In this article, Asi Burak, Co-President of Games for Change, argues that we don't need to be rid of war games, but that we should strive for more sophisticated and realistic war games: ones that address the complexity of war and the moral dilemmas that modern soldiers face every day.
Representing Games for Change in interviews and conversations with the media, I am often asked to comment on the subject of “War Games.” It usually goes like this – an indifferent reporter on the other end of the phone line, who is expecting to wrap up her story with the obvious angle. She's almost starting to type the answer for me and expecting me to say: That we should not make war games, that they corrupt our youth, that they represent the worst in human nature and that when this content is packaged in a video game, it is even more dangerous. But no matter how hard she tries, I never give her that quote. I catch her off guard. I am not against war games, or any type of game, I would say.
War games and first person shooters are here to stay. There is an unbreakable link between the mechanics of targeting, shooting, reloading and the media of digital games. And there is no better conflict than A vs. B, where you gain your resources and achievements at the expense of the other side, an enemy. After all, the first ever video game created in 1962 was named Space-war!.
What we really need are different war games. And more sophisticated ones. A useful perspective to take is that of comparative media. It gives video games a serious consideration – arguing that it will one day be a viable media like books, movies or theatre. Not in terms of sale figures or active online users - in that front we’re already massive (and the ESA would love to provide you with the stats) - but rather in our media’s ability to speak to all tastes and ages. Its ability to create meaning, convey high-level messages and provocative concepts.
Diversity and maturity of a medium means that you would need to go beyond the “blockbuster” and the lowest common denominator. When Clint Eastwood created Flags of our Fathers and Letters from Iwo Jima, he wanted to represent war in all its complexity, beyond the myth, icons and conventions. To play on that level, game makers would need to keep on pushing the envelope and create experiences that address a wide range of emotions, not only the thrill of action.
Veterans would tell you that war is not anything like what’s depicted in Call of Duty. The action in a real battle could take only a couple of minutes. The rest is anxious waiting, fear, missing your family at home, seeing your friends injured or die in front of your eyes. Some of my favorite war game scenes are those in which you temporarily lose your weapon. Or before you gain one like in the beginning of Half Life 2. These moments, in which you don’t have total control, seem very realistic. And they are more authentic than constantly shooting and killing hordes of AI targets.
Modern warfare is grayer and blurrier than ever. Patrolling through the streets of Gaza or Fallujah confronts you with civilians. Searching through reported targets of militants confronts you with scared women and children huddled in the corner of a room. Moral dilemmas are common and often they involve quick life-and-death decisions. These are tense and powerful moments that involve both inner and external conflicts. They are moments of truth that test soldiers’ nerves and their most fundamental assumptions about the world we live in. The reality of war is full of those moments. So far our video games are not.
Asi Burak is a veteran game-maker, technology executive and social entrepreneur. As Co-President of Games for Change, he leads on the curation, development, and execution of programs to raise the quality and reach of social impact games. He is also the co-founder of Impact Games, the creators of the internationally acclaimed “PeaceMaker” and “Play the News” gaming platforms.
Showing posts with label No More War Games?. Show all posts
Showing posts with label No More War Games?. Show all posts
Wednesday, December 29, 2010
Saturday, November 27, 2010
December 2010: No More War Games?
December 2010's topic, No More War Games?, was submitted by graduate student Nick LaLone.
He writes:
Thousands of video games have used war as a central component of their mechanics or narrative and it isn't surprising. They were created during a time of war and were inspired by the popularity of war board
games like Tactics II, Diplomacy, Risk, and Advanced Squad Leader. These games reflected a changing social landscape as the world metaphorically shrunk. A general fear of what could happen, what had
been happening, made its way into what the people of the 50s,60s, and 70s wanted to play.
Since that time, despite intense competition over the video game market between different cultures, war has remained a central component. As Fallout 3 stated, war never changes. And, through games like Call of Duty, 3rd World Farmer, Minarette Attack, Halo, World of Warcraft, Valkyria Chronicles, Ace Combat, or even Lego Star Wars, the gaming industry has expressed nearly every possible angle on war; war hasn't changed.
He writes:
Thousands of video games have used war as a central component of their mechanics or narrative and it isn't surprising. They were created during a time of war and were inspired by the popularity of war board
games like Tactics II, Diplomacy, Risk, and Advanced Squad Leader. These games reflected a changing social landscape as the world metaphorically shrunk. A general fear of what could happen, what had
been happening, made its way into what the people of the 50s,60s, and 70s wanted to play.
Since that time, despite intense competition over the video game market between different cultures, war has remained a central component. As Fallout 3 stated, war never changes. And, through games like Call of Duty, 3rd World Farmer, Minarette Attack, Halo, World of Warcraft, Valkyria Chronicles, Ace Combat, or even Lego Star Wars, the gaming industry has expressed nearly every possible angle on war; war hasn't changed.
- What would it take start developing games that do not revolve around war?
- Is violence necessary to explore in video games?
- How does war change violence and is that change good or bad?
- If females were featured in a game like Bad Company, how would the game have been different? Why?
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