October 17, 2006

Insert Coin [3] | Final Fantasy

Spore1[Level 1]  [Level 2]

Emerging Church: Game or Ritual?

As The Believer points out, one aspect of games such as Dungeons and Dragons is that of fantasy. When you enter a game, you are entering 'role play' - becoming someone else. Becoming a fantasy self.

This is something I have critiqued in more detail here. But to summarize, if the Emerging Church risks being seen as a game for some - with rules and power accumulating - then the parallel risk is that it becomes a fantasy, and will inevitably suffer collapse at the end of a fantasy cycle. It will become an ecclesiastic Gizmondo (beautiful article, well worth reading).

So what might be a way forward? How do we avoid the game, with its disjunctive effects, de-marking winners and losers? How do we avoid the unhealthy tendency to masculine competitiveness?

We might meditate on the gospel as a D&D scenario. A wise wizard gathers characters around him. They journey from place to place, meeting monsters, overcoming problems, asking questions. They have a quest, they are immersing themselves in a new kingdom. For some, the quest is a game - there are going to be winners and losers. And certainly, Jesus plays within a defined set of rules. He plays a part.

But, firstly, he also subverts the games different groups want him to play: he plays dirty. By bending the rules he subverts the the boundaries of the game, and thus begins to play in a whole new dimension. Others cry 'foul' and get him sent off... But it's at that point that Jesus refuses to engage in this mission as a game at all. By dying, by 'losing', he presents the ultimate criticism of the competitive, religious fantasies that both his followers and opponents projected onto him.

Secondly, he presents a criticism of the power-accumulation that defines 'good play' in so many games. He empties himself. He works in the economy of gift, passing things on rather than pooling wealth.

Thirdly, he rises again to present an entirely new concept of play. The universe is now fluid and self-organizing. Where there were once rules, there are now governing dynamics. Where there were once blocked walls, places our characters could not go, limiting screens, there is now freedom to roam. Spirit. No temple.

Interestingly, it seems that games are heading that way too. Check out Spore (review here) - a game from the creator of the Sims series that begins in the primordial soup, and can zoom in and out between organism and galactic levels. Players evolve species - and their characteristics are totally within their own control. The game doesn't have a stock list, its governing dynamics simply work out how a fish with 3 legs and a huge head might move. Species then create cities, interact on-line with other cities other players have created, and take on whole different galaxies. Due to be released in Spring next year, it promises to be an extraordinary experience.

If we can face down the fantasy-self of the emerging expressions we are a part of - as Christ did in the desert - we can evolve something truly new. But unless we do so, we are destined to create something competitive and regulated, with its own winners and losers, its own D&D neeks and sports jocks. Let's hope we do so. Let's pray we don't go Gizmondo: promising so much, disappointing so many, costing someone a fortune.

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October 15, 2006

Insert Coin [2] | Weapons::Rules::Power

[First Level]

Game or Ritual? This was the key question addressed in Level One.

Lévi-Strauss made the distinction between Games ("they end in the establishment of a difference between players or teams where originally there was no indication of inequality") and Rituals ("it brings about a union, or in any case, an organic relation between two initially separate groups") and I proposed that it might be fruitful to meditate on whether our expression of Church was one or the other. Certainly, from the initial responses, it seems people have identified an unhelpful spirit of competition in Emerging Churches, which may be a hangover from their very masculine roots.

Dungeons and Dragons, about which an article in The Believer inspired this series, inhabits a grey (actually, misty, foggy or windswept might be better adjectives) area between game and ritual. It was perhaps a (knee)jerk reaction to jock sports - which are heavy on winners - but still definitely has aspects of a true game.

SupermariopowercoinsOne of those key aspects is the emphasis on accumulation. Though there may not be 'winners' and 'losers' as such, 'good' play is exhibited by the accumulation of power and wealth: special weapons, keys to open secret doors, coins which give leverage in various ways. The more explicit connection came later in arcade games such as Super Mario: more stuff meant longer life and greater power. (My personal favourite: Xybots. An absolute classic. After each level you basically descended to a shop, where you could cash your coins in for bigger weapons, better shields etc.) The parallels for us are obvious enough.

One thing that both rituals and games have in common is the need for rules - boundaries around which the action takes place. Elsewhere in the issue The Believer looks at Oulipian literature. Oulipo stands for "Ouvoir de littérature potentielle", a loose gather of French writers who write within close constraints precisely because they believe that the constraints can be very creative. Similarly, Thomas Vinterberg and Lars Van Trier explored the Dogme 95 system of film making as a creative, not restrictive act.

The really good rituals or games are those where the rules are fixed enough for there to be tensions created, and not so fixed that the action either becomes totally predictable, or so free that things degenerate into chaos.

In our meditation on rituals and games as they might impact the Emerging Church, we might thus far conclude that a) power is more obviously accumulated in games, but power-games exist very clearly under the surface in rituals too (which will bring us back to connect with Gift), and b) games and rituals both need rules - the issue is the extent to which those rules create disjunction, rather than union. Rules ought to be creative. Too intimately linked with power accumulation, they become divisive, promote unhealthy competition, which leads to denominations of 'winners' and 'losers'.

As the Emerging Church continues to... emerge/solidify/denominate, I wonder: is it becoming more game-like? The rules, though never written, are becoming clearer, and some might argue that power-resource-accumulation is already happening around certain people/movements. Perception or reality, the disjunctive effects of that could be dangerous.

Level 3 soon...

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October 12, 2006

Insert Coin | Is Church a Game?

ArcadeThe ever-brilliant Believer Magazine took 'Games' as its theme for the September issue. It's left me with some thoughts I want to share, probably over the course of a few posts.

One of the main articles, by Paul La Farge, was an exploration of Dungeons and Dragons, which, in typical Believer style, meant a gorgeous meditation on the history and culture of the game, building to the author playing an actual game with D&D's founder (sort of), Gary Gygax.

La Farge writes:

"The appeal of D&D is superficially not very different from the appeal of reading. You start outside something (Middle Earth, Dickens' London) and you go in, bit by bit. Along the way, you may have occasion to think, to doubt, or even to learn. Then you come back: your work has piled up, it's past your bedtime; people may wonder what you have been doing. D&D is a game for people who like rules: in order to play the game you had to make sense of roughly twenty pages of instructions."

 

However, in the course of the article La Farge explores the extent to which D&D actually is a game. He quotes Lévi-Strauss:

"Games appear to have a disjunctive effect: they end in the establishment of a difference between players or teams where originally there was no indication of inequality. And at the end of the game they are distinguished into winners and losers."

La Farge notes that there are no real winners or losers in D&D, and there is no real difference established. So, rather than being a game, it is instead, perhaps, closer to ritual. Again quoting Lévi-Strauss:

"Ritual, on the other hand, is the exact inverse: it cojoins, for it brings about a union, or in any case, and organic relation between two initially separate groups."

Having read the article I began to wonder if the Emerging Church was rather too similar to D&D than we might like to admit. Men spending too much time in dark, dungeon-like rooms exploring deep worlds? I don't even want to go there!

More seriously, I do wonder if this distinction between game and ritual gives us something to reflect on. It is interesting to note that the clichéd D&D player was 'nerd' as opposed to 'jock'. Jocks were definitely into games, because they knew they could win. Nerds went for something more conjunctive, perhaps because they knew they couldn't.

One might argue that the Evangelical model of faith, with hell for the losers, is very much like a game, with very high stakes. And the Christian 'jocks' love to play. But is that what God wanted? Has the Emerging Church become the 'nerd' version, the non-competitve, no losers model? We might want to claim that the expressions of church we are involved in are fully based on ritual... but are we ignoring the sense of competitiveness about our success when we do so?

So, I think it is worth reflecting: is the Church playing at game or ritual?
For now I've run out of credit.

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for more soon...

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