Article
AI
Culture
Music
4 min read

As creativity and AI battle, greed is the true enemy

Every string plucked, stitch sewn, brushstroke painted, is a sign we’re made for more than utility.
A black and white list of music tracks reads: IS THIS WHAT WE WANT. THE BRITISH GOVERNMENT MUST NOT LEGALISE MUSIC THEFT.
1,000 artists, one message.

 

Is the battle between AI and creativity over before it began? A collective of 1,000 musicians have released a silent album to protest new government copyright laws that would make it easier for companies to train AI models without paying artists. The album, titled “Is This What We Want?,” has a tracklist that reads “The British Government Must Not Legalise Music Theft To Benefit AI Companies.” 

But this isn’t the first time that new technology has threatened the livelihood of musicians, nor the first time musicians have fought back. And the lesson to be learned from the past is that the real enemy of creativity isn’t technology- it’s greed. 

Musicians on strike 

The invention of the record player forever changed the music industry. It’s difficult to imagine a time when you could only hear music if someone was playing a live instrument. As music records grew rapidly in popularity, payments to the musicians behind the records lagged behind.

Up until the 1940s, record companies paid studio musicians only for the time in the studio. Playing records on live radio was cheaper than hiring big bands (which had previously been the norm) because the musicians wouldn’t see any revenue from their repeated use. But in August 1942, fed up at the lack of royalties paid from music records, the American Federation of Musicians went on strike. 

The silence lasted nearly 2 years. During the strike, musicians were allowed to play for live radio but banned from playing on records.

At first, record companies relied on releasing music they had already recorded. But when it became clear that the strike would last longer than expected, they began to rely on acapella voices in place of big bands for new releases. The strike concluded in 1944 as record players conceded to the American Federation of Musicians and set up a system of paying royalties to musicians. The battle was over. 

The technology creativity face-off

Technology has often seemed to be at odds with human creativity despite emerging from it. Human creativity invented the record player, but the record player threatened the human creativity of all those musicians playing live.  

In a similar way, artificial intelligence was both invented by creative humans and trained on the work of other creative humans. And yet, its very existence seems to threaten the work of thousands. AI’s threat is felt in every corner of the creative industries- in music, illustration, art, film and photography. And it’s not just a worry for Top 40 singers. Generative AI threatens to replace graphic and web design for small businesses, music in the background of commercials and videos, illustrations on mass produced birthday cards and souvenirs- all areas of creative work where artists receive a modest income and don’t become household names.

Companies use technology as a mirage to hide the real threat behind its computer generated glow- the greed of the human heart.

 

he Christian faith offers a few truths that make sense of this tension between AI and creativity. The first is human creativity is not mere ornamentation- it is at the very heart of what it means to be made in God’s image. At the very beginning of the Bible, God is Creator. Unlike God, humans cannot make something from nothing. But we can produce wonders that inspire, that reflect the goodness, truth and beauty of the world God created for us. Every string plucked, stitch sewn, brushstroke painted, is a sign that humans were made for more than utility. We were made for transcendence.  

The Christian faith also teaches that human selfishness gets in the way of the transcendental vision God has for us. 

The invention of the record player created problems for musicians, but it was the unwillingness of companies to pay musicians fairly for their work that posed the real threat. Companies use technology as a mirage to hide the real threat behind its computer generated glow- the greed of the human heart. 

As AI continues to be adopted, executives join the chorus speaking about the “threat of AI” and the need to prioritise human creativity. Yet the decisions of the same executives value human creativity in financial terms by the compensation (or lack thereof) that real artists receive. 

Companies treat new technologies as inevitable– they might even tell employees that those who can’t learn to use new technology will be left behind. But the reality is that companies shape the direction of technological advancement. There is no “neutral” or “inevitable” direction to technology. Technology can solve human problems- but first humans decide what problems need solving. AI may help us solve problems that benefit all of us- like the work being done to synthesise proteins that can have great impacts in medicine and science.

But there is no reason companies must use generative AI for creative work. People may point to money and time saved, shareholder value created. And this is where the real contradiction lies. For creativity is not a problem that needs to be solved, but a gift for us to partake in. 

Is This What We Want? 

The album by “1000 UK Artists” contains the sound of empty music studios- a future the group fears if musicians are replaced with AI who were trained on their talent. Session musicians, cover artists, violinists who busk in the streets or play in weddings, all are in danger from AI being trained on their hard work for free. 

Knowing that technology is never neutral, the album’s title “Is This What We Want?” poses a good question. What kind of world do we want to live in? What should our technology be building towards? 

For me, I want a world that encourages real human creativity– the kind given to us by God, the original creative. I want a world where technology isn’t a way for the rich to become richer but for our communities to become better places for human connection. Technology should give us more time to create art, not less. The battle between creativity and AI is in the hands of lawmakers for now. But the battle to end human greed? That’s eternal. 

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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