The Arma question: is it easier to kill a man than a woman in a videogame?

We find ourselves trapped between realism and reverence.

Sometimes questions of equality do not give easy answers. Sometimes they do not give the answers that feel right. And sometimes your belief that everybody is equal and your sense of right and wrong find themselves at opposite ends of the same track, travelling towards each other at equal speeds, doomed to collide in the middle like a maths puzzle gone awry.

What brings about this sort of moral dilemma for the gamer? Not the knockabout fun of a Saints Row dildo clubbing rampage, nor firing a bunch of birds head first into some oblivious pigs. No, it’s the games that create a world that feels real with characters that look and act in realistic ways; these are the ones that can be a test.

The debate as to whether the Arma series of military simulators should include female characters not just as civilians but as actual soldiers is one that has been bubbling along in the background of the series development for years. With the sudden popularity of the Day Z zombie mod for the game which brought with it female playable characters, and of course more female players, the debate about whether female characters should be allowed to fight in Arma 3 appeared to really take off.

Arma games have included women in the past, of course, and you could even play as one. However, there was the caveat that all female characters were civilians and they could not pick up or use weapons, at all. For all intents and purposes they served the role of the decoy target in the firing range that you’re not ever meant to shoot at. In some ways this is actually the worst way to put female characters into a game, mimicking the standard story tropes of women as damsels in distress, victims to be avenged and other completely powerless entities.

From a realism perspective of course this position is indefensible and has been getting less defensible year on year. Women now make up a large proportion of the armed forces of most countries and while very few countries use women in a front line infantry role the front lines are notoriously difficult to define these days. To be realistic a game should include female soldiers, even if only in supporting roles. This is something that the newly released Company of Heroes 2 has done, featuring women in the roles of snipers, aircraft pilots and tank crew for the Soviet forces. Arma 3 could do it easily too and really that should be the end to it.

However a second trend has appeared in the debate regarding female soldiers in Arma and it is the question not of whether people want to play as female characters, but whether they are happy to kill female characters.

At first this might sound strange, but on reflection there is some merit to this argument.

There is a degree of intelligence required with a game like Arma 3, a degree of engagement that you do not find with a cartoon style game like Saints Row 3 or even something fantastical like Skyrim. The Arma games require calculation and consideration almost more than they require reflexes or other traditional game playing skills. The game demands that you make the right decisions, often under pressure. The ability to shoot in a straight line, always a bonus, is usually a secondary consideration because if your decisions are wrong you’ll probably be dead before you can shoot anybody. The beaches of Day Z were littered for months with the still twitching corpses of Call of Duty and CounterStrike players who didn’t really appreciate what they were walking into until they’d been gunned down and had their beans robbed off them many times over by more experienced players.

Bearing that in mind, and also bearing in mind just how one-sided a properly planned engagement in an Arma game should be, this does bring certain ethical concerns into play. It is one thing to gun down other men in a game and sure it may not be sporting to do so while they have their backs turned or otherwise oblivious to them, but that’s just how it has to be, otherwise you get killed. But to do that to a woman? That may well require your blood to be a little bit colder. Unlike most reflex-based games, in Arma you will often find yourself watching your target, choosing your moment. A well-executed plan in an Arma game is more a series of murders than a fight. Inflicting that sort of calculated carnage on female characters isn’t necessarily going to sit as comfortably with players as shooting men would.

It is notable that even Saints Row 3, that most heartless of harlequins, did not feature female police officers or soldiers. Women remain in two of the gangs you fight against, but make up part of the rank and file of only one of them, appearing as bosses for the second. When even a game as ostensibly tasteless and disrespectful as that is willing to recognise some degree of chivalry in its enemy selection it seems apparent this is something designers are aware of. It can be hard to see the lines that Saints Row is not willing to cross, just due to the size of the truck they cheerfully drive over the lines they will cross, but they are there.

And so the ethical train wreck occurs. Women should be on the battlefield in a realistic game, but it doesn’t feel entirely kosher to be killing them because, particularly for a man, violent acts directed towards women are considered morally worse than those directed towards other men. We could say the same about other groups too. For example, what if the Arma series set a campaign in a civil war with one faction employing child soldiers? Would players go near a game where your opponents are horrifically exploited tweens? Not likely.

But then here’s the thing. If we’re going to get into this sort of discussion, what makes one digital representation of one demographic more ideologically safe to murder than another? Why is it so much easier for people to shoot a male avatar rather than one of a woman, or a child? It is pixels and polygons, it shouldn’t matter. But it does matter, even when we can clearly differentiate between what is a game and what is real our human empathy will kick in. We all know Bambi’s mother is a huge pile of pictures of a deer shown in rapid succession to create the illusion of movement, she’s not real, we know this, we understand this, but we’re still sad when she dies. This is because we’re sensitive creatures and it is completely understandable that a lot of us will be less comfortable killing a digital woman than we would a man, at least for the first few times, until we’ve become suitably desensitised.

So here we are, trapped between realism and reverence. Arma 3 will almost certainly feature women in combat roles, this is 2013 after all, but we should not discount all of the protests as simple misogyny. People will have to accept that women are not delicate flowers to be stepped over while those of us equipped with Y chromosomes handle the rougher aspects of life, whether it is considered to be for their own good or not. For some people that acceptance will not come easily and it might require some adjustment, but nobody said the Twenty-First Century wasn’t going to be complicated.

The Arma games require calculation and consideration almost more than they require reflexes or other traditional game playing skills.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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Will playing a farting corpse allow Daniel Radcliffe to finally shake off his Hogwarts associations?

Radcliffe is dead good in Swiss Army Man – meaning he is both good, and dead. Plus: Deepwater Horizon.

Actors who try to shake off a clean-cut ­image risk looking gimmicky or insincere – think of Julie Andrews going topless in SOB, or Christopher Reeve kissing Michael Caine in Deathtrap. Daniel Radcliffe has tried to put serious distance between himself and Hogwarts in his choice of adult roles, which have included Allen Ginsberg (in Kill Your Darlings) and an FBI agent going undercover as a white supremacist (Imperium), but it is with the macabre new comedy Swiss Army Man that he stands the best chance of success. He’s good in the film. Dead good. He has to be: he’s playing a flatulent corpse in a moderate state of putrefaction. If ever there was a film that you were glad wasn’t made in Odorama, this is it.

The body washes up on an island at the very moment a shipwrecked young man, Hank (Paul Dano), is attempting to hang himself. He scampers over to the corpse, which he nicknames Manny, and realises he could use its abundant gases to propel himself across the ocean. Once they reach another shore and hide out in the woods, Hank discovers all sorts of uses for his new friend. Cranked open, the mouth dispenses endless quantities of water. The teeth are sharp enough to shave with. A spear, pushed deep into Manny’s gullet, can be fired by pressing down on his back, thereby turning him into an effective hunting weapon.

On paper, this litany of weirdness reads like a transparent attempt to manufacture a cult film, if that term still has any currency now that every movie can claim to have a devoted online following. The surprising thing about Swiss Army Man is that it contains a robust emotional centre beneath the morbid tomfoolery. It’s really a buddy movie in which one of the buddies happens to have expired. That doesn’t stop Manny being a surprisingly lively companion. He talks back at his new friend (“Shall I just go back to being dead?” he huffs during an argument), though any bodily movements are controlled by Hank, using a pulley system that transforms Manny into a marionette.

The gist of the film is not hard to grasp. Only by teaching Manny all the things he has forgotten about life and love can the depressed Hank reconnect with his own hope and humanity. This tutelage is glorious: improbably ambitious DIY models, costumes and sets (including a bus constructed from branches and bracken) are put to use in play-acting scenes that recall Michel Gondry at his most inspired. If only the screenplay – by the directors, Daniel Kwan and Daniel Scheinert – didn’t hammer home its meanings laboriously. Manny’s unembarrassed farting becomes a metaphor for all the flaws and failings we need to accept about one another: “Maybe we’re all just ugly and it takes just one person to be OK with that.” And maybe screenwriters could stop spelling out what audiences can understand perfectly well on their own.

What keeps the film focused is the tenderness of the acting. Dano is a daredevil prone to vanishing inside his own eccentricity, while Radcliffe has so few distinguishing features as an actor that he sometimes seems not to be there at all. In Swiss Army Man they meet halfway. Dano is gentler than ever, Radcliffe agreeably deranged. Like all good relationships, it’s a compromise. They make a lovely couple.

What to say about Deepwater Horizon? It’s no disaster as a disaster movie. Focusing on the hows and whys of the most catastrophic accident in US oil drilling history, when an explosion consumed an oil rig in the Gulf of Mexico in 2010, it doesn’t stint on blaming BP. Yet it sticks so faithfully to the conventions of the genre – earthy blue-collar hero (Mark Wahlberg), worried wife fretting at home (Kate Hudson), negligent company man (John Malkovich) – that familiarity overrides suspense and outrage.

The effects are boringly spectacular, which is perhaps why the most chilling moment is a tiny detail: a crazed seagull, wings drenched in oil, flapping madly on the deck long before the fires start. As a harbinger of doom, it’s only mildly more disturbing than Malkovich’s strangulated accent. 

Ryan Gilbey is the New Statesman's film critic. He is also the author of It Don't Worry Me (Faber), about 1970s US cinema, and a study of Groundhog Day in the "Modern Classics" series (BFI Publishing). He was named reviewer of the year in the 2007 Press Gazette awards.

This article first appeared in the 29 September 2016 issue of the New Statesman, May’s new Tories