Videogames and the Military: A Love Story

New article from yesterday that is a round-up of the relationship between the military and Call of Duty. The gist isn‘t new if you’ve read this thread, but some of the details are. I mentioned Frances Townsend and Brian Bulatao earlier, but this article also calls out a number of other Activision employees with current or former ties to the security state and/or the Republican party (some with no previous experience in the entertainment industry).

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Game designer and producer Dave Anthony, crucial to Call of Duty’s success, is also an Atlantic Council employee, joining the group in 2014. There, he advises them on what the future of warfare will look like, and devises strategies for NATO to fight in upcoming conflicts.

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Anthony has made no secret that he collaborated with the U.S. national security state while making the Call of Duty franchise. “My greatest honor was to consult with Lieut. Col. Oliver North on the story of Black Ops 2,” he stated publicly, adding, There are so many small details we could never have known about if it wasn’t for his involvement.”

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Oliver North is a high government official gained worldwide infamy after being convicted for his role in the Iran-Contra Affair, whereby his team secretly sold weapons to the government of Iran, using the money to arm and train fascist death squads in Central America – groups who attempted to overthrow the government of Nicaragua and carried out waves of massacres and ethnic cleansing in the process.

The article also goes on to explore the similarities between the opening of the new _Call of Duty: Modern Warfare II_ and the extrajudicial assassination of Iranian General Qassem Soleimani. It notes not just the similarities, but more importantly the differences in the depiction. It seems to be a rewriting of history similar to the ["Highway of Death" warcrime whitwashing](https://www.polygon.com/2019/10/30/20938550/call-of-duty-modern-warfare-highway-of-death-controversy) from Infinity Ward's _Call of Duty: Modern Warfare_.

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Call of Duty: Modern Warfare II ludicrously presents the general as under Russia’s thumb and claims that Ghorbrani is “supplying terrorists” with aid. In reality, Soleimani was the key force in defeating ISIS terror across the Middle East – actions for which even Western media declared him a “hero”. U.S.-run polls found that Soleimani was perhaps the most popular leader in the Middle East, with over 80% of Iranians holding a positive opinion of him.

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>Therefore, just as Activision Blizzard is recruiting top State Department officials to its upper ranks, its games are celebrating the same State Department’s most controversial assassinations.

The article concludes by touching on the thesis of this thread: that the military and videogames have been in a long slow motion collision that is coming to a head.

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In today’s digitized era, the worlds of war and video games increasingly resemble one another. Many have commented on the similarities between piloting drones in real life and in games such as Call of Duty 4: Modern Warfare. Prince Harry, who was a helicopter gunner in Afghanistan, described his “joy” at firing missiles at enemies. “I’m one of those people who loves playing PlayStation and Xbox, so with my thumbs I like to think I’m probably quite useful,” he said. “If there’s people trying to do bad stuff to our guys, then we’ll take them out of the game,” he added, explicitly comparing the two activities. U.S. forces even control drones with Xbox controllers, blurring the lines between war games and war games even further.

https://twitter.com/seriations/status/1594679255342125057?t=PfBaQw3siAL0wCe_n7yaHQ&s=19

Interesting to think about how augmentations are portrayed in Deus Ex or Cyberpunk 2077 in this context.

Finish it. Once and for all. (1999)

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This ad posits that our virtual battlegrounds are places where we can correct/redeem our real or imagined failures on real life battlefields. It invites the player to personally "finish the fight" (as Halo 3 did) and in doing so save America from its perceived real world humiliation.

You know what, I am starting to suspect that this thread maybe onto something…

I noticed last year that the US Air Force has been sponsoring a lot of StarCraft 2 tournaments of late, including ones which take place in Europe, which feels a little weird but still makes sense considering most of the audience is probably still in US. makes me feel a little weird; although in general I stick to the Korean starcraft scene where the only military involvement is every player inevitably getting drafted as they approach 30.

https://twitter.com/NickPinkston/status/1599613259442638848?t=wNqUz8z5ZXQW-SrF5Em3ig&s=19

[upl-image-preview url=https://i.imgur.com/Mtez2Y3.png]

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A Marine spends some of his spare time playing a video game on a naval ship in 1982.

a friend of mine wrote about simulations recently and I want to highlight it here

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Abstracting our world into models, we need desperately for there to be a consensus on how it operates. Numbers are neutral, they tell us. Facts don’t care about your feelings. Realism is less about what is real and more about what you want to make real. The simulationist hands you a snow globe and says “this is reality.” Sure, when shaken, it does look like it’s snowing, but the materials are fake and the physics are wrong. What media is considered realistic is largely arbitrarily dependent on what a society tells someone human nature is. Apocalypses, disasters, zombies – movies are assigned this value all the time, it goes hand in hand with grittiness. When I’m told it is the innate nature of every human being to fuck over others out of self interest and only laws hold us back, I learn from that. Nothing universal – it just means that the speaker will fuck you over as soon as they get the chance and projects on to everybody else. If these are things that are true, why is media needed to affirm it?

https://twitter.com/borgposting/status/1622579349021925376?s=20

In my research into this topic I've discovered the earliest interactive electronic simulations were astronaut training sims built by [NASA in the late 1940's](https://en.wikipedia.org/wiki/Operation_Paperclip). This leads me to the rather bleak conclusion that cyberspace/virtual reality is basically a Nazi invention. I dont know what to do with this knowledge. In those kinds of hands the ability to to simulate a world ingrained with your own presumptions about it comes off much more sinister. For example, military simulation will come pre-packaged with the assumption that the natives are hostile and unable to be negotiated with, because the entire point of the simulation is to generate combat scenarios. [Like my last post in this thread (about DARPA simulating the drug war)](https://forums.insertcredit.com/d/1045-videogames-and-the-military-a-love-story/88), certain options that are politically or ideologically unpalatable will simply be missing from the simulation entirely.

The "game theory" view of the world which sought to simulate every human interaction using a electronic facsimile of a human that always acted in its own perfect self interest was an invention born under the auspices of the Cold War and Mutually Assured Destruction.

[Simulations today are still big business for the likes of companies like Microsoft. ](https://www.defenseone.com/business/2022/11/microsoft-defense-firms-partnering-modeling-and-simulation-capabilities/380305/) This article introduced me to a new acronym: GEMS (gaming, exercising, modeling and simulation).

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This ongoing work includes exploring “ways in which the Navy and Marine Corps can leverage gaming, exercising, modeling and simulation to help operational commanders make faster and better decisions.”

These simulations will be used as tools to drive decision making, but they will be based on imperfect and biased reasoning and information. The outlook of the people building these simulations will be baked into the product, and I think it would be fair to label these biased simulations as form of propaganda.

[It has been said](https://www.jstor.org/stable/j.ctt7ztt90) that fascism loses the ability to accurately asses the ability of its enemies, instead making those assessments based on instinct. I hope that the desire to deliver an unbiased product will outweigh the temptation to build something that instead reflects the builder's pre-conceived biases about how the world works, and how the world _should_ work.

A possibly apocryphal story about America's Army

https://twitter.com/HuntClancy/status/1636208792189779970?t=458wP0VagEoKMeWf6eKLQA&s=19

https://twitter.com/HelloMrKearns/status/1398074727059443712?t=Q8RzYov8Ubor4oev7VB-Jw&s=19

For once it wasn't War Thunder, this time

https://twitter.com/VelocityCatte/status/1644710989001048064?t=U4VCq_YGhErTlAlZZm_KCA&s=19

https://www.youtube.com/watch?v=PmS0n7uqtTE

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### The Secret Deal That Put a Real Rifle Into ‘Call of Duty’


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Remington signed a product placement deal with Activision to reach young gamers, newly released documents show.

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> A top U.S. gun maker signed a previously undisclosed deal to put one of its rifles in the popular videogame franchise Call of Duty as part of a marketing plan to reach young customers, according to internal emails and company records.

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> The documents, from the late 2000s and early 2010s, show Remington and Freedom Group officials pursued deals to place their guns in shooter videogames as part of a marketing push for new audiences because they were concerned their customer base was aging.

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> Executives at the gun giant, which was owned by private-equity company Cerberus and filed for bankruptcy in 2020, believed such deals would “help create brand preference among the next generation,” and allow the company to “win our fair-share of these young consumers,” according to the memo.

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> “It really is irony [sic] that video games that just a decade ago were considered the number one threat to gaining new shooters is perhaps now the number one draw,” John C. Trull, who was then Remington's vice president of product management for firearms, wrote in a 2012 email.