 --> 0:35:41.319
<v S1>we experience our humanness as something that ebbs and flows

0:35:41.960 --> 0:35:46.120
<v S1>so it can dwindle. We can be dehumanized. It can

0:35:46.160 --> 0:35:49.440
<v S1>grow and become richer and stronger and more robust. And

0:35:49.440 --> 0:35:54.509
<v S1>that happens in each of those Characteristics differently. So you

0:35:54.510 --> 0:35:56.710
<v S1>can have a work, a job that you go to

0:35:56.710 --> 0:35:59.190
<v S1>every day and you just sit in a cubicle and

0:35:59.190 --> 0:36:03.750
<v S1>experience the the humanization of the body that modernity is

0:36:03.750 --> 0:36:07.430
<v S1>good to good at making. And your mind is completely

0:36:07.430 --> 0:36:10.350
<v S1>engaged as you click around on your computer and work

0:36:10.350 --> 0:36:12.830
<v S1>in the digital world. So both of those things happen

0:36:12.830 --> 0:36:15.430
<v S1>at the same time. So there's kind of a dehumanization

0:36:15.630 --> 0:36:20.910
<v S1>and a, um, and a moment when your rationality is

0:36:20.910 --> 0:36:25.950
<v S1>being very engaged. So it's, it's it's a complicated picture.

0:36:25.950 --> 0:36:27.790
<v S1>What does all this have to do with games? Games

0:36:27.790 --> 0:36:30.189
<v S1>can do the same thing. They can dehumanize you and

0:36:30.190 --> 0:36:34.150
<v S1>rehumanize you. I used to play a game called Zombies Run.

0:36:34.670 --> 0:36:36.670
<v S1>Has anyone played zombies run?

0:36:37.670 --> 0:36:38.270
<v S3>I think so.

0:36:38.310 --> 0:36:40.270
<v S1>You should check it out because it is a lot

0:36:40.310 --> 0:36:43.670
<v S1>of fun. It's a running, it's an exergame. It's a

0:36:43.670 --> 0:36:47.670
<v S1>running app, and you pop your earbuds in and start

0:36:47.670 --> 0:36:50.590
<v S1>the game, and it selects your playlist and you listen

0:36:50.590 --> 0:36:53.980
<v S1>to a song in between songs. Zombies chase you and

0:36:53.980 --> 0:36:56.580
<v S1>there's a whole narrative. It's pretty good. It's pretty good writing.

0:36:56.580 --> 0:36:58.660
<v S1>It's a good story. And you can turn on zombie

0:36:58.660 --> 0:37:01.779
<v S1>sprint mode. Yeah, download it right now. There's no shame

0:37:01.780 --> 0:37:05.780
<v S1>in the game. If you click Zombie Sprint mode on

0:37:06.100 --> 0:37:09.220
<v S1>when those zombies come, you got to get moving and

0:37:09.260 --> 0:37:12.020
<v S1>the sound of the growling gets louder if you're not

0:37:12.020 --> 0:37:14.819
<v S1>running fast enough. I did it, I did it my

0:37:14.820 --> 0:37:17.580
<v S1>first time and injured myself because it was so motivating.

0:37:18.860 --> 0:37:21.259
<v S1>So it is impossible to forget that you have a

0:37:21.260 --> 0:37:24.980
<v S1>body when you are playing zombies. Run! And for me,

0:37:25.020 --> 0:37:28.980
<v S1>I've never been much of an outdoor exercise guy. This

0:37:28.980 --> 0:37:31.740
<v S1>I needed a game to get me out moving my body.

0:37:32.860 --> 0:37:35.420
<v S1>My wife has this picture of me hunched over a

0:37:35.420 --> 0:37:38.259
<v S1>computer and it's become this. Like I'm just curled up

0:37:38.260 --> 0:37:40.460
<v S1>on the floor, hunched over a computer. The picture of

0:37:40.460 --> 0:37:43.420
<v S1>modern man. And that if I apply no effort to

0:37:43.460 --> 0:37:46.980
<v S1>my life, that is who I become. Zombies run was

0:37:46.980 --> 0:37:50.570
<v S1>good for me. It humanized me in a way. Um,

0:37:50.610 --> 0:37:55.130
<v S1>let's see another example. The University of Chicago Scavenger Hunt

0:37:55.130 --> 0:37:59.770
<v S1>has a very famous, uh, in game design circles scavenger

0:37:59.810 --> 0:38:03.330
<v S1>hunt yearly. And people come from all over the place

0:38:03.330 --> 0:38:07.210
<v S1>and try to get as many of these crazy goals

0:38:07.250 --> 0:38:09.969
<v S1>knocked out during a fixed period of time as they can.

0:38:09.969 --> 0:38:12.290
<v S1>And the winning team is the one that gets the

0:38:12.290 --> 0:38:16.450
<v S1>most points by finding or doing things. And some of

0:38:16.450 --> 0:38:18.450
<v S1>them are easy to do and find. Some of them

0:38:18.450 --> 0:38:22.450
<v S1>are like ride an elephant through campus. Get a picture

0:38:22.450 --> 0:38:25.970
<v S1>of yourself at the North Pole. Create a nuclear reaction.

0:38:26.489 --> 0:38:30.529
<v S1>And so teams do them and they get points. So

0:38:30.570 --> 0:38:34.969
<v S1>it's this intense exercising of both the social dimension of

0:38:34.969 --> 0:38:36.969
<v S1>what it means to be human, and the rational dimension.

0:38:37.570 --> 0:38:39.810
<v S1>People sit around a dorm room, figure out how can

0:38:39.810 --> 0:38:42.530
<v S1>we make a nuclear reaction. And that one was done.

0:38:43.090 --> 0:38:44.850
<v S1>Interesting and terrifyingly enough.

0:38:46.050 --> 0:38:47.440
<v S2>Is everyone okay after that?

0:38:47.480 --> 0:38:53.760
<v S1>Yeah. Chicago remains so. Games. Games can rehumanize and dehumanize us.

0:38:57.239 --> 0:39:09.200
<v S1>I'll check my schedule here. Since this is Hutch, let's

0:39:09.200 --> 0:39:12.160
<v S1>talk about what Tolkien might have to say about this question.

0:39:13.040 --> 0:39:15.520
<v S1>The next point is games are not an escape from

0:39:15.520 --> 0:39:17.480
<v S1>the real, or they don't have to be, but they

0:39:17.480 --> 0:39:22.240
<v S1>can be an intensification of the real. Tolkien wrote an

0:39:22.560 --> 0:39:25.759
<v S1>essay called On Fairy-stories, and he lays out a very

0:39:25.760 --> 0:39:29.880
<v S1>helpful concept that gives us a mirror, an image into

0:39:30.040 --> 0:39:33.080
<v S1>a glance, into how he thought about his own fantasy.

0:39:33.440 --> 0:39:36.680
<v S1>And he introduced the primary world and the secondary world.

0:39:36.840 --> 0:39:39.920
<v S1>So the primary world is our world. The secondary world

0:39:39.920 --> 0:39:44.920
<v S1>is Lord of the rings, which has a has a

0:39:45.030 --> 0:39:50.110
<v S1>lot of overlap to our world, uh, but is clearly

0:39:50.110 --> 0:39:54.590
<v S1>not the same world. And so Tolkien was a fantasist

0:39:54.590 --> 0:39:59.590
<v S1>in the sense that he promoted escape into the secondary world.

0:39:59.590 --> 0:40:04.029
<v S1>And a lot of people have found solace there that

0:40:04.030 --> 0:40:07.669
<v S1>they get to bring back into the primary world. So

0:40:07.670 --> 0:40:10.630
<v S1>this fantasy and games can get a bad rap here

0:40:10.989 --> 0:40:14.550
<v S1>if they are painted as only an escape. And often

0:40:14.550 --> 0:40:19.390
<v S1>fantasy and games can be that I'm just unplugging from

0:40:19.390 --> 0:40:22.310
<v S1>reality and reading Lord of the rings again, or playing

0:40:22.310 --> 0:40:27.550
<v S1>World of Warcraft. Um, but the criticism here is that

0:40:28.070 --> 0:40:32.589
<v S1>we we need to live in a real world, and

0:40:32.590 --> 0:40:38.150
<v S1>the primary world is not it yet is that distinction.

0:40:38.550 --> 0:40:40.549
<v S1>Are you tracking with that distinction? So we need to

0:40:40.550 --> 0:40:44.420
<v S1>live in reality, the primary world that we all know,

0:40:44.460 --> 0:40:46.739
<v S1>in which we live and move and have our being,

0:40:46.739 --> 0:40:49.940
<v S1>is not it? Because it is. It is. Our reality

0:40:49.940 --> 0:40:53.700
<v S1>is already distorted. The primary world is distorted. So Tolkien's

0:40:53.700 --> 0:40:56.980
<v S1>argument is we can actually go into the secondary world

0:40:56.980 --> 0:41:00.060
<v S1>and imagine a different way of living. And when you're

0:41:00.060 --> 0:41:03.140
<v S1>talking about games, you can actually experience a different way

0:41:03.140 --> 0:41:07.500
<v S1>of living that is untwisted and and from which the

0:41:07.500 --> 0:41:10.140
<v S1>fall has been pushed back in a way that the

0:41:10.140 --> 0:41:15.060
<v S1>primary world is distorted, and then you can experience that

0:41:15.060 --> 0:41:17.219
<v S1>change inside of it and bring something back into the

0:41:17.219 --> 0:41:21.740
<v S1>primary world. Here's a C.S. Lewis quote. Spells are used

0:41:21.739 --> 0:41:26.060
<v S1>for breaking enchantments as well as for inducing them. And

0:41:26.060 --> 0:41:28.299
<v S1>you and I have need of the strongest spell that

0:41:28.300 --> 0:41:31.020
<v S1>can be found to wake us from the evil enchantment

0:41:31.020 --> 0:41:33.220
<v S1>of worldliness that has been laid upon us for nearly

0:41:33.219 --> 0:41:37.819
<v S1>a hundred years. So he's saying that we need benevolent

0:41:37.820 --> 0:41:42.690
<v S1>distortions of reality because we actually don't live in reality yet.

0:41:42.730 --> 0:41:45.410
<v S1>We live in a, we live in a a broken

0:41:45.410 --> 0:41:50.930
<v S1>image and games or or fantasy in this example can

0:41:51.890 --> 0:41:55.450
<v S1>restore the image in a way that is that you

0:41:55.450 --> 0:42:00.250
<v S1>can bring back. So I've got a couple examples there.

0:42:00.250 --> 0:42:03.130
<v S1>I'm going to skip them for the sake of time.

0:42:03.130 --> 0:42:05.489
<v S1>I think I've made my point there. The paradox. There's

0:42:05.530 --> 0:42:08.370
<v S1>a paradox of entering the secondary world of the game

0:42:08.370 --> 0:42:12.970
<v S1>can become a deeper entry into actual reality that heals

0:42:12.969 --> 0:42:17.090
<v S1>and fixes and accompanies you back to the primary world.

0:42:18.570 --> 0:42:26.890
<v S1>Next point games as healing masks. There's a phrase I

0:42:26.930 --> 0:42:30.489
<v S1>came across somewhere beta living. So games can be a

0:42:30.489 --> 0:42:34.610
<v S1>kind of beta living where you get to try something out,

0:42:34.610 --> 0:42:40.359
<v S1>you get to experience something. A friend of mine. It's

0:42:40.360 --> 0:42:44.360
<v S1>a game designer, and he worked in Chicago with kids

0:42:44.360 --> 0:42:47.920
<v S1>that didn't have a good place to go after school.

0:42:47.920 --> 0:42:52.120
<v S1>So they'd come to Nick's classroom and he would try

0:42:52.120 --> 0:42:54.359
<v S1>to entertain them and give them something better than what

0:42:54.360 --> 0:42:57.280
<v S1>they'd get with that time if they were just let loose.

0:42:58.480 --> 0:43:00.560
<v S1>So Nick was a game designer, so he made a game,

0:43:01.160 --> 0:43:04.880
<v S1>and it was a role playing game like Dungeons and Dragons.

0:43:04.880 --> 0:43:09.040
<v S1>But this was a the theme was basically the movie alien.

0:43:09.520 --> 0:43:11.680
<v S1>So the kid, there was five kids in his class

0:43:12.239 --> 0:43:14.719
<v S1>and he was like trying to get them involved in

0:43:14.719 --> 0:43:18.359
<v S1>this kind of nerdy thing. And four of them were

0:43:18.360 --> 0:43:24.080
<v S1>really excited. So they all pretended to be astronauts in

0:43:24.080 --> 0:43:28.440
<v S1>the spaceship in which an alien was loose. It's basically, uh,

0:43:29.400 --> 0:43:32.520
<v S1>the myth of myth of the Minotaur. So there's a monster.

0:43:32.560 --> 0:43:34.560
<v S1>You are in a labyrinth. How are you going to

0:43:34.560 --> 0:43:38.509
<v S1>survive that? So Nick designed a game in which all

0:43:38.550 --> 0:43:41.069
<v S1>that was turned into game mechanics. But one of the

0:43:41.070 --> 0:43:43.710
<v S1>kids just he was too cool for school, did not

0:43:43.710 --> 0:43:47.630
<v S1>like it, but he had to be there. So he

0:43:47.670 --> 0:43:49.670
<v S1>he would just sit in the corner and heckle them

0:43:50.430 --> 0:43:57.589
<v S1>and do his best to use all the pressures of that.

0:43:57.590 --> 0:44:00.950
<v S1>Young children have to break down the experience that they

0:44:00.950 --> 0:44:06.470
<v S1>were having. And so Nick started to realize that something meta,

0:44:06.510 --> 0:44:09.390
<v S1>there's a meta thing happening right here. So here are

0:44:09.390 --> 0:44:13.589
<v S1>four students trapped in a room. One of them is

0:44:13.590 --> 0:44:17.310
<v S1>trying to destroy the good thing that is happening. And

0:44:17.310 --> 0:44:20.029
<v S1>so he invited the kid in the corner who is

0:44:20.030 --> 0:44:21.790
<v S1>trying to break it all down to be the alien.

0:44:22.230 --> 0:44:26.149
<v S1>And he loved it. And finally he the game kind

0:44:26.150 --> 0:44:27.910
<v S1>of reached out and grabbed him and say, if this

0:44:27.910 --> 0:44:30.069
<v S1>is how you want to play, we've got a place

0:44:30.070 --> 0:44:33.910
<v S1>for you. So it there are all these, you can

0:44:33.950 --> 0:44:36.259
<v S1>kind of step back and see these five kids. There

0:44:36.300 --> 0:44:40.180
<v S1>are obviously lots of boundaries and barriers between them that

0:44:40.180 --> 0:44:43.500
<v S1>four of them could overcome, and one of them could not. He,

0:44:44.020 --> 0:44:47.820
<v S1>his humanity and the relationship between the five children was

0:44:48.260 --> 0:44:51.460
<v S1>being was distorted. So the game reached out and made

0:44:51.460 --> 0:44:54.500
<v S1>a place for him. And inside that he could kind

0:44:54.500 --> 0:44:56.580
<v S1>of put on. This is the game as a as

0:44:56.580 --> 0:44:58.780
<v S1>a healing mask. You put on the mask of the game,

0:44:58.780 --> 0:45:02.419
<v S1>which in this example looked like an alien, and he

0:45:02.420 --> 0:45:05.540
<v S1>played with the other four kids and then they they experienced,

0:45:05.540 --> 0:45:08.739
<v S1>much to their surprise, a relationship started to develop and

0:45:08.739 --> 0:45:11.420
<v S1>the game was over and everybody took off their mask

0:45:11.420 --> 0:45:14.700
<v S1>and they were friends. So there's this this sense in

0:45:14.700 --> 0:45:19.420
<v S1>which games can, when you enter the magic circle in

0:45:19.420 --> 0:45:22.580
<v S1>which different rules apply, you, you, you leave a bit

0:45:22.580 --> 0:45:25.860
<v S1>of something you're able to you can you leave something

0:45:25.860 --> 0:45:28.460
<v S1>outside the game and then move into the magic circle

0:45:28.500 --> 0:45:32.020
<v S1>and certain if a game has been designed? Well, if

0:45:32.020 --> 0:45:37.609
<v S1>the conditions are right, you can experience something inside that

0:45:37.610 --> 0:45:42.210
<v S1>is that is very humanizing. So there's another story. I

0:45:42.250 --> 0:45:43.650
<v S1>said in the beginning that I used to be a

0:45:43.650 --> 0:45:48.010
<v S1>lab worker. And again, that's just a it's a Christian

0:45:48.010 --> 0:45:51.730
<v S1>residential study centre. And this one was in England. And

0:45:51.730 --> 0:45:54.130
<v S1>there's lots of tea. Tea at 11 and 430. So

0:45:54.130 --> 0:45:57.089
<v S1>everything stops for half an hour. We have tea. And

0:45:57.130 --> 0:46:01.810
<v S1>a volleyball is a feature of tea time. So I

0:46:01.810 --> 0:46:07.850
<v S1>was playing volleyball once and had this ridiculously overwrought fall.

0:46:08.570 --> 0:46:11.930
<v S1>It was a fall that just kept happening somehow. And

0:46:12.130 --> 0:46:15.210
<v S1>I was kind of going back, looking up lots of momentum,

0:46:15.210 --> 0:46:19.370
<v S1>and then fell backwards and kept on falling. And 30

0:46:19.370 --> 0:46:23.930
<v S1>people saw it happen. So that was that was a

0:46:23.969 --> 0:46:27.609
<v S1>it was happening inside a game. I put on the

0:46:27.610 --> 0:46:30.810
<v S1>mask of I'm now volleyball player. And in the, in

0:46:30.810 --> 0:46:35.120
<v S1>the something happened to me inside the game, which destroyed

0:46:35.120 --> 0:46:38.840
<v S1>all this carefully crafted dignity that I try to conduct

0:46:38.840 --> 0:46:42.400
<v S1>myself with outside of the game. And I was totally humiliated.

0:46:42.960 --> 0:46:45.520
<v S1>And I was just getting, you know, everybody was so

0:46:45.520 --> 0:46:48.719
<v S1>nice about it. They were like, ah, bad luck. Good try.

0:46:48.960 --> 0:46:51.640
<v S1>It was not bad luck. It was not a good try.

0:46:52.640 --> 0:46:56.320
<v S1>I was just bad. My my inner badness at volleyball

0:46:56.320 --> 0:47:00.680
<v S1>was exposed and put on display. But we're all just playing.

0:47:00.719 --> 0:47:02.919
<v S1>We were all wearing the mask of volleyball and and

0:47:02.920 --> 0:47:05.759
<v S1>that's what that's what volleyball does to you. Some people

0:47:05.760 --> 0:47:08.719
<v S1>who came through were really good at it. Some people

0:47:08.719 --> 0:47:11.000
<v S1>were really not good at it, but it was the

0:47:11.000 --> 0:47:14.239
<v S1>rules of that game. That particular instance of volleyball are

0:47:14.239 --> 0:47:19.800
<v S1>very safe. So everybody just embarrasses themselves and and it's okay.

0:47:20.800 --> 0:47:23.320
<v S1>And I point that out under the heading of games

0:47:23.320 --> 0:47:28.359
<v S1>as healing masks because healing healing is something you can

0:47:28.360 --> 0:47:30.750
<v S1>read a book, a self-help book, and try to overcome

0:47:30.750 --> 0:47:33.709
<v S1>your problems. But healing is most potent when it's something

0:47:33.710 --> 0:47:39.230
<v S1>that is experienced. So games can facilitate the experience of healing.

0:47:39.870 --> 0:47:43.990
<v S1>And in reality, when I fell, I was actually embarrassed.

0:47:44.270 --> 0:47:47.510
<v S1>There was a in the primary world, I was embarrassed.

0:47:47.510 --> 0:47:50.390
<v S1>My face. My face turned red. But when I stood

0:47:50.390 --> 0:47:52.870
<v S1>up and everybody was saying, you know, good try. Bad

0:47:52.870 --> 0:47:56.549
<v S1>luck clapping, laughing, I was still safe. So because the

0:47:56.550 --> 0:47:59.549
<v S1>game was happening, I was both embarrassed and still safe.

0:48:00.070 --> 0:48:03.629
<v S1>And that's that's a healing experience. So if you do

0:48:03.630 --> 0:48:07.390
<v S1>that enough something, you can take something back to the

0:48:07.390 --> 0:48:14.029
<v S1>primary world. All right. Last do we want to do the.

0:48:16.830 --> 0:48:18.390
<v S1>I'm going to zoom through this last one so we

0:48:18.390 --> 0:48:23.110
<v S1>can have time for discussion. Games as mirrors. Many people

0:48:23.110 --> 0:48:28.540
<v S1>won't play games because just as they intensify aspects of

0:48:28.820 --> 0:48:31.060
<v S1>good aspects of reality and what it means to be human.

0:48:31.060 --> 0:48:33.980
<v S1>They also can intensify bad aspects of what it means

0:48:33.980 --> 0:48:37.340
<v S1>to be human and reality. So we've all got experiences

0:48:37.340 --> 0:48:42.500
<v S1>about competitiveness turned sour, or anger or loss of perspective

0:48:42.500 --> 0:48:45.779
<v S1>or cheating. I want to win so bad I'm going

0:48:45.780 --> 0:48:49.100
<v S1>to cheat to win this game. Now gloating in victory

0:48:49.100 --> 0:48:52.180
<v S1>or the the the real sting of loss when you

0:48:52.180 --> 0:48:55.900
<v S1>lose this, you know, made up contest, you're just in

0:48:55.900 --> 0:48:59.420
<v S1>the magic circle. Nothing here really is real in that sense.

0:48:59.420 --> 0:49:03.420
<v S1>But it it does hurt or something does go wrong.

0:49:03.420 --> 0:49:06.740
<v S1>Boasting and people can brag about their performance in games.

0:49:07.100 --> 0:49:14.620
<v S1>Isolation games can very much intensify isolation that we can

0:49:14.620 --> 0:49:17.980
<v S1>labor under. So a dehumanizing aspect of our relational, the

0:49:17.980 --> 0:49:20.460
<v S1>relational dimension of what it means to be human. Put

0:49:20.460 --> 0:49:22.740
<v S1>in the terms of the rest of the lecture isolation.

0:49:23.780 --> 0:49:27.330
<v S1>I haven't talked much about video games Because though though

0:49:27.330 --> 0:49:30.130
<v S1>I love them, that is a very different lecture. Um,

0:49:30.690 --> 0:49:34.210
<v S1>I think they're much more of a mixed bag when you,

0:49:34.250 --> 0:49:36.650
<v S1>when you play a video game more likely to be addicting,

0:49:36.650 --> 0:49:39.609
<v S1>more likely to be isolating, hardcore gamers will have lots

0:49:39.610 --> 0:49:43.530
<v S1>of examples to shout me down here, but yet I'm

0:49:43.530 --> 0:49:49.210
<v S1>still right. Uh, cultural idols games can intensify our cultural idols.

0:49:49.210 --> 0:49:53.650
<v S1>Think of the gladiatorial games. There was this idol. We

0:49:54.090 --> 0:49:58.690
<v S1>enough greco-romans could be gathered to one place to see

0:49:58.730 --> 0:50:04.170
<v S1>people hurt each other. Um. Think about the exaltation of

0:50:04.170 --> 0:50:08.489
<v S1>star athletes in our in our culture. We are already

0:50:08.690 --> 0:50:14.210
<v S1>salivating for the things, uh, that every culture wants things

0:50:14.210 --> 0:50:18.890
<v S1>inappropriately and that culture's games offer them those things in

0:50:18.890 --> 0:50:24.770
<v S1>a predictable and controlled manner. Um, the idols of the heart. Uh,

0:50:24.840 --> 0:50:27.879
<v S1>There's ramifications for people's identity when games go wrong. I

0:50:27.920 --> 0:50:32.319
<v S1>am my victory or I am my loss addiction. As

0:50:32.320 --> 0:50:36.120
<v S1>someone said, people have played more World of Warcraft than

0:50:36.120 --> 0:50:38.080
<v S1>the amount of time that humans have been alive on

0:50:38.080 --> 0:50:44.120
<v S1>this Earth. If you log man hours, 6,000,000 hours. And this.

0:50:44.160 --> 0:50:47.080
<v S1>I found that stat a couple years ago. I'm sure

0:50:47.080 --> 0:50:51.080
<v S1>it's much more people have let their children starve because

0:50:51.080 --> 0:50:57.319
<v S1>they wanted to play World of Warcraft. That's that has happened. Uh,

0:50:57.320 --> 0:51:00.080
<v S1>so there's. Yeah, there's all kinds of reasons not to

0:51:00.120 --> 0:51:05.439
<v S1>play games. Um, that that is not this lecture, but

0:51:05.440 --> 0:51:08.000
<v S1>I wanted to just respond to that idea that, well,

0:51:08.000 --> 0:51:11.439
<v S1>when I play games, everything goes wrong. I get angry. Uh,

0:51:11.440 --> 0:51:14.879
<v S1>my family has a shouting, a shouting match. What? What

0:51:14.880 --> 0:51:17.400
<v S1>is good about that? How can that be turned around

0:51:17.440 --> 0:51:22.560
<v S1>into a good thing? A friend and I recently were

0:51:22.560 --> 0:51:26.230
<v S1>talking about the movie Cinderella man, Russell Crowe. He's a

0:51:26.230 --> 0:51:31.310
<v S1>boxer in the in the depression. And his wife at

0:51:31.310 --> 0:51:33.670
<v S1>one point in the movie, his wife saying like, why

0:51:33.710 --> 0:51:35.790
<v S1>do you do this? You know, we've got you know,

0:51:35.790 --> 0:51:37.310
<v S1>we have so much struggle. We're in the middle of

0:51:37.310 --> 0:51:39.069
<v S1>the depression. Why are you fighting? And he says, at

0:51:39.070 --> 0:51:42.390
<v S1>least in the ring, I can see what I'm fighting against.

0:51:42.430 --> 0:51:45.509
<v S1>Whereas he goes home and everybody is suffering under the depression.

0:51:48.230 --> 0:51:50.350
<v S1>Games can be like that. They can take they can

0:51:50.350 --> 0:51:53.750
<v S1>take a thing, and then they can very clearly and

0:51:53.750 --> 0:51:56.709
<v S1>painfully expose to you something that is broken about yourself

0:51:57.150 --> 0:52:01.070
<v S1>or about reality or about the people who you love.

0:52:01.670 --> 0:52:04.270
<v S1>And that is that's a reason many people have to

0:52:04.310 --> 0:52:06.509
<v S1>step away from playing games. I know lots of people

0:52:06.510 --> 0:52:08.549
<v S1>that just say, I don't like games because I can't

0:52:08.550 --> 0:52:11.549
<v S1>handle what happens, but I would want to I would

0:52:11.550 --> 0:52:16.750
<v S1>want to accept that and gently push a bit on that.

0:52:17.430 --> 0:52:21.620
<v S1>If you have a problem with anger, it's expressing itself

0:52:21.660 --> 0:52:24.259
<v S1>in your life, whether you know it or not. If

0:52:24.300 --> 0:52:26.860
<v S1>you play a game and you can't, you're not happy

0:52:26.860 --> 0:52:31.540
<v S1>with the angry person you become. That's not. There are

0:52:31.540 --> 0:52:34.219
<v S1>some ways you can consider that experience that cast it

0:52:34.219 --> 0:52:36.660
<v S1>in the light of an achievement. Something has been achieved here,

0:52:36.780 --> 0:52:39.700
<v S1>I have this, I have entered this experience and it

0:52:39.700 --> 0:52:43.339
<v S1>has shown me something true about myself. Some learning that

0:52:43.340 --> 0:52:46.180
<v S1>I have to do or something about something my community

0:52:46.180 --> 0:52:49.899
<v S1>can't handle. We can't handle this, the conflict that we're

0:52:49.900 --> 0:52:55.220
<v S1>experiencing here. So that's just my my apology for even

0:52:55.260 --> 0:52:59.060
<v S1>though even though games can intensify parts of the fault, you,

0:52:59.100 --> 0:53:01.219
<v S1>at least when you play a game, you can you

0:53:01.219 --> 0:53:04.580
<v S1>can see who you're fighting. Fighting against. They make things

0:53:04.580 --> 0:53:09.219
<v S1>that are difficult to see. Very visible, painfully visible. That's

0:53:09.219 --> 0:53:12.540
<v S1>all I have to say. Let's have some Q&amp;A. What

0:53:12.540 --> 0:53:15.460
<v S1>are you thinking about? I've offered a framework and applied

0:53:15.460 --> 0:53:18.580
<v S1>it to some games, but there's lots more we could say.

0:53:19.930 --> 0:53:23.770
<v S3>I would be curious to hear maybe.

0:53:23.770 --> 0:53:23.890
<v S7>The.

0:53:23.890 --> 0:53:24.810
<v S5>Positive note one.

0:53:24.810 --> 0:53:26.609
<v S3>But I'm actually more curious about negative one. What did

0:53:26.610 --> 0:53:28.689
<v S3>you consider and say a board game? Would you be

0:53:28.730 --> 0:53:29.130
<v S3>to be a.

0:53:29.170 --> 0:53:30.810
<v S7>Dehumanizing game.

0:53:30.810 --> 0:53:32.450
<v S3>Mechanic? De-humanizing game.

0:53:32.450 --> 0:53:32.969
<v S7>Design?

0:53:34.370 --> 0:53:36.730
<v S1>We talked. So the question is what? What is a

0:53:36.770 --> 0:53:39.850
<v S1>I had a lot of examples of rehumanizing games. What

0:53:39.850 --> 0:53:43.810
<v S1>is a dehumanizing game that we were talking about, Cards

0:53:43.810 --> 0:53:47.810
<v S1>Against Humanity. I think it's dehumanizing. I think it takes

0:53:47.810 --> 0:53:51.370
<v S1>these things, which should be there's an inherent dignity to

0:53:51.370 --> 0:53:54.810
<v S1>the human person, and that doesn't mean we can't have

0:53:54.810 --> 0:53:59.009
<v S1>fun and laugh about things. And actually, that's in my

0:53:59.010 --> 0:54:03.049
<v S1>closest relationships. If I can achieve a point where I

0:54:03.050 --> 0:54:06.009
<v S1>can laugh about my quirks and foibles with my friends

0:54:06.010 --> 0:54:09.089
<v S1>and it's still safe, that's a that's a good thing.

0:54:09.130 --> 0:54:12.050
<v S1>That's a that's a healthy place. It can be Cards

0:54:12.050 --> 0:54:16.009
<v S1>Against Humanity. I think it abuses the power of the

0:54:16.010 --> 0:54:22.879
<v S1>magic circle in such a way that we. Were laughing,

0:54:23.360 --> 0:54:29.319
<v S1>but it's not safe. I've played it with African American friends,

0:54:29.480 --> 0:54:32.480
<v S1>and I've been forced to try to make jokes about

0:54:32.480 --> 0:54:39.480
<v S1>their blackness, and that's really uncomfortable. And I thought when

0:54:39.480 --> 0:54:41.040
<v S1>that happened, the last time I played, I thought, I

0:54:41.040 --> 0:54:43.319
<v S1>just can't I just can't play this. I don't know

0:54:43.320 --> 0:54:45.120
<v S1>how this is going to land with you. You know,

0:54:45.160 --> 0:54:48.160
<v S1>this is not happening in the context of relationship. This

0:54:48.160 --> 0:54:51.239
<v S1>is this is something I, I felt that I would use.

0:54:51.440 --> 0:54:54.879
<v S1>Use the magic circle to perpetrate something against my friends

0:54:55.640 --> 0:54:58.239
<v S1>and that the game was forcing that. And I didn't

0:54:58.239 --> 0:55:02.600
<v S1>want to do that. That's an example that comes to mind.

0:55:02.719 --> 0:55:07.120
<v S1>I'd have to think more about that question. I suppose

0:55:07.120 --> 0:55:10.200
<v S1>the example of video games that I hinted at a

0:55:10.200 --> 0:55:13.480
<v S1>little bit more. I have spent so many hundreds of

0:55:13.480 --> 0:55:17.350
<v S1>hours playing video games Names and they are so fun

0:55:18.230 --> 0:55:20.069
<v S1>and I probably could have done better things with my

0:55:20.070 --> 0:55:24.070
<v S1>college experience. That being said, a lot of my friendships

0:55:24.070 --> 0:55:28.070
<v S1>in college were built around video games. So it's it's complicated.

0:55:28.110 --> 0:55:30.430
<v S1>I hopefully one of the things that I'm conveying is

0:55:31.070 --> 0:55:33.750
<v S1>this framework lets you say yes to these things and

0:55:33.750 --> 0:55:36.790
<v S1>no to those things, and understand why this is. Yes,

0:55:36.790 --> 0:55:39.029
<v S1>and this is a no. Do you want to push

0:55:39.030 --> 0:55:39.750
<v S1>back on that at all?

0:55:39.790 --> 0:55:42.430
<v S3>No, no, I actually I was going to give an

0:55:43.270 --> 0:55:46.390
<v S3>example that I was thinking of for board games, um,

0:55:47.070 --> 0:55:51.510
<v S3>like in college, at one point we played Settlers of Catan.

0:55:51.510 --> 0:55:52.830
<v S3>It was a big thing. It was a lot of fun.

0:55:52.830 --> 0:55:56.549
<v S3>And at a certain point, though, and this is kind

0:55:56.550 --> 0:55:58.830
<v S3>of I don't know if this is necessarily a thing

0:55:58.830 --> 0:56:00.469
<v S3>of a game design or more like you were talking

0:56:00.469 --> 0:56:03.830
<v S3>about exposing the heart, but there is two friends who

0:56:03.830 --> 0:56:07.469
<v S3>decided that I was good at the game, which I

0:56:07.469 --> 0:56:09.750
<v S3>was so-so, but whatever they decided was good against gaming

0:56:09.750 --> 0:56:11.469
<v S3>and would gang up on me from the very start

0:56:11.469 --> 0:56:15.500
<v S3>before I had any advantage. And so I. this happened

0:56:15.500 --> 0:56:18.580
<v S3>twice games and in the second game I decided to make.

0:56:18.620 --> 0:56:22.060
<v S3>There's four people. The other person thus ruining both of

0:56:22.060 --> 0:56:24.060
<v S3>those other two games as they decided to ruin mine.

0:56:24.460 --> 0:56:26.460
<v S3>And we didn't play another game until there was a Catan.

0:56:26.980 --> 0:56:29.779
<v S3>And so I think it's interesting to me what you

0:56:29.780 --> 0:56:31.779
<v S3>brought up. Like, I don't know if that's a I've

0:56:31.780 --> 0:56:35.460
<v S3>heard similar experiences of other people playing this game because

0:56:35.460 --> 0:56:37.420
<v S3>of the trading. I don't know if that's like a

0:56:37.420 --> 0:56:40.819
<v S3>feature of it that exposes these hard things, or if

0:56:40.820 --> 0:56:44.140
<v S3>the mechanics of the game being so cutthroat mean that

0:56:44.140 --> 0:56:46.620
<v S3>you just kind of naturally gang up on people because

0:56:46.620 --> 0:56:48.180
<v S3>the game mechanics, I don't know, I was just trying

0:56:48.180 --> 0:56:50.020
<v S3>to puzzle that one through.

0:56:50.260 --> 0:56:53.220
<v S1>I do that strategy all the time. Love it. That

0:56:53.219 --> 0:56:57.500
<v S1>that person's good. Let's stop him. Yeah. Yes, but it

0:56:57.500 --> 0:57:00.860
<v S1>can be very frustrating. Yeah. I think that's an example

0:57:00.860 --> 0:57:05.419
<v S1>of how the magic circle is a porous boundary. It's not.

0:57:05.460 --> 0:57:08.020
<v S1>It's not an iron curtain. You bring who you are

0:57:08.060 --> 0:57:11.540
<v S1>into the game and you bring dynamics that were in

0:57:11.540 --> 0:57:13.930
<v S1>play before the game started. Into the game as well.

0:57:15.489 --> 0:57:17.530
<v S2>I was going to say someone. Somebody did that to

0:57:17.530 --> 0:57:19.650
<v S2>me inside and it was like my wife. It was

0:57:19.650 --> 0:57:22.410
<v S2>all my family. And like, I'm the youngest and it's

0:57:22.410 --> 0:57:25.050
<v S2>my brothers and I'm going to beat them, right? So

0:57:25.090 --> 0:57:27.650
<v S2>I beat them. I was about to win and my

0:57:27.650 --> 0:57:30.370
<v S2>wife was like, haha! And made my drew were married

0:57:30.410 --> 0:57:32.490
<v S2>yet made my sister in law win, who hates playing

0:57:32.490 --> 0:57:35.290
<v S2>games with us. And I was so mad. And then

0:57:35.290 --> 0:57:38.850
<v S2>I was like, oh crap like that convicted me because

0:57:38.850 --> 0:57:41.250
<v S2>I was totally all about beating my brother. That's the

0:57:41.250 --> 0:57:43.250
<v S2>only reason. Like I was not bringing a good thing

0:57:43.250 --> 0:57:45.330
<v S2>into the game. It's a really good point.

0:57:45.370 --> 0:57:45.890
<v S1>Yeah.

0:57:47.330 --> 0:57:49.210
<v S3>As I do have a question, but I want to

0:57:49.250 --> 0:57:53.330
<v S3>a Cards Against Humanity report. Um, so the times we

0:57:53.330 --> 0:57:56.130
<v S3>played it, it's been the exact opposite experience to where.

0:57:56.170 --> 0:57:57.970
<v S3>So I'm a pastor of a church. A bunch of

0:57:57.970 --> 0:58:00.930
<v S3>people in our church play it, and our church is

0:58:00.930 --> 0:58:03.210
<v S3>made up of people who aren't Christians. Like, they're they're

0:58:03.210 --> 0:58:07.050
<v S3>new and they're a this is awesome. Like, this pastor

0:58:07.050 --> 0:58:09.970
<v S3>isn't horrible, but you get to things where you go,

0:58:10.160 --> 0:58:12.040
<v S3>I won't, I can't say this, I won't say it.

0:58:12.320 --> 0:58:15.360
<v S3>And then it opened up beautiful conversation like, oh, you

0:58:15.360 --> 0:58:18.360
<v S3>wouldn't say that. This is wrong, man. And like, oh, cool. Like,

0:58:18.400 --> 0:58:21.600
<v S3>let's talk about that. Uh, so I guess that breaks

0:58:21.600 --> 0:58:24.840
<v S3>the rule of the game, but it is fun. And

0:58:24.840 --> 0:58:27.360
<v S3>you get to see like, oh, that's a line for you. Oh,

0:58:27.360 --> 0:58:29.439
<v S3>but this isn't a line for me. But this one's

0:58:29.440 --> 0:58:31.800
<v S3>a line for you. It was really interesting to see

0:58:32.120 --> 0:58:35.440
<v S3>what people's lines were, where, you know, race is pretty

0:58:35.440 --> 0:58:37.480
<v S3>much everyone's line. But there's some other things like, oh,

0:58:37.520 --> 0:58:39.680
<v S3>I'm interested that you would joke about that, but you

0:58:39.680 --> 0:58:43.680
<v S3>wouldn't joke about this one. So with that said, isn't

0:58:43.680 --> 0:58:48.280
<v S3>it all based on is it relative to perspective and

0:58:48.560 --> 0:58:50.080
<v S3>audience and people playing?

0:58:50.320 --> 0:58:52.480
<v S1>Yeah. I wouldn't want to make a blanket condemnation of

0:58:52.480 --> 0:58:55.600
<v S1>Cards Against Humanity. It's a great game. Uh.

0:58:56.360 --> 0:58:57.560
<v S3>Once you play it once, it's boring.

0:58:58.200 --> 0:58:59.600
<v S1>Yeah, I suppose so.

0:58:59.640 --> 0:59:01.200
<v S3>Only thing that sucks about the game is.

0:59:02.280 --> 0:59:05.640
<v S1>I've made this joke before. Yeah, yeah. No, it it

0:59:06.000 --> 0:59:09.750
<v S1>it was only dehumanizing. It would not have been items

0:59:09.750 --> 0:59:13.310
<v S1>one through five on Amazon's toys and games for so long, people.

0:59:13.510 --> 0:59:17.350
<v S1>People are having fun and I'm sure there's so many

0:59:17.390 --> 0:59:20.070
<v S1>thousands of stories just like that. One of good and

0:59:20.070 --> 0:59:23.310
<v S1>beneficial conversations that have come about as a result of

0:59:24.030 --> 0:59:29.510
<v S1>dealing with these unspeakable things. And I think knowing the

0:59:29.510 --> 0:59:33.230
<v S1>creators of that game, that is one of the things

0:59:33.230 --> 0:59:35.910
<v S1>that they think that is a gift that has been

0:59:35.910 --> 0:59:38.670
<v S1>built into the game, that there's all these things we

0:59:38.670 --> 0:59:41.070
<v S1>can't talk about unless you play this game and you

0:59:41.070 --> 0:59:43.550
<v S1>will talk about them, which is not bad. That can

0:59:43.550 --> 0:59:48.270
<v S1>be quite good. It isn't automatically good, but it certainly

0:59:48.270 --> 0:59:51.710
<v S1>can be. Sorry, you're next after that.

0:59:52.870 --> 0:59:55.430
<v S3>Um, so I was curious to hear your thoughts about

0:59:55.710 --> 0:59:58.470
<v S3>as I was thinking through, it was just really great thoughts.

0:59:58.470 --> 1:00:01.670
<v S3>So thank you. I love the the organization of kind

1:00:01.670 --> 1:00:04.030
<v S3>of logic behind all these different things. So I'm thinking

1:00:04.030 --> 1:00:06.540
<v S3>about a lot of the Genesis one through three focus

1:00:06.540 --> 1:00:09.700
<v S3>as sort of this, because I'm starting to see that

1:00:09.740 --> 1:00:11.980
<v S3>if I can summarize the argument, it's less of what

1:00:11.980 --> 1:00:14.420
<v S3>is a Christian gain, but okay, the existence of an

1:00:14.420 --> 1:00:17.420
<v S3>idea of a game like this magic circle is inherently

1:00:17.420 --> 1:00:19.780
<v S3>Christian because it goes back to the Christian God and

1:00:19.780 --> 1:00:23.380
<v S3>how the world came to be, and this kind of thing. So, um,

1:00:23.580 --> 1:00:26.140
<v S3>what's interesting to me to press into, though, is that

1:00:26.140 --> 1:00:30.620
<v S3>it seems like you have, uh, Genesis two, like development,

1:00:30.860 --> 1:00:33.420
<v S3>like there's a I wouldn't even necessarily say a problem

1:00:33.420 --> 1:00:35.660
<v S3>because I'll use that as another word. But like, you know,

1:00:35.980 --> 1:00:38.100
<v S3>Adam's looking for a helpmate, and you see the story

1:00:38.100 --> 1:00:40.660
<v S3>of how that develops. Right? But he's not exiled for

1:00:40.660 --> 1:00:42.260
<v S3>not being able to find that helpmate on his own.

1:00:42.300 --> 1:00:46.460
<v S3>God helps him. Genesis three there's a problem, and the

1:00:46.580 --> 1:00:49.580
<v S3>wrong solution is chosen, as it were, in this consequences.

1:00:50.220 --> 1:00:54.020
<v S3>But then even beyond that, to a certain degree, you

1:00:54.020 --> 1:00:58.620
<v S3>get to enable there's competition and there's additional sort of

1:00:58.660 --> 1:01:04.970
<v S3>boundary and consequences that come from that. So development, problem solving, competition.

1:01:04.970 --> 1:01:07.130
<v S3>How do you see those things as it relates to

1:01:07.330 --> 1:01:10.570
<v S3>like what makes a game have sort of a Christian value?

1:01:10.770 --> 1:01:12.170
<v S3>Because it seems like there's a way to have all

1:01:12.210 --> 1:01:13.930
<v S3>those three things in a Christian game. But it seems

1:01:13.930 --> 1:01:16.290
<v S3>like as it develops in the first chapters of Genesis,

1:01:16.850 --> 1:01:20.210
<v S3>there's kind of an increasing sinfulness. Yeah, but I'm just

1:01:20.210 --> 1:01:21.810
<v S3>wondering what you think about that.

1:01:21.850 --> 1:01:26.050
<v S1>Yeah. I don't fully understand your question. So I'm going

1:01:26.090 --> 1:01:28.050
<v S1>to say something and you can tell me if I

1:01:28.090 --> 1:01:29.290
<v S1>am headed in the right direction.

1:01:29.410 --> 1:01:31.570
<v S3>Good at asking questions that don't make sense.

1:01:31.930 --> 1:01:37.970
<v S1>Aren't we all? Um, so you're asking, like given given

1:01:37.970 --> 1:01:42.410
<v S1>how the fall can express itself in many different ways,

1:01:42.410 --> 1:01:48.290
<v S1>like competition. You have Cain and Abel, murderous competition. What?

1:01:48.850 --> 1:01:52.770
<v S1>What gives a game Christian value or redemptive value, if

1:01:53.010 --> 1:01:58.570
<v S1>it also consists of things that are ways that the

1:01:58.570 --> 1:02:01.450
<v S1>fall can express themselves, like competition? Yeah.

1:02:02.170 --> 1:02:03.880
<v S3>I think Yeah, maybe that's a better way to put it,

1:02:03.880 --> 1:02:06.240
<v S3>is because I don't think either of us would say

1:02:06.280 --> 1:02:08.760
<v S3>competition is inherently sinful and bad for a lot. Anything

1:02:08.760 --> 1:02:10.360
<v S3>that has to do with that. Otherwise, we wouldn't be

1:02:10.360 --> 1:02:11.200
<v S3>talking about games.

1:02:11.240 --> 1:02:14.640
<v S1>Otherwise the Olympics wouldn't be sinful, right?

1:02:14.800 --> 1:02:17.440
<v S3>So, but I do see a relationship between development all

1:02:17.440 --> 1:02:19.480
<v S3>the way to competition. So how do you where do

1:02:19.480 --> 1:02:22.840
<v S3>you wrestle along that spectrum when it comes to games?

1:02:23.040 --> 1:02:28.800
<v S3>How they deal with that, that tension of, you know,

1:02:29.280 --> 1:02:31.520
<v S3>I'm not I don't think playing a game where someone's

1:02:31.520 --> 1:02:34.680
<v S3>life should be ended based on how they do.

1:02:34.720 --> 1:02:34.959
<v S1>Squid.

1:02:34.960 --> 1:02:36.560
<v S3>Game development, right? That's not a great.

1:02:36.600 --> 1:02:38.680
<v S1>Yeah, we can say no one should do Squid Game.

1:02:38.840 --> 1:02:41.000
<v S3>There you go. Yeah, there we go. So yeah, that's

1:02:41.320 --> 1:02:43.920
<v S3>that's what I'm asking. Help us see maybe that spectrum

1:02:43.920 --> 1:02:46.280
<v S3>and where what are some, like, waypoints along the way

1:02:46.280 --> 1:02:47.680
<v S3>that might show us. Oh, we might be getting too

1:02:47.680 --> 1:02:50.680
<v S3>far into this game. It's really just about competition. And

1:02:50.680 --> 1:02:53.080
<v S3>that's not a very good thing to. Well, maybe it's

1:02:53.080 --> 1:02:55.520
<v S3>just development and there's no problem solving. So just because

1:02:55.520 --> 1:02:58.440
<v S3>Noah's Ark, isn't it? But there's no consequences for what

1:02:58.440 --> 1:03:00.720
<v S3>I do. This is just a bad game. Does that make.

1:03:01.150 --> 1:03:05.870
<v S1>Sense? I think so. I think getting into this question,

1:03:07.390 --> 1:03:10.630
<v S1>I structured the framework as I did so that it

1:03:10.630 --> 1:03:13.990
<v S1>would have a goal that what is a Christian game?

1:03:13.990 --> 1:03:15.950
<v S1>It is a game that makes us more human in

1:03:15.950 --> 1:03:18.990
<v S1>a reality that's more real. And both of those God

1:03:18.990 --> 1:03:21.670
<v S1>is a hidden player in how we define those things.

1:03:22.630 --> 1:03:24.830
<v S1>So I think it was Solzhenitsyn that said that the

1:03:24.830 --> 1:03:27.710
<v S1>line between good and evil doesn't run through, you know,

1:03:27.750 --> 1:03:29.990
<v S1>your good and your bad, but actually straight through the

1:03:29.990 --> 1:03:33.470
<v S1>middle of everything. So there can be good competitiveness and

1:03:33.470 --> 1:03:38.350
<v S1>evil competitiveness. So what I'm trying to do here is

1:03:38.350 --> 1:03:43.030
<v S1>offer a framework that we can assess a game or

1:03:43.110 --> 1:03:45.310
<v S1>a feature of a game, or a moment that you're

1:03:45.310 --> 1:03:49.190
<v S1>having inside a game with a more complex chart, a

1:03:49.190 --> 1:03:53.870
<v S1>more complex path to that goal of being more human. Obviously,

1:03:53.910 --> 1:03:57.310
<v S1>Cain and Abel, what Cain did to Abel was very dehumanizing.

1:03:57.710 --> 1:04:03.900
<v S1>It was competitive. and he murdered his brother. That's dehumanizing. And.

1:04:03.940 --> 1:04:09.939
<v S1>And he accepted terms of unreality and and and then

1:04:09.940 --> 1:04:14.020
<v S1>made those terms real so that in, in this framework

1:04:14.060 --> 1:04:16.420
<v S1>that would say we'd be able to say, no, that's bad.

1:04:17.220 --> 1:04:22.220
<v S1>But competitiveness itself remains untainted by that because there is

1:04:22.220 --> 1:04:25.820
<v S1>a good competitiveness. I've said that, and I'm still not

1:04:25.820 --> 1:04:29.180
<v S1>sure I've answered your question. You're using the word development.

1:04:30.940 --> 1:04:32.700
<v S1>We can leave it there or you can push back.

1:04:34.100 --> 1:04:36.380
<v S3>Well, I feel like I'm taking up a lot of time.

1:04:36.660 --> 1:04:39.180
<v S3>I think I think what I'm trying to maybe figure out,

1:04:39.180 --> 1:04:42.340
<v S3>and you're helping me nail down into the question is, um,

1:04:42.980 --> 1:04:47.419
<v S3>is where what is the genesis of healthy competition? Because

1:04:47.420 --> 1:04:50.020
<v S3>I think it's there, but I'm trying to find it

1:04:50.020 --> 1:04:53.220
<v S3>as I work through development, problem solving, competition, if that

1:04:53.220 --> 1:04:56.460
<v S3>makes sense. I'm trying to find it in, in in

1:04:56.500 --> 1:04:59.570
<v S3>these frameworks that you've drawn. Drawn out here, I think

1:04:59.570 --> 1:05:03.650
<v S3>it's there. I just I'm, I'm struggling to have to

1:05:03.890 --> 1:05:04.450
<v S3>think through that.

1:05:05.050 --> 1:05:07.330
<v S1>Yeah. Well we can you can leave. It is a

1:05:07.330 --> 1:05:10.490
<v S1>really long conference, so we can just keep talking. We've

1:05:10.490 --> 1:05:11.610
<v S1>got a couple days left.

1:05:11.610 --> 1:05:12.130
<v S3>That's right.

1:05:12.450 --> 1:05:13.890
<v S1>Okay. I'm gonna go over here.

1:05:13.930 --> 1:05:14.370
<v S4>Yes.

1:05:14.570 --> 1:05:15.090
<v S3>Um.

1:05:15.730 --> 1:05:17.410
<v S8>I have a question about video games, so I wanted

1:05:17.410 --> 1:05:20.490
<v S8>to first acknowledge their mixed bag. I totally get that. Um,

1:05:20.490 --> 1:05:22.450
<v S8>but I was curious if you had any examples of

1:05:22.450 --> 1:05:27.330
<v S8>where a video game that you've seen has made, uh,

1:05:27.450 --> 1:05:30.730
<v S8>something more human and a reality that isn't the reality

1:05:30.770 --> 1:05:34.370
<v S8>where it's been humanizing either for you or for, you know,

1:05:34.410 --> 1:05:35.730
<v S8>it could be a personal thing. It could be a

1:05:35.730 --> 1:05:38.770
<v S8>game that is dehumanizing to other people. But do you expect.

1:05:39.250 --> 1:05:45.130
<v S1>But as long as I win, I'm feeling good. Video games. Well, again,

1:05:45.130 --> 1:05:48.690
<v S1>I guess the, um, what it means to be human

1:05:48.690 --> 1:05:52.850
<v S1>is is very complicated and diverse, and video games can

1:05:52.850 --> 1:05:57.160
<v S1>humanize just using the terms that I've set out, humanize

1:05:57.160 --> 1:06:01.160
<v S1>one aspect and dehumanize another aspect. Like when you're talking

1:06:01.200 --> 1:06:03.520
<v S1>and this is maybe dating myself, but missed the game.

1:06:03.520 --> 1:06:07.560
<v S1>Missed comes to mind. Puzzle. Puzzle solving. I loved it.

1:06:08.280 --> 1:06:11.120
<v S1>Not a surprise given what I would go on later

1:06:11.120 --> 1:06:14.000
<v S1>to do. And even that the game we're playing at

1:06:14.000 --> 1:06:20.120
<v S1>the conference, solving puzzles, that is. It's so good for

1:06:20.120 --> 1:06:23.280
<v S1>your brain and it's so fun and really hard ones

1:06:23.280 --> 1:06:26.720
<v S1>that take, you know, hundreds of people to solve. I

1:06:26.720 --> 1:06:33.080
<v S1>think they're so good for being human. Um, video games

1:06:33.080 --> 1:06:37.920
<v S1>are so rough on many other aspects of humanity. Let

1:06:37.920 --> 1:06:43.360
<v S1>me think. Smartphones have given us have blurred the question

1:06:43.400 --> 1:06:46.080
<v S1>a bit, because you don't have to sit in front

1:06:46.080 --> 1:06:48.640
<v S1>of a TV with a controller anymore. You can go

1:06:48.640 --> 1:06:51.000
<v S1>out and go for a run and listen to zombies

1:06:51.000 --> 1:06:53.830
<v S1>try to chase you, or you can play Pokemon Go

1:06:55.150 --> 1:06:58.470
<v S1>with lots of other people, and the game makes you

1:06:58.470 --> 1:07:01.550
<v S1>go to certain places and meet the people and play

1:07:01.550 --> 1:07:04.830
<v S1>with them. And it happens all overlaid on the fabric

1:07:04.830 --> 1:07:08.270
<v S1>of a neighborhood, and you find the game strengthens something.

1:07:08.270 --> 1:07:11.390
<v S1>The neighborhood needs to be strong. So that's a maybe

1:07:11.390 --> 1:07:12.390
<v S1>that's an example.

1:07:13.390 --> 1:07:15.510
<v S4>Andy, can I offer something to that question?

1:07:15.550 --> 1:07:15.950
<v S1>Yeah.

1:07:16.190 --> 1:07:21.070
<v S4>Um, I play a lot of weird indie video games. Um,

1:07:21.070 --> 1:07:25.510
<v S4>and I have found that there's a lot of indie

1:07:25.510 --> 1:07:32.790
<v S4>games can offer humanizing experiences, um, especially when they have

1:07:32.790 --> 1:07:36.550
<v S4>the puzzle solving. There's games like, um, braid is the

1:07:36.830 --> 1:07:43.510
<v S4>the classic in the beautiful and super hard. Yes. It's beautiful. Yeah. Um,

1:07:43.510 --> 1:07:48.750
<v S4>braid or Fez. Um, but games that, um, that have these,

1:07:48.790 --> 1:07:51.820
<v S4>these that have puzzle solving and encourage, encouraged. You know,

1:07:51.860 --> 1:07:54.340
<v S4>he felt this in mind, but also have good things

1:07:54.340 --> 1:07:57.180
<v S4>to say, not necessarily in a didactic way, but you

1:07:57.220 --> 1:08:01.980
<v S4>walk away and you're thinking about it and thinking about, okay,

1:08:02.020 --> 1:08:06.020
<v S4>so this might take away from this game is making

1:08:06.020 --> 1:08:08.780
<v S4>me think through what it means to be more human

1:08:08.780 --> 1:08:15.820
<v S4>in this reality. Um, especially games that are beautiful aesthetically

1:08:15.820 --> 1:08:20.260
<v S4>as well, like games that are, again, Braid or Fez,

1:08:20.380 --> 1:08:27.700
<v S4>games that are artistic or creative encourage you to create. Yeah. Um,

1:08:27.860 --> 1:08:32.420
<v S4>within their particular magic circle. Um, I would throw that

1:08:32.420 --> 1:08:35.820
<v S4>out as examples of video games that humanize. Yeah.

1:08:35.860 --> 1:08:39.900
<v S1>Or that dragon cancer. If you've come across that game, a, uh,

1:08:39.939 --> 1:08:45.100
<v S1>a father made a game conveying the experience of experiencing

1:08:45.100 --> 1:08:47.820
<v S1>his one year old son die of cancer. So in

1:08:47.820 --> 1:08:50.729
<v S1>in the game, he kind of took that experience and

1:08:50.729 --> 1:08:55.130
<v S1>expressed it in a video game in a way that's beautiful,

1:08:55.130 --> 1:08:57.370
<v S1>but also very difficult.

1:08:58.370 --> 1:09:01.170
<v S4>I have a few perspectives to add to that too.

1:09:01.250 --> 1:09:03.330
<v S4>That's okay. And then I also have a question for you.

1:09:03.370 --> 1:09:06.530
<v S9>Yeah. So I am involved in a group called Love

1:09:06.530 --> 1:09:08.650
<v S9>by Nerd. And like one of their big things is

1:09:08.650 --> 1:09:12.210
<v S9>like community building. Like they have like they're building up

1:09:12.210 --> 1:09:16.809
<v S9>community thing, things like Destiny and Halo and like, among us.

1:09:16.850 --> 1:09:20.129
<v S9>There was a group that was getting together regularly for that. Um,

1:09:20.530 --> 1:09:24.490
<v S9>you know, I one of the. So there, you know,

1:09:24.530 --> 1:09:26.729
<v S9>or like, you can play you know, you're listing off

1:09:26.729 --> 1:09:29.010
<v S9>indie games and puzzle solving, but there's a lot of

1:09:29.010 --> 1:09:31.250
<v S9>things where it's like, okay, you can look at some

1:09:31.290 --> 1:09:35.330
<v S9>of the like Triple-A games like Mass Effect and like

1:09:35.370 --> 1:09:38.570
<v S9>thinking through all the choices. And, you know, there's a

1:09:38.570 --> 1:09:41.370
<v S9>lot of complex moral decisions that you're making through the

1:09:41.370 --> 1:09:43.849
<v S9>storytelling that in some ways I think are, you know,

1:09:44.490 --> 1:09:47.370
<v S9>it's similar to like my comparison is I don't watch TV.

1:09:47.370 --> 1:09:51.679
<v S9>I play video games, you know? So, um, one thing,

1:09:51.720 --> 1:09:53.920
<v S9>like one framework that I'm like, I literally heard this

1:09:53.920 --> 1:09:56.160
<v S9>a month ago, so I'm still thinking about it. It's

1:09:56.160 --> 1:10:00.000
<v S9>still very fresh in my mind. Um, but in for

1:10:00.040 --> 1:10:03.240
<v S9>like in some in a field unrelated to recovery, someone

1:10:03.240 --> 1:10:07.599
<v S9>was talking or unrelated to gaming, um, about recovery, someone

1:10:07.600 --> 1:10:11.960
<v S9>was talking about the difference between self-care and coping. Self-care

1:10:11.960 --> 1:10:14.920
<v S9>tends to be life giving actually helps you build connection

1:10:14.920 --> 1:10:18.559
<v S9>with people, helps you come back feeling refreshed. Coping tends

1:10:18.560 --> 1:10:22.040
<v S9>to be much more of a self selfish, inward, that

1:10:22.040 --> 1:10:24.160
<v S9>sort of thing. And so I think that's probably for

1:10:24.160 --> 1:10:28.599
<v S9>video games. Honestly, any single video game can be great

1:10:28.600 --> 1:10:31.800
<v S9>for one person and terribly addictive for a different person.

1:10:31.840 --> 1:10:36.839
<v S9>Like I think like probably 85% of video games fall within, like,

1:10:37.479 --> 1:10:40.240
<v S9>you know, anyone, you know, it's going to be like that.

1:10:40.240 --> 1:10:43.200
<v S9>And so it's really is this giving you life? Is

1:10:43.200 --> 1:10:47.950
<v S9>this helping you be prepared for interactions with people. You

1:10:47.950 --> 1:10:50.830
<v S9>know that you interact like people that you actually see.

1:10:50.870 --> 1:10:53.990
<v S9>Not that. Or are you like, are you the college

1:10:53.990 --> 1:10:56.590
<v S9>student who's failing because you're spending all of your time

1:10:56.590 --> 1:10:59.870
<v S9>in World of Warcraft? You know, I think that's probably

1:10:59.870 --> 1:11:05.510
<v S9>the differentiator. Um, so again, self care versus coping is

1:11:05.510 --> 1:11:08.990
<v S9>something that I tend to, you know, I'm wrestling with. Okay.

1:11:09.030 --> 1:11:11.110
<v S9>How much am I falling into more of the coping

1:11:11.150 --> 1:11:14.110
<v S9>side with my own video game habits. Um, so I

1:11:14.110 --> 1:11:18.509
<v S9>think those were my perspectives on that. Um, or are you.

1:11:18.550 --> 1:11:20.269
<v S4>Or are you, like, for me, if I can interrupt

1:11:20.270 --> 1:11:22.710
<v S4>you for a second? Lisa. Um. It's okay. We know

1:11:22.710 --> 1:11:26.790
<v S4>each other, but, um, like or, you know, to your

1:11:26.790 --> 1:11:31.030
<v S4>own point. Um, are you forming relationships with people in

1:11:31.030 --> 1:11:33.950
<v S4>World of Warcraft that have a good influence on your

1:11:33.950 --> 1:11:36.950
<v S4>life and make you a better person and therefore, you know,

1:11:36.990 --> 1:11:38.269
<v S4>humanizing you? Yeah. Okay.

1:11:38.870 --> 1:11:41.790
<v S9>Yeah. I mean, so it's it's about finding the balance

1:11:42.110 --> 1:11:45.580
<v S9>because I'm very much an online community. It's definitely still community,

1:11:45.860 --> 1:11:47.660
<v S9>but you can't do it for like, you can't lose

1:11:47.660 --> 1:11:51.540
<v S9>your job over that sort of thing. Um, so the do.

1:11:51.540 --> 1:11:53.179
<v S1>You have a question? And then there was one other

1:11:53.180 --> 1:11:55.820
<v S1>question here. And we're going to move toward wrapping up,

1:11:56.340 --> 1:11:58.460
<v S1>because it's hot in this room and we're there's more

1:11:58.979 --> 1:11:59.540
<v S1>to be had.

1:12:00.060 --> 1:12:03.460
<v S9>Um, the question that I had was, um, how like

1:12:03.500 --> 1:12:06.580
<v S9>not being familiar with the games that you've actually designed. Like,

1:12:06.620 --> 1:12:08.660
<v S9>can you kind of talk through, like how some of

1:12:08.660 --> 1:12:11.380
<v S9>this has ended, like this framework has influenced your own

1:12:11.380 --> 1:12:12.140
<v S9>game design?

1:12:12.180 --> 1:12:15.939
<v S1>Sure. Um, yeah. So how how has this framework influenced

1:12:15.939 --> 1:12:19.900
<v S1>my own game design? Um, I. So, like I said,

1:12:19.900 --> 1:12:22.580
<v S1>I had a game business in Chicago, and people would,

1:12:22.580 --> 1:12:25.620
<v S1>companies would hire me to make something of their Christmas

1:12:25.620 --> 1:12:30.420
<v S1>party or their, you know, social team building outing thing. Uh,

1:12:30.420 --> 1:12:34.340
<v S1>so I was limited by that. All the games that

1:12:34.340 --> 1:12:36.380
<v S1>I've made came out of that and then out of

1:12:36.380 --> 1:12:40.540
<v S1>experiences at La Brea. So just people, I had people

1:12:40.979 --> 1:12:45.050
<v S1>in rooms instead of on screens or on on the internet.

1:12:46.010 --> 1:12:49.450
<v S1>So yeah, all of this came in. It was all

1:12:49.450 --> 1:12:51.929
<v S1>in play when I was making games for them. So

1:12:51.970 --> 1:12:55.770
<v S1>thinking about can I is it okay as a Christian?

1:12:56.490 --> 1:13:00.090
<v S1>Can I make people lie to each other? Is that okay?

1:13:00.130 --> 1:13:03.210
<v S1>How do I think about that? So the magic circle

1:13:03.250 --> 1:13:07.090
<v S1>helps with that, that actually in the game the symbols change.

1:13:07.490 --> 1:13:09.490
<v S1>And so we can lie to each other and we're

1:13:09.490 --> 1:13:12.330
<v S1>still safe. We can step out and tell one another

1:13:12.330 --> 1:13:15.170
<v S1>the truth. And then having an idea of what it

1:13:15.170 --> 1:13:19.410
<v S1>means to be a human. Because like I said earlier,

1:13:19.770 --> 1:13:22.290
<v S1>I had a real power over people I could make.

1:13:22.490 --> 1:13:25.610
<v S1>I could humiliate people, make them humiliate each other. So

1:13:25.610 --> 1:13:28.090
<v S1>there was some guardrails there about, oh, this is what

1:13:28.090 --> 1:13:33.050
<v S1>it means to be human. And sadly, the companies that

1:13:33.050 --> 1:13:36.169
<v S1>paid me the most to take control of their vent

1:13:36.450 --> 1:13:40.840
<v S1>were also companies that paid a lot to have open

1:13:40.840 --> 1:13:43.719
<v S1>bars at their event. So I would know, like, okay,

1:13:43.720 --> 1:13:46.520
<v S1>these people are going to be drunk and I'm going

1:13:46.640 --> 1:13:49.679
<v S1>to that's the raw material I have to work with

1:13:49.720 --> 1:13:53.559
<v S1>and I can how do I create, keep them safe

1:13:54.360 --> 1:13:57.960
<v S1>and also not encourage them to do things that they

1:13:57.960 --> 1:14:01.400
<v S1>would not that they will be uncomfortable with later on.

1:14:02.040 --> 1:14:05.640
<v S1>So yeah, it was all it was in the background, um,

1:14:06.000 --> 1:14:09.880
<v S1>in the design process, mostly around the boundaries. And then

1:14:09.880 --> 1:14:12.840
<v S1>at the end of the day, as a criteria for

1:14:12.840 --> 1:14:15.519
<v S1>whether or not how I feel about the game that

1:14:15.520 --> 1:14:17.960
<v S1>I've made for people and the experience that they've had,

1:14:18.640 --> 1:14:23.519
<v S1>even if they're upset at me or laughing, laughing with

1:14:23.520 --> 1:14:26.000
<v S1>their friends and talking about how how great a time

1:14:26.000 --> 1:14:31.639
<v S1>they had. Does that answer your question? Yeah. Keeping people

1:14:31.640 --> 1:14:35.559
<v S1>safe was that was a big part of it. My

1:14:35.560 --> 1:14:39.030
<v S1>thesis was how to make safe, pervasive games from a

1:14:39.030 --> 1:14:42.990
<v S1>Christian perspective because people go crazy when they play games.

1:14:43.550 --> 1:14:45.990
<v S1>I was thinking about, so I was hiding all those

1:14:46.510 --> 1:14:50.470
<v S1>puzzles at this conference, and it brought me back to

1:14:50.510 --> 1:14:55.269
<v S1>my Chicago days because I, I experienced firsthand how intense

1:14:55.270 --> 1:14:58.790
<v S1>people can get, and I didn't. All those puzzles, the

1:14:58.790 --> 1:15:02.190
<v S1>hiding places are so lame because I didn't want you

1:15:02.710 --> 1:15:06.830
<v S1>to realize, oh, they're hidden in things and then take

1:15:06.830 --> 1:15:10.189
<v S1>everything apart because some of you would do that. So

1:15:10.189 --> 1:15:14.429
<v S1>I just taped them to the wall. So thinking through

1:15:14.550 --> 1:15:18.470
<v S1>how what are people like and, and how powerful is

1:15:18.470 --> 1:15:20.110
<v S1>a game and what are they like in, in the

1:15:20.110 --> 1:15:22.950
<v S1>games and trying to keep them safe. Okay. What you

1:15:22.950 --> 1:15:24.710
<v S1>had one and then we're going to be done.

1:15:25.350 --> 1:15:28.070
<v S4>Uh, I was in the conversation ebbed and flowed, and

1:15:28.070 --> 1:15:29.950
<v S4>I didn't pay attention to all the details. So I'm

1:15:29.950 --> 1:15:33.549
<v S4>sorry if this is already said. Um, one of the very,

1:15:33.550 --> 1:15:37.820
<v S4>very positive things that we have experienced with online gameplay

1:15:37.820 --> 1:15:42.460
<v S4>is the real humanizing of and validation of people that

1:15:42.460 --> 1:15:45.740
<v S4>don't always get it in real life. Mhm. Um, and

1:15:45.740 --> 1:15:48.940
<v S4>because it doesn't have to be co-located, it can happen

1:15:48.979 --> 1:15:53.420
<v S4>in an exceptionally safe way, um, where that person doesn't

1:15:53.420 --> 1:15:56.300
<v S4>necessarily need to see us or interact with us the

1:15:56.300 --> 1:15:59.780
<v S4>next day. So if they work out something online that

1:15:59.780 --> 1:16:03.259
<v S4>they're embarrassed about, they know that we're still there for them.

1:16:03.660 --> 1:16:05.580
<v S4>Days later, when they're ready to come back.

1:16:07.500 --> 1:16:11.540
<v S1>Yeah. I yeah, all that is fair game. Uh, video

1:16:11.540 --> 1:16:16.059
<v S1>games can be very humanizing. And I think some of

1:16:16.100 --> 1:16:18.660
<v S1>the things you're, I'm just trying to think through your

1:16:18.700 --> 1:16:21.900
<v S1>example on the framework, through the lens of the framework

1:16:21.900 --> 1:16:26.780
<v S1>that I've laid out. Um, there is a, a dehumanization

1:16:26.780 --> 1:16:30.820
<v S1>that people might labour under in the primary world that

1:16:30.820 --> 1:16:33.059
<v S1>they can be free of in the secondary world. And

1:16:33.060 --> 1:16:36.130
<v S1>that's actually part of the goodness and beauty of that

1:16:36.130 --> 1:16:41.650
<v S1>digital community. Eliot T.S. Eliot said humankind cannot bear very

1:16:41.650 --> 1:16:46.650
<v S1>much reality. Which is such a wonderful thought. And so

1:16:46.650 --> 1:16:50.929
<v S1>there is a there is a reduction of reality. It's

1:16:50.930 --> 1:16:56.009
<v S1>thinner online in many ways. Even, like if I'm friends

1:16:56.010 --> 1:16:58.970
<v S1>with you. But I've never met you. That's a reduction

1:16:58.970 --> 1:17:02.010
<v S1>of what friendship is. And in in its most robust form.

1:17:02.250 --> 1:17:04.890
<v S1>But sometimes that can be a doorway into a deeper

1:17:04.890 --> 1:17:09.490
<v S1>humanization because humankind cannot bear very much reality. Actually, reality

1:17:09.490 --> 1:17:10.889
<v S1>being what it is, if we were in the same room,

1:17:10.890 --> 1:17:13.929
<v S1>we probably wouldn't like each other or something. But we

1:17:13.930 --> 1:17:16.210
<v S1>met online, and we built something online that we can

1:17:16.210 --> 1:17:19.330
<v S1>bring into the same room. Yeah. Oh, that is fair game.

1:17:21.250 --> 1:17:23.929
<v S1>I see people moving in the hall, so we're going

1:17:23.930 --> 1:17:27.090
<v S1>to draw a dotted line here. Thank you very much everybody.