Jason Rohrer
It’s the last day of the 2011 Game Developers Conference in San Francisco, and three of the industry’s best are about to face off in a crowded ballroom at the Moscone Center’s West Hall. The event: the conference’s annual Game Design Challenge. The theme: “Bigger Than Jesus.” In this contest, each designer must come up with theoretical game that could also be a religion—not, as host Eric Zimmerman is careful to point out, a game about religion, but a game that plays like a religion itself. Then, after each presents his vision, the winner is determined by the crowd’s cheers.
Veteran game designer John Romero (Doom, Quake) dreams up a goofy-but-clever concept based in Twitter: Create a “Messiah” profile. The first 12 followers are the apostles, who then go out and recruit followers in the real world.
Returning champion Jenova Chen (Flower, Journey) rolls out a long-winded speech about gamifying the TED (Technology, Engineering & Design) website. His analysis of modern religion is interesting, but fails to resonate with the audience.
But before Romero’s and Chen’s presentations, independent game designer Jason Rohrer (Sleep is Death, Inside a Star-Filled Sky) lays out his own brilliant idea. Tall, young and energetic, Rohrer is as animated as they come. “Just doing my Obama thing,” he jokes as he works the room like a politician, leading the audience through a reflection on the mysterious nature of our ever-changing world. He says he wants to create a game that explores the nature of the Predecessor (God) and the Successor (Man), and allows players to take a turn at both roles. With this framework in mind, he uses the game Minecraft as his foundation.
Minecraft is Markus “Notch” Persson’s wildly popular sandbox game, an open-ended world-building experience that randomly generates each of its levels and leaves players free to reshape the world as they see fit. Rohrer’s game is a similarly styled experiment (or “metagame”) he dubs Chain-World. To begin the titular “chain,” Rohrer would play a Minecraft game until he died, then place the save file on a USB key. The key is then passed off to a new person, who would play a single game, save it immediately after dying and once again pass the USB key to the next person. So Chain-World would grow and change as it’s passed through the hands of more and more users, each person taking a turn at being both successor and predecessor in an infinite loop of creation.
At the conclusion of his talk, Rohrer hands the USB key to an audience member, and Chain-World begins in earnest. Later, when it comes time to decide a winner, the crowd’s cheers are decisive: Rohrer by a landslide.
“Minecraft was a perfect fit for the kind of spiritual connection I wanted to make between people,” he says a few days after the event. “I feel like there’s already a bit of spirituality lurking in Minecraft, particularly on the multiplayer servers. When you’re in those servers, you see all this stuff that people have created before you, and you sort of wonder about it, like, ‘What was this here for?’ So there’s already a little of that mystery surrounding the game.”
But on a Minecraft multiplayer server, there are still other players around. “There aren’t so many abandoned ruins in Minecraft,” Rohrer points out, “but in Chain-World, that’s all there are. You then have the opportunity to destroy them, or continue the work that the person before you left, or just go off and do your own thing.
“I’ve played a lot of the game,” he continues. “I think that the gameplay is in its own way very compelling and addicting, but in between the periods of compulsion, there are these incredible moments, like the first time you dig down to the bedrock and then look back up… and you see the vanishing point. You realize how deep you are, and how far down you’ve come, and how huge this world is. How small it makes you feel.”