25. INVASTION OF THE SOUL

      Gamers are believers. The gaming mechanism is their church. They have realized their soul in the avatars they embody, and they gather online for mass. Unlike the bricks and mortar religions, those who commune in cyberspace have no need to praise a god, for they are aware of the nature of digital cause and effect. When they act, beings do. At once, the gamer is congregator and omnipotent deity. Games themselves often put the player in the position of all-seeing, disembodied entity. An excellent and conveniently popular example of such a title is Will Wright's revolutionary and oft-cited The Sims. As the player controls the actions of her characters, she is made aware of her ability to affect action through her identification with the avatar on screen. As I have suggested elsewhere, the game causes one to reflect on the state of one's life. By virtue of being a game in which you decide which actions a human representation will take, the authoritative nature of "god-games" - as they are known - is underscored.

      So what does one label the position of the maker of a god-game? Designer Will Wright has been hailed a genius among many gamers, and I am inclined to agree. His project to simulate the processes of life is revolutionary for its parallel to the ultimate project of the game universe: the invention of an alternate reality through simulation. The popularity of The Sims is perhaps the most promising aspect of contemporary gaming; liberating in its foregrounding of the divide between reality and the virtual while remaining wholly captivating. Rather than skewing conceptions of the actual world, the game operates in a non-realist style yet allows immersion into it.



 



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.