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Play thy enemy
November 16, 2004 - by Ian Bogost

WCG friend Clive Thompson writes at Slate on Halo 2 as a statement about military politics.

... the ideological payload here comes merely from the act of flipping sides in medias res. In jumping across the foxhole, you're forced to acknowledge that your enemy has its own subjective, if flawed, reasons for fighting, that maybe they're something more than a cardboard cutout you use for target practice.

I find these observations quite smart. Could it be that the "fictional" games are more political than the "reality games"?



Comment from 0utlier on November 17, 2004

In Star Wars: Battlefront, the historical campaigns include a similar feature. In one battle you may be a Rebel fighting the evil Empire, then in the next battle you are one of Darth Vader's henchmen. In playing it, it was the first time I really thought about the possibility that in the Star Wars universe, the rebellion would have likely been seen as a threat to the existing order (terrorists? insurgents?).

Comment from KevinH on November 25, 2004

"In jumping across the foxhole, you're forced to acknowledge that your enemy has its own subjective, if flawed, reasons for fighting, that maybe they're something more than a cardboard cutout you use for target practice"

Doesn't that defeat the object, though?

Personally, I agree that it's a good thing. But am I the only one to suspect that people buy and play many types of games - notably FPSs - precisely because they are morally simplistic?

When we were kids, the world was simple. As we got older we gradually had to deal with more complexity and uncertainty, shades of grey where before there were black-and-white distinctions, complex humans in place of ideallised archetypes, and two sides to every arguement. But that's tough. Most of us would rather live in a simpler world - the world of the angry five-year-old where everything is black-and-white and no problem requires more than the application of violence to solve.

FPS-style games pander to our desire for absurdly simplistic worlds. Remove the simplicity and you remove the appeal.


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