The Ambiguity of Holocaust Games and “Suicide Bomber”: Training or Coping?

March 27, 2011

Several weeks ago, a YouTube video of children acting out a suicide bombing mission was discovered on YouTube. The video takes place somewhere around the Afghanistan/Pakistan border; the children were determined to be part of a pashtun, or religious school, based on their clothing. It has since been picked up by the press – days later by the New York Times, and recently again by the BBC. In the video, young children – some perhaps no older than three – enact a suicide bombing mission in a game that we shall refer to here as “Suicide Bomber”:

A brief synopsis: A child dressed as a bomber walks before a line of other children. He embraces his smiling friends as a final farewell – several of them grin at the camera. Then he proudly walks forward and confronts another boy dressed in white who, acting as a checkpoint officer, puts his hand up to signal ‘Stop!’ The first child lifts his clothes to reveal explosives and rushes forward towards the fleeing guard and three other boys in a cluster. One of the children (one of the victims, the boy dressed in yellow) throws up a huge cloud of dust and everyone collapses in a heap; the other boys rush up to see. The camera moves over them to focus on the faces and show the results of the attack. The child playing the bomber cannot contain his grin, but quickly becomes serious again. The music being played is a favorite war song of the Taliban about a young man going off to war and how good he looks while carrying his machinegun.

The press’ coverage has interpreted the video as training children to become suicide bombers. UNICEF and other groups according to the BBC have rightly condemned the video while a Taliban spokesman, though denying they produced it and saying he was “saddened” that the children were playing this game, gave a propagandistic response that “they should do it because this is a war that was imposed upon us.” The spokesman, Zabiullah Mujahid, stressed to the New York Times that they accept children as young as 18 to become suicide bombers, but this runs counter to reports and arrests of children – one as young as 14 – arrested for attempting to blow themselves up. So children suicide bombers is certainly something that our soldiers and the Afghan security forces are worried about, and – particularly given the recent trends in ‘serious games’ to teach soldiers and civilians new skills – is inevitably feared as a propagandistic training video. As the New York Times puts it, “the message is clear: This is something to aspire to.”

But is the “message” of this game really that “clear”? One of the things that strikes me about this coverage is that the play itself is ambiguous, and yet most people have accepted this as a training video. One thing that appears missing from the discussion is the critical and historical perspective.

Simply put, children play games in war zones all the time – play appears to be essential to a child’s well-being and as Brian Sutton-Smith tells us in his seminal Ambiguity of Play, the absence of play within children is a symptom of something terribly wrong with that child. Though is all too easy to think that play could not exist within such terrible circumstances it inevitably does – even within concentration camps.

George Eisen’s 1990 book, Children and Play in the Holocaust: Games among the Shadows describes and analyzes several types of games that were played in the ghettos and concentration camps. One of these was “gate patrol” where children would reenact Jewish workers returning to camp, trying to smuggle food in under the watch of other children playing as guards. Yet another was “Klepsi Klepsi”, or ‘stealing’, where one child would be blindfolded while the others would slap him as hard as they could and then when the blindfold was removed, playing innocent. The goal of the slapper was to escape punishment while the child who was slapped had to read the body language of the other children to identify who hit him.

Eisen describes these games as a reflection of the culture that surrounds them as well as an attempt to gain control over that environment:

Play provided the children with a “buffered learning,” an activity frame in which one could learn to be safe in an abnormal situation, without worrying about being out of control. Thus children took into their lives naturally even the death that surrounded them. In spite of their elders’ desperate efforts to shelter them from the atrocities, their games in the ghettos and camps reflected, inevitably, the surrounding horror.

Thus, “Klepsi Klepsi” might be seen as both a reflection of the brutality and conditions in which the children lived but also as a means of learning techniques that could help them, such as being able to identify who was guilty in a situation and how to hide guilt. In addition, it helped give the children an escape mechanism through imagination.

This puts “Suicide Bomber” in a slightly different light and highlights the ambiguity of the game. Is it, as the Taliban and the press want us to believe, a training video? Or is it the equivalent to “Klepsi Klepsi” and other ghetto and concentration camp games, as a means of finding means to cope with a horrible situation through the safety of play? The children in the video express joy and laughter, both at the absurdity of the situation and the presence of the camera. There is certainly an element of chaos within the dramatically billowing cloud of dust that would appeal to what Roger Caillois defined as ilinx, or vertigo, the form of play that finds joy in chaos, not unlike the dancing and tumbling of “Ring around the Rosie”. (Of course there is also mimicry present here as well through the costumes and reenactment, and this is where the concerns of the authorities lie).

Here it is important to note that the cameraman’s identity is unknown, though given height of the camera angle, it seems to be an adult man – probably the same person who added the Taliban song and posted it on YouTube. What is unclear, however, is whether the man is encouraging them to play this game or merely recording a game that was happening anyway.

The bottom line is that the play is ambiguous, and as a result, everyone finds their own interpretation, and the video put to serve the agenda of any party whether it be the Taliban, UNICEF, or police and security forces in Afghanistan. The one part of the discussion that is missing and that we ultimately will probably never know is what the children think of “Suicide Bomber”. If there is one thing that is clear about the video though, it is that the children of Afghanistan and Pakistan – and likely in Iraq as well – will play “Suicide Bomber” because terrorism is a fact of life for them.

Oregon Trail Ver. 3 (BASIC 3.1, 1978)

November 7, 2010

As part of a research project on computer games produced prior to 1973 (the date of 101 BASIC Computer Games), I have been conducting research on The Oregon Trail, which originated at Carleton College in Minnesota in 1971 by Don Rawitsch, Paul Dillenberger, and Bill Heineman. The game was played in one of Rawitsch’s history classes and in programming and simulation classes taught by Dillenberger and Heineman, then put in storage until Rawitsch copied it onto the MECC computer system in 1974, with a revision in 1976 based on new research. It was alter copied and published in the July-August 1978 issue of Creative Computing. The 1978 version is thus fairly close to the 1971 original, only with more accurate data. The original version also contained more jokes to make the learning process more interesting, but the data was still fairly accurate. Rawitsch testifies to the value of a simulation for teaching:

Although students can find out about the Oregon Trail by reading books, visiting museums, watching movies, and similar activities, the simulation allows them to learn from actively participating in the simulated experiences of people from another era.

Data on the Oregon Trail was collected from books and diaries and provided accurate information regarding the cost of goods, types of supplies to buy, and the frequency of disasters (i.e. bad weather occurs 20% of the time and injuries 5% of the time in the diaries, so they occur at the same rate in the game). The code also detects where the player is on the trail and adjust random events accordingly (i.e. it snows in the mountains and river disasters occur on the plains).

Unlike the graphical version we are more familiar with, the original version was text-based. Each turn, players would type their choice (stop, hunt, or continue; eat well, moderate, or poorly) and the game would load an event subroutine to let you know what kind of disaster occurred this turn. After making a choice in the event sequence, the game tallies up the results and continues until the player either dies or reaches Oregon. Also unlike later versions of The Oregon Trail, the 1978 version does not keep statistics of whether a family member dies and you cannot name your family members or yourself. Finally, the popular hunting sequences involve typing a word such as “BANG” quickly into the computer, with accuracy based on speed.

One of the things I’ve noticed by looking at the code is that there are many disasters that can either deplete bullet stock or be overcome by using bullets. This means that success might rely on a large supply of ammunition. Rawitsch also suggests that players spend $200-$300 on oxen and at least $175 on food as a good initial supply.

Below is a text document containing the code for the program, originally called OREGON. It runs in 3.1 BASIC and was designed for a CDC Cyber 70/73-26 (of which there are apparently many still in operation, and one man is selling a rather expensive emulator of the system to this audience).

OREGON

I haven’t figured out how to get the code running in a BASIC emulator (say in a presentable version such as Highnoon), but if anyone can help, please let me know! The code is approximately 700 lines long.

This code was found in David Ahl’s Creative Computing May-June 1978 issue.

Welcome to the Desert of the Real

September 30, 2010

While searching through Molleindustria’s site, I came across a link to a machinima called Welcome to the Desert of the Real, created using America’s Army, the military’s free propaganda game. I was quite surprised and intrigued by this, dubbed a “reverse propaganda film” about Post Traumatic Stress Disorder (PTSD). The film uses footage from the game along with text from the Army’s official PTSD manual.

I was struck by the aesthetic values of the film, which takes a machine of war and beats its sword into a ploughshare machine of art. Each image is aesthetic, the blocky polygon approximations reduced to Lawrence of Arabia-esque desertscapes with ruins of Middle Eastern buildings, dust storms, and endless spreads of desert where jagged edges of ground textures dance on the edges of vision like a mirage. A piece of war, now a piece of aesthetics. It also suggests connections with war photography, but also with film, landscape, and the surreal. But this aesthetic approach is top notch, with well-polished cinematography and artistic composition of shots.

This said, I find the connections to PTSD seem a little obscure. The lone soldier treads through this surreal dreamscape, a desert void of life, both friend and foe. It is a space he wanders by himself, and yet it does not directly reference any specific PTSD events (aside from a shooting in the opening). While on the one hand, I appreciate the game’s distancing from imagery of violence and death, or even just the leavings of battle, the juxtaposition of words and imagery seems more a space to let the words sink in rather than to suggest a connection between word and image. If anything, the film has to do with PTSD through the loneliness and silent, solitary patrol of the soldier and his lonely battle with the illness. He feels isolated, unable to cope with this demon and afraid he will be ostracized for admitting it. As such, it eats him away like the heat of the desert sands and the baking rays of the sun. However, this connection might be difficult to make for most people, as our images of what PTSD actually is and its effects are obscure to the sheltered mind, the words not directly connected with the imagery beyond tenuous metaphor.

Also…Wordpress does not seem to directly support Vimeo, despite the fact it has better display conditions than YouTube.

The Charnel Houses of Europe: The Shoah

June 22, 2010

Today I stumbled upon a shocking discovery on Gameology.org, a website devoted to game studies. The article, “Charnel Houses of Europe: The Limits of Play” (1997) discusses a roleplaying game by White Wolf, Wraith, a game about ghosts, and its expansion set, The Charnel Houses of Europe: The Shoah, which covers the ghosts of the Holocaust. The paper, given in 2006, explored the nature of the game and its ethical properties, ultimately suggesting that Charnel Houses of Europe was able to communicate some information on the nature of the Holocaust, though was ultimately unable to provide an “authentic experience” relative to it. Sadly, “CHoE: The Limits of Play” is available mainly in video form, with character sheets below. The audio is poor, and some of the speakers are impossible to hear. It also cannot be paused. The second video has a sample play.

First off, Charnel Houses of Europe (CHoE) describes in its introduction the reason why the book was written. Quite simply, it follows the essay “Mi Yagid Lebanim: Who Will Tell the Children” by Janet Berliner, part of the book’s design team. In this essay, she laments the apathy of the grandchildren of Holocaust survivors (and the world at large), stating that we should tell the story of the Holocaust in whatever way possible, especially if it is in the language of the children – “We must teach them through the tools with which they are comfortable”. For this reason, the authors of CHoE feel that the game is necessary in order to communicate that narrative such that it does not happen again. This is a valid argument that is supported by the curators of the Genocide Museum in Albuquerque. In this case, the medium of the role-playing game, which is about storytelling, further supports the goal of ‘telling the children’ by recounting the Holocaust through storytelling, of perpetuating the narratives of Holocaust survivors and victims through narrative.

What the authors of “CHoE: The Limits of Play” sought to do was analyze the game to determine its effectiveness and its ethical properties. While the game certainly has a valid and lofty goal, it raises several questions. Is it ethical to play the game? Read the rest of this entry »

Antiwar Machinima

June 12, 2010

While stumbling around the web, I discovered an article about an essay published in the April 2010 issue of Continuum titled “Reverbing: The Red vs. Blue machinima as an anti-war film” by D. Bruno Starrs. Now I try to be on the top of articles about war (and antiwar) and games, so this was a pretty exciting discovery. It’s a pretty interesting thesis, but unfortunately, one that doesn’t really hold much water. Gamepolitics provides a nice summary of the article, which is free to read online.

Red vs. Blue is the most well-known machinima ever created. Machinima are films created using a game engine, and RvB is created using Halo. The series sprang up as an independent operation but later got the green light from Bungie and even some official support in the way of custom game discs. The series (like most machinima) is known for its bawdy humor, and isn’t something that most audiences would associate with antiwar rhetoric.

What Starrs does very well is compile a series of characteristics defining the pro-war film, compiled from several books on the American war film. These include hijinx during basic training, the reverence for military war victims, contributions of racial minorities, the prominence of the flag, self-sacrifice, and justification for the cause. Starrs adds to this list reinforcement of masculine values, particularly through misogyny (?) or more precisely through absence of women. To this list, Starrs compiles a series of components often found in antiwar films, such as tragedy of war communicated through images of brutality, the extent of death and suffering, incompetent commanders, waste, and futility. Read the rest of this entry »

Early(er) Computer Games: Babbage and Nimatron

May 18, 2010

Digging through an early book on computer games titled Game Playing with Computers (Donald D. Spencer, 1968) and discovered two early computer games that have so far been almost completely ignored in the literature (which is kind of odd, considering one of them is well documented in an oral interview – though Judd Ruggill published an article referring to it in the Spring 2009 issue of Cinema Journal).

The first of these is a little more light on the previously re-rediscovered Tic-Tac-Toe game by Charles Babbage (Spencer refers to it as well). The only additional information I have to add here is that Babbage wanted to design a Tic-Tac-Toe playing computer he could use to help fund his more serious project – he would charge gawkers a fee to play the game (making it the first computer game designed for a profit). However, the machine was never built. So according to Spencer, Babbage had more than simply a prefigure of the idea.

The second – and this is VERY surprising – is the Nimatron, designed by Edward U Condon in 1939 (displayed in 1940). Condon (apparently better known for his UFO studies) had the idea to build a machine that would play Nim at the New York World’s Fair to help enliven the Westinghouse booth, where it was enjoyed by over 50,000 people Read the rest of this entry »

Tactility and Ambiguity: The Mechanics and Message behind Train

March 8, 2010

Before I begin, I have to apologize for getting this out so late. I played Train about a month ago now, but it’s been a bit of a rough and busy time, making it easy to get preoccupied with easy things rather than tackling difficult problems. But I suppose it takes time to reflect, so there’s that as well.

Now some people might be quick to jump and state that “Train has been out for two years now! This is old news! Tell me something I haven’t heard before!” Well, that may be fine and good for reviews and game news where the latest announcement was old two days before it made headlines and which is about getting information to help people make buying decisions before they even knew they wanted something. Criticism though pays little heed to time – a critical analysis of Myron’s Discobulous or Fellini’s 8 1/2 is still important even though these works were created decades – or centuries – ago.

So this is not news. It is not a review. It is a critique and analysis of a game that seems to have been the most important work to come out in the past three years and I feel deserves a little more analysis from people who have played it first-hand than it has received. Still, there have been plenty of critics who got here before me, so I ‘publish’ this at the risk of saying something that’s been said before.

This is also in draft format, so perhaps a blog is a perfect venue for it at the moment. It’s also about 4500 words long, but hopefully will keep you interested for at least a fraction of that space.

Tactility and Ambiguity: The Mechanics and Message behind Train

Draft 03-07-10

Devin Monnens

I have played the most talked-about game of 2009. Everyone – the critics and the pundits – has talked about this game, though many commentators have never played it. This game has not been played because only one copy of it exists in the world, and that physical copy is usually kept in the artist’s house in California (though sometimes it is displayed at art exhibits or presented at the University of Southern California’s game design program). I am sure you have heard of it. This game is called Train, and it is a board game designed by Brenda Brathwaite. It is a game about the Holocaust.

Train’s subject matter is the main reason it has garnered so much criticism. People don’t like talking about one of the most horrific things human beings have done to one another, which should probably be a crime in itself – after all, how can we hope to prevent such horrors from recurring if we ignore them and think only of more pleasant things? At the same time, people who hear about Train are skeptical because any game that is about the Holocaust has to be respectful to the victims, a point made more controversial in that Brenda makes the player take the role of a Nazi controlling the trains sending people to the death camps.

I suppose I should have begun this article with a big ‘SPOILER ALERT’ in flashing red lights. You see, one element of Train – and perhaps its most-discussed gameplay element – is the fact that many players do not realize when they begin that the game is about the Holocaust. “Ha-ha!” shout both critics and pundits alike. “Train is nothing more than a cheap dramatic reveal! One moment, we’re off to Disneyland, and the next we’ve arrived in Auschwitz!”

“Forgive them, Father, for they know not what game they are playing.”

(Of course many prisoners had no idea where they were being taken while Nazi lies and propaganda presented the camps as retreats; in this regard, Train’s ‘reveal’ is thematically – and to an extent, historically – accurate.)

This reading, I argue, is flawed and seems largely the result of insufficient coverage of the game (reduced in large part to the fact that only one copy exists and fewer people have played it than have played Battle Kid: Fortress of Peril). This argument also becomes moot if we are to take the manifesto of the game design collective Tale of Tales seriously, whose first point states: “Games do not have spoilers.” Simply, you can still experience Train knowing ‘the reveal’.

I played Train recently at the Art History of Games conference in Atlanta where the game was exhibited along with several other works of game art commissioned specially for the conference. I had read about the game before, so its theme and contents were not a surprise. In this regard, my only disclaimer is that I was unable to play without the experience of someone who had never heard of Train before. But more on this later.

Train is not an easy game to play. This is not difficulty in the sense of I Wanna Be the Guy, which rakes gamers over the coals of masochism; this is difficult in the sense of content. Further, Train is even harder to play once the player knows the game’s subject matter. Taking that first step to decide you want to play is difficult. For me, I was reluctant to start because somehow it felt I might be made complicit. My session was made easier because I got to participate in atrocity with the help of Michael Samyn and Auriea Harvey. I got to play Train with Tale of Tales, and I don’t think the game would have been the same with anyone else. I say this not to boast or make them complicit, but to reinforce the difficulty it takes to begin playing Train and how a good play group can significantly alter the experience.

From a quick overview of the rules, Train may seem little more than a racetrack board game (or “race game” as defined by David Parlett) where players race to deliver the most passengers the fastest, with a ‘surprise finish’ wherein it is revealed the trains’ destinations are concentration camps.

Train arises in a field that is now becoming dominated by the concept of ‘the mechanic is the message’ – that a game’s meaning is derived solely through its game mechanics, or the rules and rule-systems (dynamics). In fact, the series of six games in which Train is but one piece is called The Mechanic is the Message and was built with this concept in mind. Because of this, the tokens in Train – the prisoners, the boxcars, the track, the concentration camps, and the event cards – can all be represented in abstract form, and meaning can be derived from it. However, the argument goes that Train is formally similar to a game of Backgammon, and so lacks the type of procedural rhetoric found in a game such as Ian Bogost’s Airport Security. In this sense, a shallow reading of the rules makes the game’s meaning arise solely through the representative level, that without the setting of the Holocaust, Train has no meaning. So sayeth the critics.

But to read Train solely from the perspective of rules is to ignore two major sources of meaning that are arguably only possible through the game’s analog nature: tactility and player interactions with ambiguity. As shall be seen, it is these two elements which prevent Train from being adequately expressed as a digital game and why it simply isn’t possible to talk about Train solely by discussing its ‘reveal’ (which in fact, this ignores a large part of the experience).

The tactile level centers on the people, abstractly human-shaped wooden tokens. When the game is initially set up, the people are in straight rows, regimented two-by-two (Brenda used a business card to line them up; I’d like to say it was John Romero’s, but that’s fantasy). The order inherent to these rows is two-fold, on the one hand suggesting the herding of prisoners under armed guard into box cars, while on the other suggesting the fragile stability of the Jewish community in 1930s Germany. When a person is grasped from the ranks, these orderly lines are scattered, disrupted in a strangely violent act.

The people are then loaded onto box cars not quite large enough for them to fit inside smoothly; the people are either popped in shotgun-style or stuffed in haphazardly. The box cars are light, made of flimsy plastic and easy to skip off the tracks, while the weightlessness of the wooden people makes their solidity fleeting, their existence fragile: Train would feel completely different if the box cars had been made from metal or sturdy wood, the people die-cast metal, and this feel would be completely lost in the digital realm.

The tactility of these small, fragile tokens and the mechanic of a round peg in a square hole reinforce the cheapness which life has taken on. Pieces are knocked over, peace and symmetry disrupted: simply the act of selecting a person to load onto the train is violent with the act of hand-grasping-piece making the player complicit. The same mechanic taken in a differently colored setting – transporting passengers to Disneyland, for example – would communicate a similar message of the lack of human dignity and people’s reduction to mere numbers: people are reduced to cattle whether they are being herded into theme parks or concentration camps, the primary difference being the people in the latter scenario did not choose their destination.

Despite its subject matter, Train is also a complex game of strategy for up to three players. Each turn, the player is given several dynamic choices: roll the die and load that many passengers onto the car, roll the die and move the car forward (note you have to decide what you want to do before you roll), draw a card, or play a card. Each action card has its own use – derail a car to disrupt the other player, have a car switch tracks, block the rail lines, or double the movement speed for one turn. This strategy means there is good balance between the dynamic of gaining resources (more passengers on the train car) and moving towards the end versus disrupting other players’ gameplay to prevent them from winning.

Within this tactile and strategic narrative space, the second key meaning behind Train arises. Games are not static, represented by rules and tokens, cutscenes and narrative: they are experienced. And the central experience behind Train is the interaction of players within the narrative of the Holocaust and the interpretation of rules. Here, though the game is playable, its rules are largely ambiguous.

A cursory glance of the rules makes it obvious that Train’s rules are not clear-cut. They contain phrases such as “half the prisoners refuse to reboard” and “Train ends when it ends.” Simultaneously, Train is in conflict with our cultural interpretations of how games work: why is the game’s implicit goal to transport passengers to concentration games? A quick discussion with Brenda will reinforce these facts.

Normally, we would consider such ambiguous and contradictory rules to be flawed game design. After all, players won’t understand how to play a game without having to interpret ambiguous rules. We teach our students how to write good, understandable game rules because the designer will not be there to tell players “how they are supposed to play the game.” Brenda Brathwaite knows how to design games. She has been doing so for over 20 years. Train’s rules are supposed to be ambiguous because that ambiguity is central to its meaning:

Like tactility, ambiguity is key to how Train is played and interpreted.

As such, it is perhaps best to apply the lens of Stephen Sniderman’s “Unwritten Rules” to the game’s interpretation to determine how we deal with ambiguous and culturally defined rules. In this essay, Sniderman argues that unwritten cultural and social rules govern how a game is played as much as its formal rules. When does a game begin and end? How long should a player’s turn last before he spends an “unreasonable amount of time” deciding his move? What kind of etiquette should players have? These cultural components all come into play with Train.

For instance, during the game, I have to ask Auriea if she would be ok if I derailed her box car. (I like to think I would have derailed the car even if she said ‘no’). The reason I ask is because I want to ‘play nice’ and not offend my playmates, even if I am under the impression I am saving lives. You don’t ask the SS if they would be offended if you disrupted their operations in order to save the Jews. But you do play nice with your playmates and don’t make actions that could be considered as cheating or unfair if you want to continue playing with your friends in the future.

Though I do wonder if it is ok to cheat if you are cheating to save lives or the rule system itself is immoral. During the opening, Brenda explained to me some of the ambiguities behind the rules. For instance: “There is no rule that says you cannot take people from one person’s car and remove them or place them into your own.” Likewise, Brenda states that players could simply ask where the trains are going, an act where lifting up the Terminus cards to determine destination is discouraged as an ‘unwritten rule’ of play – but a valid question to ask. These possibilities are interesting in and of itself because while the rules do not disallow such action (and such action does not contradict any of the game’s explicit rules; ergo, it is not cheating), interfering with another person’s ‘property’ within gamespace is culturally disallowed. Cultural values – what is allowed and disallowed, what is expected and discouraged – are as much a part of how we play games as they are a part of society.

This interplay of cultural values can contribute to a game’s interpretation in other ways; as narrative and meaning are imbued on traditional games, these traditional cultural interpretations of games and play become centers of commentary themselves. One such unwritten rule, based on Jesper Juul’s definition of game, is that a game’s goal is valorized. Culturally, we associate achieving the goal in a game with success and reward. Good players are recognized for their skill. Professional athletes and Olympians become heroes while the schoolyard masters of Basketball gain reputation among their classmates. Train flips this on its head: a morally repugnant goal has become valorized by the nature of its ‘game-ness’. To win this game is to simultaneously lose. As Michael put it, loading more passengers onto the boxcars, “I don’t think I’m winning.” Or, to put it another way, simply because the game has a goal does not necessitate the morality and valorization of that goal, as critics of Manhunt 2 might argue.

In the right hands, valorization is a tool which illustrates the maturing nature of the medium, while its improper use can underscore a sense of childishness and perversity.

Sniderman also deals with ambiguity in rules. On the one hand, the ambiguity of unwritten rules cannot be thoroughly defined: how do we state what constitutes a ‘reasonable amount of time to make a move’ in Tic-Tac-Toe, for instance? Who defines what ‘reasonable’ is and how is it enforced? What are the consequences if the rule is not followed? Game rules must be logical and clear-cut, or else they cannot be enforced.

For instance, one of Train’s first rules states that the person ‘least likely to admit to something’ will go first – a perfect rule for those who are about to commit an atrocity. As a result, players must decide amongst themselves who best fits this description. In the case of our game, Michael voted himself with help from Aureia, who I assume knows him well enough to support his call. However, I still have a nagging suspicion that I might have been the one least likely to admit to something, depending on what that ‘something’ is, the context in which it may or may not be admitted, and who it is being admitted to. The paradox is that he who is “least likely to admit to something” probably wouldn’t admit even to that, lest it give away his cover.

The fact that we all agreed that Michael should go first highlights another unspoken rule of games: Rules must be agreed upon in order for the game to be played. When the rules of the game are unclear, players must agree on a new interpretation of the rules before play can continue.

This happens all the time in games where players are learning the rules. How far can my infantry units move through forested terrain, for instance? Check the rulebook. What happens when I roll doubles or land on the space another player occupies? Check the rulebook. It also happens when a unique play style emerges in a well-understood game, such as throwing the ball from behind the back board to score in Basketball. Play must stop until an agreement of the rules is reached.

With ambiguous rules though, the interpretation of the rules is not clear. Instead of ‘it takes two movement points for infantry units to enter a tile containing forest’, we might instead ask ‘how many trees on a tile determines whether that tile is forest or not? Does at least 20% of the tile have to be forested for it to count as a ‘forest tile’? Or is one tree enough to hinder movement?

One such rule clarification was required in Train regarding ownership of box cars. Who controls which box cars? Do players control a line of track or do they retain control of the cars they placed on the board? Thus, if a box car switches tracks, does the player who owns the track gain control of the box car or does the player who owns the car retain control, thus making it possible for players to block the track? (We decided on the latter, though this might simply have been the result of an over-eagerness to read ambiguity in the rules. This interpretation also meant that one player cannot have more than two box cars at a time).

Perhaps the most important ambiguous rule in Train regards derailing trains. When a Derail card is played, it causes the chosen car to “go off the tracks” and empties the passengers from that car. Half of the passengers return to the start while the other half “refuse to reboard.” On a formal level, the rules do not state whether the number who “refuse to reboard” is rounded up or down. However, the meaning of “refuse to reboard” is ambiguous. Why do they refuse? Do they dislike the conditions on the train or know where the train is going? Were they injured when the car derailed? And what happens to the passengers who “refuse to reboard”? Are they executed for refusing? Or did they escape to Denmark, as it is usually interpreted? The rules do not explicitly account for these kinds of limbo.

Another importantly ambiguous rule is that Train “ends when it ends.” This simultaneously evokes the magic circle and games’ sense of safety (as defined by Chris Crawford). Unlike reality, the magic circle of Train can be dissolved if players feel too uncomfortable with its subject matter (the game is no longer ‘safe’ for them). The Holocaust narrative of the game dissolves, leaving us in the real world – but we take the experiences we had with us to incorporate with our preexisting historical knowledge through the porous ring of the circle.

This rule is also notable because it makes explicit an implicit rule common with all games: the game is over when the players decide to stop playing it. Games are usually over when the algorithm has completed itself – when one side has won the game. In the case of Train, ending the game is an explicit rule that can be implemented at any point – even if it’s someone else’s turn. The message is that we can choose to stop participating in something we do not agree with and that this moral choice is part of society. However, the unwritten cultural rules of games also stress a need for completion – the attainment of a variable, quantifiable outcome. The act of prematurely aborting a game before its ‘completion’ is thus the act of a spoilsport (or outside influences, such as mother calling the kids to dinner). To use this rule, players must break with cultural expectations of play, and so the act of quitting the game one disagrees with is itself an act of rebellion – or an unspoken call for agreement.

Michael, Auriea, and I did not exactly ‘play Train to the finish’ – the needs of the conference arose again and we caught the last bus back to the auditorium. However, even here I have to wonder if there was ambiguity in this decision as well: did we quit because we had to leave, or because we chose for the game to end? And are outside circumstances identical with choice? Would we have continued play out of curiosity or have quit in disgust at our participation?

Additionally, the ambiguity of Train is two-fold because the game is played within a gallery setting, a place where visitors are not allowed to touch the artwork. The written and unwritten rules of a gallery determine how we view objects within the space (R. Mutt and “My kid could draw that!” being two examples) while identity cards determine our interpretation of the piece (and with some audiences more of our attention than the art itself). When a game is placed within the gallery, are viewers supposed to play it or let it sit?

Ironically, Train can only be played during certain parts of the day due to the danger that someone might steal or damage pieces of the game or it would not be properly set up. Interactivity and lack of security determines when it is possible to interact within this space in which interactivity is not expected. And we certainly aren’t supposed to smash the art with a hammer (even if the rules say so).

Train integrates such destructively tactile interactivity into its rules. During setup, players are encouraged to break the glass in a window on which the game board is set up. One observer smashes the glass, first hesitantly, then with greater spirit. I demurely observe from the sidelines that “Technically, the rules state you may do this on setup, and the game has technically already been set up.” I am also not sure if Brenda will be angry that someone has smashed her glass, due to her anxiety from the night before, yet realize that if you leave a hammer with some interactive art, someone is going to use the hammer.

A new kind of rule.

Checkhov’s Hammer.

What the kid doesn’t realize is that he just started the Holocaust within the gamespace by reenacting Krystallnacht. I suppose I am one of the silent idlers who sat by and let it happen. I, the holder of rules. Perhaps he is just another casualty of historical ignorance, along with patrons who give fail to give the fancy typewriters – actual SS typerwiters used to write orders for genocide – little more than a first glance. The typewriter, used to type the game’s rules, becomes another artifact of a space that requires context and interaction to fully understand.

Though rule ambiguity in Train is key to its interpretation and meaning, ambiguity is also key to atrocity.

In Roberto Bolaño’s novel 2666, a train full of Jews arrives in a Polish village right before the end of the war. The mayor does not have the resources to take care of the Jews and has received no orders regarding what to do with them. He knows they are prisoners and that they should be sent to a concentration camp, but he doesn’t know what to do with them or how to get them to one. Repeated calls to local administrators refer him to other administrators who eventually tell him to contact SS headquarters. The young SS officer on the other line tells him to liquidate the prisoners. When the mayor asks how, perhaps in hope that he can avoid following the order, the SS officer suggests he use any means he sees fit. The mayor requests the orders be delivered in writing. The SS officer on the other end laughs, “These orders are never issued in writing,” thus sealing the fate of both the Jews and the mayor.

When the ‘orders’ are issued in Train, they are given with a level of ambiguity such that perhaps they were not even issued at all – though their intent is coldly suggested.

Ambiguity is thus central to the operation of the death camps, as it is to the operation of the game. The Jews can only be murdered if the mayor follows the unwritten orders – the unwritten rules of the game.

If games only progress through consensus, then a game’s operation is made possible only through consensual agreement about a rule’s interpretation. Ironically, genocide seems to occur through consensus as well – consensus of the common people with the will of the ruling power and perpetuated by the silent and the apathetic.

Yet Train also provides opportunity for players to speak out against atrocity. In addition to the rule that Train “ends when it ends”, the game also is over when no more passengers “can be delivered”. While this suggests that Train is over when all passengers have been delivered to the concentration camps, the ambiguity of these rules thus makes it possible to ‘win’ the game without sending a single passenger to the death camps. This situation can be reached in several ways:

1.Players choose to end the game before a single passenger is delivered.

2.All passengers have “escaped to Denmark” after “refusing to reboard”.

3.Players might decide that a derailed box car is no longer usable (this happened in our interpretation of the rules).

4.One or more players disrupts play, making it impossible for the other players to make a meaningful decision (for instance, by drawing all the event cards and blocking the rails while refusing to clear them).

5.No more passengers can be delivered because the players simply refuse to deliver any.

The downside to alternate goals might be that playing against the implicit goal somehow feels cheap. The danger here is that it could become empowering to imagine yourself rewriting history, preventing the Holocaust by saving Jews from the death camps within game space. One the one hand, this springs to mind the idea that history can be erased and we can imagine a world in which ten million people are saved from genocide, that the Holocaust can be prevented within a game. Or perhaps that we could have prevented it if we’d tried.

Upon reflection, I don’t feel this is what Train accomplishes. Instead, it suggests a stronger note: that those who can observe and have the bravery to oppose unjust or immoral rules can contribute their tiny bit to helping others. Schindler may not have been able to prevent the Holocaust, but he was able to save many Jews from their deaths. In a situation such as this, saving even one life may be counted a victory, however small.

Ultimately, this may be the basic message behind Train as a piece of game art that produces a message through game mechanics: In a game where the mechanic of gesture is as important to meaning as is the ambiguity of a game’s rules, the ability to create a meaningful gesture against injustice through player action becomes a message and perhaps an unspoken rule in itself.

Question the authority of the rules. Do not follow them blindly simply because you are told to.

If we are to consider the mechanic as the message, then we had better do our best to understand what that mechanic is trying to say – especially if the mechanic is unwritten.

Otherwise, we will remain stuck in a world where interpretation is limited to rules and objects defined on paper rather than experiences and dynamics emergent through play.

Al Pacini’s Quest to Bring Peace to Mafia Land Continues…

January 24, 2010

Al Pacini has suffered his first attack, and it is pretty deadly. He took nearly 60 points of damage (about half his HP) and had some $30,000 stolen (actually, as I write this, he got whomped again for another 90 points – after a timely trip to the hospital). Al Pacini decides to turn the other cheek, but also feels it is a valid tactic to place his money in the bank, accepting the 10% laundering fee. He also thinks it will be a good tactic to increase his defense. So it is a balance between increasing operations profits and increasing defense.

I have discovered that it is most economical to buy 10 of something at once rather than a little at a time. This is because each time you build something, the cost effectively doubles. Or at least that’s how it worked in Viking Clan. So now he is saving up for some Rent Houses to add to his Abandoned Lot, but needs about $30,000 more (funny how that worked out!). Thankfully, the Loan Collecting scheme is very profitable, netting $2,000 for each 2 points of energy. (You see, Facebook games are as much about numbers as checking them regularly).

Al Pacini, the Pacifist Mafioso

January 24, 2010

I have started Mafia Wars trying to play through as a pacifist named Al ‘Pace’ Pacini. I figure this is a strange way of playing the game, so I want to see how effective it is. The game is much better than the other one I was playing, Viking Clan, which I think is too bad that I’m not playing it ‘how you’re supposed to’ because I think it would be a lot more fun as there is more to do. In any event, I’m going to see how well this works and if it’s even possible to be a pacifist mafioso.

Anyway, playing a MMO as a pacifist has been done before in World of Warcraft. While I don’t want to say this is based off his gameplay, it’s important to note. I am also wondering now if I should have put ‘The Pacifist’ in his name. For those who take the hint though, ‘Pace’ is his nickname, which is Italian for ‘Peace’. Here are the rules for Al Pacini:

  • Al Pacini cannot harm anyone physically as it is against his nature. This means he can’t ‘beat up a rival gangster’.
  • He certainly can’t kill anyone. This means no fights and no hit jobs.
  • He can buy armor, baseball bats, and crowbars, as well as trucks and properties.
  • I think he is allowed to own a gun because he doesn’t necessarily have to use it on anybody. Vash the Stampede was a pacifist and he shot a lot. Note that Noor, the WoW player, refused to buy any weapons, so I haven’t fully decided on this one yet.
  • If Al Pacini is attacked, he cannot counterattack.
  • For this reason, he can’t use skill points to build up his attack. But he can use them to build defense.
  • Al Pacini might not be able to let harm come to somebody through an action of his own. This means he can’t put a hit on somebody else.
  • He also can’t use the ‘Sgt. York’ argument that ‘killing the machinegunners will save lives’. He can’t work around this fundamental idea that he can’t kill or hurt someone. Read the rest of this entry »

Giant Tank: The Band

January 10, 2010

There’s a pretty interesting remedial art group named Giant Tank. I didn’t know about this until today, but it’s a very interesting site with a nice sketch aesthetic. (The PS3 game Valkyria Chronicles also has a level called “Giant Tank”.


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