[syndicate] Re: <nettime> Velvet-Strike: War Times and Reality Games

bobig bobig at bobig.com
Mon May 20 14:51:53 CEST 2002


ok it's for you !!!

amitiés

http://www.bobig.com/forvelvet/

             http://www.bobig.com
"  Free your art and your mind will follow "
                        <========>


----- Original Message -----
From: "anne-marie" <amschle at cadre.sjsu.edu>
To: <nettime-l at bbs.thing.net>; <syndicate at anart.no>
Cc: "bobig" <bobig at bobig.com>
Sent: Sunday, May 19, 2002 9:40 PM
Subject: [syndicate] Re: <nettime> Velvet-Strike: War Times and Reality
Games


> chere bobig,
>
> si vous plais exposez quotidiennement quelques des images de
> velvet-strike dans les jeux en réseau (team fortress, etc) To see you
> expose them daily on online games would be beautiful! c'est un bon
> travaille--spreading love tendrails in the world.
>
> Merci beaucoup!
> Velvet-Strike Team
>
>
>
> >http://www.bobig.com/tag/
> >
> >amitiés
> >
> >                      http://www.bobig.com
> >"  Free your art and your mind will follow "
> >                         <========>
> >
> >----- Original Message -----
> >From: "anne-marie" <amschle at cadre.sjsu.edu>
> >To: <nettime-l at bbs.thing.net>
> >Sent: Friday, May 17, 2002 1:17 AM
> >Subject: <nettime> Velvet-Strike: War Times and Reality Games
> >
> >
> >>
> >>  Velvet-Strike: War Times and Reality Games
> >>  (War Times From a Gamer Perspective)
> >>
> >>  When I first heard about the attacks on September 11, just a fraction
> >>  before I felt a wave of sadness, a nauseating thought passed through
> >>  my mind. What terrible timing-with this president in office, perhaps
> >>  even more so than previous ones, he could use this event as
> >>  justification for dangerous actions on a global scale and at home. A
> >>  few weeks later, I left for Spain to give a workshop on modifying
> >>  computer games. When I arrived the next morning at the workshop I
> >>  learned that the U.S. had declared war on Afghanistan. The workshop
> >>  organizers had installed a new demo of "Return to Castle
> >>  Wolfenstein", a remake of an old Nazi castle shooter game, on all the
> >>  PC's. The sounds of the weapon-fire echoed off the concrete walls of
> >>  the workshop warehouse space--what I once approached with playful
> >>  macho geek irony was transformed into uncanny echoes of real life
> >>  violence. At that moment, that room was the last place I wanted to
> >>  be. Joan Leandre, (one of the other artists presenting at the
> >>  workshop), and I discussed creating some kind of anti-war game
> >>  modification.
> >>
> >>  Not long after the Sept 11 attacks, American gamers created a number
> >>  of game modifications for games like Quake, Unreal and the Sims in
> >>  which they inserted Osama Bin Laden skins and characters to shoot at
> >>  and annihilate. Since the Sims is not a violent game, one Osama skins
> >>  distributor suggested feeding the Sims Osama poison potato chips. If
> >>  you cant shoot him, then force him to overeat American junk food, to
> >>  binge, death by over-consumption, death by capitalism. (The Sims is
> >>  essentially a game whose rule sets are based on capitalist
> >>  algorithms, although according to the Sims designers these rules are
> >>  balanced other factors.)
> >>
> >>  The most disturbing Osama mod I saw was on display in October 2001 at
> >>  a commercial game industry exhibit in Barcelona called Arte Futura.
> >>  To give the exhibition organizers the benefit of the doubt, they were
> >>  probably unfamiliar with urban American ethnic cartography. In this
> >>  mod, Osama is represented as an Arab corner grocery story owner, as
> >>  is common in many tough inner city neighborhoods in North America.
> >>  The goal of the mod is to enter the corner liquor grocery store and
> >>  kill the Arab owner. (At the time I saw this I has just gotten an
> >>  email from my sister in Seattle describing how she and other college
> >>  students were taking turns guarding mosques from vandalists.)
> >>
> >>  Harmless release of tension or co-conspirator in the industrial war
> >>  complex? Playful competition or dangerous ethnic and gender politics
> >>  of the other? The first computer game, created at MIT by Slug Russell
> >>  and other "hackers", was called "Spacewar", an outer space shooter
> >>  influenced by cold war science fiction. Since Spacewar, computer
> >>  games evolved and bifurcated into multiple genres, some related to
> >>  war and fighting simulation, (and using technology occasionally
> >>  directly funded by the US military), and others less so. (RPG, Real
> >>  Time Strategy, Shooter, God Game, Action/Adventure, etc). In the
> >>  1990's, within the shooter genre, characters evolved from white guy
> >  > American soldiers into oversize funny male monsters of all shapes and
> >>  stripes and pumped female fighting machines. It seemed to be about a
> >>  kind monster fantasy workshop, humorous macho role-play, taking
> >>  things to their frag queen extremes. Within online Quake and game
> >>  hacker culture, gender restrictions and other boundaries opened up.
> >>
> >>  Then beginning with Half-life and continuing with shooter games whose
> >>  alleged appeal is "realism", a kind of regression took place. In
> >>  terms of game play games like Half-life are universally seen as
> >>  advancements. Yet in Half-life you are only given one white guy
> >>  everyman American geek guy to identify with. And all of the NPC
> >>  researchers and scientists in the game are male. Half-life remaps the
> >>  original computer game target market back onto itself, excluding all
> >>  others and reifying gamer culture as a male domain. (Not that I
> >>  didn't play Half-life but I would have enjoyed it more if I could
> >>  have played a female character.)
> >>
> >>  The trend towards what male gamers call "realism" solidified in 2000
> >>  with the Half-life mod "Counter-Strike". Counter-Strike is a
> >>  multi-player game where you choose to play on either the side of a
> >>  band of terrorists or on the side of counter-terrorist commandos,
> >>  (all male). The tactics of the terrorists and the counter-terrorists
> >>  are essentially indistinguishable from each other. (Perhaps this
> >>  similarity between terrorist and counter-terrorist is telling about
> >>  the current situation in Israel and other places where the "war on
> >>  terrorism" has been forged for a while or is only just beginning.)
> >>
> >>  People who love Counter-Strike have told me that the appeal is the
> >>  "realism"-its not about "silly" muscly monsters bouncing around space
> >>  ports like in the Quake Series -in Counter-Strike you play
> >>  realistically proportioned soldiers and commandos killing each other
> >>  in stark bombed out bunkers. When you are killed in Counter-Strike
> >>  your character really "dies" instead of immediately regenerating.
> >>  (Although you get to play again in a few minutes as soon as the next
> >>  round begins.) So "realism" is not about faster game engines,
> >>  graphics processing and "photorealism". It is about reproducing
> >>  characters and gameplay environments that are considered closer to
> >>  "reality" and farther from fantasy.
> >>
> >>  But now, in the wake of Sept 11, are these games too "real"? Or is
> >>  the real converging with the simulation? Who defines what is real?
> >>  According to an email rumor, President Bush recently approved of a
> >>  deal between an American television network and the US military to
> >>  create a series of wartime docudramas of US soldiers fighting the
> >>  "war on terrorism" abroad. The news section of the TV network was
> >>  apparently miffed at the arrangement because they had been unable to
> >>  gain access to reporting on the war in Afghanistan. (Recall in
> >>  Orwell's 1984 the merging of state controlled war time news and
> >>  docu-fiction.) The trend in brutal reality TV, beginning with popular
> >>  shows like Cops, and continuing with a slue of reality game shows
> >>  like "Survival" is another field of convergence.
> >>
> >>  You are for or against us, you are with us, "the one", or you are
> >>  with the enemy is the underlying logic of the West, as I understood a
> >>  talk by Marina Grzinic at an international cyberfeminist conference
> >>  in Germany in December 2001. (Pre-axis of evil.) Although computer
> >>  games replicate this binary competitive logic maybe there is
> >>  something ultimately subversive in the knowledge that it is only a
> >>  game, that at any moment you may switch sides with the "other", you
> >>  may play the terrorist side in Counter-Strike. But reality games
> >>  pretend to erase this awareness. And if you are going to converge
> >>  network shooter games and contemporary middle eastern politics into a
> >>  game, (Counter-Strike), then you leave out a number of complexities
> >>  such as economics, religions, families, food, children, women,
> >>  refugee camps, flesh bodies and blood, smell etc.
> >>
> >>  Maybe the problem is that convergence with "reality" is happening
> >>  with the wrong game genre. Instead of replicating the binary logic of
> >  > the shooter genre, of Cowboys and Indians, of the football game, if
> >>  the US government borrowed tactics from real time strategy gamers or
> >>  RPGers, we might be looking at a different global response. (But then
> >>  again given who our leadership is now, its unlikely he is capable of
> >>  the intellectual planning required of a strategy gamer.) "Winning" or
> >>  advancement in massively multi-player Role Playing Games like
> >>  Everquest is enhanced by strategically building social bonds amongst
> >>  players. And strategy games like Warcraft and Command and Conquer,
> >>  while directly enacting tactics of imperialist colonialist
> >>  expansionism, at least take into account other factors in addition to
> >>  military might.
> >>
> >>  After playing Counter-Strike for a couple weeks I must confess it
> >>  incorporates social maneuvers beyond shoot and kill, (and I must also
> >>  confess to enjoying many aspects of the game--I have actually always
> >>  enjoyed shooters.) Team play and communication between members on
> >>  your side are complex, including live voice radio, and a number of
> >>  coded chat "smileys" and automated radio commands that take some time
> >>  to learn. Formulating strategies is also necessary for survival, as
> >>  in other network shooters. As a Counter-Strike newbie I was sometimes
> >>  even able to solicit help from my enemies, indicating a clear
> >>  awareness of the game as fictional play space. Some of the combat
> >>  environments are quite beautiful. But I still am critical that this
> >>  domain, the network of thousands of international Counter-Strike
> >>  servers spanning Taiwan to Germany, has been reified as an
> >>  exclusively male "realistic" combat zone. (You can hear live audio
> >>  voices of male players on many servers.) I am also disturbed that the
> >>  binary logic of the shooter is being implemented on a global military
> >>  scale.
> >>
> >>  Personally I would like to see computer games move towards fantasy,
> >>  away from military fantasy which pretends to "realistic". I like
> >>  fantastic environments where there is more room for imaginative
> >>  habitats and characters. Japanese games for children and adults are
> >>  engaged in this undertaking, filled with curious animal Pokemon
> >>  creatures, Robo-cats, transformers, Anime people, monsters, demons
> >>  and fairies, of all genders. I identify more with these characters
> >>  than with counter-terrorist or terrorist soldiers and they are what I
> >>  want to be my reality. Reality is up for grabs. The real needs to be
> >>  remade by us.
> >>
> >>
> >>  About:
> >>
> >>  Velvet-Strike is a collection of spray paints to use as graffiti on
> >>  the walls, ceiling, and floor of the popular network shooter
> >>  terrorism game "Counter-Strike". Velvet-Strike was conceptualized
> >>  during the beginning of Bush's "War on Terrorism." We invite others
> >>  to submit their own "spray-paints" relating to this theme.
> >>
> >>  The Velvet-Strike Team:
> >>
> >>  Anne-Marie Schleiner opensorcery at opensorcery.net
> >>  Joan Leandre retroyou at retroyou.org
> >>  Brody brody at tmpspace.com
> >>
> >>  http://www.opensorcery.net/velvet-strike/
> >>
> >>
> >>  #  distributed via <nettime>: no commercial use without permission
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> >>  #  collaborative text filtering and cultural politics of the nets
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body
> >>  #  archive: http://www.nettime.org contact: nettime at bbs.thing.net
> >>
> >>
>
>


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