Article
Culture
Digital
Fun & play
4 min read

Fun is dead

When video games turn play into work, we need to play without fear of consequences.

Simon Walters is Curate at Holy Trinity Huddersfield.

A woman stand in front of a large video screen displaying the Space Invaders title, hold her hands out in front of her.
Photo by Andre Hunter on Unsplash.

Imagine there’s been a sudden change in plans. The evening meeting is cancelled at the last minute, or your friend is sick and can’t come round. There are no looming tasks that need doing, so you set out to have some fun. What do you do? 

Karen Heller’s recent article in the Washington Post suggests that we don’t really know how to answer that question. ‘Fun is dead’, proclaims the headline, and her analysis is simultaneously insightful and depressing. Weddings have become stressful extravaganzas, holidays require a constant stream of activity, retirements should have a purpose and a plan. Our fun, our play, requires a reason to exist. Can we have fun without it having some larger purpose? Can we play without needing to post it on social media? Everyone else, it seems, is having much more fun than we are. 

Take video games. You might think this ought to be the very definition of a playful activity, one with no particular end or purpose in mind. But even here, it seems we don’t know how to have fun without some type of incentive. Conversations about video games online are frequently so self-serious and toxic that you’d be forgiven for thinking that it was a matter of life and death, not differing preferences about fun. Some of the world’s biggest games – things like Fortnite, Genshin Impact, and EA Sports FC – give rewards to players who turn up to play every day. It sounds generous until the psychological hooks of these methods grip you far past the point of fun. Players talk about not being able to sustain more than one of these types of games, because otherwise they won’t be able to keep up. What starts as play quickly turns into a form of work. 

The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits. 

I am as much a sucker for this method as the next person. I find myself drawn to games which start out as free and fun, but the fun inevitably seems to turn into a chore that I cannot dislodge. There is an unwritten pressure to turn up to play every day to complete daily tasks and keep up with the competition. I end up feeling guilty for wasting my time playing games, and anxious to keep up with what’s required when I do. No wonder, with all these contradictory pressures on play, I find myself more often than not vegetating in front of Netflix rather than really playing. 

This is all a bit of a first world problem and might seem like another depressing indictment of modern society, but perhaps it shouldn’t be that surprising. As humans, we are always looking for some way to justify ourselves, some way of finding proof that what we do matters. Play, by contrast, demands that we step into a different sort of world. The world of play is a world of grace, where we are free to find pleasure in an activity on its own merits, and not for anything we might get from it in the end. Play, in its best sense, is purposeless apart from the joy of playing. "When we try to give our playful activities some wider purpose for why they matter, we are turning them into something else." 

The world of the Christian faith is not often seen as a playful one. It seems so very serious, dealing as it does with matters of life and death. But within the serious world of the Church, a space for play emerges. After all, it is first and foremost a world of forgiveness from what we have done wrong in the past, present, and future. This forgiveness takes away the fear of failure. Whether I am greatly successful or not I am loved and forgiven by God. This is God’s gift, which cannot be earnt and cannot be lost. 

The result, perhaps surprisingly, is that I am free to play, because I do not need my play to achieve anything for me. As the theologian Simeon Zahl puts it,  

In play a person is free to engage with the world creatively, actively, energetically, but without fear of ‘serious’ consequences. The Christian is free to play with things that once seemed deadly serious, to find delight in what were formerly objects of fear, and to take themselves much less seriously. 

In the world of video games, this idea is perhaps most clearly seen in the games produced by the Japanese game developer Nintendo. Their games, from Mario to Zelda, epitomize a vision for gaming which is driven by creating joy for whoever is playing, and not unnecessarily burdensome tasks. One of their best games of last year, The Legend of Zelda: Tears of the Kingdom, doesn’t offer a prescriptive path for how players should approach its challenges. Instead, the player is given a toolkit and set loose to use it in the world as they see fit. The result is a sense of joyful freedom, a feeling that its world is full of delight and even silliness. It gave me some of the most fun playing games in recent years, without me even coming close to finishing it. 

It's this playful attitude that I want to take into the rest of my life. What would it look like for us to see the world as a playground rather than an exam hall? The result wouldn’t just be a lot more fun. I think it would also be deeply Christian. 

Review
Culture
Film & TV
5 min read

Captain America's impossible task

Brave New World struggles despite some acting heroics.
Captain America crouches expectantly beside his shield
Ready for the next review.
Marvel Studios.

Captain America: Brave New World is the thirty-fifth film in the Marvel Cinematic Universe (MCU), and the fourth film focusing on the character of Captain America. It’s also something of a sequel to a passible Marvel TV series. There is so much baggage, so much lore, so much build-up to this film; a production which has the unhappy task of honouring the seventeen years of previous storytelling, setting up plot points that can be explored in future films, and giving us a satisfactory stand-alone cinematic spectacle. I wouldn’t wish such a burden on anyone – an impossible task. 

Brave New World sees Sam Wilson fully inhabiting the role of superhero Captain America, a mantle bestowed on him by his friend and original Captain, super soldier Steve Rogers. Still doubtful of his worthiness and abilities, he seeks to wield the Vibranium Shield with style. He is sent on a mission to retrieve a stolen military secret from a group of mercenaries. He does so – with a few decent action set pieces – and is rewarded with an invitation to the White House.  

The newly elected President, General Thaddeus ‘Thunderbolt’ Ross, is seeking to shed his past reputation as a warmonger by negotiating an international peace treaty. A newly discovered resource has the capability of changing the face of medicine, technological innovation, and especially warfare. Every great power covets it, and Ross wants to foster collaboration for the betterment of the planet. The gala event is ruined when Sam’s friend Isaiah Bradley, a super soldier from the Koren War who was wrongly imprisoned, goes all Manchurian Candidate and shoots at the President. 

The peace treaty is in jeopardy. The President’s inner circle is compromised. There are secrets and lies that will not stay buried. There is a shadowy villain operating behind the scenes, determined to destroy the President’s reputation. Only one man can fight for truth, justice, and the American way: Captain America. 

This is as much as I can say without spoiling the entire film. 

Not that it would matter. The film is a bit of a mess.  

Sam is proposed as an underdog (having not actual superpowers, only a suit of armour), but is shown to be essentially indestructible…he literally disables a missile by flying into it headfirst. There is no sense of tension or risk. This is not helped by lacklustre action and some genuinely appalling CGI. The plot is all over the place – a result of some rather obvious reshoots featuring green screen that even the most amateur filmmaker could’ve improved. Most of the secondary storylines peter out. New characters and introduced and given almost no personality or progression. 

The script compensates for this by giving characters long monologues where they deliver clunky plot exposition and background information. This was inevitable. To understand the plot and characters requires one to have been a careful watcher of the previous films and television shows. I was somewhat impressed how the film managed to give a gentle introduction to the casual viewer, but it is very much at the expense of pacing and character development. 

All of this is a great shame, as the performances are rather good. Anthony Mackie has always been a magnetic screen presence and manages to combine both charisma and pathos is an uncharacteristically restrained performance. Tim Blake Nelson enjoys himself as the puppet-master villain, oozing bile and sympathy in equal measure. Every minor friend and villain delivers their lines with real feeling. Bloody hell…even lovable grump Harrison Ford looks like he’s actually trying as President Ross. 

Unfortunately, no amount of charisma can make up for a film that has no sense of itself. The shambles of a plot is matched by the shambles of a theme; a sadness, as there is so much potential. Sam Wilson is one of only a handful of black superheroes, and his friendship with Isaiah Bradley is partly based on their shared experience of race and discrimination in the face of honour and duty. This was introduced in the TV show and could’ve been explored further. Sam’s lack of superpowers could have been explored, had he been put in positions of genuine peril. His sense of inadequacy and overwhelming responsibility are mentioned, only to be quickly dismissed with a pep-talk from a throwaway cameo character. The concepts of conspiracy and disillusionment with authority are hinted at, but they formed the thematic thread of the previous three Captain America films, and when this film does approach them, it is by echoing the better storytelling of previous films. 

There is one plot thread, one theme running through the story, which goes some way to redeeming the film. President Ross is haunted by his past. A patriot, a soldier, and tireless worker for American security, Ross has a past littered with sins and mistakes. His anger, his bullishness, his obstinacy (physically manifested at the end of the film), has left him all alone. His daughter doesn’t trust him, Sam doesn’t trust him, and his international partners don’t trust him. He is seeking to become a better man, working towards cooperation rather than force and violence. However, his past life and secrets continue haunt him and stall his progress at self-improvement. 

In the end, by being open and honest and taking responsibility for his mistakes, Ross does achieve a certain amount of peace. He is able to be the figure of nobility and unity that he longs to be by sacrificing his power and prestige, and truly atoning for his misdeeds. Despite all the problems with the film, this (admittedly underdeveloped) bit of character study kept me engaged. Perhaps it was Harrison Ford’s performance. Perhaps it was because we’re approaching Lent, when Christians make an extra effort to acknowledge their past mistakes and resolve to do better. Whatever it was, it furnished the film with a truly sympathetic and improving theme. I wouldn’t spend money in the cinema, but wouldn’t mind seeing it in the TV guide in the future. 

2.5 stars. 

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