Article
Culture
Digital
Fun & play
4 min read

Fun is dead

When video games turn play into work, we need to play without fear of consequences.

Simon Walters is Curate at Holy Trinity Huddersfield.

A woman stand in front of a large video screen displaying the Space Invaders title, hold her hands out in front of her.
Photo by Andre Hunter on Unsplash.

Imagine there’s been a sudden change in plans. The evening meeting is cancelled at the last minute, or your friend is sick and can’t come round. There are no looming tasks that need doing, so you set out to have some fun. What do you do? 

Karen Heller’s recent article in the Washington Post suggests that we don’t really know how to answer that question. ‘Fun is dead’, proclaims the headline, and her analysis is simultaneously insightful and depressing. Weddings have become stressful extravaganzas, holidays require a constant stream of activity, retirements should have a purpose and a plan. Our fun, our play, requires a reason to exist. Can we have fun without it having some larger purpose? Can we play without needing to post it on social media? Everyone else, it seems, is having much more fun than we are. 

Take video games. You might think this ought to be the very definition of a playful activity, one with no particular end or purpose in mind. But even here, it seems we don’t know how to have fun without some type of incentive. Conversations about video games online are frequently so self-serious and toxic that you’d be forgiven for thinking that it was a matter of life and death, not differing preferences about fun. Some of the world’s biggest games – things like Fortnite, Genshin Impact, and EA Sports FC – give rewards to players who turn up to play every day. It sounds generous until the psychological hooks of these methods grip you far past the point of fun. Players talk about not being able to sustain more than one of these types of games, because otherwise they won’t be able to keep up. What starts as play quickly turns into a form of work. 

The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits. 

I am as much a sucker for this method as the next person. I find myself drawn to games which start out as free and fun, but the fun inevitably seems to turn into a chore that I cannot dislodge. There is an unwritten pressure to turn up to play every day to complete daily tasks and keep up with the competition. I end up feeling guilty for wasting my time playing games, and anxious to keep up with what’s required when I do. No wonder, with all these contradictory pressures on play, I find myself more often than not vegetating in front of Netflix rather than really playing. 

This is all a bit of a first world problem and might seem like another depressing indictment of modern society, but perhaps it shouldn’t be that surprising. As humans, we are always looking for some way to justify ourselves, some way of finding proof that what we do matters. Play, by contrast, demands that we step into a different sort of world. The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits, and not for anything we might get from it in the end. Play, in its best sense, is purposeless apart from the joy of playing. "When we try to give our playful activities some wider purpose for why they matter, we are turning them into something else." 

The world of the Christian faith is not often seen as a playful one. It seems so very serious, dealing as it does with matters of life and death. But within the serious world of the Church, a space for play emerges. After all, it is first and foremost a world of forgiveness from what we have done wrong in the past, present, and future. This forgiveness takes away the fear of failure. Whether I am greatly successful or not I am loved and forgiven by God. This is God’s gift, which cannot be earnt and cannot be lost. 

The result, perhaps surprisingly, is that I am free to play, because I do not need my play to achieve anything for me. As the theologian Simeon Zahl puts it,  

In play a person is free to engage with the world creatively, actively, energetically, but without fear of ‘serious’ consequences. The Christian is free to play with things that once seemed deadly serious, to find delight in what were formerly objects of fear, and to take themselves much less seriously. 

In the world of video games, this idea is perhaps most clearly seen in the games produced by the Japanese game developer Nintendo. Their games, from Mario to Zelda, epitomize a vision for gaming which is driven by creating joy for whoever is playing, and not unnecessarily burdensome tasks. One of their best games of last year, The Legend of Zelda: Tears of the Kingdom, doesn’t offer a prescriptive path for how players should approach its challenges. Instead, the player is given a toolkit and set loose to use it in the world as they see fit. The result is a sense of joyful freedom, a feeling that its world is full of delight and even silliness. It gave me some of the most fun playing games in recent years, without me even coming close to finishing it. 

It's this playful attitude that I want to take into the rest of my life. What would it look like for us to see the world as a playground rather than an exam hall? The result wouldn’t just be a lot more fun. I think it would also be deeply Christian. 

Review
Aliens
Culture
Film & TV
7 min read

The problem with The Three Body Problem

The possibility of love in a universe of terror.
a man leans against one end of a table one another sits against its other end.
Two bodies contemplate a problem.
Netflix.

If you are prone to nightmares or paranoia you might want to steer clear of the first season of Netflix’s sci-fi epic, 3 Body Problem. Adapted from Cixin Liu’s multi award-winning Remembrance of Earth’s Past trilogy, the story starts in the Chinese Cultural revolution of the 1960s and ends twelve million years in the future. Mercifully the narrative is non-linear, so we’re spared a minute-by-minute account. It begins as a global mystery - scientists all over the planet are taking their own lives in mysterious circumstances – and ends with advanced alien weaponry collapsing the universe to a single dimension. All based on a true story, apparently. 

Why the paranoia? At the heart of both Liu’s novels and the Netflix adaption, is a particularly terrifying solution to the Fermi Paradox. Enrico Fermi was one of the physicists working on the Manhattan Project (played by Danny Defari in the Christopher Nolan depiction of it in Oppenheimer), who presented his now famous paradox to his colleagues at Los Almos. The paradox goes like this: in a galaxy of billions of stars similar to our sun it is almost certain that advanced alien life is out there, and yet we have not received any convincing evidence of their existence. This, it seems, requires some explanation. 

Interestingly, this question was also the starting point of C.S. Lewis’ sci-fi cycle The Cosmic Trilogy, and lies behind the title of its first book, Out of the Silent Planet. According to Lewis, the Earth has been placed under a kind of galactic quarantine, as a result of the fall of humanity, nothing and no-one is allowed in or out. The solar system is teeming with life, but we are partitioned from it. We’ve been blocked from the cosmic WhatsApp group for breaching behaviour standards. The aliens are out there but they’re keeping clear. We are the silent planet. 

Cixin Liu however opts for a darker and more disturbing solution to Fermi’s question, which provides the title of the second book in his trilogy, The Dark Forest. The aliens are out there, but it is not we who have been silenced, it is they who are silent. The universe, according to this theory, is like a forest filled with predators and the most sensible thing any intelligent life can do is hide in the undergrowth to avoid attracting attention. Telegraphing our existence into the void by sending signals into space is to naively invite destruction. Alerting the universe to our presence is an act of existential self-harm. The universe is silent because everyone is hiding. For Lewis the universe shone with a love from which we had been excluded, for Liu it is saturated with malice from which we should exclude ourselves. 

If Nietzsche was right, that we can survive any how as long as we have a why, then Liu’s characters are saddled with the opposite burden: endless hows and no why. 

It probably isn’t too much of a spoiler to acknowledge that the inevitable happens. Aliens are contacted. They do make plans to invade.  It is arguably a bit more of spoiler to give away exactly how this happens. The distance between them and us is so vast that, even travelling at one percent lightspeed it will take their invasion fleet four hundred years to get here. And in the meantime, just to ensure we can’t mount any meaningful defence against them, they fold a planet-sized computer into a photon-sized particle and send it to earth to sabotage all technological development. They can watch our every movement, overhear every conversation. We know they are coming and can do almost nothing about it. The bodies of suicides hanging in the fog from every lamppost lining the Thames underline the overriding despair. It is deliciously bleak. I did not sleep well after watching it. 

Liu’s brilliance is not in doubt. The Netflix adaptation can barely capture the fireworks of creative inventiveness that crowd every page of his books (indeed the producers even dropped the definitive article from the book's title). In China, his fellow science fiction writers simply call him ‘Da Liu’ (Big Liu) in honour of his works of towering imagination. But I can’t help feeling that the overall atmosphere of The Three Body Problem is an example of what the theologian Carver Yu, another Chinese author, claimed characterised our culture: technological optimism and literary despair. Liu’s characters respond to the relentless encroachment of a malevolent universe with endless technological innovation. They possess an inexplicable will to survive in a cosmos where no one would wish to live. If Nietzsche was right, that we can survive any how as long as we have a why, then Liu’s characters are saddled with the opposite burden: endless hows and no why. They are thirsting for purpose while drowning in applications.  

What struck me most watching the Netflix adaptation was that it seemed to extend the experience of living in a post-industrial society to the whole universe. Our sense that many of the organisations to which we owe our allegiance are clever but inhuman, technologically advanced yet amoral, is expanded to fill the farthest reaches of our imagination. Of course, human beings have always done this. Our ancestors saw faces in the clouds and gods in the constellations. We peer into the emptiness of the skies and populate them with our fears and hopes. Faced with the Copernican revolution and the rise of science, Pascal anticipated the cosmic horror of Liu by nearly four hundred years in confessing, ‘the eternal silence of these infinite spaces fills me with dread.’ The Three Body Problem, unlike Lewis who saw planet Earth as an aberration in an otherwise benevolent cosmos, takes our global technological arms-race and makes it the ultimate reality of the entire universe. 

The crucial point is that we are not obliged to populate the blank canvas of the cosmos with the malice of Liu or the terror of Pascal.

The Three Body Problem then, like much science fiction, is a valuable and ingenious thought-experiment, but not one I wish to dwell on for too long. I prefer to contrast it with something closer to the cosmology that informed C.S. Lewis. One in which the core operating principle of everything is not the necessity of violence, but the indispensability of love. Something akin to Teilhard de Chardin’s assertion that in the dreams, wonder, exploration and imagination of love, a thread is woven that reaches the very heart of the universe. Despite all appearances to the contrary, love is the deepest reality of all.  

This assertion is problematic in many ways. Not least in the face of the evident brutality and violence that traumatises human life. But even more fundamentally than that, how can we intelligibly assert the primacy of love while gazing out at a vast indifferent universe? What are we to do with those infinite silent spaces that so terrorised Pascal? 

Perhaps we can try another thought-experiment. This one is drawn from the work of philosopher Chris Barrigar. He calls it the Agape/Probability account. The full argument is long and detailed, so there is no time to explain it all, but the broad brushstrokes are enough. Here’s the thought. What if we live in exactly the kind of universe required to produce creatures who can freely choose to live with self-giving love? They couldn’t be forced or coerced into it, but the conditions could be set in place that would lead to the emergence of such beings. The principles of ‘asymptotic’ statistics suggest that some things may not be determined but they can be so highly probable as to be inevitable. Barrigar asserts that the appearance of a species with the capacity to love was a cosmic inevitability. What is required to turn this possibility into something pretty much certain? Two things – lots of opportunities and lots of time. In other words, with apologies to Carl Sagan, if we want creatures capable of love, we need to build a universe. 

Of course, a universe like that – a universe like ours – will throw up many other things in addition to love: violence, rock music and apples pies. But the crucial point is that we are not obliged to populate the blank canvas of the cosmos with the malice of Liu or the terror of Pascal. The cold silence of space does not in itself contradict our intuitive sense that the capacity to love is somehow ultimately significant. On the contrary, when we look at the vast distances between the stars, we could be looking at the minimal amount of spaciousness required to bring about beings with the capacity for self-giving love. At the very least, it’s a thought-experiment worth trying.