PLAYING DEAD: Ed Halter on how protest is entering the (video) game of war — plus, a brief history of video games and the Pentagon (Arthur, 2006)

Playing Dead

How protest is entering the (video) game of war

by Ed Halter

Illustration by Geoff McFetridge

Art direction by Yasmin Khan and Michael Worthington

Originally published in Arthur No. 23 (July 2006)


Like millions of others around the world, Joseph DeLappe spends multiple hours each week logged into online multiplayer games. His current game of choice is America’s Army, the squad-based tactical shooter produced and promoted by the real US Army as a tool for PR and recruitment efforts. America’s Army has been available for free download from AmericasArmy.com since July 4, 2002, and in its three-plus years of existence has developed a devoted global following; if nothing else, it has successfully enhanced the Army’s brand by associating it with something engaging, cutting-edge and youth-friendly. Millions of users who might not otherwise have a personal connection to the American military have found one through playing the game: they’ve gone on missions based on realistic contemporary scenarios, learned to fight together using official Army protocol and rules of engagement, and even had the chance to play alongside real US soldiers, who signal their participation via exclusive insignia worn by their online characters. While deadly and chaotic wars in Iraq and Afghanistan fill the headlines and TV screens, with reports as intimately gruesome as HBO’s Baghdad ER, America’s Army has provided a counter-image of the military that is as idealized as a textbook, as thrilling as a Hollywood movie, and as addictive as any commercial video game around. It is a paradoxical media object, mirroring its eponymous nation’s own divided consciousness: a game that celebrates realism through a carefully constructed fantasy that omits more than it reveals. In America’s Army, characters don’t end up with brain damage, missing limbs or post-traumatic stress disorder, or have to deal with an administration that sent them to a war that most back home don’t support, and then slashed their veteran’s benefits to boot—because none of that would be any fun at all, compared to the high-adrenaline, deep-strategy game-time of make-believe battle.

DeLappe, however, chooses to play the game rather differently than most. His virtual warfighter—whom he has named “dead-in-iraq”—logs onto America’s Army and simply stands there and does nothing. DeLappe nevertheless takes part in the game in other ways. Drawing from publicly available rosters of US casualties in Iraq, DeLappe types out the names of killed servicemembers into the game’s text message chat window, entering one name per line. For example, during one of DeLappe’s missions of virtual conscientious objection, some fellow America’s Army players saw this appear in their text message scroll as they organized for battle:

[US Army] dead-in-iraq messaged: JONATHAN LEE GIFFOR, 20, MARINES, MAR 23, 2003

[US Army] dead-in-iraq messaged: JOSE ANGEL GARIBAY, 21, MARINES, MAR 23, 2003

[US Army] dead-in-iraq messaged: DAVID KEITH FRIBLEY, 26, MARINES, MAR 23, 2003

If his dead-in-iraq character gets killed in battle or is voted off the server by fellow gamers (a procedure typically employed with players who aren’t taking the game seriously and thereby inhibiting others), DeLappe logs back on at another time and continues where he left off. He started this text recitation in March 2006, and by the middle of May had typed out the names of over 350 war casualties. He’s inputting the names chronologically, from the first casualty onward, and intends to type out a complete naming of the military dead. DeLappe says he will continue this online memorial until there are no more names to memorialize—in other words, until the war stops producing American corpses in uniform (and at the time of writing this article, that means he has more than 2100 names to go). So DeLappe has found his own way to play America’s Army, creating an experience that owes less to Quake than it does to the Quakers.

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NOVEMBER, 2002…

Ten years ago — 2002 — right about now: 70,000 free copies of the 56-page Arthur Magazine No. 1 somehow hit the streets across North America.

Thank you to everyone who helped get this train rolling.

Thank you, publisher Laris Kreslins and art director W.T. Nelson. Thank you, adfellow Jamie Fraser.

Thank you, senior advisors Mark Lewman, Paul Cullum and Shawn Mortensen (RIP).

Thank you, contributors Paul Moody, Byron Coley and Thurston Moore, Geoff Mcfetridge, Spike Jonze, Neil Hamburger, David Berman, Ian Svenonius, Dame Darcy, Eddie Dean, Joe Carducci, Camille Rose Garcia, Jason Amos, Joseph Durwin, Daniel Pinchbeck, Alan Moore, Pat Graham, Dave Brooks, Steve Giberson, Mike Castillo and John Henry Childs.

Thank you, all the agents in our improvised guerrilla distribution network across the continent.

Thank you, all the entities that spent money to advertise in our untested pages.

Thank you to everyone thanked on Page 3 of the mag: Brendan Newman, Kreslins Family, Oma, Kristaps, Gary Hustwit, Chris Ronis, Kate Sawai, Janis Sils, Bernadette Napoleon, Vineta Plume, Fred Cisterna, Richard Grijalva, Ned Milligan, Lizzy Klein, Robin Adams, Jack Mendelsohn, John Shimkonis, Prolific, Chris Young, Ed Halter, Mike Galinsky, Jim Higgins, Plexifilm Family, Alie Robotos, Domainistudios, Fistfulayen, Natalie and Zach, Janitor Sunny Side Up, Yasmin Khan, Rachel Stratton, Lady Montford, John Coulthart, Henry Childs and Joshua Sindell.

Thank you, Sue Carpenter.

Thank you, Darcey Leonard.

Thank you, John Payne and Andrew Male.

Thank you, Robin Turner.

Thank you to the bands that played Arthur’s launch party at Spaceland in Silver Lake (thank you, Jennifer Tefft): Fatso Jetson, Chuck Dukowski Sextet… I’m not sure who else.

Thank you, Matt Luem.

Thank you, Steve Appleford, for being a real journalist.

Thank you to everyone who played a role who I’ve forgotten or neglected to post here. (Please be in touch!)

And thank you to everyone who found the magazine, picked it and read it.

We’re coming back.

FAMOUS ARTHUR: Arthur C. Clarke, profiled by Paul Moody (Arthur, 2002)

Originally published in Arthur No. 1 (Oct. 2002), with a full-page illustration by Geoff McFetridge. In the photo above, ACC holds his copy of Arthur No. 1, with that page showing.

FAMOUS ARTHUR: Arthur C. Clarke
Paul Moody enters the sci-fi court of King Arthur

Androgynous aliens searching the galaxy for the nine billion names of God; mysterious unmanned spaceships drifting Marie Celeste-like into the solar system; vast black monoliths discovered under the surface of the moon..it’s all in a day’s work for Arthur C. Clarke.

The author of more than seventy novels and the undisputed Godfather of science fiction, he’s also—to a generation brought up on his long-running UK TV series, The Mysterious World Of…—the monstrodomo of the unknown. Add the fact that’s he’s lived in self-imposed exile in Sri Lanka since 1956, became a guru to the entire US space program in the 1960s and has attracted visits from even the likes of ill-fated Rolling Stone Brian Jones in the search for answers to the reason why we’re here, and you’ve got a mystery wrapped in an enigma signed with a question mark. Religious cults have been born from less.

Yet meeting this good natured sci- fi Colonel Kurtz takes you into an even stranger world. Picture the scene as a Hollywood pitch: you’re standing in a quiet residential street in Cinnamon Gardens, the most exclusive district of Colombo, capital of Sri Lanka. Vast palm trees sway in the 90-degree heat haze. A cloud of bats flies overhead on its daily vigil toward the sunset. Suddenly a ten foot grille slides open and you’re walking into the private residence of one of the most reclusive figures on the planet.

Yet it’s all true. As you go up the stairs of his palatial headquarters you begin to realize you’ve entered a one-man orchestrated nerve-center. This is a far cry from the days when Clarke owned the first television set in Sri Lanka. Banks of computers drone harmoniously; fax machines buzz with communications from all corners of the globe (the telecommunications bills rarely drop below $1000 a month). Signed pictures of everyone from Neil Armstrong to Elizabeth Taylor to the Pope line the walls, amid vast blown-up NASA Moonscapes, whilst a vast floor to ceiling bookcase at one end of the room is filled entirely with hardback first editions of Clarke’s novels.

The overall effect is like entering the inner sanctum of a benign, hyper-active Bond villain. Prodigious isn’t the word for Clarke. He claims to have 102 projects on the go at any one time, and in this setting, aided by a host of assistants, it’s hard to disbelieve him. On top of all this, a wall-sized TV screen is beaming footage of Clarke appearing as a hologram at the Playboy Mansion last year. Standing on a dais addressing an invited crowd of NASA dignitaries, octogenarian swingers and luminescent blank-eyed Playboy bunnies, Clarke delivers a speech as a shimmering, golden, light projection. The effect is much like seeing Kirk and Spock mid-dematerialization on the USS Enterprise. Except Clarke really is going where no man has been before.

As you’d imagine, he’s pleased with it.

“You are watching history!” he booms by way of introduction, gesturing at the screen. Wheelchair bound due to the debilitating effects of post-polio syndrome, nonetheless he wheels himself forward at high speed wrapped in a batik sarong.

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