Understanding Evil: The Role of Games in the 21st Century
Games exist everywhere and in many forms: between aluminum fences surrounded by trees, around empty dinner tables, inside our television screens; they pop up in our workplace and our bedrooms; they are played with friends, with strangers, and with ourselves. Though the contemporary consensus of the word game typically is associated with “videogame,” games have existed for centuries. Even before the written word was the primary form of communication, people used games as a way to move ideas, create cultural touchstones, and form communities. Games even find their way into Robert Lifton’s memoir “Witness to an Extreme Century” where he writes “I remember thinking as a child that adult life must be very boring because it did not seem to include spending much time playing a game with a ball (16).”
In the 20th century the book was the main form of witnessing and activism from the perspective of a writer. Now, in the 21st century, game design is stepping up to the plate and allowing game designers to recapture that memoir spirit through the construction of an interactive medium. This is not to say that games will replace memoir or books, but that the power of games, not just through their dissemination in terms of popularity, but their strength as a medium, offers the ability to witness and express these same power relations through play. Tom Bissell once said, “Any writer who is not interested in what we are now calling ‘video games’ is a bystander to one of the most important conceptual shifts between story and storyteller in a hundred years (Bissell, Grantland)." I want to take that further. Games in of themselves aren’t just machines for telling stories, but machines that let a player experience how stories affect them through interaction with systems and rules. The medium of games have the ability to convey the institutionalization of thought control, explore deep psychological trauma and the effects on a person, critique assumptions that people fall on a binary between good or evil, and most importantly, evoke empathy through embodying a character or situation outside the player’s own personal experience.
In his book Half-Real, Jesper Juul suggests that “to play a videogame is to interact with real rules while imaging a fictional world and a videogame is a set of rules as well as a fictional world (13).” He goes on to say how videogames allow a player to either see the representation of that fictional world as a mere placeholder for the rules of the system or to see that representation as something intrinsic to the experience of the game itself. Yet understanding how the two work together, how rules allow us to understand a system which mirrors our real world, is important to understand how games allow us to experience situations as opposed to simply reading about them. Ian Bogost goes further to explain how the rhetoric of videogames relies on this combination of fiction and rules. Videogames, as he says, “open a new domain for persuasion, thanks to their core representational mode, procedurality…Procedural rhetoric [is] the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving images(4).” In this way, Bogost suggests that games in of themselves make arguments, but not in the same way traditional modes do through visual or textual rhetoric.
It’s not just that games allow designers to create arguments through procedure; it’s that those arguments, like memoir, are not didactic in nature. Instead, they are a lense that you the player see through in order to understand and make your own judgments based on felt information. In this way, the player experience and how that engrains in the mind of the person after the play is over is tantamount to understanding the power and impact of games.
Systems are not restricted to game worlds. The world we live in is full of systems, from large political mechanisms to small community based relationships, to the checks and balances of the individual psyche. Exposing these systems in order for another person to understand the mechanisms and how they affect the individual is one of the key strengths of the written word. Robert Lifton’s memoir “Witness to an Extreme Century” recounts his past as a psychologist, working through the major atrocities of the 20th century. His work spans across many critical moments in history, such as recounting the experiences of survivors in Hiroshima, interviewing those who experienced first-hand the Cultural Revolution in China, the political turmoil associated with the Vietnam War, and even documenting the responses of Nazi doctors interviewed years after the war. His memoir traces a line of extremity and violence through the 20th century, one that doesn’t seem to have any indication of stopping. It is then, as Lifton would say, our responsibility to fully understand the implications of these events so we learn from the mistakes of the past in order to move towards a better world: “My work on destructive historical events was based on a specific conviction: we had to go beyond mere outrage and disgust to seek a fuller grasp of what led to an atrocity, what it did to fellow human beings, and what significance it had for the world that remained (42).” Games have the unique ability of taking Lifton’s call to show that significance and taking it further by putting the player directly in the position of experiencing those situations.
When looking at the different atrocities and their repercussions of the 20th century, it’s clear how already established games released within the last ten years can convey, through procedural rhetoric, the same ideas and conclusions Lifton reached in his work. One of his very first projects and one that grounds much of his methodology and interests were his experiences with thought reform. Thought reform, in his definition, is “a systematic and widespread program that penetrated deeply into people’s psyches and raised larger questions about the mind’s vulnerability to manipulation and coerced change (3).”
Bioshock is a seminal game that was released to critical acclaim back in the early 2000’s. It was lauded mostly for its world building and its Randian commentary which governed its system. The narrative unfolded quite like many other first person adventure shooters: The game opens and your character stumbles into this strange world filled with mystery. This particular world is a dilapidated city built underneath the ocean. You quickly make contact with a man named Atlas who insists you help him take back control of Rapture from the monster characters that have overrun it. You trust Atlas as a character because the game’s system treats Atlas as your objective guide; Atlas not only functions as a character but also as a functional component of how you as a player understand what to do next in the game. Because the game builds on the conventions of every other progression based game in the past, it assumes you will trust him and not for a second think otherwise.
Yet this is where the game turns the expectations of the player’s understanding of the medium’s conventions into a commentary on games and their ability to control their players. Wes Erdelack articulates what happens when you finally reach Andrew Ryan’s office, the supposed antagonist of the game.
When the player finally reaches Andrew Ryan's office, the game delivers an unexpected reversal. Just before you enter, you learn that Atlas has subjected your character to a form of mind control. Everything that you have experienced in the game up to this point has been an illusion, created by Atlas through a form of post-hypnotic suggestion. His helpful direction through the game's world has been a covert form of command, all devised in order to make you kill Ryan and hand control of the city over to Atlas. When you enter his office, Ryan tells you that you have been subject to this plot; but as you kill Ryan you have no control over your character. You watch as your character beats him to death with a golf club, and Ryan repeats the same phrase over and over again: “A man chooses, a slave obeys” (Burch).
The ability for Bioshock to not only manipulate the player throughout 2/3’s of the game, but to do it in a way that goes against typical game convention, was a turning point for how players trusted the systems of gamespace. Up until this point, games always gave player’s agency over their environments and systems. If the player succeeded by defeating the enemies or obstacles in the path, the game would be beaten, the player victorious, good guys go home and bad guys stay dead. Bioshock flipped the script on its head. By simply playing, the player was complicit in a system of manipulation, each moment leading up to a stark revelation of how it handled that deceit. The game essentially argued how systems of power cannot be trusted, even if there seems like there is no reason not to. Lifton said this about the thought reform process after the Cultural Revolution: “In the world I was studying the criteria for truth could be little more than what the manipulators chose them to be.” Though from an outside perspective it doesn’t seem like much a big deal, paired with Lifton’s observations of communist China, this turning over of conventions within the safe space of a game teaches the chilling effects of an invisible manipulating system. As Lifton notes on page 81, “The larger truth is that mind control kills.”
Though Bioshock is probably the most popular game that exposes thought reform through gameplay, there are many other games that operate with this same impulse, but take it one step further. These games instead flip the script on the player, revealing that through their actions (though supported by the game’s rule set) they have committed reprehensible acts. The most interesting aspect of these games is how that is revealed to the player, and how the player is feels once the reveal is made, which of course has no effect on the game itself. Instead this is something that the player carries with them after the game is over.
One such game is an older title called Shadow of the Colossus. In this game, you are a young man attempting to resurrect your love who is comatose in the chapel at the center of the world. In order to do this you must defeat sixteen gargantuan colossi that are scattered across the land. Unlike typical adventure games where the environment is littered with small enemies leading up to these epic boss battles, the world is peaceful and serene. The game wants you to wander in this landscape without feeling the need for violence. This is an intentional design choice that butts up against the game’s main objective which asks you to kill these beasts unprovoked. And that is the tragic beauty of SotC: the game gives you a win state by asking you to go out into a natural environment, seek out these beautiful larger than life creatures, and murder them, all for your own personal selfish wants.
The twist is even harder to swallow. You realize your character, even after finishing off the last beast, won’t be able to get his love back. In this way, the game is telling you to win you must commit horrible acts, and even when it’s over you will not be rewarded for it. Like thought reform, this process feels like “an apocalyptic cleansing of all the past—a psychological apocalypticism in which all prior products of the human mind give way to a new collective mind-set that is pure, perfect, and eternal (14).”
Though Videogames have the power to generate a system of unknowns that the player is susceptible to before playing, most board games are very clear-cut in how their rules operate and what is expected from the experience. Yet there is a new wave of art board games that attempt to get at a more nuanced understanding of how mechanics in games, how playing with systems, can put their players in very uncomfortable and emotionally uneasy situations, not to make the player feel guilty, but to play with that power dynamic that games afford us.
Train, a board game by leading game designer Brenda Romero, is on the surface a very simple resource management game. The goal of the minimal styled board game is to pack a tiny traincar with as many pieces as you can and move it to the goal. The board consists of simple railway images, and the traincars are typical traincars. The pieces you place inside the traincars are little yellow faceless figures, and the more you pack into the car and get to the goal, the better score you will receive. It is only at the end of the game that the real narrative framework is revealed: those little yellow meeple figures are Jewish prisoners and the goals you are sending them to happen to be concentration camps. Romero “described the moment of realization as ‘a fall from a hundred feet up,’ once the now-victorious player realizes what he or she has just done. (Burch, Destructoid).”
Yet the reveal is not the end of the game. Once the victorious player gets their Train to their station, the other players still have their turns. The game rules, typed up on a Nazi typewriter, state that the game ends when it ends, purposely being obscure.
After figuring out where the trains are going, you can choose to stop playing or, as some players did, try to actually rebel against the rules and sabotage the game by intentionally trying to draw derail cards. When a train in the game gets derailed, two things happen: half the people go back to the beginning of the board, and the others refuse to board the train. The game pieces simply sit on the board, and can no longer be manipulated. Romero intentionally refused to explain exactly what had happened to those pieces. Some players assume that the tokens are dead, some assume that they've escaped and gone to Denmark. This process of volunteering your own narrative isn't lazy design or meta-gaming, Romero seemed to suggest, but an integral part of the game that makes the player feel complicit in what they're doing (Burch).
Forcing the player to understand their own stake within the magic circle (the terms used by game theorists that defines the play space within a game world, the entire fictional caveat) and take ownership over not only their actions, but the way those actions are perceived, is something board games do well.
Therefore, what’s so interesting about this game is not the twist trick ending or making players feel guilty, but the way the game explores how seemingly mundane non-violent acts have deep seeded violence embedded within them. With that narrative frame the game puts a heavy burden on each player, making them feel confused and uncomfortable, guilty for participating in such a violent act. At the same time, the system is telling them that victory is making it to the concentration camp. The game mechanics themselves, and the competitive spirit players naturally take to the game upon starting, give players that dark pat on the back when winning. Winning, in this game, means you are the most efficient Nazi worker. Or does winning actually manifest through the destruction of the system itself? Romero says this experience was designed “to make players question the way they follow rules, and how they'll behave once they understand what's going on, and how complicit they're willing to be.”
Describing the motivation behind this game and her other similar art board games she has now become famous for, she says “All human-on-human tragedy works by some sort of system. And if you have a system, then you can create a game.” This quote truly encapsulates how large scale violence works within systems. If this is the case, aren’t games the best way to understand how those systems manipulate people into committing violent acts?
Though two entirely different fields, I find Brenda Romero’s work and Robert Lifton’s attempting to do similar things. Lifton, when beginning the process of interviewing Nazi doctors years after the events of World War 2, was told by a close friend that he should “avoid any contact with evil; keep one’s distance from it, just let it lie (239).” This “let it lie” mentality seems to have been gaining strength in many different forms of popular culture. Many don’t want to face tough problems, preferring to wrap up complex answers in binary ideas or decisions, or relegate specific forms of media to specific kinds of responses. Though games have battled and mostly won out in long fought history of relevance and justification for their existence, even self-described gamers are typically hesitant to see value in work like Romero’s. Many respond similarly to Lifton’s friend, to keep games out of the dark territory, to keep them fun, to avoid making people feel uncomfortable.
Train's spontaneous popularity resulted in a lot of backlash: people have told Romero to stop making games, and that she should be punched in the face for creating Train. Perhaps part of this reaction came from the fact that Train isn't "fun," by any stretch of the imagination. "Why do games have to be fun?", Romero asked. Schindler's List isn't fun. "No other medium is like, oh, it's gotta be fun (Burch).
Lifton, as a response to his friend’s suggestion, “rejected her argument and held to an alternative principle of probing the sources of highly destructive behavior in order to combat that behavior, and seeking knowledge more generally about any kind of human motivation (239).” Lifton knew going into this work that it was going to be difficult, not only from a personal perspective, but also as a professional. He was afraid of finding vindication in the doctor’s actions, of course, but the principle of investigation and exploration was more important than the potential pitfalls. I feel these two impulses are similar in that both Lifton and Romero intend to explore a subject that is typically handled with gloves or not handled at all in order to show others how and why events like this occur; how normal people become entrenched in systemic evil.
By disconnecting ourselves further and further from tragic events, the probability of these types of events repeating themselves increases, and even if they don’t, understanding how someone could do heinous acts as a Nazi, for example, is never really explored. Instead, we rely on the flawed logic of essentialist arguments, one that suggests there are good and evil people, and that by doing an evil act they are revealing their true colors as an evil person. That, in all honesty, is a much easier sell. Lifton even mentions this as a way for people to typically cope with the mental anguish that a fellow human being could commit such heinous acts. This is made clear in the conversation between Lifton and Wiesel:
Wiesel asks “when they did what they did, were they men or were they demons?” I answered that, as he well knew, they were human beings, and that was our problem. To which Elie replied, “Yes, but it is demonic that they were not demonic.” He was saying that everything would have been much simpler if the evil were in some way supernatural or at least nonhuman (240).
This reinforces the ideas many want to have: that evil is evil and is something other than human, and humans who enact evil have “something wrong with them” internally, rather than being manipulated by an external force. This is why the game Train, and games like Bioshock and Shadow of the Colossus are so powerful; they show, through action, how someone can be actively manipulated by a system without them knowing it.
Lifton theorizes this concept as the Atrocity Producing Situation. He defines this as “an environment so structured, both militarily and psychologically, that an average person—no better or worse than you or me, as I was fond of putting it—upon entering it, could be capable of committing atrocities (Lifton 171).” He came to theorize this idea through studying American soldiers who participated in the Vietnam war, specifically regarding the tragedy at My Lai.
In Vietnam the military structure included a counterinsurgency war in a far-off, alien environment, involving a nonwhite culture, in which it was often impossible to differentiate enemy combatants from civilians; and military policies such as “body counts,” “free fire zones,” and “search and destroy missions.” For the men, psychological responses could combine fear and helplessness, angry grief in response to the deaths of buddies, and hunger for an enemy as a target for revenge (179).
This atrocity producing situation is paramount in understand how a normal person, as Lifton puts it, can become so entrenched in the ability to commit heinous acts.
Another game that explicitly attempts to replicate this feeling is a third person shooter called Spec Ops: The Line. Following the previous game examples above, Spec Ops does not tell the player its hidden message underlying the entire experience: to make the player complicit in the murder of civilians and fellow soldiers during an excursion in the middle east. The player is taken through the 6-8 hour experience very slowly, using familiar third person shooter mechanics and narrative framing to replicate other prototypical shooters on the market. Your objectives are clear: your small recon team must infiltrate a hot zone in order to gather information on reports of a coup de grace led by an American military company. You find that, like most videogame plots, things aren’t what you expected them to be once American soldiers begin firing at you. To beat the level and advance in the game, you have no choice but to shoot back.
Spec Ops: The Line does what no other shooter on the western market does: frame the main enemies as American soldiers. Further, it makes you the player feel off balance as the level design is intended to be a downward spiral, sinking further and further into the desert sands while your action becomes more and more brutal pushing forward. Throughout each of these violent acts, the game makes it painstakingly obvious that the things you are doing aren’t good, while at the same time your character’s psyche starts to slip. As the game progresses, the voiceovers while killing other soldiers become much more vulgar and the “finisher” animations, while at first weren’t available, by the end of the game give you the ability to stop a soldiers face in, all while your character finds pleasure in the victory. Unlike other shooters, Spec Ops takes you through the destabilization of the atrocity-producing situation, minute-by-minute, scene-by-scene, so that when you face the last boss, the game informs you that you were Conrad, the antagonist and rebel leader, all along. Or were you? There is no concrete answer. The only answer, and how you finish the game, is suicide.
Of course Spec Ops: The Line is modern take on Joseph Conrad’s “Heart of Darkness” while incorporating elements from “Apocalypse Now!” as well. This inter-texuality is important to understand where the designers are drawing their inspiration from. What’s fascinating is how accurate the player experience of Spec Ops is compared to the data Lifton collected while interviewing Vietnam veterans. One in particular, a soldier who was there during My Lai but refused to take part, recounted an experience that is captured accurately in the game:
You have the illusion of going great distances and traveling like hundreds of miles, and you end up in the same place. But you feel like it’s not all real…[sic] No matter how much effort you put into it…[y]ou can’t lay your hands on him. And the fact is that he might be anywhere…as though you are hunting a specific deer and you don’t know which one it is and there’s a deer herd all over you (Lifton 171).
There is a scene half way through Spec Ops where you and your two team members come across a crowded area with civilians. You must make your way through this area while being harassed by those around you. Your character is forced to move slowly, but you have full control over your weapon. Near the end of the scene, you become surrounded by these civilians. You have a choice: attempt to run through and escape, or open fire and clear a path. The game doesn’t prompt you with that choice, but your team members are feeling anxious and your player character begins violently shouting at them to move away. This descent into madness and putting the player into positions that evoke the kind of dizziness and confusion that real soldiers face in wartime situations is just one example of how Spec Ops is shifting the paradigm of shooters.
Brenden Keogh, a videogame critic who published a book length critical analysis on Spec Ops: The Line , suggests that the game is part of a new wave of shooters, one that attempts to turn its gaze back onto the genre in order to understand the kind of violence it is subjugating its players to. “The shooter genre is set for a ‘second wave’ of games that, much like the Western film genre, turn the gaze back onto themselves. These shooters won’t necessarily be trying to determine if shooters are ‘good’ or ‘bad’, but will simply want to create shooters that poke at the genre, interrogate it, un-settle it (Keogh).” As a blockbuster AAA title (equivalent to Hollywood level movies), Spec Ops has the ability to show how these titles can shift the discourse surrounding shooters from one of violence to one of investigation. As Brenden Keogh eloquently puts it: “Very few shooters are brave enough to look in the mirror—or to force the player that enjoys shooters to look in the mirror—and question what they see. Not to pass judgment. Not to ask them to change their ways. Just to understand what is going on here (Keogh).”
It would be easy to say that videogames and board games are “greater” than memoirs or movies because of their ability to allow users to interact with a system rather than just see or read it. The problem is that word interactivity is essentially meaningless. All art, memoir, movies, paintings, plays, etc. requires interactivity on the side of the user. To read, to watch, to listen, to interpret, these are all forms of interactivity. Brenden Keogh outlines this sentiment by calling upon a seminal videogame theorist:
In Cybertext, Aarseth (1997) warns against claiming an exceptional status for videogames based on the notion of ‘interactivity’ or ‘action’[…]. He notes that ‘interactive’ is a weasel word that “connotes various vague ideas of computer screens, user freedom, and personalized media, while denoting nothing… To declare a system interactive is to endorse it with a magic power” (p. 48). ‘Interactivity’ does not get us any closer to understanding how videogames function as cultural artifacts but preemptively defends against any attempt to understand them culturally (Keogh, Across Bodies and Worlds).
In this way, Brenden argues that it isn’t the idea of “interactivity” which gives games their true potential, but their ability to meld the player experience into the critical reading of the object itself.
Such a need to focus on ‘form’ is not a call to return to the old formalism of game studies critiqued above—“That word [formalism] should be reserved for those works of art which mechanically perpetuate outmoded or depleted aesthetic formulas,” Sontag quips (1965, p. 27)—but simply to understand how in specific phenomena of videogame play the player, the hardware, and audiovisual representation come together to produce meaning (4) (Keogh).
Games like Bioshock, Shadow of the Colossus, Train, Spec Ops: The Line (and so many more not listed here) are attempting to expose systems of power and their effects on the individual by pulling the user within the web of the system itself. These games are not focused on fun or on their ability to provide entertainment, nor are they attempting to stuff a morally didactic set of beliefs down the player’s throat. Instead, they are built to invite critical thinking, either within the game itself or derived from the analysis by player afterward, by feeling implicated within them, all within a safe space. As Lifton would say, the motivation behind this work is to understand and enlighten in order to stop the cycle of extreme violence from spilling over into the next century and to show how this violence is deeply rooted within power structures that a typically invisible to the naked eye. If we take that call, and confront the fact that evil has the ability to manifest inside of us all, we will be one step closer to ending it.
Scholarship, from what I gather, is not bound by bureaucratic systems that allow you to place letters before your name, but more simply a tempered approach to understanding that engages a discourse in order to shed some light on a subject. It’s not about book awards or publicity; it’s not about fellowships or privilege. Scholarship can be published in university presses or it can be published over a series of Tumblr posts. It’s not the form or the stamp of approval; it’s your willingness to engage in a well-researched and passionate dialogue. Lifton sees scholarship as a “full intellectual probing of the most egregious behavior and its consequences.” I believe that game design, like scholarship, can be a way to approach these very real and damaging problems from a systematic perspective in order to understand why someone would oppress another, why they think it’s okay to do so, and how we as a culture can get to the root of the problem without the need for a scapegoat. Games can help bring awareness and clarity to how systems manipulate people. Game have the power to change, it’s now up to us to recognize their already very real potential.
Bissell, Tom. "Press X for Beer Bottle: On L.A. Noire." Grantland. N.p., 10 June 2011. Web. 01 May 2014.
Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT, 2007. Print.
Burch, Anthony. "GDC 10: The Holocaust Board Game." Destructoid. N.p., 13 Mar. 2010. Web. 01 May 2014.
Erdelack, Wes. "Versus CluClu Land." : The Game Designer as Malignant Demon. N.p., 1 July 2008. Web. 01 May 2014.
Juul, Jesper. Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT, 2005. Print.
Keogh, Brenden. "Across Worlds and Bodies by B. Keogh." Journal of Games Criticism. N.p., Feb. 2014. Web. 01 May 2014.
Keogh, Brenden. "Read An Excerpt From Killing Is Harmless, A Book Sized Reading Of Spec Ops: The Line ." Kotaku Australia. N.p., 2 Nov. 2012. Web. 01 May 2014.
Lifton, Robert Jay. Witness to an Extreme Century: A Memoir. New York: Free, 2011. Print.