Past The Sky's Rim by Joshua Wise
Past The Sky's Rim by Joshua Wise
Past The Sky's Rim by Joshua Wise
AND THEOLOGY
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Making Gods: The Nature and Media of Divinity in Apotheosis and Theosis
by Joshua Wise
Death and the Life After: Eschatology in The Elder Scrolls V: Skyrim
by Jacob Torbeck
The Heart of the World: How Creation Stories Define Our Relationship to
the Divine
by Micahel Zeigler
Biographies
Introduction
The Essays
Our volume attempts to come at the “text” of The Elder Scrolls from
many different directions.
Joshua Gonnerman’s “Trinity and Tribunal” begins the book by looking
into the concepts of three divine persons in one godhead in the lore of
Morrowind, as well as the traditional Christian doctrines.
Matthew Frank’s “As I Lay Dying: Witness and Death in Morrowind”
considers the existential aspects of Morrowind, a first person solitary RPG
that is bereft of companions.
My first essay, “Making Gods: The Nature and Media of Divinity in
Apotheosis and Theosis”, considers the question of apotheosis in ancient
Rome and in The Elder Scrolls before considering the Christian doctrine of
Theosis.
Jacob Torbeck’s “Death and the Life After: Eschatology in The Elder
Scrolls V: Skyrim”, considers the eschatological elements of the world of
The Elder Scrolls.
Michael Zeigler’s first essay, “Dividing by Zero: Atheism and Apologia,”
considers the conflict between the Chimer and the Dwemer in the history of
Morrowind, in the light of the contemporary conflict of Christianity with
the New Atheism.
His second essay, “The Heart of the World: How Creation Stories Define
Our Relationship to the Divine”, considers creation stories and identity in
our world and in the world of The Elder Scrolls.
Mark Hayse’s essay “Procedural Theology in The Elder Scrolls Series”
considers the mechanisms of The Elder Scrolls games in the context of a
technological background of military history.
Closing the book, my essay “Ontological Frameworks: A New
Technological Vocabulary for Doctrine,” considers the many ramifications
we, as theological thinkers, may derive from the fact that worlds like that
which we encounter in The Elder Scrolls may exist in sustained realities
outside of our minds.
Endnotes
1 See Danielle Elizabeth Tumminio, God and Harry Potter at Yale: Teaching Faith and Fantasy
Fiction In An Ivy League Classroom, (Unlocking Press, 2010).
Trinity and Tribunal
BY JOSHUA GONNERMAN
Introduction
Endnotes
1
I use “text” in the sense given it by literary theory, where it means any artistic object which we are
able to “read” for meaning.
2
Flannery O’Connor, “Some Aspects of the Grotesque in Southern Fiction,” in Mystery and
Manners: Occasional Prose, ed. Sally and Robert Fitzgerald (New York: Farrar, Straus and Giroux,
1969), 44-45.
3
Søren Kierkegaard, Philosophical Fragments and Johannes Climacus, trans. Howard and Edna
Hong (Princeton: Princeton University Press, 1985), 37.
4
qui cum unigenito filio tuo et spiritu sancto unus es deus, unus es dominus; non in unius
singularitate personae, sed in unius trinitate substantiae. Quod enim de tua gloria, revelante te,
credimus, hoc de filio tuo, hoc de spiritu sancto, sine differentia discretionis sentimus. Ut in
confessione verae sempiternaeque deitatis, et in personis proprietas, et in essentia unitas, et in
majestate adoretur aequalitas.
5
Forms of ancestor worship existed among many of the peoples of Tamriel, but they were not so
pronounced as among the Dunmer.
6
Aedra and Daedra. Where references list only a title, they refer to books found in the Elder Scrolls
games, usually in Morrowind.
7
The Battle of Red Mountain and the Rise and Fall of the Tribunal (henceforth BRM). BRM is
purportedly an account of the central events which lay behind the Tribunal’s rise to power, recounted
to a dissident priest under interrogation. There are two significant caveats with which we must
approach this text. 1) It may not actually be derived from Vivec; the claim of its origin could easily
be fabricated to lend it credibility. 2) If it is from Vivec, the antiquity of the events is an obstacle (as
the text itself says, “Who can clearly recall the events of the distant past”). 3) Granted authenticity
and memory, we must still beware, as the purported origin places it in a decidedly biased context,
which may lead us to take it with a grain of salt. That said, the authenticity of the text is suggested by
the substantive account it gives of these events, unparalleled in other known texts. A concern for bias
is somewhat assuaged, as Vivec does not emerge in a positive light (though other accounts paint him
worse); still, the dissidence of the priest who transmitted it could account for this. The question of
memory remains a concern; still, the intriguing character of the text leads me to favor it.
8
We find an alternate tradition in Nerevar at Red Mountain (NRM), a secret compilation of
Ashlander traditions kept by the Temple among the apographa; it claims that Voryn Dagoth/Dagoth
Ur murdered Kagrenac. It further claims that Nerevar summoned Azura when the tools were brought
to him, and that she showed him how to use them to destroy the Dwemer.
9
His queen, Almalexia, and his generals, Sotha Sil and Vivec.
10
NRM claims that the Tribunal murdered Nerevar with a poisoned ritual, and that it was for this
murder, more than for the foresworn oath, that Azura punished them. Nerevar has dropped out of the
narrative in BRM; Azura warns the Tribunal that he will return to punish them, but he is not present
when the oath is broken. A reader might extrapolate from the narrative of BRM that Nerevar died
from his wounds; nevertheless, the silence about his death is notable. For another version of
Nerevar’s death, see Matthew Frank’s essay in this volume.
11
BRM.
12
In keeping with its claim that the Tribunal murdered Nerevar, NRM has Azura interpreting the
Dunmer appearance as “like ghouls” who had devoured their king.
13
The Reclamations: The Fall of the Tribunal and the Rise of the New Temple.
14
Augustine, The Trinity 5.8.9, trans. Edmund Hill (Hyde Park: New City Press, 1991), 195.
15
David Vincent Meconi, SJ, The One Christ: Augustine’s Doctrine of Deification. (Washington,
DC: The Catholic University of America Press, 2013), 5.
16
Gregory of Nazianzus, oration 29.16, in On God and Christ: The Five Theological Orations and
Two Letters to Cledonius, ed. John Behr (Crestwood, NY: St. Vladimir’s Seminary Press, 2002), 84.
17
Gregory of Nazianzus, oration 31.9, in On God and Christ, 123.
18
Gregory of Nazianzus, letter 101.5, in On God and Christ, 157.
19
It is common to worry that the “essence” not lead to an unwitting admittance of a fourth to the
Trinity, from which the other three arise. One could take the Tools of Kagrenac as an extreme
“quaternitizing” of the Trinity. They are the source of the divinity of the Tribunal, and thus, of their
(loosely) unified identity; a divine Tribunal has far greater cohesion than an elvish one. If we must
avoid falling into thought patterns which permit the unconscious reckoning of essence or ousia as a
fourth which sources the three, the Tools render explicit what those thought patterns look like. For a
discussion of divinity in relation to the Tribunal, see Joshua Wise’s essay on apotheosis in this
volume.
20
This is further problematized by the ambiguous nature of the relationship the members of the
Tribunal hold towards Nerevar. The suggestions of betrayal in the hidden writings of the Temple
render their unity, not only externally imposed, but utterly counterfeit, by maliciously destroying its
source.
As I Lay Dying:
BY MATTHEW FRANKS
REFERENCES
HTTP://WWW.QUARTERTOTHREE.COM/GAME-
TALK/SHOWTHREAD.PHP?71546-
MORROWIND-TEN-YEARS-LATER-AND-IT-S-STILL-AN-AMAZING-
GAME, ACCESSED JUNE 28, 2013.
http://www.neoseeker.com/forums/5665/t504620-morrowinds-best-bases-
houses/, accessed June 28, 2013.
http://elderscrolls.wikia.com
www.uesp.net
Endnotes
1
One could argue that most video games, not just role-playing video games, are framed in some
story or other, and that the “back story” of Morrowind is substantially more developed than many
novels.
2
This excludes the genre of games that have multiple players simultaneously taking on first-person
perspectives, such as MMOs (massively multiplayer online games).
3
This is mentioned casually on many Morrowind discussion boards, for example: “And finally two
companions, because travelling through Morrowind can be lonely.”
http://www.quartertothree.com/game-talk/showthread.php?71546-Morrowind-Ten-years-later-and-it-
s-still-an-amazing-game. It was also my personal experience of the game. But there is some
disagreement; see Zack Waggoner’s essay “Conf(us)(ess)ions of a Videogame Role-Player” in
Writing and the Digital Generation: Essays on New Media Rhetoric.
4
Morrowind can quite clearly be categorized as a “first person” game, in that the player controls a
single character and views the world from that character’s perspective; role-playing games in which a
player controls a “party” might all be classified as “third person,” though there are some distinctions
that can be made. In The Bard’s Tale, for example, the player creates and controls a group of
characters (and so it has a third-person feel), but the visual perspective is similar to what are
considered “first person” games, with the player viewing the game world as though he were present
in it; other “adventuring party” games like Baldur’s Gate and Ultima IV begin with the player
controlling a single character but gaining additional party members over the course of play; the
perspective of those two games is not first person, but top-down/third person.
5
The Cambridge Dictionary of Philosophy, Second Edition, ed. Robert Audi. Cambridge: Cambridge
University Press, 1999, pg. 296.
6
Ibid, pg. 297.
7
Voegelin, Israel and Revelation, pp. 1-2:“The role of existence must be played in uncertainty of its
meaning…Both the play and the role are unknown. But even worse, the actor does not know with
certainty who he is himself.”
8
The adventuring party has largely been conjured up by the strength of Tolkien’s storytelling in The
Fellowship of the Ring – arguably the entire genre of fantasy role-playing games (and perhaps role
playing games as a whole), from the paper and pencil Dungeons and Dragons to the computer driven
Morrowind, owe their existence to Tolkien’s imaginative vision. Undeniably the impetus to create
(and play) such games in the genre’s formative years owed a great deal to the desire to enter into
Middle Earth in some way.
9
A more recent classic of the genre, Baldur’s Gate, effectively embellished the pattern by having the
player roll up his own character and then join with other characters on his journey – they became part
of the “party” without directly having been created by the player, and carried certain limitations to
the player’s ability to control them – the earlier Ultima IV used a similar scheme.
10
In Morrowind, the moral dilemma element in character creation is optional, but anyone who played
Ultima IV could hardly resist forming his character this way. Bethesda’s Fallout 3 features a similar
character creation sequence as Morrowind.
11
Thrasymachus argues alternately that justice is “the will of the stronger,” and that injustice can be
stronger and freer than justice, in Book I of The Republic, 338c and 334c; Glaucon carries on
Thrasymachus’ dispute by introducing the Ring of Gyges in Book II, which through its power to
grant invisibility would allow a man to appear to be just while doing as he wills.
12
One should note that after the completion of the narrative, Morrowind allows the player to keep
playing, freed of any constraints to their actions that might have applied while they were attempting
to finish the game.
13
And how exceptional individuals are selected would itself present an existential dilemma.
14
This might apply broadly to digital media as a whole. While many individuals seek to be
outlandishly “authentic” with their online personas, putting their “best face” (or most extreme) on
Facebook, one gets the sense that it is simply a “put on” – being authentic in the digital sense may
allow people to remain anonymous in their material lives. In their dreams, all men are great – on
Facebook, all people are “authentic.” A shy, non-confrontational person might step into discussion
rooms and hold forth mightily on all manner of topics. He may even begin to think that when he is
doing so he is more his “authentic” self.
15
For an example, see http://www.neoseeker.com/forums/5665/t504620-morrowinds-best-bases-
houses/
16
What is interesting about very early video games like Pac-Man, Asteroid, et al. is that there were
theoretically infinite levels; one played until one lost. Early games like Pac-Man often had a “kill
screen,” when the game ended due to memory restrictions. It would be interesting to explore when
and how game designers transitioned from this type of default “endgame” to game conclusions with
victory screens or sequences (video games that were explicitly designed to come to a conclusion), but
there is no time for it here.
17
In this particular case, playing the game is a more rewarding experience than reading the book.
What’s especially interesting about Below the Root is that the player’s character never performs any
actions very much out of scale with any non-player character; indeed the player’s character can be
quite weak in ability compared with other characters.
18
There is no resurrection in Morrowind game play, so death signals the end of the story; this is
perhaps the most obvious difference between the messianic theme of Morrowind and Christian
messianism.
Making Gods:
BY JOSHUA WISE
Models of Divinity
In the world of The Elder Scrolls, something quite different seems to be
taking place with the five figures who are divinized. These fall into two
general categories that will be considered separately. The first category,
which contains the Tribunal of Morrowind and Dagoth Ur, involves the
temporary participation in divine attributes by mortal beings. The second,
which primarily focuses on Talos, or Tiber Septim, appears to involve the
actual transformation of a mortal into the divine state. Each of these will be
considered in turn, but first we must understand what is meant by divinity
in the world of The Elder Scrolls.
Tiber Septim
The apotheosis of Tiber Septim in The Elder Scrolls is far less transparent
than that of the Tribunal. In the fiction of the game, there is some debate as
to whether or not Tiber Septim, in fact, became the god Talos; we will, for
the purposes of this essay, assume that the official account is accurate. At
the end of a life of war, power, and rule, the man Tiber Septim who founded
a line of Emperors, became revered as a god. His divine status appears to be
more than simple affirmation since he appears in Morrowind as an aid to the
player at an important moment.
However, with the dearth of information regarding the process of his
divinization, we can say little about it except to assume that what we have
concluded from other elements of the mythology of the world is also
applicable to him. If Tiber Septim became the god Talos, then it follows that
he began to participate in the divine framework in which all of the gods do.
As he is worshipped among the other eight divines, we might guess that he,
at least in some way, participates in divinity in the way that the others do.
When the Tribunal took divinity to itself, the Daedra Azura cursed them.
However, there is no record of any rejection of Talos by the other nine. The
rejection instead comes from the Aldmeri Dominion who reject the idea that
a mortal could become a god. Thus, in Skyrim, the worship of Talos is
outlawed by the White-Gold Concordat, a treaty between the Aldmeri
Dominion and the Empire.
The rejection of Talos’ deity is a political one, but therefore functions on
a different level than that on which it was originally conveyed. The
affirmation of deity by the Roman Empire is undone by the change in the
political landscape. Even if we consider the attestation that the popular
opinion was that Caesar was divine before his death, that view changed
over time. Thus, the very entities which affirmed Caesar’s deity also later
denied that deity. Yet, with Talos, it seems that in some way he really
assumed the deity shared with the other eight divines. No merely political
power could then revoke that deity. It seems that only other acts or decrees
of the divine in the world of The Elder Scrolls could, in fact, remove his
apotheosis. This holds true when we consider how the Tribunal loses its
deity, as it was conferred by the artifacts of Lorkhan, and revoked when
they no longer conveyed it.
Theosis
In light of all of this, it is interesting to consider the Christian teaching of
Theosis popular among the Eastern traditions of the Church. The teaching
of Theosis, or deification, is the teaching that God somehow shares God’s
own self with humanity through the Incarnation of Jesus so completely that
humanity itself becomes divine. The often repeated classical texts come
from Irenaeus of Lyons and St. Athanasius of Alexandria, though we might
also easily add texts from Gregory of Nyssa and Cyril of Alexandria and St.
Augustine. “God became Human so that Humans might become God.”
There are, of course, caveats to this happy trade. The traditional
formulation of this teaching staunchly maintains that human nature remains
human nature and that it becomes divine by partaking in the divine nature.13
As partakers of the divine nature, the human being takes on the attributes of
the divine, immortality, wisdom, power, love, goodness and more.14 The
transformation is one of attributes that align with God’s attributes displayed
in God’s actions in the created world. However, there is not a participation
in God’s actual being or substance. To have God’s substance would be to be
God and while the Fathers speak in a way that alludes to this, it is only by
an understanding of the term ,”God,” with relation to creation that we are
able to fully and firmly grasp what is meant.
For much of the Eastern Tradition that follows the writings and teachings
of Gregory Palamas, the concept of the Divine Energies is central to
understanding what Theosis means. The Divine Energies are God’s actions
in the universe which, while consistent with God’s hidden nature, are
expressed in limited and therefore in ways that are able to be categorized .
Thus we see God’s goodness in God’s actions, but Goodness itself is a
limited category which does not fully encompass God’s own being which is
far beyond our concept of Goodness.15 By becoming aligned with and
participating in these energies, the divine attributes of God’s life are also
communicated to us.
The principle of divinity then is not inherent to the human being in
Theosis; it remains the three-person God who shares immortal life with
those who will also share in humility, peace, forgiveness and ultimately
death with Christ. We might say that life remains technically external to the
human being, derived from another in a way similar to the divinity of the
Tribunal in Morrowind. In fact, the similarity is somewhat striking as well,
since both the Tribunal and Christianity rely on a god who has died.
However, the distinction between Christian Theosis and the divinity of the
Tribunal and Dagoth Ur is at least threefold.
First, the divinity of the Tribunal/Dagoth Ur is a stolen divinity. Lorkhan
is not intentionally sharing his divine life with these four persons in order to
share his identity to them. This is quite the opposite in Christianity, for
Christ and the Spirit share the divinity of God with humanity in a way that
identifies God with humanity.16 There is a relationship between persons, not
simply between natures. The debate concerning the nature/person in God
within Christianity notwithstanding, we may safely say that God has a
personal relationship with humanity predicated on God’s free will. Lorkhan
has no free will in having his divinity used by both Vivec and Dagoth Ur.
Second, the media of the communication of divinity are, in Morrowind,
artifacts designed to harness the power as an object. Christianity, on the
other hand, maintains that the media of communication for our divinity, the
Sacraments, are not able to be manipulated like tools. There is not room
here to go into a full theology of sacraments; however, we may say a few
brief things. Sacraments are co-workings of God and humanity, but
humanity may not simply command them to happen. The baptism of a
person and the feeding of the congregation with the body and blood of
Christ are works that we do in obedience to Christ, not merely of our own
volition. These sacraments, done by both God and the Church,
communicate the divinity of God to us, not by water and bread, but by
God’s own self communicated through the elements. The universally
Catholic, Orthodox and Lutheran views17 that the bread is flesh and the
wine is blood are testimonies to the fact that the real medium of God’s
divinity is God. No other may give us the life of God but the Divine Three,
the Divine One. There is no “hocus pocus” allowed.18 The artifacts which
transmit the divinity of Lorkhan to the Tribunal tap into the divinity of the
god as an object accessible to them. This is due to the fact that, as we have
observed, divinity is something which is not natural to the gods. Divinity is
imparted to them and can be taken from them. The Christian God is not
imbued with divinity, nor is divinity an aspect of the Christian God. Instead,
the nature of God is not really distinguishable from the persons of God.19
Thirdly, the divinity shared with the Tribunal is lost. Because the media
of communication are both external to the recipients and to the source of the
divinity, the tools themselves may be destroyed or simply cease to work.
This is exactly what happens in Morrowind. The gods become mortal again.
But in Christian theology, the medium of divinity is the Divine. The sharing
of the divine life with mortals is an irrevocable act by God. If one rises into
eternal life, there is no question of falling away again.20 The life that is
given to humanity by God is truly its own because it is truly and wholly
given. There is no power that can come between the life given and the one
who receives the life. So closely are they identified that each and every
person in it may say, “This life is mine because it is given to me.” Yet the
fact that this life is given is never lost sight of. In fact, the
acknowledgement of the gift is one of the sine qua non of the receiving and
possessing of the gift.21
Conclusions
When we consider the concept of divinization in these three contexts, that
of the Roman, of the world of The Elder Scrolls, and of the Christian, we
find that it is integral to our understanding to see clearly what the medium
of divinization is. For the Roman state, it was the state itself. Its means were
political as well as its ends. In Morrowind, the means of divinization are
magical and, ultimately, instrumental. The end is also instrumental. The
Tribunal rules in order to effect change in the relationship between the
divine and the mortal.22 In Christianity, the means and the end are personal.
It is the divine relation of love that is shared with humanity and is played
out in the kingdom preached by Christ. Love as Father, Son and Holy Spirit
is shared with human persons to the end that they might live in the kind of
love that God is. The life of God which makes men and women gods is
eternal and thus is unassailable, which neither the state, nor the artifacts in
The Elder Scrolls, can claim.
WORKS CITED
Endnotes
1
The reverse process may be seen in the introduction to the Snorra Edda in which the Norse gods are
declared to be men from the ancient world whose fame had won them worship in the northern lands.
This was done by the author ostensibly to show that the work he was undertaking to write was in no
way an offense to the living God.
2
The Egyptian, Ancient Near Eastern, and Asian practices of declaring rulers divine will here be
bracketed both for space as well as relevance. The influence of the Roman Empire is obvious in
several aspects of The Elder Scrolls games, and especially with regard to the topic at hand.
3
Ovid, Metamorphoses, Book 14, 812-828.
4
The people themselves are reported to have worshipped Julius as a god even before his death and
apotheosis, and the titles given to Julius before his death essentially amounted to a divine status as
well, Ales Chalupa, “How did Roman Emperors Become Gods? Various Concepts of Imperial
Apotheosis”, Studies of the Ancient World 6-7/2006-2007, 201-207.
5
Dio Cassius, 56.29.
6
Chalupa, “Imperial Apotheosis”, 202.
7
Expressed well by Fr. Robert Sokolowski, God of Faith and Reason: Foundations of Christian
Theology, (Washington D.C.: Catholic University of America Press, 1995).
8
A very small hint of this principle can be found in the lived experience of we who play video games
taking control of a game character and yet remaining what we are. This analogy must not be followed
too far, however, without considerable philosophical work. See, as an introduction to this idea, my
other essay in this book.
9
Thus we have the theological concept of the analogy of being.
10
Unless of course the god Shor who rules over Sovngarde (see Jacob Torbeck’s essay in this
collection). At this point, as at many points, the data is conflicting in the in-world explanations of
The Elder Scrolls series.
11
Their enemy, Dagoth Ur, has the same relationship to divinity that the members of the Tribunal do,
for all practical purposes. Thus he may be read into the same framework.
12
It may not be appropriate to say, however, that an increase in the attributes themselves indicates a
participation in the framework. An increase of power, for example, does not seem to automatically
convey some divinity to the person.
13
The reference to 2 Peter 1:4, however, only became often used in the discussion of Theosis with
Cyril of Alexandria.
14
Irenaeus Adv. Her. 3.20.
15
This should not be confused with an idea that God is “beyond good and evil” in a sense of being
“above” the ideas of Goodness and Evil and somehow either encompassing or rejecting both. Our
very best ideas of goodness are absolutely more representative of God than our ideas of Evil, but
gloriously, not exhaustive of God’s actual goodness, and thus our term “goodness” is insufficient.
16
The God who refers to Himself as “the God of Abraham, Isaac, and Jacob” and “The God of
Israel” ties His identity to history and to people. This is either done in a “real” or a “rational” way. If
“real” then the identity of God is really tied to humanity such that to know God at all is to know the
God of Abraham. If “rational” then it is possible to know God and not necessarily know Him as the
God of Abraham. For humans this is merely theoretical as in human history, God has come as the
God of Abraham. But for other beings, angels, aliens, sentient beings of other realities, the identify of
God as the God of Abraham may be a real question. Must we know the history of the human race to
fully know God? This extends into eschatological and ontological questions, some of which are
addressed briefly in my other essay here.
17
These three traditions holding universally to this view. Other traditions, like my own, may or may
not hold to this view.
18
Whether or not the term “Hocus Pocus” really derives from the term “Hoc est corpus” is debated.
However, the erroneous idea that we may simply, by saying some words and doing some actions,
command God to be present, is tidily summed up by this phrase.
19
Thus we reject what we understand to be the Thomistic view that the divine nature gives rise to
three persons. Instead, we maintain a view more in line with the East, which sees the Godhead as
resident in the Father that is perfectly shared with the Son and Spirit.
20
This is not, as one might think, because the human will is then “fixed” and no longer free. Instead,
the Christian understanding has often been that the eternal life frees the will to fix itself on the most
desirable and wonderful object it can, God. No longer bound by a darkened understanding, or the
desire for lesser goods, the human will is free from its slavery to false desires. One might compare
this with an addict being freed from the love of heroine to instead love what is truly good in life.
Someone freed from the addiction, so that they never will feel the desire, in fact are so cured that
they could no longer feel the desire for the drug, would never speak of their will being no longer free,
but wholly free from the slavery of addiction. This is a glimpse as what Christianity means at the
freedom of the will in eternal life.
21
Irenaeus, Contra Her., 3.20.
22
For more on this, see Joshua Gonnerman’s essay in this volume.
Death and the Life After:
BY JACOB W. TORBECK
Aetherius as Heaven
Perhaps in the minds of most races of Nirn is the hope or expectation that
when they die, their soul will be separated from their body and soar by
unknown channels to Aetherius, the realm of pure magicka. Aetherius is the
continual source of creation, whence the Aedra came, whence order comes
to the universe by means of physical laws and whence the life-sustaining
forces of the world and even the sun flow.
As Skyrim opens, the priestess at Helgen commends the souls of those to
be executed to Aetherius in the name of the eight divines, those called upon
previously by Lokir to save them.2 This is true regardless of the race of the
Dragonborn, leading us to believe perhaps that all peoples of Skyrim see
Aetherius as a favorable destination, that the priestess believes all peoples
see Aetherius as a favorable destination, or that the priestess only knows of
one place to which to commend souls.
The very notion of “the heavens” as paradisiacal is linked to the symbolic
force of that which is “above” or “higher” to express completion of
existence.3 In The Elder Scrolls, other planes of existence are actually
perceived in the sky. Aetherius is visible through Oblivion, which is the
dark void surrounding Nirn, in a way analogous to outer space. The stars,
including the sun, called “Magnus,” are actually the realm of Aetherius
shining through points where, during the creation of the Mundus, the Aedra,
Magnus and his Aedric followers, the Magna Ge, punctured the border
between Aetherius and Oblivion, signifying powerful bridges between the
heavens and Nirn. The world of Skyrim, however, is not a world where
such realms cannot be reached. Indeed, while an almost impossibly difficult
feat, exceptional travelers have visited the realms beyond Nirn, the plane of
mortals. In the real world, travels to realms beyond physical existence, if
they exist,4 are beyond the capacity of science to achieve.5 It is perhaps by
revelations from those who have traveled the planes, or maybe because of
superstitions grown up within cultures, that Aetherius is thought to have
various subplanes within it -- Sovngarde being the chief example given to
us in Skyrim.
Concluding Reflections
The experience of Skyrim as mythopoeia inoculates the player against the
real-life implications of questions that, for many people, present themselves
uncomfortably in times of tragedy or mere existential angst.35 The
experience of engaging the narrative is valuable in enabling us to think,
even if at a shallow level, about the awkward facts of death, afterlife and
concern for oneself and others beyond the bounds of death.
Nevertheless, certain major differences between world religions and
Skyrim’s mythic eschatology prevail. In contemporary world religions, the
idea of redemptive violence is generally decried except in the purely
spiritual sense of love and life winning out over hate and death; while in
Skyrim, violence is the chief means of fulfilling the requirements of the
main quest and, in its mythopoeia, achieving entrance to the Nordic
afterlife.36 Not only this, but the Nordic heaven of Sovngarde, taken from its
context, would constitute an idol for Jean-Luc Marion and William
Desmond; “an idol is a human projection... designed to reflect back on us
what we are.”37 In short, that’s what Shor made Sovngarde to be --
Sovngarde is the eternal celebration of Nordic heroism, divorced from the
suffering and boredom of mortal life. Anthony Kelly would hope that each
person would look not to an idol, but an icon, backlit with a divine light
emanating from the source and sustainer of being, that exists not merely to
communally and eternally celebrate the values of a beloved people, but to
transform them into perfect likenesses of that divine icon.38 The difference
is, of course, in where the source of values ultimately originates. Though
the promise of eternal reward is for many a catalyst for valuing and living
out particular concepts, in Skyrim, Shor honors values of his beloved Nords
by creating an eternal mead hall for them. By contrast, the Christian must
be conformed to the other-worldly values of the kingdom of God and the
Buddhist must learn to free themselves from worldly attachments in order
to enter Nirvana.
Finally, the overthrow of the adversary Alduin and the restoration of the
Nordic afterlife leave the Dragonborn hero with an open world in which to
act out (or not) the implications of whatever spiritual insights have been
gleaned from an encounter with the World-Eater. Depending upon one’s
playstyle, any number of possible lives and afterlives are open to the
Dragonborn,39 and nearly any degree of heroism or villainy. Is the
Dragonborn substantially changed? After coming face to face with the end
of the world, will the savior of Skyrim realize that “the Voice should be
used for the worship and glory of the gods, not for the glory of man,” or use
it in some ways to exert his own ego, echoing the power structures of
Alduin and others? Skyrim anticipates these questions and puts them on the
lips of the Greybeard Arngeir in the epilogue and so implicitly (though
subtly) asks the player to consider the ramifications of a witnessed
eschatology. How can we wrestle with death and what manner of existence
awaits us on the other side? Is moral law or responsibility realized in view
of whether or what an afterlife is (that is, is eschatology transformative?), or
do eschatologies function like idols, mere projections of human desires and
reflections of human values, regardless of reality? After the main quest is
finished, these questions remain for the player to answer -- both within and
outside of the game world.
SELECTED BIBIOGRAPHY
Endnotes
1
Joseph Ratzinger, Eschatology: Death and Eternal Life, Second Edition, (Washington, D.C.:
Catholic University of America Press, 1988), 77.
2
Worship of the ninth divine, Talos, is prohibited by the Empire. For more on Talos-worship, see
Joshua Wise’s essay on apotheosis in this volume.
3
Ratzinger, 233.
4
For the purpose of this article, let us bracket the question of whether Heaven, Hell, or any other
modes of existence exist beyond our imaginations.
5
This matter is taken up in a fashion by Joshua Wise in his essay on conceptual worlds, in this
volume.
6
In both Danish and Norwegian, søvn means “sleep,” and gard means “dwelling,” “land,” or
“courtyard.” The modern English “garden” comes from this root also.
7
Shor (the Nordic understanding of Lorkhan) is the god of the underworld in the Nordic pantheon.
Though he is a “dead” god, he nevertheless continues to live on as ruler of Sovngarde. Tales about
Shor / Lorkhan are colored heavily by cultural bias in The Elder Scrolls, but it is almost unanimously
believed that the Mundus was created through his instigation, and that he was subsequently killed,
confining his agency to the afterlife. There are some obvious parallels with the ancient Egyptian god
Osiris (a formerly living god, whose consort remains a living goddess, who now reigns over the dead
in the afterlife), though a thorough treatment of these is beyond the scope of this essay.
8
Ratzinger, 234.
9
...if they were not werewolves, that is. Lycanthropes, unfortunately, are claimed by Hircine, for
eternal participation in the Great Hunt. Curing a Nord of lycanthropy, even posthumously, allows his
or her soul to proceed to Sovngarde.
10
From Adversus Haereses 4.18.5, quoted in Anthony Kelly, Eschatology and Hope, (Maryknoll,
New York: Orbis, 2006), 181.
11
Kelly, 182.
12
Sacrosanctum Concilium 10.
13
Some care has been taken to ecumenize the language here, but as the notion of Eucharistic feast is
almost certainly most associated with the Catholic and Eastern Orthodox churches, language about
this will default to these traditions.
14
From Postilla super Psalmos 33,8, translated in Kelly, 200.
15
John Paul II, Ecclesia de Eucharistia 18, quoted in Kelly, 200.
16
...as is covered by several other essays in this book.
17
Karl Rahner, On the Theology of Death, trans. C.H. Henkey, revised by W.J. O’Hara, 2nd Edition
(New York: Herder and Herder, 1965), 84.
18
Kelly, 141.
19
Karl Rahner and Karl-Heinz Weger, Our Christian Faith: Answers for the Future (New York:
Crossroad Publishing Company, 1981), 119.
20
The Soul Cairn is added to Skyrim in the expansion Dawnguard.
21
Traditional Christian prayers for the soul(s) of the deceased include: “Eternal rest, grant unto them,
O Lord and let perpetual light shine upon them. May they rest in peace. Amen.” and “May her soul
and the souls of all the faithful departed, through the mercy of God, rest in peace. Amen.”
22
Revelation chs 12 and 13.
23
For more on cyclic eschatology in the Eddur, see Rudolf Simek, Dictionary of Northern
Mythology, translated by Angela Hall (D.S. Brewer, 2007), 189, 222-224.
24
See Joshua Wise’s essay on Apotheosis in this volume.
25
Jesus makes a similar offer regarding knowledge in the thirteenth chapter of the Gospel of
Matthew, when he says to Peter, “To you it has been given to know the secrets of the kingdom of
heaven, but to them it has not been given. For to him who has will more be given, and he will have
abundance; but from him who has not, even what he has will be taken away.” While the gospel has
connotations of being blessed with divine understanding, Alduin’s messianic offering is about
worldly dominance - again, anti-Christic.
26
Ratzinger, 77.
27
Ratzinger, 76.
28
Ursula Dronke, The Poetic Edda : Volume II : Mythological Poems, (Oxford: Clarendon Press,
1997): 18, 124-25.
29
Kelly, 105.
30
Alduin was worshiped as a god in the Ancient Nordic pantheon, though his claim that he was the
“first-born of Akatosh” and other distinctions made in game point not so much to his equality in
status with the Aedra, but to his unique role in the cosmos as the World-Eater, similar to the almost
perpetually existent Fenrir, Jormungar, and other creatures of Norse mythology.
31
Neil Ormerod, Creation, Grace, and Redemption, (Maryknoll, New York: Orbis, 2007), 85. In his
notes, Ormerod reminds the reader that the content about Satan in the minds of most Christians owes
more to the imaginations of the Church Fathers and subsequent poets and authors such as Dante and
Milton than it does to Christian scripture.
32
See the Book of Revelation, chs. 12-20.
33
Scholars generally acknowledge the problem that the Eddic works were only written down after
Christianity had come to Norse society. Whether or to what degree Christian mythology itself
influenced those works in the form in which we have them is difficult to say, but remains a question
considered by scholars (such as Rudolf Simek, among others).
34
Kelly, 106. Janet Martin Soskice is quoted from “The Ends of Man and the Future of God,” in
Polkinghorne and Welker, The End of the Word and the Ends of God, p. 79.
35
In addition to this, there is also the fact that while the eschatological problem is prominently
engaged, it is engaged instrumentally rather than being engaged per se.
36
See Mark Hayse’s essay in this volume.
37
see Jean-Luc Marion, God without Being, trans. Thomas A. Carlson (Chicago: University of
Chicago Press, 1991), 7-24; and William Desmond, Hegel’s God: A Counterfeit Double?
(Burlington, Vermont: Ashgate, 2003), ix, and Kelly, 190.
38
Kelly, 190.
39
See also Matthew Frank’s essay in this volume.
Dividing by Zero:
BY MICHAEL ZEIGLER
“The old gods are cruel and arbitrary, and distant from the hopes
and fears of mer. Your age is past. We are the new gods, born of
the flesh, and wise and caring of the needs of our people. Spare us
your threats and chiding, inconstant spirit. We are bold and fresh,
and will not fear you.” – Sotha Sil
Introduction
I first encountered the New Atheists in a Sunday school class. My church
was doing a series about the conflict between science and faith and I was
asked to moderate one of the discussions. I was given a video, some
resources and was asked to facilitate a discussion. The video was of Alister
McGrath pointing out the multitudinous failures of Richard Dawkins and
the other New Atheists, discussing their inability to grasp either philosophy
or theology. At the time, I was in seminary and had not had much time to
read up on the so-called Four Horsemen, but most of what McGrath
reported of Dawkins sounded like pretty standard atheist fare and I quickly
returned to my contemplation of the hypostatic union.
Since then, I’ve come up to speed. The Four Horsemen of the New
Atheists – Sam Harris, Daniel Dennet, Richard Dawkins and the late
Christopher Hitchens – have been leading an all-out assault on religion – all
religion – for almost a decade. Science, philosophy and verbal brutality are
their weapons of choice. In response people of faith have acted in kind, with
the internet becoming a wasteland of mutilated arguments, dead beliefs and
skulking doubts. There are hard feelings on all sides and the battle does not
look to end anytime soon. Even as both sides claim victory, new assaults are
launched with accusations of child abuse, racism, sexism and intellectual
dishonesty.
Apologetics is not something new. One could argue that Peter was the
first apologist, standing to explain the events of Pentecost.1 Christians have
always sought to defend their faith and show that it is reasonable, just and
fair. And true. As we engage with the New Atheists, their ferocity begs
consideration not only of our content, but our methodology. As we do this
we will look to The Elder Scrolls series for an example of two cultures –
one religious, one atheist – and the way in which their interactions shaped
both. In this way we can hope, not only to defend our faith, but to present a
credible witness to a Gospel so many need to hear.
A Prologue:
Of Chimer and Dwemer
The first war between humans and Elves ended with the death of
Lorkhan, the god who had inspired the others to create the world, and
whom had been supported by humans. The Aedra Trinimac tore Lorkhan’s
heart from his chest and cast it far into the east, never (he believed) to be
seen again. As the humans retreated to favor their wounds the Elves began
to spread over the new creation, leaving their ancestral home Aldmeris (or
“Old Ehlnofey”), and settling in various places. The Aldmer (the Elves of
Aldmeris) became different Elven clans depending on where they settled,
the most populous being the Altmer who lived on the Summerset Isles to
the southwest of the continent of Tamriel.
At a time that is not commonly agreed upon by in-game historians, a
group of Elves began to question the beliefs of the Altmer. The exact nature
of the initial disagreement is not known, but appears to deal with Aldmeri
ancestor worship and the sundering of the Elves from the Divine. In Altmeri
versions of the creation story, Lorkhan deceived the gods into creating the
world, an act which led to their deaths, and the sundering of their children
(the Elves) from the immortal realm of Aetherius. Commenting on Aldmeri
ancestor worship, Vivec, the Dunmeri God-King of Morrowind, said,
“[W]e concern ourselves with intensity and its relationship with
action, valorizing ‘little narratives’ and proliferation of narratives
in our native cultures to the point that there is no perch from
extraneous content. Pure subjectivity is no longer possible; instead
it becomes akin to sensory deprivation, yet without the fear, for we
sense things that remind us of the dawn…the quest toward the ur-
you for certainty and foundations is not innocent. However, it is an
honest vindication for truth and superhuman ideals, which means it
should be regarded as such by our own sense of fault: we made
this, we dreamed this, we made it viable by voting with our
seductions, we will live again to show our genuine applause.”
(emphasis mine)2
Vivec, as ever, is difficult to understand. In very basic terms, Aldmeri
ancestor worship is centered on a return to the Divine, that is to say an
attempt to undo the sub-gradience of creation viz. the Aldmer, and restore
the Elves to their status as et’Ada (immortal spirits). A viable metaphor
would be that the Elves want to return to Eden and worship their ancestors
as a way to do this.3 While most of the Elves practice some form of ancestor
worship it is not clear that they are all focused on this attempt to return to
“the good old days.” For some, it would seem, worship of ancestors is a
way to seek counsel from those who have gone before.4 The return to
Aetherius appears to be a largely Altmer endeavor.5
Hence the divide among Elves and the Chimer exodus. A group of
Altmer, led by the prophet Veloth, felt that the return to Aetherius was
misguided and sought to leave the Summerset Isles and seek a home
elsewhere. They were confronted by Trinimac, but the Daedra Boethia
(Prince of Plots) intervened. Boethia convinced Trinimac to enter his
mouth, swallowed the Aedra and spoke with his own voice against the
return to Aetherius. Boethia, aided by the Daedra Mephala, taught the
Velothi many things including the Psijic Endeavor6 before defecating out
Trinimac.7 The Velothi pilgrims, now known as Chimer (“the Changed
Ones”), left the Isles and eventually settled in modern-day Morrowind.8
Chimeri religion, then, incorporated a version of ancestor worship, but also
focused heavily on the worship of the three “good” Daedra: Boethia,
Mephala and Azura. It is important to note that the chief reason for the
Chimeri exodus from the Isles was religious in nature and that religious
fervor was common among the Chimer.
When the Chimer came to Morrowind with its lava fields, swamps,
grasslands and coastal islands, they were not alone. A clan of Aldmer had
settled there long ago and had developed a very different ideology than any
of the other Elves. These were the Dwemer, or “Deep Folk.”
The early history of the Dwemer9 is not known. While there are Dwemer
ruins dotting the nations of Hammerfell, High Rock and Skyrim their
principle lands seem to have been in Morrowind. How they came to those
lands is a mystery; what is known is that the Dwemer culture developed in
radically different ways than among other Elves. This leads many in-game
scholars to suggest the Dwemer broke away from the Aldmer at a very early
date. By the time Veloth and his followers arrived, the Dwemer had settled
the region and built huge underground cities.
There are two things that set the Dwemer apart from other Elves. The
first is their use of technology and magic. While Nordic humans were living
in wooden huts and the Altmer were building cities of white stone, the
Dwemer delved underground and built cities powered by geothermal
energy. As the player wanders through Dwemer ruins, they find electric
lights, steam engines and a multiplicity of devices of unknowable usage. In
various games, one encounters airships, observatories that look out into
Oblivion, and the ever-present animunculi. These steam-powered machines
seem to serve a number of functions, from simple workers to guardians, and
are a mystery to everyone but the Dwemer. It is not clear how they are
powered or how they continue to exist, seemingly without maintenance,
long after the Dwemer have disappeared. Many have come to believe that
the Dwemer fused science and magic together and this is what gave them
their great power.
It is the second difference that makes the Dwemer so unique: the Dwemer
were staunch atheists. This may not seem so strange in our own world but
one must remember that on Nirn, the gods and Daedra readily and regularly
make themselves known. Boethia, Mephala and Azura aided the Chimer,
but one has only to look at the other nations of Tamriel to hear stories of
Shor, Yffre, the “Hoon Ding” or the other thirteen Daedric Lords; indeed
the existence of vampirism in Tamriel is a direct consequence of Molag
Bal’s desire to spite Arkay, the Aedra of the Circle of Life and Death. The
folk of Skyrim cowering at the baying of werewolves were nightly
reminded of Hircine, Daedric Prince of the Hunt, and his curse upon the
people of Tamriel. Despite all of this, the Dwemer denied the existence of
the gods and Daedra. In the words of former Bethesda developer Michael
Kirkbride, the Dwemer “knew that phenomena (that which can be perceived
by the senses) and noumena (that which is the thing-itself) were both
illusions, with the second one just being more clever. Dwarves could divide
by zero. There isn’t even a word to describe the Dwarven view on divinity.
They were atheists on a world where gods exist.”10
As might be suspected, the arrival of a new people-group looking for a
land to settle did not go over well with the land’s current inhabitants. It was
not long before Chimer and Dwemer were in conflict. It is important to note
that their conflict did not merely occur over land rights; the fervently
religious Chimer were offended to the point of violence by Dwemer
atheism. Were it not for the invasion of the Nords under High King Vrage,
the Dwemer and Chimer may have fought a war of genocide. But the
coming of the northern barbarians gave the Elves a common foe and they
united to expel the invaders. In the aftermath the Dwemer and Chimer were
able to set aside their differences and founded the First Council, a united
body to govern the newly named Resdayn, home of both races. No small
part of this alliance seems to have come from the friendship of the Dwemer
King, Dumac, sometimes called Dwarf-orc, and the Chimer King, Nerevar.
In the centuries to come both would be central to their people’s continued
alliance. Despite their differences there was peace between them for some
time.11
Apologetics as Peacemaking
In his article “Polemic Theology: How to Deal with Those Who Differ
From Us,” Nicole admits the need for Christians to “contend earnestly for
the faith,” to defend and explain it. He also recognizes that differences arise
in interpretation, implementation and meaning – and that these differences
can lead to painful, even destructive, conflict. While Nicole seemed to be
writing about the church, I would like to suggest the methods he offers
work in any conflict, especially apologetical quarrels. Nicole bids us ask
ourselves three questions as we seek to engage with those who believe
differently.
What do we owe to those different from us?
A deceptively simple question – I can hear old friends from Bible college
or seminary answering, “The truth.” But we owe more than this to the New
Atheists. As people of God, we owe it to them to try to understand what
they are saying. This is difficult. Listening to Dawkins’ mock the Virgin
Birth or insult Jesus is challenging to say the least. And this is part of the
problem. Much of the criticism of the Horsemen is based on “soundbytes”
of their works – most of us have not bothered to fully read any of their
books. If we are going to faithfully engage with someone, we cannot base
our understanding on a two-line quote – we will need to hear them speak
for themselves. Reading The God Delusion was a painful experience for
me, not only because Dawkins says hurtful (one is tempted to say vengeful)
things, but because I knew that I needed to resist my own urge to lash back.
Instead of reading to find his errors, I needed to read to hear his heart.
Fortunately, Dawkins is pretty open with his feelings.
A theme he returns to again and again is the societal privilege of religion.
“A widespread assumption, which nearly everybody in our society accepts
– the non-religious included – is that religious faith is especially vulnerable
to offence and should be protected by an abnormally thick wall of respect,
in a different class from the respect any human being should pay to
another.”26 Hence, religion is beyond criticism. Later he remarks on
religious faith being built so it does not need any evidence. “Perhaps it is
the very fact that there is no evidence to support theological opinions, either
way, that fosters the characteristic draconian hostility towards those of
slightly different opinion.”27 Taken together, these statements reveal what I
feel is one of Dawkins’ deepest problems with religion. He feels that, as a
scientist, his views are neither wanted nor appreciated – Dawkins feels
excluded from the conversation.
Another thing we owe to the New Atheists is to understand their goals.
Again, I hear the internet apologist roaring, “They want to destroy
religion!” I do not believe this is the case. While the above authors have
interpreted Harris’ “anti-Muslim animus” as racism, I think it is fair to say
there may be something else at work. Here are a few “soundbytes” from the
Greenwald article: “I am one of the few people I know of who has argued in
print that torture may be an ethical necessity in our war on terror…We
should profile Muslims, or anyone who looks like he or she could
conceivably be Muslim, and we should be honest about it…The only future
devout Muslims can envisage — as Muslims — is one in which all infidels
have been converted to Islam, politically subjugated, or killed.” Pretty
damning stuff, it would seem. For myself, I cannot affirm or deny Harris’
racism – I don’t know him well enough. But it strikes me that someone
supporting torture, racial profiling and who defines another as seeking only
to subjugate and kill (especially when that is clearly not the case for
millions of the world’s Muslims) is not speaking in hatred, but fear. Those
of us who sat glued to our television sets on 9/11 can remember that fear
well. Harris may be a racist – but it sounds to me that he is driven by fear.
Consider as well this quote from Hitchens: “In Belfast I have seen whole
streets burned out by sectarian warfare between different sects of
Christianity, and interviewed people whose relatives and friends have been
kidnapped and killed or tortured by rival religious death squads, often for
no other reason than membership of another confession.”28 It strikes me as
fascinating that so few of the Horsemen’s critics have noted that both
Hitchens and Dawkins are British and have grown up listening to news
reports and reading newspapers on the violence in Northern Ireland,
perhaps on a daily basis. This kind of bloodshed has a different effect when
it’s not thousands of miles across the Atlantic Ocean. Had any of us grown
up in a situation of continual religious violence (wherever and whenever it
might have been), we might believe that religion was a dangerous,
poisonous influence too.
What I am suggesting is that the Horsemen see religion as the root of all
evil and from their perspective, I can understand why. Their goal, I believe,
is to rid society of this dangerous influence and make the world a safer
place. When you believe that a singular system is the reason for all the
suffering in the world you will do and say nearly anything to defeat it. The
vehemence, then, of the Horsemen is born of their desire for a safer, more
civil society. That goal is not an objectionable one; of course, I disagree
with their assessment of the problem, as do many other authors. I recognize
that this point is open to criticism as it is based on a kind of “distance
psychoanalysis,” but I am confident in my view. Understanding what the
Horsemen are really trying to accomplish should alter the way we interact
with them.
Conclusion
The New Atheism affords the Church a profound opportunity. In the last
century, Christianity has endured a tremendous number of attacks: political,
social, theological, scientific. As we have struggled to survive these assaults
we have relied upon old adages, thrown out sections of Scripture or closed
our ears. By entering into dialogue with our critics, we allow ourselves to
see ourselves in a new light – to see through a different lens. But we also
allow our critics to see us in a new light as well. If we can transcend the
need to strike back, if we can let love – not the desire for victory – lead us,
if we can find a way to include rather than exclude those who would
destroy religion, we may say more about our Savior that we have said in a
long, long time.
The problem is not debate. The Christian church has a long, fruitful
history of theological discussion; the problem comes when that debate
becomes violent, verbally or otherwise. Wars have been fought over clauses
in creeds, whole cities left to be ransacked because of a difference in
Christology. At its heart, our greatest challenge is to change the way we
view conflict. If our critics are viewed as enemies to be destroyed, there
will be horror and death before the end – perhaps literally. But if we view
our critics, and the resultant conflict, as an avenue for change, adaptation –
as a new way to reach out to others – we will transform the very nature of
that conflict. We are still going to disagree; I very much doubt this article
would cause Richard Dawkins to fall on his knees and confess Christ as
Savior. But it may give us a way to make him doubt.
“A young man who wishes to remain a sound Atheist,” wrote C.S. Lewis,
“cannot be too careful of his reading. There are traps everywhere—‘Bibles
laid open, millions of surprises,’ as Herbert says, ‘fine nets and stratagems.’
God is, if I may say it, very unscrupulous.”37 God is always seeking to reach
those who reject Him; always seeking the lost coin, the lost child, the lost
sheep. God speaks in ways we might never expect and our arguments are
only a small part of the Sprit’s work. Let us remember why we speak; let us
remember our great commission. Let us remember that we too once
rebelled against God and that it was His love that called us home.
WORKS CITED
Endnotes
1
Of course certain Old Testament prophets might be considered apologists as well. Jonah, Nahum,
and Obadiah, among others, could all be considered apologists or evangelists in their ministries.
2
http://www.imperial-library.info/content/vehks-teaching
3
One can also see a parallel with the Valentinian desire to be freed from the flesh. See
http://www.gnosis.org/library/valentinus/Valentinian_Creation.htm
4
http://www.imperial-library.info/content/doors-spirit
5
http://www.uesp.net/wiki/Lore:Before_the_Ages_of_Man; see also
http://www.uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_3rd_Edition; it seems that not all
Altmer shared this view of mythic re-gradience and that the Psijic Order was born out of Altmeri
rejection of this idea. It is not clear if the Order maintains this view. What does seem clear is that the
Thalmor of the 4th Era have made it the core ideology of their pogroms.
6
Or the pursuit of CHIM. For a more complete consideration of CHIM and the Amaranth see my
article “The Heart of the World” in this volume.
7
Trinimac, transformed in the bowels of Boethia, became the Daedra Malacath and his followers
became the Orcs. For further information see http://www.uesp.net/wiki/Lore:Chimer
8
Or Dwemereth. The lands surrounding Red Mountain have undergone numerous changes of name
throughout history. Morrowind is the current name of the region.
9
Any discussion of the Dwemer must begin with their name. The Aldmeris Dwemer means “deep
elves”, “deep folk” or “people of the deep”, but the Dwemer are more commonly known as Dwarves.
This has led to the misconception that short men with beards were found by the Chimer mining for
gold and crafting exquisitely beautiful works. This is simply not the case; there are no Tolkien
dwarves in The Elder Scrolls series (alas). The misnomer “dwarf” is believed to have been given to
the Dwemer by a race of giants that once populated Morrowind, or perhaps by the giants of Skyrim
who encountered them during their travels. Though Dwemer men often sported beards they seem to
have been of roughly human height. For further information see
http://www.uesp.net/wiki/Lore:Dwemer It is also worth noting the similarities between the Dwemer
and the dvergr, or dwarves, of Norse mythology. Both were skilled in creating powerful and beautiful
objects (not the least of which included Thor’s hammer Mjollnir), lived underground and were not
necessarily of shorter stature. In a fascinating twist the Dwarves of Norse myth are sometimes called
Dark Elves (Old Norse svartálfar). For further information see http://norse-mythology.org/gods-and-
creatures/dwarves/
10
http://www.imperial-library.info/content/definitive-guide-dwemer#10
11
http://www.uesp.net/wiki/Lore:Dwemer
12
Flynn http://www.secularhumanism.org/index.php?section=library&page=flynn_30_3
13
Dawkins 36
14
Hitchens 56
15
http://www.aljazeera.com/indepth/opinion/2013/04/20134210413618256.html
16
Quoted in - http://www.guardian.co.uk/commentisfree/2013/apr/03/sam-harris-muslim-animus
17
http://www.newstatesman.com/religion/2012/02/neo-atheism-atheists-dawkins
18
http://scienceblogs.com/evolutionblog/2012/03/09/new-atheisms-critics-need-to-s/
19
http://www.christianapologeticsalliance.com/2013/05/21/what-shall-we-make-of-richard-dawkin/
20
See also Wolpe’s article on Huffington Post, http://www.huffingtonpost.com/rabbi-david-wolpe/is-
richard-dawkins-really-the-worlds-leading-intellectual_b_3226638.html
21
Groothuis http://www.denverseminary.edu/understanding-the-new-atheism-part-1-the-straw-god/
22
Groothuis http://www.denverseminary.edu/understanding-the-new-atheism-part-2-attacks-on-the-
new-testament/
23
http://www.abc.net.au/religion/articles/2011/01/31/3125641.htm
24
McGrath http://www.st-edmunds.cam.ac.uk/CIS/mcgrath/lecture.html
25
Nicole http://www.founders.org/journal/fj33/article3.html
26
Dawkins 20
27
Dawkins 34
28
Hitchens 18
29
Working out why Christians have done these things is an entirely other consideration. Whether
Christianity has been corrupted by political power or sexual repression is a subject that must be
addressed by another author.
30
Of course this raises the deeper question about the Bible, tradition, and doctrine; the Horsemen are
not simply attacking the Church’s actions, but the very core of its beliefs. In this at least, the
Christian has little to worry about. For the Horsemen, “New” though they be, are saying nothing that
has not been said before. These arguments have been going on for thousands of years and the greatest
minds have been pondering them all that time. Christianity has weathered critics and skeptics before,
and very often found them joining the fold.
31
Poirier http://www.peacemaker.net/site/apps/nlnet/content3.aspx?
c=aqKFLTOBIpH&b=1084263&ct=1245843¬oc=1
32
Culp-Ressler http://thinkprogress.org/health/2013/05/06/1967591/elizabeth-smart-abstinence-ed/?
mobile=nc
33
The Finally Feminism blog gives an excellent definition of this phenomenon. “Slut-shaming, also
known as slut-bashing, is the idea of shaming and/or attacking a woman or a girl for being sexual,
having one or more sexual partners, acknowledging sexual feelings, and/or acting on sexual
feelings.” For further information see http://finallyfeminism101.wordpress.com/2010/04/04/what-is-
slut-shaming/
34
Matthew 5:41 and Galatians 6:2.
35
“The Sage Commander” 106
36
The proceeding text is based on the in-game book, “The Battle of Red Mountain”. Numerous
accounts of the battle exist; this one is told by Vivec himself. http://www.imperial-
library.info/content/nerevar-red-mountain
37
http://www.epubbud.com/read.php?g=9RTP6VKJ&p=14
The Heart of the World:
BY MICHAEL ZEIGLER
Introduction
There is a special power in beginnings. When I step out the door of my
home, prepared to take a walk, I look up and down my street and am
presented with innumerable choices – where to go, what pace to set, what
destination(s). Before I take my first step literally the whole world is ahead
of me. But once I take that first step, I find myself pulling away from those
myriad choices and following a singular path – down this street, past these
houses. Already my mind is disconnecting. The path is predictable; I’ve
seen these houses, that tree, that park before. I’ve taken only a few steps
and already I’m thinking of my chair at home.
Creation stories are beginnings and they too have a special power. When
we frame the first interactions of God with the earth, animals and humanity
we are setting the course of how we interpret what interactions follow. If we
are spirits cursed to live in flesh then flesh will be a curse. If God
commands and judges then God is to be obeyed and, perhaps, feared. Out of
these stories grow narratives, themes, theologies. Our praxis flows from our
first vision of God.
Christianity is having a bit of a problem with its creation story. Since the
emergence of Darwinian evolution, many Christians have been looking at
Moses’ tale of a six-day creation with embarrassment. The language is
poetical, the language is literal…the arguments spin round and round. And
while some scholars, especially Feminist scholars, have been looking at
those early chapters of Genesis in different ways, our real problem with it
isn’t evolution, but how we’ve understood what those chapters are saying
about God, the earth, animals and humanity. Our greatest struggle is with
our first vision of God.
Those of us who are fans (super-fans?) of The Elder Scrolls video game
series have noticed the power of creation stories on Nirn as well. There are
many of them. And while the first visions of Tamrielic gods are different –
world-serpents eating themselves, quasi-Gnostic elves, duty-driven
Imperials – there is a meta-narrative that runs through them all. It is this
narrative that defines the way the people of Nirn view themselves, their
relationships with others, their relationships to the gods. It is the core
impetus of the series; it defines everything that happens afterwards.
How we understand creation stories defines how we understand God and
our relationship to God. How we handle these first narratives determines
how we will handle all the narratives that follow. Because of this the way
we study creation stories must be more nuanced, imaginative and open than
anywhere else. Everything depends on it.1
The Monomyth
One of the great joys (and troubles) of studying the lore of The Elder
Scrolls is that it often disagrees with itself. The in-game books, which are
an important source of lore, emulate real-world disparity and frequently
contradict one another, offering a multiplicity of views. The players are left
to decide for themselves (or not) what they think is true. Nowhere is this
more evident than with the creation story.
A number of in-game texts deal with the creation of the Mundus but the
most comprehensive – and thereby contradictory – is The Monomyth.2
Compiling creation stories from the various Tamrielic cultures the author
admits the disagreement between the various myths, but points out that
there are themes present in all the stories, and from this derives that the
various cultures are telling a single story (monomyth) through different
perspectives. There is, the author suggests, a true story that can be
uncovered; how the story is interpreted by Tamriel’s diverse cultures
accounts for the differing myths.
What most creation stories agree on is that, before time began, there
existed The One, or All, often called Anu. Anu represents stasis, or
perfection in many myths. In the Yokudan myths, Anu’s analog Satak is
“the hum…a force so prevalent as to be not really there at all.” If one can
imagine the real-world god of the Greek philosophers – ineffable, perfect,
unmovable - one will come close to understanding Anu. In order to better
understand his own perfection, Anu created his Other (or Opposite):
Padomay – Change, Imperfection, Action. Out of their interactions were
born the et’Ada, or original spirits.
The existence of the et’Ada is, in many texts, described as ephemeral. It
is not until Time itself emerges that the original spirits really begin to
understand themselves as beings with a past, present and future. Time is
often seen as the et’Ada known variously as Akatosh, Auriel or Satakal. In
all myths he is a Dragon god. Once time began the spirits began to move
towards a pattern of stasis: identities were established, lives were lived and
the ephemeral nature of creation gave way to stability. Padomay was not
pleased.
In an effort to return creation to a more chaotic (or at least less static)
nature, Padomay created Lorkhan, the most controversial figure in all of
The Elder Scrolls’ lore. Lorkhan (also known as Sep, Shezzar and the
Missing God) approached the other et’Ada with a grand vision. Even as
Anu and Padomay had created them, so they, too, would create. Many of
the et’Ada joined with Lorkhan3 and sacrificed much of their power to
create Nirn, the world.
But the sacrifice was steep. Many of the spirits, bereft of power, began to
die. Some were able to escape the new creation and return to the heavens,
others became “the Earth Bones” to stabilize the new world so it would not
die. Some of the spirits married and had children as a way to live on; each
generation became weaker and weaker until even the strongest (the elves)
were bound to mortality and death. The et’Ada who had aided Lorkhan
(later called the Aedra, or “our ancestors”) were divided; many saw him as
a betrayer, others as a liberator who gave them a new way to live. It was not
long before there was war on Nirn. The elves, led by Akatosh, fought
against Lorkhan and his human followers. Various myths suggest the world
was severely damaged, entire continents sunk beneath the waves of the
oceans. In the end, Lorkhan fell, killed when the knight Trinimac tore his
heart from his chest. Humans carried away the body of Lorkhan and
humans and elves have been in conflict ever since.
Astute readers will note that the TES creation stories pay homage to
numerous mythologies and religions; the elven myth is almost Gnostic in
quality.4 But what should be clear is the meta-narrative of the entire cycle:
everything comes back to Stasis and Change. Stasis is usually viewed as
desirable and Change as corruption, an enemy. Even Padomay, who is
Change incarnate, does not like the Change brought by Time/Akatosh (the
shift from impermanence to more-permanent) and attempts to reestablish
the old order of things. It is a theme that appears in most of the TES games,
a meta-conflict that defines not only the relationships between the original
spirits, but also among people and the gods.5 In the world of The Elder
Scrolls the very fabric of the universe is defined by Stasis and Change and
their eternal conflict.
A Garden of Choices
Over the last century, there has been considerable debate about the Judeo-
Christian creation story, whether arguments about literality, gender-roles or
that the story should simply be seen as poetry. One of the strangest things
about the first chapters of Genesis is that we are never told why God created
the universe, only that God did. Traditional thought believed that God
created the universe as a way to express the Divine glory; this is seen
particularly in the way creation carries out God’s will. “The inanimate
creation does so mechanically, obeying natural laws which govern the
physical world. The animate creation does so instinctively, responding to
impulses within. Man alone is capable of obeying God consciously and
willingly and thus glorifies God most fully.”6 This focus on obedience and,
thereby, authority likely comes from the majority of God’s statements in the
early chapters of Genesis being commands.7 But it is the command given to
the first humans that most often gets attention: “but of the tree of the
knowledge of good and evil you shall not eat, for in the day that you eat of
it you shall die.”8
It is this commandment that sets the stage for the entirety of the Biblical
drama. The first humans, like their descendents, would not obey the Divine
fiat. Through their rebellion the creation was cursed, their relationships with
each other and God were broken and they were cast from paradise. Outside
of the garden, the rebellion of humanity only gained strength until “The
LORD saw that the wickedness of humankind was great in the earth, and
that every inclination of the thoughts of their hearts was only evil
continually. And the LORD was sorry that he had made humankind on the
earth, and it grieved him to his heart.”9 Later, God would give a Divine law
to God’s people, Israel, but the people, more often than not, refused to
listen. One can almost hear the despair when the author of Ecclesiastes
writes, “The end of the matter; all has been heard. Fear God, and keep his
commandments, for that is the whole duty of everyone. For God will bring
every deed into judgment, including every secret thing, whether good or
evil.”10 It should be clear by this point that scripture has frequently been
interpreted in terms of a meta-narrative of Authority and Obedience. Like
the eternal conflict of Stasis and Change that births the world of Nirn and
defines the lives of its people, so the conflict of humans and Divine
authority defines human existence. In both narratives, Conflict is the
protonym of the universe.
Hence, the way we understood the creation account determined the way
we understand everything that follows it. Scholars have attempted to
redefine the Divine-human relationship through most of the Twentieth
Century but Modernist and scientific emphases have led to dismissing the
creation account as poetry, mythology or misinformed ancient science; and
thereby miss the origins of the conflict. Whether Scripture is viewed
through the lenses of process, liberation or mystical theology, in the end, we
are haunted by “fear God and keep his commandments.” While many
modern-day authors11 object to the violence of Israel’s sacrificial system
and its fulfillment in the substitutionary theory of the atonement – where
Christ accepts the punishment for human disobedience – there can be few
other possibilities when the creation story is viewed in this light, as
authority and obedience. Divine justice requires punishment for defiance.12
Conclusions
There is a special power in beginnings. But there is a special power to the
journey as well. If I don’t like where my walk is taking me, I can change
course.43 I can also retrace my steps and begin again. Standing back at my
front door, I will find the same world waiting for me, the same possibilities.
They were, of course, always there even when I didn’t see them half-way
down the street. But going back to the beginning helped me see them.
Those who play The Elder Scrolls games may not take much note of the
meta-theme of Stasis and Change – it’s one that appears in our world as
well, especially in politics. They are not likely to find Lorkhan’s call to love
in any blatant way – but they are likely to fall in love with the game. Those
of us who have spent hours (more than we’d like to admit) wandering the
frozen lands of Skyrim, or the ashy wastes of Vvardenfell can attest to the
deep longing inside us. We want to go there; we’ve tasted what it means to
“live another life in another world” and want to with a powerful
desperation. And this, I suspect, “is the love of God.”
Generations of Christians have looked at God as an authority figure to be
feared and that fear has distorted our relationship to the Divine. It may be
that God will hold us to account for how we have used His creation; it may
be that there will be rewards and punishments. It may also be that the world
– oceans, frogs, falcons, sharks, sulfur, coal, mountains, volcanoes, the very
air – are a gift. They are the palette of God’s creativity, given to us to see
what we will paint. We have not painted so kindly, it is true. And if we
tremble with the words “the fear of the LORD”, perhaps we might dare to
hope that the beginning of that fear is to love what He created. This, too, is
the love of God.
Creation begins and ends with love. And with joy. The brush seems to
move of its own accord, the words spill unbidden and un-thought upon the
page, the fingers find their way into soft clay all by themselves. And as we
stand back, we see that which we ourselves only partially created; creation
birthed itself: our dreams dreaming their own dreams. In this moment, we
touch upon a joy so deep, so all-encompassing that’s its Source can barely
be spoken, but it can be felt. His smile lights the stars dotting the
firmament, His laughter spills over us like waves upon a beach, His eyes
glitter like sparks in fire. We have entered into the joy of our Lord.
What will we do with what has been given us? What world will we
create? There are hues uncountable, the canvas waiting and the Master steps
back to watch our strokes. They will not be perfect; they will be hesitant,
perhaps not a little childish. We may be tempted to throw the palette away,
rend the ugly painting. It seems so horrible in our eyes. But the Master will
calmly stand, restoring the easel and gently say, “Try again.”
Art requires patience. Technique, intuition, grace; these come in time –
time and endless practice. The Master may take our hands in His, showing
us techniques we never dreamed, but then He will step away and watch as
our strokes become more certain, our timbres more subtle. We will learn to
be elegant. And when we turn, not a little afraid, to bashfully ask what the
Master thinks, He will gaze at all we have labored for, all we have toiled
through. Will we see the hint of His smile? Will we feel terror at the hint of
His frown? In the end, He will look upon our works and say,
“It is beautiful.”
BIBLIOGRAPHY - PRINT
Bal, Mieke. Lethal Love. Indiana University Press: Bloomington, 1987.
Bulfinch, Thomas. Bulfinch’s Greek and Roman Mythology: The Age of
Fable. Dover Publications: Mineola, 2000.
Ebel, Gunther. “Walk, Run, Way, Conduct.” New International
Dictionary of New Testament
Theology, The. Volume 3. Colin Brown, General Editor. Zondervan,
Grand Rapids, 1986.
Erickson, Millard. Christian Theology. Baker Book House: Grand
Rapids, 1983.
Goodrick, Edward W. & John R. Kohlenberger III. The NIV Exhaustive
Concordance. Zondervan: Grand Rapids, 1990.
Guthrie, Shirley C. Jr. Christian Doctrine. Westminster John Knox Press:
Louisville, 1994.
Gyatso, Tenzin. The World of Tibetan Buddhism. Translated by Geshe
Thupten Jinpa. Wisdom Publications: Boston, 1995.
Hahn, Hans-Christop et al. “Work, Do, Accomplish.” New International
Dictionary of New Testament Theology, The. Volume 3. Colin Brown,
General Editor. Zondervan, Grand Rapids, 1986.
Meyers, Carol. Discovering Eve. Oxford University Press: New York.
1988.
New Oxford Annotated Bible. Edited by Michael D. Coogan. Oxford
University Press: Oxford. 2007.
Pagels, Elaine. The Gnostic Gospels. Vintage Books: New York, 1979.
Schaeffer, Francis A. “Some Perspectives on Art.” Art and the Bible. IVP
Books: Downers Grove, 1973.
Strong, James. Strong’s Exhaustive Concordance of the Bible. World
Bible Publishers, Inc, 1986.
Tolkien, J.R.R. “On Faerie Stories.” The Tolkien Reader. Ballantine
Books: New York, 1966.
Trible, Phyllis. God and the Rhetoric of Sexuality. Fortress Press:
Philadelphia, 1978.
BIBLIOGRAPHY – INTERNET
Deluzain, H. Edward. “Names and Personality.” Retrieved at
http://www.behindthename.com/articles/2.php on 7 December 2011.
Loveletter From the Fifth Era, The True Purpose of Tamriel.
http://www.imperial- library.info/content/loveletter-fifth-era-true-
purpose-tamriel. Imperial Library site. Retrieved 4-15-2013
MacDonald, George. A Dish of Orts.
http://www2.hn.psu.edu/faculty/jmanis/gmacdonald/a- dish-of-orts6x9.pdf.
Retrieved 7-29-3013.
Monomyth, The. http://www.imperial-library.info/content/monomyth
Imperial Library site. Retrieved 4-15-2013
Metaphysics of Morrowind, The.
http://fallingawkwardly.wordpress.com/2010/08/29/the- metaphysics-of-
morrowind-part-1/ Falling Awkwardly blog. Retrieved 4-23-2013.
Sithis. http://www.uesp.net/wiki/Lore:Sithis_(book) Unofficial Elder
Scrolls Page site. Retrieved 4-15-2013.
Thirty-Six Lessons of Vivec, The. http://www.imperial-
library.info/node/1259/ Imperial Library site. Retrieved 4-15-2013
Vehk’s Teachings. http://www.imperial-library.info/content/vehks-
teaching Imperial Library site. Retrieved 4-13-2013.
Endnotes
1
Of course not all religious traditions focus on a revelation of deity through Creation, but all draw
life-patterns from their earliest (often creation) stories. The Greek and Roman mythoi begin with the
ordering of chaos, a not inapt metaphor (and thereby justification) for empires forging civilization
from unenlightened “barbarism” (Bulfinch 10). In the Norse myth, life is born from (and supported
by) the omnipresent ice, not unexpected from a people living in cold northern climes. That the world-
tree Ygdrasill, which supports the universe, sprung from the first creature’s body (Ymir) suggests a
theme of life, death, and re-birth which may have had particular significance to a culture where arctic
winters and springs were a yearly reminder of this cycle (Bulfinch 264-5). In all mythoi, however,
beginnings reveal the course of future narratives, and often the purpose(s) of both gods and mortals.
2
http://www.imperial-library.info/content/monomyth
3
But not all; some of the spirits refused Lorkhan’s call and became the Daedra (Elvish, “not our
ancestors”) .
4
This is especially true of the Valentinian gnostics who saw the flesh as something to be released
from (http://www.gnosis.org/library/valentinus/Valentinian_Creation.htm). As will be seen in the
discussion on the Psijic Endeavor below, certain sects of Altmer saw the finding of the “ur-you” as a
form of transcendence, paralleling with the author of the Gospel of Phillip for whom seeing God was
to become God (Pagels 134). There are, of course, numerous “Gnosticisms” and not all would fit into
this Altmeri view, but similarities persist.
5
Or the Aedra (Elvish, “our ancestors”); the et’Ada are worshipped as gods by the people of Tamriel.
6
Erickson page 373; of particular note is the way Erickson sees creation obeying God by rebuking
the disobedient Jonah.
7
The note for 1:3 in the New Oxford Annotated Bible is instructive: “Like a divine king God
pronounces his will and it is accomplished.”.
8
Genesis 2:17.
9
Genesis 6:5, 6.
10
Ecclesiastes 12:13, 14.
11
See especially Rita Nakashima Brock and Rebecca Ann Parker’s Proverbs of Ashes for a Feminist
perspective.
12
And indeed it is a problem that has haunted Christianity throughout its history. Numerous attempts
have been made to examine Christ’s redemptive work from different angles; Gustaf Aulen’s Christus
Victor gives an excellent history. I am not here dismissing these views – far from it – but am
suggesting that on some level all struggle against the Biblical narrative’s model of substitutionary
atonement (spiritual cleansing via sacrifice; Christ as “the lamb of God who takes away the sin of the
world”). In this way I see the model I am presenting as one in a long series of attempts to view
Christ’s work from multiple angles. For more contemporary readings consider Monica A. Coleman’s
Making a Way Out of No Way, Matthew Fox’s Creation Spirituality, and Gustavo Guitierrez’s A
Theology of Liberation. For a popular fictional treatment William Paul Young’s The Shack is worth
noting.
13
The elvish name for Akatosh.
14
Sithis is the elvish name for Padomay.
15
It is difficult not to think of the Un-man’s speeches to the Green Lady in Lewis’ Perelandra, even
if Lorkhan’s motives are kinder than the possessed scientist’s.
16
Of course those passionate about TES lore – meeting on the online Lore Forums – debate among
themselves to what extent the Obscure Texts should be accepted as “canon” to the game, much as
early Christians argued about what books belonged in the Scriptural canon. Consensus of opinion has
been hard to come by but, in a fascinating parallel to Christian history, many of the “loremasters”
(long-time fans who are deeply passionate about the games’ lore) have tended to accept Obscure
Texts based on their authorship – works written by game developers, or those with extensive
knowledge of lore, are generally accepted by the Lore community as “canon”. It remains to be seen if
future games will contradict, or confirm, the Obscure Texts.
17
See especially the Metaphysics of Morrowind where the author suggests Vivec knows he is in a
“simulacrum of reality” or video game, and comments about it in his writings and in-game
conversations with the player. http://fallingawkwardly.wordpress.com/2010/08/29/the-metaphysics-
of-morrowind-part-1/
18
That is, Padomay.
19
The Aurbis is the whole of creation, comprised (ultimately) of Aetherius, Oblivion, and Nirn.
20
For more on the Wheel see Sermon 21 of Vivec’s Thrity-Six Lessons: http://www.imperial-
library.info/node/1259/
21
Understanding what Lorkhan saw and why it was so important to him is difficult. Lorkhan was,
according to Vivec, dissatisfied with the cyclical and impermanent nature of the universe – the same
ideas swirling around again and again. It might be said that Lorkhan found each moment of creation
inexpressibly beautiful but that beauty faded as each creation fell into predictable patterns; perhaps
the worst of these was the pattern of birth, death, and re-birth. Coming to the edge of creation
(beginning and ending) Lorkhan beheld the whole and beheld the Wheel. There is considerable
disagreement about what this means. For some Lorkhan saw himself as yet another repeating pattern
devoid of meaning or originality, for some he beheld the truth that he was nothing more (or less) than
a dream in the mind of a sleeping Godhead, and for others that Lorkhan saw he was an idea in a
video game. It is not going too far, I think, to compare Lorkhan’s vision of the Wheel with Neo’s
realization that he had been living in a computer simulation in The Matrix. “The relentless alien
terror that is God”, then, is the realization that one’s personhood is an illusion: Lorkhan was not a
person but zero’s and one’s of computer code. The Tower is this realization, and as Vivec explains,
achieving the Tower’s secret is being able to see yourself in this way and still be able to say “I am.”
In an interesting exchange in the first Matrix Neo struggles with the life he lived in the simulation
and what it means. Trinity observes, “the Matrix cannot tell you who you are.” A Lorkhanic response
from Neo would have been, “The Matrix showed me that I am Neo, and Neo I am still.”
22
See especially the excellent series of articles “The Metaphysics of Morrowind”, above. This is not
an unusual thing in gaming: the “Implementors” of the Infocom games, have been seen by some as
in-game representations of the game’s developers.
23
From The Loveletter from the Fifth Era, the True Purpose of Tamriel, http://www.imperial-
library.info/content/loveletter-fifth-era-true-purpose-tamriel
24
“A bodhisattva is a person who cultivates the aspiration to achieve complete enlightenment for the
benefit of all living beings and who has also pledged to engage in the deeds that are the most
beneficial in fulfilling this aim of working for others.” (Gyatso 89). The Dalai Lama, of course, is
writing from within a Tibetan Buddhist framework; Theravada Buddhism sees the work of a
bodhisattva differently.
25
Genesis 1:26
26
Genesis 1:28, 29
27
Genesis 2:15
28
For a notable consideration of this see Shirley C. Guthrie, Jr’s Christian Doctrine, pages 148-9.
29
Bal 73. See also H. Edward Deluzain’s article “Names and Personality”: “The most important
aspect of personality affected by names is self-concept. Self-concept develops as children develop,
and it is ‘learned’ from the verbal and non-verbal messages significant people in children’s lives send
them. Parents are the most important message-senders, but, as children mature and become more and
more independent, the messages of teachers, classmates, and other people all contribute to their
developing concepts of self. In a sense, self-concept works as a kind of script for the way people act.
If a boy has an image of himself as bad or as not capable of doing well in school, his behavior will
probably reflect that image. He will tend to behave the way he thinks a ‘bad boy’ is supposed to
behave, or he will fail to learn as he should even though he might be quite intelligent” (Behind the
Name website)
30
Meyers 81-82. Puns are common in Hebrew. In this case the name of the first human could also be
a pun on a pun on dam “blood” and edom “red”.
31
Trible 135
32
Note that several Biblical characters have their names changed after significant encounters with
God (Jacob becomes Israel in Genesis 32:27-28; and Saul of Tarsus becomes Paul in Acts 13:9).
33
Ephesians 2:10
34
See especially Michael Card’s reflection in his album Poiema, but also (more subtly) in Francis
Schaeffer’s work Art and the Bible.
35
Schaeffer 94
36
Hahn et al. 1147
37
Ebel 943
38
Tolkien 74
39
It is supremely significant that Adam’s first act following God’s pronouncement is to name his
wife Eve using the same language as naming the animals. For more on this see Trible, as noted
above.
40
Romans 8:20, 21
41
“The imagination of man is made in the image of the imagination of God. Everything of man must
have been of God first; and it will help much towards our understanding of the imagination and its
functions in man if we first succeed in regarding aright the imagination of God, in which the
imagination of man lives and moves and has its being.” (MacDonald 7)
42
Jeremiah 18:4
43
One cannot resist thinking of the Greek word metanoia here.
Procedural Theology in The Elder Scrolls
Series1
Where is that magic sword? How can I get my hands on more gold? What
does it take to defeat that dragon? Every role-playing gamer asks these
questions because they constitute the core gameplay of the role-playing
game: powering up, leveling up and beating up. These are the things that
players must do in order to survive and thrive as heroes in the making. Like
all computer role-playing games, The Elder Scrolls (ES) series closely
adheres to this structure. The ES player climbs a ladder of might and magic,
each new gain marking another rung. In order to conquer a game in the ES
series, the player’s statistical profile must incrementally grow and steadily
develop. Gold, experience, skill and reputation points unlock each step that
the player takes. As the player explores Tamriel--the fictional land of the ES
series- gameplay inevitably produces statistical gains. Even though players
celebrate the ES series for its sense of open-ended possibility, its gameplay
still launches players on quests to accrue points. The ES series encourages
players to roam freely and explore deeply in Tamriel, yet it stubbornly
confronts players with foes to defeat. Can players enjoy the ES series
without ever “winning” a game by beating the final boss? Yes. Can players
escape statistical gains along the way? Not for long.
At first glance, this insight may seem relatively unimportant in light of
the narrative elements of the ES series--its themes, dialogues and unfolding
mysteries. Indeed, many of the essays in this present volume focus upon the
rich theological significance of mythology and symbolism throughout the
ES series. It abounds in narrative complexity and it begs for careful
interpretive analysis. However, narrative approaches to video game analysis
cannot account for all layers of meaning within the medium. Narrative
analyses are helpful, even crucial. Nevertheless, procedural approaches to
video game analysis also bear much fruit. Video game rules and structures
elicit certain kinds of behavior from players while prohibiting other kinds of
behavior. This essay uses the word “procedure” to describe the kinds of
behaviors elicited by video game rules and structures. Video game
procedures may not draw as much attention as the narrative elements of
gameplay, even though they exert a steady influence upon gameplay,
moment by moment. The procedural aspect of gameplay tends to function
at a more implicit level than narrative aspects, thus rendering them harder to
recognize and harder to analyze.
This essay identifies and analyzes the core procedures that constitute
gameplay throughout the ES series, contemplating their meaning. The first
section of the essay clarifies the terms of discussion, such as “implicit
curriculum” and “procedure.” Next, the essay recounts the procedural
evolution of the ES series. Following that, the essay presents a “procedural
archeology” of the precedents that undergird the ES series, such as the
historical wargame, the tabletop role-playing game, the military
development of computer technology and the video game system. The essay
then turns toward an analysis of “procedural theology”--an implicit
curriculum arguably embedded within the ES series’ procedural structure.
Implicit Curriculum and
Video game Procedures
Video games are learning environments (Gee 2007; Squire 2011) in
which players master a unique kind of curriculum, not through tiresome
lectures but through active experience. However, much curriculum is
implicit, subtle or hidden, whether in the learning environment of the
classroom or video game. Philip Jackson (1968) describes the implicit
curriculum as a set of values, subtly embedded within the “rules,
regulations, and routines” of the learning environment. Jackson goes on to
say that students (or by extension, players) indirectly learn the implicit
curriculum through the reinforcement of “crowds, praise, and power” (p.
33-36). To paraphrase Jackson, students learn that which their environment
values and celebrates. Learning environments teach not only what to learn
(the explicit curriculum), but how to learn (the implicit curriculum). They
teach not only what to think, but how to think. For example, timetables,
schedules, desk arrangements and seating charts all imply a way of
learning, exerting a quiet influence upon student behavior (see for example,
Cuban 1995; Goodlad 2004). More colorfully, Roland Meighan (1981)
describes the implicit curriculum as a “haunted curriculum” in which the
“ghosts” of classroom architects and curriculum writers still exert a
powerful influence upon unquestioning students in learning environments.
Maxine Greene (1983) further argues that the implicit curriculum compels
students into “an unthinking, nonreflective acceptance of what is presented
as a social destiny” (p. 4). In summary, the physical and social structures of
each learning environment shape students in their own image, capturing
their imaginations along the way. Students may interrogate the explicit
curriculum, but most of the time they “play along” with the implicit
curriculum.
During gameplay, video game procedures operate as a kind of implicit
curriculum. They tell players how to play and how not to play. Push the
joystick to move forward. Press the button to pick up the sword and swing
it. Click the icon to consult the character profile. Rules and structures such
as these are, quite literally, “standard operating procedure” for video games,
such as the ES series. Of course, players tend to take procedures like these
for granted. These procedures comprise the elemental foundation of play
that makes possible life in a virtual world and yet, they are relatively
uninteresting. Players take procedures for granted as the invisible
infrastructure of virtual reality. Along these lines, Ian Bogost (2006) argues
that whole game engines--the interconnected systems of video game
procedures--inevitably “construe entire gameplay behavior” (p. 57). For
example, Bogost notes that most game engines reflect a design that supports
“visual and physical experience rather than emotional and interpersonal
experience” (p. 64). In other words, most game engines do better at
establishing procedures for movement and collision than for love and
intimacy.
Bogost and others (see also Frasca 2004; Squire 2011) argue that video
game procedures subtly present ideological points of view. Put another way,
they present models of the world, as well as rules for engagement with the
world. Most video games do not explicitly present a model of so-called
“real life.” Nevertheless, Bogost argues that video games cannot help but
depict “some small subset of the natural world, in a necessarily biased
manner” (p. 97). As cultural artifacts, video games reflect the viewpoints
and values of their makers. Furthermore, video game sequels reflect a
digital inheritance from the procedural engines upon which they stand
(2007, p. 112). Returning to the discussion above, video game procedures
are “haunted” by the design of those who have gone before. For better or
worse, they bear the marks of previous programmers. They reflect the
choices of earlier decision makers. When the designers of “Version 1.0”
decide that Pac-Man (Namco 1980) must eat the dot, that Mario must
collect coins (Nintendo 1985) or that the player of DOOM (id Software
1993) must shoot anything that moves, then the designers of Versions 2.0,
3.0 and so on inherit and amplify those design decisions. Players of these
games do not choose whether to eat dots, jump on heads or kill enemies.
Instead, they take these procedures for granted. These procedures are the
rules of engagement. Thus, video game procedures enjoy a highly
privileged place of influence in gameplay. Bogost argues that “the highly
polished visual and sound design” of video games draw players’ attention
like moths to light, “thus rendering [procedures] implicit and in need of
critique” (p. 113). This is why Bogost concludes that “the most important
moment in the study of a videogame” is the procedural moment (2006, p.
99).
Procedural Evolution
within The Elder Scrolls Series
The procedures of the ES series grow in complexity across two decades
of evolution, from their humble beginnings in The Elder Scrolls: Arena to
the more sophisticated The Elder Scrolls: Skyrim. Yet, these games are
deeply rooted within a common procedural logic, haunted by a common
structure despite innovations across time. Below, each of the five main
games in the ES receives a critical assessment. Fans of the series may
struggle to read an extended critique of something that they hold dear. After
all, the ES series enjoys many well-deserved awards for its expansive
worlds, provocative stories, ethical dilemmas and deep mythology.
Nevertheless, this essay casts a narrower focus upon the implicit procedural
structures of the five main games in the ES series.
In The Elder Scrolls: Arena (1994), the player begins by selecting one of
18 character classes and one of eight races. Each class and race generates a
different statistical profile in terms of available skills, weapons, armor,
shields and starting health points. Following this, the player distributes
points among eight governing attributes: Strength, Intelligence, Willpower,
Agility, Speed, Endurance, Personality and Luck. When viewing the
character profile screen, the player must not only monitor all of these
statistical values, but also bonuses to damage, magic defense, general
defense, general attack, charisma and healing, along with fatigue points,
gold pieces, experience points, class level and the maximum weight that he
is able to carry. As the player begins to explore the lay of the land and fights
many foes, this statistical profile grows stronger over time. Every weapon,
every spell, every piece of armor and every magical item either raises or
lowers some aspect of this profile. Thus, strategic statistical management is
central to game play.
The player also uses a computer mouse in order to navigate game space.
The mouse enables movement and it establishes interaction with persons
and objects. Throughout gameplay, the player uses the mouse to identify,
equip, unequip, buy, sell, pick up, drop and swap literally thousands of
items. Mouse in hand, the player must repeatedly click eight icons at the
bottom of the screen. These icons define the procedural heart and soul of
gameplay: attacking enemies, casting spells, stealing items, using items,
consulting a travel journal, consulting a map, consulting the statistical
profile and resting in order to replenish statistical loss.
According to the Player Guide, magic spells stand at “the crux of the
world of Arena.” The box art for Arena promises that the game’s unique
Spellmaker system allows the player to “create thousands of spells from
over 80 combinable effects.” A well-equipped spell book will effectively
boost the player’s statistical advantage in combat, albeit temporarily. Spell
book in hand, the player increases damage dealt to others, reduces damage
to self, destroys or bypasses obstacles such as walls, floors, and locks, and
absorbs the statistical strengths of enemies. In short, the magic system of
Arena enables statistical manipulation. Every friend, foe and object either
enriches or depletes the player’s statistical strength. Magic maximizes
statistical benefits while minimizing statistical costs.
The Arena Player’s Guide and box art colorfully identify the overarching
goals of gameplay: exploring and fighting. For example, the Player’s Guide
reads:
“We have given the world many areas of exploration, over four
hundred places where death can be dealt in new and exciting ways.
It is a place where those of you who love combat and spell casting
can earn fame and fortune by proving your prowess in battle.”
Likewise, Arena’s box art promises the twin thrills of discovery and
violence:
“Over 8 million square kilometers” of undiscovered country
awaits, from “the fertile fields of Summerset Isle” to “the frozen
mists of Skyrim.”
“The enormous game world is open and free for you to discover.
Go anywhere you want and do anything you want.”
Concluding Remarks
This essay strikes a single chord about implicit curriculum, video game
procedures and redemptive violence--but that chord constitutes neither an
entire melody nor an entire song. To the contrary, much remains unsung
about curriculum, video games and theology, certainly more than these
paragraphs contain. Curriculum theorists, video game critics and
theologians share at least one commonality: their disciplinary discourses
inevitably turn into “complicated conversations” (Pinar 2011) about
plurality and interdisciplinarity. For example, curriculum theorists wrestle
with numerous questions beyond the implicit curriculum, such as questions
of politics, race, gender, philosophy, theology, self, perception, science,
technology and aesthetics (Pinar, Reynolds, Slattery, and Taubman 2006;
Slattery 2013). Likewise, video game critics and theologians wrestle with
such questions. No single frame of reference may adequately account for
the complexity of meanings. In that spirit, the three comments below
(incomplete as they are) seek to complicate the conversation for the sake of
richer inquiry and broader understanding.
Some players can and do choose pacifism as an effective playthrough
strategy for video games, from the Looking Glass Studio’s “first-person
sneaker” Thief: The Dark Project (1998) to Ion Storm’s CRPG Deus Ex
(2000) to Skyrim. In Skyrim, for example, a player-character named Felix
the Peaceful Monk publicly broadcasts his nonviolent pilgrimage through
Tamriel, documenting his journey in a series of YouTube videos (Mullins
2011). Felix sneaks around a lot, avoiding conflict when possible. He only
accepts quests that do not require violence. He calms or frightens opponents
into retreat. Blogger Drew Dixon (2012), however, posits that while
pacifism “generally works in real life,” it can fall short as a gameplay
strategy. He argues that gameplay pacifism in Skyrim “is neither virtuous
nor immersive.” Nevertheless, Dixon celebrates Felix the Peaceful Monk’s
resistance of a naïveté toward violence, widespread among video games
designers and players. In a tangentially related discussion, Alexander
Galloway (2006) expresses hope that video game artists will create
“alternative algorithms” by designing “new grammars of action, not just
new grammars of visuality” for gameplay (p. 125). Put another way,
Galloway hopes that the domination of command-and-control protocols will
gradually make room for “countergaming” proposals. As players resist the
procedural logic of the CRPG, perhaps subversive new grammars will
emerge from below.
The meaning of video gameplay exceeds that of violence alone, despite
the implicit curriculum of militarism within many popular procedural
designs. For example, video games can usher the player into an encounter
with transcendence, an argument that this writer outlines elsewhere (Hayse
2009; 2011; 2012; forthcoming). Video gameplay can thrust the player into
a revelatory encounter with the veiled Other. Some visitors to video game
virtual realities take that journey because they long to discover something
more. Michael Heim (1993) suggests that “In the face of the infinity of
possible, virtual worlds,” virtual reality sets the stage for “an experience of
the sublime or awesome” (p. 137). On the other hand, Heim contends, those
visitors must also bear the burden of digital finitude (p. 105-107). They
know that computer-generated worlds are both limited and limiting. The
computer readily lends itself to the limiting gameplay of violence and
domination. Some players are content to be killers as Richard Bartle (1996)
asserts. On the other hand, Bartle notes that other players enjoy gameplay
for the sake of exploration and discovery. Players reflect a diverse range of
gameplay affections and Elder Scrolls players are no exception.
The upcoming launch of The Elder Scrolls Online will provide
additional insight into the question of violence and gameplay. What
difference--if any--will the MMO (massively multiplayer online) setting
make to the ES gameplay experience? As Don Ihde (1979) puts it, what
aspects of gameplay will the ES MMO “amplify” and “reduce”? Will
violence dominate the landscape of daily, online life, or will gentler
pursuits, such as those found in The Elder Scrolls V: Hearthfire (2012) win
the day? As an expansion to Skyrim, Hearthfire Hearthfire elicits the
decidedly nonviolent gameplay of domesticity: building and furnishing a
homestead, hiring a household staff and adopting and raising children. Are
these gameplay elements sufficient to establish a widespread moral norm in
Tamriel, or will barbarism and looting prevail? Clear foresight often eludes
even the most prophetic critic, but history tells a cautionary tale in answer
to this question. Richard Garriott’s Ultima series was The Elder Scrolls of
its day. The series began with Akalabeth: World of Doom (1980 California
Pacific Computer), a traditional “hack and slash” CRPG. Not long after,
Ultima IV: Quest of the Avatar (1985 ORIGIN Systems) popularized ethical
CRPG design with a moral compass embedded in the Ultima IV’s
procedures. By the time of Ultima VII: The Black Gate’s (1992 ORIGIN
Systems) release, the world of Britannia stood above all others as the apex
of “sandbox” gameplay--an open world of gameplay “freedom.” When the
MMO CRPG Ultima Online launched (Electronic Arts 1997) a few years
later, industry leaders and players alike hoped that a digital utopia of
craftsmanship, goodwill and virtue would emerge. Instead, chaos quickly
erupted as journalist Amy Jo Kim (1998) explains:
Far from a place where virtue is rewarded, the kingdom (of Britannia) is
ruled by intimidation, power dynamics, and conspicuous consumption.
PKing (player-killing) to acquire worldly goods is the most lucrative career
choice around. But that’s not all. Denizens who live in accordance with the
Eight Virtues often find themselves not only poor, bored, and frustrated, but
inadvertently punished by the laws of the land. These high-minded players
toil in small-time professions, while players with highly developed combat
skills reign supreme: They terrorize newcomers, kill for money, and
broadcast their wealth and power by building huge castles. It’s a tough
place to be a noble avatar.
Critics, theorists and players were shocked to see the rapid erosion of
Ultima’s social, ethical and aesthetic vision. Instead of building families
and baking bread, Britannia’s citizens were slaughtering the weak and
devouring each other. Who can foresee the results when MMOs attempt to
translate a mechanistic economy of rules and procedures into an organic
ecology (Hayse 2009, p. 140n) of live player interactions and real-time
social politics? The ES series promises a new degree of freedom to its
online players, yet it lies nested within a procedural logic that readily recalls
its military origins. In The Elder Scrolls Online, will the imago Dei of
interdependence and intimacy transform Tamriel into a virtual kingdom of
heaven or will the original sins of pride and violence corrupt and collapse
this online world?
REFERENCE LIST
Endnotes
1
Special thanks to Nathan Brumet and Benjamin Oney for sharing their thoughtful Elder Scrolls
insights with me during the writing of this essay. Their critical perspectives helped to clarify my own
thinking.
Ontological Frameworks:
BY JOSHUA WISE
Ontological Framework:
A Definition
To discuss our topic we first must establish a number of terms that we
will use throughout this essay. The first, Ontological Framework, is our
focal point. A framework is, by definition, a structure or enclosure for
containing something other than itself. Our term, Ontological Framework,
is meant to represent a structure of being that is self-contained.4 Any entity
within an Ontological Framework (OFW) shares, at its base, the same level
of being as every other entity in the same framework. Thus, every entity in
a framework shares with every other entity in a framework potential mutual
causality and conditioning. Thus all entities in the framework may
potentially influence each other in being and state. Entity here means any
existent within a framework.5 The potential mutual causality and
conditioning of entities in an OFW is conditioned by the rules of that
framework, or its laws. The laws function in two ways to condition this
potential mutual causality and conditioning. First, they dictate what kinds of
Entities may exist in the OFW. Second, they define how different Entities
may interact with each other.
Any two Entities that do not have potential mutual causality or
conditioning, as conditioned by the laws of the OFW, are not part of the
same OFW. Thus, unless two Entities could affect each other, given
different attributes or circumstances, or even different laws, they are not
part of the same framework. For example, by our current understanding of
physics, two objects traveling away from each other at the speed of light,
unless both are turned once more toward each other, have no possibility of
affecting each other. If they continue on indefinitely in those directions,
they will not have any ability to condition each other. However, if we
simply adjust their attributes, speed, location, direction, we find that they
could easily condition each other and are, thus, in the same OFW.
We might not say the same about a writer at Bethesda and a character in
Daggerfall. The character exists (at least conceptually) in the fictional
world of the play. If we move the character from one location to another, or
change his race, gender, age or even temporal location in the story, he is no
more able to directly affect the writer than previously. If we remove him
from his game and put him into our world, we have changed his framework,
but not any of his attributes. He has stopped being an entity in one
framework and become an entity in the other.6
Relational Frameworks
If we accept these descriptors and limitations for what we mean by an
OFW, we begin to see how OFWs might relate to each other. Central to the
idea of relationality is context. I take it as a tautology that no two things
may have relationship with each other without some kind of shared context.
In other words, no relation is possible without a medium of relation.
Without a medium of relation to condition the kind of relation, two things
may not have a relationship with each other.
Therefore, if we speak of the relationships of OFWs, it must be done with
an eye toward the idea of an accessible mutual context. This essay proposes
two basic relationship pairs, one asymmetrical and one symmetrical, that
can exist between OFWs. The first is the foundational/dependent
relationship. The second is the relationship between two or more
frameworks equally dependent on the same foundational framework.
The foundational/dependent relationship is one in which the Dependent
OFW is one that exists wholly because of the Foundational OFW. The
context or medium of relationship is, in this case, the foundational OFW
itself. The relationship is explicable and possible because of the
Foundational OFW and exists as a result of the Foundational OFW. This is,
of course, an asymmetrical relationship, as an OFW cannot be dependent
upon an OFW that is wholly dependent on it for its own being.
The relationship involving two or more Dependent OFWs equally wholly
dependent on shared Foundational OFWs has for its medium of relationship
the mutually shared Foundational OFW. This relationship can be highly
complex as it may involve many levels of parallel Foundational/Dependent
OFWs in relationship to each other. To understand the ramifications of these
complex relationships, we turn to some basic observations and conclusions
about these relationships.
Attributes of Relationships
Here we will lay out a number of different attributes of the two basic
relationship types described above. These attributes will show how OFWs
exist and interact with each other, presumably regardless of the laws of each
particular OFW. These attributes are derived from observation of these
relationships as they exist in our world and as may be deduced logically
from the proposed structures.
1. Due to the fact that the Foundational/Dependent relationship of
OFWs is described as the dependent OFW relying fully on the
Foundational OFW, we may observe that the Foundational OFW has
the potential for total control over the Dependent OFW. This is due
to the fact that there is no aspect of the Dependent OFW that does
not find its origin or being in the Foundational OFW. However, the
control is only potential as it is conditioned by the rules and entities
of the two OFWs.
Thus any element of any game on my computer is fully accessible to
our world. However, due to the rules of our world and how the
computer code is written, that access is limited in practice. Unless
there are controls for each and every element made available to me
as the player, there may be things that I simply cannot change in the
game. As well, someone who is a hundred miles away cannot change
anything about the game directly.
2. Entities in the Dependent OFW are non-identical Entities in the
foundational OFW. An Entity in the Dependent OFW, because it is
fully dependent on the Foundational OFW, exists within the
Foundational Framework as one or more Entities. However, it is not
the same kind of Entity in both frameworks. They may be
analogously the same, but not identically the same.7 An entity in a
Dependent Framework that is identical with its entity in the
foundational framework ceases to be an entity in the dependent
framework. The test of this is the question of potential mutual
causality and conditioning, which we observe in attribute 3.
3. Entities in a Dependent OFW are observed to be Entities in their
own framework because they do not have mutual potential
causality/conditioning in the Foundational OFW in their identity as
entities in the Dependent OFW. However, the Entities in the
Foundational OFW, though comprising the Entities of the Dependent
OFW, retain their mutual causal and conditioning status with other
Entities in the Foundational OFW. Entities within the Foundational
OFW that do not comprise the Dependent OFW may have causality
and conditioning over the Dependent OFW, but only by means of the
Entities that comprise the Dependent OFW to which they are in
relation by means of their mutually shared OFW.
4. It is also observable that events or actions within the Dependent
OFW are non-identical events or actions in the Foundational OFW
and vice-versa. The change of status of an entity in a Dependent
OFW necessitates an asymmetrical change of status in the
Foundational OFW. The change of status in an Entity comprising the
Dependent OFW may or may not necessitate an asymmetrical
change of status in the Dependent OFW. It will necessitate a change
if the state change is a controlling factor in the composition of the
Dependent OFW’s Entity. It will not if the state change is not a
controlling factor in the composition of the Dependent OFW’s Entity.
For example, the change of size to a virtual object does not depend on
an equal change of size in the hardware and software that generates
it. Instead, an asymmetrical change, the change of state of energy or
transistors, brings about the change in the virtual object’s size.
However, there are changes to the computer running the program and
all of its components, which need not bring about changes in the
virtual world, such as the position of the computer in our world.
5. Any causality or conditioning between two or more Dependent
OFWs that share the same Foundational OFW is accomplished
through the medium of a mutual Foundational OFW. This is true no
matter how far down a tree of Foundational/Dependent frameworks a
system goes.
6. The kind of relationship between Foundational and Dependent OFW
is defined purely by the Foundational OFW.
7. Because Entities are defined by the Laws of their particular OFW,
entities in two or more different OFWs either may be of the same
kind or only analogously of the same kind.
A Dependent Framework:
Skyrim
Given the abstract nature of the above statements, it is useful to consider
a test case for our study. Here, we will use the game The Elder Scrolls V:
Skyrim as our considered dependent framework. This will allow us to test
and demonstrate the nature of the attributes we have observed. However,
before we begin, we must disentangle some of the complications of using
such an example. To do this, we must distinguish between four specific
realities that refer to Skyrim.
2. Entities in The Elder Scrolls exist as Entities of their own type in that
OFW, but also exist as collections of states of Entities in relation to
each other in our OFW. Thus, while a character might be of the type
“Character” in The Elder Scrolls, it exists as an array of Entities
which are not the type “character”, but are instead of the type
“transistor,” electron, etc. in a computer. Furthermore, a character in
our world is not capable of being a character in that world. This may
not be absolutely true for all possible Foundational/Dependent OFW
relationships. However, even if it were possible, the character in our
world would have to be of the same type only analogously in the
Dependent OFW, as the two types of characters exist in different
relationships and frameworks.
However, the Entities in our own OFW that make up the magical
artifact in the Dependent OFW remain Entities in our own OFW that
can be affected in all of the normal ways in which they could be,
even if they were not bringing about an OFW. Thus, there is potential
causality from our OFW to the Dependent OFW by way of affecting
the elements that make up the Dependent OFW. However, it is easily
observable that this is not mutual. The Entity in the Dependent OFW
cannot get at the constituent elements of the entities in our OFW. In
other words, no matter how powerful a flaming sword is in The Elder
Scrolls, it cannot cut the simple wooden chair across from me. But
that wooden chair can smash the computer I’m working on and wipe
the sword out of existence. Or, to put it another way, a character in
Arena may have a terrible allergy to feathers. However, prod as I
might at my laptop with a down comforter, the character is
unaffected.
5. When we see how two games of Redguard might affect each other, it
becomes clear that the relations of two or more OFWs equally
dependent on the same Foundational OFW are as they are described
in the attribute. They cannot, by definition, directly affect each other,
otherwise they would not be distinct instances of the game. Instead,
any interaction must be accomplished through their Foundational
OFW, our world. This could be imagined in a number of different
ways. A third program running on a computer that is running both
programs may be watching for changes in one program to feed data
into the second. A player playing the first might give information he
discovered to another player who then uses it in her game. Even a
player throwing up their hands in victory at one computer might
accidentally bump another player who erroneously inputs a
command into his game. But the sword in one game cannot cut the
ogre in the other.13
This, of course, works even if we imagine that The Elder Scrolls XXV
will be complex enough to host a game of Daggerfall running in its
own world. The Entities of Daggerfall could only affect our world by
first affecting the entities of its own parent OFW (Elder Scrolls
XXV), which would then affect our world. Only then, could the
effects be transmitted into another instance of the game running
somewhere else.
6. The relationship between our world and the dependent OFWs that
our world hosts is defined entirely by our world. The dependent
OFWs are what they are and can be what they can be, only because
of the nature of our own OFW. By the configuration of Entities,
Laws and Events, our OFW can host particular kinds of Dependent
OFWs. Given that our OFW is a construct of matter/energy, and in
dimensional space-time, our relationship to the Dependent OFWs is
defined by these elements. However, that does not mean that the
relationship between any individual Entity in our OFW is materially
or spatially related to any entity in the hosted OFW. Instead, those
relationships exist, as shown in points 3 and 4, with the Entities in
our world which constitute the Entities in their OFW. But the chair in
which I am sitting does not have a spatial relationship with a chain in
an inn in any of the cities of Morrowind.
Considering then that our theory here is in keeping with the traditional
expression of the orthodox doctrine of Creation Ex Nihilo, we now will
consider several ramifications for this theory in current discussion areas in
theology.
Meaning
Much of the popular modern debate surrounding video games has
centered around the meaning that we convey to them and that they convey
to us. There has been concern regarding their effect on our perception of
violence. However, underlying this is the question of how meaning works
in a dependent OFW.
If we take purely for our definition of a video game like The Elder
Scrolls, meanings 1 and 4, as we have been, we may quickly see that
meaning has no place in the OFW. Meaning is a concept conveyed to and
by subjective realities that have the potential to appreciate meaning
conveyed to them. When I move a chair from one place to another in a
room, I may be conveying meaning through this action to the person who
will sit in it. The action has meaning to those subjective agents in the room.
It has no meaning to the chair.
As objects exist in computer code or in relational systems that emerge
from that code being run on a computer, they at this point can neither
perceive meaning, nor convey it to each other. Nor, as Entities changing in
states in relation to each other by a defined set of rules, can they have
meaning for us. The change of a data state from False to True, or from 1024
to 2048, can have no substantial meaning for us at all except that it point to
some other reality which we connect to it.
Thus we must bring in at least meaning 3 from above, though this nearly
always involves bringing in meaning 2 as well. The fiction that I affix to the
game represented to me, and the fiction that the creators mean for me to
affix to those images and sounds, creates a layer of interpretation that
allows me to imbue them with meaning and receive meaning from them. It
is by the fiction and interpretation of the images I perceive that I find
meaning in the changes of data states in the computer. It is within a realm of
fiction, which is not inherent to the OFW itself, that I consider the actions
of a character virtuous, dastardly or cowardly.23 In the context of our own
world, there are no ethical or unethical changes of data in a virtual world. It
is only by their effects on our world that they become meaningful and
ethical.24
As well, the meaning of actions in those worlds take on ethical
dimensions insofar as they retain ethical dimensions in our own world. If I
betray a friend in a multiplayer game, the action has no ethical meaning on
the level of the OFW in which the action took place. There is, in itself,
nothing unethical about the changes of state that take place within the game
world, even in context.25 However, the meaning of the action and the ethical
ramifications exist on the level at which my friend and I exist. The
dependent OFW has simply become the theater in which our ethical
dilemma plays out. 26
Thus, the ethical or meaningful elements of the Dependent OFW derive
their ethics or meaning from the Foundational OFW.27
We may object, however, that if we were to create conscious beings in a
dependent OFW and they were to come up with their own ethical or
meaningful systems, that this observation would be belied. However, this is
not so. While the subjective Entities in the virtual world might value their
own systems of meaning or ethics, they would not be intrinsically
meaningful or ethical, as they are ultimately grounded in non-meaningful
and non-ethical realities in our own world. Only by deciding that they have
real meaning or real ethical value can our OFW imbue them with meaning
or value. The change of a data state, no matter how complex, is not itself
valuable, meaningful or ethical, unless we first imbue it with those
characteristics. Only by lending our own value to that system can it have
value.
Once more, we find that the observed realities cleave closely to the
traditional Christian teachings regarding meaning and morality. Only by
God’s decree and declaration does the world have ultimate meaning or
moral character. Without this decree by the Foundational OFW, our ethics
are merely relative and our meaning subjective. This does not deny that
there can be ethics in a world that are not linked to a Foundational OFW,
only that those ethics lack the weight and universal validity that they would
otherwise have, if so linked.
Epistemology/Revelation
The question of epistemology that we have touched on lightly in the
section on the laws of physics can be broadened to take in the whole
question of knowledge within a Dependent OFW. Knowledge within a
Dependent OFW of its Foundational OFW appears to be limited entirely to
the terms of the Dependent OFW. A conscious subject in a Dependent
OFW, if aware of the fact that it is in a Dependent OFW, appears only to be
able to conceive of the Foundational OFW in the terms of the Dependent
OFW.
Considering The Elder Scrolls as our example, if the Nerevarine were to
become aware that the world in which he or she existed was a video game,
he or she could not conceive of our world in any other terms than those
which are present to him in his own world. Given that our world is three
dimensional, and the world of The Elder Scrolls is at least analogously three
dimensional, the Nerevarine could, at least, understand that we have height,
weight, and how we move. But this would of course not be the case if we
created a two-dimensional world28 or a non-spatial world in which objects
interact.29 In fact, unless in the design of the subjective Entities in a virtual
world, we decide that they should see their world in an analogous way to
how we perceive it, we need not assume that even the Nerevarine would
perceive his world in a three-dimensional way.30
But no matter how close the virtual world’s rules are to our own, a
subjective Entity will always understand our world in the terms of its own.
This relates greatly to semiotics. Even if a conscious subject were given the
idea of “standing” how it functioned within the virtual world would be
distinct from how it would function in our world. The sounds and meaning
behind “standing” would have their own particular meaning in the virtual
world distinct from our own, as the actors who stand in that world do it
differently than we do. In fact, only a truly analogous relationship can be
established between any action in a Foundational OFW and a Dependent
OFW.31
Ultimately then, any speech or thought by a conscious subject in a
Dependent OFW must be either admittedly analogous or, ultimately,
apophatic. One can imagine easily the first virtual philosopher who
addresses her maker saying “I praise thee, Oh Harry, who is wise and
knowing and exists beyond my wisdom and knowing. Or rather, I praise
thee, Oh Harry who is beyond wisdom, and knowing, and even being!” And
she would be right, at least as far as saying that whatever kind of wisdom or
knowing or being that she has, Harry is beyond them.
It also seems interesting that the analogy appears, in fact, also to work in
the other direction. We can speak of the events in a virtual world only in
analogy. We may speak of the changes in our own world which constitute
the changes in the virtual world in as close to direct language as we can (for
much of our language about our own world is done in metaphor and
analogy). However, when I say that a character in a game exists, I do not
mean it in the same way that I mean it when I say that my wife exists. Nor
do I mean it in the same way that I mean that God exists. However, the
second comparison is most interesting. Our analogy for that which is
Dependent to us is similar to the analogy to that which is Foundational to
us. This seems to show that all knowledge in an OFW is restrained within
that OFW by its own terminology. To communicate with a Dependent
OFW, a Foundational OFW would need to do one of two things: Bring the
Entity from the Dependent OFW into the Foundational OFW, or speak to
the Entity in the terms of its own OFW.
The first option, that of bringing the Entity into the parent Framework
seems fraught with problems. First, there is the question of identity. Given
that an Entity is what it is because it is that particular entity, and thus a
particular kind of Entity, it does not appear that its identity could be
maintained if an Entity in one framework ceased to be in its own framework
and began to be in another. It would no longer be itself, as being itself
seems to entail being exactly that particular entity in that framework. In
philosophical terms, this would involve changing the nature or essence of
the object. Furthermore, we might ask what exactly would be the continuity
between an Entity in the Dependent OFW and the new Entity in the
Foundational OFW. What would be the same about it?
We might perhaps theorize that bringing the Entity in the Dependent
OFW into our OFW simply meant something like putting cameras up in our
world and allowing the data of those images to come to a subjective
conscious Entity in the Dependent OFW. We could speak to the entity, and
show it our world. However, what this really means is the translation of
data from our world into the terms of the data of the Dependent OFW.
Unless this were the case, the Entity in the Dependent OFW would not be
able to receive the video or audio that we give it. This actually equates to
the second of our two options.
This second option, communicating with the Entities in the Dependent
OFW on their own terms, seems to be the only possible way of
communication that guarantees their continued identity. Our
communication must be accommodated to the Dependent OFW so that it
has the ability to function there as communication. Yelling at my video
game avatar, no matter how loud, does not communicate to it that I want it
to duck when a fireball is coming its way. Only when I communicate in
ways that the game can properly receive is my communication meaningful
and efficacious in the Dependent OFW.
Now there are a number of ramifications to this observation. The first is
that, given that all communication from the Foundational OFW to the
Dependent OFW must be on the terms of the Dependent OFW, all
communication will be insufficient to truly express the thought behind the
communication. As above, all terms and concepts into which the intended
communication will be insufficient for the expression of the realities of the
Foundational OFW.
Second, because all communication between the two OFWs must be in
the terms of each OFW respectively, each will appear natural to the other. A
communication to a world that receives XML data as a mode of
communication will receive XML Data “naturally” on its own terms. The
cause of the XML might be supernatural, but there will be nothing
“supernatural” about the XML Data itself. A world that receives
communication by sound may hear a voice from the sky. The source of the
voice might be supernatural, but the sound itself will be perfectly natural.32
Third, because of this, there can be no evidential proof that the events are
supernatural in nature and thus can be doubted. Not originating in the
systematic processes of the OFW, they also will not be repeatable and thus
not testable. Instead, they will appear merely as unexplained phenomena.
From the Christian perspective, this explains a significant amount
regarding the phenomena of miracles in the history of humanity. It also
gives us some perspective on the interaction between all supernatural
agents, such as angels, and our own world. People hear voices because we
receive communication by sound. People see visions because we are visual
creatures. We feel a twinge of conscience because that is how we know
things are right and wrong. If we are being interacted with by outside
supernatural powers, they would and must appear as natural occurrences
that can be doubted. But we must also therefore see why they could be
doubtable, and that they could not be anything but if the basic Christian
distinction between God and the world is true.33
Eschatology
With the exceptions of the virtual worlds running at the moment you are
reading this, all virtual worlds that have ever existed have ended. The vast
majority have come to their ends without any pomp or circumstance. None,
as far as I am aware, have achieved a fulfillment that might offer their
Entities what we might call eternal life. In other words, their realities have
not been assured and fulfilled in a permanent and meaningful way.
Yet, this is the promise of Christianity, that not only will each person
come to some eternal state of being, but that the whole world will be made
new. The question, with regard to OFWs is one that seems to point us to the
question of linking a Dependent OFW to the Foundational OFW in a way
that blurs the line between the two.
Our model, a game of The Elder Scrolls, affords us little help here.34 So
much of eschatological work is the work of the imaginative faculty.35 We
might ask what a full eschatology in the Christian sense might be for a
subjective conscious Entity in a future version of The Elder Scrolls. The
end of the game world for that subjective Entity would mean the end of its
own existence, with no guarantor of identity to come in the future. Only by
more fully linking the game world to our own, by tying its reality to our
own, might we give what semblance of an eschatological reality to that
world we are capable of offering.
However, due to the fact that a Dependent OFW is tied to its
Foundational OFW, it follows that the ultimate fate of the Dependent OFW
is linked to the fate of the Foundational OFW. It is clear that a Foundational
OFW can terminate a Dependent OFW without intrinsic harm to itself.
However, it cannot offer continued existence to a Dependent OFW, if its
own existence is discontinued or its ability to sustain a Dependent OFW is
discontinued.
Therefore in our own OFW, we find that the only actual eschatological
hope that we can offer a dependent OFW is tied to our own eschatological
hope. Given the eventual death of the universe as we know it, either through
a “big-crunch” or the more currently prevailing perspective of eventual
heat-death, our OFW’s ability to sustain Dependent OFWs is limited
chronologically. There will come a point at which the power and
complexity necessary to sustain such OFWs, as we can, will no longer be
available. Only if our universe itself is eschatologically renewed and
maintained can any real eschatological reality be offered to our Dependent
OFWs.
Thus we find that, as with each area we have considered above,
Dependent OFWs rely fully on their Foundational OFWs for their entire
make up.
Trinitarian Theology
The theory of the OFW also applies to the ontological questions of the
Trinity. Recent attempts to “flatten” the Trinitarian hierarchy into what we
might call a “extreme perichoresis” have sought to make the three persons
or hypostases of the Trinity totally mutually dependent. In this model, the
Father, Son and Spirit each depend on each other, with no order of
procession that might indicate priority. The admirable goal of such models
is to create a model of divine life which gives grounds for equality and
mutuality that humanity can emulate. If God is equal, then humanity may
be equal.
Kathryn Tanner’s insight that it is not the Trinity, but the Incarnation, that
gives us a model for lived Christian life is worth repeating. The Trinitarian
Hierarchy is not given as a model for exact point by point emulation in
human life. Instead, the lived life of Jesus of Nazareth, the anointed,
crucified and raised One of God, is.
But there is another fundamental problem with a model of the Trinity
which relies on this extreme perichoresis. In the traditional model in which
the Father begets the Son and Spirit, the relationship between the Father,
Son and Spirit is clearly rooted in the Father’s being (fons divinitatis).
When we ask what the context for the relationship of the Three Persons’ is,
we may say either “the Father” if we hold to the Eastern understanding of
procession. If we hold to the traditional western reading of the processions,
the Father is the context for the Son, and the Father and Son are the context
for the Spirit.
But in a model of extreme perichoresis, we must ask what the context or
OFW for the three hypostases is. What is the mode of relationship? In what
way do they have relationship with each other, or what reality is the context
that allows them to relate to each other? If the Father is not the origin, the
source of the other two persons, then what is? We may not answer that it is
the divine nature, for that will bring about the dreaded “fourth thing” in the
Trinity on which the West is often (perhaps incorrectly) accused of relying.
Nature, in the sense of the divine nature, is not a context, but an abstracted
description.
Thus, looking through the lens of the proposed Theory, we can see that
for there to be relations between the three hypostases , they must exist in the
same OFW. For the traditional model, that OFW is the Father who shares
His whole being with the Son and Spirit. In the “flat” model of the Trinity,
we must introduce an OFW external to the Trinity that allowa the three
Hypostases to be in relation.
Conclusion
All examinations are biased by those who begin them. This consideration
of a metaphysic of Ontological Frameworks is attempted in the hope of an
honest and empirical observation. However, in that it lines up so closely
with Christian theological tradition, it invites critique and criticism. Such
critique and criticism is indeed invited and expected given the relative
youth of such philosophical and theological considerations of the new
virtual worlds we can bring about through computers.
Yet, this proposal also hopes to set some clear boundaries as to how we
can speak about Ontological Frameworks with regard to virtual worlds and
to God’s relationship with our world. It is the author’s hope that by clearly
defining these relationships, we may both reconsider older problems, such
as the supernatural, the revelatory and the natural, as well as newer
problems such as artificial intelligence.
Finally, with the advent of such ubiquitous technology, it is hoped that
such a theory will allow the use of that technology to work as a ready
analogy for the teaching of Christian doctrine in ways that are relevant and
helpful. It may not be easy to communicate to a student exactly why
Apollinaris’ concept of the tautokinetos of Christ was wrong. But if the
concept of a tautokinetos is shown to be similar to that of my character in
Oblivion . . . we may have a much easier time of teaching the right doctrine
instead.
WORKS CITIED
Bauckham, Richard. The Oxford Handbook of Systematic Theology.
“Eschatology”. New York: Oxford University Press, 2010, 306-322.
Hawking, Stephen and Mlodinow, Leonard. The Grand Design. New
York: Bantam Books, 2010.
Huizinga , Johan. Homo Ludens. Boston: Beacon Press, 1955.
Krauss, Lawrence M. A Universe From Nothing: Why there is Something
Rather than Nothing. New York: Free Press, 2012.
Lewis, Clive Staples. Miracles: A Preliminary Study. San Francisco,
HarperCollins, 2001.
Lewis, Clive Staples. Out of the Silent Planet. New York, Scribner
Paperback Fiction, 1996.
Sokolowski, Robert. The God of Faith and Reason: Foundations of
Christian Theology. Washington, D.C.: The Catholic University of America
Press, 1995.
Schut, Kevin. Of Games and God. Grand Rapids, Brazos Press, 2013.
Wagner, Rachel. “God in the Game: Cosmopolitanism and Religious
Conflict in Videogames.” Journal of the American Academy of Religion 81,
no. 1 (March 2013): 249-261
Walls, Jerry L. Purgatory: The Logic of Total Transformation. New York:
Oxford University Press, 2012.
Endnotes
1
This essay builds on and shares some common material with my article on Ontological Framework
on OntologicalGeek (http://ontologicalgeek.com/an-empirical-metaphysic-theology-and-virtual-
worlds/)
2
I attribute this particular observation to my former professor Dr. Timothy Wengert.
3
It should here be admitted that at least one inspiration for this model comes from a technical source,
Microsoft’s .net framework. The model, which establishes an existing layer of communication
between the operating system, and a layer which communicates with the written code of a program,
allows for modular layers that can be adapted for each environment in which the program might be
run. There is no attempt here at a one to one comparison between the models, but the general
structure of the idea is related. Non technological versions of this technique, however, have been
present since the very beginning of the preaching of the Gospel, as seen in Paul’s adaptation of the
unknown God in Acts 17.
4
Self contained here should not be confused for self-existent or self-sustaining.
5
Either term could have been used here. The concept of an entity or existent, however, is used to
include more than what would generally be included in the terminology of “object” or “thing” as
there are existents in modern physics, such as fields, which it appears are not to be considered as
“objects” or “things” and yet remain as existents.
6
There are significant questions as to whether or not this is even conceptually possible. Current
debates regarding the continuity of identity in Eschatology reflect these concerns, as well as some of
the fundamental questions of theosis. For an introduction to this discussion, see Jerry L. Walls,
Purgatory: The Logic of Total Transformation (New York: Oxford University Press, 2012), p. 99-
122.
7
An example of this might be that transistors in our world actually take part in bringing about
transistors in a virtual world. The transistors in the virtual world would only be analogously the same
kind of thing as the transistors in our world, as the definition of what a transistor is in our world
assumes the structure of our world. The definition of a transistor in a virtual world would assume the
structure of that world. What is analogously the same would most likely be function, though perhaps
form might come into the analogy as well.
8
Fields, which are a topic of modern debate in the field of physics, are not themselves considered
objects, and thus do not seem to fall under this statement. However, while they may not be objects,
they would, if they exist within our framework, and have mutually potential causality with objects,
would be considered entities in our OFW. However, if they do not have mutually potential causality,
they would be considered to be entities of another OFW functioning either in a sibling relationship,
or as part of a possible foundational OFW to our own. This seems to fit with some theories put
forward suggesting a possible monochromatic electromagnetic field that underlies our universe’
existence. (http://www.csicop.org/sb/show/why_is_there_something_rather_than_nothing).
9
We are also not here concerned with the question of where the Fictional World definitively begins
and ends. It may be useful (as in Michael’s essay) to consider the extended fiction for discussion
purposes, or to reign in the material (as in my other essay) to the “official” published material.
Whichever is chosen, it remains the Fictional World.
10
Thus, while there may be “remnants” of the program in memory (blocks of memory which no
longer are being used for the virtualization of the OFW, but which have not yet been overwritten by
new data), the world does not exist in a lesser ontological state. Instead, the world simply ceases to
exist as a dependent OFW as the dependent OFW is not merely a collection of component parts, but a
relational reality that emerges from our reality and comes to be only when those relational elements
are existent together. The data that remains is meaningless without its context, and thus different than
say the remains of a building which still partially stand.
11
Here we are using generic class terms, not supposing these are the actual class names defined in
the code of the game.
12
We will turn to the analogy of OFW in the Epistemology section.
13
The most common instance of this interaction between instances of the same game would probably
be the game’s save-file.
14
This theory is not contradicted by a proposal that the universe springs forth from a field, as some
contemporary theories propose. The field, being the condition for the universe, would in fact be
considered part of the creation that God brings forth in the free act of creation. This is no more of a
hurdle than saying that the sub-atomic particles that are necessary to make up atoms were brought
forth into being in order to bring about the complex molecules that make up bread or wine.
15
Consider St. Anselm’s discussion in Monologion 19 as well as more recently Laurence Krauss’s
plea that he can’t pin theologians down by what they mean by “nothing.” Krauss, Lawrence, A
Universe From Nothing: Why there is Something Rather than Nothing (New York: Free Press, 2012).
The human mind, consummately naming and categorizing things, has often categorized “no-thing” as
a thing. This brings about only confusion as “nothing” is exactly non-entity, and being non-entity can
have no attributes, including the ability to be categorized. The fact that the last sentence is itself self-
contradictory, since “not being able to be categorized” is itself an attempt at categorization, shows
how impossible it is for the human mind to grasp nothing. A perhaps apt example in modern
computing will give some sense at how empty “nothing” really is. In certain kinds of databases, the
default value for fields is “NULL”. “NULL” is a non-value that cells have before anything is every
placed in them. NULL, being a non-value, is neither greater nor less than any other value, and always
returns false if compared with another value for equality. This is not only true for values, such as
numbers or words, but also for other “NULL” fields. NULL does not even equal NULL because it
cannot be compared. This gives some idea of the total non-entity that we mean when we theologians
say “nothing”.
One then finds that one must distinguish between the concept of “nothing” and the “reality”.
However, the reality is a non-existent, and thus ultimately cannot be linked to the concept. The
concept then links to no reality at all, but in a special way that, for example, the concept of a unicorn
does not. Thus we see the impossibility of defining “nothing” and the problems associated with any
discussion surrounding it. Therefore the phrase “creation from no prior reality” will be used to avoid
these complications.
16
“At once” here is used as only an approximation. If time is one of the things that God brings into
being, then we must not conceive of the creation of time as itself temporal. Instead, given point 6
from above, we must conclude that the relationship between time and eternity is defined by eternity,
and is thus, at least on some level, an eternal relationship. It would seem nonsense to say that the
relationship between time, which is derived, and eternity, which is foundational, is defined by time.
17
Once more, modern physics is no bar to this. The fact that it seems that the early moments of the
universe gave rise to the laws of physics as we know them does not contradict this. There must have
been some kinds of laws in existence that dictated how the first moments transpired, and in what way
they would bring about the laws of physics as we have them now. Otherwise, without any laws or
attributes for each entity to conform to, nothing at all would have happened, for there would have
been no defined way for the entities at the beginning of the universe to interact in order to bring
about the laws of physics.
18
This has been expressed another way by the Aristotelian observation that like begets like, and that
a product reflects its maker.
19
Rahner, Karl, Foundations of Christian Faith: An Introduction to the Idea of Christianity (New
York: Crossroad, 1992).
20
We take here as evident that the term “supernatural” can be applied to interactions that come from
the Foundational OFW into the Dependent OFW. These interactions need not originate only in the
Foundational OFW, and may come either from another Dependent OFW, or even an OFW that is
Foundational to the Foundational OFW in question. As per attribute 5 above, any interaction with the
Dependent OFW will come through the Foundational OFW. Thus, supernatural interactions may
originate in many different OFWs, but ultimately come into contact with a particular OFW either
directly (interaction from Dependent OFW to Parent OFW) or by the medium of the immediately
Foundational OFW to the Dependent OFW in question. Supernatural interaction then encompasses
all interactions with an OFW which originate from outside of their own OFW. This, however, does
not include interactions between a Dependent OFW and its Foundational OFW, for the Dependent
OFW is included in the Foundational OFW’s make up.
21 C.S. Lewis, in his book Miracles, demonstrates this elegantly. The fact that we can observe his
descriptions in virtual worlds now shows that his logic was sound. C.S. Lewis, Miracles: A
Preliminary Study, (San Francisco, HarperCollins, 2001).
22
Stephen Hawking and Leonard Mlodinow, The Grand Design, (New York: Bantam Books, 2010),
5-10.
23
Thus, Schut, is right in saying that killing a character in a game is not the same as killing a real
person. Within the context of the distinction of the Foundational and Dependent OFW’s, there is no
real comparison between a digital character and a real person. However, even in the context of the
player’s perception, the character exists in the context of the world as understood by meaning 3
above, the fiction he or she perceives as fiction. Kevin Schut, Of Games and God (Grand Rapids,
Brazos Press, 2013).
24
Here we are not particularly considering the effects that changes in data can have on real life
situations like the manipulation of data that people depend on, like bank accounts, or the stock
market. Our question is located purely in the observation and imparting of meaning to virtual worlds
by people in our own OFW.
25
It is here that we must disagree with Paul Fiddes with regard to his stance on Communion and
Second Life (http://www.docstoc.com/docs/86883542/virtual-communion). The “logic” of any virtual
world that would allow for the avatar to receive grace exists purely in the second and third meaning
of the virtual world that we have given above. An avatar no more receives grace by the change in one
specific attribute (HasReceivedCommunionToday = True) than in another (XLocation = 1150). Only
in the fiction that we attach to a world, in the world that we create in our own heads, or in our
subjective experience is meaning or grace expressed. Each of these levels of meaning, it must be
noted, exist in our own world, not in the dependent OFW.
The “logic of Second Life” is a logic that exists, not in the game of Second life, but in our own
world. As observed above, the rules of any Dependent OFW are defined by the Foundational OFW
which hosts it. Thus, Fiddes’ view that grace is conveyed to avatars is true in the sense that avatars,
qua avatars, exist as constructs in our world that are a meta reality for the actual OFW that Second
Life is.
A simple test helps us to see this. The first considers the avatar without a player behind it acting out
the same actions when “receiving communion” as it would if the player was behind it. Is there any
reason to expect that grace is conveyed in that reality to objects which have no subjectivity by which
they can receive the grace? What makes the action of “receiving communion” distinct from the
change of hair color in that world? They are both simple changes in state in the object within the
software.
It is only by our addition of meaning to the virtual world that it has any meaning at all. We may, then,
ask whether or not the virtual communion has meaning because we give it meaning, or if grace is
conveyed to the person controlling the game ex opere operantis. That may be, but this would then
bring about questions regarding valid Eucharist or Communion, in general, that are beyond the scope
of this essay.
26
The supposed value of First-Person shooters, not here addressed, as binary structures which
guarantee moral certitude, as proposed by Rachel Wagner in “God in the Game: Cosmopolitanism
and Religious Conflict in Videogames,” Journal of the American Academy of Religion 81, No. 1
(March 2013): 249-261, is highly questionable. However, the question is pertinent here as Wagner’s
“survey” of video games is so limited that it fails to encompass large open world that also contain
violence, such as Mass Effect and specifically here, The Elder Scrolls. While Wagner does address
World of Warcraft, her assessment of it is so surface level as to not address the actual interactions of
players who collaborate together to accomplish strategic and tactical goals. She as well attests that in-
game bigotries (Orc vs. Humans, etc.) can lead to real-world bigotries without any substantiating
evidence. The argument made in the article, that a Cosmopolitan view of the world is needed, but not
essentially possible in video games, is belied by the depths of meaning and cultural relativity that are
evidenced in the meaning that a series like The Elder Scrolls, or Mass Effect, are imbued with by the
creators and players of these games. (There are numerous other problems with Wagner’s assessment
of video games and violence that are not here relevant, but deserve fuller treatment at a later point).
27
This is distinct from John Huizinga’s concept of the “Magic Circle” in which games are played,
but has something of the same result. Our interaction with Dependent OFWs, when in the state of
play, may in fact involve entering the Magic Circle in which the rules are quite different. However, I
would argue that the act of “killing” which is permitted in the magical circle, is merely analogous.
The act of killing is allowed because it is killing only on the level of the Dependent OFW, and
therefore does not retain the value of the analogous act in the Foundational OFW. See Johan
Huizinga, Homo Ludens (Boston: Beacon Press, 1955).
28
The reference here to Edwin Abbot’s seminal Flatland is of course noted.
29
Or even, in fact, if in creating the interpretive layer for the Nerevarine of his own world, we did
not build it so that it represented his world to him in the same way we see it. Because the underlying
reality is data which is represented as mountains, rivers, and houses, any interpretive layer put on top
of that data need not represent it in the same way that it has been represented to us through our media
devices. A rather humorous example may be found by looking at the modding community in gaming
which can easily replace default models in games with sometimes ridiculous replacements. But we
may go even further to suggest that even the three-dimensional world that is virtualized for us need
not be the only way in which the data represented by x,y,z integers can be understood.
30
We could, for example, program an entity to observe only the attributes of an object, and derive
relationships from those attributes. Or we could allow an object to only be aware of other objects
with particular attributes given a set of rules. This is more like how actual AI routines work in games.
31
Dependent OFW’s that share a common Foundational OFW are somewhat different. For example,
it seems fair to say that two instances of the same virtual world have entities in them that stand or act
in the same ways that are actually the same, and not merely analogous. Of course, this need not be
the case. Daggerfall and Pac-Man are, for the purposes of this discussion, nothing alike.
32
This results in a very interesting mode of communication between Dependent OFWs that have a
common Foundational OFW. By a union only possible through their Foundational OFW, two
“sibling” OFW’s (OFW A, and OFW B) might interact with each other. All of OFW A’s actions will
be natural to it, and the effects of its actions will be natural in its own OFW. However, by the union
created by the Foundational OFW, there will be effects in OFW B. These will be natural effects with
a “supernatural” cause, due to the fact that the OFW that caused them was not itself. Thus, in the test-
case of angels, an angelic action, in its own OFW, may result, if God grants it, in effects in our OFW.
However, not only will the angel be supernatural to us, but we will be supernatural to it. C.S. Lewis
predicted this to some great degree in his space trilogy, C.S. Lewis, Out of the Silent Planet, (New
York: Scribner Paperback Fiction, 1996), p. 119-120.
33
Robert Sokolowski, The God of Faith and Reason: Foundations of Christian Theology,
(Washington, D.C.: The Catholic University of America Press, 1995).
34
For what help it can offer, see Jacob Torbeck’s essay in this book.
35
Richard Bauckham, The Oxford Handbook of Systematic Theology, “Eschatology”, (New York:
Oxford University Press, 2010), 316-318.
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