Showing posts with label unmanned. Show all posts
Showing posts with label unmanned. Show all posts

Saturday, 15 December 2012

When text games go to war: full interviews

pic: mark muehlhaeusler

Last week, I got an article up in the New Statesman about text games which challenge mainstream representations of war. This week, I've been posting my full interviews with all the people I talked to - and here's a nice single post which links to them all.

The discussion mostly concerns the capabilities of text versus 3D graphics, representations of war, and indie production values, but also includes some specific stuff about the individual games. Enjoy(?)!(!?!)

Tuesday, 11 December 2012

"Our range of actions, their borders and how we move beyond them, is defined by other people": Interview with Aaron Reed

This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.

I contacted Alan A. Reed for this article because of his game Maybe Make Some Change. Reed is a PhD student in computer science who's researching the intersection between literature and computational media, which was very relevant to my argument. Maybe, with its text interface overlaying murky FPS footage and its ranks of unreliable narrators, perhaps best exemplified my headline.

Sunday, 9 December 2012

"There is a symbiotic relationship between technologies of simulation and the military": Interview with Paolo Pedercini

pic: molleindustria

This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.

I contacted Paolo Pedercini about all this because he made Unmanned, which is featured in the article. Unmanned concerns an individual cog in the military machine but uses text to simulate his experience of war in quite a different way to most games. Also, he comprises the staff of La Molleindustria, which makes radical games in at least two senses of the word 'radical'.

After seizing control of a local radio tower, I asked him the following questions.

Friday, 7 December 2012

When text games go to war, elsewhere


Somehow, against all odds, I have tricked left-leaning UK magazine The New Statesman to publish an article by me, John Brindle. In it, I examine several text-based war games which challenge the representation of war in mainstream games, and which manage to speak about that subject in ways that AAA can't. You can find it here.
Take 2007’s Rendition, whose title would not exist without the war on terror. Both the first two Modern Warfare games include "interrogation" sequences, once with a beating and once with electrodes. But where they coyly conceal the violence involved, Rendition makes you participate in awful detail. Try to leave the room and you’re told you haven’t done enough to Abdul. “Break Abdul’s toe,” you type, and the game replies: “Which do you mean? his left little toe, his left second toe, his left middle toe, his left fourth toe, his left big toe, his right little toe…” At this point, many players simply quit.
Below are some notes on what I think of the article and what others think of it.