A few posts ago, I shared a bit about my secret life as a computer game writer back in the Co Co 3 days. What I didn't say there was that, at 14, my game genre of choice by far was the fantasy adventure role playing game. Call me quixotic, but I loved programming magical quests set in magical kingdoms, games in the fullest D&D tradition I could accomplish, with only 128k at my disposal.
Now it wasn't the gaming itself that especially appealed to me, it was more the act of world-creation. Programming offered me the opportunity to create worlds where the diabolical machinations of necromancers could be defeated with weapons of light-- worlds where phrases like "you have discovered the Amulet of Imnodel (or some such)" were weighted with wonder-- worlds where words like "vorpal," and "arcane," and "adamantine" and "valiant" rang true, like steel from a scabbard.
And because they were games-- your games--you could not only create these worlds, you could inhabit them.
As I mentioned before, for old time's sake I've been working on a game using my son's game maker software, and, as those who knew me in those old times might expect, it's a fantasy adventure role-playing game set in a world where you can use expressions like "You have discovered the Vorpal Sword!" with perfect nonchalance. I call it "The Adventures of Elroy." Call me Tolkienesque, but it's the story of a lost elven prince, Elroy, who must journey through a magical kingdom overrun with goblins and jubjub birds, to discover the Treasure of Taran and regain his throne.
[I invite you to click here to download it. Enter the World of Elroy, if you dare! (Insert nerdy attempt at diabolical voice here.)]But while you're waiting for it to download (or mustering up the courage...), let me add this: working on the "Adventures of Elroy," I've been wondering what it was about the fantasy game genre that so appealed to me as a kid. I didn't know at 14, but I think I might now.
It was the imagination's ache for a kind of other-worldly beauty-- the deep yearning and poignant desire for that elusive something that haunts the shadows of the best myths, and fairy-stories, and romances.
The Germans call it sehnsucht-- a joy-ward longing.
C. S. Lewis called it "the stab of northernness."
In Surprised by Joy he describes quite vividly "the stab, the pang, the inconsolable longing" of an "unsatisfied desire which is itself more desirable than any other desire." It first touched his heart as a child of 5, when he was reading the story of Squirrel Nutkin in the Beatrix Potter books and was smitten by the very Idea of Autumn radiating behind its delicate watercolours. "It sounds fantastic to say that one can be enamoured of a season," he writes, "but that is something like what happened...the experience was one of intense desire."
Later, as a boy of ten, the "Stab of Northernness" would pierce his heart again when, flipping through a book of poems by Longfellow, he read these lines: "I heard a voice that cried, Balder the Beautiful is dead, is dead." The ache that those lines awoke in his heart- a desire for some undefined thing, beautiful but ephemeral, other-worldly but more real than real- would haunt his imagination on its long journey through atheism and eventually to God. It was a pang for a kind of spiritual joy or ethereal beauty that he would later come to associate with the "Idea of Northerness" that he found in the Norse myths and the operas of Wagner.
This deep yearning for something beautiful, unsatisfiable, Other, would eventually turn Lewis's imagination, and later his mind, and finally his heart to God. In Mere Christianity, he puts it like this: "If I find in myself a desire which no experience in this world can satisfy, the most probable explanation is that I was made for another world."
This is the restless imagination's longing for that other world. The Stab of Northernness. Lewis found it in Wagner. John Keats found it in King Lear. Tolkien found it in Middle Earth (I've heard some say that the opening chapter of The Hobbit is sharp with Northernness, with it's thirteen dwarves arriving unexpectedly on the doorstep of a simple hobbit, to whisk him off in search of long forgotten gold). As a boy, I found it, among other places, in the worlds of fantasy adventure video games, which invited me to explore realms where words like "valiant" rang somehow true.
2 comments:
As a Chestertonian I obviously relate well to what you are saying, but the Barthian part of me is beginning to question this line of thinking somewhat.
For instance (I'm pulling these next few lines from a recent paper and I wonder what you think of this): As it regards the existence of pre-Christian incarnation and resurrection mythology Barth does not say that they foreshadow or point in some latent way to the divine. Rather, these myths simply veil humanity’s under-arching unthankfulness to God and represent an “arbitrary piety” which projects human “religious arrogance” to the usurpation of a truly transcendent God (CD IV.1, 294).
I don't know. But I'm beginning to think that myths, sparks of the divine in human experience, etc are not pointers to God except in hindsight, as lit up by Christ. After all, a Nintendo game or myth or what have you can just as easily point to human resistence to God or human self-assertion itself.
That's not to say that the fundamental goodness of something like fantasy games and adventures and myths and so on can not be affirmed and even seen later as important steps on the road to faith in God, but is to say that they aren't necessarily so.
I don't know, is that making sense, and if so what do you think, and does it even matter?
Incidentally: I can't believe you made video games. What haven't you done?!!
This game is addictive! I played it for like 3 hours yesterday!
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