First Person Paradoxes: The Logic of War in Computer Games
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Day one of Game, Set and Match II in Delft has been hugely satisfying. Will never ever find the time to blog everything i've heard but here's a first one: Most digital games revolve around direct or indirect conflicts. War has therefore always been an easy pick for game designers. This presentation focussed on"realistic" SQUAD-BASED online multiplayer First Person Shooter pc games. They are squad-based (on the one hand the terrorists, on the other one the counter-terrorists). They involve some tactics (that's what makes them realistic). Examples: America's Army, Battlefield 2, Counter Strike and the recent Ghost Recon (image below) which features the highest tech that the U.S. army actually has at its disposal.
"Winning is keeping the target in constant sight", wrote Virilio. The battlefield has always been a question of perception: seeing is killing. That's why the U.S. military is so good at developing gears that enable soldiers to see better in whatever condition. Are FPS games "murder simulators" (according to critics and academics) or "training tools" (for the U.S. military? 1999 Dave Grossman, Stop Teaching Our Kids To Kill Herz & Macedonia, Computer Game and the Military. Two Views, an article published in Defense Horizon in 2002. The game industry and the U.S. military can benefit from each other. Context: e.g. Full Spectrum Warrior 04 developed as a training tool for the U.S. army but available in the shops.
JFETS (Joint Fires and Effects Trainer System, image above) developed with the help of Hollywood special effect experts. Increasing blurring of the entertainment and the industry. Baudrillard in 91: When war has become information "it ceases to be war and becomes a virtual war". Analysis: FPSs as war games. The analysis of FPS games points to "first person paradoxes." The static game space of multiplayer FPS maps do not correspond to the logic of war as it is fought now and in the future. The logic of war collide with the design of virtual battelfields resulting in two paradoxes. 1. Paradox of reductiveness The logic of FFFF (find, fix, fight and finish the enemy) governs FPS games. Most of these games only feature the two first levels of strategy, ex: Counter Strike and America's Army. They only focus on the lowest levels of strategy and could therefore be labelled as abstract simulation of certain aspects of "real" war. Elements such as dying children, dullness of war (waiting for a battle), the rules of war (taking prisonners and interrogating them), the intrusion by journalists or NGOs... are conveniently absent in FPSs. Constant negociation between the goal to entertain and to offer an "authentic" experience.
2. Paradox of fairness |
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by: Régine Debatty Day one of Game, Set and Match II in Delft has been hugely satisfying. Will never ever find the time to blog everything i've heard but here's a first one:First Person Paradoxes: The Logic of War in... Read More




Why not a first person saver game where making PEACE is the ultimate objective? Teach people how to arrive at peaceful positions without conflict. WAR is the most prevalent disease known to mankind! How many social/psychologists are presently working on finding a cure? Instead of a State dept we need a PEACE dept.! It has to be turned around from making war to encouraging PEACE! We have to support these treaties that we have agreed to on paper. They are legally binding but the UN fails to enforce them! What do you think about such things? As for games I would like to see a RPG with the FIREFLY(Serenity) theme for my PC!
A game where peace is the ultimate objective would not be fun at all. What would be the thrill of sitting in a room full of the world's leaders and negotiating a treaty? What would motivate people to bring more peace? People want action and adventure, not to pore over volumes of text and watch people NOT die.
Gabbo - conflict only seems like fun to you because it has been presented to you that way by the entertainment industry. In real life it is no fun at all.
A peace oriented game would not have to be boring - some interesting ones have already been created where you have to figure out how to negotiate something or feed large populations with limited resources. Games could be created that are a lot of fun if the creators of these war games would put as much imagination and creativity into them as they currently put into the violent ones.
Mike, there IS a campaign for a U.S. Department of Peace and Nonviolence underway. Something needs to change!
While I will agree with John and Theresa that war is a violent bloody mess I would also simply state that the point of a FPS is shooting. The conquest is the objective, and as such generally all of the goals in the game support that goal. As I see it the only way to state or convey the brutal truth of war inside a FPS is either to show it graphically which I would imagine would be very frowned upon and eventually destructive to the company that developed a game around that as a core concept. The other option which is what my partner and I desire to create, funding and people permitting, is a game in which the NPC's present the ideas as personal opinions about war and thus demonstrate the various points of view. Our second goal is once the conflicting ideas are presented the player alone is faced with the choice of continuation down the current path or leaving it and even going so far as to joining the opposing side. When all is said and done violence is still a part of today's world and until the world changes I don't think the games will. I don't believe the games are a driving force of the violence but rather a reflection of the current state of our worlds overriding goals