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Line judges replaced by robots? You cannot be serious!

Wimbledon is about more than efficiency, it’s about humanity.

Matt is a songwriter and musician, currently completing an MA in theology at Trinity College, Bristol.

Tennis line judges stand and lean forward with hands on knees
Line judges, Wimbledon, 2012.
Carine06, CC BY-SA 2.0, via Wikimedia Commons

It’s the most wonderful time of the year! No, I’m not talking about Christmas, but Wimbledon, of course. Two weeks of absolute delight. Tennis matches on the TV non-stop. Incredible displays of athleticism and skill. Wimbledon never fails to be an emotional rollercoaster for Brits as we watch our favourites reaching for glory (to various degrees of success). 

But it’s not just the tennis: it’s the entire aura around the Championships. The Pimm’s & Lemonade; the strawberries and cream. The big serves but bigger personalities. The familiar cadence of retired legends in the commentator box. The ball kids, impeccably disciplined as always, run like the clockwork we come to expect at the tournament. The outrageous Englishness of it all, from the refined fashion to ridiculous costumes, to the umpire’s chiding of the raucous crowd, popping champagne bottles at inappropriate moments. Wimbledon is like a faithful friend, who even after a year of being apart, makes a deep connection instantly. 

However, this year something - or rather someone - seems to be missing. I am of course speaking of our old friends, the line judges. 

Those stoic sentinels, guarding watch over the chalky borders of the court, have gone. In their place, a machine: efficient, faultless (apparently), and it doesn’t require a pension. But we still hear the ghost of the line judges haunting the court: their disembodied voices, recorded for posterity, call out from somewhere in the AI aether. 

Gone are the days of the drama of McEnroe’s ‘you cannot be serious’, and even the Hawkeye challenge - an apparently rude interruption to the gameplay - is no longer necessary. Perhaps this was inevitable: the next step on the path of progress, the realisation of a techno-optimist utopia. Fewer human errors, more tennis for us, even fewer shirts for the All England Club to iron. 

Technological advancement has made our old friends, the line judges, obsolete. 

But I’ve got to be honest, I miss them. It’s not that the technology seems to be glitchy at times, nor that I’m an old-fashioned technophobe. 

I recognise we don’t really need those line judges anymore, but I think, deep down, we do want them. 

Wimbledon is about more than efficiency, it’s about humanity. 

It’s about the on-court drama when a player disagrees with a line call. It’s about the risky moments where a line judge narrowly (and somehow quite elegantly) misses a 120mph serve. Computers eliminate risks, but they also diminish these human moments. 

I miss the line judges like I miss the conversations with people at the bus stop. Both made redundant by the people upstairs who benevolently(?) oversee our technological advancement. 

Our world teaches us to value efficiency, but at what cost? Just picture it, in years to come: the ball kids replaced by a super smart lawn mower with a sucker pipe to retrieve wayward balls, or God-forbid, Tim Henman recreated as an AI commentator avatar. 

Perhaps they may decide that’s a step too far. Perhaps our technocratic overlords may seek to consult a moral authority before destroying all human connection. 

Speaking of moral authorities, I believe in a God who created us, not because he needs us, but because he wants us. He could have made perfect robots with far less risk, far less drama, far less pain. But he chose to create human beings that fail, and frustrate our desire for efficiency. While the potential that AI offers is exciting, I am wary that we lose the potential latent in every human being: to connect. Let’s learn to see others not for their efficiency, but their humanity. 

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Review
Culture
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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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