Monthly Archive for August, 2006

James 2:1-13 (Modern American Version)

James 2 came to mind recently, and I was struck by how much I brushed it off, or thought it did not apply to me (or to our small church). I got to thinking about it, and decided that it wasn’t because it shouldn’t apply, only that the specific context in James’ mind is not in our typical experience, and we thereby miss the message behind it. I decided to re-write a passage from the chapter using language and examples that would perhaps speak more clearly to us (or at least, to heterosexual men–others can see where to change things for themselves. You’ll see what I mean in a moment). I find that re-writing passages in this way can be a useful “shock” mechanism to get ourselves thinking further away from the words of the text, and maybe closer to the meaning of the text. You can see an earlier example of this at my old weblog (though the point there is message through irony rather than message through revision).

First, I’ll show you James 2:1-13 in the ESV:

Continue reading ‘James 2:1-13 (Modern American Version)’

The Wayfaring Aesthete

Last weekend, our small church community went on a retreat to a place in San Francisco. As a major part of the time, each person had one or more pieces of art to present on the subject of her “deepest dream(s)”. The idea was that something prepared in advance on that subject, then later presented and discussed, would provide an interesting, focused, and perhaps vulnerable manner of getting to know one another more intimately. When I started working on my own art a couple weeks ago, I found that having a deadline for the creative process actually made me quite fruitful, and I ended up having three songs and the start of a short story / novel to share.

I won’t talk about two of the songs, the novel, or what dreams they represented, at this moment, because they will no doubt receive special treatment when they are recorded / completed. I did, however, want to share one song, an instrumental piece I composed in Logic with my keyboard. The composition took over many long nights, zoned out hammering keys, headphones pressing a wide canyon in the top of my skull.

Even all the way through the retreat the song had remained unnamed, but now that I have had some time to think on it, I have decided to call it “The Wayfaring Aesthete Engages the Road in Conversation”. (Originally, it was supposed to be called “ReCreation”, but I didn’t want to inflict on it too great a connection with this weblog, and the storied nature of the final name is much more appropriate).

The dream of mine which corresponded to this particular work was that of creating/designing objects/experiences which faithfully and reliably transmit emotion. In a word, “evoking”. I long to evoke responses in others the way that good art evokes incredibly deep emotional responses in me. I treasure those experiences as gifts, and desire to give such gifts to others as well.

Click on the link below to download the iTunes-format version of the song. (The picture is a screenshot of the song’s timeline, with its various instruments).

The Wayfaring Aesthete Engages the Road in Conversation

Let me know what you think. Friends who were with us on the retreat–I encourage you to likewise post your creations, which were all excellent!

My Holy Grail, At Last?

Anyone who has been around this weblog for long enough has realized that I care a lot about mainly two categories of things. The first is Girls, and specifically how to entice an especially awesome, as-yet-unpinpointed one to eventually marry me. The second is The Stuff I Am Passionate About. This second category is usually seen in long diatribes about how I have so many passions that the thought of finding one thing to do in my life (my life’s project, so to speak) is incredibly daunting. I usually think of such pursuits as falling under one of the following headings: Philosophy, Theology, Music, Language, Coding, Writing, or Design. Importantly, I’m interested in the creative elements of each.

I often laugh derisively at any suggestion that these things could be combined into a single role or project; for what pursuit can bring together such disparate fields as philosophy and computer programming, not to mention the others? It struck me today that maybe there is such a project: the design and implementation of a massively-multiplayer online role-playing game (MMORPG), of which the current most popular example is World of Warcraft.

Clearly, since a MMORPG is a piece of software, it involves coding. But it also involves World Design–the overarching story and history of a fantastical place (a la The Silmarillion, my favorite book). Clearly creating such an immersive world involves a foray into philosophy (and probably theology, since worlds without magic or arcane technology are boring). Beyond that, what can provide more immersion than Tolkien’s strategy of language creation? Of course, histories of entire civilizations and languages need to be conveyed in as powerful and encompassing wording as possible, thus requiring a skilled writer. Finally, what is a venture into an unknown world without the appropriate stunning visual and audio design? The score would need to be more immense than any 2-hour movie.

Well, there it is! It doesn’t seem like anything important is missing. And it certainly explains my fascination with the concepts behind MMORPGs in the first place. Unfortunately, I don’t know that working for a MMO house would be fulfilling at all to me; curiously, I don’t know why. I certainly don’t think that a life spent to encourage the use of the imagination is wasted–Tolkien and Lewis are my heroes precisely for that reason. Maybe it’s just that my experience with MMORPG culture has made me doubt whether the kind of imagination encouraged is actually of any enduring value. I suppose that at the end of the day I do believe that imagination has a function–that of re-envisioning a broken and fractured reality–and I don’t know that World of Warcraft really inspires this, rather than a mindless grind for powerful virtual items that give one a sense of superiority over other players.

Maybe that’s the difference between The Silmarillion and World of Warcraft–since The Silmarillion is a story, it asks you to enter in and wander around by yourself, unlocking experiences with the imagination. Warcraft, on the other hand, is unavoidably a game, and one not of collaborative imagination as often as competitive un-imagination. (What I mean by unimagination is that many players purposefully de-mystify any imaginative elements in MMORPGs, reducing it to the underlying code systems, so that they might more easily “win” the game. My motivations in playing MMORPGs, on the other hand, are generally rather to have an immersive, imaginative experience). Perhaps there are ways to create a game like this; perhaps that is what real-life role-playing groups find attractive about their sessions (which frankly don’t appeal to me, for some reason); however, I doubt that, even given the possibility of designing such a game, that the result would be compelling to enough people to build a multi-million-dollar franchise on top of (which seems to be the point of most computer games).

But what do you think, O Reader? Should I go try and get hired by Blizzard? I haven’t said anything about the physical pursuits I enjoy (which are also many), or about any actual positive results of work for the poorer and more downtrodden in the world (who might not be able to afford my computer game). What is there to say about that? (But note that I’m not asking the question, “Was Tolkien wrong in writing his novels when he could have been helping poor children elsewhere, very materially?” since I take it for granted that the answer’s no.)