Showing posts with label Six Days in Fallujah. Show all posts
Showing posts with label Six Days in Fallujah. Show all posts

Tuesday, August 11, 2009

Virtue in Virtual Worlds

by Daniel Bullard-Bates


When I read last week that Jason Rohrer was making a game for the DS based on the trading of conflict diamonds, I could hardly believe it. I found this shocking because game developers tend to shy away from subjects charged with social and political controversy. The gaming market usually greets socially relevant games with either public outcry or near-total disinterest. Hence, it is no surprise when developers scurry away from controversial subjects. But just like well-done documentaries and films on difficult topics are valuable and important parts of the world of cinema, well-made games that are not afraid to tackle complex issues should have a place in the world of video games.

When Six Days in Fallujah was announced, the controversy over depicting war in a documentary-like, realistic manner was so intense that the project was dropped by its publisher, Konami. After losing that support, the developers were forced to lay off employees, and may now face complete financial failure. All this was the result of trying to portray war in a realistic way, while franchises like Call of Duty continue to make unrealistic, over-simplified war games at incredible profits.

Other games that attempt to confront real social issues are greeted with little to no attention. Games for Change is a group devoted to making socially relevant games with an activist bent, but it is a struggle to find an audience for their kind of material. This is partly because most of the games made with a specific activist goal in mind are overly focused on the message, allowing the gameplay to fall by the wayside. The other problem facing Games for Change and similar endeavors is the mentality of the video gaming audience: many gamers say that they just want their games to be fun. Video games are an escapist pastime for many, and social messages are not something they wish to grapple with in their leisure time. It is clear that games with social messages need to offer more than a moral imperative. The gameplay, controls, visuals and so on are as important in these games as they are in any other, if not more so due to the potentially smaller audience and the desire to express a particular point.

Flower is an example of a game that is beautiful to behold and fun to play, while managing to successfully pack a social message into the mix. It works because the actual playing of the game does not force the player to confront any social or political issues. Even if the conflict between nature and technology holds no interest to you, and replacing dirty energy sources like coal and oil with wind power strikes no chords, Flower’s controls and level design are simple, fun and intuitive. And if those other things do interest you, if you want more relevance and thought from your games, then Flower delivers an experience almost unheard of in the world of interactive entertainment. This additional level to Flower is so well integrated into the concept and gameplay that it enhances the experience instead of distracting from it.

A game that successfully balances gameplay and social relevance offers something more than entertainment; it improves the artistic medium as a whole. It is by no means necessary that every game published tackles complex and controversial issues, but when they do so successfully it has the potential to make video games more relevant and important than they have been in the past. More than that, a well-done game with a positive social message could improve the world: if just a few people have decided to support wind power initiatives as a result of playing Flower, that is a testament to the social power of video games. If just a few people become more discerning in their jewelry purchases as a result of Jason Rohrer’s upcoming game about conflict diamonds, that will be a great success for the game and for the medium.

This raises a larger question, frequently recurring in the realm of artistic creation: does the artist have a social responsibility in what he creates? Does the creation of art that appeals to prurient or violent interests harm society and the artist? Is difficult, morally challenging art essentially more valuable and important?

There is certainly great value in making art that can change minds and educate people on the troubles and triumphs of the world around them. And every time the world of video games expands in new directions, it becomes a more legitimate and exciting form of art.


Wednesday, May 13, 2009

Modern Warfare

by Daniel Bullard-Bates

In Darren Aronofsky’s film The Wrestler, Randy “the Ram” and a young boy from his neighborhood discuss Call of Duty 4: Modern Warfare while playing an old Nintendo game. Here’s their exchange (transcript from Kotaku):

Randy: What's it about?
Adam: It's a war game. Most all of the other Call of Dutys are, like, based on World War II, but this one's with Iraq.
Randy: Oh yeah?
Adam: You switch off between a marine and an S and S British special operative. So it's pretty cool.
Those familiar with the plot of Call of Duty 4: Modern Warfare might say that this is not an entirely accurate description, since the game isn’t actually set in Iraq. Here’s a brief summary: the United States invades an unnamed Middle Eastern country that is currently being ruled by a brutal dictator who assumed power un-democratically and who is suspected of having ties to a terrorist group and possessing weapons of mass destruction.

Stop me if this sounds familiar.

In an article on Destructoid, Anthony Burch makes the excellent point that all of the spectacular graphics, affecting first-person storytelling and gripping action sequences are in the service of a plot that is intentionally irrelevant:

“The battles presented in Modern Warfare don’t recreate or parallel the ambiguous skirmishes of the Iraq War; they take place within a ‘War on Terror’ which doesn't actually exist -- within the world of Call of Duty 4, there really are evil Muslims and Russians in the Middle East armed with nuclear weapons.” (Full article here)

It seems clear that Infinity Ward intended to make their game non-controversial by setting it in a fictional conflict. In his article, Burch calls this a “missed opportunity,” explaining that a truly unique and valuable experience could have been crafted by setting this game in Iraq and addressing real questions (like the difference between a freedom fighter and a terrorist).

It’s more than a missed opportunity. Instead of making a game about actual modern warfare, Infinity Ward idealized war, stripped it of its controversy, removed it from reality, and made it palatable for public consumption. In this alternate-reality Iraq, no political forces brought the new dictator to power; he simply killed the previous ruler of the country. There is no question as to the regime’s connections to known terrorists; those connections are clear and easily traced. And there is absolutely no doubt that they have weapons of mass destruction and the intent to use them.

With a setting so strikingly similar to Iraq, these omissions are more than just missed opportunities; combined, they turn this game into a propaganda piece for the “War on Terror.”
It’s no surprise that Adam from The Wrestler thinks that the game is set in Iraq. He sees Iraq on television, he sees locations and situations in the game that look similar, and he equates the two. But what does this game teach him? It teaches anyone unfamiliar with the actual circumstances of the Iraq War and other modern conflicts that these battles are simple: there are no innocent bystanders, the enemy is always clearly identified and shooting at you, and the path to victory is a forward march over the bodies of one’s enemies.

Further, it presses the importance of the “War on Terror”; in Modern Warfare, global catastrophe results if you fail in your mission.

While this makes for an entertaining video game, this has very little to do with modern warfare. The weaponry and locations may be modern, but this is ultimately the same martial vision that we see in Infinity Ward’s World War 2 shooters. The sense of black and white morality remains, and clearly villainous enemies organize their forces against the heroes. They have moved the year forward, but the central ideas have remained the same.

A true “modern warfare” game would likely not be enjoyable. Imagine waiting by a military jeep, holding a gun, wondering whether anything will happen. Maybe nothing does, and you wait all day, and then head home; that would be a good day. Maybe you’d feel like you kept the peace and did the neighborhood a favor, even if not everyone appreciated your presence. On a bad day, shots are fired at you from windows, or a passing person turns out to be strapped with a bomb; you or one of your fellow soldiers winds up dead or crippled for life.

Infinity Ward certainly made the right business decision when they simplified their vision of modern war. (For comparison, see these kotaku articles on Six Days in Fallujah, a game based on the real Iraq War, and that game’s quick cancellation.) But in doing so, they failed to deliver on their basic premise, they failed to show “Modern Warfare.” In Call of Duty 4, the armed conflict starts for all the right reasons, has a clear, defined ending, and serves a greater purpose that we can all agree is for the best. The larger question here is this: does Infinity Ward have any social responsibility, or is it enough to deliver a compelling gaming experience? If they tell their audience that they are going to deliver a realistic modern war but instead provide a piece of propaganda - intentionally or otherwise - have they done something morally reprehensible?

With Modern Warfare 2 fast approaching, here’s hoping that they don’t continue to oversimplify war.