Showing posts with label Virtual Spirituality. Show all posts
Showing posts with label Virtual Spirituality. Show all posts

Friday, May 22, 2009

The Wave of the Future: Games as Novels



I have remarked in the past on the fact that Harvest Moon and Rune Factory games actually resemble interactive novels, but with the recent Rune Factory 2 and Rune Factory Frontier games, it is obvious to me that the genre indeed has reached a point where a game can be considered to be the equivalent of a novel in every respect.

Rune Factory 2 contained over 420,000 words of dialogue. Rune Factory Frontier must include at least as much text. In fact, a player wrote in disgust to me that he didn't like Rune Factory Frontier because there were too many Events and too much reading to be done!

A player who is looking exclusively for slash and stab action is NOT going to like ANY Harvest Moon or Rune Factory game. At the same time, a player who never wishes to wield a sword or weapon will be unhappy with the Rune Factory series as it extends the Harvest Moon traditional activities of farming, ranching, mining, fishing and social interactions to include combat and adventures as well.

It seems to me, however, that the Rune Factory series is an incredible achievement in terms of embracing ALL the best aspects of gaming while emerging as a true embodiment of the concept of interactive fiction. Furthermore, all Rune Factory games are interactive novels as opposed to short stories. Of the three existing Rune Factory games, it is the two most recent additions that represent a perfect acihevement in this. The original Rune Factory appeared to be driving towards it, but it is only in the two games that followed that dialogue and Events reached a point where they could be considered to constitute a real novel in interactive form.

As some one who has attained a small measure of notoriety as 'Mistress of Harvest Moon' even internationally, I tend to receive hundreds of emails from players on the subject of Harvest Moon and Rune Factory and therefore have some knowledge of the type of player who has become increasingly involved with the genre. To the general public who may have been influenced by negative portrayals of gaming in the media, I can offer proof positive that players of games such as Harvest Moon and Rune Factory are educated individuals of all ages, actually read prolifically and find intellectual and spiritual stimulation in both the Harvest Moon and Rune Factory series.

Marvelous Interactive and the creators of Harvest Moon and Rune Factory should be added to the league of great contemporary novelists. Note that the original versions of all Harvest Moon and Rune Factory games are Japanese, a language in which I am not proficient, very sadly. Natsume, the company who brought these games to the English-speaking world, deserves eternal gratitude and social recognition for its accomplishment. More recently, XSeed has joined the list by making the first Rune Factory game for the Wii available in English.

I would like to challenge any individual who considers himself/herself to be a superior judge of the written word to explore either Rune Factory 2 or Rune Factory Frontier and find it less than worthy of his/her regard. Furthermore, these games offer a very detailed education in farming, fishing, mining, ranching, cooking, business and social interactions. Above all, they force an individual to become proficient in the art of multi-tasking and budgeting time. The latter are skills required of any person who lives in the 21st century and both Harvest Moon and Rune Factory offer the opportunity to improve these skills significantly. The fact that the games have incredibly detailed characterisations that can be poignant and very humourous at turns is a bonus.

On a spiritual level, more than one player has remarked upon the 'zen-like' quality of daily routines in Harvest Moon and Rune Factory. There is an opportunity for the soul to achieve a state of peace when tilling a field, growing a crop and ultimately harvesting it. Clearing a field of weeds, stumps and rocks, then watching it flourish, even if only in a virtual reality, does give an individual a sense of accomplishment and the attitudes of the villagers reinforce the idea that harmony with the earth in creating bounty for humankind and animals is a worthy goal.

Every character in these games possesses depth and individuality. It is not like a classical RPG where you simply speak to a character in order to obtain a clue to unlock a new option. Not at all. You speak to a character in order to gain more knowledge of that individual's personality, history and an increase in friendship or love. Humour is very much a part of these games and laughter eases the heart and soul. Lest any one attempt to argue that games like these foster unrealistic expectations of utopia or an existence unmarred by loss, this certainly is not the case. These games do recognise the inevitability of death and a player will experience the heartache of age and loss. On the other hand, the worlds of Harvest Moon and Rune Factory do represent 'better' worlds in a sense as good actions receive rewards and friendship is not met with betrayal.

Unlike some 'virtual reality' games, Harvest Moon and Rune Factory teach a philosophy that places friendship and loyalty above financial benefit and personal gain. Although the message usually is oblique, a character in Rune Factory Frontier states it very clearly:

Lara: Money is necessary to live, but obtaining more than necessary will only cloud your heart. Please don’t be too attached to money, Freyr.

Both sides of the coin are true in any Harvest Moon or Rune Factory game. 'Money is necessary to live' and your character will struggle at the start of his/her life on a dilapidated farm, with very few initial resources and yet, hard work is rewarded ultimately with prosperity not only for oneself but for the entire village. It is by spending money and sharing the bounty of nature that one achieves true success in any Harvest Moon or Rune Factory game. Patronising local merchants allows them to feed their families. In participating in festivals such as the 'Harvest Festival' or 'Year-End Festival', one is reminded of the value of community spirit.

On a side note, I never knew much about fishing until I began to play Harvest Moon. Becoming aware of the varieties of Fish in different habitats is very much a part of both Harvest Moon and Rune Factory. Being able to cook offers an opportunity for greater knowledge of crops, fish and wild plants. The addition of a few bizarre recipes in every game simply adds to the enjoyment.

Working at a forge always has been a dream of mine but it is only in Rune Factory that I have been able to achieve that goal. Forging a blade or farm tool really does offer a measure of real satisfaction. It is far more fulfilling than placing an order with the local bladesmith!

Finally, although Rune Factory does include combat, killing plays no role whatsoever in these games. Defeating an enemy simply returns that enemy to its own world. Often a human enemy, once defeated will become a friend or even potential life partner.

The landscapes both in Harvest Moon and Rune Factory are utterly breathtaking. Although any good reader can imagine the landscapes created by a novelist, actually being able to move through a fictional universe as incredibly beautiful as those of Harvest Moon or Rune Factory is an experience that becomes a valued memory. A virtual memory, after all, becomes as much an integral part of the soul as any 'real' experience.

There are those who believe that too much imagination can be a negative or corrupting influence, especially for children. Some religions preach avoidance of 'fiction' for that reason. I personally feel that imagination is the equivalent of wings for the soul, and that it is a privilege to be allowed to experience another person's world of the imagination.

While Amazon has made the concept of a virtual library a reality in the form of the 'Kindle', Harvest Moon and Rune Factory have extended the form of the novel itself. The trend towards acceptance of virtual realities in general increases daily. Speaking of Second Life, one individual predicted that having an avatar soon would become as essential as having an email address. Perhaps the concept of entering into fiction in order to 'read' a book will become as much a part of every one's ordinary expectations as well. Certainly it is the stuff of which dreams are made and it has achieved reality both in the Harvest Moon and the Rune Factory series.

N.B. The photographs are screenshots from Rune Factory Frontier. 'Monsters' who are tamed with a Petting Glove will serve as transport, farm workers or allies in combat. Here, in one screenshot, you see an 'Elefun' watering crops while the main character rides a 'Unico' through the village. In the other screenshot, it is sunset at the Beach. Two of the 'Eligible Girls' (characters you can court and marry) fish on the pier as the sun sets over the beach.

Sunday, July 22, 2007

Sacred Spaces in Virtual Reality





Carl Sagan wrote:
'Imagination will often carry us
to worlds that never were.
But without it, we go nowhere.'

I created a number of different webpages in order to separate my interests a little. I know, for example, that most people who are not involved in gaming would be bored to distraction by a post that enthusiastically describes a game. Mythology usually interests gamers, but fans of Harvest Moon may not be interested in my ramblings about comparative mythology.

Today, however, I am going to write about a game that isn't really a game at all. It is called 'Second Life' and that's precisely what it is. It is another world, where every conceivable type of individual and activity is pursued. Every culture and every language is represented there as well.

It is a vast world containing land masses separated by water. Some places are organised by theme or activities. Others are not.

I believe that human nature in general refuses to be constrained or limited by THIS reality. Throughout history, there have been individuals and groups who sought to create and experience other realities. Ludwig II of Bavaria built castles and recreated the tale of the Volsungs in 'Hunding's Hut'. The Hellfire Club and others attempted to create microcosms where their own visions could be manifested. Secret societies have been part of human society since the dawn of mankind. Sacred spaces often transcend this time and space architecturally as well as through the rituals performed there. The caves of Lascaux constituted another reality in the Neolithic period in Northern Europe and in the Middle Ages, cathedrals often embraced entire worlds in their composition, from columns built like the trunks of trees, thickly decorated with outlandish mythical creatures, flora and fauna, to soaring arches that pierced the heavens.

Second Life, however, is a different sort of reality. It is not a sacred space, although it includes sacred spaces. It is worldwide, due to the nature of the internet and it is accessible to the general public. It therefore contains all the chaos and muddle of the 'real world' alongside glorious visions created by true artists.

One might meet a kindred spirit there, but one is as likely to encounter the same varied crowd one would find in any urban environment. There are people who are rude and boorish, and there are people who extend themselves to help the newcomer. Strangely enough, there are people who basically have little imagination as well. I imagine that people invest in a 'Second Life' for many different reasons. Boredom, loneliness, the desire for adventure, or a need to express oneself creatively... those motivations I would have expected. What I was not prepared to encounter was the vast economical structure of this world and the many ambitious entrepreneurs who have succeeded in creating viable careers for themselves in their Second Life.

For me, it is the encounter with genuine beauty that thrills rather than the idea of carving out a virtual empire. The world of 'Second Life' contains so many places and objects created by some one with a vision and then shared freely with the public... These are the visions that beckon to me, and draw me into the fantasy.

I always loved travel and more than anything, I enjoyed the challenge of living in a completely foreign culture and environment. In a way, 'Second Life' satisfies some of that urge to explore new places and cultures. It is no substitute for a trip to Crete or Mongolia, but it does offer the promise of adventure and more than that, further demonstration of the great diversity of human nature and human aspirations.

When I was a child, I loved to go into museums and explore the rooms that had been recreated from other cultures and periods. I liked to pretend that I lived in these rooms, that somehow I had been able to find my way back to that period and civilisation. Those were childish fantasies but I can see that 'Second Life' has made many of those fantasies a virtual reality.

It is rather like walking or flying through other people's dreams. There is more than a little voyeurism in the experience, but beyond that, it is a way for people to share their own visions with others and to be appreciated.

I suppose the desire to be appreciated is universal. Without that impulse, we would not have the wealth of art and literature that has been created, preserved and shared throughout the ages. One wonders if 'Second Life' will endure somewhere, to be accessible to people of the future... If our reality were expunged from this planet and the only records that remained were those of 'Second Life', I wonder if a future anthropologist would perceive in it a representation of our reality or of our fantasies or if he or she would have enough sense to recognise it as a synthesis of both.

This morning, I decided I would explore 'sacred places' in Second Life. It is Sunday morning after all a traditional day for spiritual activity in Western civilisation. I thought I might visit a few churches and cathedrals as well as some beautiful meditation spots.

I visited almost a dozen churches. Many were quite detailed, including an organ or piano with sheet music that could be chosen, votive candles that could be lit and offering boxes for donations. One could kneel or sit in the pews to pray. In some cathedrals and churches, there were fantastic stained glass windows and copies of religious paintings from the Middle Ages and Renaissance. There was one Roman Catholic Church that included transmissions from a radio station. I didn't investigate that, but it is quite possible that one could watch a televised Mass.

There are Christian Churchs, Goth churches, Satanist Churches, Hare Krishna centres and even churches that can be purchased or rented as living spaces. There was a church for seafarers and mariners where prayers could be offered for those at sea.
Another Church was dedicated to departed loved ones.

Were these places empty shells or could they be considered sacred spaces? It all depends on intention, imagination and focus. Second Life is a very realistic experience. One can shop, explore, meet people or engage in a number of physical or mental activities.

After a few hours of exploration, I was as exhausted as I would have been if my physical real self had been exploring a new place in this world. It is amazing how flying or walking in Second Life can be so real. On the other hand, it is not much different from video games in that respect. In most RPGs, one begins the game with a character who is weak and almost helpless. Any activity is difficult. It takes huge amounts of energy to swing a weapon or even travel across the map. As one acquires experience and upgrades, all actions become easier, even effortless. It takes real time and energy, however, to accomplish this.

Second Life is similar to an RPG in many respects. Characters are not particularly graceful at the start. They need to purchase augmentations and animations in order to become more attractive. Unlike most RPGs, however, the economy of Second Life is very much connected to reality. Money will buy you anything. In a classical RPG, it is your acts of heroism and successful quests that bring you wealth and equipment.
In Second Life, you simply can go to an ATM machine to convert your real currency to SL currency.

What I am interested in exploring, however, is the emotional and spiritual component of this second reality. There are people who marry and buy property together in Second Life and there are others who simply go from one orgy to another. There evidently are quite a few who are looking for some spiritual inspiration in Second Life as well. Although churches do acquire an income when couples use them for weddings, there must be others like myself who can generate a real sense of spiritual energy in a virtual sacred space.

In some religions, 'virtual reality' never could be a substitute for reality. In others, a virtual reality could easily be a 'focal point' for an intense spiritual experience. For a Roman Catholic, there can be no 'communion' in virtual reality because of the doctrine of transubstantiation. For most Christian Protestants, however, virtual communion could be as valid as real bread and wine.

I visited a number of meditation spots, some of them Buddhist. I did visit a Church devoted to the dark side as well. In the square outside the church was a fountain of blood rather than water with what appeared to be a raven or crow circling overhead. Evidently that Church does as brisk a business in virtual weddings as its more traditional counterparts.

I have to admit that the organ in the Goth church was one of the best. I'm afraid I did not visit the Satanist Church, but I suppose I should at some point. I did visit a Church that purported to be dedicated to the 'Red Dragon'. It was rather disappointing, apart from the doors.

I visited a mosque in virtual Morocco. It was a little disconcerting as the only requirement was that people should remove their shoes. I would have expected some kind of hijab to be provided or required. I do not know if there was a separate prayer space for the women. I did not explore it thoroughly. I didn't feel comfortable about walking into the prayer area in the circumstances.


It is strange to see oneself or avatar as a being disconnected from the real person typing at the keyboard. One becomes very much a part of the avatar. As a matter of fact, it can be a little absurd. When I looked into the mirror this morning, the thought crossed my mind: 'Perhaps I will change the shape of my mouth a little at the corner to see if I like it', an act that is possible in Second Life at any moment in time. A moment later, I realised I was in THIS reality and not that one, but I often have had dreams about games I currently have been involved in playing. In a video game, often one can reload the game if one makes a terrible error rather than preserving the mistake in a 'save'. More than once in reality, I have thought of 'reloading' when I dropped something or broke an object, only to realise a moment later that it would not be possible in this life.

In Second Life, when my character knelt at an altar to pray, I actually was able to enter into the spirit of the act to some extent. At the same time, it was a solitary act. How much it will become part of my own 'memory' of my life, I do not know. After all, memories of films and books can be as vivid as those created in life. I imagine that one could have an epiphany or extraordinary moment in virtual reality that would be remembered forever. It is an interesting concept.

Most fascinating perhaps is the question of interactions with other individuals. How much of it is real and how much is simply a 'multiplayer game' where you are only concerned with yourself and the other person simply is a little less predictable than any Artificial Intelligence generated by a game would be?

I realise I am not like most people in one respect. The characters in ANY game I play become very real to me. When I play Harvest Moon games and court a husband or wife (depending on my gender), those characters become as real and important in the context of the game as any one in my 'real life'. When any one dies, I feel a real sense of loss. Harvest Moon does require its players to experience the sadness of loss as well as the joys of love. (Natsume games always are appropriate for a 'General Audience', even in those games when one marries and has a child.) There usually is one villager who will die of old age at some point. In one Harvest Moon game, your character ultimately dies of old age!

I become absurdly attached to characters in games, but I realise that for many players, there never is any sense of the game being more than an amusement. In Second Life, however, the other characters are not generated by a computer or game system.

That, to me, is the danger inherent in games like 'Second Life'. There is the danger that one will be able to use other people or simply be less than courteous, forgetting that real people exist behind the avatars. Courtesy is extremely important to me, but I have noticed quite a few individuals in Second Life who apparently feel justified in treating every one else with outright rudeness. To those 'players', no one else really exists. It is an imaginary world, after all.
To some extent, it is a playground. People who go there with a specific aim may ignore any one or anything that does not advance their own ambitions. I hope I never become capable of that sort of lack of empathy towards others.

Even for non-gamers, behaviour on the internet can demonstrate the same polarity. There are people who post nasty messages on boards that they never would dare to communicate in person. There is incredible arrogance and even cruelty to be found.
On the other hand, there always are many individuals who go out of their way to be kind.

Returning to the topic of spirituality in Second Life, I was amused if a little alarmed to discover that there are 'missionaries' in that world as well as this. I never have agreed with the attitude of people who believe that they and they alone have a key to spiritual truth and enlightenment. Unfortunately, for those who feel they are under a duty to herd the rest of humanity to 'salvation' according to their beliefs, a second world could be as much a hunting ground as the first.

I wonder if politics will be next, if there are campaigns to promote one group or individual over another, to gain vast power and domains in the second world. Second Life is NOT Utopia by any means. It contains both great beauty and great ugliness, the splendid and the pathetic side by side. It is not one individual's vision but the visions of every one involved in the game. To that extent, it almost could not be considered a game at all. It is more of an ongoing experience of humanity and the incredible depth and power of human imagination.

As Emily Dickinson declared: 'The Brain - is wider than the Sky - For - put them side by side - The one the other will contain - With ease - and You - beside -'

It is rather an extraordinary experience not only to have other people in my imaginary world but to be in theirs as well. That is the experience of Second Life.

Note on 31 July: A friend drew my attention to an article published in the Italian Jesuit journal 'La Civita Cattolica', written by Antonio Spadaro, urging Roman Catholics to enter the virtual reality of Second Life in order to bring religion to the masses there.

Antonio Spadaro declared that: 'It's not possible to close our eyes to this phenomenon or rush to judge it. Instead it needs to be understood ... the best way to understand it is to enter it.'

He did describe the 'dangers' of the erotic elements in Second Life but in his opinion, residents were as likely to turn to a Second Life for spiritual inspiration as they were for erotic stimulation. In fact, another article on Second Life published by Reuters recently mentioned a Swedish Muslim whose avatar followed the same strict Islamic rules for salat (prayer) in Second Life as he did in real life.