Books by Dale Harris

Books by Dale Harris
The Lives of the Saints and Other Poems

A Feast of Epiphanies

Though I Walk, A Novel

Daytime Moons and Other Celestial Anomalies, a book of poems

A Theory of Everything (Vol 1)

A Theory of Everything (Vol 2)

The Song Became a Child

The Song Became a Child
A collection of Christmas songs I wrote and recorded during the early days of the pandemic lockdown in the spring of 2020. Click the image to listen.

There's a Trick of the Light I'm Learning to Do

This is a collection of songs I wrote and recorded in January - March, 2020 while on sabbatical from ministry. They each deal with a different aspect or expression of the Gospel. Click on the image above to listen.

Three Hands Clapping

This is my latest recording project (released May 27, 2019). It is a double album of 22 songs, which very roughly track the story of my life... a sort of musical autobiography, so to speak. Click the album image to listen.

Ghost Notes

Ghost Notes
A collections of original songs I wrote in 2015, and recorded with the FreeWay Musical Collective. Click the album image to listen.

inversions

Recorded in 2014, these songs are sort of a chronicle of my journey through a pastoral burn-out last winter. They deal with themes of mental-health, spiritual burn-out and depression, but also with the inexorable presence of God in the midst of darkness. Click the album art to download.

bridges

bridges
Click to download.
"Bridges" is a collection of original songs I wrote in the summer of 2011, during a soul-searching trip I took out to Alberta; a sort of long twilight in the dark night of the soul. I share it here in hopes these musical reflections on my own spiritual journey might be an encouragement to others: the sun does rise, blood-red but beautiful.

Random Reads

Showing posts with label computers. Show all posts
Showing posts with label computers. Show all posts

A View of the World from Gravity Falls, Part IV: Jesus and the Participatory Fandom

Last week, Alex Hirsch, the creative mind behind the Gravity Falls series, did an AMA on Reddit in the persona of Bill Cipher.

I wouldn’t have even known what sentence meant a year ago, let alone the significance of the event, except that I have three kids at home I can consult to keep from being a total internet ignoramus. 

Reddit is a social media site that allows users to post content to categories of interest (known as “subreddits”), and vote other users’ submissions “up” or “down,” determining their position in the feed (in any given subreddit, more popular posts appear higher and less popular posts appear lower).  An AMA (Ask Me Anything) is a subreddit—a special interest page—where users can invite and answer questions from other reddit users about, well, anything.  Astronaut Chris Haddfield has done an Ask Me Anything on Reddit, as have Madonna, Woody Harelson, David Copperfield, Al Gore, Bill Gates, and, like I say, Alex Hirsh, the creator of Gravity Falls.

Piqued curiosity can be settled in one fell swoop by visiting the sureddit in question, here.  

Alex Hirsch has done AMAs on Reddit before, but in this particular AMA he answered the “anythings” he was asked in the persona of Bill Cipher, the arch-villain of the Gravity Falls series, whose true nature, identity, background and motives have generated no end of speculation on the internet.   The uninitiated can find out more about Bill over at the Gravity Falls Wiki (see here), along with a virtual Encyclopedia Britannica’s worth of info on the Gravity Falls universe.  For those in the know, an AMA with Bill Cipher was a pretty big deal, inasmuch as he ostensibly gave away all sorts of clues about what’s to come on future episodes, and generally added gasoline to the bonfire of theories blazing about Gravity Falls.  You can see one enthusiastic reviewer’s analysis of the event here, on one of the many Youtube channels devoted (in both senses of that word) to the show:



And if this hasn’t yet satisfied your curiosity about all things Gravity Falls, you can also visit the show’s official YouTube channel, “The Mystery of Gravity Falls.”  Or you could browse the veritable library’s worth of fan fiction—amateur short fiction written by fans, cast with characters and set in the universe of the show—over at https://www.fanfiction.net/cartoon/Gravity-Falls/.  Of course, if you’re really old school, you can check out the Gravity Falls Facebook wall, or simply visit one of the thousands of fan blogs about the show (of which, I suppose, this blog is one).

But don’t do any of that until I make my point here.  Because I’m not just trying to be an internet tour guide for all things Gravity Falls today, I’m trying to draw attention to a fascinating, and, I think, important cultural shift that occurred sometime between my childhood and the childhood of my kids.

When I was a kid, being a fan of something was, primarily, an act of reception.  That is to say, you received, passively, if enthusiastically whatever it was, the object of your fanaticism: the show, the movie, the book, the comic or what have you.  To be sure, there were ways to engage actively as a fan back then—you could play at being Spider-man, for instance, or purchase books about the Star Wars movies, let’s say; you could buy Teenage Mutant Ninja Turtle toys or argue with your friends over who’d win in a fight between Vader and Spock—but all this active engagement happened externally to the creative sphere of the thing in question.  It was engagement, but it wasn't creative participation. 

This is the crucial difference, and the reason I’m blogging about it today.  Because whatever else the glut of internet access points to the universe of Gravity Falls signifies, I think it points out how being a fan of something in the internet age is much more a participatory act than it has ever been before.  A fan-hosted YouTube channel attempting to decipher all the mysteries of Gravity Falls, fan-produced fiction expanding the world of the show, fan-edited wikis, an AMA on Reddit—these things are more than simply active engagement.  Inasmuch as they exist in and contribute to the same sphere of influence that the show itself inhabits (namely, the World Wide Inter-Web), they are, in fact, a kind of creative participation in the Gravity Falls Story.

If this cultural shift in what it means to be “a fan” of something—from active engagement with to creative participation in—is making sense to you, then let me wonder out loud if the up-and-coming generation, my kids’ generation, that is, aren't being conditioned to evaluate things—stories, ideas, concepts,  Truth—based not simply on rational criteria, or even on intuitive “gut-level” reactions, but on the degree to which they allow creative participation in the story telling, the idea generating, the conceptualizing, and so on.  While staunch modernists may balk at such a slippery statement, let me put it like this:  I wonder if, for “kids these days,” those things are “truest” which offer us something we can collaboratively participate in, rather than simply accept, receive, assent to or consume.

That was genuine wondering.  I’m not sure if this is how the up-and-coming generation will, in fact, make epistemological evaluations.  I have my hunches, but they’re just that: hunches. 

But even on the basis of a hunch, let me offer two inter-locking points as we continue our theological analysis of Gravity Falls.  First: in the modern era, much hay was made out of the deeply rational co-inherence of the Christian Faith—it is, in fact, a very satisfying way of looking at the world, logically speaking.  And in the post-modern era, much was made of its aesthetic qualities—it is a lovely story to live by.  But in the era of the social network—the era that gave us Gravity Falls, and the kids who enjoy it—in this era, what will shine especially is Christianity’s participatory nature.

The Christian Faith is not just a Truth we are invited to accept or assent to, or consume.  It is a Living Story we are invited collaboratively to participate in: to find our lives by losing them in this beautiful, compelling, logical, but especially collaborative life with the Creator.

And even on the chance that I might be on to something here, let me offer the second point.  Ministries that seek genuinely to introduce young people to Jesus—the kids of the kids of the boomers—kids like my son and daughters, that is—kids of the as-yet unnamed post-postmodern era—will do well to find ways to show them and remind them, and convince them, that Christianity is not just a truth to be believed, it is a Story to be lived.

<< back   -   next >>

The Adventures of Elroy (or: What has Nintendo to do with Jerusalem?)

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.

Programming and Fatherhood

When I was a boy, the closest thing we had to the world wide inter-web was The Rainbow, a monthly computer magazine for our TRS-80 Color Computer 3 (a.k.a the Co Co 3). The Rainbow published the printed code for a variety programs and applications, which you "downloaded" into your machine by typing them out, line by painstaking line. Hours (sometimes days) later, you'd finally run the program, hoping beyond hope that you hadn't made an error in the transfer from print to screen...and inevitably you had, and inevitably you'd spend hours (sometimes days) going back through it again, line by painstaking line, looking for the proverbial "needle of error" in the proverbial "haystack of code."

But at 14, I loved my Co Co 3.

Pardon the maudlin moment of nostalgia here, but I logged untold hours on this little 128K wonder (yes, that's a "K," as in kilobyte. That was it: 128 of 'em. And you had to save your programs using cassette tape. Those were the days). Some of those untold hours were spent entering code from the pages of The Rainbow Magazine, but more of them were spent working on code of my own.

I programmed exclusively in the Co Co 3's Extended Basic language, and, though I did develop a clunky-but-working word processor that I used to type up homework assignments, my primary interests were in the far less practical field of Game Development. I tried my hand at writing just about anything playable I could think of: text-based adventure games, first-person maze exploration games, shoot-em-up arcade-style games, Tolkien-inspired role playing games, weird versions of chess, flight simulators and battleship-type strategy games. And I learned first-hand about things like algorithms and symbolic logic and applied algebra, and Cartesian geometry and matrices and multi-dimensional arrays and animation and visual story telling and literary narrative devices and graphic design and systematic problem solving and who knows what else as I did so.

I even submitted one of my programs to The Rainbow. It was a game called "Karate," where two stickmen squared off in a joy-stick-controlled melee to the bitter death. The game was actually accepted and printed (I think they paid me $25.00 for it), and almost a full year later I got a letter from some 14-year-old boy somewhere who had typed it in, line by painstaking line, and was now wondering if I could help him figure out where the needle of error was in his haystack of code...

I was reminiscing about my Co Co 3 the other day because my son's been working lately with some game development software called Game-Maker that he downloaded from the internet . As I've watched him become impressively proficient with Game Maker's drag-and-drop interface, programming his own versions of pong, and dodge ball and shoot 'em up arcade style platform games, I've been thinking a lot about apples falling close to trees and chips off old blocks and stuff like that.

After my son had taught me the basics, I thought for old time's sake I'd try my hand at programming a game, which brings me at last to the point of today's post. Because part way into the project, I hit this wall where I wanted the little man to follow a path and slash at the bad guy with a sword, but it just wouldn't do it. I tried everything I could think of, but the little man just wouldn't follow the path.

And in a moment of desperation I called out to my son, who was playing Wii in the basement: "Son! I need you."

"What is it Dad?"

"I can't make the little man follow the path..."

"Be right there." He thumped confidently up the stairs. Looked for about 30 seconds at my code. Found the needle. A few clicks as he explained in patient tones what I'd done wrong, and suddenly the man followed the path as faithfully as a prize winning terrier graduating from obedience school.

And as he went back to the basement and his Wii, having helped his Dad in his moment of need, I thought back to that day when the issue of The Rainbow hit the shelves with my karate game in it, and my Dad took me down to the local Radio Shack and bought every issue in the store. And I thought about how he told the clerk as he paid that his son had a program published in that issue. I'd looked away shyly, but deep down inside I stood up a bit taller, because here was this man that I most admired in the whole world telling a stranger: my son has what it takes.

I wonder if this isn't one of the richest gifts a father can give his son: to call on him in a moment of need, to turn to him for help, to buy out the local Radio Shack when his accomplishment is on display, boasting on him to the clerk as he does so. Because when we, as men most admired by these boys who look up to us, assure them that they really do have what it takes, in these modest but potent ways, we invite them, too, to become men.