T/S: Video Gamers vs. Pacifists?

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Killing Games

By Gerard Greenfield


How will the history of the U.S.-led military aggression against Iraq be told? For many activists in the peace and antiwar movements this question is less urgent than the task of resisting U.S. imperial interests in occupied Iraq. But in many ways this question for tomorrow was answered yesterday. The history that favors military aggression, racism, and state violence, and that justifies domination and exploitation (all essential elements of the capitalist world in which we live), has been written.

A challenging new mode of learning or experiencing this history is through computer games, particularly interactive online gaming and historical simulation gaming. These games are often presented as based on “real events,” involving “real people and places,” and of course “real battles.” Maps, chronologies, biographies, and “official sources” add to this reality. Indeed, the authenticity of games may be considered as important as the quality of its graphics, player options, and sound effects. Advertisements promoting military computer games cite the role of military advisors, including advice and support from the U.S. Department of Defense, in ensuring the accuracy of the games.

An innovation that has boosted the degree of authenticity in computer war gaming is the use of real images from wars, including video footage of actual bombings, replete with the destruction of “targets,” shots of the U.S. military in action, and firefights in real scenarios. The new online game, Kuma War, developed with the assistance of the Defense Department, includes the bombing of Iraq, the U.S. military capture of Saddam Hussein, and the killing of Uday and Qusay. Like several best-selling games depicting Operation Desert Storm, newer games on the U.S.-led aggression against Iraq use video footage of the war blended into digital effects—diminishing the line between game and reality, truth and fiction.

In many Vietnam War games, the advice of decorated U.S. war veterans and high-ranking officers is presented as proof of the historical accuracy of the scenarios and strategies recreated in the game. Of course, this “authentic” history necessarily excludes other histories told by war veterans whose experience led them to oppose the war and the current acts of U.S. aggression. More importantly, the histories of oppressed peoples, those who fought on “the other side” and the victims of war cannot be told. For war gaming to be “authentic,” the killing must be justified and must continue.

Defenders of the objectivity of war games may argue that games like ShellShock: Nam 1967 portray the atrocities of war (through the eyes of a U.S. draftee), while Battlefield Vietnam allows ambitious players to choose to take sides with the North Vietnamese Army. But the fact is that moving from “grunt” to Special Forces is a measure of progress in ShellShock and killing racks up the scorecard, whichever side is chosen. Choosing to be the “enemy” adds no objectivity, it just makes it harder to win—the enemy is still depicted in racist terms.

Reinforcing the racism that justifies domination and mass killing becomes a key part of the authenticity of “historically accurate” war gaming. That is how we find players killing “gooks” in Vietnam and “towel heads” in Libya. It is how First Nation peoples are relegated to the status of “savages,” without technology and skills (or even language), and thus the “civilizing mission” as a battle between good and evil is recreated. Players can choose to be the “baddies,” the “savages”—making it more challenging to play with a handicap. But the context of this violence and its necessity, is a given. The genocides are digitally recreated. The bombings relived. Acts of military aggression endlessly justified.

There have been a few instances when the historical representations in these games have been seriously challenged. One example is a strike by workers at a Japanese-invested software manufacturing plant in China in 1997. The workers went on strike because a game they were producing contained scenes that glorified the Nanking massacre. The massacre of civilians by the Japanese imperial army in Nanking is depicted as another battle led by war heroes (complete with biographical data on their heroism) and counted as another high score. So while debates rage in Japan over a new history textbook by right- wing nationalist scholars and its glorification of war and denial of the Nanking massacre, few have asked whether more pernicious modes of learning history need to be examined.

Which is more influential in making history in the minds of a younger generation: learning through a computer game played endlessly over several days or weeks (or for days without a break as the gaming culture now entails) or through a school history textbook? Both are important. But one seems to pose a greater challenge globally, in terms of what history is learned through war gaming.

It is true that the commodification of war and violence as entertainment and the subsequent misrepresentation of history are not new. The history of Hollywood is rife with this, as with nationalist/fascist cinema in so many countries past and present. But it is important to recognize the unique role of computer games as a tool of learning and as a source of so-called historical truth about war and oppression.

I am not suggesting that we promote peace games as an alternative. (Non-violent games certainly exist and should be encouraged.) But non-violent games coexisting with the killing-as-entertainment majority are a dead-end.

Neither am I suggesting censorship. Censorship is the right-wing reaction that will tap religious fundamentalism of all kinds—recall the burning of Harry Potter books in the U.S. for their evil witchcraft. What is needed is a critical response that engages the gaming population, that provides another view—a view that, at the very least, reminds them it’s just a game and that the information depicted in games is not historical fact. Critical reviews of war games that present the truth behind the aggression are very much needed, and must be part of a sustained, critical, popular education based on a people’s history against military aggression and imperialism, past and present.

As long as the U.S.-led war on terror is an endless war, so too is the task of recording, teaching, and popularizing the real history of what is happening. Looking forward into the past, the struggles of the peace and antiwar movements today are rendered meaningless if today’s history is learned through racist, militarist, and imperialist eyes. The more vivid and engaging the technology, the more difficult the task. This task is even greater given the U.S. empire’s commitment to infinite war. Ironically, it’s here we find some truth in the online war games. The developers’ diary of the online version of Kuma War describes it as “the game that never ends....”


I find this interesting because I am something of a pacifist, but I'd definitely play these games if you sat me down in front of them.

Richard K., Monday, 9 August 2004 22:32 (twenty-one years ago)

False dichotomy

Mr. Tony Plow (Leee), Monday, 9 August 2004 22:35 (twenty-one years ago)

Yeah, I know. Just needed a nice title for the link to the article.

Richard K (Richard K), Monday, 9 August 2004 22:45 (twenty-one years ago)

And I replied before reading the article.

It conveniently ignores the existence of Metal Gear: Solid (in particular, MGS2) wherein it's entirely possible to not kill a single living thing, and the series as a whole incorporates factual information supporting disarmament.

Mr. Tony Plow (Leee), Monday, 9 August 2004 22:48 (twenty-one years ago)

http://www.vgmaps.com/Other/OtherStuff/AnimalCrossing-Texture-MegaMan-MegaMan.gif

Jordan (Jordan), Monday, 9 August 2004 22:59 (twenty-one years ago)

Tony Plow: OTM

I don't get the feeling the author owns a ps2. :)

Richard K (Richard K), Monday, 9 August 2004 23:23 (twenty-one years ago)

Tetris is corrupting the minds of the nation with its allegorical allusions to the collapse of capitalism (the falling bricks) and in its place building a communist regime (the stacking of the bricks)!!!

Curt1s St3ph3ns, Monday, 9 August 2004 23:31 (twenty-one years ago)

wait, where does Far Cry and Half Life fit into this?! Oh, these Marxists will be the death of me with their thought puzzles!

what would be their stance on a Vietnam game where you could, say, frag your officers?

or their stance of games based on the U.S. Civil War?

Lt. Kingfish Del Pickles (Kingfish), Tuesday, 10 August 2004 04:12 (twenty-one years ago)

holy shit, i still remember the NES Bionic Commando theme song(i think).

Lt. Kingfish Del Pickles (Kingfish), Tuesday, 10 August 2004 04:46 (twenty-one years ago)

Is that second one Jon Williams?

Trayce (trayce), Tuesday, 10 August 2004 04:47 (twenty-one years ago)

Jon would've called Hitler a fag, come on.

Allyzay Science Explosion (allyzay), Tuesday, 10 August 2004 04:53 (twenty-one years ago)

heh.

Trayce (trayce), Tuesday, 10 August 2004 04:56 (twenty-one years ago)

Yet another article written by a person who has never played a computer game in his life.

"while Battlefield Vietnam allows ambitious players to choose to take sides with the North Vietnamese Army. But the fact is that moving from “grunt” to Special Forces is a measure of progress in ShellShock and killing racks up the scorecard, whichever side is chosen. Choosing to be the “enemy” adds no objectivity, it just makes it harder to win—the enemy is still depicted in racist terms."

This is bollocks the sides are balanced, otherwise who would play?

jarlrmai, Tuesday, 10 August 2004 11:35 (twenty-one years ago)

http://www.atarinaomorreu.com.br/imagens/museu/caixas/custer_revenge.jpg

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 11:47 (twenty-one years ago)

http://www.atarinaomorreu.com.br/imagens/museu/screenshots/custer_revenge_1.png

(Obviously, this person doesn't enjoy playing any video games)

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 11:47 (twenty-one years ago)

Close readings of video games C/D

Jordan (Jordan), Tuesday, 10 August 2004 11:48 (twenty-one years ago)

Failure to discuss games such as Civilization = dud

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 11:48 (twenty-one years ago)

civ is totally in service of running dog imperialism!!

g--ff (gcannon), Tuesday, 10 August 2004 12:44 (twenty-one years ago)

I know! The gameplay of civ is kind of limited if you play as a pacifist

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 12:45 (twenty-one years ago)

There is a time in Civ when a resource becomes available, say oil, but it exists outside your borders, what's a leftie to do?

Jarlr'mai (jarlrmai), Tuesday, 10 August 2004 14:19 (twenty-one years ago)

How do play Space Invaders pacifist?

latebloomer (latebloomer), Tuesday, 10 August 2004 14:20 (twenty-one years ago)

You die.

Jordan (Jordan), Tuesday, 10 August 2004 14:20 (twenty-one years ago)

http://www.retrosite.de/emulator/console/intellivision/astrosmashb.gif

ASTROSMASH

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 14:22 (twenty-one years ago)

I haven't played video or computer games since the early nineties, maybe that's why I turned out to become a conscientious objector and a fuckin' pacifist to boot.

Tuomas (Tuomas), Tuesday, 10 August 2004 14:29 (twenty-one years ago)

Plus, the end goal of Civilization is to become America, basically, right? It's been a few years so my memory is hazy but the goal is to fly to the moon, build cities like ours, etc. Implying that other kinds of "civilizations" aren't as good. Wah!

Richard K (Richard K), Tuesday, 10 August 2004 14:38 (twenty-one years ago)

You can become a authoritarian police state!

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 14:40 (twenty-one years ago)

Also, I have distinct memories of dealing with PARTISAN units when my "Democracy" invaded a much smaller civilization

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 14:41 (twenty-one years ago)

(xpost) but you won't win that way! communism in civ is no better than monarchy.

though the best civ 2 strategy is worryingly prescient: develop yr culture as a high-tech democracy until you get all the stealth bombers u can manage, then switch to fundamentalism and lay waste.

g--ff (gcannon), Tuesday, 10 August 2004 14:43 (twenty-one years ago)

I thought the goal of Civilization was to be the Romans, as they have the best positioning of any nation state in the game IMO, name your cities after your friends, and kill everyone else. I don't think I ever, ever sent a rocket to the moon. That shit is for losers.

Allyzay Science Explosion (allyzay), Tuesday, 10 August 2004 14:44 (twenty-one years ago)

The goal of Civilization was to have your giant futuristic battleship destroyed by peasants with pitchforks, get pissed off, and go back to playing RoboSport against yourself.

TOMBOT, Tuesday, 10 August 2004 14:48 (twenty-one years ago)

I think Civ3 fixed that?

Red Panda Sanskrit (ex machina), Tuesday, 10 August 2004 15:07 (twenty-one years ago)

http://www.macsoftgames.com/products/civ3goty/images/screen1-civ.jpg

Richard K (Richard K), Tuesday, 10 August 2004 15:33 (twenty-one years ago)

Peasants with pitchforks? That never happened to me. Prolly cos I just killed all the fucking peasants and never bothered with a stupid ass space ship, BOOYAH.

Allyzay Science Explosion (allyzay), Tuesday, 10 August 2004 15:41 (twenty-one years ago)

HAHA i like how Sid Meier's visage somehow worked its way into the game

Lt. Kingfish Del Pickles (Kingfish), Tuesday, 10 August 2004 17:31 (twenty-one years ago)

http://www.seanbaby.com/nes/awards/bdintro.gif

Curt1s St3ph3ns, Tuesday, 10 August 2004 21:51 (twenty-one years ago)

i played civ 1 inna geek stylee. goal was always to build the spaceship before others civs had electricity.

Aaron Grossman (aajjgg), Tuesday, 10 August 2004 22:23 (twenty-one years ago)

Fuck video games! what about board games? Monopoly!? Risk!? Life!?

Sterling Clover (s_clover), Wednesday, 11 August 2004 05:57 (twenty-one years ago)

Civilization = good memories. But why did they take away the "conquering troop march in front of city" animation in the second and third games?

http://www.users.globalnet.co.uk/~cameronl/AMIGA/HTML/C/CIV/SCREEN.GIF

The original city screen will always be the best.

Slim Pickens (Slim Pickens), Wednesday, 11 August 2004 20:09 (twenty-one years ago)

http://www.nytimes.com/2004/08/12/technology/circuits/12urba.html

"They are nothing more than pixilated minstrel shows," said Joe Morgan, a telecommunications executive in Manhattan who is black and is helping rear his girlfriend's 7-year-old son, who plays video games. Mr. Morgan argues that games like the Grand Theft Auto sequel, which was described glowingly and at length in a game magazine the boy recently brought home, are dangerously reinforcing stereotypes.

Red Panda Sanskrit (ex machina), Thursday, 12 August 2004 14:10 (twenty-one years ago)

But Esther Iverem, editor and film critic for www.seeingblack.com, a Washington-based Web site offering black opinion on cultural and political matters, said she worried about the effects of games like earlier versions of Grand Theft Auto on black youngsters, including her 11-year-old son. "These games don't teach them anything about respect, tolerance and responsibility," Ms. Iverem said, but are instead "validating a much-too-accepted stereotype, an accepted caricature."

yet again, more hand-wringing from folks who don't get that the games aren't aimed at kids in the first place.

and i would bet money that GTA:SA WILL be about respect, and the acquiring of such thru violent means.

actually, it reminds me of another trend in western culture; the fact that "play" is only relegated to children, and plenty of forms of media that children consume encounters plenty of backlash & resistance when such forms are geared towards older audiences e.g. animation, comics, vid games.

Lt. Kingfish Del Pickles (Kingfish), Thursday, 12 August 2004 14:38 (twenty-one years ago)

Kingfish otm about target audiences.

The portrayal of blacks as athletes has taken on a new wrinkle in NBA Ballers, released in April by Midway Games (with an "all ages" rating). It not only pits stars of the National Basketball Association, most of them black, in fierce one-on-one matches, but also encourages players to experience a millionaire lifestyle off the court - accumulating virtual cash that can buy mansions, Cadillac Escalades, yachts and attractive "friends." The style of play emphasizes a street-edged aggression, sizzling with swagger and showboating moves on the court.

Nevermind the images that the NBA espouses from which the videogame derives its aesthetics.

Players were famously rewarded in earlier Grand Theft Auto games for killing prostitutes and, more recently, brutalizing Haitians.

The only way to identify the Haitians were by their clothes, implying the cultural basis of racial identity, which is underscored in the VC mission where you put on Cuban(?) duds to, in effect, become Cuban.

Mr. Tony Plow (Leee), Thursday, 12 August 2004 19:14 (twenty-one years ago)


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