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No Russian

By Yu Zun Kang

It will cost you a piece of yourself. It will cost nothing compared to everything you will save.
Gen. Shepherd’s briefing before “No Russian,” the airport massacre level, in Modern Warfare 2

The day after I finished the Modern Warfare 2 campaign, I went to move my car and ended up driving around Baltimore, listening to the entirety of President Obama’s eulogy at the Fort Hood memorial service. The most moving part came towards the end, when he named each victim and read short biographical anecdotes about them—their interests, their goals, their commitments. There is no spectacle, within the collective tragedy, when we zoom into the scene—only the value, honor, and decency of the individual remains, which are values Quintin Smith feels the ­__Call of Duty__ series abandoned with the Modern Warfare iteration. He writes, “I’m just very aware right now that the first Call of Duty promised an emotional depth to this series, and if all sight of that wasn’t lost when they chose to set footage of men dying to an Eminem single, it currently seems very distant.”

The series has always walked the line between war porn and tribute; and the series has marginally stuck to the latter. By making death vicious and sudden, Infinity Ward made players aware of what it meant to be a soldier on the field. The early iterations used set pieces such as Stalingrad or The Battle for Hill 400 to show you the improbability of survival—one minute you’re sniping a Nazi rush to take the hill, next minute you’re on the ground, your vision fading. The entirety of the experience “had the very important side effect of popping the top of your head off and making you realize that, holy s***, men actually did this.”. Therein lay the soul of the game—in the game’s ability to create an immersion and connection between the player and history on a visceral scale.

But running through the entire series and, most prominently in the Modern Warfare iteration, is a tendency to trivialize the cost of war by reducing it to spectacle. And when you reduce reality in such a way, you make it unreal. And I believe that anything that makes human pain and suffering unreal is poisonous.

The fun of the first Modern Warfare came from it being, as Jeff Cannata said it, “a Badass simulator.” Where death is your agent in the earlier games, you are now the agent of death. Human and global suffering is your entertainment. The first-person perspective complicates that issue even more. Reducing historical and global conflicts and misery so that they’re always about the player means ignoring the wider implications of the presented scenarios. When you die after a nuclear blast in Modern Warfare 1, it’s all about your death, while the annihilation of an entire city remains in the background.

The “No Russian” mission calls up similar problems. The day of the eulogy also being the birthday of Kurt Vonnegut Jr., the level reminded me of this particular passage in Slaughterhouse Five. Vonnegut visits his World War II buddy to do research for a book about the Dresden firebombing, and to reminisce about their POW experience when their German captors made them dispose the corpses of German civilians after the attack. While they talk, the friend’s wife accuses Vonnegut of trying to write a book that sensationalizes war:

Then she turned to me, let me see how angry she was, and that the anger was for me. She had been talking to herself, so what she said was a fragment of a much larger conversation. “You were just babies then!” she said.

“What?” I said.

“You were just babies in the war—like the ones upstairs!”

I nodded that this was true. We had been foolish virgins in the war, right at the end of childhood.

“But you’re not going to write it that way, are you.” This wasn’t a question. It was an accusation.

“I—I don’t know,” I said.

“Well, I know,” she said. “You’ll pretend you were men instead of babies, and you’ll be played in the movies by Frank Sinatra and John Wayne or some of those other glamorous, war-loving, dirty old men. And war will look just wonderful, so we’ll have a lot more of them. And they’ll be fought by babies like the babies upstairs.”

So then I understood. It was war that made her so angry. She didn’t want her babies or anybody else’s babies killed in wars. And she thought wars were partly encouraged by books and movies.

However, I don’t think either the first or second Modern Warfare are entirely about distorting the realities of war. In a game committed to spectacle, the “No Russian” mission is one of the most honest and raw displays of forced witness—it is the moment where I’m no longer the player to the game, but a person aware of the suffering of others. We are, as citizens of the world, culpable by ignoring suffering or by our ignorance of it. The game has shown me the bodies; and the game has taken me beyond the news footage of the airport’s exterior with casualty numbers scrolling at the bottom of the television. There are no numbers here—there are only people, as real as the reaction the game draws from every player.

The two iterations have consistently had such moments of honesty and emotional authenticity, including the first-person nuclear death in Modern Warfare 1. The scene acknowledges that people see in each other’s death only their own—we are selfish, and the only way we accept the impact and meaning of death is if it happens to us. And the game’s perspective allows this to happen. When I’m a gunner riding through the streets of an Afghan city during the beginning of an insurgent attack—the bullets ricocheting off the vehicles, the sound of bullets going past my ears, and the location of the shooters hidden by the urban sprawl—I blindly spray my mini-gun into the neighborhood, not in cold blood or complete negligence, but because I want to survive. No news story, no witness account can ever make me simultaneously empathize with a soldier’s experience and grieve for the innocent lives caught in the fight on such a personal, visceral, and interactive scale.

Both games, as much as they create and contribute to some players’ glib perceptions of war, are also reflections on how America’s perception of war has changed. If Modern Warfare 1 was the first post 9-11 we’ll-put-a-boot-up-your-ass huzzah then Modern Warfare 2, with its labyrinthine (and borderline incomprehensible) plot of military brass betrayal, is the first post post-9-11 game of our disillusionment and fatigue. Where can we go and what can we learn, as citizens of the world and as players, from the bodies piled up on the ground?

One story that stuck with me after the Fort Hood eulogy was the story of the woman who didn’t realize she was shot in the back, because she had been so committed to dragging the injured to safety. After hearing the story, and the eulogy, I was compelled to play “No Russian” again—the Fort Hood massacre changed the context of the level from that of a disturbing simulation to an inadvertent and urgent meditation on a real life tragedy. The elevator door opened, and Makarov’s men opened fire on the first group of civilians waiting at a security line. When I made it up the stairs I noticed for the first time, amidst the panic and gunfire, a man in a maroon sweater dragging an injured man to safety. Oblivious of the approaching shooters, I watched as one of the shooters gunned them down. I, immediately, turned to my right and saw another surprise in the bookstore—a man crouched by the registry tending to a dying victim, despite one of Makarov’s men walking up to gun them down. I felt completely powerless as I watched their murder. Yet, having seen those moments of courage, I realized the massacre itself no longer dictated the mission. Now, only those acts of courage dictated my perception and memory of both massacres.

Looking to acts of courage and goodness as a way to cope with our sorrow has become a tired platitude. But I have to admit it’s a platitude I find hope and comfort in. Sorrow is a selfish and narcissistic trick of relief that it wasn’t you who died. What we feel can never compare to the real impact of the individual loss, because that loss is removed from us through words and images. What gives me hope is that any one of us has the capacity to act as selflessly as these people, both real and unreal.

There is courage in the scripted code. That is what I choose to see.

Posted Nov 16, 03:44 PM

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Sticks And Stones

By Yu Zun Kang

There are many feelings that rise up when I think back to the first racial slur that was directed at me—but none of them, strangely, are malicious or sad. At the time, my family and I lived in a mid-sized town in the northwest region of Germany, near the Netherlands border. Even though we didn’t live in a metropolitan area, my first grade class represented the changing racial demographic in the German workforce and society: there was the Korean kid (me), the half-Turkish kid, and one of my best friends whose parents immigrated from Portugal to open an ice cream store. Like those kids, almost all my friends were Germans—my best friend lived three blocks from me above the bicycle business that had been passed down in his family for generations; and my first girlfriend came from a tight-knit German family that had a big backyard for all the messenger pigeons they raised.

The slur the kid used actually had a catchy rhyme, one that I heard occasionally wherever I went while we lived in Germany:

Ching Chang Chong Chinese
Eierkopf und Kase

(rough Translation of the last line: Egg-shaped head and cheese-colored skin)

I don’t think the slur had an immediate effect on me. As a child, you react from the gut. Insults are insults—there is no sociological or racial theory that a child can conduct in his or her head to yell injustice. But why didn’t I say anything at the time? Here was the problem: how do you make fun of someone who bases the normal and ideal off his or her features? How do you, as the stranger looking around and seeing that you are the anomaly, take away his power to define you in those terms? How do you mock “perfection?” How can someone not feel powerless in that kind of situation?

I tell this story to make a point—words are never merely words. These ordinary words, “egg” and ”cheese,” are meaningless and powerless until you give them meaning and context. If you come from a position of power or a position of majority, then you have the power to define a word. And if you have the power to define a word, then you have the power to define the person at whom it is directed. Through that word, you can own and control the other person’s identity.

In a measured and thoughtful response to the Scribblenauts “sambo” controversy, Ian Bogost, while expressing his disapproval behind the use of a word loaded with a history of degrading and institutionalized racism, asks his readers to consider the game’s purpose: that “Scribblenauts is a game about what words mean and do when mustered in particular situations.” More importantly, he asks “what if this is the experience? What if messy quandaries about the ambiguity of “sambo” is precisely the sort of thing that Scribblenauts was meant to bring us?”

Subsequent interviews convinced me that this was an honest mistake. Regardless, the discussion, like all discussions concerning race, can get defensive and hostile. That’s why I liked the way Bogost’s question rose above the heated emotions, and calmed and shifted the issue so that readers could consider the overall theoretical intent of the game. However, as great as that sounds, I want to remind Ian that there is a real person at the end of that question. To quote Olliemoon, “[we] don’t exist for your personal intellectual growth.” I am a person, Ian, and not a question to be parsed.

I think this controversy, and the discussion leading out of it, is analogous to the recent Game Critics discussion on race and gender in games. Physical representation of race and gender, again, deal with the identical power dynamic. Once again, there is a vocal segment of the gaming world that isn’t willing to consider the implications. That is unfortunate, because until there is a genuine understanding of this kind of power dynamic, we are not going to see a proper, sincere, and respectful mainstream representation of minorities.

All gamers must understand that the industry’s ability to shape their perception of gender and race is pervasive and ubiquitous, especially when a gamer lacks a personal relationship with someone who is different from him or her.

When I moved from Germany to Korea at the age of nine, one of my favorite activities was going to the movies. In the 90’s, the theaters used to put large, hand-painted, kitschy billboards of the films on top of the theater. When you bought a ticket, you had to sit in the assigned seat—a policy to deal with overcrowding and sneak-ins.

Theaters mostly played American movies. Again, when I wasn’t seeing African Americans on the screen, the times they appeared they were either homeless, criminals, loud-mouthed comedians, or athletic superstars. Living in a racially homogeneous country like South Korea, where we have no interaction with African Americans, those films were the only source we had into the African American life in America. I still remember when an African American soldier walked into a record store and everything became very quite as people whispered and moved away from him, or the time when my African American tutor from the U.S. State Department left our house and got mobbed by a bunch of kids asking him if he could dunk. I don’t think there was anything inherently racist in that—that is simply ALL we knew.

When we moved to North Carolina, my anxiety over interacting with the African American students amplified when one of them was shot and killed at his home. Add to the mix the three African American bullies who made my life hell for not speaking English very well, and everything I learned from the movies went from perception to fact.

It wasn’t until a Nigerian kid in my neighborhood became my friend, and took me to his friend’s house in a trailer park, that I got see him and his friends as people apart from those distorted representations I watched as a child. I still remember when he bought the PlayStation and we sat in his room, playing Resident Evil without a memory card. As we huddled in the dark, screaming and laughing in unison as the dog jumped through the window, there was nothing but the glow of the screen, the whir of the disc, and the opening sounds of doors.

As long as we have gamers dismissing this power dynamic it won’t matter how many minority or female characters make it into a game. What you developers say, and do, and show makes a difference. What you do shapes perception, and you have the power to define how we are perceived. Remember that.

Suggested Reading

If you are at all interested in reading some new and exciting voices in the game blogging world, and are interested in exploring this topic, you should follow these excellent writers who have written extensively on the topic:

Latoya Peterson
Racial Inclusiveness in Gaming Offers pragmatic suggestions to developers on how to make games more racially inclusive.

Denial and Delusion – Why Public Conversations About Race Fail Before They Begin

Pat Miller
Well Said: A Response to Chili Con Carnage

Are Video Games Racist?

Race and Player Characters

You Got your Race in My Game

Alex Raymond
Mass Effect: First Impressions

Quick Hit: Bioware writer responds to my criticisms

Beyond Gender Choice: Mass Effect’s varied inclusiveness

Posted Sep 23, 11:31 AM

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