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Some thoughts on propaganda, history and games.

edited 2011-10-13 15:48:23 in General
One foot in front of the other, every day.
This morning I watched the new episode of Extra Credits. It's about propaganda within video games, but it also brings up unintentional propaganda, such as in the case of modern shooters where Middle Easterners, or at least some kind of militant Eastern group, are almost invariably the villains. There's a few particulars of the situation that are especially interesting to me.

As an amateur student of Medieval times and pretty much anything to do with knights pre-1700s, there's a disturbing parallel with the Crusades. This is not lost on Middle Easterners; a distasteful way to refer to a white soldier in the Middle East is as a "Crusader", such figures understandably providing almost endless villain material in context of their historical perspective. It does beg a question, though: how far have we come since the final Crusades? While those military actions were far from perfectly justified -- and almost as far from unjustified -- they were rational under schools of thought at the time. These weren't random hate campaigns against Muslims, but a response to prior Muslim invasions that came through Spain via North Africa, then combined with the religious demand of controlling Jerusalem. That is, the Crusades were both a means of spiritual attainment and defending against a military force that had been and continued to be very threatening, plunging at times into the heart of Europe without even having to fight the powerhouses of Poland and Germany who would otherwise provide an almost impassble buffer in any military operation headed further West.

I'm not going to open the can of worms that is logistic, economic and social discussion of the current conflict, but I encourage someone else to if they feel the need. You all have the knowledge, so you can make your own comparisons and draw your own conclusions.

Next, I'd like to submit this episode. It's mostly a comparison of the philosophy behind the gun, the sword and the cultures that produced them. In the process, however, there's a great comparison between American and Japanese perspectives in gaming. Interestingly, the Japanese don't tend to make modern shooters, or many shooters at all, and their games tend to bypass race altogether. Sure, their characters have a race -- usually Asian or white -- but this is seldom, to my understanding, brought to attention. That's beside the point, though. The point is, Japnese developers do not make modern shooters with Middle Easterners as villains. In fact, almost no-one does outside the USA.

The question is not about why the USA makes that kind of game, but why there is such an overwhelming fixation on them. One might argue that developers and publishers simply follow the demands of the paying public, but then the question just gets aimed at game consumers within the USA. On whatever level you want to look at it -- publisher, developer, consumer, all of them -- , I'm interested to know the answer to that question. In some respects, it does make me wonder how far we've come since the 12th century, though.

Comments

  • a little muffled
    I'd imagine the main reason for having Middle Eastern villains is that they're largely who Americans are fighting now. Sure, the stories of those games rarely resemble any actual current conflicts, but it still gives a hint of realism.

    As for why it's only American games...that's a good question. Creator provincialism is part of it, probably. A game's protagonists are often from the country the game was made, and if that country isn't fighting wars in the Middle East, the realism factor is much smaller.
  • He who laments and can't let go of the past is forever doomed to solitude.
    In my take, you are conflating both sets of conflicts, while they are a lot more separate than they are.
  • edited 2011-10-13 16:12:17
    One foot in front of the other, every day.
    ^^ I get the basic reasoning, but not the fixation. I realise that the USA is a powerhouse in gaming and military alike, which is bound to produce more games of this ilk than other nations. With that in mind, I don't see this kind of game being produced by the USA's allies. This is why the USA's fixation is so bizarre to me. It's fully reasonable to expect games of this nature to be made, and made pretty often, but the extent of the obsession still baffles me.

    ^ I did explain the differences, but the one very large similarity is the social parallel within media. These are certainly different conflicts, but it is interesting how both have produced similar prejudices.
  • edited 2011-10-13 16:21:35
    He who laments and can't let go of the past is forever doomed to solitude.
    Didn't you watch the Myth of the Gun episode? US culture is based on individualism, one against the whole, us versus them. That's why some of them hold the erroneous belief that taxes are an oppresive tool of the government./left-wing bias.
  • One foot in front of the other, every day.
    Whether it's a shooter or not is only a fraction of the context. The specific adversary and the attitudes towards them complete the picture.
  • a little muffled
    If realistic FPSs had been a thing during the Cold War, would we have seen just as many with Soviet villains? Probably. I don't think there's anything about the Middle East particularly.
  • One foot in front of the other, every day.
    I agree, but there's still the matter of the way such games are so readily pitched, developed and consumed in large numbers. It' be interesting to know whether game development and consumption follow something of a parallel within particular nations and other variables. For instance, Australia isn't a large game developing nation, but American military consumers are consumed very strongly. In contrast, the Japanese don't consume so many shooters despite having good access to the larger titles.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    That's why some of them hold the errorneous belief that taxes are an oppresive tool of the governmet.
    Yes, yes, offtopic, I know. But my issue with taxes in the US is that while some of it goes to good causes, most of it is split between a pyramid scheme of the same model that the government arrests people as con artists for and often-unjustified military action.

    If they're going to take some of my money, I'd really like them to act sane when spending it.
  • He who laments and can't let go of the past is forever doomed to solitude.
    Wrong, it's not a specific adversary, it is the concept of the adversary.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Anyway, more ontopic, I'd like to point out that even aside from the whole accidentally-bigoted thing, it's a huge sign of a devteam lacking the creativity needed to make something worth buying.
  • edited 2011-10-13 16:26:11
    One foot in front of the other, every day.
    ^^ You'll have to elaborate on that.

    You mean "concept of the adversary" in the most literal sense? That is, the concept of the adversary refers to that entity being an enemy and nothing else. Or do you mean the characterisation of the adversary irrespective of other elements?

    In any case, I don't think there's any sense in denying that modern shooters are very different to their older siblings in ways that go beyond gameplay. Remember that early shooters were all about that "guy with a gun" thing where the player became a one-man army to fight against legions of bad guys. In modern shooters, that element of that particular philosophy isn't there. You're not a singular combat behemoth, but part of a unit with vast logistical support and military training. No longer is there the democratic concept of one gun or one warrior being just as good as the other.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    Some stuff still does the whole one-man-army thing.

    But yeah, it is increasingly unusual.
  • Alex: You kidding me? Even in, say, COD, you still do basically do everything yourself. Your teammates basically don't do anything.


    "Ramirez, do everything!" didn't pop up out of nowhere.

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    But you aren't one semi-invincible guy with a shitload of powerful weapons all alone like you are in, say, Doom.
  • edited 2011-10-13 16:37:21
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^^While they're all lazy for gameplay reasons, you aren't more powerful than they are. You're just some guy; you just happen to be willing to do stuff. Hardly a one-man army.
  • He who laments and can't let go of the past is forever doomed to solitude.
    The us versus them mentality also comes into play, the point is to have an adversary, whichever it is, if it is pulled from the headlines, the better. The advent of the military style is based on the "realism" aspect. Real wars are not fought alone, so game wars shouldn't. Real soldiers are fighting in the middle east, so games follow suit.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^Yeah, that's where my statement about creativity comes into play.
  • "
    But you aren't one semi-invincible guy with a shitload of powerful weapons all alone like you are in, say, Doom.

    "


    Given that you can survive a ton of bullets, then hide and get all of your health back, you pretty much are semi-invincible.

  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    You also go down in like three shots.
  • One foot in front of the other, every day.
    The currently popular health regen mechanic is a result of abstracting the concept of a health bar. This is for the sake of game design; rather than fret about whether there are enough medpacks in a particular area, or whether they're placed appropriately, game designers now return the player to a set level of health which aids game design monumentally. Basically, your low health with regenerative aspects ensures that strong use of cover and other superior positions becomes the most tactically advantageous option. It's design to impose limitations for the sake of realism while removing another limitation that hurt game design.

    There's an extension of this concept in Dark Souls for much the same reason. While I'm a fair way through the game and found no ability or item that allows passive health regeneration, your basic healing items are limited byt the checkpoint system. That is, you have capacity for five healing items which are automatically rejuvinated at each checkpoint, which is clear and marked in the game world. This means that the game designers prevent the player from collecting too many helpful items while also preventing the player from running out entirely.

    Same principle and concept, different genre.
  • "The currently popular health regen mechanic is a result of abstracting the concept of a health bar. This is for the sake of game design; rather than fret about whether there are enough medpacks in a particular area, or whether they're placed appropriately, game designers now return the player to a set level of health which aids game design monumentally. Basically, your low health with regenerative aspects ensures that strong use of cover and other superior positions becomes the most tactically advantageous option. It's design to impose limitations for the sake of realism while removing another limitation that hurt game design. "


    That's a strange opinion, as most gamers have massive RAEG against health regen. It's like the most mocked feature of COD, besides bitching about the levels being linear.

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^It's not for the players. It's for the developers.

    Basically, the developers know exactly how many shots it takes to kill you, always.
  • edited 2011-10-13 17:09:53
    One foot in front of the other, every day.
    I think it's brilliant because it achieves exactly what it aims to. As I said, having low health that regenerates makes the player vulnerable while preventing them from being too easily killed if they stick to cover and approach with flanking tactics. While I don't think it's universally applicable, or sometimes better done with staggered regenerating health bars, it certainly fits the bill for shooters based on being a single vulnerable soldier on the battlefield.

    I'd argue that it's for the players as well. After all, it ultimately makes the aforementioned cover and flanking tactics the best choices in most situations, so it achieves a sense of tactical realism and therefore immersion.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^That's only good for the players when it's what they want.

    That said, I dunno why someone who didn't want immersion would play COD rather than some sci-fi game.
  • One foot in front of the other, every day.
    For military shooters, I think it provides exactly what's needed. Outside of that context, a different health system is fine too.
  • Kamen Rider MADOKA
    Why not admit FPS games are invented for the sake of wannabe armchair frontliners? ;)
  • Does that mean that modern military TBS games are for wannabe armchair generals?
  • One foot in front of the other, every day.
    ^^ Judging by some attitudes concerning the conflict between Battlefield 3 and Modern Warfare 3, you'd think there were lives at stake. -_-
  • To be or not to be? That is the question.
    ^^ Some of the turn based military games try to be realistic as possible, but I think they're usually on the PC side.
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