martedì 17 febbraio 2015

Videogames versus religion - analysis of a study


Hello dear readers, today I would like to focus on religious themes, inspired by a research of an American Ph.D.
A recent study of Missouri University asserts that videogames quite often clash with religions, so let's try to go deep within this statement: the research comes from a Ph.D candidate in School of Journalism named Greg Perreault, who utilizes as fulcrum of his study the fact that videogames tend to put religions in a bad light, or to consider them as an obstacle that needs to be suppressed by violent means.
Violence is the common way used on both sides: religions are violent, and the mean used to defeat them is violence itself; at the Culture Conference on Digital Religion, Perreault expressed which videogames contain this problematic, mentioning Mass Effect 2, Final Fantasy XIII, Assassin's Creed, Castlevania: Lords of Shadow and The Elder Scrolls IV: Oblivion. Let's now quote the researcher:
"In most of these games there was a heavy emphasis on a 'Knights Templar' and crusader motifs. Not only was the violent side of religion emphasized, but in each of these games religion created a problem that the main character must overcome, whether it is a direct confrontation with religious zealots or being haunted by religious guilt. It doesn’t appear that game developers are trying to purposefully bash organized religion in these games. I believe they are only using religion to create stimulating plot points in their story lines. If you look at video games across the board, most of them involve violence in some fashion because violence is conflict and conflict is exciting. Religion appears to get tied in with violence because that makes for a compelling narrative."
Perreault's research goes back to two years ago, and it is only recently that he answered a few questions posed to him by GamePolitics, curious to know the exact methodology used to lead this study:
"I spent somewhere between 30 and 70 hours with each game. I clocked in the longest with Final Fantasy XIII because it just took so darn long to figure out what was happening--if anyone actually knows. The method I used was to play through each game, taking notes on key themes that emerged. Then I went back through and performed a visual analysis on specific scenes that had significant religious content."
GamePolitics then asked if Perreault asserts that videogame creators are inspired by narration techniques used on films and tv shows:
"I think that writers in general find religion to be an interesting topic because it is something that is key to people's motivations, to their lives. There's a vast literature in Western society in books, movies and television about what religion and what role it has in society. As video games are telling deep and more compelling narratives, I think they're just tapping into that conversation."
Perreault then concluded the interview declaring some of his intentions:
"This is part of some ongoing research that I'd like to continue and maybe eventually make into a book--looking at religious depictions in different eras of video games. Yes, I found that there was this connection between religion and violence, but that's a conversation that's been happening in Western society for centuries. In early games like the Atari, it was hard to tell those stories. With the dominance of Nintendo and their licensing process, we didn't see alot of those stories--religious elements were mostly censored out of the games. So it's fascinating to see how video games have entered the conversation."
Perreault's research is undoubtedly fascinating, and I can't wait to know more about it; what I think is that videogames entering the debate was inevitable, we are about to approach a phase in which religion's stability is starting to waver, and the number of people able to access scientific and philosophical contents which question religious dogmas is increasing. Videogames are a well spread medium nowadays, and its stories are sometimes more powerful than what you can find in films or books, because they visually depict imagination and have more impact on users; our inclination is to follow and embody these charismatic heroes who find themselves to be opposed to religion, and we incorporate their vision of the world. I do not fully agree with Perreault's assertion that developers use religion as a mere support for the story plot, without judging it: in some titles there is a clear intention to be a detractor of dogmas and religious egemony, usually non just and oppressing; it's sufficient to think of the racism and cultural narrowness found in Final Fantasy X, where Albhed people are treated as barbaric and emarginated by Yevonists (the fact that these worshippers accuse Albheds of materialism and corruption for creating machinas reminds me of the clash between Catholic Church and science), and also the sacrifice and painful life of the Summoners, true martyrs of religion who know of their imminent death, but they have to endure the pilgrimage forced by moral duties, honouring the hero Braska (Yuna even more than the others being his daughter, and here we can see the theme of guilt, one of the major tools used by, for example, Abrahamic religions to control men). It is then that in these situations, individuals free from dogmas and prejudices like Tidus have the chance to cure Spira, their world, torn apart by Sin (very meanful name) but mostly by Yevonists, to be considered worst than Sin itself, who punishes them for the lifestyle they conduct.

Developers can not only be detractors but they can also make fun of religions, some examples to be found even in older games like Thief: The Dark Project, first chapter of Thief series, which came out in stores in 1998 for PC: missions usually consist in looting all riches of Hammerite's representatives (Hammerite is a secret cult, also called The Order of the Hammer). Hammerite can be considered a mysterious religion, carrying on illegal affairs in the City; Master Garrett's objective is to show his superior intelligence, challenging vis-a-vis the richest people as they know he is coming for them: they soon barricate themselves in their manors, fully guarded. Garrett's attitude is arrogant, and he somehow fights materialism with materialism, an aspect much present in occidental religion, as it serves as a mean to demonstrate power and authority; it appears that the only mean to face this power is the deprivation of richness, which passes in the hands of Garrett: the main difference between them and him is that Garrett's pleasure is not derived by possessing but from the very instant in which his hand grabs and pocket golds. The Master Thief openly challenges authority, announcing himself just before arriving, conscious that this is a perfect methodology to scare off his enemies. The cherry on the top in Thief is the usage of holy water in chapels to make zombies explode. Making fun or challenging religion is less utilized in videogames, usually developers prefer a more underhand approach, or opposing the two sides on equal terms.

A straightforward example of this is almost the entire saga of Final Fantasy, in which there is a challenge not really towards religion but against its personification: when the religious organization is not appearing directly we still have a character whose ambition is to become a god, feared and respected by everyone, or simply to destroy existence for mere pleasure, having however a set of explanations for this behaviour that are not to be revealed; an example is Exdeath (from Final Fantasy V): he is a tree whose appearance is one of a knight, and his aim is the realization of the void, obtaining pleasure from endless erasing of existence and mostly himself. A similar purpose can be found in 永遠の闇 Eien no Yami- Eternal Darkness, better known as Necron or Trivia (from Final Fantasy IX): he analyzed the foolish and homicidal behaviour of Kuja, and established that life exists only in function of death's research, so he wants to bring back the world to a "Zero World Status" of permanent nothingness, similarly to 暗闇の雲 Kurayami no Kumo - The Dark Cloud - Cloud of Darkness (from Final Fantasy III). This entity wants to erase existence following Xande's instability; Kuja and Xande are similar characters, they both aim to be an immortal and absolute being, inevitably opposing the protagonists, so we can suppose that Necron and Cloud of Darkness respectively represent the essence of their desire, fear and despair: these are weaknesses often used by religious representatives to subjugate their devotees. All these characters I've mentioned surely are less related to Perreault's research, because they do not represent any religious movement or organization, but in some ways they expect that their vision should be accepted a priori by Nature and existence itself, embodying de facto the religion of the Nothing, which supports nichilism.

At this point, I wouldn't be surprised at all if Hironobu Sakaguchi (creator of the Final Fantasy series and chief developer/producer of some chapters) had something to say about deities, religions and immortality concept, and I cannot accept that he wanted to use these themes just to create engaging stories; I firmly believe instead that he aimed to teach us something and warn us against dogmas and absolutism, favouring individualism, freedom and respect for all sentient and not sentient beings. This purpose can be traced down to oriental philosophy and religion, much more animistic and "free" if compared to Western ones, being unpopular with the idea of rigidity and domination of a single deity: this results in Japanese developer's tendency to voluntarily condemn this subject, as seen in Xenoblade Chronicles, but we will focus on this game in the future, because it needs much more in-depth analysis, being close to transcendental limits.

Religion can also be seen as a source of help in videogames, remaining an intentional medium of teaching promoted by developers. Ōkami is a plaudit to Shintō tradition, which is not actually a religion but a series of rituals, however at some degrees it has an organization and rules, besides being strongly spiritual; in this precise case the protagonist of the game is a deity, 天照大神 - Amaterasu Ōmikami, who has to drive away demons from the world. This appears to be an overturning of the habit to oppose religion or organization similar to it from the hero in videogames, and I don't feel like defining Ōkami as a violent experience: on Perreault's study we speak of emphasized violence, or at least pleasure derived from conflict; in Ōkami instead, even if there are fights against demons, we feel like doing something just and re-establishing the balance in the world, mainly helping farmers to resolve problems related to earth and food. Being Amaterasu means ensuring that all kamis, so natural elements, are in harmony.
We can all agree that Perreault's research mainly focuses on the games he played/mentioned, but the statement over the challenge against religions without design appears to be general, being his will to write a book that traces a long path, crossing several videoludic eras. My opinion is that most of developers aren't distancing themselves from what they create, but they dwell into their stories and hope that they will achieve to hand down something that goes beyond mere gameplay and fun. Probably none (or a few of them) had the courage to openly declare their opinions on these delicate matters, maybe out of fear from criticism or censorship, given that many institutions have the power to put a spanner in the works in this sense. I must however admit that mystery and ambiguity are to be appreciated, especially in the East, so in any case developers could intentionally want the absence of interpretations and explanations on evident matters. If we think about religion inherently including its opposite and the negation of a different element which has to be suppressed everything makes more sense: most religions identify the main problems with evil, darkness, which we can consider as anything not in accordance with dogmas; defeating the opposite could very well lead to religion's extinction. Perreault may be summarizing violence and conflict on the following idea: conflict equals opposition, opposition equals religion, which appears to be more frequently on an adversarial side; the result is the constant presence of religion in violent or complicated situations, because it is its favourite method for gaining consensus, especially in past times and especially in Western countries. We can go beyond all this, even passing through the idea of violence as a support for videogame development: violence is relative, because it can exist independently as a mean to ensure the system's subsistence, as if it were a necessity (possibly revealing the Taoist concept of dualism, in which conflict and chaos are vital aspects of the cosmos); to make a long story short, conflict is often present as the only known mean to resolve problems, especially when dialog has failed.

Religion is the easiest problem to install, and it serves as a captivating background and instill a precise idea to the player: having to deal with such an important institution can guarantee compelling storylines; this can be true, but it is hard to legimate or motivate such a problem, risking to fall into banality or repetitiveness: an example? The same Assassin's Creed mentioned by Perreault, thought as a trilogy, transformed into one of the most commercial series of gaming history, at the extent that Ubisoft is releasing one chapter per year. We went from Abstergo and Templar's mysteries, already fully debated but included in an interesting environment, to the boredom of Assassin's Creed III, as the worth of the problem culminated and expired with Ezio's trilogy, real fulcrum of the series. Assassin's Creed remains one of the most relevant examples of religion used as a mean to victory or as opposition, both strongly desired by a multicultural team, composed of various creeds, who has visited every part of the world to ensure architectural and cultural accuracy of cities and countries which hosted Assassin's Creed chapters.
Here you can jump to his website, which also has his portfolio.
Update of 16/02/2015
I've just finished translating the article in English, and I'm almost ready to send it to Perreault; during the translation other details came to mind and I will explain them in this update.
I was intensely thinking about the violence concept expressed by Perreault, and making a brief evaluation I noticed that developer's approach on this theme depends on their culture and social background. If we stop and think at the games mentioned in the study, we immediately notice that they all are produced in the west (excluding Final Fantasy XIII, but it gets close to western concepts in its style and gameplay mechanics), while the games I analyzed are mostly from the east. This could lead to an interesting research on the different approach to violence/religion between east and west, where the first expresses less explicit violence and more hidden and positive aspects, while the latter has a direct and rough approach, in line with Perreault's logic.
Western culture needs a strong input to reach the desired degree of entertainment, because society demands it: the clash has to be present and obvious, giving no chance of interpretation; west also needs to free itself from religious egemony, which dominated the masses for several centuries, influencing their way of living: the most important instruments to reach this freedom are digital mediums and the Internet, where all cultures are held and where anyone is free to consult and make his own idea.
Eastern culture instead maintains habits and respect of traditions, with a minor need to battle with the past; religions and philosphies are usually treated in a positive and acclaimed way, and when criticism arises it usually refers to aspects of western cultures.
Coming from cultures so different, developers have many ways of approaching and applying certain concepts.
This could be a starting point for a more complete research, but I'll need to play and analyze other titles that are underlining these differences we spoke of (for example Asura's Wrath, other chapters of Thief, Darksiders, Xenosaga etc.).



giovedì 13 febbraio 2014

From on high of Northern Cape - Lost Odyssey

Memories make what you are, they make you feel alive, they make you belong to some place, a world that could be the earth on which you walk or the heart of someone you like or love, a person that left a mark on your path.
A gust of white petals caresses Kaim's face, seated among the flowers under a leaden sky, pierced by rays of sunshine. Imposing waves are colliding on cape's rocks again and again, creating a sense of peace in Kaim that he often searched for in the last times....
....another gust of wind moves his long hairs.....
....more than one thousand years of joy, love, pain, destruction....
....what was left af oll this? What forced Kaim to begin this endless journey, from town to town, battlefield after battlefield?.....
.....how many things he saw, how many people's births and deaths, how many wars, how much blood....
....what for?
These are many questions that Kaim failed to answer:- "Being immortal isn't that good like we could imagine"- thinked Kaim -"It's true, you have all the time you want to do everything, you wake up every day with something new to do and discover, new people to meet, but what are you leaving behind yourself? What awaits you?"-.
Imprisoned in life, Kaim knew and saw lot of births but also deaths, two ideas that for an immortal are hard to understand:-"You live so much time that you forget your origins, you lose your identity, you belong to no group, and you find yourself wandering in a world that slowly grows unknown and hostile, and there is no goal anymore, no origin and no end, ever. So is that true that a short life is better?"-.
Kaim could not manage to answer a question like this:-"I am immortal, I have no way, no reason to oppose myself to this"-.
Suddenly it began to rain, Kaim all wet soon enough, but he stayed among the white flowers....
.....drops of water layed down Kaim's cheeks and then on cape's fertile ground...
....the man lenghtened his arm and slowly opened his hand and suddenly closed it, as if he wanted to grab something....
....he raises his eyes to the sky....tears began to flow...:-" I cannot control my life nor my death, but finally I understood something...it's true, I can't leave anything to posterity nor I can hope to build something of importance for me and others, but I remember, I feel inside all that happened, I hear shouting, I hear laughing, I feel the warmth and coldness...I can revive everything through memories, I witnessed over one thousand years of events. I live through memories, for my memories, and finally I'm happy of it"-.
Suddenly rain ceased, and it seems that the sky is willing to open itself to let free an intense and deep blue.
It is time for Kaim to return home, to his beloved Sara and his grandchildren Cooke and Mack:-" I'll keep on living, without regrets, not thinking too much at the future, no more suffering, I just want you to know that you'll be always in my heart, you are immortal in my memories as I am...I love you"-.
Kaim turned around and began to walk home....far away, towards the horizon, Lirum's spirit dances and spins happy and carefree through sea's waves.

Kaim's last dream, written by me and ispired from tales collection "A Thousand Years of Dreams" of Kiyoshi Shigematsu.

lunedì 6 gennaio 2014

Soul Sacrifice, human damnation and meanness Part I



Hello everyone, I'm finally back after a long period of absence, having written just the introduction of this blog; a very productive period awaits me, and I'll start right away with some analysis of Soul Sacrifice, action game developed by Japan Studio and PS Vita exclusive.

This game striked me, so much that I decided to prioritise it to many other projects that I have in mind; I haven't finished it, not at all, I have just a few hours of gameplay but that was enough to begin writing. Soul Sacrifice drags you in an endless spiral of darkness, time expands and your vision of the external world changes while you play, making it more tense and austere; those effects have been possible because I played it on train, accompanied by a somber sky and a static landscape. Our world will not appear threatening, but as you observe from the outside you realize that our Earth is often the result of much hatred, key element in the game that we can find in creation and first civilizations.

Earth and sky have been created by two twin Giants who originally were One and then split: younger Giant's envy forced him to earthly roots, while his older brother dominates the sky and is most adored. Human kind is already corrupted at creation, being born out of the younger Giant's hatred, who contaminated souls and nature itself; humans are divided into two civilizations, the Romulus and the Druids: at first glance those names threw me back to Roman Empire, precisely the long period of wars between Romans and Celts. This intuition allowed me to narrow down society, economics and technologic development of Soul Sacrifice's world, projecting every cultural aspect in that precise historical period. Similarly to history, the Druids are deeply entwined with earth's worship and are overpowered by Romulus, venerating the sky instead and greater by numbers. The defeated population will be assimilated by the Empire and forced to live in great minority, even if some rituals and cultural habits are not pursued. Druid's rituals take part in sorcery, their most powerful skill used to summon spirits and defeat monsters.

Monsters are generated by grief and wars occurred between Romulus and Druids, and they are merely corrupted humans transformed in Archfiends; Druids's purpose is to kill these monsters, making them Romulus's personal assassins in change of protection; homicide inevitably corrupts the sorcerer's soul, because he must seal Archfiends souls inside his body and become a monster himself, sooner or later.

The world is shrouded in a spiral of death and eternal damnation, and it'll be way more interesting to understand the causes of this sorrow than the actual gameplay against monsters. Librom will lead us to this purpose: he is an unknown sorcerer's magical book, containing a lot of explanations on natural changements and Archfiends single stories, humans victims of history and society, lead to exasperation by some events that are seemingly harmless, but full of psychological influences. In Part II of this analysis we will closely watch some of these Archfiends; for the time being we will just say that philosophically speaking, man is evil by nature in Soul Sacrifice's universe, and he has no mean of redemption, not even with religious or practical actions; this because the primordium itself is corrupted, made by an envious Giant and another one, defender of justice and reason but undoubtedly pleased with his sovereignty. The obvious result is that the world is unbalanced and inclined towards darkness, making it impossible for me to blame Archfiend's previous human behaviour: their stories arouse compassion and understanding in my mind and heart. Druids were maybe the only glimpse of justice and good manners, but were forced to live by a necessary evil, making them worst than Romulus.

Soul Sacrifice has a very schopenhauerian vision of world, described as hell in every inch: if man's and primordium's root is a strong sense of self-preservation, and by consequence the fulfillment of personal longings, the ever growing and unattainable desire will lead to boredom and pain; Archfiends always tried to achieve a particular desire, attainable in change of a "low" price to pay (we will see some examples in the future), but presupposed in a certain way, making the original desired partially fulfilled, or not fulfilled at all. The Archfiend will continue to drive himself mad, as all creatures that will not be able to fulfill themselves in this world. Soul Sacrifice's Earth is really Schopenhauer's definition of hell. The evil intrinsic in all creatures forces them in a vicious cycle, greatly summarized by german philosopher in the following quote: " For the world is Hell, and men are on the one hand the tormented souls and on the other the devils in it".



Tearful Tone will gently accompany you in this abyss, and served as inspiration for the analysis; see you soon for the second part!

martedì 3 dicembre 2013

Introducing Transcendental Gaming

Hi everyone, this is my first entry to introduce the videoludic reflection, a project that I'm meditating to start from quite some time; I want to have something personal to talk about, and to write down somewhere both ideas and intuitions that could be forgotten somehow.

This blog has a very hard purpose, to try a deep, emotional and analytic approach to videogames, breaking off from the common "physical" analysis and debate related to this subject that sadly started to be quite mainstream in recent times. I really need to express what a single videogame can transmit deep inside, of studies that can be made on some aspects (game studies are already doing this, and I would add my personal view), chills that arise on certain moments and musical themes, memories engraved forever through situations encountered thanks to this medium.

It is obvious that all these considerations will have my personal point of view, and everyone of you can debate and participate in my posts.

What sensations do you get when playing certain games, what marks your soul and memories, which lessons can we receive from them, which values can we acquire from the characters we embody? On this blog we will unveil hidden sensations and emotions that only the greatest adventures provided and will provide in the future.

My presentation ends here, i'll just leave to you and myself  a little taste of what a videogame can give and the message we can get from this powerful medium.