Explainer
Culture
Film & TV
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5 min read

Adapting Doctor Who: it's time for change

The fan debate on associating disability with evil lacks nuance.

Harry Gibbins  is a doctoral researcher at the University of Aberdeen. His PhD concerns the intersection between autism and Christian ministry.

Davros, an alien leader sits in the lower half of a Dalek.
Davros: leader of the Daleks.

In an interview with behind-the-scenes show Doctor Who Unleashed, returning showrunner Russel T Davies had this to say about how iconic Doctor Who baddie Davros was to be portrayed in a mini-episode produced for charity event Children in Need last year. 

“We had long conversations about bringing Davros back, because he's a fantastic character, time and society and culture and taste has moved on. And there's a problem with the Davros of old in that he's a wheelchair user, who is evil. And I had problems with that. And a lot of us on the production team had problems with that, of associating disability with evil. And trust me, there's a very long tradition of this.” 

He continues to explain that this led the production team to depict Davros differently. Gone is the facial scaring, the wheelchair, the robotic eye, and the mechanical hand. Now, as Davies explains, Davros is seen through a lens in which disability stops being a way of identifying evil.  

“This is our lens, this is our eye. Things used to be black and white, they’re not black and white anymore, and Davros used to look like that and he looks like this now.” 

Davies’ comments caused somewhat of a split online with some fans. On the one hand, Davies is continuing a tradition that can be traced back to his previous work on Doctor Who between 2005 and 2010. For example, he purposefully wrote Billie Piper’s character Rose Tyler as working class to cut against the gain of the prim-and-proper received pronunciation of previous companion characters. Perhaps Davies was tired of the limited scope of once again portraying the villain as disabled. Just as he didn’t want another female companion who lacked agency and depth, depiction of Davros as disabled simply wouldn’t fit with this modern incarnation of the show. On the other hand, in his comments, Davies seems to suggest that if this character ever appears again, he will not be disabled, even if it contradicts previous storylines, retroactively removing this part of the character as if it was never there to begin with.

Davros isn’t evil because he’s disabled, so why is Davies so hellbent on changing something that wasn’t an issue to begin with? 

But is Davies’ efforts necessary? Reddit user u/Bowtie327 suggests that Davros’ disability isn’t important, “I can’t say I ever even drew a connection around Davros, being evil, and being disabled”, whilst another user u/PenguinHighGround claims that as a disabled person themselves they found him “weirdly inspiring, his (sic) goals are abhorrent, but he didn’t let his physical issues limit him”. X user @Dadros3 highlights how, as a wheelchair user, Davros has become a sort of science-fiction icon. He euphemistically states that “evil comes in all forms, all races, all genders, all abilities, and all disabilities. We cannot stand by and allow the cancellation of something for fear of offence that doesn’t exist”.

We are starting to see where the conversation heads; there are worries of by simply removing disability from the equation no effort is made to necessarily further the cause of disabled representation in media. Similarly, Davros isn’t evil because he’s disabled, so why is Davies so hellbent on changing something that wasn’t an issue to begin with? Whether it's that Davros’ disability wasn’t noticed by a majority able-bodied audience, or that his evil ideology has nothing to do with being disabled, Davros should stay put! 

What becomes clear is that the changes made to depicting Davros is a product of the philosophy of change that is woven into the show’s DNA. 

There’s a nuance that I believe has been missed by these arguments, a nuance that speaks to the philosophy that underpins what has led Doctor Who to last so long. I do not believe that Davies is suggesting that we pretend that harmful depictions of disabled people didn’t happen. Rather, this is a progression of a core part of Doctor Who

Doctor Who encompasses change. Whether it’s the titular character’s face changing every few years, new story motifs coming and going, or even entirely new production teams, change is what keeps the Doctor Who machine whirring. It is clear that in this new era of the show that Davies is looking for a sort of fresh start. That is what keeps Doctor Who alive, and I think it’s what can make it such a great show. The ability to, despite its long history, still tell a new story. Times where I think the show has suffered has been when it has tried too hard to emulate what has come before.  

This is a good opportunity to look back at how disability has been characterised in the media. It is good to sit with this tension even if we didn’t notice it and even if we don’t necessarily take offence. Interestingly, in the brief discussions Davies has had in the behind the scene footage he never mentions offence, nor does he want to attribute blame onto anyone for depicting a wheelchair user in such a way. Instead, he looks forward, just as we do as an audience. Forwards to opportunities to encapsulate the real lived experiences of disabled people, not only and narrowly looking at it as a way of identifying the baddie. Speaking to Doctor Who Magazine in 2022, casting director Andy Pryor stated that he is actually intentionally trying to cast more disabled actors claiming that “If you can’t cast diversely on Doctor Who, what show can you do it on?”. This is even reflected in the set design, with the TARDIS now being completely wheelchair accessible. What becomes clear is that the changes made to depicting Davros is a product of the philosophy of change that is woven into the show’s DNA. 

The original 1975 story ‘Genesis of the Daleks’, in which Davros first appears, is still available to watch on BBC iPlayer; no attempt has been made to alter the original to remove the problematic depiction of disability. These stories are still there for us to watch and learn from, not to pave over and pretend they didn’t happen. Perhaps this means Davies and the rest of the production team at Bad Wolf will be cautious about featuring Davros again. What we can say is that Doctor Who is a unique icon in the television space in the way it demonstrates how we respond to change.  

Review
Culture
Digital
Fun & play
4 min read

The grand narrative that’s made it on mobile

The Serpent & The Seed is a welcome addition to the cosy games genre.

Giles Gough is a writer and creative who hosts the God in Film podcast.

A mobile game still shows a robin standing close to a seated man.
Mungo and Adam.

The Serpent & The Seed is a game with a difference: an imaginative retelling of the world's greatest story. In a world overtaken by an evil serpent, you play the character of Mungo, a young robin encouraged by his owl friend to read an old, mostly forgotten book that holds the promise for salvation.   

Released last Easter by Discipleship Tech (the creators of the Prayer Mate app) The Serpent & The Seed aims to tells the story of the Bible as a mobile adventure game. Turning the Bible story into an app feel like quite a novel idea. A cursory search shows that there’s no shortage of Bible based games to play on your phone, but most of them appear to be quiz or trivia based. Seeing this grand narrative, from creation to crucifixion, in game form feels both novel and inevitable, how you might imagine seeing the gospel story be put on film for the first time. “Throughout history, Christians have created, shaped and used technology for God’s glory” the Discipleship Tech website tells us; seen in that light, using a mobile game to deliver the gospel is simply the next step in a line of technological use that stretches back to the invention of the codex.  

Although the game has only been in development for just over four years, it’s had a much longer gestation period than that. “It's an idea I've had for about 20 years now,” says project leader, Andy Geers, “I grew up playing lots of computer games and knowing Jesus and getting to know the Bible better… So I kind of thought: wouldn't it be great if we could combine those two things?” Geers says that the catalyst for this game was a research project. According to the Bible Society’s Lumino research project, a quarter of the UK population are "open to the Bible and finding out more". The Serpent & The Seed is Geers’ way of meeting that need.  

This is clearly a labour of love for all involved and it shows. The dialogue sparkles with cheeky irreverence at times thanks to scriptwriting from Amy Green (BAFTA-winning writer/developer of That Dragon Cancer, the video game centring on the loss of her infant son, Joel). Ostensibly aimed for players ‘9+’, the narrative has to dance around some of the more unpleasant parts of the Old Testament, which it does so lightly and humorously. At one point in the Garden of Eden level, Adam tells our robin character Mungo, that naming things is hard work, and he needs a rest. Mungo then ponders whether Adam has any idea what hard work is! The framing narrative of talking animals in a world full of thistles and thorns ruled by an evil tyrant has shades of Narnia, which may have been an unconscious influence and is very much appreciated.  

One particular highlight is the musical interludes. The developers aimed for the music to be a leading character in this mobile game, and the score was composed by song-writing duo Poor Bishop Hooper. When you unlock another chapter in the game, the almost transcendent songs kick in, combined with the logo appearing in its beautiful lettering, creating an enjoyable experience. It also features music from Canadian artist Jim Guthrie, whose Superbrothers: Sword & Sworcery EP was something of an inspiration for the atmosphere of the whole game.  

The game appears to be connecting with the public, many of whom are praising its art design. Greg Clifton’s illustrations are soothing and light-hearted (I’m pretty sure Moses is rocking an awesome quiff). “It seems to be pitched as a chilled, interactive story with some minor puzzle solving, a subgenre that is increasingly popular these days,” writes gamer and RS teacher Natalie Minaker. “I imagine that this game can provide a few hours of mental respite to any stressed-out Christians!”  

Unfortunately, the lack of challenge is hard to avoid mentioning. As this game is telling a very well-established story, there’s very little jeopardy and as a result, the pace lags a little in parts. “The gameplay is gentle and seems to promote a sense of mindfulness rather than any real sense of peril or challenge,” continues Minaker. In certain levels there are Christian themed takes on popular mobile games - Angry Birds, Flappy Bird, and even Snake (which will be a pang of nostalgia for those of us who had a Nokia in the 90s). What is clear is that playability takes a back seat to story here, and when that story is the Bible, that’s understandable. There’s also a distinctly estuary English accent to the voices shouting “hosanna” as Jesus enters Jerusalem on a donkey which might momentarily take you out of the story, but this is merely nitpicking.  

Whether it will effectively compete for pre-teens’ attention in a saturated market remains to be seen, but this is another useful tool to have in a kids or youth leader’s toolkit. It might also serve as the kind of homework an RE teacher could set that the students might enjoy completing! Older gamers or committed Christians might not find much of the content particularly revelatory, but they may find its gentle pace and soothing aesthetics a welcome addition to the emerging ‘cosy games’ genre. 

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