ebook img

Post-Apocalyptic Religion in Games PDF

20 Pages·2017·21.36 MB·English
by  
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Post-Apocalyptic Religion in Games

religions Article ‘Things Greater than Thou’: Post-Apocalyptic Religion in Games LarsdeWildt* ID,StefAupers,CindyKrassenandIuliaCoanda InstituteforMediaStudies,KULeuven,Leuven3000,Belgium;[email protected](S.A.); [email protected](C.K.);[email protected](I.C.) * Correspondence:[email protected](L.d.W.);Tel:+32-16-37-92-98. (cid:1)(cid:2)(cid:3)(cid:1)(cid:4)(cid:5)(cid:6)(cid:7)(cid:8)(cid:1) (cid:1)(cid:2)(cid:3)(cid:4)(cid:5)(cid:6)(cid:7) Received:3May2018;Accepted:18May2018;Published:23May2018 Abstract:Intheliteratureonreligioningames,twobroadtypesofreligionhavebeendepicted:onthe onehand,historicalreligions—Christian,MuslimandBuddhistnarratives,tropesandsymbols—and, on the other hand, fiction-based religion, referring to fantasy, myth and popular culture. In this articleweaimtodescribe,analyzeandexplaintheemergenceofanew,unacknowledgedrepertoire. Buildingontwocasestudies—Fallout3andHorizon: ZeroDawn—wearguethatmoderntechnology (computers,AI,VR,androids)itselfisbecomingasacredobjectofvenerationinfiction,specificallyin post-apocalypticgamesthatimagineman-madeannihilation. Althoughthethemesandtopicsdiffer, thisemergentformoftechno-religioningamenarrativesisgenerallylocatedinapost-apocalyptic setting.Althoughtheyarefictitious,weconcludethatsuchnarrativesreflectdevelopmentsinreallife, inwhichtechnologysuchasartificialintelligenceisfearedasanincreasinglypowerful,opaqueforce. Keywords: post-apocalypse;videogames;religioningames;Horizon: ZeroDawn;Fallout3 Aloy: “WhyarethelandsbeyondNoraterritorycalled‘tainted’?” Teersa: “Isitnotobvious? Ourlandissacred. WeliveinsightoftheoneGoddess,All-Mother— sourceofallthatlives. Beyondhersightliesavastfallenland,spirituallytainted. Thatiswhyitis againsttriballawtoleave. Butthisblessingwillprotectyou.” 1. RevelationsofaNewWorld Videogamesallowustoimagineworldsbeyondourown. Muchlikereligionshaveofferedusthe abilitytothinkbeyondourmundanedailylives,turningonourcomputersorconsolescanofferusa differentworld. Theelectiveaffinitybetweenreligionandgameshasnotgoneunnoticedinacademia. Ontheonehand,ithasbeenwidelyarguedthatgamesfunctionasreligionsince,asHuizingaargued, “intotheconfusionoflifeitbringsatemporary,limitedperfection”(Huizinga1970,p. 12). Onthe otherhand,gametextsarebrimmingwithreligiousnarratives,symbols,tropesandplotsandareas suchencodedwith‘ultimatemeanings’thatarenegotiated,reconstructedandreversedwhileplaying (SchaapandAupers2017). Thetraditionalfunctionofreligion—ultimatemeaning-makinginthefaceofthis-worldlyillness, suffering and death (Weber 1948; Berger 1967)—thus becomes an important asset in game design (cf. Wagner 2012; Leibovitz 2014). Not always are game worlds and the narratives they display hopeful,however. Thispaperconsidersthecaseofthe‘post-apocalyptic’gamegenre. Howissuch adeeplyreligiousconcept—theendoftheworldmostcloselyassociatedwiththeeponymousNew Testamentbook—madeintoagenreforentertainment,andwhatplacedoesreligionhavewithinthe post-apocalypticworldsportrayed? Promptedbyprevioustheorizationsofreligioninfictionalmedia, weproposethatinordertounderstandthewaythepost-apocalypseistreatedinvideogames,wemust Religions2018,9,169;doi:10.3390/rel9060169 www.mdpi.com/journal/religions Religions2018,9,169 2of20 turnto‘sciencefiction-based’religion,acategoryofreligiousrepresentationthatfallsbeyondthescopes ofhistory-andfiction-basedreligion. Thatis,whileampleacademicscholarshipreflectsongames’ representationofBiblical,Islamicandotherhistoricalreligions,aswellasonthefictionalreligionsof SkyrimorTolkienthatarebasedonthefantasygenre,thereislittleattentiongiventoanewkindof religiosityaroundtechnology,specificallyinitsdystopian,sometimesfearfulguise(cf. Geraci2012). Given the explorative nature of this study, we focus on game texts as source material, before lookingattheirplayersordevelopers: agame-immanentapproachratherthananactor-centeredone (Heidbrinketal.2014;Zeiler2018;Aupersetal.2018;cf. DeWildtandAupers2018). Byhighlighting Fallout 3 and Horizon: Zero Dawn as two popular, theoretically relevant case studies from the past 10years,thispaperwillexplorewhetherandhowreligionisrepresentedinaworldwheresociety andhumanityhavebeennearly,ifnotcompletelyerased. Inshort,wewillask: Howdovideogames presentreligioninthepost-apocalypseand,particularly,howisreligionpositionedvis-à-visfuture technologiesinthegameworld? 2. ReligioninGames: History,FantasyandFuture Overall,theresearchonreligioningamesisconcernedwithrecognizingreligiousbeliefsingames: how religious beliefs occur; how ‘superempirical’ gods (and other entities) and their followers are represented;andhowreligiouselementsandnarrativesareincorporatedininteractiveworlds. Inother words,‘religioningames’researchstudiestheoccurrenceofreligioninthenarrativeorrepresentative contentofgames—orthe“narratological”layerofgames,forlackofabetterterm(cf. Aarseth2001; Frasca2003;Murray2005;cf. DeWildt2014;e.g.,Bosman2016). Examplesabound. ScholarssuchasVit ŠisleremployculturalapproachestoreligioninordertoidentifyhowtheIslamicfaithanditsfollowers have been represented differently in Western and Middle Eastern games (Šisler2006,2008,2009); whereasMassoandAbramshavedonethesameforJudaism(MassoandAbrams2014).Otherresearch hasfocusedmoredirectlyonhownarrativesfromworldreligionsareincorporatedandchangedby gamedesigners,suchasRobertW.Guyker’sanalysisofJourney’suseofshamanistictropesrecurring throughoutpre-modernandnon-Westernreligions(Guyker2014);andBosmanandPoorthuis’tracing oftheoccurrenceandadaptationsofLilithandtheNephilim(Judeo-Christianmythologicalcharacters) throughoutJudaic,Christian,Islamicandoccultliteratureaswellasvariousgames,eachconsidered equally(BosmanandPoorthuis2015). WhiletheseresearchexamplesandtheircasestudiesdrawonwhatDavidsencalls“history-based” religion,orconventionalworldreligionsthat“claimtorefertoeventsthathavetakenplaceinthe actual world” such as the Christian Gospels (Davidsen 2013, p. 386), most games rely instead on fictionalreligions. Weusetheterm“fiction-based”hereasopposedto“history-based,”wherethe latterreferstolong-standingreligiouspracticessuchasChristianity,Islam,Hinduismandtheotherbig worldreligions. Theconceptualizationof“fiction-based”andthecontrastwithhistory-basedreligions springsfromthesociologicalliteratureoncontemporaryreligiouspracticesaroundmodernfiction, suchasTolkien-basedreligions, Jediism, Matrixismandsoon(Davidsen2013; cf. Possamai2005). Althoughthisdistinctionisempiricallyandtheoreticallyproblematicfromsomesocietalperspectives, suchasthosethatregardtheBibleaspotentiallyfictionjustasmuchasotherfictionispotentially sacred(cf. DeWildtandAupers2017),thedistinctionishelpfulasananalyticalconstruct. Thatis,it allowsustodifferentiatebetweenestablishedtraditionsvis-à-visthosereligionsthatweremadeup foramodernfictionalwork,withoutdiminishinghowmeaningfuleithercanbe. 2.1. FantasyFiction-BasedReligion: AStrongBias Fiction-basedreligionisastapleinvideogamesandprovidesfrequentnarrativebackgroundand ludiccontextstomakegamesmeaningfulforplayers. ResearchbyTanyaKrzywinska,forexample, showsthroughacombinationofethnographyandcontentanalysisthatthedifferentfictionalreligious traditionsinWorldofWarcraft—inventedbeliefsystemsrangingfromthemonotheistic“Churchof the Holy Light” to the kinds of totemic and animistic nature worship organized around fictional Religions2018,9,169 3of20 deities—provide invaluable drama and cosmological conflict through the beliefs of non-playable charactersandthenarrativebackgroundsofplayers’characters(Krzywinska2006). Moreradically, MarkusWiemkerandJanWysockiarguethat‘god’games—whereplayerstakethepositionofthe omniscient,powerfulGodofasociety—drawfromawidearrayofculturalinfluencestoshapetheir ownalternativebeliefsystemsbasedongame-specificownmorals,miraclesanddivinemanifestations (WiemkerandWysocki2014). However,astheseandothercasestudiesshow,muchworkaboutin-gamereligionthatisnot groundedinestablished,history-basedreligions,isaboutfiction-basedreligioningames,particularly ofthefantasygenre(e.g.,Aupers2007;Bainbridge2013;Copier2005;Fine1983;Gregory2014;etc.). Inhisessay“OnFairyStories,”the‘FatherofFantasy’J.R.R.Tolkienarguesthatthereisafundamental humanneedtoimaginealternativefantasyworlds. Inthisessay,asmuchasthroughhisownfictional work,Tolkienexpressesaneedforfictionto“enchant”us,tograntusrecovery,escapeandconsolation fromourdailylives(Tolkien1939;cf. Curry1999). Fantasyfiction-basedreligioninmediatexts—films, seriesandgames—maybeconsideredaproductoftheromanticimagination. Bornfromtheworkof Tolkien,fantasycanbecategorizedas“deeplynostalgic[... ]anemotionallyempoweringnostalgia” (Curry2005,p. 126)oran“archaicnostalgia”(Jameson1975,p. 161)foraworldthatisinfusedwith spiritual values, meaning, magic and enchantment. Indeed: the imaginary past in which fantasy fiction-basedreligionisset,presupposestheomnipresenceofreligion,magic,andbeliefsinspiritual forcesinnature.Alongsidehistoricalreligions,fantasythusalsopresentsreligiousworldsassomething romantic,anddeeplynostalgicallyassociatedwithrural,pseudo-medievalandmagicalpasts. Tolkienpracticedwhathepreached. MiddleEarth,thelocationofhistrilogyLordoftheRings, whichwasfirstpublishedin1954,isbothfantasticandrealistic,bothmythicalandrational,andis by far the most influential work in the fantasy genre. Its main narrative—featuring creatures like hobbits,elves,andwizardsasmainprotagonists—ismainlybasedonNorsemythologyandembraces a“polytheistic-cum-animistcosmologyof‘naturalmagic’”(Curry1998,p. 28). These‘pre-modern’ religious worldviews are, Tolkien felt, important since “the ‘war’ against mystery and magic by modernity urgently requires a re-enchantment of the world, which a sense of Earth-mysteries is much better placed to offer than a single transcendent deity” (Curry 1998, pp. 28–29). Middle Earth,inshort,wasinpartinventedtocountermodernprocessesofdisenchantmentbut,ironically, became fully embraced by the modern world since the 1960s. The literary work and mythopoeic approachofTolkienalsospilledovertothegameindustryandbecame,assuch,atypicalexampleofa “transmedial”phenomenon(Jenkins2006). Myth-making,inthecontextofcomputergames,becamea matteroftechnicaldesign. Turkleargues: “Thepersonalcomputermovementofthe1970sandearly 1980swasdeeplyimmersedinTolkienandtranslatedhisfantasyworldsintohugelypopular(and enduring)role-playinggames”(Turkle2002,p. 18). Indeed,Tolkiendiedin1973, butaroundthat sametimehisenchantingworldwasreproducedincyberspace. In1976aStanfordhacker,Donald Woods,andaprogrammer,WillCrowther,developedAdventure,thefirsttext-basedrole-playinggame on the computer. Adventure “turned out to be one of the most influential computer games in the medium’searlyhistory”(KingandBorland2003,p. 31). Animportantshiftcameinthe1980swhen TrubshawandBartledevelopedthe‘Multi-UserDungeon’(MUDs)thatmadeitpossibletocollectively explorethistextualworld. Betweentheendofthe1970sandthebeginningofthe1990s,text-based role-playinggamesandMUDswerebooming. Someexamplesthataredirectlyderivedfromthework ofTolkienareTheShire(1979),Ringen(1979),LordoftheRings(1981),LORD(1981),RingofDoom(1983), Ringmaster(1984),TheMinesofMoria(1985),Bilbo(1989),TheBalrogiantrilogy(1989)andElendor(1991). In1996and1997, respectively, DiabloandUltimaOnlinewerelaunchedontheInternet—thelatter generallyunderstoodasthefirstthree-dimensionalMassivelyMultiplayerOnlineRolePlayingGames. Inthelastdecadesuchfantasygamesbecameimmenselypopular,whethermulti-orsingle-player. Well-knownexamplesareEverquest(1999),AsheronsCall(1999),DarkAgeofCamelot(2001),Worldof Warcraft(2004),LordoftheRingsOnline(2007),TheElderScrollsseriesincludingthehitSkyrim(2011) andtheMMOTES:O(2014),theDragonAgeseries,mostrecentlytitledInquisition(2014),andsoon—all Religions2018,9,169 4of20 ofwhich,withoutexception,harkenbacktoafaux-medievalTolkienesquefantasyworldofreligion andenchantment. 2.2. ScienceFiction-BasedReligion: ABlindSpot Thefocusonfantasyinacademia,weargue,blinkersother,unacknowledgedgenresthatconstitute fiction-based religion in games. As opposed to fantasy fiction, science fiction narratives present futuristicuniversesdevoidofreligiousmeaning.Indeed:tappingintocurrenttrendsandextrapolating these to the future, sci-fi worlds seem to be dominated by scientific reasoning instead of faith and technological practices, methods and artefacts instead of magic. More than anything else, science fictionwouldseemtoexemplifythe“disenchantmentoftheworld”(Weber1948). ToparaphraseMax Weber,likeintherealworld,infuturisticsci-fiuniversessuchasStarTrek: “Oneneednolongerhaverecoursetomagicalmeanstomasterorimplorethespirits,as didthesavage,forwhomsuchmysteriouspowersexisted. Technicalmeansandcalculation performtheservice”(Weber1948,p. 139) Such(evolutionary)argumentsaboutrationalism,science,andtechnologyasan“irreligiouspower” (Ibid.,p. 142),aredeeplyinstitutionalizedinthesocialsciences,andmayaccountforthefactthat debatesonfiction-basedreligiongenerallyshowabiastowardsthefantasygenreandablindspotfor thesci-figenre. Notwithstandingcountlessrecentstudiesshowingthatthedichotomyscience/technologyversus religion is theoretically and empirically problematic (e.g., Latour 2012; Noble 1999; Davis 1998), particularly since the cultural logic of modernization spawns its own religions, spiritualities and magicalre-enchantments(AupersandHoutman2010),thereareampleindicationsthatthescience fiction genre is infused with religion, myth and magic. Much of the golden age of sci-fi between the 1930s and the 1970s was utopian, informed by a typical modern belief in scientific progress, spaceexplorationandtechnologicalcontrolovernature;ifreligionwasmentioned,itwasgenerally depicted as an outdated, irrational uncivilized worldview (Bleiler 1990; Fitting 2010). The genre of cyberpunk—allegedly pioneered by Philip K. Dick in the 1970s (Davis 1998), and developed by Vernor Vinge, William Gibson and Neal Stephenson in the 1980s and 1990s (Cavallaro 2000), we argue, exemplifies an important shift in which science fiction opens up to religion, magic and enchantment. More fundamentally, we theorize, science fiction-based religions indicate a radical and unacknowledged ontological shift in the perspective on religion: religious, spiritual or occult phenomena are no longer located in nature (as in history- or fantasy-based religion), but in the man-madetechnologicalworld. What, then, was the role of the cyberpunk genre in the formation of science fiction-based religion? Itisalreadyamainstayinliteraturethatcyberpunkbothreflectedemergenttechnologiesin the1980s—informationandcommunicationtechnology,virtualreality,ArtificialIntelligence—and influencedit(Dery1996). Thekeyelementisvirtualreality. Inspiredbyobservationsinanarcade hallandpredatingtheWorldWideWeb,WilliamGibsondubbedtheterm‘cyberspace’inhisnovel Neuromancer(1981)tosignifyadigitalspaceopenedupbyconnectedcomputersor,rather: “atailored hallucination” promising the “bodiless exultation of cyberspace” to its consumers. Alternatively called “the Other plane” (by Vernor Vinge in 1981) and “the metaVerse” (by Neal Stephenson in 1993), the man-made ontology of cyberspace became the pinnacle of the religious imagination in cyberpunkandbeyond. Asanimmaterialspacebeyondtimeandplace,itwasconsideredinthe1990s as“metaphysicalspace”(Heim1993),“newJerusalem”(Benedikt1992,p. 14)anda“paradisewhere wewillbeangels”(Stenger1992,p. 52). AsoneoftheprotagonistsinGibson’slaternovelMonaLisa Overdrivespeculatedabouttheomnipresenceandopacityofcyberspace: “IstheMatrixGod?” This religious imaginary is not restricted to the ontology of cyberspace. At the heart of the cyberpunk narratives, we find the assumption that our human life-world, including our virtual environment, istotallypermeatedwithautonomoustechnologiestotheextentthatpeoplecanno Religions2018,9,169 5of20 longermakevaliddistinctionsbetweenrealityandfantasy;humansandAI;technologyandmagic. “Cyberpunk,”Cavallaroarguesinthisrespect,“chartsanambivalentmythopoeiainwhichnewforms oflifeareseentoemergefromtechnologyand,atthesametime,thedigitaluniverseispermeated bymysticismandoccultism”(Cavallaro2000,pp. 53–54). Charactersincyberpunknovelsconstantly encounter creatures and entities that may be either artificially intelligent or spiritual. Case, the protagonist of Gibson’s Neuromancer, for instance meets ‘Flatliner’—a deceased hacker haunting cyberspace—and his digitally reincarnated girlfriend Linda. Gibson’s second novel, Count Zero, introducestheLoa—voodoo-godsthatappear,sendmessagesanddisappearagain. AretheyGodsor maliciousprogrammes? Indeed: inNealStephenson’sSnowcrash,artificialintelligencesare‘speaking intongues’—instigatingreligiousvirusesamongstthepassivepopulation. Thishoveringbetweentechnologyandspirituality—ormorespecificallytheframingofpowerful andopaquetechnologiesasthemselvesreligiousorenchanting—isakeyfeatureofcyberpunknovels inthe1980sand1990s. Thissciencefiction-basedreligionhasgonemainstreameversince. Hollywood blockbusters—fromTheLawnmowerMan(1993),ExistenZ(1999),TheMatrix(2000)toTranscendence (2014), increasingly feature the message that, while nature may be under the control of humans, “technologyisGod”(Dinello2005). 3. Post-ApocalypticReligion Sciencefiction-basedreligion,then,fromcyberpunknovelstoHollywoodblockbusters,seemsto indicateanontologicalturnfromthesacredsituatedinnaturetothesacredsituatedintechnology. Notwithstanding the ‘disenchantment of the world,’ omnipotent and opaque technology invokes religious imaginary that is by and large unacknowledged in the literature. This brings us to our case-studies. Ifthecyberpunkofthe20thcenturydealtwith20th-centuryconcernsof‘virtualreality’ andcomputervirusesinareligious-spiritualway, howdoesthesciencefictionofthe21stcentury dealwith21st-centuryconcernsabouttechnology? Thispaperselectstwocasestudiesfeaturinga post-apocalypticworld:the1950s‘atompunk’settingofFallout3andthefaux-prehistorical‘stonepunk’ ofHorizonZeroDawn. Theanalysisisguidedbythequestion: Howdovideogamespresentreligionin thepost-apocalypseand,particularly,howisreligionpositionedvis-à-visfuturetechnologiesinthe gameworld? Thequestionismotivatedbytwoconcerns,basedonthetheoreticalframeworkabove. Firstofall, sciencefiction-basedreligionplacesthesacredinanoftendystopianfuture,ratherthaninafantastical or historical past. Secondly, science fiction-based religion places the sacred into the technological, rather than the (super)natural. As a consequence, these dystopian futures are often motivated by a fear of the potential of technology. In line with this, post-apocalyptic games such as Fallout and Horizoninvariablyshowaworlddestroyedbyman-madetechnologicaldisaster. Fallout3,releasedby Bethesdain2007togreatacclaim,showsaworlddestroyedbytheatomicbomb,filledwithrobots stillrunning(over200yearsafterbeingmanufactured)onatomicenergy,butwithonlysmallpockets ofhumanslefttoinhabittheearthalongsidethem. Horizon: ZeroDawntakesplace1000yearsafter theinventionof‘BiomatterConversion’—theabilityformachinestoinfinitelyreproduceandfuel themselvesbyconsuminggrass,humansandotheranimals—causestheapocalypse,inwhichsmall tribespopulateanearthdominatedbyself-reproducingrobotsandrarewildlife. Bothgamesrevolve aroundhumans,includingtheplayer,copingwiththedominanceofthesetechnologicalinventionsin aworldwherehumansfacenear-extinction. 3.1. Fallout3: “WhyDoYouWorshiptheBomb?” ConfessorCromwell: “TheChurchoftheChildrenofAtomisbasedontheideathateachsingle atomicmassinallofcreationcontainswithinitanentireuniverse. Whenthatatomicmassissplit,a singleuniversedividesandbecomestwo—thussignifyingthesinglegreatestactofAtom’screation. Religions2018,9,169 6of20 Occasionally,adivineeventoccursandtrillionsupontrillionsofnewuniversesarecreated. Thelast sucheventtookplacehere,200yearsago. WheremostofthelostchildrenofAtomseethateventas simplewaranddevastation,weseecreationandunificationinAtom’sGlow.” LoneWanderer[Player-character]: Whydoyouworshipthebomb? Confessor Cromwell: “Those who were called to Atom during the Great Division were very fortunate. TheywerepermittedtoaidintheprocessofAtom’screation. Weseekthesame,bothin symbolandinfactandthe’bomb,’asyoucallit,representsAtom’scapacityforcreation. Wekneel beforeitandaskthatAtomcallustoaidhim. Wepraythatoutofourmeagerbodies,hewillcreate newlife.” Theyearis2277AD.Exactly200yearsago,theUnitedNationswasdissolved,Chinaoccupied AlaskaandtheUSAhaveannexedCanada. Theyear2077bringsaboutaworldwidenuclearwar that destroys most of the important human settlements around the world. The Fallout series is stagedinanalternativehistoricaltimelineafterthefalloutofanuclearwarbetweenChinaandthe USA.Thesocioculturalcontextsurroundingthiswaristhatofasocietythathaskepttheculturally conservativeaestheticofthe1950sbutdevelopeddifferenttechnologywiththehelpofitsnewlyfound nuclearenergysupply. Theenvisionedworldplacesuraniumatthecenterofsocietalchange,asthe mostimportanthumanresourceandthemainreasonforafull-scaleglobalconflict. In this context, the game assigns two key figures as symbols of the world’s technological advancement: artificial intelligence (especially robots) and the atomic bomb. The Fallout games developthesetechnologicalartifactsandweavethemintotheirmainstorylines, wheretheycome totakecompletelydifferentpositionsinsociety. Whilebothroboticdevelopmentsandmissilesare createdwiththehelpofnuclearpower,therocketsymbolattainsamoresacralizedpositioninthis society’spost-apocalypticdevelopment. Mosttypically,weseethisintheemergenceofthe“Churchof theChildrenofAtom.”Theirworshipofatomicenergyisnotostensiblyareligionrootedinalong tradition,butisfundamentallypartofatraumatizingcontemporaryreality: anundetonatedwarhead inaworlddestroyedbyatomicbombs. Nuclearpower,deifiedasAtom,isworshippedtohavedestructiveandmetamorphic,cleansing properties: “WemustsuffertotrulyfeelAtom'sembrace,tolaybrokenbeforeHim,andfeelthegentle washoftheGlow.”Whilethepre-existing,pre-apocalypticreligionsarepracticallyextinct,theChurch oftheChildrenofAtomisapost-warreligiouscultthatworships‘Atom’astheirsingulardivineagent, whichisomnipresent,omniscientandomnipotent. Atomiseverywhere,knowseverything,andhas thepowertoaffectthepropertiesofdifferentbodiesintheworld.Asthegame’sloadingscreen—which actsasatypeofnarrator,normallydispensinggame-playtipsandlorefromanextra-diegetic,objective perspective—occasionallyexplains: “TheChurchoftheChildrenofAtombelievethewarof2077was actuallyagreatholyeventperpetuatedbytheirgod,Atom.” StartingwithFallout3,theplayerisintroducedtoChurchoftheChildrenofAtominMegaton—not coincidentallyalsothenameforanexplosivemeasurementunit. Thetown,whichislikelyoneofthe firstthatplayersencounter(cf. Bainbridge2016),ishosttoanundetonatedatombomb,discovered bysurvivorsinthewastelandofwhatwasformerlyWashington,D.C.Megatonwasbuiltaroundthe bomb,whichtheinhabitantscametofear,respectandeventuallyworship(Figure1). Thecentrality ofthisreligiontoMegatoncanmostliterallybeseenthroughitsmaplocation,atthecenterofthe settlement(Figure2). TownandChurchareeffectivelyledbyConfessorCromwell,whocanbeseenin Figure1preachingAtom’spowertoallwhocanhear: “GiveyourbodiestoAtom,myfriends. Releaseyourselftohispower,feelhisGlowand beDivided. Yea,yoursufferingshallexistnolonger;itshallbewashedawayinAtom’sGlow,burned fromyouinthefireofhisbrilliance. Religions2018,9,169 7of20 Comeforthanddrinkthewateroftheglow. Forthisancientweaponofwarisoursalvation, it is the very symbol of Atom’s glory. Let it serve as a reminder of the division that has occurredinthepast.” Here,Atomissaidtocomeanddivideourcells,endingourearthlysuffering. Atomispresent anywhere,fromthe“infiniteworlds”insideoureverycell,tothehugeradiationstorms,powerful ecologicalconsequencesofthenuclearfalloutthatplaguesthewasteland.Thus,theChurchwascreated Religions 2017, 8, x FOR PEER REVIEW 7 of 20 andfortifiedinMegatonwhereitsfirstsettlerstookshelterinthecraterinthe23rdcentury—andit Religions 2017, 8, x FOR PEER REVIEW 7 of 20 hasspreadacrosstheUnitedStatessincethen,astheappearanceoftheChurchatteststoinvarious and it has spread across the United States since then, as the appearance of the Church attests to in pvanlaardci oeisut sihn apsFl aasclpleorsue itan4d ,F awacllhrooiucsths 4 tt,ah wkee hUsicnphilt atecadek ebSstaa rpteellasyc se1i 0nbcayere eatlrhyse 1lna0,t eyarse. atrhse l aatpepr.e arance of the Church attests to in various places in Fallout 4, which takes place barely 10 years later. Figure 1. Confessor Cromwell preaching and praying next to the atom bomb. Figure1.ConfessorCromwellpreachingandprayingnexttotheatombomb. Figure 1. Confessor Cromwell preaching and praying next to the atom bomb. Figure 2. Megaton’s map (Fallout Wikia n.d.). Figure 2. Megaton’s map (Fallout Wikia n.d.). Figure2.Megaton’smap(FalloutWikian.d.). Fallout 3 presents a world in which the near-complete destruction of human civilization means that Fmaollsotu ts c3i epnrteisfiecn tasn ad wtroardldit iionn walh iinchst itthuet inoenasr -hcaovmep dleitsea pdpesetarruecdt.i oAnf otefr h tuhme aanp ocicvaillyizpasteio, nth me eraanws Fallout3presentsaworldinwhichthenear-completedestructionofhumancivilizationmeans pthoawt emr oosf tn succileenatri feinc earngdy ctarand oitniloyn bael uinnsdtietursttiooonds ahsa vpeh edniosmapepneaalr. eAdd. dAitfitoenr atlhlye, tahpeo dcaislyappspee,a rthane crea owf that most scientific and traditional institutions have disappeared. After the apocalypse, the raw apnoyw enre ocef snsuacryle akrn eonwerlgedyg cea no of nnlyu cblee aurn dpeorwsteoro—dm aso spth eanpopmliaenncaels. Afrdodmit iobneafollrye, tthhee daispaopcpaelyaprasne cset iolfl powerofnuclearenergycanonlybeunderstoodasphenomenal. Additionally,thedisappearance wanoyr kn—ecmesaskaersy ikt ninowtol ead gme aogfic anlu, cilnecaor mpporwehere—nsmiboles t paopwpelria. nIctse sd fersotmru cbtievfeo rpe ottheen tiaapl occaanly posnel ys tbilel of any necessary knowledge of nuclear power—most appliances from before the apocalypse still iwmoargki—nemd,a wkehsi leit itisn atolt eari nmga egfficeaclt, o inn mcoumtaptreedh henusmibalne s paonwd earn.i mItas lsd ceasntr sutciltli vbee speoetne.n Wtiahli lec athne oCnhlyu rcbhe work—makesitintoamagical,incomprehensiblepower.Itsdestructivepotentialcanonlybeimagined, oimf tahgei nCehdi,l dwrheinle o ift sA atlotemri ndgei efifefes ctth oisn pmoutetnatteiadl ,h Fuamlloaunts 3 a cnodn atrnaismtsa list wcainth s tailnl obteh seere rne.l iWgihoiules tihnest Cituhutirocnh, whileitsalteringeffectonmutatedhumansandanimalscanstillbeseen. WhiletheChurchofthe tohf atth oef C ah mildorree nro omf Aantotimc s dpeiriiftiuesa lt hcuisl tp, othteen Ttiraele, mFainlldouetr s3. cTohnet rTarsetesm iti wnditehr sa anroet ha ecro rmelmiguionuitsy i nins tOitaustiiso—n, athna ti mofm ae mdioartee rvoimsuaanlt iocp sppoirsiittuea tl oc uMlt,e tghaet oTnr:e evmeridnadnetr,s .s Tphraew Tlrienegm ainndd emrsu alrtei- lae cvoemllemd.u nIti tcya inn oOnalsyi sb—e aacnc eimssmede dthiartoeu vgihs uaanl aorpdpuoosuitse aton dM heigdadteonn : mvoerudnatnaitn, sppartahw. lTinhge raen, dra mthuerlt it-hleavne lale ldo.u Idt lyca pnr eoanclhyi nbge Cacocnefsessesdo rt hCrrooumghw ealnl aatr dthueo cuesn atenrd o fh iMddegenat omno, ustnatnadins pa astohf.t -Tsphoerkee,n r aTtrheeer Ftahtahne ra B liorcuhd, lyw hpore gaucharindgs tChoen efenstsroarn cCer oamndw ienllv aitte tsh teh cee nptleary eorf iMnseigdaet.o Tn,h set atwndos rae lsiogfito-nsps oekveenn Tarcete aFsa tshyemr mBiertcrhic, awl hgoa mgueparladys othpet ioennstr, ainnc teh aatn tdh ein pvliateyse rt hhea sp tlhaey eorp itniosnid teo. fTuhlley tdweos trroelyi geiiotnhse re tvoewnn a (cctf .a Bs ossymmamn e2t0r1ic7a)l, Ogaamsise palnady Mopetgioantos,n i,n t ot hvaiot ltehnet lpyl aeryaesre h tahse twheo rosphtiipo nof t toh efusell ya ndteitshterotiyc geiotdhes r( dtoewstrnu (cctfi.o nB ovssm. carne a2t0io1n7)),. Oasis and MegaAtos no,p tpo ovsieodle tnot lAy teormas,e t hthee T wreoermshinipd oerf st hdeesiefy a nnatittuhreet,i ce mgobdosd (idedes itnru tchteio snh vaps.e c oref a‘Ttihoen )G. reat One,’ a talkAinsg o tprpeeo.s Tedhe t oG Aretaotm O,n teh—e Torre aesm hien’ds earlsso d ceaifllye dn aTthuere L, oermdb, Hodimied, T ihne t hOen seh Wapheo o Gf r‘Tohwes ,G Greivaet sO, anned,’ Ga tuaildkeins,g a tnrede T. Thhe eT Galrkeiantg O Tnree—e, oorr a ssi mhep’sly a lHsoa rcoalldle d– Tish teh Le oprrdo,d Huicmt ,o Tf hae r Oetnroev Wiruhso eGxrpoowsus,r Ge itvheast, wanads Guides, and The Talking Tree, or simply Harold – is the product of a retrovirus exposure that was Religions2018,9,169 8of20 ChildrenofAtomdeifiesthispotential,Fallout3contrastsitwithanotherreligiousinstitution,that ofamoreromanticspiritualcult,theTreeminders. TheTreemindersareacommunityinOasis—an immediatevisualoppositetoMegaton: verdant,sprawlingandmulti-levelled. Itcanonlybeaccessed through an arduous and hidden mountain path. There, rather than a loudly preaching Confessor CromwellatthecenterofMegaton,standsasoft-spokenTreeFatherBirch,whoguardstheentrance andinvitestheplayerinside. Thetworeligionsevenactassymmetricalgameplayoptions,inthatthe playerhastheoptiontofullydestroyeithertown(cf. Bosman2017),OasisandMegaton,toviolently erasetheworshipoftheseantitheticgods(destructionvs. creation). AsopposedtoAtom,theTreemindersdeifynature,embodiedintheshapeof‘TheGreatOne,’ atalkingtree. TheGreatOne—orashe’salsocalledTheLord,Him,TheOneWhoGrows,Gives,and Religions 2017, 8, x FOR PEER REVIEW 8 of 20 Guides,andTheTalkingTree,orsimplyHarold–istheproductofaretrovirusexposurethatwas supposedtocreateresistancetoradiationbutinsteadcreatedmutatedhumans. Theretrovirus’effect supposed to create resistance to radiation but instead created mutated humans. The retrovirus’ effect onHaroldisthatatreestartedgrowingoutofhimuntilhebecameonewithit(Figure3). on Harold is that a tree started growing out of him until he became one with it (Figure 3). Figure 3. Harold, The One Who Grows, Gives and Guides, talking to the player. Figure3.Harold,TheOneWhoGrows,GivesandGuides,talkingtotheplayer. Harold, however, has no pretensions of being a god and is not happy with the cult’s veneration Harold,however,hasnopretensionsofbeingagodandisnothappywiththecult’svenerationof of him. His mutations gave birth to the entire forest of Oasis, an achievement considered a miracle in him. HismutationsgavebirthtotheentireforestofOasis,anachievementconsideredamiracleinthe the destitute Wasteland. On a ludic level, the player can decide to let the tree die (a wish expressed destituteWasteland. Onaludiclevel,theplayercandecidetoletthetreedie(awishexpressedby by Harold as well) and completely destroy the last kernels of this spiritual and romantic cult; or Haroldaswell)andcompletelydestroythelastkernelsofthisspiritualandromanticcult;orinstead instead to let him selflessly live to create new forests. Whereas nature was killed by the atom bomb tolethimselflesslylivetocreatenewforests. Whereasnaturewaskilledbytheatombomb(thegodof (the god of the Children of Atom), the initial retrovirus that was supposed to make humans resistant theChildrenofAtom),theinitialretrovirusthatwassupposedtomakehumansresistanttoAtom’s to Atom’s radiation fights back through Harold. radiationfightsbackthroughHarold. In the more recent Fallout 4, the Church of the Children of Atom is now present in a totally In the more recent Fallout 4, the Church of the Children of Atom is now present in a totally irradiated environment, The Glowing Sea (Figure 4). Upon meeting the leader of the cult’s base in the irradiatedenvironment,TheGlowingSea(Figure4). Uponmeetingtheleaderofthecult’sbaseinthe Glowing Sea, players may ask “Holy Ground? Atom? What's going on here?” The explanation is that GlowingSea,playersmayask“HolyGround? Atom? What'sgoingonhere?”Theexplanationisthat “Atom reached out and touched this world, bringing his Glow to us. It remains to this day, a reminder “Atomreachedoutandtouchedthisworld,bringinghisGlowtous. Itremainstothisday,areminder of his promise. Infinite worlds through division.” The survival of the cult in the normally instantly ofhispromise. Infiniteworldsthroughdivision.”Thesurvivalofthecultinthenormallyinstantly fatal environment is rationalized as being a supernatural gift: fatalenvironmentisrationalizedasbeingasupernaturalgift: “That is Atom’s unique gift to us, the true believers. “HTeh haatsis bArotoumgh’st uuns ihqeuree gtoif tthtoisu psl,atchee, atr upelabcee ltiehvaet rcsa.nnot harm us, so that we may worship him. So that we may spread his word to others. Hehasbroughtusheretothisplace,aplacethatcannotharmus,sothatwemayworship That is our calling. To deliver Atom’s message to a world that does not wish to hear it. To him. Sothatwemayspreadhiswordtoothers. show Atom's power to all.” Religions2018,9,169 9of20 Thatisourcalling. TodeliverAtom’smessagetoaworldthatdoesnotwishtohearit. To showAtom'spowertoall.” Religions 2017, 8, x FOR PEER REVIEW 9 of 20 Religions 2017, 8, x FOR PEER REVIEW 9 of 20 Figure 4. Atom’s place of worship, next to a radiated water crater, in the Glowing Sea. Figure4.Atom’splaceofworship,nexttoaradiatedwatercrater,intheGlowingSea. Figure 4. Atom’s place of worship, next to a radiated water crater, in the Glowing Sea. In the Far Harbor DLC, players can join the church after completing a quest that resembles an initiaIItnnio ttnhh eer itFFuaaarr l,HH taoar rbsboeorer kDD LtLhCCe, ,p“pSlaalaycyereersdr s cEacLnaEn jMojionEi nNthTtehS ec, hgcuuhriucdrhec hatofta eAfrt etcoromcmo’spm lHeptOlienLtgiYn ag wqaourqedsu”te ts(hFtaitgth uraertese r5em)s,eb wmlehsb ilacenhs aitnunirtniianst ioitoiuantt itrooint ubear iltt,h uteao l P,seetreoiko sdtehiece kT “atShbalecer “(eFSdiag cEurLereEd M6E).EL UNEpMToSEn, NgduoTiiSdn,geg stuooi ,d Apetlaotymoe’rAss tHmomOeeL’tsY TH hweOo MLrdYo”t wh(Feorirg oduf” rteh( Fe5i )Fg, ouwgreh, tihc5h)e, wtCuhhrinilcdsh roetunut’r stno ss bpoeiru titht etloe Pabedreeirot hdseiecn PTte afrrbioolemd (i FcAiTgtaoubmrele 6to()F. gUigupuiodrene 6dth)o.einmUg.p sToohn, epd lMoayioneTgrhss Emor,e (peFtli aTgyuherere sM 7mo) teshepetirrT ioth fie tsh Mteh oFet ohfgieg,r uthoreef tCshhheriolFduordgee,ndt’hs i ens pCmihriiistlt d l(eraeatndo’emsr iscsp eginrlitot wflre)oa mwdeh Arost poenamst sfteroso mgduoAiwdtneo mAthtetoommg. ’usT ihwdeei lMlt haoenTmdh .gETurhi d(eFeiMsg tuohrTeeh p7El)ar sy(pFeirirg tiuto r itesh 7teh) pese pfriiigroiudtriiesc tsthahberlofieu,g dtuheredei rsi nhB rimobuliesd.t e(dationmmici sgtl(oawto)m wichog lpoaws)sews hdoopwans sAestodmow’s nwAillt oamnd’s gwuiildleasn dthgeu pildaeysetrh teo pthlaey perertiootdhiec ptaebrlieo,d tihcetiarb Bleib,lteh.e irBible. Figure 5. The scroll that guides believers to Atom’s “HOLY word.” Figure 5. The scroll that guides believers to Atom’s “HOLY word.” Figure5.ThescrollthatguidesbelieverstoAtom’s“HOLYword.” Inall,theFalloutgamesimagineaworlddestroyedbynuclearwarinwhichpreviousinstitutions, religiousandotherwise,havebeendestroyed. Inthiscontext,oneofthefirstsettlementstheplayer ofFallout3encountersisMegaton,whereonereligiousgroupiscentral. Thisgroup,theChurchof theChildrenofAtom,worshipsAtom: amasculine,incomprehensiblyopaquedeificationofatomic power. Atomispresentedasomnipresent,omniscientandomnipotentandisworshippedbybuilding Religions2018,9,169 10of20 areligionaroundanundetonatednuclearbomb(inFallout3)andlaterbyexpandingchurchsitesto irradiatedlands(Fallout4). Initsreverenceofatomicpower,exemplifiedthroughtheglorification oftheperiodictable,ideasofdivisionandtheoriesofatomsfound“within”everything,theChurch presentsaparodyofacontemporary‘science—religion’divideinpopularculture. Evenitsdirect contrast,thereligionoftheTreeminders,whichopposestheChildrenofAtomthematically(revering natureinsteadofscience),shouldbeseenasawayofdealingwiththeconsequencesofman-made nuclear fall-out through religious metaphors. Both, importantly, appear possible only against the backgroundofthetotalerasureofprevioushistoricalreligiousinstitutions. Religions 2017, 8, x FOR PEER REVIEW 10 of 20 Religions 2017, 8, x FOR PEER REVIEW 10 of 20 Figure 6. The Periodic Table that serves as the holy text of the Church of the Children of Atom. Figure6.ThePeriodicTablethatservesastheholytextoftheChurchoftheChildrenofAtom. Figure 6. The Periodic Table that serves as the holy text of the Church of the Children of Atom. Figure 7. The MoThEr aids the player in their quest to become a member of the Church of the Children oFfi gAutroem 7.. The MoThEr aids the player in their quest to become a member of the Church of the Children Figure7.TheMoThEraidstheplayerintheirquesttobecomeamemberoftheChurchoftheChildren of Atom. ofAtom. In all, the Fallout games imagine a world destroyed by nuclear war in which previous institIunt ioanlls, , rthelei giFoaullso uatn dg oamtheesr wimisea,g hinave e ab eweno rdldes tdroeysterdo.y Iend t hbisy connutcelxeta,r o nwea orf tinh e wfirhsitc she tptlreemvieonutss 3.2. Horizon: ZeroDawn,“MotherNatureasanAIandtheUltimateKillerApp” tihnest iptulatyioenr so, fr eFlailglioouut s3 a enndc oouthnetrewrsi sise ,M haevgea tboene,n w dheesrtreo oyneed .r Ienli gthioisu cso gnrtoeuxpt, oisn cee onft rthale. fTirhsits s gerttoluemp,e tnhtes Cthheu prEclahliy soeafrb teohtfeh F CSahloloibluedtcr ke3n: e “onWfc oAhuatnottmiefr,w sw eisoc roMsuhledigpagsti vAoento,l imwfe—h: aea rmef uaotsnucerue lr?ienlWeig, hiionautcosif mgwrpoeruceophu eilnsd scbiebunliyltdr oaapl. kaTiqnhudieso dgfersoiefeuidcp,a,t itohne oCfh autrofcrmohm ioc fwp tohhiwec hCe,rho. inAldatrodemena iodsf p pAlartenosemet,n,l tiwefedoc raossuh loidpmbsn lAoisptsoroemmse: anan tme, woam?scTnuhilsiicsnieies,n ittnh aecnoadmim op—mretnhhieepnhosotiepbnel–yt o aofnpPdar qoisjue ecwt d:oZersiefhriciopatpieodn boyf abtuoDmialdwicinn p:got oaw cerrere.la itAgeitoaonsmu a piresor pu-irnnedtse elalningte eundnt ,adfsue otllomyn-naauitpetodrme snaeutnecdtl,e toaemrrr banfoiosmrcmibei nn(tgi nas nyFsdatl elomomu—tn 3aipn) odatnbedrni tn lagantleidfre ibbsy awc ekoxfrrpsoahmnipdpinedg cbhyu brculihifle dsleiitsnesgns etaso s r.ierWrliaghdiaoitantw eaodru olladunnsdudsc ha(Fnaa sullyonsudttee m4to).rn eIaqntu eiitdrse ?rneuAvcetlreietasnr ccboero oem,f ibatt wo(imonu iFlcda plnlooeweudte a3r,)t erauxneedmA lIpa.ltFiefurie llbdyy tc haerpxoapubalgnehd itnhge gchlourricfihc astiitoens toof itrhrea dpieartieodd ilca ntadbsl e(F, aidlleoaust o4)f. d Iniv iitssi ornev aenrden tchee oorfi easto omf aict opmows feoru, enxde “mwpiltihfiiend” tehvreoruygthhi nthge, tghloe rCifhicuartciohn p orfe sthene tps ear ipoadriocd tayb olef ,a i dcoeanst eomf dpiovriasriyo n‘s acniedn tchee—orrieelsig oiof na’t odmivsi dfoeu innd p “owpuitlhairn c”u eltvuerrey.t Ehivnegn, itthse d Cirheuctr ccho nptrreasset,n tths ea r pelairgoiodny ooff tah eco Tnrteeemmpinordaerrys ,‘ swciheinchce o—prpeolsigeiso tnh’e d Civhiidlde rienn p oofp Autloamr c tuhletumrae.t iEcavlelyn (irtse vdeirreincgt cnoantturares t,i nthstee aredl igofio snc ioefn tchee), Tsrheoeumldin dbee rsse, ewnh aicsh a o wppaoys oesf tdheea Clinhgil dwreitnh otfh Ae tcoomns tehqeumenatciecsa lolyf m(reavne-mrinagd en antuucrlee ainr sftaelal-do uotf tshcireonucgeh), rsehloiguilodu sb em seeteanp haos ras . wBaoyth o, fi mdepaolirntagn wtlyit,h a tphpee acor npsoesqsuibelnec eosn loyf amgaanin-mst atdhee bnauccklgearor ufnaldl- oouf tth teh rtootuagl he rraesluigreio oufs p mreevtiaopuhso hriss. toBroitcha,l rimelipgoiortuasn itnlys,t iatuptpioenars . possible only against the background of the total erasure of previous historical religious institutions. 3.2. Horizon: Zero Dawn, “Mother Nature as an AI and the Ultimate Killer App” 3.2. Horizon: Zero Dawn, “Mother Nature as an AI and the Ultimate Killer App” Elisabeth Sobeck: “What if we could give life—a future? What if we could build a kind of seed, fErloimsa bwehtihch S, oobne ac kd:e a“dW phlaatn eift ,w lief ec coouuldld g bivloes sliofme— aan efwut?u rTeh?i sW ish atht ei fa iwme— cotuhled h boupiel–do fa Pkrinojde cotf: sZeeerdo, Dfroamw nw: htoic chr,e oante aa dsueapde rp-ilnanteeltl,i gliefne tc, ofuulldly b-aloustsoomma taende twer?r aTfhorism iisn tgh sey asitmem——thaen hdo bprei–nogf lPifreo bjeacctk: fZroermo Dawn: to create a super-intelligent, fully-automated terraforming system—and bring life back from

Description:
On the other hand, game texts are brimming with religious narratives, symbols, .. Indeed: in Neal Stephenson's Snowcrash, artificial intelligences are.
See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.