Quotulatiousness

January 26, 2015

John Hill, RIP

Filed under: Gaming, Military — Tags: , , — Nicholas @ 07:33

Gerald D. Swick on the death of one of the great wargame designers, the man who created Squad Leader:

Squad Leader game box

If there is a heaven just for game designers, it has a new archangel. John Hill, best known for designing the groundbreaking board wargame Squad Leader, passed away on January 12. He was inducted into The Game Manufacturers Association’s Academy of Adventure Gaming Arts & Design Hall of Fame in 1978; Squad Leader was inducted into the HoF in 2004.

His many boardgame designs include Jerusalem (1975), Battle for Hue (1973), Battle for Stalingrad (1980) and Tank Leader (1986 and 1987), but John was always a miniatures gamer at heart, and anyone who ever got to play a game on his magnificent game table considered themselves lucky. Squad Leader was originally intended to be a set of miniatures rules, but the publisher, Avalon Hill, asked him to convert it to a cardboard-counters boardgame design. His Civil War miniatures rules Johnny Reb were considered so significant that even Fire & Movement magazine, which primarily covered boardgames, published a major article on the JR system. Most recently John designed Across A Deadly Field, a set of big-battle Civil War rules, for Osprey. He completed additional books in the series for Osprey that have not yet been published.

July 20, 2014

Diplomacy – “the game that ruins friendships”

Filed under: Gaming — Tags: , , — Nicholas @ 11:19

David Hill learns a very hard lesson about trusting English promises:

Diplomacy board

It was the summer of 1909. I was on the south coast of Spain. I remember it well because the season was almost over. Peace was within reach, I felt. There had been a vote to end the war, and the English had told me to support it. But the vote needed to be unanimous to pass, and it failed. The Russian, the Italian, they thought the English voted against it and that I had been lied to. Why should I believe them? The English and I had worked together against all of them for years now. Of course they’d want to sow distrust between us. Now time was ticking. I desperately wanted peace. I wasn’t sure my country would survive another couple of years, with or without England’s help. There wouldn’t be another vote until after the fall.

“Will you support my army in Spain this fall?” I asked.

“Nah. That ain’t happenin’,” the Englishman replied. A wave of dread came over me. He intended to betray me.

“How could you do this to me? After everything I’ve done for you.”

“I guess I’m just a hard muthafucka like that.”

And with that he walked away, leaving me standing in the hallway, mouth agape. He rejoined the other players at the board, who all stared at me, fury in their eyes. We told you so.

I used to spend a lot of time playing Diplomacy, but as I didn’t have enough real-life friends to want to lose a lot of them over a boardgame, I played postal Diplomacy (I even co-published a ‘zine for a while).

If you’ve ever heard of Diplomacy, chances are you know it as “the game that ruins friendships.” It’s also likely you’ve never finished an entire game. That’s because Diplomacy requires seven players and seven or eight hours to complete. Games played by postal mail, the way most played for the first 30 years of its existence, could take longer than a year to finish. Despite this, Diplomacy is one of the most popular strategic board games in history. Since its invention in 1954 by Harvard grad Allan B. Calhamer, Diplomacy has sold over 300,000 copies and was inducted into Games Magazine’s hall of fame alongside Monopoly, Clue, and Scrabble.

The game is incredibly simple. The game board is a map of 1914 Europe divided into 19 sea regions and 56 land regions, 34 of which contain what are known as “supply centers.” Each player plays as a major power (Austria-Hungary, Turkey, Italy, England, France, Russia, Germany) with three pieces on the board (four for Russia) known as “home supply centers.” Each piece can move one space at a time, and each piece has equal strength. When two pieces try to move to the same space, neither moves. If two pieces move to the same space but one of those pieces has “support” from a third piece, the piece with support will win the standoff and take the space. The goal is to control 18 supply centers, which rarely happens. What’s more common is for two or more players to agree to end the game in a draw. Aside from a few other special situations, that’s pretty much it for rules.

There are two things that make Diplomacy so unique and challenging. The first is that, unlike in most board games, players don’t take turns moving. Everyone writes down their moves and puts them in a box. The moves are then read aloud, every piece on the board moving simultaneously. The second is that prior to each move the players are given time to negotiate with each other, as a group or privately. The result is something like a cross between Risk, poker, and Survivor — with no dice or cards or cameras. There’s no element of luck. The only variable factor in the game is each player’s ability to convince others to do what they want. The core game mechanic, then, is negotiation. This is both what draws and repels people to Diplomacy in equal force; because when it comes to those negotiations, anything goes. And anything usually does.

January 10, 2014

Grognards Anonymous

Filed under: Gaming — Tags: , — Nicholas @ 09:59

Dan Hodges makes his wargaming confession:

I remember the morning I became a Grognard like it was yesterday. In reality it must have been back in 1978 or 1979. I’d always liked games with a war theme, my favourite being Escape From Colditz. Oh, the cold terror of drawing the Shoot To Kill card. But that was with little wooden counters that looked like bowling pins. It was fun, but you couldn’t really empathise with a bowling pin, even if he was supposed to be a downed Polish Spitfire pilot.

And then one birthday I opened a package that looked like a large book. But it was actually a game box, and it had the words “Squad Leader” on the side. So I opened it gingerly, and that’s when I first set eyes on Sergeant Hamblen.

Sergeant Hamblen came in the shape of a blue grey counter, about the size of your thumbnail. He was a German soldier. You could tell it straight away. He was in silhouette, but you could clearly make out his helmet and his boots and his backpack, and his machine gun. Sergeant Hamblen was no bowling pin, he was a warrior.

And next to him was all sorts of cool stuff. His squad. His long-range machine gun. His demolition charge. A tank! Sergeant Hamblen came with a tank! And then there were the boards. Six or seven hard mounted boards of buildings and forests and hedges and rivers and walls and trees, all in beautiful detail. This was where Sergeant Hamblen lived and fought. And now I was going to live and fight there as well.

So that was it, I was hooked. Me and Sergeant Hamblen spent the summer roaming all over the Eastern Front. He survived the Guards Counterattack. Stymied the Russian assault on Hill 621. OK, he was fighting for the wrong side. But he was a good German. I knew this, because the game was so detailed that the nasty Germans — the Nazis — came on special evil-looking black counters.

Although I played and enjoyed the original Squad Leader game (along with its expansion sets), eventually I fell behind and when Advanced Squad Leader came along, I didn’t buy it. I’d reached my limit on remembering and applying all the rules: Avalon Hill, the publisher, had chosen to write the rule books in “programmed learning” style, where you got the basic rules, then each scenario after that built on the rules you’d learned to add more complexity … and to supersede earlier simple rules with more complex ones. My interest was tailing off after the second expansion set (Crescendo of Doom) came along and the last expansion (GI: Anvil of Victory) finished me off. The Squad Leader system wasn’t a game — it was a lifestyle, and I didn’t have enough time to devote to it to keep all the modified rules in my head.

But although I didn’t know it at the time, my cardboard forces were fighting a losing battle. Time was against them. I was growing older. Computer games, music, football, videos, girls. In roughly that order they came to hold more of an attraction than Sergeant Hamblen and his comrades. So the battle-weary Sergeant sat on a shelf, slowly gathering dust. Not dying, just fading away, as old soldiers do.

I sold off a lot of my wargames after I got married … including some that might be worth a lot of money nowadays. I still have far too many sitting on the shelf in my office, gathering dust. I don’t want to get rid of them, but I also don’t have the time and patience to set them up any more.

August 7, 2013

What happens when you add MMO features to a classic turn-based game?

Filed under: Gaming, Media — Tags: , , — Nicholas @ 08:56

The answer, according to Jake Song and 2K Games, is Civilization Online:

Civilization Online concept art

You might have heard about a little project called Civilization Online, a new MMO in development based on the popular Civilization series of turn-based strategy games. You also might have heard that XL Games CEO Jake Song, of ArcheAge and Lineage fame, is overseeing the project as Executive Producer. But chances are, that’s really all you have heard. Until now, that is.

We had the opportunity to sit down with Song, XL Games Senior VP Jung Hwan Kim, and Producer Garrett Bittner from 2K Games to get the scoop on the project. Follow along for all the juicy details about building up civilizations in a new open world environment, including crafting, PvP, and more!

With Civilization Online being such a departure from his previous projects, I had to ask Song why the switch in genres? His answer came easily: He’s a big fan of the Civilization series. Actually, Song’s first response was: “Because there are too many fantasy games!” Then after a chuckle he talked about how he enjoyed the franchise. According to Bittner, from 2K Games’ perspective, Song was an obvious choice to ask to participate due to his high quality work as well as being a fan.

But even though the MMO is based on the series of strategy games, CO is not to be mistaken as simply an online version of turn-based warfare or a continuation of the canceled Facebook game. In fact, Civilization Online will definitely be a MMORPG, where players are a single character within the civilization — as opposed to, say, a unit of armies — and will influence a persistent and dynamic world by helping to advance their civilization through the ages.

April 30, 2013

QotD: Shades of Yamamoto

Filed under: Middle East, Military, Quotations, USA — Tags: , , , — Nicholas @ 00:01

While the results of the wargames are all well and good, El Reg hopes this won’t induce a sense of complacency. Wargames are just that — games — and reality is going to be much more unpleasant. As the 19th century Prussian military strategist Helmuth von Moltke the Elder noted, “No human acumen is able to see beyond the first battle.”

Barely a decade ago we saw this demonstrated with the Millennial Challenge in 2002 — a simulated land, sea, air and electronic online wargame against a fictional Middle Eastern country (somewhat like Iraq). It was intended to be the first test of the switched-on, network-centric warfare beloved by former US Secretary of Defense Donald Rumsfeld, and in practice it failed miserably.

The Red team, controlled by Marine Lieutenant General Paul Van Riper, refused to play ball — using motorcycle couriers and pre-arranged signals at evening prayers to trigger attacks on the Blue team forces rather than easily-tapped radio or wired signals. By the second day, Van Riper had sunk one aircraft carrier, ten cruisers, and five of six amphibious ships of the attacking force, and the $250m exercise was shut down and reset.

Iain Thomson, “NATO proclaimed winner of Locked Shield online wargame”, The Register, 2013-04-29

March 28, 2013

“Gaming in the 1970 and 80s felt a little like being into punk rock”

Filed under: Gaming, Media — Tags: , , , , — Nicholas @ 09:32

Explanation of the headline: gaming in the 70’s was like being into punk because it was very much an outsider interest, you had to go well out of your way to find it, and it was cool (at least to you, not so much to your family and non-gaming friends). Peter Bebergal finds online caches of some of the classic gaming magazines of the day:

The Internet Archive is one of the great treasures of the internet, housing content in every media; texts, video, audio. It’s also the home of the Wayback Machine, an archive of the Internet from 1996. I thought I had explored the site pretty thoroughly — at least according to my own interests — but recently came across runs of some of the great gaming magazines of the 1970s and 80s; The Space Gamer, Ares, Polyhedron, The General, and — temporarily — Dragon Magazine. These magazines represent not only the golden age of gaming, but expose the thrill and excitement of gaming when it was still new, still on the margins. It was a time when gaming still felt a little, dare I say, punk.

Today, finding members of your particular community of interest is a Google search away, but in the 1970s the only way to be in contact with others who shared interests was through magazines. For many gamers, even finding the games could be difficult. Discovering the gaming magazines revealed an active gaming industry that still maintained a sense of being on the vanguard.

The earliest issues show off their newsletter origins. The Space Gamer and The General started off on plain paper in black and white. Even the first issues of Dragon look like a teenager’s fanzine, but the enthusiasm and energy are infectious. Who couldn’t love the introduction of new monsters for your campaign such as the Gem Var, a creature composed entirely of gemstone and that cannot take damage from bladed weapons. The artists, editors and letter writers were the best friends you had never met. Gaming in the 1970 and 80s felt a little like being into punk rock. You knew it was offbeat, knew that outsiders didn’t get it, but you also knew that this was cool. Even the advertisements and listings of conventions expanded the universe of gaming a thousandfold. Not unlike ordering 45s of unknown bands from punk zines, was sending away for microgames, miniatures and supplements from tiny game publishers.

While I wasn’t as much into the early roleplaying games, I was very much into wargaming and that was in the “respectable” part of the gaming ghetto until the boom in RPGs pretty much took all the oxygen out of the room. Of course, even in the “respectable” area, there were the Napoleonic grognards and the frisson-of-insanity East Front fanatics

February 27, 2013

RIP Allan B. Calhamer

Filed under: Gaming, History — Tags: , , , , — Nicholas @ 14:33

The creator of the game Diplomacy died this week:

I was a big fan of the game for many years, even publishing a play-by-mail “zine”, as I mentioned a couple of months back:

Long ago, in the days before personal computers were ubiquitous, there were “zines” (short for magazines, correctly reflecting both non-professional status and less-than-totally-serious content). There was a wide variety of zines for all sorts of interests — rather like the back corners of the internet today, except they were physically distributed using the post office (and therefore had to stay within certain boundaries to be safe). Clive and I used to publish a zine for postal Diplomacy:

Infidel 11 cover
Download PDF
Infidel 12 cover
Download PDF

Update: Should have included a hat-tip to John Kovalic, who linked to a highly appropriate Dork Tower strip from last year.

Update, the second: The Chicago Sun-Times obituary:

To people in La Grange Park, Allan B. Calhamer was the guy who delivered the mail.

But to those who have played Diplomacy — the popular board game he invented while a law student at Harvard — Mr. Calhamer, who died Monday, was a geek god.

Back in the Fortran era, the game was a sort of board-game version of TV’s Survivor set in pre-World War I Europe, with its shifting alliances, deception and back-stabbing.

[. . .]

In an article he wrote for diplomacy-archive.com, Mr. Calhamer said the game can “make some people almost euphoric and causes others to shake like a leaf.”

“It’s pitiless because, in the game Diplomacy, there will be one winner,” said game designer Steve Jackson, founder of Steve Jackson Games. “You negotiate, you make deals, you lie.”

Game experts and industry analysts say “Dip” influenced generations of designers.

More than 50 years after Mr. Calhamer invented it, enthusiasts still engage in Diplomacy all-nighters, their long stretches of quiet strategizing punctuated by occasional shouts like: “You gave me your word you would attack Berlin!” And: “My own mother took part of Russia from me!” That’s according to chatter on boardgamegeek.com.

The game is jokingly referred to as a pastime that has been “Destroying Friendships since 1959,” said Mike Webb, vice president of marketing and data services for Alliance Game Distributors.

December 29, 2012

Your past will indeed come back to haunt you

Filed under: Gaming, History, Personal — Tags: , , , — Nicholas @ 10:00

Long ago, in the days before personal computers were ubiquitous, there were “zines” (short for magazines, correctly reflecting both non-professional status and less-than-totally-serious content). There was a wide variety of zines for all sorts of interests — rather like the back corners of the internet today, except they were physically distributed using the post office (and therefore had to stay within certain boundaries to be safe). Clive and I used to publish a zine for postal Diplomacy:

Infidel 11 cover
Download PDF
Infidel 12 cover
Download PDF

If you want to read ’em — and I wouldn’t blame you in the slightest if you didn’t — you can download a PDF of each issue from Doug’s Diplomacy and Eternal Sunshine. You’ll note that it was a much more innocent time then, as we not only listed our own contact information, but that of many others through the game listings and other parts.

Doug only has issues 11 and 12 available, but they’re a generous representation of what the rest of the production run was like: amateur, laboriously assembled, totally ignorant of both copyright and appropriate credits, and full of in-jokes that nobody aside from the production team would hope to understand (except the “Skulking Cavorter” column: even the publisher and editor had head-scratching moments over that, but it had a noisy fan club among the subscribers). It was a lot of fun to do, and once we ceased production I found I missed it a lot (but not enough to get back into doing it again). I published a few other zine-like things over the next few years, but didn’t get back into a regular publication schedule until I started the blog.

So, thanks to William Plante for digging up these musty relics and bringing them to my attention.

November 25, 2012

At the intersection of “Bronies” and wargaming

Filed under: Gaming, Humour, Media — Tags: , — Nicholas @ 10:21

At what many would expect to be a quiet, uninhabited intersection you find the World of Tanks mod for My Little Pony fans:

My Little Pony: Friendship is Magic, a relatively new TV show that’s garnered a huge geek audience, is now invading the most non-pony of places: World of Tanks. Modder RelicShadow has combined several of his and others’ modifications for WoT into a definitive 5GB overhaul package. The result? A ground-up transformation of World of Tanks in which ponies pervade every inch of the battlefield.

September 8, 2012

Gamers are not superstitious (all the time) about their “lucky dice”

Filed under: Gaming — Tags: , , — Nicholas @ 00:19

Many gamers are highly protective of the “lucky D20” they use for certain die rolls. In some cases, that’s not superstition at all, it’s taking advantage of a manufacturing flaw in polyhedral dice:

One of the biggest manufacturers of RPG dice is a company called Chessex. They make a huge variety of dice, in all kinds of different colors and styles. These dice are put through rock tumblers that give them smooth edges and a shiny finish, so they look great. Like many RPG fans, I own a bunch of them.

I also own a set of GameScience dice. They’re not polished, painted or smoothed, so they’re supposed to roll better than Chessex dice, producing results closer to true random. I like them, but mostly because they don’t roll too far, and their sharp edges look cool. I couldn’t tell you if they truly produce more random results.

But the good folks over at the Awesome Dice Blog can. They recently completed a massive test between a Chessex d20 and a GameScience d20, rolling each over 10,000 times, by hand, to determine which rolls closer to true.

In a video from a few years back, Lou Zocchi explains why his dice are the best quality in the business:

August 25, 2012

From wargaming to war-making

Filed under: Gaming, History, Middle East, Military — Tags: , , — Nicholas @ 00:05

Wargames have been used to plan real wars for more than a century, but in at least one instance, a commercial wargame was a significant planning tool for a real war:

By the end of the Cold War, American military planners had contingencies and plans for just about every conceivable crisis – Latin American counterinsurgencies, confrontations on the Korean Peninsula, a full out Warsaw Pact onslaught against NATO. But on August 2, 1990, when Iraqi tanks surprised the world and rolled into the tiny Persian Gulf nation of Kuwait, decision makers in the Pentagon had virtually no plans on the shelf for the defeating the world’s fourth largest army. Out of desperation, someone in the American military nerve-centre reached for a copy of a hobby store military board game entitled Gulf Strike. Designed in the late 1980s by a subsidiary of the commercial war game company Avalon Hill, Gulf Strike allowed civilian hobbyists to battle through a series of hypothetical wars involving the U.S., Soviet Union, Iraq and Iran on a hexagonal-grid map of the Gulf region. According to a 1994 Military History article on war games by Peter Perla, before lunch on the day of the invasion, the Pentagon had the game’s designer, Mark Herman, on the phone. By mid afternoon, he was on the military’s payroll. And by day’s end, Herman and a group of senior officers had already successfully played out a shorthand version of what in five months would go down in history as Operation Desert Storm.

Of course, the results of wargames can’t predict with great accuracy: the level of abstraction is too high and the “fog of war” quickly introduces far more uncertainty than any simulation can dispell in advance. However, disregarding the data from wargaming a battle or campaign has resulted in disaster at least once: the Japanese navy wargamed the attack on Midway Island in 1942. the wargame showed that the Japanese would lose at least one aircraft carrier from the attacking forces. The admirals, suffering as a group from what was known as “victory disease”, disregarded the game result and ordered the sunken ship “refloated” and the exercise continued.

In the real world, of course, the IJN lost not one but four aircraft carriers and the majority of their combat-trained pilots and crew. It was the turning point of the war in the Pacific.

August 8, 2012

Sometimes simulation isn’t close enough to reality

Filed under: History, Military, Technology, Weapons, WW1 — Tags: , — Nicholas @ 08:06

The military depends on accurate simulations to train troops, to develop new weapons, and to find ways to counteract military developments in potential enemy forces. It’s obvious that the quality of your simulation is very important, but sometimes the assumptions made in those simulations are quite at odds with the reality they’re supposed to be mimicking:

Increasingly, over the last half century, there has been a culture clash among weapons developers over how to test the new stuff. The problem revolves around the question of what is the most realistic reality. Put another way, how do you go about providing really accurate testing of what the new weapon will do when encountering a real opponent.

The problem is an ancient one, but let us keep the examples less than a century old. At the start of World War I in 1914 there were two types of artillery shells. One was high explosive. The other, more expensive to build and theoretically more effective, was shrapnel. This type was like a shotgun shell. It exploded in the air and sprayed the ground below with metal balls. Tests had shown that these balls would penetrate wood boards set up to represent troops. Because of the expense, less than half the shells used were shrapnel. The need for more artillery shells and the high cost of shrapnel shell led to it being largely replaced by the less effective high-explosive.

Later came a startling revelation. In the 1930s a group of American technicians were setting up some shrapnel shells for a test and one shell exploded prematurely, peppering some of the people with the “lethal” metal balls. They all survived. Further investigation revealed that human skin, muscle and bone were far more resistant to the metal balls than wood boards. World War I combat surgeons, when questioned, remembered that they had never seen a penetration wound caused by shrapnel balls. There has never been much official note made of this very humane weapon during, or after war.

March 8, 2012

Army training simulators have come a long way from blanks and oversized firecrackers

Filed under: Military, Technology, USA — Tags: , , , , — Nicholas @ 10:04

Back in my day, we trained with blanks and “arty simulators” which were just oversized firecrackers with an attached whistle (simulating the fall of shot before it exploded). Today, the market for combat simulation is huge and growing fast:

Towards the end of the Gulf war in 1991, an American armoured scout unit in Iraq’s southern desert stumbled upon a much larger elite force of dug-in Iraqi armour. Rather than retreating, the nine American tanks and 12 Bradley fighting vehicles attacked. When the battle ended about 25 minutes later, the Americans had destroyed, by one tally, 28 Iraqi tanks, 16 armoured vehicles and 39 trucks without suffering a single loss. The Battle of 73 Easting, named after a map co-ordinate, is now considered a masterpiece of American tactical manoeuvring. It prompted America’s Department of Defence to build a digital model of the battle for training.

Neale Cosby, the retired army colonel who led the project at the Institute for Defence Analyses in Alexandria, Virginia, says it let commanders watch the action on panoramic screens, select alternate points of view and identify potential improvements in weaponry and tactics. The software was then upgraded so that it could be played like a video game in which “what if” circumstances — foggy night-time fighting against upgraded vehicle armour, say — could be tested. Widely demoed in Washington, DC, during the 1990s, the model kick-started “heavy-duty funding” for combat simulators, says Timothy Lenoir of Duke University, and began a technological revolution that has transformed training and changed the way war is waged.

[. . .]

Motion Reality, a firm based in Marietta, Georgia, that provided some of the technology used to animate “Avatar”, “King Kong” and the “Lord of the Rings” films, has built a mixed-reality “fight simulator”, called VIRTSIM, in conjunction with Raytheon, an American defence contractor. America’s Federal Bureau of Investigation began using the system in January at its academy in Quantico, Virginia, and it has also been sold to a Middle Eastern country. Training in an area the size of a basketball court, 12 commandos wear goggles that display high-resolution 3D images delivered wirelessly […]. Real objects in the training area commingle with computer-generated ones such as buildings and enemies. A virtual insurgent can be realistically displayed in the goggles of trainees who look in his direction — even if everybody is running. Trainees wear electrodes that deliver a painful shock when they are struck by a virtual bullet or bomb blast.

January 28, 2012

Photoshopping images is so passé: using game footage is the new trend

Filed under: Gaming, Media, Military, Politics — Tags: , , , , — Nicholas @ 11:35

At the BBC website, Phil Coomes shows some side-by-side images of real events and modern FPS game images. The recent flap over clips from the game Arma 2 being cited as genuine film captured from the IRA is only the first of many incidents we should expect to encounter, as games get better (and advocates remain as dedicated to advancing their causes as ever):

Today we are used to seeing real time reports from across the globe, technology has advanced and anyone with an internet connection can travel to far-off places, even imaginary worlds, from their armchair.

The world of video games has progressed too. Some seem real, as highlighted by a recent Ofcom ruling that ITV misled viewers by airing footage claimed to have been shot by the IRA, which was actually material taken from a video game.

Labelled “IRA Film 1988”, it was described as film shot by the IRA of its members attempting to down a British Army helicopter in June 1988. However, the pictures were actually taken from a game called Arma 2.

[. . .]

So I went through my photos taken from various combat zones, and attempted to replicate them in a computer game.

The game Arma 2 was ideal — it’s more of a war simulation than an all-out blaster, with the correct uniforms, vehicles and weapons as well as varied terrains and bang-bang firefights.

Plenty of hours fiddling within the gaming environment, alongside Ivan who developed the game, produced some pretty remarkable results.

In some cases it is actually quite hard to tell the difference between my photographs and the computer version, which is deeply worrying. The level of detail is so precise that the virtual war zone is as convincing as the real thing.

December 9, 2011

600 million “virtual war criminals” to be snagged in new virtual Geneva Convention

Filed under: Bureaucracy, Media, Technology — Tags: , , , , — Nicholas @ 09:10

Look out FPS gamers — the Red Cross has you in their sights:

Move aside, Milosevic. Out of the way, al-Bashir. It’s the world’s videogamers who should be hauled up on war crimes charges, some members of the Red Cross seem to think.

During the 31st International Conference of the Red Cross and Red Crescent, which took place in Geneva last week, attendees were asked to consider what response the organisations should make to the untold zillions of deaths that can be laid at the feet of videogamers.

[. . .]

There is “an audience of approximately 600 million gamers who may be virtually violating international humanitarian law (IHL),” it noted.

The key word there, folks, is ‘virtually’. Ruthlessly gunning down civilians, fellow combatants and/or extraterrestrial visitors may be a crime if you do it for real, but not if you merely imagine the action, even if helped by the realistic visuals of the likes of Battlefield 3 and Call of Duty: Modern Warfare 3.

« Newer PostsOlder Posts »

Powered by WordPress