Photograph by Ashley Gilbertson for The New York Times, 2004My partner Daniel Weil pointed out an extraordinary picture in the
New York Times on Wednesday, the day after U.S.-lead forces began its assault on Fallujah. It all looked oddly familiar: the central figure, frozen in mid-action; the curiously featureless, textured rectangular void; the array of other characters in the background; the sense of portals to other settings, yet unseen. I stared at it blankly for a moment. "It's a video game," he said.
I'm still not used to seeing color photos in the newspaper. The
Times publishes superb ones. They simultaneously bring us closer to events and, oddly, distance us from them. Not only are we barraged with images, but those images are ever harder to decipher. Are they real? Are they manipulated? And how do they manipulate us?
In a faraway place, real people are brutally dying. What we understand about these events is inevitably filtered through what else we know; what we see is filtered though what else we've seen. How strange that we've reached a point where reality reminds us of the simulation, rather than the other way around.
Comments [18]
I think that America's Army is the worst... a game specifically made to indoctrinate the player with the "values" of American-style warfare/army.
It's back to The Sims for me!
11.13.04
05:21
11.14.04
01:27
My fav image was a soldier having a smoke and taking a break.
the video-game/fantastical aspect to it make it chilling.
I hope these images do put the spotlight on the general public's detachment on war and how it really affects. More and more war has become a spectacle which has lost it social implications for people like ME/US living in the west. I think this trend is dangerous just look at the EASE with people support the war considering 9/11 brought with it just a little taste of what violence can do.
It's sad to think that all that has taught us is to be afraid and adapt the "best defense is offense" mindset and of course, make some more video games.
11.14.04
06:13
11.14.04
11:13
This is the second time in three weeks that the Times has featured a smoking soldier on the front page of the paper, in the top fold, no less. Last week the New York Post featured a full page cover photo--in extreme close-up--of a soldier with a lit cigarette dangling from his mouth. They referred to the soldier as a "Marlboro man."
There seems to be quite a lot of both overt and subliminal imagery in all of this.
11.14.04
01:32
Why would you stop playing Counterstrike because a picture in the New York Times reminds you of the game? That's probably the stupidest thing I've ever heard. Enjoy playing The Sims, I'll be playing CS:Source on the 15th.
Daniel Weil's got an eye, though, that's for sure. And is probably an avid gamer, although I could be wrong. Seeing an image like Ashley's may conjure 3D-rendered killing fields, but that doesn't mean that I don't know the sort of danger our troops deal with on a day-to-day basis. My heart goes out to them, and if called to duty, I would be there as well... and then I'd be part of the 'simulation'.
11.14.04
03:37
Link
The project started its life as a simulator/training tool for the army, then became a commercial game. It seems that the military is also concerned with blending simulation and reality.
Furthermore, I remember in the lead up to the war, cnn delighted in showing 3d spinning computer models of the weaponry, planes and tanks that would be used to fight, rather than photographs or video. This seemed to make things as digital/gamelike as possible, creating even more detachment.
11.15.04
12:16
Computer-generated renders are fine with me. This is, after all, the 21st Century.
11.15.04
09:32
As for ceasing to play a video game because of its similarity to reality, that doesn't accomplish much one way or the other. If the lack of a disjunct between simulated and real violence disturbs you, perhaps you should write a letter to your senator or congressman rather than just playing the Sims instead. Nevertheless, it's that same lack of disjunct that allows these tools to be so valuable in the preparation and training of today's soldiers.
I find interesting that for most of us, myself included, this lack of disjunct centers primarily on the visual aspect of real and simulated warfare. The eerie similarity between Ashley Gilbertson's image and a screen capture from de_dust is what compells those of us with the video-game as point of reference. However, the visual aspect is far less important to the DARPA and other researchers developing the genuine article for the armed forces. Case in point: the Full Spectrum Warrior game for Xbox and PC is an altered version of an in-use military simulation software, but included with the retail version and its slicked-up graphics, is the genuine version with far less compelling imagery, but vastly improved simulated intelligence.
Another thing this confusion reminds me of was a commercial for Tom Clancy's Ghost Recon 2 (iirc) from about a year or more ago. In the commercial, four young boys are playing the video-game online, communicating via-headset in movie-style soldier-speak. As the commercial commences, their virtual situation goes sour, and they find themselves defeated by their opponents. The boys look confused and ask each other what went wrong before the camera cuts to a desert camp with soldiers high-fiving in front of an Xbox and TV. Ostensibly the commercial was advertising the possibilities of the Xbox Live system, but it was relying very much on the notion that there is very little difference between simulated warfare and real warfare.
The video-gamey-nes of the Times' recent images is both a result of this trend and an agent of it, serving to further blur the line between simulated and real violence.
11.15.04
11:53
How strange that Mr. Bierut believes we've reached this point recently, does he not recall the picturesque, the movement in landscape design in England in the 18th century when the land was shaped to resemble a painting? Designers of "real" spaces have been borrowing from simulations for centuries. A spectator's reading of these designs has always been intimately connected to their degrees of resemblance with other contemporaneous forms of representation just as war gaming interfaces are now inseparable from more "traditional" forms such as war photojournalism.
11.15.04
12:25
11.15.04
03:05
Shouldn't we be nodding towards games and acknowledging them for their sense of realism, much like special effects in today's war movies (of course, let me tag the tangent on how many observers noted that 9-11 was "just like a movie" here)? It's impressive to see how video games have grown with their audiences of 30 years ago and to what goals they aspire to to remain relevant.
To be indoctrinated by the "rules" of warfare isn't necessarily a bad thing. Knowledge only garners intelligence, but it's your capability of fantasy/reality disjoint that's the true test of mettle. I'm in the middle of watching "Band of Brothers," and getting accustomed to the vocabulary of warfare, but it doesn't mean I'm going to implement such tactics during spells of road rage.
As far as acknowledging the brutality, what about current taboos? Will we reach a point where much of the simulated gore we see on video games and movies affect us from the experience of seeing the real thing?
I realize this could be bait for a discussion on journalistic integrity (the whole Al Jazeera vs. Western media debate), but let's just stick to the topic of simulated realism.
11.15.04
04:40
As for the final observation of this post, I am just guessing that the majority of gamers / consumers probably have not seen enough actual combat that would enable them to feel that a simulation (of war) reminded them of reality.
Perhaps the issue here is that when the reality and simulation relationship manifests visually, it is as striking as the long and continuing realizations of science fiction into science fact: cloning, nanotechnology, test tube genetics, cyberspace are examples of this. Like science fiction, visual simulations prepare (some would say "desensitize") us for reality.
Just my $0.02
11.17.04
12:18
As we refine simulation visually and performatively, certain lines between simulated inaction and actualization start to convolute - games and films particularly rely on the sense that if we've seen something, we've experienced it. We're still left with certain simulated discrepancies as far as smell, tactile sense, and other experiential triggers go within games and films, but it's clear that companies and developers are working at times to fill those gaps and I doubt it's something that won't be attained within the span of my life.
How long is it, however, before we are faced with a "simulation" only to discover that it has either been used merely as a psychological training device or more directly as an intermediary for action itself - a proxy to enable any number of human activities from a "neutral" distance?
We're still a fair distance from the home-based experience of pulling a trigger and knowing that the gun shell we see on a monitor is somewhere about to penetrate flesh, but will we remain agitated by that notion or simply learn to accept it and move on with our lives?
It seems for now that the simulations rely on our desire to experience acts that on one level or another we may not ever hope to personally commit, and we are most certainly viewing our lives and daily realities through the veneers of the simulated.
11.20.04
01:42
At least for me, the discomfort lies not with the immediately apparent or the concrete changes--well-honed reflexes, hand-eye coordination, timing, tactical decisionmaking--but with the political and ideological ones: every solution found at the end of a gun? You're soaking in it!
Is recognizing the image the tip of some iceberg?
11.21.04
08:07
It would be more surprising if one looked at the photo and was reminded of a fishing trip.
11.22.04
06:37
As far as war goes, as depicted in that picture, I remember there was an incident in one of the countries newspaper (can't remember which one) that had a soldier pointing a gun at an innocent civilian. It created an anti-war feeling among americans when the picture was displayed. Eventually, the found out someone had photoshopped the soldier and the civilian to make it look like the U.S. Forces were being inhuman. It just shows what type of power people can possess at a few clicks of the mouse buttons.
Lastly, tonight, I saw on the news that some company had created a first person shooter of the JFK assassination where, i believe, the game player, can be the assassin. How disrespectful is that? It's quite disturbing what goes on in the head of these game makers.
After writing all of this, it's going to make me think twice of letting my future kids play FPS games.
12.08.04
12:43
If anything, the fact that these images from Iraq remind us of video game screen shots instead of war movies is a testament to the growing popularity of video games as a form of entertainment. By contrast, 9/11 reminded people of a movie because there have been many disaster movies made but very few disaster video games. Movies were the natural point of reference for millions of people who had never been through a major disaster themselves.
12.15.04
11:33