8-bit ideology

Recently, New York Times columnist Thomas Friedman wrote about how radical Islamic fundamentalists were creating video games to whip up their young into righteous fury. "Video games matter", as Friedman wrote, which is a bang-on point. Video-game companies -- and gaming advocates -- like to defend violent games by saying that "games don't affect behavior", but this is obviously false. They're media, and that's one of the things media does: Influence our behavior.
But what precisely are the Islamic games actually like? What do they teach? The only way to know is to play 'em, and of course none of the pundits who inveighed against them actually did so. So the very cool writer Chris Suellentrop dutifully ordered three games recently discussed in the Washington Post, played them, and described the experience in Slate. It's a hilarious and valuable piece, not least because he discovers that, far from being evidence of al-Qaeda's growing digital sophistication, the games seem to prove that "radical Islam dreams not only of restoring the borders of the Caliphate, but also of freezing gaming technology at the level of the old Nintendo Entertainment System." Heh. (That's a screenshot from Maze of Destiny, one of the Islamic games, above.) Chris' best observation, though, comes here:
The fact that these games are derivative, look primitive, and aren't very fun to play doesn't mean they're not important. But they're also ideologically untroubling. In the Ummah Defense games, the "disbelievers" that must be destroyed are robots, not human soldiers. There's an outside chance that the robots are a metaphor for the Predator drones used by the United States military, but I doubt these games are going for that level of subtlety. It's more likely that the robots are a metaphor for Space Invaders.
If you ignore the titles of the Ummah Defense games and the occasional in-game messages -- "Alhamdulillah, You Destroyed the Command Ship!" -- it's impossible to tell that you're playing an "Islamic game." When I destroyed the third of the four command ships controlling the "Flying Evil Robot Armada" in the first Ummah Defense, I didn't ruminate on whether my real-life allegiance should be with the robots. I just thought, only one more ship to go!
This is, more precisely, the real point about why point-and-shoot action games suck as tools of indoctrination: Their narratives rarely matter. In an action-shooter game, the real narrative -- the one that matters -- isn't the type of uniforms or country you're fighting; it's the the physics. The emotional and cognitive content of the game is just about being physically graceful enough to achieve your goals in fast-moving, fast-changing environment -- a statement that defines everything Half-Life 2 to football.
The problem with Friedman -- and other pundits who don't play games -- is that all they see is what's happening on the screen. And sure, on the screen, you might be fighting Nazis, or contras, or green-blooded aliens, or the Civil War South. But in the gamer's mind, it's all just vectors and motion: After a few hours of playing the game, the external reference points boil away. Talk to chess grandmasters and it's the same thing. They don't look down at the board and think, oh, this is a war-like situation in which a powerful queen is defending a hapless, old, past-his-prime king. They just see abstract forces, the platonic interactions of the game's rule-set. Some masters have told me that they do not even visualize the pieces any more -- just the interactions between then.
Action video-games are actually quite similar. A while ago for Slate, I wrote about how Japanese gamers were big fans of the WWII title Medal of Honor: Rising Sun, in which they player takes the role of American forces invading Japan. At first, this struck me as weird, because after all, the kids playing the game were, in essence, joyfully and repeatedly killing virtual representations of their fathers and grandfathers. But that's not how they saw it at all. It was just "a good war game", or even more generically, a good game: A bucket of well-designed rules and goals, artfully arranged so as to make success teasingly difficult but not impossible. Like all gamers, they interact with action games on their ludological level -- not their narrative and symbolic level.
And that's why action games don't work very well as tools of nationalistic indoctrination. They teach excellent eye-hand co-ordination and strategic movement, and they can sometimes be good at desensitizing you so you'll shoot to kill as a lizard-brain instinct -- a nontrivial proposition, which is precisely why the police and military use them with recruits. And you could say that action games have a strong ideological content, insofar as they suggest that killing lots of people is totally okay and wickedly fun.
But when it comes to promoting specific national ideologies? Action video-games are useless. Their narratives simply do not matter; they are not the reason people play them or enjoy them.
(Thanks to Paul Boutin for this one!)
Posted by Clive Thompson at August 17, 2005 09:56 AM
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Clive, what does this mean for "America's Army", the U.S. Army's video game recruitment tool?
It's actually quite a well-done, realistic and sophisticated product.
Have you heard anything about whether it is helping to drive recruitment at all? Or is the Pentagon just shooting blanks?
Posted by: Scott at August 18, 2005 5:51 AM
(Clive! Your MEDAL OF HONOR URL is wrong in your post - it's at http://www.slate.com/id/2096112)
A comment on the popularity of games like MEDAL OF HONOR in Japan: My understanding (from a Western gamer friend living in Tokyo) is that it relates to (direct or cultural, I don't know, I assume the latter) proscription against the creation of militaristic games by Japanese. He also said that this was why mech games (war games which feature not armies but giant robots) were popular there.
I think there's something almost poignant in the creation of Islamic agit-prop videogames; I suspect that much of the emotion driving modern jihad is a sense of anguish over the cultural divide between many of the poorer countries were fervent Islam has become the rule and the West. Since that's very clearly reflected in a technological gap, perhaps the creation of audience-specific videogames like these three is an attempt to assert onesself as a peer in that space. That the games are 8-bit level makes it sadder.
And, at the same time, less alarming. If there were a narratively complex Islamic videogame (and PRINCE OF PERSIA doesn't count!), say something of the level of RESIDENT EVIL 4 or METAL GEAR SOLID 3, that espoused extremist views, your piece would, of course, have been radically different. Not only would the game be more effective in a recruitment-y sense, but also a manifestation of that sort of technological prowess would shake certain soothing assumptions about how The Illiterate Enemy Just Lies Around in Sand Bunkers Frothing About Infidels and such.
Posted by: jaze at August 18, 2005 9:36 AM
Scott -- I've talked to the guys who've made America's Army, and they think it's one of the more effective recruitment tools they have. That's because it's insanely cheap -- the $4 million or whatever it cost to develop would barely buy one single 60-second recruitment ad during the Superbowl -- yet has been played by millions of young men; more importantly, it conveys a sense of coolness and technological/youth-cultural with-it-ness that is actually amazingly important to possess if you want to have any chance of making a pitch to tha kidz these days. But I don't think even the guys who made the game believe that America's Army stirs any particular nationalist fire on behalf of America guys who play it.
Jaze, you're quite right that a game with a serious narrative -- like Metal Gear Solid 4 -- would be a much better indoctrination tool. I was purely discussing "action" games, though I did so intentionally, because they are the ones that non-game-playing pundits tend to focus on, because they have the most blizzardlike torrents of gore and violence. This is the irony of video-game critics: They're so obsessed with violence being the problem that they pay too much attention to the genre of games -- i.e. action, first-person-shooter games -- that arguably have the slightest ideological payload.
In contrast, something like The Sims or an old Civil War Strategy game has far, far more interesting ideological content and persuasiveness. Indeed, to the extent that the US government ought to be worried about radical extremist video games, what really would be dangerous is a game that perfectly simulated, say, the dynamics of the New York subway and street-traffic systems, including realistic physics and emotional modelling for all passengers, drivers, vehicles, and police and firefighter behavior. Then they could sit around running simulations of where to place bombs that would cause the maximum level of urban dread and economic damage. Make the game so much fun that you want to play it for weeks, plunk an impressionable young would-be suicide bomber in front of that for a couple of weeks, and they could experiment with hundreds of different scenarios until they find the one that best pleased them -- then execute it in real life.
Sim games -- not action games, and not even really Metal-Gear-style narrative games -- have always had the greatest educational payload.
Posted by: Clive at August 18, 2005 12:08 PM
And in the movies, the emotional modelling would be so good that one of the characters would be kind to the bomber and effect a war-averting change of heart. Probably it would be the character based on the lost sweetheart or parent of one of the lonely programmers, who got no funding for Resurrection AI, just for this destruction thing.
Posted by: clew at August 18, 2005 5:52 PM
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Clive, what does this mean for "America's Army", the U.S. Army's video game recruitment tool?
It's actually quite a well-done, realistic and sophisticated product.
Have you heard anything about whether it is helping to drive recruitment at all? Or is the Pentagon just shooting blanks?
Posted by: Scott
at August 18, 2005 5:51 AM
(Clive! Your MEDAL OF HONOR URL is wrong in your post - it's at http://www.slate.com/id/2096112)
A comment on the popularity of games like MEDAL OF HONOR in Japan: My understanding (from a Western gamer friend living in Tokyo) is that it relates to (direct or cultural, I don't know, I assume the latter) proscription against the creation of militaristic games by Japanese. He also said that this was why mech games (war games which feature not armies but giant robots) were popular there.
I think there's something almost poignant in the creation of Islamic agit-prop videogames; I suspect that much of the emotion driving modern jihad is a sense of anguish over the cultural divide between many of the poorer countries were fervent Islam has become the rule and the West. Since that's very clearly reflected in a technological gap, perhaps the creation of audience-specific videogames like these three is an attempt to assert onesself as a peer in that space. That the games are 8-bit level makes it sadder.
And, at the same time, less alarming. If there were a narratively complex Islamic videogame (and PRINCE OF PERSIA doesn't count!), say something of the level of RESIDENT EVIL 4 or METAL GEAR SOLID 3, that espoused extremist views, your piece would, of course, have been radically different. Not only would the game be more effective in a recruitment-y sense, but also a manifestation of that sort of technological prowess would shake certain soothing assumptions about how The Illiterate Enemy Just Lies Around in Sand Bunkers Frothing About Infidels and such.
Posted by: jaze
at August 18, 2005 9:36 AM
Scott -- I've talked to the guys who've made America's Army, and they think it's one of the more effective recruitment tools they have. That's because it's insanely cheap -- the $4 million or whatever it cost to develop would barely buy one single 60-second recruitment ad during the Superbowl -- yet has been played by millions of young men; more importantly, it conveys a sense of coolness and technological/youth-cultural with-it-ness that is actually amazingly important to possess if you want to have any chance of making a pitch to tha kidz these days. But I don't think even the guys who made the game believe that America's Army stirs any particular nationalist fire on behalf of America guys who play it.
Jaze, you're quite right that a game with a serious narrative -- like Metal Gear Solid 4 -- would be a much better indoctrination tool. I was purely discussing "action" games, though I did so intentionally, because they are the ones that non-game-playing pundits tend to focus on, because they have the most blizzardlike torrents of gore and violence. This is the irony of video-game critics: They're so obsessed with violence being the problem that they pay too much attention to the genre of games -- i.e. action, first-person-shooter games -- that arguably have the slightest ideological payload.
In contrast, something like The Sims or an old Civil War Strategy game has far, far more interesting ideological content and persuasiveness. Indeed, to the extent that the US government ought to be worried about radical extremist video games, what really would be dangerous is a game that perfectly simulated, say, the dynamics of the New York subway and street-traffic systems, including realistic physics and emotional modelling for all passengers, drivers, vehicles, and police and firefighter behavior. Then they could sit around running simulations of where to place bombs that would cause the maximum level of urban dread and economic damage. Make the game so much fun that you want to play it for weeks, plunk an impressionable young would-be suicide bomber in front of that for a couple of weeks, and they could experiment with hundreds of different scenarios until they find the one that best pleased them -- then execute it in real life.
Sim games -- not action games, and not even really Metal-Gear-style narrative games -- have always had the greatest educational payload.
Posted by: Clive
at August 18, 2005 12:08 PM
And in the movies, the emotional modelling would be so good that one of the characters would be kind to the bomber and effect a war-averting change of heart. Probably it would be the character based on the lost sweetheart or parent of one of the lonely programmers, who got no funding for Resurrection AI, just for this destruction thing.
Posted by: clew
at August 18, 2005 5:52 PM