Around once every six months, I am confronted with: “You know all these videogames you play are American propaganda? Paid for by the army, it’s true.” To which I reply, teeth clenched: “No, Dad. That’s only sort of true.” Not the best retort.
Government propaganda certainly exists in video games. The American military does use videogames as recruiting tools, and this week the Russian government announced tax cuts and grants for developers of “Patriotic games”, focusing on the second world war. It would be nice to see more games focusing on Russia’s role in the war, but if it’s coming from the masterminds that brought us Action Putin, I really doubt we’re going to get anything especially thoughtful from this programme. In any case, they haven’t made anything yet, so we must return to our friends at the US army.
The two most prominent US videogame recruitment vehicles are America’s Army and Full Spectrum Warrior (2004). Full Spectrum Warrior is billed as an actual training tool, a claim that seems specious. Unfortunately I haven’t played FSW – it refuses to run on my computer – but I trust Consolevania when they call it ridiculously easy and say:
In this game, all you have to do is play the training mission, and then you’re a fully trained US soldier. If this game is to be believed then the US army only have one tactic.
Quite similar, then, to propaganda of yore showing military life as nice, clean, fun. The game is easy and, look, realistic! The aim seems to be to tone down the sense of danger as a part of war; the US is benign and unstoppable, its foes weak. This echoes the wider media narrative in the early years of the War on Terror. All in all, quite simplistic.
America’s Army seems more honest. Death comes thick and fast, and the game places a lot of focus on teamwork in order to win. It’s focus is less on the enemy as incapable – it’s a multiplayer game, the enemy wins around half of the time – and more on the modern soldier as aspirational figure. It falls down on realism, which is to be expected. It is a propaganda piece, designed to appeal to game-loving teens, and actual military sims are not known for being fun so much as extremely stressful. America’s Army plays not dissimilarly to CounterStrike.
Of course, most first person shooters are not US military-funded propaganda; so why do they appear as such to the outsider? In 1999, with the release of Medal of Honor, games depicting the American role in World War 2 became dominant, a trend that with the notable exceptions of the Halo and Half-Life series – and little else – continued up to the release of Call of Duty 4: Modern Warfare. This newer style of shooter, with more cinematic set-pieces and some lip-service to realism, swiftly joined Mario and Tomb Raider in the image of videogames as seen from outside the hardcore clique.
The main influence of WW2 shooters is, almost without exception, the opening of 1998 film Saving Private Ryan. Detailing the D-Day invasion, the opening 27 minutes of the film are horrifically grim, gruesome, and relentlessly exhilarating. In videogames, the tendency is to accentuate these two latter qualities, while quietly ignoring the first. After all, where is the fun in depressing the player? Where is the business sense in creating a game which nobody wants to play? The focus becomes on the thrill of action, guns shift from tools to objects of fetishism and victims are reduced to parodic automatons, indistinguishable and unimportant. The Omaha beach scene, repackaged for sale in an industry that requires fun above all else, is whitewashed.
There are also practical considerations, of course. Rendering a game on a consumer PC requires a downscaling of detail and scale. The experience cannot be so tightly crafted – and constant danger of death becomes frustrating – in a game setting, so Tom Hank’s very lucky Captain Miller becomes a superman, shrugging off bullets with no ill effect. It isn’t realistically possible to live up to even a film version of D-Day, let alone the real thing. However, neither is much of an effort made, and this sanitisation cannot fail to be compared to the efforts of government propaganda, even when it comes about for entirely different reasons.
Entirely different? By 2007, games had simulated World War 2 for longer than the duration of the actual war, and the genre was tired. Enter Call of Duty 4, and the ascent of the, modern-combat themed pseudo-sim in the eyes of the public. Saving Private Ryan‘s time was all but done, and the CoD4 developer Infinity Ward needed a new film from which to take most of its inspiration. This film was Black Hawk Down, directed by Ridley Scott and released in 2001.
Depicting the Battle of Mogadishu in 1993, Black Hawk Down is a tour de force of stylish violence, with a focus on military manoeuvres and little concern for the human impact of war. In other words, perfect material for the cinematic shooter, heavy on what is easy to simulate and light on what is not. It is also ludicrously biased, wasting no time giving any context for the confliction, instead showing the Somali as stereotypical savages, lashing out irrationally at the utterly benign Americans. The film’s borderline racism is only underlined as, after showing heroic deaths of US soldiers, we are presented with the message: “1000 Somalis died and 19 Americans lost their lives in the conflict”. These 1000 people – a conservative estimate of Somali deaths – are treated as nothing but cannon fodder. No justice is really done to the Americans, either. Instead of real characters, we are presented with Stoic Soldier, Nervous Soldier, Goofy Soldier… It is depressing in almost every way. It’s also hard not to see the film, praised by prominent American neoconservatives, as having a strong political purpose and a stark message. From this 2002 article by Ann Talbot:
The few seconds of film CNN screened showing the mutilated body of an American soldier being dragged through the streets shocked the US public, who could not understand why these young Americans had been sent to Mogadishu…So powerful was this image, however, which was of a very different kind to the slick Hollywood depiction of death and injury shown by Scott, that it made the use of ground troops on this scale politically impossible for almost a decade…
The filmmakers, the right wing politicians and the US military who backed it hope that for those who see Black Hawk Down the sanitised, choreographed violence of Scott’s film will become the image of the October 1993 incident they remember.
Both Call of Duty 4 and its sequel Modern Warfare 2 stick closely to the Black Hawk Down playbook: no real characterisation and a slick, stylised approach to violence. There are some attempts to show the horror of war in all three (the two boy soldiers in BHD, the nuke and No Russian in the Modern Warfare games), but in all three cases America’s only crime is to underestimate the savagery of its enemy. All three give a peculiarly one-sided view of the morality of war.
The Modern Warfare games are guiltier even than Black Hawk Down in playing down the unpleasantry of combat. They are clean – gore is kept to a minimum – and put even less effort into its Taliban-lite and cliche Russians than Scott put into his sock-puppet Somalis. Even in Modern Warfare 2‘s most contentious (and out of place) scene, No Russian (in which Russian Ultranationalists gun down civilians in an airport), the horror is played down. The victims are reduced to little more than screaming parodies of people, there are no children or old people. The player is not a heartless mercenary but a CIA agent, a patriot protecting the world from more terrible attacks. Even in the slaughter of innocents, the player has the moral high ground. Modern Warfare 2 pulls its punches. Is all this propaganda, for political gain? Perhaps not. Here is post-hype’s Chris Breault, on his experience as a writer on The Punisher videogame adaptation:
“I was told to rewrite the lines where anyone expressed a strong desire not to die. It was “sadistic” to kill people who directly asked you not to kill them. This sort of sadism is exactly the stuff that gets us a red flag from the ESRB…”
In an industry in which humanisation of enemies is prohibited, because it might cause your audience to think about their actions and be unsettled, is it any wonder that so many modern videogames resemble a conservative wet dream?
I have a new response to my father’s question, “You know all these videogames you play are American propaganda?” Well, they’re not. They just look like they are.
Not a great improvement, I’m afraid.




8 comments
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June 20, 2010 at 12:59 pm
The Sunday Papers | Rock, Paper, Shotgun
[...] In the wake of the Russians supporting nationalistic development, Daniel Rivas writes a little about art and agitprop in games. [...]
June 21, 2010 at 8:53 am
Matt
Is Ann Talbot one of the “prominent American neoliberals”? Because her review certainly didn’t praise the film.
June 22, 2010 at 7:49 pm
TeeJay
@ Daniel Rivas
I enjoyed reading this and you make some good points. However I have a few niggles where it feels like you have rushed over some details to make them fit into your larger argument:
There were certainly a lot of WW2 games between 1999-2009 but it’s overstating it to say there was “little else”. You’d be more persuasive if you put some names and numbers to it and said whether you are just talking about best-selling AAA first-person-shooters. Even here sci-fi, horror and crime also featured, and in military settings the cold-war, vietnam, mercenaries, near-future or alternative history and various other nationalities beyond just americans did feature.
While the D-Day beach scene ‘movie tribute’ in MOH:AA was notable, it’s gameplay was just an exception – one level rather than representative of the rest of the game. Another similar atypical “stand-out level” was the Stalingrad river crossing where you are given one bullet and no gun, and get shot by the soviet political officers if you try and retreat. In both most players die rapidly and repeatedly, they don’t “shrug off bullets”. Plenty of the WW2 games emphasised the grimness, sadness and destruction of war, during cut-scenes, dialogue and via character reactions, which stands as a counter-point to the adrenalin/action parts.
I’d also argue that there wasn’t a simple 2007 switch away from WW2-themed games: you still had MOH:Airbourne (07), CoD:World at War (08), Wolfenstien (09).
You also had earlier ‘modern-day’ warfare games like Battlefield 2 (05), the Delta Force games (99-), Ghost Recon games (01-), Operation Flashpoint (01) and of course Counter-Strike (99-).
I’d argue that the “trend” comes more from when a new generation of game engine allows detailed environments and cinematics, and a range of developers/publishers launching a range of combat games, in various ‘flavours’: sci-fi / near-future / ww2 / vietnam etc. It’s true that there is a “me-too” aspect, but rather than being ‘linear’ I’d argue that it is ‘segmental’ – ie if and when the next generation of game engine is used then the developers/publishers will create a new range of sci-fi / near-future / ww2 / vietnam etc. combat games… filling each ‘segment’.
If we are allowed to broaden the genre-pool slightly we should throw the Command & Conquer games into the mix, the large number of strategy games that allowed you to play as the Germans/Axis side, a nucelar-war sim like DEFCON: Everybody Dies, the Tropico, Silent Hunter and various flight sim games…
I can’t say much about the links between CoD4 and the Black Hawk Down movie. I am surprised however that you haven’t tried to trace the impacts of 9/11, Iraq and Afghanistan on videogames.
Allowing a 3 year development ‘time lag’ after 9/11 and the invasion of Afghanistan takes us to around the start of 2005 and 3 years from the invasion of Iraq to mid-2006. This arguably makes a game like Battlefield 2 the first “post-9/11″ game. You could also argue that Team Fortess 2 (2007) provided a popular “non-politicised” alternative for people who wanted to continue their combat addiction. Sci-fi, WW2, cold-war or non-middle-easern mercenary or crime settings also allow current politics to be side-stepped to an extent.
I’d argue that it’s only a few franchaises that have ended up going down the CoD and MoH route – ie explicitly linking in to topical zeitgeist – maybe partly because of the big names in that segment but also maybe actually wanting to avoid certain areas of politics.
Regarding the comment about “no real characterisation and a slick, stylised approach to violence” – this is something that appears in a range of shooters. You’d need to convince me that this is specific to “American” shooters. I’ll keep an open mind, but it isn’t really enough to just point at two games.
You might have a stronger point about about the actual writing and chacterisation. Most games with identifiable military or law-enforcement characters are written typically from a US or US-affilated point of view. I can think of STALKER games that are more Ukranian/Russian, or various games where it’s left fairly ambiguous. But rather than propaganda per se, this may have more to do with providing a widely comprehensible ‘narrative’ for an international audience, which mostly consists of a ‘western’ audience or middle-class people elsewhere and which has already learnt the “language” of American movies.
Maybe as more people watch Japanese or Russian films (for example) and get familiar with different kinds of stories an viewpoints, then game developers will be more confident in developing combat games aimed at an audience that will easily ‘get it’.
Finally, I’m not sure “neoliberal” is a massively helpful label to characterise pro-US propaganda, since it is more connected to free-market economics than militarism per se. The label “neoconservative” puts more emphasis on an interventionist foreign policy. Both labels are a bit ambiguous so it’s just better to say “militarism” or “nationalism” for example, or whatever it is you are specifically talking about.
June 22, 2010 at 10:30 pm
Daniel Rivas
Wow, that was a very long reply. Thanks.
With regards to basically ignoring the Battlefield series and the like, I was trying to talk about the narrative of trends as seen from outside of the ‘hardcore’ video-gaming community. I definitely could have done a lot to make this far more obvious, but I won’t now because I am, essentially, very lazy. But I think from the viewpoint of for example, my dad, there are definite and very sudden changes in style, probably from 2D sidescroller to 3D platformer to Doom to WW2 to Modern Warfare, with GTA in a special bubble to the side. There are obviously gradations and whole sideshows to this, but these are not apparent if you never step inside a game shop. I think, anyway. I might give you Counter-strike? Possibly, but he certainly wouldn’t know the name.
“Regarding the comment about “no real characterisation and a slick, stylised approach to violence” – this is something that appears in a range of shooters.”
Very true (this is something I find problematic, on the whole), but I was specifically talking about the Call of Duty series, and I found the self-seriousness/Bay-lite special effects combo to be egregious enough to point out.
When it comes to the Stalingrad mission, I’ll cop to that. Ditto “neoliberal”. You’re right, I meant neoconservative, which I think speaks to the militarism and nationalism as a means to liberalise and democratise unfriendly and ‘backward’ countries, rather than the more generic terms. I’ll change it, making this here paragraph seem retroactively very strange.
Thanks for your very detailed feedback. It is appreciated.
June 22, 2010 at 10:38 pm
Daniel Rivas
Whoops, just saw this:
“I can’t say much about the links between CoD4 and the Black Hawk Down movie. I am surprised however that you haven’t tried to trace the impacts of 9/11, Iraq and Afghanistan on videogames.”
Boom! Very true. For this I shall make amends, when I have the time.
June 26, 2010 at 11:46 am
TeeJay
Good to know the feedback was worthwhile. I got here via Rock Paper Shotgun “Sunday Papers”. In the past I’d have posted there but I’ve now decided that the original blogs/authors deserve more traffic and direct feedback, whereas posts on RPS often get lost in the crowd and ignored unless you comment within the first 24 hours.
Just to add another interesting factor, military shooters are very popular in the UK (where I live) and other European countries. Most people in the UK support the military and “kind-of” support military action, but not in an out-and-out macho way. People prefer to see “our lads” as strong, silent disciplined and compassionate, rather than emotional, violent, macho and stupid and even the “SAS stereotype” is not of a big muscle-bound sport-playing bruiser, but more a cross between davy crocket and a mafia hitman. Other european countries have their own national attitudes to their own military and foreign policy.
It would be interesting to trace the correlations between game made in countries (eg eastern european shooters) the military shooters most popular in various countries – and these countries real-life relationship with their military and willingness to take part in NATO or other military action. For some people / countries / cultures do “sci-fi” settings allow people to indulge in military shooting while side-stepping awkward issues (maybe something that Americans tend to address head-on instead)?
Another intersting link: http://www.informaworld.com/smpp/content~db=all~content=a788225710
“Narrative and ludological analysis suggests that Electronic Arts’ Medal of Honor: Rising Sun constructs a narrative of World War II that selectively retells history”
I finally managed to track down this 2003 Slate article:
“Player, Attack Thyself”
http://www.slate.com/id/2096112
July 21, 2010 at 5:45 am
DSimon
I recommend giving Full Spectrum Warrior another shot sometime; it’s actually a fairly well-realized game, and not as easy as that description implies it is. And, as you described in America’s Army, it also focuses heavily on teamwork, and makes death realistically easy to stumble into.
July 24, 2010 at 7:12 pm
Daniel Rivas
Yeah. I own it, but it really doesn’t work. Judging from the Steam forums, it’s a pretty common issue. It’s a shame, because I didn’t really feel comfortable basically attacking a game I’ve never played.
Sad face.