Podcast
Culture
S&U interviews
2 min read

My conversation with... Michael Hastings

Re-Enchanting… Public Life. Belle Tindall reflects on what is (perhaps surprisingly) her favourite conversation so far.

Belle is the staff writer at Seen & Unseen and co-host of its Re-enchanting podcast.

A man in conversation laughs and throws his head back
Michael Hastings being interviewed at Lambeth Palace Library.

Listen now

This opening paragraph may well break every rule in the Podcast Hosting Handbook, but I’d like to offer some context for my conversation with Lord Michael Hastings by putting my cards on the table for a moment. If there’s one place where I, the co-host of the Re-Enchanting Podcast, have become disenchanted; it’s politics. It’s capitalism. It’s leadership. It’s public life. 

It is for this reason that I am still surprised that our episode with Michael has become my personal favourite (and if you’ve been listening to the podcast, you’ll know that it has notably stiff competition). The conversation really has done what it set out to do, it has begun to re-enchant me. 

Michael Hastings, for those who are not yet acquainted, is a force of nature.  

He is an Independent Peer in the House of Lords, and that’s only the beginning. Allow me to mention just a few of his other current roles: he is the Chairman of the School of Oriental and African Studies, the London Chamber of Commerce, and the Industry Black Business Association. He’s the Vice President of UNICEF, a Professor at the Utah State University, an ambassador for Tearfund, and a personal mentor to hundreds of people.   

He was the BBC’s Head of Public Affairs before becoming its first Head of Corporate Social Responsibility. He was also GMTV’s Chief Political Correspondent.  

So, to sum up: Lord Hastings’ work resides in the realm of politics, capitalism, leadership, and public life.  

This was always going to be interesting. I just wasn’t sure it was going to be that enchanting. How deeply wrong I was.  

When Michael was just sixteen years old, he was asked what he wanted to do with his life, and the words he spoke that day are the exact words he still lives by now. He said,

"I want to speak up for the poor. I want to bend the power of the prosperous to the potential of the poor."  

And that, it seems to me, is exactly what he does. That is precisely why he sees such value in serving in the business sector, the commerce sector, the political sector. In those places, he is able to ‘leverage opportunity for others’. He does all that he can, in those public spaces, to bend the power of the privileged few in the direction of the poor.  

What I found even more interesting is that, the way he speaks of such things, it’s as if he sees no other way of operating in those societal spheres; he accepts no other (valid) reason why one would enter politics; no other (ethical) motivation behind economic prosperity. You could call such optimism naivety. Or, as I’ve learnt, you could call it enchantment.  

It strikes me that this conversation may just be the balm that the 65 per cent of people who have lost trust in the government need. Whether one agrees with the details of what Lord Hastings says or not, it’s certainly striking how foreign it feels to hear someone speak of service as the beginning and the end of their political and commercial aspirations. 

From the moment I met Lord Hastings on a drizzly Wednesday morning, I was utterly captivated by his warmth and immediately at ease in his presence. And, as a result, a truly inspiring encounter ensued. 

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.