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Game On War In Syria Explores Ongoing Conflict 62

Posted by timothy
from the no-extra-lives dept.
arclightfire writes "So while games have come under spotlight via the debate about the causes of the tragic school shootings in the U.S., it is worth remembering that games are now a broad medium and far from all games are FPS games. Even those about war are not now just about shooting, as Endgame:Syria shows by covering an ongoing war; 'The subject matter for Endgame: Syria should not however be looked on from a trivialized angle; people and civilian casualties are dying every day over in Syria.'" The game is part of a series from Auroch Digital.
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Game On War In Syria Explores Ongoing Conflict

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  • by Johann Lau (1040920) on Sunday December 23, 2012 @09:05AM (#42374551) Homepage Journal

    I can't define what a game is, but I know that chess works even when stripped down to the bare mechanics... and if you stripped these games down to their bare mechanics, they might still be games, but most of them would be more or less identical (at least if you consider the maps as input to the game just like players are, not as not part of it's rules). Because of that I'd say they are definately nowhere near as much the games they're perceived as.

    What is called "game" these days often enough is just a vehicle for story-telling, super idiotic story telling at that. You know, you wouldn't be able to sit through most of these stories as movie, unless there was a lot of action or hot people in it. And you wouldn't be able to take it as a slideshow on the computer/console, either! So you get to mash a few buttons; that way you feel involved and stay on the petri dish.

    That wouldn't be a problem if the people who told stories and their stories amounted to shit -- I am sure you could make a "pseudo-game" about (the effects of) war that has something to say... those games probably exist, they're just rarely hyped, are they.

    But you cannot make an actual war game, not really, since war isn't so much about the pong/galaga/pacman mechanics that are used to portray them, as they are about propaganda and using the masses -- and not in an RTS way either, that just simulates the "general grunt" instead of the "infantry grunt". War is waged by planning in super comfy rooms with huge desks -- it's about profit and numbers, not about individual actions. Knowing that it's pretty much clear than 99.9999% of all war games obfuscate war, not explore or simulate it. They are just extensions of power, they are part of those wars. They keep even the people who are not currently out there being hired killers safely embedded in the fabric of war.

  • by PopeRatzo (965947) on Sunday December 23, 2012 @10:10AM (#42374751) Homepage Journal

    It is a well-known fact that only a good guy with a gun can stop a bad guy with a gun.

    Actually, a falling boulder can stop a bad guy with a gun. A poison dart can stop a bad guy with a gun. An electric fence can stop a bad guy with a gun. A femme fatale can stop a bad guy with a gun. Psychotropic drugs can stop a bad guy with a gun. Early intervention via counseling can stop a bad guy with a gun.

    And not having a gun can stop a bad guy with a gun.

    But let's face it, the fantasy of being the "good guy with the gun" is very appealing to the frustrated and insecure and sociopaths who could easily become the "bad guy with the gun".

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