Article
Christmas culture
Culture
2 min read

A Fortnite Christmas

Imagine a game upgrade that turns Fortnite upside down. What impact might a totally defenceless character make?

Owen is a Pastor to Postgraduate Students at St Aldates Church, Oxford.

A computer game montage of a snowy scene with a cottage and characters.
Fortnite's 2022 Winterfest.

Fortnite recently recorded its largest ever day with 44.7 million gamers logging some 102 million hours of play. It is a defining cultural phenomenon for a generation, free to play, it makes its record-breaking billions simply by players paying to upgrade their ‘skin’ - the look of their virtual character.    

For the ‘noobs’ (that’s the newbies, in gamer-speak), Fortnite is a battle-royale sort of a game, that is, a last-man-standing shooter which begins with one hundred players skydiving out of the flying bus, dropping down onto an island, running around, locating a variety of weapons caches and blasting each other away until only one fighter remains alive – the winner.   

What’s more, in this ‘holiday season’, Fortnight fans can enjoy a festive twist to their gameplay with surprises to be unwrapped, including snowball launchers, fir trees, fairy lights, and a variety of novelty themed ‘skins’ to select from - all nice additions if that’s what you’re into, but none of them of course changing the basic nature of the game, which solidly remains, however merrily decorated, to be all about blasting one another off the face of the map.    

Imagine the gamers... even laying down all their guns and snowball launchers and having a rogue Christmas party.

It was the temporary festive phenomena within Fortnite that triggered a thought: What if someone hacked the Fortnite holiday season and put in a truly game-changing addition? Go with me for a second, what if, dropping down right into the midst of all the violent rampaging there landed something truly surprising? Something like the opposite of a mega ‘skin upgrade’; what about a new character appearing who was completely immobile and literally defenceless - a baby?    

If this actually happened, how would the other gamers react? I like to imagine the first few gamers stumbling across the defenceless baby, and perhaps just for the unlikely joy of it, interrupting their regular killing sprees and attempting to protect it. Or perhaps even laying down all their guns and snowball launchers and having a rogue Christmas party in one corner of the map, complete with all the famous Fortnite dance moves that are normally reserved for the last-person-standing.    

Imagine the whole system being so wonderfully interrupted for 44.7 million users. Our cycles of violence paused. Our incessant quests for upgrades called into question. Our whole concept of ‘winning’ called out as the grabbing, the hoarding, the mad dash, the blasting, it was all undone and turned around.    

All because some genius had put an unarmed baby into the middle of a Fortnite battle, or maybe they’d put themselves in as a baby. Can you imagine that? 

Article
Character
Culture
Film & TV
5 min read

Deceit is integral to success in Destination X

Travel and trickery make for a miserable journey
A composite images show a map of Europe with Destination X contestants pictures above.
BBC.

Like me, you may have recently been watching Destination X, where 13 contestants compete to win £100,000 by guessing where the coach they are travelling on has stopped. Blocked from seeing out of the windows and given just a few clues to their locations, the contestants have to work out where they are. Similar to Traitors, it tries to give reality TV a respectability while also providing the gossipy drama that underpins the format.  

Opportunities for extra clues are possible, with contestants competing against each other to receive them. Only some of the competitors are allowed to view the extra clues. This secret knowledge quickly causes thirteen pretty nice contestants to mistrust, lie, suspect, accuse, and keep secrets. After three new players are added in, there is a clear divide between the ‘OGs’ and the rest. It reminded me of Lord of the Flies, with alliances, rivalries, and judgements of player’s usefulness taking scarily little time to flourish. 

The breaking of societal expectations to be truthful, reliable, and work for the common good is perhaps the appeal of these shows. The Judeo-Christian Ten Commandments still underpin the Western world, and lying, greed, and selfishness are all still denounced as wrong by mainstream ethics. There is an enormous amount of talk in Destination X, as there is in the Traitors, about ‘playing the game;’ legitimising breaking normal behaviour in order to win the competition. We watch on, enjoying the chance to wonder how we would manage in a world where lying, cheating, and manipulating is expected and encouraged by the rules of the game. 

The thing is, breaking these rules seems to make everybody so miserable. In the first episode, Deborah won a big clue, chose only to share it with one teammate, and was so burdened by the guilty secret that she lost the first location test and left the game immediately. In another episode, some OGs win a challenge and choose to deliberately misinform the others, including the rest of their gang. When the disinformation is revealed, and directly causes the exit of another OG, the sense of guilt as others realise the deception is plain to the viewer. Time after time, players begrudge ‘the game’ for the lies they are telling- but it is their own decision to keep the secrets to themselves. 

Perhaps the most striking thing is how quickly people lose track of the artifice of the game, and how integral to their reality their deceit has become. Towards the end of the series, as the money gets closer, the contestants harden further towards each other, and deception seems to come more easily. Perhaps this is why the guilt makes them miserable- with a little encouragement, their sense of right or wrong has disintegrated into instinct for survival. 

The people that seem to be having the best time on Destination X are Daren and Claire, perhaps the two players who are happy to trust their colleagues the most, and lie to them the least. Both of them do better in the competition than other contestants who embrace a selfish and cynical approach. 

Obviously these shows are games, and the contestants exit to their normal lives and resume being nice people. But they reveal a deeper truth that living cynically does not make a person happy. Although lying, cheating, and making the most of advantages might bring wealth, success, power, fame, and so on, living selfishly only makes a person miserable.  

People who lie or cheat may seem to get ahead, but it only poisons their heart. 

This reveals our design as humans to be communal, selfless beings. Describing the state of humanity before evil entered the world, the first verses of the book of Genesis describe a generous care between the first humans and their world. The very first books of the law in the Old Testament continually exhort God’s people to show love to their neighbour and compassion upon foreigners and the poor. 

Jesus used to have this great phrase for those who would follow his teaching for a selfless life. He said that they would inherit ‘life to the full,’ or ‘life that is truly living.’ It was his conviction that simple acts like telling the truth, desiring others to prosper, and being generous were the way to a content and satisfied life.  

But the kicker in Jesus’ teaching was not just that the person would receive a more satisfied life, but that each act would make the person more Godly. These acts stack together- to make a life of generosity rather than selfishness that nourishes our humanity- but also to form us towards being a better human. It creates a virtuous circle. A good act leads to a purer heart which leads to another good act. St Paul terms this ‘going from glory to glory’ in one of his letters encouraging a congregation to do just so. This circle deepens the contentment in the ‘life that is truly living’ that Jesus promises- living as God created humans to do reaps the relational, communal satisfaction that God intended the human experience to contain. 

It works the other way too. People who lie or cheat may seem to get ahead, but it only poisons their heart. Becoming de-sensitised to their acts, further selfishness follows. Each act separates them further from the human experience they were designed to enjoy, and dissatisfaction follows. Often this is exacerbated by more attempts to cover the feeling with selfish ambition. 

People who treat the real world like competitors treat Destination X, as a game to be won, with prizes that come at the cost of disinheriting others, may find wealth or power. But they will not find the contentment of life to the full that the way of Jesus offers and their humanity craves. 

Whilst we sit at home enjoying players’ ability to break cultural taboos and suffer the emotional consequences, we might reflect that it is better to be content than victorious- and miserable. 

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