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This is probably one of the most controversial video-game columns I’ve ever written. Back in November — I’m coming late to this, of course, because of my two-month blogging drought — I wrote a piece for Wired News about how playing Halo 3 online had given me a glimpse into the strategic use of suicide bombing.
As you might imagine, I got a ton of email and blog-comment about it. Interestingly, only a very few accused me trivializing real-world suicide bombing — which is nice, because I certainly didn’t want to — and the great many “got” my point. But, hilariously, a significant chunk of people, including most of the thread following my post at Wired News, chimed in to berate me for sucking at Halo, and/or to offer me tips on improving my play. Heh.
At any rate, this’ll all make more sense after you read the piece. It’s online free at Wired News, and a copy is permanently archived below!
Suicide Bombing Makes Sick Sense in Halo 3
by Clive ThompsonI used to find it hard to fully imagine the mind-set of a terrorist.
That is, until I played Halo 3 online, where I found myself adopting — with great success — terrorist tactics. Including a form of suicide bombing.
This probably bears some explanation. I’ll begin by pointing out a basic fact: A lot of teenage kids out there play dozens of hours of multiplayer Halo a week. They thus become insanely good at the game: They can kill me with a single head shot from halfway across a map — or expertly circle me while jumping around, making it impossible for me to land a shot, while they pulverize me with bullets.
I can’t do those things. I haven’t got enough time to practice as they do: I’m an adult, with a job and wife and kid, so I get maybe an hour with Halo on a good day. I wind up sucking far, far more than most other Halo 3 players, and despite the best attempts of Xbox Live to match me up with similarly lame players, I usually wind up at the bottom of my group’s rankings — stumbling haplessly about while getting slaughtered over and over again.
So after a few weeks of this ritual humiliation, I got sick of it. And I devised a simple technique for revenge.
Whenever I find myself under attack by a wildly superior player, I stop trying to duck and avoid their fire. Instead, I turn around and run straight at them. I know that by doing so, I’m only making it easier for them to shoot me — and thus I’m marching straight into the jaws of death. Indeed, I can usually see my health meter rapidly shrinking to zero.
But at the last second, before I die, I’ll whip out a sticky plasma grenade (pictured above) — and throw it at them. Because I’ve run up so close, I almost always hit my opponent successfully. I’ll die — but he’ll die too, a few seconds later when the grenade goes off. (When you pull off the trick, the game pops up a little dialog box noting that you killed someone “from beyond the grave.”)
It was after pulling this maneuver a couple of dozen times that it suddenly hit me: I had, quite unconsciously, adopted the tactics of a suicide bomber — or a kamikaze pilot.
It’s not just that I’m willing to sacrifice my life to kill someone else. It’s that I’m exploiting the psychology of asymmetrical warfare.
Because after all, the really elite Halo players don’t want to die. If they die too often, they won’t win the round, and if they don’t win the round, they won’t advance up the Xbox Live rankings. And for the elite players, it’s all about bragging rights.
I, however, have a completely different psychology. I know I’m the underdog; I know I’m probably going to get killed anyway. I am never going to advance up the Halo 3 rankings, because in the political economy of Halo, I’m poor.
Specifically, I’m poor in time. The best players have dozens of free hours a week to hone their talents, and I don’t have that luxury. This changes the relative meaning of death for the two of us. For me, dying will not penalize me in the way it penalizes them, because I have almost no chance of improving my state. I might as well take people down with me.
Or to put it another way: The structure of Xbox Live creates a world composed of two classes — haves and have-nots. And, just as in the real world, some of the disgruntled have-nots are all too willing to toss their lives away — just for the satisfaction of momentarily halting the progress of the haves. Since the game instantly resurrects me, I have no real dread of death in Halo 3.
I do not mean, of course, to trivialize the ghastly, horrific impact of real-life suicide bombing. Nor do I mean to gloss over the incredible complexity of the real-life personal, geopolitical and spiritual reasons why suicide bombers are willing to kill themselves. These are all impossibly more nuanced and perverse than what’s happening inside a trifling, low-stakes videogame.
But the fact remains that something quite interesting happened to me because of Halo. Even though I’ve read scores of articles, white papers and books on the psychology of terrorists in recent years, and even though I have (I think) a strong intellectual grasp of the roots of suicide terrorism, something about playing the game gave me an “aha” moment that I’d never had before: an ability to feel, in whatever tiny fashion, the strategic logic and emotional calculus behind the act.
And the truth is, I’m probably going to keep doing it. Because when it comes to online Halo — I still suck.
I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.
Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!
The “Milky Way Transit Authority” map
Should automobile software be open-sourced?
My Bookforum review of Jaron Lanier’s “You Are Not A Gadget”
Molecular secrets of the “iron-plated snail”
» visit the Collision Detection archives
January 31, 2010 » 07:29 PM
V. A. To me death seems to be an evil.
M. What, to those who are already dead? or to those who must die?
A. To both.
M. It is a misery, then, because an evil?
A. Certainly.
M. Then those who have already died, and those who have still got to die, are both miserable?
A. So it appears to me.
M. Then all are miserable?
A. Every one.
January 24, 2010 » 03:22 PM
One of the more interesting trends is family, which came in at number five. Specifically, discussion about family, moms, dads, daughters, etc. jumped during 2009. With Facebook users getting older, this isn’t a big surprise. However, the fact that the mention of “kids” jumped by a factor of five this year is rather dramatic. It’s tough to know what this means, though. (via Facebook Unveils Most-Mentioned Topics of 2009
)
January 15, 2010 » 01:36 PM
BEYOND AWESOME. They are announcing a recall of the Plush Uterus “due to a potential choking hazard for children”. To apply for it, “Please send an email to the address below with the subject line, ‘UTERUS OPT OUT’”.
January 14, 2010 » 10:04 PM
“To order, please TYPE “YES” IN CHECKBOX BELOW TO AGREE YOU UNDERSTAND THIS PLUSH MUST BE KEPT AWAY FROM KIDS (it is a sex organ, after all). If it is not checked, WE WILL NOT SEND THE UTERUS.” (via @ibogost)
January 11, 2010 » 01:45 PM
I watched Space: 1999 back in the day, but I swear to god I do not remember this scene.
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