Godsend or Oxymoron, Religious Gamemakers Won't Be Left Behind
For an enterprise that's a very small sliver of the interactive gaming business, Christian computer games have attracted a lot of controversy -- from Christians and non-Christians alike -- in the more than two decades that such games have been available. But those who make inspirational games say they are simply offering a faith-based alternative to the more violent, more secular games that are on the market.
"We work hard to impact kids' lives with a positive message," explains Tony Fouts, president of Lifeline Studios, creator of the Charlie Church Mouse franchise, for children aged 4-8. "Combining interactive games and faith is a way to do that."
Market trends show that there is demand for inspirational games among consumers of faith. Sales numbers are on the rise, religious and secular retailers are making room on their shelves for these products, and the number of games and their level of quality are both on the rise, developers say.
The Critics Speak "Are these Christian gamemakers out for less violence/sex, or are they trying to promote a Christian way of life?" asked a reader responding to an article on BBC Online about the Christian gaming market. "I think the former niche is already taken, and the latter will put a lot of people off if done badly. Good luck to you, but I hope and pray that you don't do it badly. If it's crass and obvious, then it'll simply give antagonists more ammunition."
Another reader pointed out that there are many nonviolent games on the market already, such as The Sims, flight simulators, driving and sports games, backgammon and chess. "Is this just another attempt to sell their brand of religion?" he asks.
In an opinion column in the Truman State University Index, author Kelsey Landhuis questions the fit between Christianity and any merchandise meant to make money. "Capitalism and individualism are key American values, but they aren't found in the Bible," she writes. "Jesus encouraged the formation of community and threw out of the temple the merchants who were trying to sell goods there. How would he react to a 'He Saves' T-shirt or an entire store that specializes in religious merchandise? When two sets of values are blended together in this manner, there's a good chance that neither one will survive intact. Separation of church and state goes out the window when God gets thrown into the mix. Biblical principles fall by the wayside under pressure to achieve financial success."
The criticisms of this market segment, and individual games within it, vary. Some franchises have been called out for the level of violence, some for trivializing religion, some for sending a bad message by marrying Christian principles with a low-quality game, and some for pushing their beliefs on an unsuspecting public.
Game Developers Respond There is a wide diversity of games on the market, in terms of age, genre, amount of violence, and graphic style. Titles also vary in their approach to putting forth a Christian message. Some of the children's games focus on teaching values such as telling the truth, often mentioning God but not teaching scripture per se, while others are intended to reflect core Christian principles.
The Left Behind games offer an opportunity for gamers to declare their Christian faith after every level. "We've gotten 1,000 people to come to Christ or recommit themselves to Christ," Lyndon says. "I'm called to make a difference, not to make money."
In other cases, the inspirational message is more subtle. "It doesn't have to be dripping with evangelism, people just have to derive hope from it," says Scott Wong, president and CEO of Brethren Entertainment Studios, an animation, graphic novel and gaming company whose franchises include Light Rangers and Victory at Hebron.
"The bridging of a Christian world view and good content is not a problem," Wong adds, noting that it's been done many times in successful movie and television properties. "Quality is a concern," he admits. "Some people think Christian games are synonymous with poor quality. You can't really blame them. We can't compete with Hollywood."
Wong says he's encouraged by the number of Christians he's talked to who work in the gaming industry and support the idea of inspirational games, and he's in talks with some of them about taking Brethren's properties into the console arena. "Some really great games could be made in the space," he says. "You have to get the best people who really love their craft and create an environment that encourages creative stimulation. If you can wrap that around the inspirational content, you could make some really great stuff."
"We're labeled as religious extremists and we're not," says Troy Lyndon, chairman and CEO of Inspired Media, developer of the Left Behind gaming franchise. The original Left Behind title, released in 2006, has been one of the most high-profile and most controversial games in this sector, largely because of accusations that it is too violent. But Lyndon says that, in order to win, players must influence people through the use of worship; killing is counterproductive. "You can't win the game if your goal is killing," he says. "Gamers will always use the path of least resistance to win a game, and that means not using violence."

























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