Article
Culture
Christmas culture
4 min read

TV’s search for the perfect Christmas special

Sitcoms rely on expectation and conventions. James Cary shares the one rule that gets broken at Christmas time.

James Cary is a writer of situation comedy for BBC TV (Miranda, Bluestone 42) and Radio (Think the Unthinkable, Hut 33).

Dressed in camouflage uniforms and makeshift costumes, soldiers create a nativity scene
Bluestone 42 Christmas Special, 2013.

There are rules to sitcoms. I should know. I’ve been writing sitcom scripts for over twenty years. This includes two Christmas specials (Miranda and Bluestone 42). When you start writing a Christmas episode of a sitcom, you look back to Christmas specials you saw as a child. Soon, you are aware that there are certain expectations for a Christmas special. You also realise you can break one of the rules of sitcom. 

Before I explain what that is, let me give you the basic rules of a TV sitcom. Essentially you need three things: Characters; conflict; and a confined space. Each episode has a beginning and a middle and end, but the characters must end up back where they started. 

The characters in a sitcom are in conflict. They have contrasting viewpoints, seeing the world very differently. And they are confined, unable to walk away from each other because they are family (Think Del and Rodney in Only Fools and Horses), or they have to work together (Think Sir Humphrey and Hacker in Yes, Prime Minister) or they all live in the same suffocatingly small village (Think Geraldine and Alice in The Vicar of Dibley). 

Each week, the characters have quests. They conflict. The story plays out in the same reliably predictable but surprising way. Del Boy has another get-rich-quick scheme; Sir Humphrey tries to stop Hacker from changing anything; and the Vicar of Dibley keeps trying to help Alice and the idiots who surround her. That can’t change, even in a Christmas special. 

It’s not for a twenty-first century sitcom writer to say that the Greeks didn’t know anything about theatre, but wow. Modern audiences would not stand for this totally unjustified divine intervention.

At Christmas, however, you can have your characters go on a journey. That’s quite a popular option. But the journey has to be arduous – like the journey to Bethlehem – and might involve a pregnant woman (think The Royle Family) – like the journey to Bethlehem. But your characters could go on a road trip in any episode. That’s not the rule you have to break. 

Your Christmas special might be centred around your character’s own version of what constitutes ‘the perfect Christmas’. These expectations must be met, but the lesson is normally that it’s all about who you’re with, not what you do. In the Bluestone 42 Christmas special, the bomb disposal team in Afghanistan are away from home so trying to have a ‘normal’ Christmas with turkey and a nativity play in which yonder star turns out to be a mortar attack by the Taliban. But they’re in it together. 

Family is always important in a sitcom, but doubly so in a Christmas episode. In Miranda Series 2, our comedy heroine wants to do Christmas her own way with her friends, and not spend the day with her embarrassing and eccentric parents. But she learns a common Christmas lesson that family comes first, home is best, and no-one does Christmas better than your own family. Again, this is not a deviation from the normal rules. 

So, what rule does the Christmas episode break? It is cast iron law across all genres of television. It’s the Deus Ex Machina. That’s not normally allowed. Deus Ex Machina literally means ‘God from the machinery’. It’s a Latin term for what happens in Greek theatre. Actors representing gods would be suspended above the stage and at the denouement of the play, they would come down and intervene, so that everything is sorted out. 

It’s not for a twenty-first century sitcom writer to say that the Greeks didn’t know anything about theatre, but wow. Modern audiences would not stand for this totally unjustified divine intervention. If a character was about to be exposed by the annual Church fete and at the last minute, a thunderstorm out of nowhere rained off the whole event, you would start throwing things at the TV. If a character declared undying love to another and it was not reciprocated, the sudden discovery of a foolproof love potion in the third act would have the producer, director, the cast and even the make-up lady asking for rewrites. 

But at Christmas, God comes down from on high. So, in your seasonal sitcom special, you’re allowed a miracle. In fact, the audience are almost demanding a ‘Christmas miracle’. This is the time of year when magic happens. 

This miracle normally happens overnight because that’s when miracles happen. The Wise Men followed the star to the witness the child born of a virgin. Given stars were involved, we presume it was night time (although the text doesn’t say so). Marley and three Christmas ghosts visit Ebeneezer Scrooge at night. He is miraculously transformed by the experience. 

Christmas is a time when lots of people going to church who normally would not, but the vast majority of people in the UK do not go to church or worship God at Christmas. But the incarnation, that is story of God made flesh in Christ, keeps poking through and turning up whether we like it or not. If we won’t go to church to hear that story, God will send it through waves and wires and onto our screens in TV specials so that we all remember that Christmas isn’t just a time for family and traditions; it is a time of miracles. At Christmas, we allow ourselves the luxury of belief. 

Article
Culture
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.