How text-based war games are challenging representations of conflict

Text-based games are saying things about the wars we fight that the AAA shooter cannot.

>win
I’m sorry, you’ll have to say what you want to win.
>win war on terror
That isn’t possible in this story.
>peace
I’m sorry, I don’t understand that word.
>kill terrorists
Now we’re talking.

Modern first person shooters are to videogames what Michael Bay movies are to film. Loud, bombastic, and visually spectacular, they dazzle us with more exciting versions of wars that have exhausted the electorate. But there’s a small crop of games which use the text-based methods of interactive fiction, or IF, to cover the same subject matter – and say things about the wars we fight that the AAA shooter cannot.

Violence in IF is nothing new. There’s the cowboy shootout sim Gun Mute, the pious but clumsy Urban Conflict (about enemies trapped in a foxhole together) and, way back in 1999, there was Persistence of Memory, where you learn the lot of the powerless individual solder by standing on a landmine for the entire game. But the titles I’m talking about are hyper-topical, often plucked from the headlines.

Take 2007’s Rendition, whose title would not exist without the war on terror. Both the first two Modern Warfare games include "interrogation" sequences, once with a beating and once with electrodes. But where they coyly conceal the violence involved, Rendition makes you participate in awful detail. Try to leave the room and you’re told you haven’t done enough to Abdul. “Break Abdul’s toe,” you type, and the game replies: “Which do you mean? his left little toe, his left second toe, his left middle toe, his left fourth toe, his left big toe, his right little toe…” At this point, many players simply quit.

Another game, Maybe Make Some Change, is based on a series of real-life murders committed by US Army soldiers in Afghanistan in 2010. Maybe traps the player in a kind of purgatory, reliving the shooting of an unarmed man in many different ways. At first the only possible verb is “shoot”; slowly, you learn other ways of engaging with the world. But some playtesters refused to even type the first command, according to the game’s author, PhD student Aaron Reed. “Refusing to engage with a system you find unacceptable is a valid response,” he told me, but it seems like shooting the messenger to me – you can’t talk to the terrorists in any other game either.

A still from Maybe Make Some Change

Beyond topicality, it’s this difficult relationship to the AAA mainstreams that makes these games so interesting. Maybe, for example, plays footage of games including Call of Duty, Counter-Strike and Battlefield 1942 in the background even as it tells the player that no, you’re not allowed to hug the insurgent. Reed said: “The idea that most people, especially younger people, are relating to these wars through the black-and-white mechanics of a first-person shooter game started becoming deeply unsettling to me.”

“Games that try to represent violence through graphical fidelity usually just end up being silly porn,” agreed IF author Porpentine, whose Howling Dogs includes both an introspective husband murder and a ludicrous parody sequence involving death marines dropping into battle from orbit in coffins (“it’s absurd,” says Porp. “It’s war”). “Text rejects the wrongheaded challenge to depict violence through visual fidelity…the best game about war will probably be one where you don't have a gun and it won't be pleasant and it will be scary and very loud and dirty and dangerous and unfair.”

Unmanned, designed by Italian academic Paolo Pedercini, is nothing like this. It simulates a day in the life of a modern drone pilot using two screens divided by a central line: on one side you shave, drive to work, smoke cigarettes and fire missiles at the white silhouettes of Afghan targets, while on the other you contemplate your actions or converse with others using a text-based interface. At one point you chat with your son while playing a blatant Call of Duty parody on the TV.

Early prototypes had no text, but Pedercini found them inadequate for his purposes. “The experience of a drone pilot is already way too similar to the gamer’s experience,” he told me: “mediated reality, god-like vision, joystick interface, physical safety.” Using text allowed him to establish a clear difference between the player’s actions and the stories she tells herself to justify them.

Reed, too, believes text allowed him to step away from the sheer speed of real-time first-person gameplay, creating a “frozen moment of contemplation”.  “We're not used to having all the time in the world to think how to react when someone is running towards us in a game,” he said.” “That situation is usually objective in an FPS - it's being described with polygons, not racially-loaded language.” (At one point in Maybe you are asked to “shoot the hajji”.)

That sour, loaded word illustrates something else these games do with text: draw attention to their own artifice. To progress in Reed’s, game you have to recognise that everything you’re playing through is actually a representation made by specific people with their own motives, agendas and prejudices. The stories they tell you have just one answer, and only by understanding why they’re told can you find a way out of the game’s weird purgatory.

Of course, says Robert Yang – an indie developer who has written about how videogames simulate war – 3D graphics are equally constructed. But most of us just don’t read them that way yet. “We tend to understand text as more introspective because we know how to read its subtleties and read it as a construction,” Yang says. AAA developers don’t bother with introspection because it’s rarely valued or understood.

Reed agrees: “Text-based games really encourage you to think about things on a number of different levels: the simulated world, the person telling you about that world, the things that are described versus those left out. My mom always used to walk in while I was playing video games as a kid, and be like, ‘Why don't you try talking to them?’ And I'd roll my eyes or whatever, because she ‘didn't get it.’ But as an adult that's actually kind of powerful.”

But perhaps most important is the difference in production. It takes dozens of people billions of dollars to make a manshooter, but one person with some spare time to write text game. Emily Short, a prominent IF author who helped design the Inform 7 programming language, told me: “Text isn't typically that great at glamorising war: textual explosions aren't that sexy….without voiceover and animation costs, dialogue in IF can go deeper. Text is a good medium for treating memory and interiority.” Porpentine, who has written extensively on how lo-fi game tools empower the screwed-by-society to find their voice, puts it more bluntly: “Words are cheap, and that's good.”

All the developers I spoke to saw their work as a crucial challenge to the mainstream. As Yang puts it, AAA shooters symbolise "what videogames are" to many people, whereas most filmgoers are at least aware that arthouse cinema exists. “Games are getting more diverse now,” he says. “We just need more player awareness of that diversity.” Until that changes, text-based war games will speak the things the holodeck can’t. “In a way,” Pedercini dryly observes, “we are still stuck in the meta-genres defined by two of the earliest games: Spacewar! and Zork.

John Brindle blogs on games here

 

The Jump/Channel 4
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The most dangerous show on TV: is The Jump becoming a celebrity Hunger Games?

Will it take a life-threatening injury, or worse, before the madness ends?!

First they came for former EastEnders actor Louis Lytton. Then, they came for former EastEnders actor Sid Owen. Then, they came for former Holby City actor Tina Hobley. But now, the third season of Channel 4’s The Jump has moved on from retired soap stars to claim a new set of victims: Britain’s top athletes, including Rebecca Adlington, Beth Tweddle and Linford Christie.

The winter sports reality show The Jump takes your average collection of D-list celebrities, with a few sports personalities mixed in for good measure, and asks them to compete in a series of alpine challenges – skeleton, bobsleigh, snowboarding and, of course, ski jumping – while Davina McCall says things like, “Look at that jump. Just look at it. Are you nervous?”

It sounds fairly mild, but Sir Steve Redgrave, Ola Jordan, Sally Bercow and Melinda Messenger have all withdrawn from the programme after injuries in the past.

Riskier than I’m a Celebrity, Splash! and Dancing on Ice mixed together, the third season of The Jump is fast turning into a dystopian celebrity harm spectacle, a relentless conveyor belt of head injuries and fractured bones.

So far, seven out of the competition’s 12 contestants have sustained injuries. First, Lytton tore a ligament in her thumb, before being rushed to hospital after a training incident at the end of last month. Then, Owen fell on his leg during the first episode having previously complained of “a bad crash during training” for the skeleton.

Adlington (who openly wept with fear when she first gazed upon the titular ski jump, described as being the “height of three double decker buses”) was hospitalised and withdrew from the show after a televised fall left her with a dislocated shoulder: she said the pain was “worse than childbirth”. Hobley soon followed with a dislocated elbow.

Tweddle suffered a particularly bad accident during rehearsals, and now remains in hospital after having her spine fused together, which involved having a piece of bone taken from her hip. On Monday, Christie became the fourth contestant to be hospitalised in the space of two weeks, pulling his hamstring. As of today, Made in Chelsea cast member Mark Francis is the fourth contestant to withdraw, after fracturing his ankle.

In response to criticisms, Channel 4 reminded viewers that 46 of their celebrity participants have so far emerged unscathed across the three series, which seems like a remarkably low bar to set for a major reality TV series: “no one’s been seriously hurt so far” is not much of a safety procedure.

Judge Eddie the Eagle implied that contestents were injuring themselves through their own laziness and coffee obsessions. He wrote in the Daily Mail:

“Those competitors should be up and down the steps relentlessly – jump and go back, jump and go back. Instead too many will have a couple of goes before going off for a coffee and forgetting to return because they're feeling tired.”

But as the celebrity casualty list approaches double figures and more than 12 viewers have officially complained, the channel has begun an urgent safety review of the show, after one insider reportedly labelled it “the most dangerous show on television”.

It all seemed like fun and games when we were watching reality TV stars rolling around in the snow in embarrassing lurid lyrca suits. But will it take a life-threatening injury, or worse, before the madness ends?! Pray for Brian McFadden. Pray for Sarah Harding. Pray for Tamara Beckwith. Pray for the end of The Jump.

Anna Leszkiewicz is a pop culture writer at the New Statesman.