Introduction
There is a trend in YouTube algorithms that brings upon relaxing, cozy, nostalgic, peaceful video game music to the users. Much like any gamer, I understand that urge that’s a combination of enjoyment in the sound, nostalgia and the emotions those playlists build upon.
But I started wondering why do these playlists provide such comfort? They bring us to another place, mentally and emotionally so in my mind I started to revisit some of those places.
That psychological impact of comfort is why I want to talk about sacred spaces in video games – virtual sanctuaries.
Virtual sanctuaries are places where a player can relax, feel safe and go from virtual reality to everyday reality. They provide a distinct feel of psychological ease and introspection, with various cultural and religious themes influencing them. This spiritual elements and their psychological impact is what we fill focus on here.
Virtual sanctuaries – sacred spaces in video games
Videogames are a medium whose artistic value is a bit different then most of the other art forms.
They tell a story not just by the dialogue between the characters, the narration, or by action scenes. Music is a crucial component but it also does not define what makes a game artistic or meaningful; design of the characters, the visuals, the architecture of the places all add up but the artistic experience is not a sum of those parts.
The interactivity of the medium is what makes it special. And a lot of video games do provide an interactive moment that pinpoints the message the artist tried to create via a video game.
This is also what makes the virtual sanctuaries special. They evoke a lot of images, ambience and the actual playing experience to create a psychological sense of ease, safety, curiosity and satisfaction. They can be riddled by numerous spiritual or religious themes that bring us to a sense of awe and enchantment. In many ways they are sacred.
What makes a space sacred in videogames?
Sacred is defined as “dedicated or set apart for the service or worship of a deity” (Merriam-Webster). The term sacred comes from Latin sacer – “set off, restricted” (Britannica) and is in contrast with profane. When referring that something is sacred we’re saying it’s unassailable, inviolable, restricted from the everyday, mundane and the usual.
In video games, there are two types of places that fit this description but often they converge.
- Save rooms – gameplay-wise, save rooms or save points provide an opportunity to rest, refresh and continue another time. Of course, they are a logistical necessity, and they bring us back to the virtual world just as they set us apart from it. They are a boundary known by you, but noticed by the protagonists as places without any enemies, where plot is about to advance, and where we and the protagonists take a rest from everything. Horror genre is especially famous for this contrast, as save rooms are a place where a player can relieve the tension.
- Sanctuaries – holy places within the narrative of a video game. These vary very much in their appearance and sentiment. They can be ruins of ancient civilizations, holy places of the world’s religion, or safe havens for friendly creatures in unfriendly places. Usually they are inspired by real world cultures, and they can invoke a sense of awe and mystery. Regardless of what their role in the narrative ends up to be, they are a cultural representation of religious themes. They speak of something, much like Anor Londo showed to the players how a majestic, god-like civilization can decline.
Let’s take a few iconic examples.
Elden Ring – Sites of Grace
For me personally, as with much of the Dark Souls related lore, Sites of Grace invoke a Berserk scene – the famous “Bonfire of Dreams” episode. To me, this highlights the solitude of the Dark Souls and Elden Ring world because it’s reminiscent of non-existent comrades. Following the guidance of the Greater Will is also a theme of how a lowly human, or a Tarnished, imagines, relies and acts upon transcendental entities with his or her own hands.
Sites of Grace are an example of the save point and sanctuary convergence in video games. Sites of Grace offer The Guidance of Grace in the Elden Ring narrative, and its connection with faith is not just organizational: it’s personal. “It is said that true guidance awaits those with iron wills and unwavering faith, although it can be lost” as the Elden Ring Wiki states.
This is a great example of how gameplay itself can go hand in hand with the general narrative of the game. The game is set up by the Greater Will trying to find a champion that will restore Order to the Lands. It’s on us, the player, to decide what that will be and how we will go about it.
The Sites of Grace perfectly exemplify the role of safe spaces as a sanctuary in such a dark world. They function as a safe point in a high-stress gaming environment. In a game where death lurks around every corner, these luminous sanctuaries provide a moment of respite, allowing players to catch their breath, regroup, and strategize.
The warm, golden glow contrasts sharply with the game’s often dark and foreboding atmosphere, creating a visual and emotional sense of safety.
Interestingly, the Sites of Grace can evoke real psychological impact of relief and even gratitude in players. The sight of one after a particularly grueling area can trigger genuine feelings of accomplishment and security, demonstrating how virtual spaces can elicit authentic emotional responses.
Persona Series – Velvet Room
The Velvet Room, a recurring location in the Persona series, is a masterclass in creating a digital space that feels truly “sacred” or set apart. This ethereal, blue-hued room exists “between dream and reality, mind and matter,” serving as a hub for persona fusion and guidance.
The design elements that make the Velvet Room feel sacred are numerous:
- Its distinct, saturated blue color scheme immediately sets it apart from the real world.
- The haunting, melodic theme “The Aria of the Soul” creates an otherworldly atmosphere.
- The room’s ever-changing appearance reflects the protagonist’s journey, adding to its mystique.
- Igor is re-appearing in these versions, serving as an anchor of familiarity and connecting one story with a wider universe.
Culturally, the Velvet Room draws on both Western and Eastern concepts of liminal, spiritual spaces, showcasing how games can blend diverse cultural influences in portraying sacred spaces.
In Western tradition, the Velvet room is similar to the Twin Peaks aesthetics and it Black Lodge. This is not just by chance a sacred space – this space is deeply influenced by the spiritual tradition of Gnosticism. This is especially shown in the fifth iteration of the Persona series.
The ever-changing appearance of this virtual sanctuary is better understood as a “Mask of eternity”. Joseph Campbell phrased this term to explain “a metaphor for what lies behind the visible world”. Myths, transcendental images, hymns all refer to it as a metaphor. The Velvet Room is such a space, a metaphor of liminal space in video games, a border where we start to understand individual selves as a part of a larger scheme.
Overall, The Velvet Room is a sacred space in between conscious and subconscious, personal and collective unconsciousness. It provides an opportunity to introspect, which is done metaphorically through merging the Personas.
The psychological impact is of deep value here – it provides us with numerous archetypes we can develop and work with to understand ourselves.
Genshin Impact – Statues of The Seven
The world opens itself to those with noble hearts
There are plenty of wonderful moments, scenes and events in Genshin Impact. And as simple as they are, Statues of the Seven encapsulate everything important in the Genshin Impact lore.
While the game is by no means stressful these virtual sanctuaries provide a sense of wonder in exploration. This is the major theme of Genshin Impact lore – necessity to seek, wanderlust and face challenges. The psychological impact is not so much introspection as in the previous examples; on the contrary, it’s a call to action.
While the Statues of the Seven are an important part of Genshin impact lore, they are also a cultural representation of Gnostic ideas interwoven in the story. With many teases that the Genshin Impact world is not what it seams, this contemporary take on Gnostic teachings makes these sanctuaries a borderline space between virtual, simulated world and the real experience we have from it. Just like the Traveler literally, we are called to travel metaphorically.
Genshin Impact’s Statues of The Seven beautifully illustrate how virtual sacred spaces can evoke real emotions and memories. These towering monuments, each representing a different elemental Archon, serve as key landmarks in the game’s vast world.
Players often develop a sense of familiarity upon seeing these statues, especially when exploring new areas. This emotional connection mirrors real-world experiences of encountering places of worship or significant monuments while traveling, demonstrating games’ power to replicate complex human experiences. Their practical function of revealing a part of the map makes them a cornerstone for further exploration.
The statues’ designs cleverly incorporate cultural elements from various real-world civilizations, reflecting the game’s diverse inspirations and appealing to a global audience. However, this cultural appeal is just a reflection of our own psychological need – of finding happiness in curiosity. Or, as Campbell would say, of finding happiness in following our bliss.
Final Fantasy X – Aeon Temples
Now, something more straightforward. The Aeon temples are a part of a pilgrimage, so we have two important religious themes here. In the game narrative, the inner sanctuaries are sacred – accessible only to the Summoners and their guardians. Through visiting them we can see what makes an organized religion functional and mystical.
The Aeon Temples in Final Fantasy X offer a compelling example of how games portray sacred spaces across different cultures. Each temple has a distinct architectural style and atmosphere, reflecting the diverse cultures within the game world of Spira. While the pilgrimage and the Yu Yevon religion draws a lot from Christianity, by praying to Aeons we touch upon a lot more. These Aeons are gods, demons or psychological beings from various real life cultures.
Just as each Aeons are each different, so do the temples serve as both plot-crucial locations and contemplative spaces, encouraging players to slow down and absorb the ambiance. The puzzle elements within each temple can be seen as a meditative task, with players needing to prove their worth before reaching the inner sanctum. There are no monsters there – just us.
This creates a different psychological impact than the precious examples. It shows that spirituality is, with many of its rewards, also a labor, a task, and in Yuna’s case, a responsibility. These virtual sanctuaries are not places of introspection or extroversion – they are a place of discipline and sobriety.
The emotional weight of these spaces is amplified by the game’s narrative, with the temples being sites of both hope and sacrifice.
This narrative integration showcases how sacred spaces in games can be more than just visually impressive – they can be integral to the story and emotional journey of the player.
Resident Evil – Safe Rooms
Perhaps one of the most iconic examples of safe spaces in high-stress gaming environments, the safe rooms in Resident Evil games have become legendary among players. These rooms, often accompanied by soothing save music, provide a stark contrast to the tension-filled, zombie-infested areas that make up most of the game.
The psychological relief players feel upon entering a safe room is palpable, often accompanied by a physical sense of relaxation. This demonstrates the power of game design to affect players’ emotional and even physical states.
What makes these rooms feel “sacred” is not grandeur, but functionality and consistency. The familiar typewriter, item box, and soothing music create a sense of safety through reliability. Players know that in these rooms, and only these rooms, they are truly safe from the horrors outside. This is what makes these spaces a virtual sanctuary, as, for at least a little while, our position is unassailable, inviolable.
Conclusion: The psychological impact of virtual sanctuaries
Virtual sanctuaries in video games can have a deep impact on players:
- Provide emotional relief and a sense of security
- Offer opportunities for strategizing and introspection
- Provide a personal connection with the humanities cultures
- Encourage action and curiosity
- Serve as metaphors for personal growth and transformation
Seen this way, peaceful and relaxing music playlists also can be understood a bit better. They take us to a different place, and virtual sanctuaries in video games are but one example.
Virtual sanctuaries offer more than just a respite from gameplay challenges. They serve as powerful tools for storytelling, emotional engagement, and personal reflection. By creating these sacred digital spaces, game developers tap into universal human experiences of awe, introspection, and spiritual connection. As video games continue to evolve as an art form, the role of virtual sanctuaries in shaping player experiences and conveying deeper meanings will likely develop in more ways.
And remember, the most important lesson here is that you, not the protagonist, have to take action. Virtual sanctuaries are a metaphor and a necessity of the world without sacred places. They can be an internal anchor to another world, our save point. But it’s us that have to progress, explore, face challenges and keep a noble spirit.
Because sooner than we know it, it’s game over.