Rethinking Wargames
Activate



Question to all chess players-
under what conditions could the
pawns in this game win?


answers on an (e)postcard

Activate is the second phase of Rethinking Wargames, developing new online chess in which which players collaborate to change to the game. Commissioned by
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Interviews

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Interviewees

Robert Praxmarer is a core member of the Ars Electronica Futurelab, and Virtual Reality Research Department. He works on concepts, visions, realizations in the fields of science, technology and art. He also writes for RebelArt Magazine.

Andy Deck is an American media artist specializing in Internet art. His work addresses the politics and aesthetics of collaboration, interactivity, software, and independent media.

Josh On's Antiwargame 'lets a player act as the US President and lead the USA into a war against terrorism...It is the President¹s challenge to keep up presidential popularity while pursuing whatever strategy might appeal to the player's sense of gameplay or political outlook.'

Kipper is the creative director of Escape From Woomera, an online first person, 3D adventure game, being developed by an Australian collective of games developers, artists and activists. The game invites players to assume the character of a modern day refugee, and attempt to escape from a well-known detention centre in Australia.

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Net Art and Games as Protest Media- Interviews

People have demonstrated an eagerness to play games with computers for decades, but today many don't even know that online art exists. For interactive software art, if it is not to be elitist and directed only at people who are already familiar with art software, games are an interesting form to adapt. Familiarity is something that can be used.

I think EVERY medium is appropriate for dissent. That doesn't mean that every medium is suited to the message of course. I think that the best medium for dissent are physical actions like protests, strikes and sit ins. They bring people together in physical space to share their ideas and opinions. We learn who is on our side. For example in a strike police will attack the strikers and protect the scab labor. The situation is exactly the same in a lock out. But we need space to develop our theory too, to record the memory of these struggles and generalize from them, that is where books, journals and papers come in to play. If we are to win this class war and get rid of classes forever we must be clear in our objectives and informed about our strategies. Videogames fall into the larger category of cultural dissent. I don't think it works the same way as the more direct action, propaganda and organizing. Nevertheless, we are enduring a cultural assault from the right. There are multiplexes full of war propaganda like Black Hawk Down, and the Army has put out a recruitment war video game. I think this demands some symmetry. We should fight them on all fronts, of course we should be tactical about it, and I don't think that the would of videogames is where we should put too much of our energy!


Firstly, gameplay is inherently about struggle and interacting with and challenging boundaries and rules. In a cultural and historical sense the videogame is a subversive medium that inspires passion in young people. It offers a level of broad social relevance and empowerment for delivering progressive ideas that you can't get so much anymore from traditional media.

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Of course the styles of the popular games demand alternatives that the game industry has failed to deliver. There are ways to approach the game-as-form that are serious. Many artists working with games have imitated the violence of the industrial mode. Actually, this is partly for technical reasons, because the easiest way to build a game is to hang new wallpaper in an existing game framework. It's much harder to build something original from scratch. So if there is a drawback of this form, it's that technically it is very challenging for an individual to produce a video game comparable in its sophistication to the ones that are built by the game industry. By sophistication' here I'm referring to technical qualities and complexities that are immediately perceived by game enthusiasts.

I think there is a problem with "fighting" on the cultural front in general. Which is that using art didactically often produces poor art with a sloppy message. There are exceptions to the rule of course. There are some great children's books like Raymond Briggs' Where the Wind Blows for example. I don't know that cuteness is a problem per se. There are great political cartoons which employ cute characters to convey serious political messages. In the USA there is a great comic strip called the Boondocks which often comments on the racist institutions from the point of view of two young African American kids.


The major drawback of this medium is that production and distribution is largely controlled by a corporate elite. Only once this control is seriously challenged can we truly find out how much the problems and perceptions of the videogame medium have to do with inherent limitations of the form versus how much they actually have to do with the content that is created for it. I also think there is no distinct line that can or should be drawn between entertainment and serious topics in games - after all, 'serious' novels and films are still given aestheticised treatments.

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The games I've made are not very fun and they don't deliver the kind of satisfying results that one might expect. So I don't think there's much danger that people are going to mistake my work for pure entertainment. In general I mistrust this tendency to focus on what's wrong with kids today. Adult political "leaders" are treating real people as if they were avatars in a video game without consequences. Let's begin by accusing them and deconstructing the schemes of representation that are used against the interests of the young.

I think young kids a pretty smart on the whole. I am not sure whether Antiwargame was coherent enough, but I hope that some of what I was trying say got through: it was business calling for war, troops would rather get stoned than fight, this will end in nuclear war or revolution.


I think gamers recognise that lots of commercial games are overtly political and always have been. The only real difference between our game and a commercial game will be the politics - we're hoping to make it just as fun because we see that making a good quality game is essential to achieving one of our major goals. That goal is to help prove that it is possible to make a playable game that wholly embraces the medium - ie beyond conceptual art - whilst engaging with challenging and progressive themes.

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Mezzo del cammin. When I was fifteen I met the local tycoons of the video game parlor. They were all in their early twenties. My personal dislike for them led me to stop playing games because I didn't want to help them buy more fancy sports cars. Up until that point I played hand-held and arcade games, but now I hardly ever play electronic games.

I am 31. I don't play many videogames, though I have worked in a couple of games companies. I play a lot of board games and card games, and I used to play a lot of Sid Mier's Civilization.


I'm 27, and we're (the EFW dev. team) mostly in our late 20s and early 30s. My favourite game of all time is Deus Ex because of its depth of content and ideas but for sheer pleasure the game i've played obsessively is Counter-strike. Because I've worked in the game development industry I know lots of hardcore gamers - which makes me realise that I'm not hardcore, maybe somewhere in between a "casual" and "moderate" gamer.

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Again, I think the generation of sociopaths is all grown up and, where I come from, they're in charge of the government. I'm reminded of a slip of the tongue by Norman Schwarzkopf during the first Gulf War. When asked whether war had become too much like a game, he denied it. He then went on immediately to say, "[A]t this stage of the game, this is not a time for frivolity on the part of anybody." Games and game cults are so pervasive that it's hard to avoid being influenced by them. I guess if there's a hopeful aspect to this situation, it's that the commodity-orientation of electronic games generates expectations of novelty. As games continue to evolve, there will be more and more opportunities to sustain meaningful, quasi-literary experiences.

There has been a long history of solitary games. But on the most part games a structured form of social interaction that help us connect with each other. Even one player videogames have a sort of one way interaction going from the designers through to the players. But more and more games are being made that connect people together. People with games consoles can connect them to the internet and speak through headsets to other players they met online. People are social creatures, that is why those gaming parlors are so popular around the world. I don't think that we have a generation of sociopaths growing up. Even kids who sit there alone playing shoot em ups for hours, understand that this is "just a game." As the contradictions of this profit driven world increasingly prevent us from living meaningful and fulfilling lives, we seek meaning where we can find it. I hope that there are generations of revolutionaries growing up, but that will take more than videogames, more than art. It will take lots of reaching out to those who are angry at the system and joining with them in struggle, all the time discussing what it will take to change it!


There's been a lot of assertions from Moral Panickers about the supposed brain-numbing and anti-social nature of gaming - but isn't reading a book inherently an anti-social experience? Most gamers I know love network gaming. Some of the closest bonds I've formed with my workmates have been due to LAN gaming. I guess that would count as a meta-layer for social interaction, because I've found that you can tell alot about someone's personality and interactions in the real world from how they play a multiplayer game. I guess it's the same in traditional games. Many people have said that one of the important roles of games is to provide a safe space in which you trial and act out risky actions without fear of real-world consequences. Videogames have the potential to take this to a whole new level in a social/political sense with massively multiplayer games and persistent worlds.

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Links

Andy Deck Links
Space Invaders
Tilt
The Making of the Balkan Wars
Lexicon

Josh On Links
Antiwargame

Kipper Links
Escape From Woomera

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