From Mines to Mountains – How the World’s Best-Selling Video Game Mirrors Ancient Cosmology


Players can make some astonishing creations. 1
Carving out a realm with light
The following day, the player can build their base from which they are able to spread out their identity. To become stronger, they need to venture outside of the safety of their walls. With the rising Sun, the player can now better confront the zombies that have been tormenting them earlier. Some zombies stay in the shadows, but others are exposed, the sunlight burns them, and they catch flame and die. Light in our cosmological worldview is, as author Matthieu Pageau puts it in The Language of Creation, the purest expression of higher meaning. 3 It is directly linked to meaning and language, since it was created by God’s first spoken word. In Genesis, before the light was made, the earth was described as without form and meaningless 4. This kind of darkness symbolizes unanswered questions, it’s the unexplored world of minecraft, formless in the fog of potential, waiting for the player to act on it. The answer God gives to darkness, spoken out loud, is “Light!”. In the era of Enlightenment, man used science to shine a light to previously unanswered questions. Just as Light is analogous to meaning, so is the player the Light of the world of Minecraft. They bring purpose and meaning to the material they gather. They put their identity in the arrangement of blocks by building castles, taverns, or whatever they like. They explore the lands around them and by doing so, expose what had been hidden. Throughout history the association between the Sun and higher meaning has been used by kings and pharaohs alike to portray themselves as either the source or the mediator of higher meaning. Think of how crowns, anointing oil, and royal lions symbolize the Sun.
Zombies in light and in darkness.

Like Theseus, the player delves deep into a labyrinth of caverns. 5

With tall structures, the player can find their way back home. If the towers are out of sight, standing on top of a mountain will guide the player.

The anointing of oil makes the pillar reflect light, standing out from the rest of the stones so that Jacob will recognize this place in the future. The player does something similar when they make a tower of blocks stand out from the rest of the landscape. Naming a place also sets it apart from other places as every name carries its own meaning. 6
Monsters lurk at the edge of games – and at the edge of the cosmos
As demonstrated, there are overlaps between the player’s experience and the story of the fall. In the same vein, the question game designers ask themselves overlaps with the fundamental question the cosmological worldview tries to address: “What does this experience mean?”. As Matthieu Pageau explains in The Language of Creation, the essential difference between the modern materialistic worldview and the traditional one is the questions they ask. To interpret reality today, we often ask questions like “How does it work?” and “What material is it made of?”. This is contrasted by the ancient questions “What does it mean?” and “What truth does it embody?” 7. The first two questions are great for improving the technical aspects of a game, but the latter two are what have the most impact on the experience. Designers constantly ask themselves what an interaction or a moment in the game means to the player. They are first and foremost concerned with the perceptions of the player. Traditional worldviews too put perceptions first; the Sun rises in the east because we experience it that way. Therefore, east embodies the notion of new beginnings and a return to your identity. Because of this emphasis on perceptions, the ancient cosmological model is a flat disc with a dome on top. Similarly, this model is the most efficient way to give the player the experience of a 3D world. The terrain of a game level will be built along the horizontal plane, and the sky will often be half a sphere on which images of atmospheres and a sun will be put. This may seem coincidental, but the analogy goes further. The cosmological model has the mountain of Eden at the centre of the disc, as the source of identity, cohesion, and meaning. At the edges of the disc are chaotic waters, snakes, monsters, and cannibals, symbolizing the pointless breakdown of structure and meaning and the dominion of cyclical time.
Jerusalem, the new mountain of Eden, in the center; dragons and monsters at the edge.
Not all infinite games can go on forever
The breakdown of structure in games can be shown in a different example. Endless runner games, like Temple Run and Subway Surfers, have the player running forever on a track, as long as they keep avoiding the obstacles on their way. The best way to make these games is to keep the player at the origin, while the world moves around them 8. This is because the player can get so far from the mathematical origin of the world that certain calculations will become less and less precise, introducing bugs into the game. A more technical explanation of this can be read in the footnotes 9. This phenomenon can also be seen in Minecraft. Players roam in a randomly generated near-infinite world, but when they reach the limits of this world, things become messy. First, player movement starts to become slightly jittery, then animals and monsters in the game will have impaired movement too. Even further away, the 3D models of the game begin to morph: walls render wider than normal, doors become thinner, and torches become invisible 10. This distortion is analogous to the disfigured monsters at the edges of the world. Travelling further, movement slows down even more, making it increasingly pointless to inhabit this part of the world. At a certain point, any movement forward will make the game client crash 11, the final result of the breakdown at the edge.Beyond Minecraft – Games point to a higher reality
It can be interpreted that not only the story of a game, but also the gameplay and the game structure point towards ancient truths, even though it’s unlikely for the game creators to have had that intent. Other examples of games pointing towards the old stories include the role-playing game Skyrim, where the player ascends the highest mountain of the world, High Hrothgar, to receive guidance and instructions from priests 12. This is a parallel to Moses climbing mount Sinai to receive guidance from God. For racing games, the most exciting moments are when the player falls behind, but then makes a spectacular comeback and receives a glorious victory, akin to the death and resurrection of Christ. Even the classic game Tetris is all about shining light on continuously forming confusion, trying to become better at warding off death. Ultimately, games themselves can be interpreted as participating with the cosmological story itself. They are forms of entertainment and rest 13, and in the strictest sense don’t produce anything, making them akin to the ‘pointless’ edge. However, the edge in the cosmological model isn’t fully pointless: it is a necessary component, completing the model. In the same vein, games too can help us complete our days. Moreover, they point us to what is meaningful in the world.- Map made by Aurelien_Sama [↩]
- Wikipedia, https://en.wikipedia.org/wiki/Cave_of_Treasures#cite_note-8[↩]
- Pageau, Matthieu. The Language of Creation, at 35 https://www.amazon.com/Language-Creation-Cosmic-Symbolism-Genesis-ebook/dp/B07D738HD8[↩]
- Genesis 1:2-3[↩]
- Painting by Edward Burne Jones[↩]
- Image from the Providence Lithograph Company (1906) [↩]
- Pageau at 3-4[↩]
- An example can be found in https://youtu.be/qIxifMcvYTs. Here the solution is to teleport the player to the origin, which is conceptually the same as keeping the player still[↩]
- Computer programs need to limit the amount of data they use to represent numbers. They calculate with binary numbers: zeroes and ones. Binary numbers are easier for the circuitry to handle, but they cannot intrinsically represent decimal points and rational numbers. For this, computers use a convention called floating-point numbers. The standard floating-point number has 32 bits of 0’s and 1’s, and are interpreted as scientific notation in binary. These representations of decimal numbers can’t represent all numbers, because some numbers tend to go on forever. For example, when we see 0.33333…, we interpret this as ⅓ but a computer doesn’t have space for an explicit representation, which requires infinite 3’s after the decimal point. Therefore, floating-point numbers cannot represent all fractions. These numbers have an additional problem; Their accuracy decreases as they get very large or very small. Floating point numbers can represent most numbers near 1 fairly well, but they can only handle rough approximations of very large numbers and very small decimals. Usually those inaccuracies are too small to matter, but the bigger the number the bigger the inaccuracies (see https://timothybramlett.com/floating-point-imprecision.html#:~:text=What%20is%20floating%20point%20imprecision,have%20trouble%20storing%20the%20number%20). Moreover, when all of the bits are set to one, the biggest number that can be represented, the limit has been reached. Trying to increase it will reset the number to zero (see https://en.wikipedia.org/wiki/Integer_overflow ), in the same way that if you count to twenty on your fingers, you will have to make a mental note when you reach ten as you have now used all your fingers and need to put each one of them back down to continue counting. Another example is when something like an analog odometer reaches the highest number possible, consisting of only 9’s. The next time the wheel ticks, all the numbers rotate back to zero. This could be why the number zero is drawn as a circle, because it appears when numbers have gone full circle. For a video game, reaching this end of a cycle usually results in unexpected behaviour or a crash. [↩]
- Official Minecraft Wiki, Far Lands. https://minecraft.gamepedia.com/Far_Lands[↩]
- In context of the technical explanation in these footnotes, all the bites in the container that stores the coordinates of a player were set to ‘1’. Any extra movement will overflow the container, the snake will have bitten its own tail and the container will be filled with only zeroes.[↩]
- The Elder Scrolls Wiki, High Hrothgar (Skyrim). https://elderscrolls.fandom.com/wiki/High_Hrothgar_(Skyrim) [↩]
- Pageau at 173[↩]