See how others have answered.
Yes, but the attempt will always fail.
No, because a true creative act isn’t concerned with the future, only the present.
I don’t think in these terms.
Abraham Joshua Heschel was one of the twentieth century’s most important theologians. In his classic book The Sabbath, Heschel argues that sacredness in Judaism is not grounded in place, but in time: “Judaism teaches us to be attached to holiness in time, to be attached to sacred events, to learn how to consecrate sanctuaries that emerge from the magnificent stream of a year. The Sabbaths are our great cathedrals.”
Perhaps one of the most important modern interpreters of the world’s religious traditions and myths to a popular audience, Joseph Campbell explored the connection between Buddhist thought and concepts of time. “Eternity isn’t some later time,” he said in an interview. “Eternity isn’t a long time. Eternity has nothing to do with time. Eternity is that dimension of here and now which thinking and time cuts out. This is it. And if you don’t get it here, you won’t get it anywhere. And the experience of eternity right here and now is the function of life.”
As video and other digital games, many of which focus on quests, become an increasingly important platform for art and entertainment, scholars and critics have begun to take them more seriously as mythic, or even sacred, experiences. In her best-selling book Everything is Broken, game designer Jane McGonigal compares the absorption of gamers in their digital quests to athletes, artists, and musicians for whom time seems to stand still. McGonigal’s creation of massive, socially conscious, multi-player games breaks down space, so that everyone is connected by time.
Site Recite, 1989. Single-channel video with sound, 4 min. Dimensions variable. Collection SFMOMA, Accessions Committee Fund purchase. © Gary Hill.