It's been more than seven centuries since the Italian poet Dante Alighieri first took readers along for his personal journey through hell, but the power of his words hasn't dimmed one bit. "You're traveling through a series of levels, deeper into the center of the earth," says Jonathan Knight, executive producer at the gaming company Electronic Arts. “Reading the poem you realize right away, this would make a great video game.”
It’s not just the episodic architecture of sin that makes the poem a good fit for a video game: "Each circle has a theme and its own unique set of monsters and challenges,” Knight points out. What’s more, “The hero is pursuing a woman, Beatrice, who needs his help." And as enthusiasts know, from Donkey Kong to Mario Bros to the Legend of Zelda, a damsel is the quintessential gamer's goal.
Knight is the man behind Dante's Inferno, a third-person action game being released this week and heavily promoted on, among other places, yesterday's Super Bowl. Of course, the poetic protagonist needed a little tweaking for his digital incarnation. "One of the conceits of the poem is that Dante is always fainting," says Knight. "That wouldn't work for an action game." Hence, Electronic Arts’s updated version of Dante: a heavily armored crusader, giant scythe gripped in one hand, six-pack abs rippling.
The game's creators were keenly aware of the challenges involved in adapting such a revered text. “We definitely have had some people say this is something EA shouldn’t be doing—that we’re desecrating the original poem,” says lead designer Steve Desilets. “[But] we’re not going to [take liberties and] create a new circle of Hell called jealousy, or you know, shoplifting.”
Some do, however, point to this buffed up version of the bard as yet another example of how video games are coarsening our culture. "I wouldn't even call this an adaptation," says Professor Arielle Saiber, a classics professor at Bowdoin College. In the original poem, "Beatrice saves Dante,” she points out, “not the other way around!"
While preparing to market the game, Electronic Arts conducted a survey to assess what people knew about the classic poem. While a lot of people—83 percent—said they had heard of it, fewer than 20 percent could remember what it was actually about. Because of this, some fear that the action video game may become all many people know of Dante’s Inferno the poem. And such fears are not unfounded: the image of the poet as a battle-scarred crusader is now the top search result for Dante on Google, Youtube and even Amazon Books. For anyone casually searching out the Inferno, the digital Dante has displaced the original.
But in a world where the average teenager now spends eight-and-half hours a day in front of a screen, the video-game version of Dante's Inferno may in fact turn out to be a terrific model for how to introduce people to dense, difficult works of classic literature. “I wouldn’t say this project is damned from the get go,” says Prof. Saiber. “The hope is that the game will lead people back to the poem.”