Review
Ambition
Books
Culture
3 min read

Forgetting the big ideas

How to collect ideas that have changed the world. Nick Jones reviews A History of Ideas.

Nick is the senior editor of Seen & Unseen.

A painting of an 18th Century servant bent over a washing tub.
Jean-Siméon Chardin's The Scullery Maid.
National Gallery of Art, CC0, via Wikimedia Commons.

I devour new ideas. One way to sate the appetite is dining out on Radio 4’s In Our Time archive. The show’s host Melvyn Bragg politely and firmly guides academic experts as they share their wisdom and insights with the listener. Among these great teachers, one had a title that stood out for me - Professor of the History of Early Modern Ideas. It was held by the late Justin Champion of Royal Holloway University. While I may never aspire to don his mantle, I do love the idea of, well, a professor of ideas. So much to discover and explain – to educate upon. 

As well as formal academics in universities, other types of educators share that teaching load. Among them is the School of Life. A purveyor of therapy, courses and books, it has published A History of Ideas. The book is a collection of what the School calls humanity’s most inspiring ideas throughout time, ideas ‘best suited to healing, enchanting and revising us.’ Its stated goal is to answer the biggest puzzles we may have: about the direction of our lives, the issues of relationships, the meaning of existence.   

Given the School of Life was started by authors, therapists and educators, A History of Ideas could be considered its textbook, but it is no academic textbook. Instead, every idea it addresses hangs off a full-page image accompanied by essay, often based on articles the School has published. 

Arranging ideas is always challenging. The book documents the history of the world’s ideas in 12 chapters. Good news for Julian Barnes, whose A History of the World in 10½ Chapters remains on top of the concise world history league by one and a half chapters. Prehistory and The Ancients, and Modernity bookend chapters on the great religions, Europe, The Americas, Industrialisation and Africa. 

Within chapters, fine art, architecture and objects illustrate the ideas. Grand masters can be expected on the pages but they are joined by lesser works. Such selections serve their purpose well. The Scullery Maid, by Jean-Baptiste-Simeon Chardin, depicts the drudgery of washer work yet brings to visual life the accompanying first essay on Christianity. This is no art history exposition of some baroque high altar piece – rather:

‘Central to Christianity has been the argument about the value of ordinary people… this was a religion that never stopped stressing that God's mercy was offered to all irrespective of social status.’

Nor does it shy away from tackling what today may be seen as problematic ideas. On original sin, it asks:

‘why would it be helpful to keep this in mind? Because once we accept the bleak verdict, we are spared the risks of misplaced expectations. To know that everyone we encounter will, at some level, be flawed reduces our fury and our disappointment with this or that problematic aspect of their character.’

Wise words in an age where few can disagree agreeably. 

The ideas of industrialisation are, perhaps, foreshadowed by the 18th century scullery maid’s crude washing tub. From today’s perspective, it seems that some of the big ideas haves been vigorously scrubbed away by the industrial revolution and allied revolutionary trades. However, the commentary on The Scullery Maid concludes:

‘an ideology can be said to have achieved true victory when we forget it even exists. We can tell that Christianity has been one of the most powerful movements of ideas there has ever been, in part because of how seldom we notice that it has ever had the slightest influence on us.’ 

Living in a ‘decade of disruption’, to quote Rory Stewart, there are many big questions being asked. Among them, “will it all be OK?" The History of Ideas is a carefully curated gallery that illustrate the big ideas helping answer those questions. Given the authors set out to curate ideas that could enchant, it may also re-enchant those asking - with that which they have forgotten exists.  

A History of Ideas is published by The School of Life.  

ISBN: 9781912891962 

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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