This month’s Blogs of the Round Table is on homes in games, a topic I’ve thought about for years. Read other blogs on the same topic by following the links in that post.
At first, when I read the inspiration/solicitation/prompt, I thought about Minecraft. Minecraft is for building things; if you want to get a sense of what people do when given the tools and time, check out the top posts on the r/minecraft subreddit. Most of these, I can’t look at without gasping (or wondering why the hell people do this).
Since picking it up again a few months ago, I’ve made many homes, most of which I shared with other people. What can I say, I like designing and building a space for myself and for people I care about. In Minecraft, I tend towards a type of architecture best characterized as Hobbit Holes: I dig into features in the landscape, and hollow out rooms for myself. There’s no rhyme or reason to it, and I don’t follow a pattern. I just carve out space to suit my fancy.
There was this one time on a server I shared with a few friends, and I basically created an underground island base by digging. The only above-ground bits were two structures, one of which was a basic shelter/harbor (because who doesn’t want a pool of water in their entrance hall?) and the other ended up becoming a giant obsidian spider (thanks creative mode). Over the course of several weeks, I just dug, and built, and dug, and built. You can see the resulting change of landscape in the three minimap images below from screenshots I took in summer 2014, and get a sense of the visible (and invisible) structures.
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First house and bridge visible between islands. The larger island is the main base, and the smaller island helped me survive a night.
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Second above-ground complex visible, connected to the first by underground tunnels.
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First complex has its roof set on fire and the second complex has been transformed into a giant obsidian spider (with a tame spider inside a glass cage)
I am not writing this post to show off my giant obsidian spider, though. Perhaps the most important lesson from the above anecdote is one for myself: though I claim to abhor an industrialized building style in Minecraft, I still end up doing significant violence to the landscape. There’s no way that spider is natural. There’s no way that shelter is natural. But what is even natural in the world of Minecraft?
I mean, take blocks, the foundation of the game. The placement of blocks in Minecraft is procedural, except for the involvement of players or (some) hostile mobs. When I destroy a block and place it elsewhere, this feels unnatural to me, unlike the game’s block generation or the interference of mobs. Those are natural. Things created by code, and things molded by code, are natural in this cybernetic landscape. Meanwhile, the rhetoric of free will allows me to claim that my adjustments to the world in Minecraft are unnatural and unrelated to code. I dig hobbit holes because I work with the space I have, I say. I dig hobbit holes because the houses I build aren’t on a grid, I claim. I dig hobbit holes because what I am doing is human, unique, flawed, and unnatural.

Cows are very natural. Cows coming through solid wood doors are also very natural. Screenshot mine.
When the fuck did that association happen? Imperfection generated in a replicable way (procedural generation) is natural, but imperfection generated by human involvement, and generally not replicable, is unnatural. What I’m doing with this association is coding my interaction with the game space as violence, as unnatural, as artificial, as conscious creation.
But it’s been a pet peeve of mine for many years to take structures like anthills created by non-human animals, call them natural, and then turn around and call a city unnatural. Either the product of living creatures is natural, or it isn’t. There’s no reason why technology can’t be natural. I could give a repetitive lecture on the rise of the pastoral in conjunction with industrialized society (try reading anything from like 1660 to 1900), but I’ll abstain, because this isn’t college. This is me wondering what it means to make things in a generated landscape in a game created by a team of people. What it means to be a person, and have a conversation with other people, through the process of creation. What it means to find something like home in that.
Homes don’t come pre-fabricated, we have to make them into homes. And in so doing, we do violence to the environment around us. I could idealize some non-conventional life philosophy that advocates living in harmony with the environment and sleeping under trees, and sure, I know there are some people and traditions who work like that. The whole world is home, because home feels right and being in the world is right. My approach to what makes a home (something set apart from nature, created, unnatural) is heavily influenced by Western cultural traditions. It’s interesting to see these traditions continued in virtual space, though not surprising; virtual space is cultural space. In Minecraft, for instance, you cannot sleep through the night without using a bed that someone has crafted. It is impossible to sleep without having changed the world around you. There are no soft patches of moss, no convenient trees, no rocks under your hip to poke into you at night. Sleep is comfort, and more importantly, sleep means no monsters to terrify you. It’s true, you don’t need to sleep to succeed in the game, and I’ve gone long periods of time in games without ever crafting a bed. But by and large, the game expects you to have a bed: sleeping in a bed makes the night pass quicker, prevents the spawning of hostile mobs, and resets your spawn point to near the bed. Beds are extremely good and cool.

Beds are good and cool and also apparently have super high pillows. Screenshot mine.
Beds are also perfect crystallizations of an ideology at the heart of Minecraft: survival means taking things around you and making them into things that you can’t find. Survival, and gameplay.
The best part is, I wanted to get all of that out so I could talk about the Anvil house in Oblivion, which to this day feels like home even though the computer I played on is a decrepit husk and the save files are on some hard drive. The way that homes work in Elder Scrolls games is weird, and quite capitalistic. You have to buy your home after the person in charge of its town likes you enough. Returning to an earlier point, these homes do come pre-fabricated and you can even buy upgrades and DLC.
The house in Anvil (Benirus Mansion) is a bit different, though, because you have to complete a quest after buying it in order to transform it into a safe place. I’d normally say spoilers here, but really? It’s a game that came out in 2006. You’ve either already played it, or you probably won’t play it. So on to the spoiler: the house is haunted, and you need to complete a quest in order to make the ghosts go away. You don’t know about the ghosts until after sleeping in the house, but they will attack you when they appear (so here’s hoping you can defeat them!). Ghosts keep spawning when you enter the house until you complete a quest and defeat Lorgren Benirus’ undead Lich, giving you a book and a staff and an awesome house.
For some reason, when I played Oblivion, I fell in love with this house even during the ghost incidents. It’s green, and Anvil is a harbor city on the southern coast, and the house is full of light—these make sense to me as things I want in a home. To this day, thinking of the afternoon light streaming through the bedroom window in this house brings me peace. I know the scale of this house intimately, know when to jump to skip up the stairs and when to turn and close a door. All that, despite the fact that it’s a house created anew with every new playthrough of the game. Despite the fact that it’s not something I made, and not something I can ever make.
All this, because for however many hours I sank into Oblivion, I lived in that house. That house was home.