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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PIXEL DEEP: Gabe Soria talks with “You” novelist/video game developer Austin Grossman (Arthur, 2013)

The Four Holy Archetypes of the RPG Zodiac: Amazon, Warrior, Magician, Trickster., by Ron Rege Jr.

PIXEL DEEP

Novelist Austin Grossman is obsessed with both the video games people play and the developers who make them. Gabe Soria gets with the program. 

Illustration by Ron Rege, Jr. , art direction by Yasmin Khan

Originally published in Arthur No. 34 (April, 2013)

You, the new novel from Austin Grossman, is a testament to the enduring appeal and agony of fictional world-building. Framed as a quasi-coming of age tale, the book is narrated by the prodigal member of a crew of four computer game enthusiasts who create an enduring, Eternal Champion-esque video game franchise while still in high school. Seen through the prism of the video game industry from the homebrew days of the early-80’s to the tech explosion of the late-90’s,You explores what video games mean to us and how they both shape and distort the lives of those who create and consume them. 

Grossman’s first novel, Soon I Shall be Invincible!, played with the tropes of Silver Age and Bronze Age comic books by taking the standard stories of a would-be world-beating villain and rookie superhero and digging deep into the motivations behind each as they move toward a standard epic confrontation. You does the equivalent for the world of a fantasy video game, delving into the motivations of not only the creators, but of the characters in the games themselves. It’s a strange and affecting experience that gets close to the reasons behind why we sit by the console campfire to both tell and have stories told to us. Arthur rang up Grossman—a veteran video game writer and consultant—to have a chat about all this mess.

Q: Video game novels, besides novels actually based on video games, it’s a very small club: Lucky Wander Boy (see Endnote 1), Ready Player One (2), Microserfs (3), Reamde (4) and now You. What inspired you to set a novel in a world that doesn’t lend itself so much to stories about its creation?

A: Gamers feel like an embattled minority. The public think they’re either pathetic or violent, and I don’t feel like that myself. I felt that this was an area of the culture that hadn’t been described too deeply or clearly or truthfully as it could be, so someone should take a whack at this, and I nominated myself. Video games are a really kind of an odd and varied and deep experience, and that needs to be represented. It was an interesting experiment so I gave it a try.

Q: While You is a book about video games, it’s a book about storytelling. It’s a book about the stories we tell each other, the stories we want to hear. And the title itself: You. It seems to evoke that special place in storytelling that video games occupy. Life itself is a first person experience, most novels you read are third person experiences, but video games themselves, as a method of storytelling, are in the second person. It’s all about pointing at you, the player.

A: That’s exactly the sense of the title, that’s exactly the weirdness that the book tries to grapple with. The storytelling of videogames is something that the closer you get to it, the weirder it is. Is a video game telling you a story? Is it telling itself a story? It’s kind of in this weird intermediate state that’s hard to map to anything. When I lecture about video games I talk about LEGOs and Barbies a lot, because you have to go to these places to find good analogies for the storytelling in games. I think that’s probably why storytelling in videogames has kind of lagged behind, because we can’t get a handle on what that moment is, you know, when you pick up the controller and you commit to making yourself a character. It’s really odd, and no one is done figuring out what exactly that means.

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Assteroidz: Diamond Dave Edition

Q: Do you have Asteroids? A: No, but my dad does.”

OMFG! We thought the mere IDEA for this thing was funny enough, but then Van Hagar’s ugly mug comes floating through the space debris. GENIUS. Forget the latest Tom Clancy nuclear holocaust first person shooter war porn: Diamond Dave’s Assteroidz is the video game of the year.

Find more wonderful Van Halen oddities over at WFMU’s Beware of the Blog.