Tero Pasanen
Master´s Thesis
UNIVERSITY OF JYVÄSKYLÄ
Department of Art and Culture Studies
Digital Culture
January 2009
UNIVERSITY OF JYVÄSKYLÄ
Faculty
Faculty of Humanities
Department
Department of Art and Culture Studies
Author
Tero Pasanen
Title
The Army Game Project – Creating an Artefact of War
Subject
Digital Culture
Level
Master´s Thesis
Month and year
January 2009
Number of pages
119 (+ 8 p. appendices)
Abstract
In recent years the U.S. Army has struggled in attracting high potential prospects into the
service. These difficulties have forced the Army to widen its horizons when it comes to strategic
communication and recruiting initiatives. In 2000 the MOVES institute, aligning its research
directions according to 1997 National Research Institute report, started to develop a free
Internet-deployed first-person shooter game, America´s Army (AA). The impetus behind the
overall game project, the Army Game Project (AGP), was to convey awareness about the armed
service and reshape the negative perceptions produced by other media sources. This rationale
also introduced the concept of serious games into the official U.S. Army game.
This thesis will analyse various elements and components of the game project from an
interdisciplinary perspective. The AGP will be situated to a larger context of the militaryentertainment complex, which refers to cooperation and common research agendas between
military and private industry. The treatise will also deal with game-related websites and brand
extensions. In addition the persuasive and educational functions of the game will be thoroughly
analysed. Furthermore its themes and key messages will be compared to other Army
advertisement campaigns, launched to boost recruitment. The verisimilitude of virtual warfare
will be analysed through mission settings, character physics and predictability of simulated
combat. In this connection the topical subject of media violence will be discussed. The treatise
will also treat with explicit and implicit in-game communication from the perspective of level
design, representation, political context and objectification.
The present Master´s Thesis will provide multi-dimensional look on the development of an
advergame from a strategic communication tool into a technological platform, which acts as a
basis for military and civilian computer applications.
Keywords game studies, America´s Army, first-person shooters, advergames, serious games,
recruitment
Depository University of Jyväskylä
Additional information
JYVÄSKYLÄN YLIOPISTO
Tiedekunta
Humanistinen tiedekunta
Laitos
Taiteen ja kulttuurin tutkimuksen laitos
Tekijä
Tero Pasanen
Työn nimi
The Army Game Project – Creating an Artefact of War
Oppiaine
Digitaalinen kulttuuri
Työn laji
Pro gradu -tutkielma
Aika
Tammikuu 2009
Sivumäärä
119 (+ 8 s. liitteitä)
Tiivistelmä
Viime vuosina Yhdysvaltain armeijalla on ollut vaikeuksia värvätä korkean potentiaalin
omaavia uusia sotilaita palvelukseensa. Nämä vaikeudet ovat pakottaneet armeijan laajentamaan
näkökulmaansa strategisen viestinnän ja värväysohjelmiensa suhteen. Vuonna 2000 MOVES
Instituutti aloitti kehittämään ilmaista verkossa jaettavaa FPS –peliä, America´s Army (AA).
Virike Army Game Project (AGP) -peliprojektin takana oli levittää positiivista tietoa
asepalveluksesta, sekä muokata median luomia negatiivisia mielikuvia. Nämä pyrkimykset
toivat myös ns. vakavien pelien konseptin osaksi Yhdysvaltain armeijan virallista peliä.
Tutkielma analysoi AGP:n erilaisia osa-tekijöitä ja elementtejä tieteidenvälisestä perspektiivistä.
Peliprojekti sijoitetaan ns. sotilaallis-viihteelliseen kompleksiin; termi viittaa asevoimien ja
yksityisen sektorin yhteisiin tutkimusohjelmiin uusteknologian saralla. Tutkimuksessa
tarkastellaan myös AA:n erilaisia verkkosivustoja sekä brändilaajennuksia. Työssä perehdytään
pelin moninaisiin tehtäviin mainonnan, propagandan, sekä sotilaskoulutuksen näkökulmasta.
Pelin teemoja ja avainviestejä verrataan Yhdysvaltain armeijan muihin mainoskampanjoihin,
jotka on luotu tehostamaan värväystä. Virtuaalisen sodankäynnin näennäistodellisuutta
tarkastellaan pelitehtävien lähtökohdista, pelihahmojen fyysisistä ominaisuuksista sekä
simuloitujen taistelujen näkökulmasta. Työ ottaa myös kantaa ajankohtaiseen keskusteluun
väkivaltaviihteestä. Lisäksi tutkimus analysoi AA:n eksplisiittistä ja implisiittistä viestintää.
Aihetta käsitellään muun muassa kenttäsuunnittelun, poliittisen kontekstin sekä objektifikaation
perspektiivistä.
Tämä pro gradu -tutkielma on laaja-alainen katsaus mainospelin kehityksestä strategisen
viestinnän välineestä teknologiseksi alustaksi, joka toimii pohjana niin sotilas- kuin
siviilisovelluksillekin.
Asiasanat pelitutkimus, America´s Army, FPS -pelit, mainospelit, vakavat pelit, värväys
Säilytyspaikka Jyväskylän yliopisto
Muita tietoja
TABLE OF CONTENTS
1. PREFACE TO WAR ......................................................................................................... 1
2. THE ARMY GAME PROJECT........................................................................................ 4
2.1 From Koenigspiel to the Military-Entertainment Complex......................................... 4
2.2 Development of the Army Game Project (AGP)....................................................... 11
2.3 America´s Army – The Official U.S. Army Game ................................................... 13
2.3.1 The Game ........................................................................................................... 14
2.3.2 The Web ............................................................................................................. 19
2.3.3 The Brand Extensions......................................................................................... 23
3. FUNCTIONS OF THE AGP ........................................................................................... 29
3.1 The Persuasive Function............................................................................................ 30
3.1.1 America´s Army: Advergame ............................................................................ 31
3.1.2 America´s Army: Propagame ............................................................................. 36
3.2 The Educational Function.......................................................................................... 39
3.2.1 America´s Army Platform Technology .............................................................. 41
3.2.2 Question of Aptitude .......................................................................................... 45
3.2.3 VIRTE and ARI Research Projects .................................................................... 47
4. VERISIMILITUDE OF WARFARE .............................................................................. 50
4.1 Engaging Realism ...................................................................................................... 52
4.1.1 Gameplay Setting ............................................................................................... 53
4.1.2 Weaponry ........................................................................................................... 55
4.1.3 Character Physics ............................................................................................... 59
4.1.4 Predictability of Combat..................................................................................... 62
4.1.5 Levels of Strategy ............................................................................................... 65
4.2 Representation of Violence ....................................................................................... 68
4.3 Representation of Warfare ......................................................................................... 75
5. SENDING EXPLICIT AND IMPLICIT MESSAGES ................................................... 78
5.1 The Belligerent Parties .............................................................................................. 79
5.1.1 U.S. Army ........................................................................................................... 79
5.1.2 The Opposing Forces .......................................................................................... 83
5.2 The Synthetic Theater of War (STOW) .................................................................... 86
5.3 Political Context ........................................................................................................ 89
5.4 America´s Army: Simulacrum................................................................................... 95
iv
5.5 Themes of Recruitment ............................................................................................. 97
5.6 Spoils of War ........................................................................................................... 102
6. CONCLUSIONS: THE ARTEFACT OF WAR ........................................................... 105
REFERENCES: Literature ................................................................................................ 112
REFERENCES: Filmography ........................................................................................... 118
REFERENCES: Games ..................................................................................................... 119
APPENDIX A: Version History ........................................................................................ 120
APPENDIX B: Training Simulations ................................................................................ 121
APPENDIX C: Official Game Missions ........................................................................... 122
APPENDIX D: List of Abbreviations ............................................................................... 124
APPENDIX E: List of Figures .......................................................................................... 126
v
1. PREFACE TO WAR
The metaphor of Russian matryoshka doll can be used to describe archetypical game
design. Games are constructed of several layers build upon each other, forming together
the functional whole. In the centre of this onion-like architecture is the core layer that
determines the fundamental rules of the basic gameplay i.e. game mechanics and the
overall characteristics of the game. In the middle, the setting layer gives meaning to the
actions performed by the player. Without this layer the actions would remain abstract. On
the outermost layer is the narrative or story that gives context to the game and creates
emotional participation between the player and the product. The number and functions of
layers may vary, but the fundamental rule is that each layer is connected towards the core.
In the present Master´s thesis, The Army Game Project – Creating an Artefact of War
diverse elements and components of the official U.S. Army game video and computer
game, America´s Army (AA), will be analysed through principles of the matryoshka model.
The PC version of the game and the overall game development project, named as the Army
Game Project (AGP), will be scrutinized through an interdisciplinary looking glass, by
employing selected array of theories from various fields, such as game studies, cultural
studies, military sociology, and marketing. The AGP has been a controversial source of
discussion since its debut release, America´s Army: Recon, in 2002. The previous research
and debate on the subject has produced plenitude of data – in form of literature,
documentaries, articles, and theses – to which the findings of this work will be reflected
on. For additional points of reference I recommend the reader to familiarize with works of
Zyda et al. (1997; 2003a; 2003b; 2004), Padilla and Laner (2001; 2002), Li (2003) and
Nieborg (2005; 2006). Along with literature and articles the major bulk of data for this
study consist of the game, online advertisements and assorted websites.
Aim of this case study is to continue and deepen the discourse encompassing the official
U.S. Army game and examine digital games as mode and platform of one-to-many
communication. Methods of the research have been qualitative content analysis and
participant observation through long-term online play, which can be classified as
1
quantitative to a certain extend.1 The thesis is targeted towards audience informed with the
conventions of first-person shooter (FPS) genre, as the detailed analysis of the game
characteristics, core mechanics, and their comparison to other popular contemporary
shooters will require previous knowledge about the genre and the specific gaming culture
surrounding it. Furthermore the reader should possess background information on the
ongoing operations in the Global War on Terrorism (GWOT). The official marketing
slogan of the game, “the most authentic military experience available”, requires the
simulated combat missions, settings and level design choices to be reflected to Operation
Iraqi Freedom and Operation Enduring Peace, the two major theatres of the GWOT.
Because of the volley of military acronyms and jargon, apparent in the thesis, I have
included a list of abbreviations (see Appendix D).
Objective of this treatise is threefold; this division naturally determines the overall
structure of the work. The thesis will move from larger and wide-ranging whole (chapter 2
and 3) towards more detailed analysis (chapter 4 and 5). The first intention is to provide a
general review on the development of the AGP. Chapter 2 will situate the game project
into larger context of the military-industrial complex (MIC) by summarizing the history of
military modeling and simulation (M&S) from early board games to contemporary
interaction between defence and entertainment industry, ominously named as the militaryentertainment complex (MEC). This section will also introduce the reader to the basic
elements of the America´s Army Public Applications (AAPA) game version and its brand
extensions; these themes will be minutely analysed in later parts of the thesis. Third
chapter will analyse multidimensional functions of the Army game. These functions will
be divided into two main categories: persuasive and educational. Second and third chapter
will provide a look on an advergame – a game based simulation that hosts argumentation
about military service – that evolved from a strategic communication tool into a
technological platform for cost-effective training, prototyping and visualization
applications. The second objective is to investigate the verisimilitude of simulated warfare
through critical reflection of game mechanics. Chapter 4 will treat with the dichotomy
between realism and playability through concept of engaging realism. Furthermore the
1
I have played the game since the release of America´s Army: Operations (Bridge SE) v1.7 in April 2003. At the moment I have two
registered game accounts. My primary account has 64 points of Honor and it has been tracked by ArmyOps Tracker for over 1600 days.
My game time per day is 0.4 hours. I was a member of a Finnish gaming clan for 2 years and participated to competitive tournaments
and matches. During the writing process of this thesis I intentionally retreated into the background and limited my gaming hours to
assure adequate level of objectivity towards the game; during this time I mainly familiarized with innovations introduced in certain
patches.
2
question of video game violence is handled in this chapter. The third objective is to
identify various types of persuasive messages, ranging from the specific moral codes of the
warrior culture to representation and objectification of the enemy. This array of explicit
and implicit messages constitute a specific ideal and image of the U.S. Army and
soldiering profession for the support of strategic communication and indirect recruiting.
The metagame level, in form of assorted websites and brand extensions, has integral role in
this analysis, as the messages have been scattered on different applications and manifest
outside the actual game environment. From these messages we can determine the
arguments behind the core media strategy of the official U.S. Army game. Finally the
themes and intended messages of America´s Army will be reflected on historical military
recruiting trends.
3
2. THE ARMY GAME PROJECT
Aim of this chapter is to provide theoretical background to the present thesis by situating
the official U.S. Army Game to the historical continuum of military modeling and
simulation (M&S), ranging from earliest examples of reductionism to a phenomenon
known as the military-entertainment complex (MEC). Following chapters will also handle
with development of the Army Game Project (AGP), the rationale behind America´s Army.
Furthermore different elements of the game will be analysed, from game level to
metagame level. Game level refers to overall game characteristics and gaming modes. The
metagame level includes assorted websites and brand extensions, such as America´s Army
Real Heroes program and Virtual Army Experience (VAE), created to serve various
strategic communication purposes.
2.1 From Koenigspiel to the Military-Entertainment Complex
The history of military modeling and simulation precedes the computer era. The earliest
known examples of M&S are Sumerian and Egyptian clay figurines, dated 2500 BC. The
figurine warriors were used to simulate manoeuvre and formations of armies (Little, 2006).
The military wargames have been evolved from games played for entertainment. The
Chinese strategic board game, Wei Hai (“encirclement”), emerged circa 3000 BC. The
successor of the game, Go, has also a history of more than 4000 years; it was developed
around 2000 BC. The Indian Chaturanga, regarded as the earliest form of chess, has been
played since the 6th century. The game was first to introduce two essential game
mechanics, familiar to later chess variations: different pieces had different attributes and
victory condition depended on the faith of one piece. The Chaturanga featured a king and a
general, infantry, war elephants, cavalry and chariots.
The era of modern wargaming begun in 1664 with Koenigspiel (the King´s Game),
developed by Christopher Weikhmann. Wargaming, the informal term for military
simulations, enables testing and refining military theories without actual combat. The
Department of Defense Dictionary of Military and Associated Terms defines a wargame as
“a simulation, by whatever means, of a military operation involving two or more opposing
forces using rules, data, and procedures designed to depict an actual or assumed real life
4
situation.” (p. 575) Pioneer wargame designer, James F. Dunnigan (1992) characterized
wargames as “an attempt to get a jump on the future by obtaining a better understanding of
the past.”2 He continues that “the object of any wargame (historical or otherwise) is to
enable the player to recreate a specific event and, more importantly, to be able to explore
what might have been if the player decides to do things differently.”3 Although
Koenigspiel was the first game to adopt the concept of reductionism – attempt to explain
complex systems by dividing them into smaller constituents – Kriegspiel (Wargame),
developed by Baron von Reisswitz in 1811, is considered as the first wargame used for
military training and origin for the field of M&S (Little, 2006). In 1824, a Prussian army
lieutenant Georg von Reisswitz, introduced his own version of his father´s work and
published the first set of rules, Anleitung zur Darstelling militarische manuver mit dem
apparat des Kriegsspiels (Instructions for the Representation of Tactical Maneuvers under
the Guise of a Wargame), including topographical maps and rigid rules to quantify the
effects of combat (Gray, 2008). Field General Marshal von Moltke avidly promoted the
use of wargaming, which led to a number of rule set variations. In 1876, German Colonel
von Verdy du Vernois introduced his “free” version of the Kriegspiel. Von Reisswitz´s
version was deemed as rigid Kriegspiel. Distinction to rigid and free versions can be
considered as the first genre division within the field of wargaming.
After Germans success in the Franco-Prussian war (1870-71) other countries became
interested of wargaming. U.S. Army Major W. R. Livermore and Lieutenant Charles
Totten are regarded for bringing wargaming into the United States. In 1880, Totten
published his book, Strategos: A Series of American Games of War, and patented his
system in 1884. Totten´s version featured different levels of warfare: tactical, operational
and strategic. The game included the first example of hierarchy in modeling (Little, 2006).
Livermore introduced his version of the game, The American Kriegspiel - A Game for
Practicing the Art of War on a Topographical Map, in 1882. The game introduced new
attributes to wargaming, such as fatigue and logistics. By 1887 wargaming had became
integral part of the U.S. Naval War College´s curriculum.
The First World War made semi-rigid wargames as a standard for military simulation. For
instance Germans based their troop mobilization plans to wargamed scenarios and the
2
James F. Dunnigan: The Complete Wargames Handbook (1992). Chapter 1. – What is a Wargame? Available online:
http://www.hyw.com/Books/WargamesHandbook/1-what_i.htm
3
ibid.
5
British developed equations to codify firepower relationships. The victorious powers of the
WWI were quite abeyant in utilizing wargaming activities, whereas in Germany it was
concerned as principal training aid, much because of the Treaty of Versailles prohibited the
size of their army and therefore made large scale training exercises impossible (Grey,
2008) At the eve of WWII, Japan wargamed its campaigns on Chinese soil. The Empire
was also responsible of creating the first Live Virtual simulator as it wargamed the attack
to Pearl Harbor (Little, 2006). During the Second World War simulator units became
general. The Link Trainers, which used pneumatic motion platforms, are the most known
electro-mechanical flight simulators used during the WWII. The Link Trainer
demonstrated the value of flight simulation. Based on the results gained from the Trainer,
the Navy commissioned the Massachusetts Institute of Technology (MIT) to develop a
computer, starting the progress which eventually led to the creation of graphics technology
(Macedonia, 2001).
The beginning of the computer era revolutionized the concept of wargaming and military
simulations. Commercial computers also marked the proliferation of M&S. The impetus
for modernization was the Cold War (Little, 2006). Advanced Research Projects Agency
(ARPA) was one institution born of this competition; it was established in 1958 in
response to the Sputnik launch. In 1972 the organization was renamed as Defense
Advanced Research Projects Agency (DARPA). The agency is responsible of developing
new technologies and innovations for military use. “DARPA’s work is high-risk and highpayoff precisely because it bridges the gap between fundamental discoveries and their
military use” (DARPA, 2007:4). As a technological engine it has also funded development
of many technologies, such as precursor of graphical user interface (GUI) and computer
networking. The agency launched the creation of ARPANET, the predecessor of Internet,
in 1969. The first public demonstration of packed switching took place in 1972.
Based on the concept by Air Force Captain Jack Thorpe, DARPA initiated the SIMNET
(Simulator Networking) program in 1983. Experiments with the system were conducted
between 1987 and 1988, and it was fully operational in 1990. SIMNET was
groundbreaking innovation concerning military simulation. Earlier simulators of the 1970s,
which strived for high fidelity in terms of representation, were extremely expensive
compared to contemporary military simulators. Cost of a high-end and stand-alone
simulator of the 1970s was twice the price of the actual vehicle it aimed to simulate; a tank
6
simulator could cost $18 million and an advanced pilot simulator as high as $30-35 million
(Lenoir & Lowood, 2003). The SIMNET project was the first step in developing costeffective, networkable and realistic simulators to train collective warfighting skills. The
most famous SIMNET scenario is the recreation of the Battle of 73 Easting.4 The battle
was fought on February 26, 1991, during the Gulf War, between the U.S. 2nd Armored
Cavalry Regiment (ACR) and Iraqi 12th Armored Division and Tawakalna Republican
Guard Division. The 2nd ACR was outnumbered, but better equipped, and during six hours
of fighting in extreme conditions it lost only one M3 Bradley and one soldier. The Battle of
73 Easting has become the most accurately documented and recorded combat of history
(Sterling, 1993). In over a 10-years time the Army and DARPA invested approximately
$300 million in the SIMNET technology (Cosby, 1999). In the mid 90s the Naval
Postgraduate School´s NPSNET project enabled DARPA´s SIMNET and the follow-on
protocol DIS (Distributed Interactive Simulation) simulations to be played on $60,000
workstation (Zyda et al., 2004). With NPSNET the U.S. military took another important
step towards cost-effective computer simulations; a NPSNET unit cost over four times less
than a standard SIMNET unit ($250,000/station). In addition the NPSNET project replaced
graphic technology of 1980s with off-the-shelf graphic workstations.
The U.S. military has demonstrated interest in commercial off-the-shelf (COTS) games
since the late 1970s, as James Dunningan´s MechWar ´77 (1975) was introduced to the
Army War College (Macedonia, 2001). From the perspective of military simulation the
field of recreational board wargaming had already achieved adequate level of realism in
the 1950s, as Charles S. Roberts, the founder of Avalon Hill, published Tactics in 1953.
The game is credited as the first board game with actual military strategies and scenarios.5
The sequel, Tactics II, was published in 1958. Experiments with computer game
modifications started few decades later. Army experimented with a modification of
Battlezone (Atari, Inc.), The Bradley Trainer, in the 1980s, demonstrating the potential of
first-person shooters. In 1996 the FPS genre was introduced to the world of military
training as the Marine Corps Modeling and Simulation Management Office (MCMSMO)
adapted their modification of Doom II (id Software, 1994) using shareware editor tools.
The Marine DOOM is considered as the first 3D game used for training purposes.
4
See: Sterling, 1993; Herz, 1997; Lenoir & Lowood, 2003.
Little Wars (1913) by H.G. Wells offered similar rule set, but Tactics is considered more sophisticated (Dunnigan, 1992; Lenoir &
Lowood, 2003). Roberts and Avalon Hill pioneered many modern wargame concepts, such as hexagonal grid, zones of control (ZOC)
and combat results table (CRT).
5
7
Following year the USMC hired MÄK Technologies to develop Marine Expeditionary
Unit 2000, the first game born out of cooperation between the commercial game industry
and the DoD. Since those days the COTS games and their modifications have become
standard issue training simulators. One of the most used courseware of virtual military
simulators are Operation Flashpoint: Cold War Crisis (Bohemia Interactive Studio, 2001)
derivatives, VBS16 (2002/2004) and VBS2 (2007) training systems, utilized around the
world. VBS1 is extensively used throughout the U.S. military, whereas VBS2 is currently
used by the Marine Corps and the Army Special Forces at Fort Bragg. Another potential
courseware based on the Real Virtuality game engine is ArmA: Armed Assault
(2006/2007). The game engine provides high quality virtual battlefields, with large scale
terrain areas. Games, based on the Real Virtual engine, represent the apex of realistic
shooter games. Contemporary FPS games that are initially designed for entertainment-only
purposes have also been used to modify training systems. For instance Saab AerotechTelub
licensed the technology behind Battlefield 2 (Digital Illusions CE, 2005) to develop
simulators for the Swedish Defence.
The U.S military has been actively involved in game design, because the cooperation with
entertainment industry, leading producer of innovative M&S technologies, offers many
benefits. Building a network of trusted partnerships and functional relationships will
definitely be an asset concerning the development of future military training simulations.
For instance the USMC co-funded and provided their expertise to the creation of Close
Combat: First to Fight (Destineer Studios, 2005), but did not officially endorse the game.
The case of Full Spectrum Warrior7 (Pandemic Studio, 2004) is an example that the aims
of the entertainment and defence industries do not always meet. The Army and the Institute
for Creative Technologies (ICT) funded the production of the third-person shooter with $5
million. Although the game was praised by media outlets and awarded as “Best Original
Game” and “Best Simulation Game” at the Electronic Entertainment Expo (E3) 2004, Full
Spectrum Warrior did not meet the expectations set by the Army. The game could not be
used for its initial training purpose8, because it did not simulate MOUT9 combat to
demanded accuracy (Adair, 2005). Using digital COTS games and their modifications as
6
VBS stands for Virtual Battlespace System.
The project was originally titled as “C-Force”.
8
Two versions of the game were developed: one for the Army and one for commercial use. Adair´s article speculates that the project
benefited only the Army´s partners, Pandemic Studios and Sony Pictures Imageworks, because Full Spectrum Warrior was a
commercial success.
9
MOUT is an acronym of Military Operations in Urban Terrain.
7
8
military training simulators has meant similar shift as the transition from stand-alone
simulators of the 1970s to the SIMNET technology. Through the COTS mods the military
is able to leverage the game technology already in use for only a fraction of the cost it
would take to develop such software from the ground up. DARPA and DARWARS
sponsored website, The Department of Defense Game Developers´ Community,10 lists 26
different COTS games used by the U.S military service branches – the Army, the Navy, the
Air Force and the Marine Corps – for training purposes.
The military-entertainment complex (MEC)11 is the progeny of the military-industrial
complex (MIC), born in the 1990s. The term MIC refers to conjunctive relationship
between military establishment and private arms industry, including their political and
commercial interests. The term became popular after President Eisenhower used it in his
farewell speech12 in 1961. DARPA VLSI (very large systems integration) and RISC
(reduced instruction set computing) programs, which started in the late 1970s, were one of
the most critical points that marked the beginning of the transition from the MIC to the
MEC. The motif of the programs was to “revitalize and tap creativity in the academic
community.” (Lenoir, 2000:301) After the Cold War the defence research funding was
refocused, benefiting both the defence and entertainment industry. (Lenoir & Lowood,
2003). State and federal funded of university research and laboratories, including both
hardware and software development, are manifestations of the new military-entertainment
complex. Lenoir and Lowood (2003) label the MEC as the training ground for the posthuman warfare.
The Institute for Creative Technologies (ICT) at the University of Southern California is a
perfect contemporary example of the marriage of entertainment, academic and defence
industries. ICT was established in 1999, in response to U.S. National Research Council
(NRC) 1997 report, with a multi-year contract from the U.S. Army to act as an umbrella
organization for creative talents of academic research, game industry, military and
Hollywood, concerning the field of artificial intelligence (AI), computer graphics and
immersion. The objective of the $45-million research program was to revolutionize
learning in the field of education and training through development of engaging and
10
The Department of Defence Game Developers´ Community website: http://www.dodgamecommunity.com/
In his article, War is Virtual Hell (1993) Bruce Sterling refers this phenomenon as the virtual military/industrial complex.
“In the councils of government, we must guard against the acquisition of unwarranted influence, whether sought or unsought, by the
military-industrial complex. The potential for the disastrous rise of misplaced power exists and will persist.” – President Dwight D.
Eisenhower, 1961.
11
12
9
immersive interactive media. ICT projects feature the fields of games and simulation,
narrative and storytelling, graphics, virtual humans and learning sciences. The interactive
programs are used in cognitive learning, therapy, and training cultural awareness,
leadership, and negotiation skills. In 2004 the founding contract was prolonged with a fiveyear agreement.
The development and popularity of Internet has extended the cooperation between private
sector, academia, and military into new directions. The Army Game Project (AGP), is an
example of this new collaboration in the field of strategic communication. More initiatives
are also set in motion. In 2008 the Defense Science Board´s (DSB) Task Force for
Strategic Communication recommended the creation of congressionally mandated, nonpartisan and non-profit organization, Center for Global Engagement (CGE), to enhance
government-private sector collaboration in support of strategic communication. The DSB
report suggested that the Center should be modelled after Federal Funded Research and
Development Centers (FFRDC), such as the RAND Corporation and the National
Endowment for Democracy (NED). Its role would be a provider of information and
analysis on issues vital to U.S. national security, including global public opinion, media
trends and influences on audiences, and information technologies. The report also
acknowledged the potential of the Internet and other products of digital technologies in
transforming civil society, media, markets and warfare. According to the new paradigm of
warfare, the media are decisive theatre of operations. “Virtual conflict and “perceptual
damage” are as important as real conflict and real damage.” (DSB, 2008:24) The Defense
Science Board outlined six critical areas to which the CGE would perform functions. Aims
and objectives of the AGP particularly tally with the fifth area of operations. DSB
recommended working “with the commercial and academic sectors for the development of
a range of products and programs that communicate strategic themes and messages to
appropriate target audiences. […] Examples of products would be a children’s TV series;
video and interactive games.” (DSB, 2008:90)
10
2.2 Development of the Army Game Project (AGP)
In 1997, the NRC published a report, Modeling and Simulation: Linking Entertainment &
Defense (Zyda & Sheehan, 1997), which identified games and interactive entertainment as
the main technology drivers for networked virtual environments and immersive
technologies. The paper outlined a joint research agenda for the entertainment and defence
industry concerning modeling and simulation initiatives (Capps et. al, 2001). In the fall of
1999, the Army Game Project (AGP) originated from the negotiations between directors of
the Modeling, Virtual Environments, and Simulation (MOVES) Institute and of the U.S.
Army´s Office of Economic and Manpower Assessment (OEMA). In May 2000, the
Assistant Secretary of the Army for Manpower and Reserve Affairs (ASAMRA) and the
Naval Postgraduate School (NPS) entered into a memorandum of agreement that the
MOVES Institute would develop a state-of-art PC game under Army´s supervision. The
MOVES institute started to build a development team by hiring game industry experts
from corporate giants like Sony and Electronic Arts. The MOVES faculty and graduate
students from different service branches dealt with the technical issues surrounding the
project. The Army provided practical support to the AGP, which was essential in creating
the atmosphere of authenticity, such as subject matter expertise and access to equipment
and training facilities (Zyda et al, 2003a). Originally, the MOVES Institute proposed
development of two games, America´s Army: Operations and America´s Army: Soldiers.
Operations was designed as a regular action oriented FPS game, whereas Soldiers intended
to give more realistic and profound representation of the soldiering profession and its
career possibilities. The game was supposed to mark the AGP´s step into the world of roleplaying games (RPG) with unique game characters and dynamic story engine (ibid.). In
April 2003 Soldiers became vapourware as its development was cancelled. Official reason
for this was never announced.
Development team, directed by Professor Michael Zyda, emphasized the cost-effectiveness
of the AGP in various publications. America´s Army cost $7 million to develop, price tag
of 420 recruits who drop out during the basic training period (Zyda et al., 2003b). In other
words a game as a tool for strategic communication not only saves money in recruitment
costs, but is worth $92,000 per recruit that it attracts to enlist. Situated into the Army´s
annul recruitment budget of $2.2 billion the development costs of the game were marginal,
11
about one-third of one percent (Davis et al., 2004). Although the Unreal Engines (UE), that
power the Army game, are relatively cheap Zyda et al. (2004) pointed out that the
Department of Defense needs to develop its own open-source game engine, instead of
using commercial engines that require constant licensing. According to Zyda et al. (2004)
license for UE game engine cost about $300,000.13 Technical support and maintenance is
about 33% of the cost of the engine, in case of UE approximately $100,000 per year. A
game engine is usable for three years, before the next generation of the engine comes out.
Furthermore development costs varied from $2 to $2.5 million per year and annual
operational costs are $1.5 million. Yearly costs from game engine vary from $3.8 to $4.4
million (Zyda et al., 2004).
First version of the AGP, titled America´s Army: Recon (v1.0.0) was released at the
Electronic Entertainment Expo (E3), in July 4, 2002. The game received favourable
reviews and collected number of trophies. On July 5, 2002 the initial version of America´s
Army: Operations–series was released. Version 1.0.0b did not introduce new training
simulations or game missions, but it made possible for individuals and third party
companies to host servers and added the Official Server classification for Leased Official
and U.S. Army Official game servers. Second phase of the AGP began as America´s Army:
Special Forces (SFAS) (v2.0.0) was introduced on November 6, 2003. In March 2004,
Naval Postgraduate School received a memorandum from the Army citing allegations of
mismanagement. Soon after OEMA took responsibility of the game development and the
project was withdrawn from the MOVES Institute. The last version developed by the
MOVES institute was America´s Army: Special Forces v2.0.0a (Sandstorm). The
development team defended itself and put the blame of the takeover on differences
between MOVES and Army management (Zyda et al., 2004). In August 2005 DoD Office
of Inspector General released a report, Development and Management of the Army Game
Project (D-2005-103), that confirmed the allegations with three specific findings. Finding
A was the improper charges to project orders. The institute made 45 improper charges,
worth nearly $500,000, to the AGP and an Air Force Project.14 For instance it did not
charge customers with proper amount for services and overcharged the AGP for software
licences to benefit other projects. Finding B related to capability to perform project orders.
13
According to Department of Defense Office of Inspector General report D-2005-103, the MOVES institute paid $200,000 for the
license for six projects, including the AGP. Later the license was upgraded for unlimited number of projects with extra $100,000. The
technical support cost additional $100,000 (Office of Inspector General, 2005:5).
14
In July 2003, the U.S. Air Force (USAF) provided $470,000 to the MOVES institute to develop a convoy force protection simulator
for training purposes (DoD Office of Inspector General, 2005:1).
12
NPS accepted the project order from the Army, although it did not have the capability to
substantially perform the work ordered in-house, violating the DoD Financial Management
Regulation (FMR). Finding C was the weakness in internal control, which resulted in
appearance of nepotism and mismanaging of resources.
Coexistent with the AGP other programs were initiated to bolster the Army´s recruitment
efforts.
From August 1999 to June 2000 management-consulting firm McKinsey &
Company conducted a research, War for Talent: Department of Defense and Private Sector
Battle for Survival (2000), as a part of the Secretary of Defense Corporate Fellowship
Program. The SDCFP report outlined problems and convergent challenges of military and
private sector concerning recruitment of talent. “It is essential for the Defense Department
to identify appropriate talent pools to attract, recruit and retain the kind of men and women
necessary to operate within the complexities of the modern battlefield, and the battlefield
of the future, while at the same time engaging the most technologically advanced weapons
and command and control systems mankind has ever known.” (McKinsey & Co., 2004)
Among other things the report recommended creation of a new public relations campaign
to raise the awareness and educate the country about the U.S. military. In January 2001 the
legendary ”Be All You Can Be” recruitment slogan was replaced as the Army launched
$150 million advertisement campaign, “Army of One”. The campaign, devised by Leo
Burnett USA, featured a new logo – a white star with gold and black edging – a new web
site, GoArmy.com and series of television commercials that were “intended to appeal to
the individualism and independence of today's youth” (Dao, 2001). However the “Army of
One” slogan was considerably short-lived compared to its predecessor; in 2006 the Army
launched another multimedia advertisement campaign, “Army Strong”, developed by
McCann Worldgroup. The overall five-year contract with communications firm is valued
at $1 billion, with the first two years guaranteed at $200 million annually (Burns, 2006).
2.3 America´s Army – The Official U.S. Army Game
The latest official version of the game, subtitled AA:SF Overmatch (v2.8.4) was released
on October 9, 2008.15 The patch included Every Soldier a Sensor (ES2), which helps
situational awareness and information gathering during combat. V2.8.4.0 patch also added
15
On 6th December developers released Champlain Map Pack (v2.8.4), created in cooperation with the Champlain College students. The
map pack featured two new maps, District and Canyon.
13
a new training scenario (ES2 MOUT McKenna), a new and multiplayer co-op map (ES2
Border), and fixed number of gameplay bugs. Currently the official U.S. Army game
features 2716 game releases including 17 training simulations17 and 47 online game
missions.18 The third phase of the AGP commences with America´s Army v3.0, originally
rumoured for a September 2008 release. In 12th January the release of AA3 in 2009 was
officially announced. Following the popularity of the PC version the brand has been
introduced to multiple platforms. Ubisoft published the console versions, AA: Rise of a
Soldier (2005) for the Xbox and AA: True Soldiers (2007) for the Xbox 360. The mobile
phone version, AA: Special Operations (Gameloft) was released on February 2007. The
game brand has also pushed its way into the arcade markets. In 2007, Global VR unveiled
the “green label” coin-operated version of the game. A tour event, Virtual Army
Experience (VAE), was launched in 2007. VAE is based on the Overmatch game version.
The America´s Army brand is also expanded beyond the game environment. The brand
extensions vary from accessories, apparels and collectible toys. AA Real Heroes action
figures, manufactured and distributed by Jazwares Inc and Radioactive Clown, are based
on the four original soldiers of the Real Heroes program. The following chapter will
exclusively concentrate of the PC version of the official U.S. Army game.
2.3.1 The Game
Definitions are elusive. In this thesis America´s Army (AA) is defined as “squad- and
objective-based light infantry online multiplayer first-person shooter”. The term of tactical
is left out intentionally, although many definitions (c.f. Li, 2004; Nieborg, 2005)
underscore the concept. One could argue that the concept of tactical shooters has become
an outdated to a certain degree, since almost all of the contemporary FPS games fall into
this category. Tactical level is a generic characteristic in both offline single and online
multiplayer games; an axiom. In general, gaming as an activity is always a tactical one.
Team-oriented gameplay demands individual players to cooperate; to use series of tactics
to carry out the objectives set by strategy. Furthermore the usage of the concept insinuates
that other gaming modes, such as the classical deathmatch, nowadays used only in few
“bazooka tag” FPS games, like Unreal Tournament 3 (Epic, 2008), would demand less
16
See: Appendix A: America´s Army Version History.
See: Appendix B: America´s Army Training Simulations.
18
See: Appendix C: America´s Army Game Missions.
17
14
tactical skills. To generalize: in both modes, whether they prefer individual or team-based
tactics, players learn and exploit mechanics and rules of the game world and use different
types of tactical solutions accordingly. We can also attach certain subgenres of serious
games, such as edutainment, simulation game, and advergame, to the overall definition.
These sub-genres will be analysed at length in later chapters of the present work.
America´s Army follows the traditional first-person shooter paradigm: a player-controlled
avatar navigates through three-dimensional game space, encountering and eliminating a
varying number of enemies – controlled by other players or non-player characters (NPCs)
– with different types of ranged weapons. Interactions between these elements and other
contextualized game tokens are rendered from the visual viewpoint of first-person
perspective. The Army game borrows and mixes different characteristics of the genre and
offers its own version of them. The actual gameplay is based on a model, introduced in
Counter-Strike (Valve, 2000). Teams have opposite objectives, one side attacks as the
other defends.19 Game rounds are relatively short, ranging from 5 to 10 minutes. Each
player has only one spawn per round and power-ups to restore health are not available;
when injured medics can only reduce bleeding. Victory condition mechanics in the game
are twofold: completing mission objectives or eliminating the enemy forces will produce a
winning game state. If the limit runs out, the game ends in a stalemate. Unique swapping
paradigm limits the subjectivity of the players. Because of the paradigm players explore
the game world from the exclusive perspective of a U.S. soldier; only playable nonAmerican character class is the Indigenous Forces (IF). This feature distinguishes the
Army game from other contemporary first-person shooters.
Imitating the Army hierarchy and chain of command the players form a squad of 9-13
soldiers, led by staff sergeant as a Squad leader. Each squad is divided to 1-4 fire teams,
led by sergeants. Players are able to choose from nine different military occupation
specialties (MOS): Special Forces Weapons Sergeant (18B), Infantryman (11B), Health
Care Specialist (68W), and Indigenous Forces (IF). The 11B MOS has multiple roles:
squad leader, fire team leader, rifleman, automatic rifleman, grenadier, and advanced
marksman. Availability of different MOS depends on each mission and completed training
missions. The interface to the three-dimensional game space, the Heads-Up Display
(HUD) follows traditions of the FPS genre. Elements displayed in the HUD are: 1) Chat
19
In certain Special Forces missions, such as SF Extraction, SF Dockside, and SF PCR, both teams have the same objectives.
15
icon; 2) Messages; 3) Situation Awareness Indicator (SAI); 4) Objectives; 5)
Rank/Time/Location; 6) Inventory; 7) Combat Effectiveness Meter (CEM); 8) Stance and
health indicator; 9) Grenade inventory; 10) Weapon status inventory; and 11) Crosshair.
Fig. 1: Elements displayed in the HUD.
The official U.S. Army game has also introduced certain innovations to the genre and FPS
gameplay. The most visible innovations are Combat Effectiveness Meter (CEM), Honor
System, and the Rules of Engagement (ROE). The game also introduces a new gaming
mode, MILES20, but it can be consider more of an updated version of “non-fatal” game
modes, familiar from other FPS games.21 The CEM is one of the most successful attempts
to simulate emotional and physical state of a game avatar. CEM level (zero-low, moderate
and high) has an effect on player´s fire control ability and movement capabilities. The
meter also simulates the effect of enemy fire on game character´s performance. Honor
System is one of the first cumulative rewarding systems of FPS genre that was directly
embedded into the game design itself.
20
21
MILES stands for Multiple Integrated Laser Engagement System.
For instance SWAT 3: Close Quarters Battle (Sierra Northwest, 1999) featured paintball game mode.
16
In an article, The Game Impact Theory (2006) Chief Technology Officer Roger Smith of
the U.S. Army PEO STRI22 emphasised the importance of a persistent game world. He
stated that “An alternate society that is not mundane and in which a player can create a
persistent identity is a powerful attractor for long-term players and long-term customers”
(Smith, 2006:9). Since America´s Army does not employ role-playing game elements that
would able the evolvement of characters and game world, the Army has solved the need of
persistence and continuity with a rewarding system. Honor reflects both time spent
(experience) with the game and actual ability (skill) of a player. Honor is directly related to
the points scored; players score points by winning rounds, completing objectives,
demonstrating good leadership (squad leaders and sergeants), killing the enemy, and giving
first aid (medics). The Honor System point scale is as follows:
01-10 Honor : 500 points to next level
11-20 Honor : 1,000 points to next level
21-30 Honor : 2,500 points to next level
31-40 Honor : 4,000 points to next level
41-50 Honor : 6,000 points to next level
51-60 Honor : 9,000 points to next level
61-70 Honor : 13,000 points to next level
71-80 Honor : 23,000 points to next level
81-90 Honor : 43,000 points to next level
91-99 Honor : 83,000 points to next level
The Rules of Engagement is a set of rules based on the U.S. Army code of conduct.
Violating ROE by detrimental actions such as injuring or killing a civilian or fellow team
members will cause a penalty deducted from player´s score. If the ROE limit of a server is
exceeded the player will be removed from the server and sent to virtual cell in Fort
Leavenworth military prison. America´s Army is marketed as "the only game to embed
social responsibility into its development by enforcing the laws of land warfare and
socially appropriate behaviors" (Chambers, 2002). Where other first-person shooters have
mainly community-enforced rules for accepted social conduct, the ROE were implemented
into the game design itself to control conduct on online servers.
22
PEO STRI: Program Executive Office for Simulation, Training and Instrumentation.
17
Like most of the contemporary first-person shooter games, America´s Army employs two
game modes: single- and multiplayer. Single-player mode refers to the training
simulations. The game provides six successive training tours: Basic Combat Training
(BCT), Advanced Marksmanship (Adv. Mkshp), Medic Training (Medic), Advanced
Individual Training (AIT), Airborne School (Airborne) and Special Forces Training
(SFAS). Players’ introduction to the game world can also be considered as didactic one.
The approach of training missions act as a watershed for many players to invest more time
to the official U.S. Army game. Enthusiasm of casual users may fade as they are
bombarded and overburdened with instructive, factual, and/or otherwise "educational"
information, sometimes to the detriment of a player´s enjoyment. The combat medic
classroom training including three simulated lectures with exams, airway management,
control bleeding, and shock treatment are good examples of this. Although they do teach
players certain life saving skills, they do not have any function in the gameplay.
Fig. 2: Weapons Familiarization is part of the BCT.
18
Completion of the BCT is the minimum requirement to play the online multiplayer
missions with a registered game account.23 Completing training simulations will unlock
other simulations. BCT is prerequisite for airborne, field medic, advanced marksmanship,
and advanced individual training. Airborne school is prerequisite for SF training. All of the
training simulations must be completed to play every MOS and game mission available.
For instance players are required to pass the SFAS and have at least 15 points of Honor in
order to play the SF missions as an American green beret instead of an IF soldier. Combat
medic training must be completed, before players are able to select the MOS or treat
themselves with a field dressing when injured. Snipers are required to pass the advanced
marksmanship training.
Training missions play central part in initiating and internalizing players to the game
world. Although they may seem toilsome to a certain extent, they are extremely useful for
beginners. Simulations teach the basics of gameplay from movement to weapon handling,
significantly reducing the time it would take to learn and master these skills in online
environment, where a round might end in matter of seconds. One can also argue that
training missions start the indoctrination process of potential recruits, as they offer a virtual
demonstration on how the U.S. Army soldiers train in reality.
America´s Army currently offers 46 multiplayer game missions, which cover wide array of
topographical environments from desert missions to wetlands and urban combat to wooden
areas. Missions are divided into five different tour categories: Infantry, 75th Ranger, 82nd
Airborne, Special Forces, and User Created. There are three mission types available:
MILES training, Live Fire and Live Fire (Cooperative).
2.3.2 The Web
The AA related websites are part of the metagame level. I will shortly introduce few
assorted websites, both official and unofficial. These websites are: GoArmy.com
(recruitment), America´s Army Special Forces homepage (gaming), America´s Army
Mission Depot (modifications) and America´s Army Tracker (statistics). The number of
23
Explore The Army (ETA) game servers, released in v2.7.0, allows unregistered players to test the game, but they are not able to accrue
experience or Honor points. Version 2.8.3 introduced Instant Action mode, which allows players to play missions, except Special
Forces, without completed BCT. In this game mode players are able to accumulate experience points and Honor points up to 20.
19
AA community sites is simply too vast to be treat in this chapter; over 1000 fan, clan and
tournament websites have been submitted to the database on AA:SF homepage.
GoArmy.com
GoArmy.com24 is the official recruitment website of the U.S. Army, established during the
“Army of One” campaign in 2001. The website was updated in 2004 and 2006, when the
sixth generation Army advertisement campaign, “Army Strong” begun. GoArmy.com is a
complete multimedia recruiting centre, including extensive library of dramatized videos
narrating the challenges of soldiering profession, and delivering information ranging from
benefits to different military occupational specialties (MOS) and life in and after the
service. Visitors are welcomed with a video that follows the rhetoric set in the “Army
Strong” campaign.
“Welcome to GoArmy.com. You have taken the first step to becoming stronger than you ever
imagined you could be. Here you discover adventure. The chance to give back something to
your country and the kind of training that truly prepares you for the future. Now hear what it is
like to be a soldier from real soldiers and explore over 150 careers. There are strong and then
there are Army strong.”
The opening video of Army Strong TV suggests that GoArmy.com is not just a form oneto-many communication, but the information is delivered to individuals by other
individuals, real U.S. Army soldiers, instead of the faceless institution. GoArmy.com also
employs one of the most natural methods of communication and interaction for the “wired
generation”; a chat room, where potential recruits can directly communicate with a
recruiter and ask questions about the service. The concept of cyber-recruitment has
originated from popularity of the chat room and functionality of web environment. The site
also aims to reach potential recruits through their influencers and social marketers i.e.
parents. For Parents –tab feature slogan “You made them strong. We'll make them Army
strong.” the slogan is used throughout “Army Strong” campaign. There is also a
downloadable discussion tool kit available,25 which gives advices to parents how to discuss
about the Army career with their children. The strategy to outreach the target influencers
24
25
The official U.S. Army recruiting website, GoArmy.com: http://www.goarmy.com
A discussion toolkit for parents: http://www.goarmy.com/assets/downloads/discussion_toolkit.pdf
20
during the time of war is as important as directly reaching teens and young adults who
consider career in the armed service, because of their input on key decisions is valued.
America´s Army: Special Forces Homepage
The AA:SF homepage26 has two major functions: to act as a database and information
source for players and direct visitors to GoArmy.com. In 2002 28% of GoArmy.com hits
came from AA homepage (Gegax, 2002). The site is constructed of eight different tabs:
Game Intel, Real Heroes, Downloads, Community, Support, Media, About, and U.S.
Army. Especially the Game Intel and U.S. Army tabs have been saturated with links to the
official recruiting site, usually providing more information on the subject in question.
These tabs mostly deliver information about the AGP and the game, but the U.S. Army tab
is an exception. The tab contains information on different Army careers, such as U.S.
Army Medical Department (AMEDD) and National Guard Special Forces Group (NGSF).
The tag also includes video testimonials from soldiers about their life in the Army. The
AA:SF home page is also a base for recruiting programs and videos, such as the Real
Heroes program. Furthermore it distributes detailed background information that is not
necessarily present in the game environment itself, such as situation descriptions of game
missions. In other words the site has central role in contextualizing and creating the game´s
background story.
America´s Army Mission Depot
AA Mission Depot (AAMD) website27, powered by Army´s software partner Pragmatic
Solutions, is a database for user-created AA maps. AA Map Editor (AAME) mapping
application was introduced in v2.8.0 (Coalition). The website is marketed with a slogan
“Next Mission Could Be Yours”. There are both developer- and player-created tutorials
available on the game manual website (GMW).28 To a certain degree user-created missions
seem to empower the AA community, but on the other hand it is only a looming. Creative
power of the users is harnessed to maintain and reinforce the given viewpoints, not to
model the game world according to their own perception or produce multiple
interpretations. The developers are extremely careful when it comes to emergence; the
26
America´s Army: Special Forces home page: http://www.americasarmy.com
America´s Army Mission Depot: http://www.aamissiondepot.com
28
AAMD tutorials at the GMW: http://manual.americasarmy.com/index.php/America%27s_Army_Mission_Editor
27
21
brand is strictly controlled and protected from controversial and disputed expression and
representations. “All files submitted to the AA Mission Depot are subject to a short review
process to ensure content submitted does not have any objectionable content, and that
uploads also adhere to core values of the US Army and does not disparage the US Army or
represent it poorly in any manner.”29 Therefore the user-created missions do not transform
AA into a bottom-up structured game; the empowerment is only seeming as the top-down
relationship of power concerning the game content remains. The use of user-created
material is inhibited in AAMD rules; mapmakers can only make use of AAME´s default
asset library. Since America´s Army is an advergame this operations model is
unquestionably the only reasonable practice from the perspective of brand management.
Without these limitations the Army would willingly expose itself to different type of
criticism that could lead to negative consequences concerning the brand and its value.
Currently AAMD features over 340 user created scenarios, of which 108 are approved
maps. Approved status has three levels: Not Mission Capable, Mission Capable, and Fully
Mission Capable. Maps with Fully Mission Capable status are playable on both official and
leased official Honor servers.
America´s Army Tracker
AA Tracker30, also known as ArmyOps Tracker, is a third party application – created in
2002 by German computer engineer known in the game community as [GA] Homey – that
tracks game sessions by scanning the AA game servers every ~30 seconds. Tracker is
perhaps the most popular game-related service and website among AA players with over
550,000 registered members. Total number of active tracked players is over 400,000 and
total number of clans is over 9400 (with approximately 85,000 players).31 Currently the
User- and Clan-Toplists directories list over 36,000 players that have played the game in
last two months for more than 50 hours and over 2200 registered clans. During its peak the
User-Toplist featured over 50,000 players. One can argue that statistics is the fundamental
reason of playing for many gamers, because of its competitive and social elements. The
gathered statistics include for instance total time played, longest session, clan membership,
fragrate (calculated from kills and deaths), Honor and score points, and map stats. Statistics
are collected into a community website with forums and image galleries. Forum at
29
AAMD FAQ: http://www.aamissiondepot.com/faq
America´s Army Tracker: http://aaotracker.com
31
See ArmyOps Trackers statistics: http://aaotracker.com/trackerstats.php
30
22
ArmyOps Tracker website differs from the forum in AA:SF home page when it comes to
discussion topics. Tracker forum is more freeform and uninhibited covering miscellaneous
topics, creating controversy and polemic. Criticism towards the game and developers is
quite usual. Discussion on AA:SF forum is more game related and formal.32 Since the
application is not endorsed by the Army players need to create and register a separate
account to get tracked. ArmyOps Tracker has remained extremely popular among the AA
gaming community, although the official player statistics system was released in v2.7.0
(Overmatch).
2.3.3 The Brand Extensions
The brand extensions, another example of the metagame level, are extremely important in
disseminating explicit and implicit messages to the player community. The extensions are
used as external factors to transcend the brand beyond the supposed environment set by the
game. This chapter will handle three metagame level extensions concerning recruitment
purposes; America´s Army Real Heroes, Virtual Army Experience, and the Army
Experience Center.
America´s Army: Real Heroes
AA Real Heroes program is Army´s attempt to give a face to people who serve in the
military. Certain nostalgic longing or aura surrounds the program. It aims to reinstate the
social status that soldiers and war heroes used to have by making them part of the popular
culture. In an article, which puffed the release of AA:SF (Overmatch), Col. Wardynski
reflected the contemporary relationship between the military and the American youth.
“They can name their favorite football player, baseball player, but they can’t name the
guys on the front lines defending them. […] The idea is to put that real face on the soldier.”
(Brinkley, 2006) In another article (Snider, 2006) Wardynski continued his contemplations
on the subject: "Pop culture is where people form their life course choices. If you are not in
that setting, then you are not really relevant."
32
There are of course exceptions. When v2.8.4.1 was released, the new America´s Army Deploy Client software distribution system,
developed by Practical Solutions, caused an avalanche of intense criticism towards the company and developers. The first AADC
version was extremely bugged and downloading the new version was virtually impossible. These types of outbursts are quite rare on
AA:SF forum.
23
Currently, the Real Heroes program features nine awarded U.S. Army soldiers who have
fought in Afghanistan and Iraq: SFC John Adams, Maj. Jason Amerine, SGT Monica
Brown, SFC Robert Groff, SGT Jason Mike, SSG Timothy Nein, SGT Tommy Rieman,
2Lt. Gerald Wolford, and SSG Matthew Zedwick. AA:SF home page defines Real Heroes
as “people of distinguished courage or ability, admired for their brave deeds and noble
qualities. The America´s Army Real Heroes program puts a face on some of the
exceptional Soldiers who are at the forefront in the defense of freedom.”33 The online Real
Heroes profiles include stories, biographies, service related material, such as skill badges,
personal and unit awards, photo albums, and videos. In addition SFC Adams, SGT Mike
and SGT Rieman write personal blogs that mainly treat with Army´s promotional and
recruiting events. A member of Real Heroes has been acknowledged outside the game
environment; actions of SGT Rieman, of which he was awarded with Silver Star in 2004,
were mentioned in January´s State of the Union Address 2007 by President Bush. In
December 2008, SGT Rieman visited on Deal or no Deal –game show.
Developers use certain hooks to guarantee maximum number of spectators for the Real
Heroes videos. Players are encouraged and persuaded to watch the videos, found from
game´s Virtual Recruiting Station, with the promise of experience points bonuses for each
video. For more experienced players, who need to score 20,000-80,000 points to gain an
Honor level, this opportunity is too good to be passed. Although the citations and awards
of the Real Heroes are constantly underlined, the developers strive to portray them as allAmerican soldiers, representatives of the people of United States and its ideals; as someone
that the potential recruits can identify with. The videos repeatedly convey the same
message: the Army is made out of people; it is not just a name of a faceless institution. In a
Navy Times interview one of the original Real Heroes; 2Lt. Wolford stated that, “our part
is to get the story out of our soldiers and the people we served with, to push the message
that we are normal people.” (Snider, 2006) Interestingly SSG Matthew Zedwick´s story is
the only specific reference in the AGP that directly points out the ultimate sacrifice of war,
to the fact that soldiers die in the line of action. Otherwise the whole subject is avoided and
unmentioned in game related recruitment material. The over 4100 casualties sustained by
the U.S. military during the Operation Iraqi Freedom are totally absent. The absence of
these service personnel, who have died for their country, unintentionally creates a feeling
that only the living heroes are real heroes.
33
America´s Army Real Heroes: http://www.americasarmy.com/realheroes/
24
Fig. 3: Real Heroes advertisement banners.
The four original Real Heroes, Maj. Amerine, SGT Rieman, 2Lt. Wolford, and SSG
Zedwick appear as game characters in the Virtual Recruiting Station and in-game
instructors in certain training missions. The program is a conscious attempt to blur the
border between the real world and game world. In his canonized work, Homo Ludens,
Johan Huizinga described gaming as an experience relating to escapism; something that is
separated from daily routine and reality. It is an activity that takes place outside the
boundaries of the common world, within a magic circle. Salen and Zimmerman (2004)
revised the term as a new reality "created, defined by the rules of the game and inhabited
by its players." In America´s Army extending the magic circle to reality is in accordance
with the rhetoric of “the most authentic military experience available.” It conveys a
message of a game which is so authentic that even its characters are real. The program
allows a contact to be made between a game character and player demography and that
contact can be expanded to real life if players visit an event were a Real Hero character
makes an appearance. In other words a contact or mental image that originates from virtual
environment can be harnessed for recruiting purposes.
The Real Heroes also visit in schools, sport events, exhibitions, and other promotional
occasions, such as the Virtual Army Experience. In terms of recruitment the public gaming
events are extremely important opportunities for the Army to encounter possible recruits.
For instance SFC Robert Groff, who also works as a recruiter, made an appearance in the
2008 Chicago Summer Lan event to discuss with the AA gamers who had gathered to
compete in a cash prize tournament. Real Heroes are also a theme for a series of action
figures, developed by Jazwares Inc. and Radioactive Clown.34 The collectible figures,
based on the original heroes, allow the Army to extend the awareness of the brand to
34
Real Heroes is the second series of official U.S. Army action figures. The first series was based on Special Forces.
25
younger members of the target demography, Generation Y, the cohort of people born after
the mid 70s. At the U.S. ToyFair 2005, deputy director for the AGP, Maj. (R) Christopher
Chambers stated that “America's Army action figures offer a unique venue for the Army to
connect with people of all ages. […] These action figures are a very tangible means of
connection, especially when coupled with a variety of intriguing information. We will offer
insights concerning Soldiers and Soldiering in today's Army along with the action figures,
as well as in our game, and on our website."35 Marketing of the figures follows the same
rhetoric that echoes throughout the Army Game Project; manufactures have closely
cooperated with the Army to ensure authenticity and accuracy of the figures and their
equipment.
Virtual Army Experience (VAE)
The Virtual Army Experience (VAE) is an awarded mobile public relations event,
marketed as the virtual test drive of the U.S. Army.36 “The VAE highlights key Soldier
occupations, Army technologies, operating environments and missions, within a fastpaced, action packed, information-rich experience that immerses visitors in the world of
Soldiering. Participants employ teamwork, rules of engagement, leadership and high-tech
equipment as they take part in a virtual U.S. Army mission.”37 Alongside with the Real
Heroes program the VAE is one of the most essential recruitment endeavours of the AGP.
The main attraction of the 19,500-square-foot exhibition is naturally the simulator,
constructed of multiple video screens and six mock-up HMMWVs, utilized with M4
assault rifles and M249 Squad Automatic Weapons (SAW), and other weapon systems,
such as CROWS38 and ITAS.39 A mock-up of UH-60 Black Hawk helicopter provides air
cover for the ground task force. Up to 50 participants can partake to the 20-minute
experience, assigned to eight fireteams. The software behind the life-size simulator is
based on AA:SF (Overmatch). The VAE was launched at Daytona 500 in 2007.
The history of the Virtual Army Experience includes two playable scenarios. According to
a promotional video at the VAE website the scenarios are based on actual Army missions.
35
Source: ActionFigures.com: http://www.action-figure.com/index.php?name=News&file=article&sid=14086
In 2007 Event Design Magazine awarded the VAE with Bronze Medal for Best Outdoor Consumer Environment. In 2008 the VAE
was nominated as Largest Traveling Game Simulator by Guinness World Records.
37
The Virtual Army Experience Fact Sheet: http://vae.americasarmy.com/pdf/vae_factsheet.pdf
38
CROWS is a acronym for Common Remotely Operated Weapon System.
39
ITAS stands for Improved Target Acquisition System.
36
26
The initial scenario simulated coordinated air and ground assault and extraction of a High
Value Target (HVT), a key al-Qaeda lieutenant who is mastermind behind embassy and
civilian bombings in several countries. A video40 of VAE event, shot at the Langley Air
Show 2007, reveals that the scenario is far from the unforgiving nature of AA; it is like the
god mode version of the game, suitable for people who have not necessarily familiarized
themselves with FPS games. The HMMWVs seem to take hits from enemy RPGs and
improvised explosive devices, but they do not hinder them in any form. The current
scenario is situated to a fictional country of Nradreg. References to al-Qaeda as the
adversary have been replaced from the scenario description with anonymous and
ambiguous genocidal enemy faction that threatens a group of humanitarian aid workers.41
The VAE consist of different elements and activities, not just of the game session on the
simulator. There are possibilities to play different multiplayer versions of AA, ranging from
the PC version to consoles. Briefings and debriefings of the simulator sessions are hosted
by soldiers familiar from the Real Heroes program, who hand an action figure to the
highest scoring participant. Everybody receives a copy of the official U.S. Army game. In
selected locations the participants have an opportunity to operate Packbot Robot through
an agility course. Naturally there are recruiters present in the event to interact with the
visitors.
Fig. 4: In-game screenshot of virtual replica of the VAE simulator in the VRS.
40
41
Video available online: http://www.youtube.com/watch?v=8rAEtv7UtX0
See: The scenario description from the VAE fact sheet.
27
The VAE has also been introduced into game environment. Game version 2.8.2
(Overmatch) featured a Virtual Recruiting Station (VRS). This game mode has been solely
designed for recruitment purposes. The show rooms are filled with different types of
recruiting material, ranging from posters with Soldier´s Creed quotes and advertisement
videos. “Real Missions. Real Soldiers. Real Heroes” and “Are You Army Strong?” posters
underline the authenticity of the experience. In this virtual space the Real Heroes
characters are introduced to the players. In addition the VRS includes a virtual replica of
the VAE simulator, demonstrating developers´ fascination to simulate simulators as it was
the case with MILES training system. However players are not able to test the simulators;
instead they are occupied with virtual characters who shout aloud their excitement.
Comments, such as “this is awesome”, “great shot man” and “dude we have to play this
again” fill the darkened room, underlining the immersive and engaging aspects of the real
VAE. The VRS encourages players to visit the actual VAE events i.e. deepen the
relationship between them and the Army.
Army Experience Center (AEC)
In August 2008, the Army opened Army Experience Center (AEC) in Philadelphia. The
facility is the centrepiece of Army Experience Pilot Program, created to evaluate
experimental marketing strategies. The 14,500-square-foot AEC features a number of
simulators and interactive educational tools informing about the Army careers. Activities
include Apache, Black Hawk and HMMWV simulators, career navigator, global base
locator, and lounge area where visitors meet Army personnel and watch service-related
videos. In Tactical Operations Center (TOC) visitors can participate on a squad-based
simulation and operate different types of unmanned vehicles and missile systems. There is
also a gaming area in the premise that features multiple military video and computer
games. Furthermore the AEC hosts different types of events.
28
3. FUNCTIONS OF THE AGP
America´s Army is a serious game. It has been designed and published other motives in
mind than entertainment or profit making. Because of these goals, rather than autotelic
objectives, it is allopoietic game; instead of being an end in itself the game has external
objectives. The game has been released to brand, educate and persuade, although the aspect
of entertainment plays essential part in making the game appealing for the gamer
community; matter which ultimately decides the success of the Army Game Project. In
addition the game has evolved into a technological platform for governmental training
applications, further corroborating the argument. The director of USC GamePipe
Laboratory and the former development director of the AGP, Michael Zyda defined serious
games as:
“A mental contest, played with a computer in accordance with specific rules that uses
entertainment to further government or corporate training, education, health, public policy, and
strategic communication objectives (2005: 26).”
The Wiki network of Nordic Serious Games (Nsg) project defines the concept in very
similar manner:
“Games and game-like interactive systems intended for a purpose, not only entertainment. They
can be entertaining, but usually they teach the user something. […] As part of interactive media
industry, the serious games field focuses on designing and using digital games for real-life
purposes such as education, health care, safety, public policy, and business development.”42
The concept of seriousness in game design is used to create an opposition to triviality and
frivolity (Bogost, 2007), rhetoric frequently associated with games. The official U.S. Army
game uses the term to compensate the lack of ultra-realistic game simulation and
unparalleled gameplay in order to maintain the argument of “the most authentic military
simulation available”. Labelling the game as serious and educational also helps the Army
to outmanoeuvre and evade certain degree of criticism that unavoidably surfaced after they
choose to use the medium of digital games for recruiting purposes. Analyses and research
of entertainment-only games usually concentrate on possible negative effects, whereas
42
Nordic Serious Games (Nsg) project: http://nsg.jyu.fi/
29
edutainment is usually analysed from more positive perspective. America´s Army is
multidimensional computer game, which incorporates various subsets of serious games. It
is a synthesis of simulation games, advergames, persuasive games and edutainment.
Training simulations, realistic weapon animations and simulations of simulations, such as
MILES training scenarios, which aim to mimic the aspects of reality as faithfully as
possible, are elements of simulation games genre. Branding and other strategic
communication purposes, intended to raise the awareness of American youth about the
Army and soldiering profession, are definitely objectives of an advergame. Idealization of
military culture through specific moral rhetoric, such as the seven Army core values and
Warrior Ethos, are traits of persuasive games. Multi-dimensional nature of the game
requires it to be analysed and conceptualized from multiple perspectives. In this chapter I
will treat with the persuasive and educational functions of the AGP and America´s Army by
employing four overlapping and interrelating game dimensions, the advergame,
propagame, edugame and test bed dimensions, originally coined by David B. Nieborg
(2005).
3.1 The Persuasive Function
The advergame and propagame dimensions form the basis for the persuasive function.
These two dimensions use combination of similar communication strategies of advertising,
rhetoric and propaganda. The persuasive function relates to AA´s raison d’être: strategic
communication in support of recruiting. Strategic communication differs from ordinary
public relations and affairs campaigns. As such, strategic communication refers to “longterm strategic”, whereas public relation is more “short-term tactical” (Defense Science
Board, 2008). The seven year mandate of the AGP demonstrates that the project is longterm strategic campaign. The indirect recruiting (through strategic communication) has
been game´s principal motive since its conceptual starting point; a fact acknowledged by
representatives of media and the target demography, Generation Y, although majority of
players observe America´s Army firstly as a game for entertainment and only secondly as a
recruiting tool. The AGP can be considered as a supportive public relations campaign,
which reinforces and maintains the brand image created in other advertisement campaigns,
“Army of One” and “Army Strong”. One of its primary functions is to generate traffic to
the official recruiting site, GoArmy.com. This is carried out by creating and disseminating
30
positive awareness and perception of the Army. Developers state that “the game is
designed to substitute virtual for vicarious experiences. It does this in an engaging format
that takes advantage of young adults' broad use of the Internet for research and
communication and their interest in games for entertainment and exploration.”43 These
aspirations can be analysed through rhetoric of play as progress.44 Developers emphasize
the adaptation and socialization of individuals through act of gaming, which is used to
develop a relationship between players and the Army or reshape possible negative
perceptions towards the armed service. Public relations initiative of the U.S. Army is not
aimed only towards the domestic audience. The Army encourages gamers all over the
world to enjoy their largesse; “we want the whole world to know how great the U.S. Army
is.”45 However the end-user licence agreement (EULA) of the game imposes certain
limitations to the distribution. The software or the underlying information cannot be
downloaded, used or exported or re-exported by a national or resident of a country which
the United States has embargoed goods. Countries specified in EULA are Cuba, Libya,
North Korea, Iran, Syria, and Sudan. However monitoring distribution of a free webdeployed game can be quite difficult.
3.1.1 America´s Army: Advergame
Dissatisfaction with the value delivered by traditional media has forced advertisers to seek
alternative communication channels (Vedrashko, 2006). Digital games represent one of
these new channels of marketing communication. At the moment in-game advertising or
advergaming is still at the rims of marketing budgets, but its share is steadily rising;
alongside with mobile advertising, video game advertising is one of the fastest growing
media segments with estimated growth of 100% in 2008. In fiscal 2008 videogame
advertising has market share of 0.7% with $1.142 billion, surpassing the total share and
budget of cinema advertising. In fiscal 2009 the total budget is estimated to grow to $1.828
billion (Myers, 2007). Although the medium of digital games is an innovative solution for
43
AA:SF homepage: Frequently Asked Questions (FAQ): http://www.americasarmy.com/support/faqs.php?t=9
In his book, The Ambiguity of Play (1997), Sutton-Smith defines seven rhetoric of play: 1) progress; 2) fate; 3) power; 4) identity; 5)
imaginary; 6) self; and 7) frivolous. Sutton-Smith applies these rhetorical categories to traditional games, but they can also be utilized
when studying digital games, especially on those games that are remediation of older game mediums. Eskelinen (2005) states that
Sutton-Smith´s taxonomy is usable tool, because it groups game, playing, and gaming into fairly distinct concentrations. He continued
that values of these rhetorical categories have temporal and cultural variations, to which the game industry and its operational
environment, with the field of game studies and R&D, are inevitably tied.
45
America´s Army Frequently Asked Questions (FAQ) - Miscellaneous: http://www.americasarmy.com/support/faqs.php?t=3
44
31
strategic communication – and shows certain amount of out-of-the-box thinking from
Army´s behalf – using them can also be a laborious task that will require constant
investment of resources. Competition of market share and of players, whose brand loyalty
is wavering at best, is an incessant process. The Army must constantly evolve and improve
their product in order to compete with commercial game industry that has massive
marketing structure and distribution channels at their side.
Branding the Army is undoubtedly the most important step in achieving the vicarious
recruiting objective of the AGP. In order to define the America´s Army game brand, we
must first examine the ethos of “Army of One” and “Army Strong” campaigns. Main part
of America´s Army: Operations and Special Forces were developed during “Army of One”
campaign and its development has continued during “Army Strong” campaign. Therefore
basis for its brand elements, such as name, logo, slogan, and aesthetic presentation were
also established during these campaigns. USAREC defined the key messages of “Army of
One” campaign in following manner:
“An Army of One is a message of empowerment. It’s about Soldiers, the individuals who
define the Army. It’s about the mental, physical and emotional power that is inside every
Soldier. It’s about the transformation that young men and women go through as they become
Soldiers, and as those Soldiers become leaders. Each Soldier is an undeniable force. America’s
Soldiers are trained to lead, to succeed and to protect our great Nation. An Army of One is
about the power of the individual, but it’s also about the collective strength of the Army — the
more than one million Soldiers united around one mission.” (USAREC, 2001)
Let us compare these key messages to campaign ethos behind the “Army Strong” brand.46
“Being Army Strong is about much more than being physically fit. It is mental and emotional
strength. It is the confidence to lead. It is the courage to stand up for your beliefs. It is the
compassion to help others. It is the desire for lifelong learning. It is the intelligence to make
the right decision. It is making a difference for yourself, your family, your community and our
nation.
46
The campaign was launched in November 2006 with series of television ads with following message: "There´s strong and then there is
Army Strong. It is not just physical strength; it is emotional strength. Not just the strength to obey, the strength to command. The
strength to build and the strength to tear down. The strength to do good today and the strength to do well tomorrow. There is nothing on
this green earth that is stronger than the U.S. Army. Because there is nothing on this green earth stronger than a U.S. Army Soldier. ARE
YOU ARMY STRONG?"
32
Army Strong is also the kind of strength that endures. It is the strength that comes from
challenging training, teamwork, shared values and personal experience. A Soldier’s time in the
Army may come to an end, but he or she will always be Army Strong because the lessons
learned and values gained are timeless. They will serve as a springboard to life beyond the
Army and will last long after physical strength fades.” (USAAC, 2006)47
The primary themes and rhetoric surrounding the renewed value propositions have
remained the same, only the articulation of the message and the slogan were changed. Both
campaigns underscore uniform attributes: mental and physical strength through selfimprovement, role of individual soldier and their training, leadership, unity and patriotism.
The only clearly noticeably emphasized quality in the 2006 campaign is the permanence of
the Army training and values. The opening intro of the official U.S. Army game merges
and refashions the previous messages into a game brand. In the intro a silvery star, on
which images of soldiers are reflected, spins to the center of the screen where foundations
of the logo is forming. The star symbolizes the U.S. Army, made out of individual soldiers.
Voices of the soldiers intermingle with a military themed music sounding on the
background. Name of the game, America´s Army, appears to the screen. It is followed by
the official slogan “Empower Yourself. Defend Freedom”, which refers to physical and
mental strength, manifesting itself with a sound effect of a rifle being loaded. Although the
game brand mainly borrows and remediates key messages and themes of other
advertisement campaigns, it adds its own core message to the overall U.S. Army brand by
aiming to represent the Army as an innovative high-tech organization. At the eve of the
initial game release, Maj. (R) Chambers (2002), the deputy director for the AGP, stated in
an article, that:
“For Gen Y, technology is the defining element of their lives. Unfortunately, the Army runs
last among the services in Gen Y’s perception of technological sophistication. If the Army is to
have any hope of increasing its fair share of high potential recruits, it must present itself as a
cutting-edge organization in terms of technology. If the Army is to have any hope of increasing
its fair share of high potential recruits, it must present itself as a cutting-edge organization in
terms of technology.”48
47
“Army Strong” campaign key messages: http://www.usaac.army.mil/sod/launch/downloads/campaign_key_messages.doc
Chamber´s article, The Army Project, (2002) in AUSA Army Magazine:
http://www3.ausa.org/webpub/deptarmymagazine.nsf/byid/ccrn-6ccs4d
48
33
Chambers remarks on attracting technologically savvy high potential recruits to join the
ranks treats with problems concerning recruiting. NPP (2008) reports that the U.S. Army is
struggling to meet its 90% benchmark for the educational attainment of recruits.49 In fiscal
2007 only about 79% of recruits held high school diplomas. The NPP report also pays
attention to the rising number of drop outs. The Army notes and takes seriously the
challenges facing the AGP and recruitment purposes in general. Maj. Gen. Bostick of the
U.S. Army Recruiting Command (USAREC) postulated recruitment during protracted war
at the official homepage of the U.S. Army. "Today, parents and influencers are less likely
to encourage their family members and other young adults to join the military. [...]
Propensity -- the desire to enlist in the armed forces -- is at its lowest point in two
decades." (Lopez, 2008)
The AGP´s advertisement efforts can be labelled as public service advertising campaign,
because of its non-commercial objectives. Army employs number of marketing techniques,
based on the demands of marketing mix, to achieve the overall strategy. Creating an
attractive brand is not enough. Marketing through interviews and articles is extremely
useful in online environment. Different game-related media outlets and their interest in the
first officially endorsed U.S. Army game have acted as free mouthpieces for the
developers. This type of marketing is directed towards two target audiences. The Army
Game Project is marketed to the military community by highlighting the recruiting efforts,
popularity of the game brand and serious game aspects i.e. governmental applications
based on the software. Second audience is naturally the gaming community. Developers
aim to situate their game into the sphere of popular culture through rhetoric that has close
connection to persuasive advertising. Army strives to separate its game from other
commercial products by highlighting the authenticity of the gaming experience. Teambased gameplay is also heavily emphasized. These kinds of promises are redeemed by
introducing innovations to the game genre, such as the Combat Effectiveness Meter (CEM)
and the Rules of Engagement (ROE). Although Internet is the primary channel of
communication for the AGP, it has not completely displaced the oldest form of human
interaction. Face-to-face marketing is utilized in form of the VAE, which allows creating
new contacts and maintaining existing relationships, generated through activity of gaming.
Word of mouth approach has a dual function; it enables the Army to maintain and
reinforce their game brand and meet potential recruits and “customers” who are not
49
See: http://www.nationalpriorities.org/militaryrecruiting2007
34
familiar with the game. Unpaid i.e. mouth to mouth advertising is also extremely important
in providing exposure for the game. Online networking, which is the most integral and
cohesive part of the gaming culture, is extremely effective platform for this type of
advertising. In the online environment news of a new (and free) first-person shooter will
spread like a wildfire among the aficionados of the genre within days, simultaneously
creating attention to the Army brand. In other words a player who has received the
message will relay it to other set of reactors in their social formations, such as clans or
circle of friends. This fact has been acknowledged by the Army as Chambers´ article
(2002) reveals. It is also quite interesting that in search for the ultimate authenticity the
Army has injected covert advertising of third party corporations, in form of product
placement, to their game. In AA Special Force green berets wear different types of Oakley
sunglasses and carry Randall knives, although unusable, because they are part of
“preferred” SF equipment in real life (Davis, et al, 2004). Other militainment games have
also used similar tricks to enhance the feeling of aesthetical authenticity and realism. For
instance the Oakley sunglasses appear in Tom Clancy's Ghost Recon Advanced Warfighter
(GRAW) (Ubisoft, 2006).
America´s Army can be considered as a second generation advergame, which cannot be
distinguished from conventional computer games when it comes to technical qualities and
budget. The official U.S. Army game incorporates three levels of product integration found
in advergames; coined by Chen and Ringel in their article, Can Advergaming be the Future
of Interactive Advertising? (2001; cited through Winkner & Buckner, 2006): associative,
illustrative, and demonstrative. Associative approach refers to brand awareness, which is
achieved by associating the brand with a lifestyle or activity simulated in the game. In the
case of AA the brand is associated with soldiering profession and the Army lifestyle. The
illustrative level means that the product is integrated directly into the gameplay. Since the
game advertises an institution, instead of a product, this approach is utilized by mimic
representation of the U.S. Army, ranging from equipment to jargon and hierarchy.
Demonstrative integration is the highest level of brand incorporation (ibid.). This level is
employed for instance in training simulations, which allow players to experience how the
U.S. Army soldiers train. The game also combines successfully the four dimensions of
“experience realms framework” (Kleeberger, 2002). These dimensions are educational
(training simulations), aesthetic (photorealistic game design), entertainment (gameplay),
and escapist experience (engagement and immersion with the magic circle). Kleeberger
35
argues that the framework activates and provides emotional stimuli for the target audience
to receive the messages sent.
3.1.2 America´s Army: Propagame
The propagation purpose of the official U.S. Army game is more ambiguous than the
advertising dimension, leaving room for various interpretations (c.f. Li, 2003 and Nieborg,
2005). Developers use periphrases to avoid the questions of propagation: “The goal was
modest: not persuasion, but education; the game didn’t have to part a fool and his money, it
had merely to be played.” (Davis et al., 2004:9) The definition of the concept of
propaganda is also elusive and unclear. In the Western societies the concept has very
strong negative connotation, because of the WWI and WWII, although it is basically a
neutral term. The term “propaganda” usually refers to political context, but is also in close
connection with advertising and public relations campaigns, since they share same
techniques. The Department of Defense Dictionary of Military and Associated Terms50
(2001) defines the concept of propaganda as “any form of communication in support of
national objectives designed to influence the opinions, emotions, attitudes, or behavior of
any group in order to benefit the sponsor, either directly or indirectly.” The Oxford English
Dictionary – Second Edition (1989) defines propaganda in similar fashion as the DoD
dictionary, but does not underline the national objectives of the propagandist. The strong
implicit point of view of propaganda is emphasized. The dictionary defines the concept as
“the systematic propagation of information or ideas by an interested party, esp. in a
tendentious way in order to encourage or instil a particular attitude or response. Also, the
ideas, doctrines, etc., disseminated thus; the vehicle of such propagation” (p. 632). When
analysing the propagame dimension of America´s Army the institutional level of
propaganda should also be added to the equation; the aim of the AGP project is to spread
ideas, information, and allegations to further Army´s recruiting initiatives and programs.
The concept of propaganda is divided into three separate categories, according to the
source and nature of the propagated message. The classifications are (The DoD Dictionary
of Military and Associated Terms, 2001):
50
The DOD Dictionary of Military and Associated Terms (2001) as amended through 26 August 2008. Available online:
http://www.dtic.mil/doctrine/jel/doddict/
36
1. Black propaganda: propaganda that purports to emanate from a source other than
the true one.
2. Gray propaganda: propaganda that does not specifically identify any source.
3. White propaganda: propaganda disseminated and acknowledged by the sponsor or
by an accredited agency thereof.
The concept of rhetoric should also be defined in the context of propaganda. The classical
rhetoric is generally understood as the technique and art of persuasion through visual,
written or oral language, used traditionally in public and political arenas, whereas the
contemporary definition of the concept emphasizes its interdisciplinary nature. In his book,
The Ambiguity of Play (1997), Brian Sutton-Smith specified the concept as "a persuasive
discourse, or an implicit narrative, willingly or unwillingly adopted by members of a
particular affiliation to persuade others of the veracity and worthwhileness of their beliefs"
(pp. 8). The official U.S. Army game can be characterised as 21st century agitprop, a
portmanteau word of agitation and propaganda, which refers to propagated messages
disseminated through various channels of media.51
As an advergame America´s Army uses techniques of white propaganda to idealize military
culture. The game definitely does not fall into the category of black propaganda, simply
because the source does not disguise itself or purport to be other than the true source. The
source of information is the U.S. Army and the simulated game missions are based on a
real military campaign, the Global War on Terror (GWOT). In addition the U.S. Army
does not aim to fabricate sheer political falsities or spread disinformation with its game;
certain aspects of soldiering profession are emphasized and constantly repeated, whereas
other undesirable matters, such as death and violence, are only implicitly addressed or
suppressed. This approach explains the need to control the message and the content, which
is evident in the AAMD, in order to safeguard the game brand. Particularly selected units
construct the completeness of the game world. Implicit and explicit messages, with
connotations to vaguely defined terms of democracy and GWOT, are present, but the game
does not specifically disseminate any political doctrine.52 In addition the game cannot be
51
The term “agitprop” has been traditionally connected with pro-communist propaganda of the Soviet Union and socialism in the Great
Britain during the Cold War era. Proliferation of branded entertainment during the Internet era makes it a topical concept to describe
products that propagate certain political world view or institutional standpoints.
52
In this case the concept of doctrine refers to “a statement of official government policy, especially in foreign affairs and military
strategy” (The American Heritage Dictionary of English Language (2000). Bush Doctrine, which states that United States can
unilaterally and aggressively defend itself from countries harboring terrorism, is a good example of such policies.
37
situated to the category of gray propaganda, because the propagated messages have clearly
identifiable source. Furthermore the game rhetoric does not aim to build straw man
fallacies, a definitive characteristic of the classification.
America´s Army employs a set of classical rhetorical and propaganda techniques, such as
transfer, glittering generalities, and testimonial, originally identified by the U.S. Institute
for Propaganda Analysis (IPA) in 1938-1942.53 These techniques are also utilized in
marketing and advertising. Transfer is probably the most obvious rhetorical and
propaganda technique used in the game. The authority of the U.S. Army and revere for the
country has been implemented to the game through patriotic imagery and textual means. It
forms the base on which other rhetorical messages are build upon. Glittering generalities is
a technique refers to the use of positive and commonly valued, but still indefinite,
concepts. It appeals to ideals that are beyond objection. For instance concepts of “freedom”
and “democracy” that appear regularly in the game rhetoric are extremely difficult or even
impossible to deny. This approach is also utilized in the game slogan “Empower Yourself.
Defend Freedom”. Who would not want to develop themselves mentally and physically or
defend freedom, the imperative for Western societies? One can object that it should not be
settled with arms, but one cannot claim that it should not be defended. Another good
example of glittering generalities is the division of the belligerents into good and evil. It
would be more troublesome to underscore the higher morals or justify the use of force
without demonizing the enemy to certain extend. This type of rhetoric and terminology
resembles Frank Capra´s Why We Fight, a series of seven propaganda films, filmed in
1942-1945.54 First episode, Prelude to War (1942) examined fight between a slave world
of fascism and a free world of democracy. What is different in America´s Army is the term
that is used to describe enemy´s ideology, but both of them share similar connotation.
The rhetorical technique of using personal experiences to convince is known as
testimonials. The method is common in both propaganda and advertising. Video interviews
on the AA:SF webpage narrate the economic and material benefits of the service, whereas
the Real Heroes program is a testimonial of the challenges and adventures of the Army
lifestyle. This method is also used to emphasize Army´s role in civilian crises, such as
natural catastrophes. In America´s Army testimonials are used to strengthen the bandwagon
53
See Source Watch Encyclopedia for more information of the Institute for Propaganda Analysis (IPA):
http://www.sourcewatch.org/index.php?title=Institute_for_Propaganda_Analysis
54
Why We Fight (2005) is also a title of Eugene Jarecki´s documentary film about the military industrial complex.
38
technique. The bandwagon method makes use of the willingness and wish to join the
winning side. This type of propaganda must not be too obvious since it operates on the axis
between herd mentality and individualism. Nationalistic sentiments in the Soldier´s Creed,
used in loading screen illustration, proclaim that the players are (virtually) fighting for
legitimate cause against global terrorism. We can also conclude that the method has been
implemented through game mechanics. The shift paradigm, limiting the subjectivity of
players, automatically situates them to the winning side, which in America´s Army is
naturally the U.S. Army. The paradigm is utilized to underscore the appeal of the world´s
premier land force.
3.2 The Educational Function
Expectations of representing the Army as “a cutting-edge organization in terms of
technology” embedded the rhetoric of military transformation into game design and
marketing of America´s Army. Military transformation refers to the profound change
within the United States Armed Forces ranging from leveraging technological applications,
and equipment to organizational level. The purpose of transformation is convert the
military designed for the Cold War purposes to meet the challenges of 21st century warfare.
The new form of warfare and conflict has many definitions and taxonomies: information
warfare (IW); network-centric warfare (NCW); command-and-control warfare (C2W);
intelligence-based warfare (IBW); electronic warfare (EW); and cyberwar to name a few
(Libicki, 1995). The common nominator for the definitions is the central role of
technology. They also represent the nature of unconventional warfare (UW) and
asymmetrical warfare, which refers to belligerents with uneven military power, such as in
case of terrorism. Networked simulations and immersive technologies, which digital games
are innovative examples of, and other digital game-based applications concerning
modeling, simulation and analysis (MS&A) have been recognized as central factors in the
transformation (Keller-McNulty & Weidman, 2006). The military transformation impacts
education and training of future soldiers; the network-centric warfare of the 21st century
requires adaptation and revision of learning methods according to the needs of the
upcoming challenges and information era. Dr. Michael Macedonia, the Chief Technology
Officer for the US Army Program Executive Office for Simulation, Training and
Instrumentation (PEO STRI) argues that the interactive and simulational media frequent by
39
the Generation Y has fundamentally affected the skills and attitudes of its members
compared to older generations. These skills and attitudes include: 1) multiprocessing; 2)
attention span variation exhibiting fast context switching; 3) changes in information
navigation; 4) shift in focus of learning from passive listening to discovery-based
experimental and example-based learning; 5) shift in type of reason from deductive and
abstract to the concrete; and 6) community of practice emerging from sharing tasks
including tacit and explicit knowledge (Macedonia, 2001:158). The U.S. military has
historically been forerunner in using games for training and educational aims. The civilian
and public sphere has also started to harness the power of games as learning tools,
especially through phenomenon of serious games. Games are seen as an opportunity to
break the “tell-test” paradigm, which governs the traditional model of education (FAS,
2006). In other words edutainment offers a practical choice to use simulation-based
learning, instead of narration-based.
The edugame and test bed dimension, correlating with educational function, relates
naturally to edutainment elements within the public version of AA and governmental
applications based on the game software. Governmental training applications, which
repurpose the entertainment research and development (R&D), bring game technology a
full circle, as its development was originally funded by the Department of Defense (Herz,
1997). This process also exemplifies the cooperation between private defence contractors
and military; in the second chapter of the present thesis this phenomenon was referred as
the military-entertainment complex (MEC). Traditionally military simulations have strived
for highest possible level of realism, because they are used to train service personnel to
war, whereas the objective of entertainment industry has aimed mainly to entertain with its
products. Contemporary gaming culture has learned to enjoy the best of both worlds. Firstperson shooter (FPS) and real-time strategy (RTS) genre are examples of this evolution.
One can also argue that games of these genres have rendered the dichotomy of games,
designed for edutainment or for entertainment, useless and elusive to certain degree.
Games designed for entertainment purposes can and usually do contain elements and
factual information, which can be interpreted as educational, and therefore can be
harnessed for pedagogical objectives. For instance SimCity- and Civilization- series have
been used as learning tools in schools and universities. The didactic approach of training
simulations represents edutainment in the public Army game version. The ambition of an
edutainment is to convey knowledge, train and educate through a ludic approach (Alvarez
40
et al., 2007). AA contains these elements, its primary means of persuasion lie in its ability
to entertain the player; factual information about the Army amplifies the feeling of
authenticity. Camp Mackall is example of this kind of simulation. Players confront eight
members of a Special Forces Operational Detachment Alpha (ODA) who give short
lectures of their roles, responsibilities, and required skills. The information is merely
narrated in spoken form without any visual aids. In addition the training simulations are
more suitable vehicles in bringing forth the message of military transformation, compared
to the multi-player game missions, because in single-player mode the game is not bound by
questions of balanced gameplay. The training simulations have objectives, which overlap
with the advergame and propagame dimensions; they educate the player about the Army
and depict soldiering professions from interesting and challenging perspective.
In a media environment where news about the effects of games are frequently reported in a
negative manner, the case of Paxton Galvanek guaranteed the AGP a boost of positive
publicity in a way the Army public relation practioners could only dream of. In 2007,
Galvanek controlled the bleeding of a car accident victim with first aid skills he had
learned by playing the combat training simulations of the official U.S. Army game.
Colonel Wardynski, the project originator/director for the AGP, stated in a television
interview55 that the Army decided to portray the combat medic training in such detailed
fashion to teach both soldiers and civilians life saving skills. What the interview fails to
report is that in the online gameplay the use of virtual combat medic skills are reduced to a
push of the action button.
3.2.1 America´s Army Platform Technology
The original MOVES Institute development team was divided into three sub-teams:
America´s Army Public Applications (AAPA), America´s Army Governmental
Applications (AAGA) and America´s Army Future Applications (AAFA). AAPA was
responsible for launching the official U.S. Army game, America´s Army. AAGA´s mission
was to harness educational and training possibilities of the game technology. AAFA, team
previously working with military force-to-force simulators, utilized the software in
research, development and training purposes, including prototyping and visualisation. With
55
The interview is available online: http://www.aao30.com/?cat=6
41
the introduction of America´s Army Platform (AAP) technology the number of
development groups and businesses multiplied into eight operators, know as America´s
Army Development Teams (AADT). These teams are AAPA, Picatinny Arsenal, Software
Engineering Directorate (SED), Riptide Software, Inc., Virtual Heroes, Inc. (VHI),
Pragmatic Solutions Inc., Laser Shot, and Zombie Studios. The success of the public game
and UE´s technological capabilities to render realistic military scenarios created additional
touch points for the Army Game Project. AAP manifests the evolution of America´s Army
from mere strategic communication tool into a government-owned core technology and
content infrastructure that provides developers with content library, custom code base and
game engine to create simulations and visualization for training and educational purposes.
AAP technology functions as a database for web-deployable and cost-effective
applications, which can be modified to serve various purposes. Currently the America´s
Army Platform website lists total of 16 projects, ranging from basic skill training and
mission rehearsal to cultural and adaptive leader training tools.56 Javelin Enhanced
Productability Basic Skill Trainer (JEPBST), TOW57 Improved Target Acquisition System
(ITAS) and Common Remotely Operated Weapons Station (CROWS) Basic Skill Trainer
(BST), developed by the SED´s Applied Imagery Lab (AIL), are being used as an Army
virtual reality training devices. The CROWS BST has been fielded for training in Iraq
(McLeroy, 2008). At Fort Bragg the Special Forces soldiers use Adaptive Thinking and
Leadership Simulation (ATL) to train “softer skills”, such as negotiation, cultural
awareness and communication through dynamic and instructor-controlled role-play.
After the introduction of the AAP responsibilities and role of the AAPA team remained the
same, but AAGA and AAFA teams were united as Picatinny Arsenal, part of Armament
Research, Development and Engineering Center (ARDEC) at the U.S. Army RDCOM.
Picatinny Arsenal is purposing the AAP technology for the needs of Future Force
Visualization and Applications. Their projects include robotics, mission rehearsals, and
prototyping new vehicles, weapon and fire control systems. The team has also utilized the
AAP technology for visualization and prototyping of XM25 Air-Burst Weapon System and
XM307 Advanced Crew-Served Weapon System. Some projects have been implemented
into America´s Army, such as Javelin, released in version 2.7.0 (Overmatch). Utilizing
AAP technology for prototyping future weapons systems enables the use of iterative
56
America´s Army Platform Technology projects: http://info.americasarmy.com/projects.php
TOW is an acronym for Tube-launched, Optically tracked and Wire-guided missile systems. The AIL´s TOW ITAS simulator uses all
generations of the TOW.
57
42
design, a methodology based on a cyclic process, which makes possible testing, analyzing
and refining the work in process (Zimmerman, 2003). In the game environment the
iterative design process manifests itself in playtesting. Testers (in this case the U.S. Army
soldiers) are able to provide feedback during the initial design process, which allows
designers to create a product that answers the specific needs of the military, not to mention
the financial savings directly due to the methodology. According to Nieborg installation of
projects that have been originally designed for training and educational purposes into the
public application strengthen “the link between the edugame dimension and America’s
Army as a test bed and tool.” (2005:139).
The SED, an avowed researcher, developer, and acquisitor of high technology weapon
systems, at the Aviation and Missile Research Development and Engineering Center
(AMRDEC) manages the military and governmental applications created with the game
technology. OEMA mandated SED´s Applied Imagery Lab (AIL) to develop number of
basic skill training applications and devices. Riptide Software, Inc.58 is a private software
and hardware company, which has provided user interfaces (UI) to Future Soldier Training
System (FSTS). Virtual Heroes, Inc.59 is a code and content provider, located in Raleigh,
North Carolina. Its area of business is serious games markets. Company´s contribution to
AAP has been considerable; in 2004 VHI architected the concept. The U.S. Army was also
company´s first major client. For the AAP VHI designs derivative training simulations,
focusing for instance on artificial intelligence (AI), physiology engines and damage
models. Pragmatic Solutions, Inc.60 is Army´s technology partner providing database
software for the AGP. The company is responsible for the development of AA Mission
Depot, Deploy Client software distribution program, Master Browser System, and
America´s Army Honor server portal. Laser Shot,61 a Houston-based provider of force
option simulators for military and law enforcement clients, has developed number of
training systems that employ the AAP technology, such as the Convoy Skills Engagement
Trainer (CSET). The recruiting retention simulators developed by the company are the
Future Soldier Trainer (FST) and the Guard Recruiting System (GRS). These modular
ranges are designed for training purposes and event marketing to support the needs of U.S.
Army Recruiting Command.
58
Riptide Software, Inc. homepage: http://www.riptidesoftware.com/
Virtual Heroes, Inc. homepage: http://www.virtualheroes.com/
60
Pragmatic Solutions, Inc. homepage: http://www.pr-sol.com/
61
Laser Shot Military homepage: http://www.lasershot-military.com/
59
43
Fig. 5: Footprint diagram of a single screen Future Soldier Trainer (FST).
The FST is an immersive training system that can be expanded from 1 to 3 screens,
providing 105 degrees of view. The FST range includes four training scenarios. Currently
there are over 460 units in use with the Army Recruiting Command. Simulator has also
been deployed in the National Guard units of 11 states. The Guard Recruiting System is a
mobile event marketing/recruiting system, which is like a stripped version of the
HMMVW simulator, familiar from the Virtual Army Experience. The GRS unit is
constructed of a three-screen system with a driving station, including M16/M4 assault
rifles with recoil and M249 SAW with pneumatic recoil. The eight AAP development
team, Zombie Studios,62 has co-developed proof-of-concept simulator FSTS for
governmental applications team. The program is a performance test for delayed entry
62
Zombie Studios homepage: http://www.zombie.com/
44
recruits, which aims to clarify whether training with the simulator improves scores prior
basic training. The company has also worked with the CSET and the FST.
Additionally the AAP technology is available and being used by other governmental
agencies. In 2004, U.S. Secret Service (USSS) Security and Incident and Modeling
Laboratory (SIMLAB) started to develop simulated training scenarios for the protective
detail teams, counter-surveillance and tactical response units. The USSS training
environments project was fielded in April 2005. In September 2008 the gaming platform
was introduced into the civilian sphere as AADT teamed up with the Ohio Department of
Education and Project Lead The Way (PLTW). The AAP is used to promote interest in the
technical fields by developing several applications for PLTW´s engineering curriculum,
currently utilized in 3000 American middle and high schools. After the initial pilot in Ohio,
the partnership and the use of the America´s Army Technology Education modules will be
incorporated to teacher training programs in academic year 2009-2010 (Fort Leavenworth
Lamp, 2008).
3.2.2 Question of Aptitude
There has been some speculation of America´s Army being a virtual aptitude test. Gary
Webb (2004) wrote in his article, The Killing Game, that this supposed aptitude testing has
been kept below the radar of media interest and got no publicity. Webb based his
argumentation on an article by Michael Zyda (2000), published in 2000 Summer Computer
Simulation Conference. Zyda stated that in the development of America´s Army:
Operations and Soldiers MOVES wanted to determine whether the game can be
instrumented “to be able to determine the aptitude, leadership abilities and psychological
profile of the game player.” (p.4) Three years later the question of such instrumentation
was still open. “With the help of the Army Research Institute, we looked into whether a
game player’s aptitude for an army career could be computed. The work from ARI looks
promising and may appear in a later version of the game. Meanwhile, the conclusion is that
the Army won’t receive aptitude data unless the player willingly forwards it to the Army.”
(Zyda et al., 2003a:34-35) Webb´s article, which advocated certain technocratic
perspective and embraced the omnipotence of computer simulation, was clearly a political
one. In the case of America´s Army he treated the act of gaming from the frivolous and
45
harmful perspective; the U.S. military has utilized the game technology to pry on personal
privacy of anonymous players.63
However simulations based on reductionism have practical limitations, no matter how
engaging, realistic or immersive they may be. Salen and Zimmerman (2004) pointed out
that computer games “can never contain every aspect of the phenomena being simulated”
(pp. 442). In case of soldiering profession, which requires number of special skills, mental
abilities and peak physical condition, the limitations become apparent. Although physical
form can be raised through conscientious exercise, testing mental abilities, such as stress
tolerance, with contemporary computer game simulation is a theme of the 1980s science
fiction. America´s Army as such is not capable to perform the functions of Armed Service
Vocational Aptitude Battery (ASVAB) test, which is used to determine suitable military
occupation specialties (MOS) for individual recruits. The ASVAB test has four critical
areas – arithmetic reasoning, word knowledge, paragraph comprehension, and mathematics
knowledge – that affect Armed Forces Qualifying Test (AFQT) score, which determines
whether a person is qualified to enlist. Such information cannot be obtained by analyzing
gaming statistics. I am not claiming that the public version of the game cannot be used to
evaluate certain skills and abilities important in network-centric warfare, mostly relating to
situational awareness and management, but it cannot be used as realistic criteria to decide
whether a person is suitable for the service or not. Gathering specific information on
required abilities would necessitate constant monitoring of individual players, which
conflicts with the privacy statement, and even if monitored the Army would need to
observe clan matches, as they represent the highest level of tactical military manoeuvres in
civilian gaming culture. Game sessions on public servers are light years away from
realities of war. The most obvious distinction between clan and public gaming is that
public gaming is (in most cases) highly individualistic and does value the meaning of
teamwork as clan gaming does.
Furthermore the official statistic tracking system, released in v2.7.0, does not collect data
that could be used to construct a psychological profile of the game player. One can also
argue that the lusory attitude adopted by player makes accurate profiling impossible, as the
players behave differently in-game as they would in real life. To gain relevant data players
63
The Army will not have any information about the players unless players purposefully identify themselves and request information.
Furthermore the game does not use cookies that would gather information through web browsing.
46
would have to be informed of the monitoring, so they are able to regulate their behavior
according the norms and rules of actual warfare. Testing someone’s suitability for different
roles may be practical in a controlled environment, but to survey whether a random online
player has aptitude for the armed service by analysing data gathered with the AAPA
version is not simply feasible, especially if we take the culture of first-person shooter genre
into account.
3.2.3 VIRTE and ARI Research Projects
The projects like the Virtual Technologies and Environments (VIRTE) and a research by
the U.S. Army Research Institute (ARI) for the Behavioral and Social Sciences exemplify
the test bed dimension of America´s Army. These two studies also reveal that even the
action-based games with heavy emphasis on entertainment, such as the public version of
AA, can be used as research tools. The VIRTE program – conducted by MOVES Institute´s
Immersive Audio Laboratory, and sponsored by the Office of Naval Research – stemmed
from a viewpoint that emotion is a critical component in learning in virtual environments
(Shilling, Zyda & Wardynski, 2002). The use of auditory effects and ambience sounds are
the primary ways of introducing emotion into the game environment. To determine the role
of audio in terms of creating emotion in videogames the subjects played the Army game
with and without the sounds. The use of headphones and the use of a 5.1 sound system
were also compared in order to verify whether the sound system with a subwoofer caused a
greater emotional response than headphones. As expected the results indicated that sound
condition had increased emotional and physiological response, compared to the silent
condition. Using headphones or sound system had no significant differences concerning
relation between sound reception and emotion. In the second phase of the VIRTE program
examined learning differences between low-arousal and high-arousal conditions. In lowarousal condition subjects wandered through Headquarter Raid map, released in v1.0.0,
without resistance and memorized objects and other contextualized game tokens as they
searched for prisoners of war (POW). After completing the mission participants were
tested for their memory of objects inside the buildings. In high-arousal condition
participants fought their way to the POWs. Findings indicated that the high-arousal
condition was significantly more effective in terms of object memorization (immediately
after the experience and 24h post exposure) than the low-arousal condition. The findings
47
also indicated that “simulators used for mission rehearsal should not be dry, emotionless
systems, but should elicit an emotional response from the user rather than a purely
intellectual response.” (Ibid:3)
In 2005 the U.S. Army Research Institute (ARI) used America´s Army to assess the
motivational instructional features in order to develop guidelines for creating effective
training games. Participants completed basic training sections of the game and answered to
questionnaires concerning presented information and motivational aspects of the game.
The research examined three instructional characteristics: 1) the type of information
presented; 2) how the information was integrated into player progression through the
game; and 3) how the information was presented. The information presented during the
game session was also divided into three sub-categories: a) procedural (what is done); b)
episodic (what is observed); and c) factual (symbolic information). Test provided
following findings.64 Procedural information was the easiest to be recalled (78%), closely
followed by episodic information (71%), whereas factual information (63%) was the most
difficult to memorize (ARI, 2004). According to research team the findings supported the
earlier studies made on training methodology. Two categories, relevant (information
required or helpful to progress in the game) and irrelevant (information that effect on game
progression), were used to estimate the probability of recall based on how the content
impacted game progression. Relevant information was recalled more accurately (72%)
compared to irrelevant information (59%) (Ibid.). These results demonstrated the
importance of embedding relevant learning and training objectives straight into the game
play and storyline. Representation of information was categorized into three subsets: a)
graphic images; b) spoken text; and c) written text. ARI´s findings indicated that graphic
image was the most effective mode of representation. Spoken or narrated was second, and
textual was last. Finally the researchers identified four motivational features that
influenced players to continue playing the game: a) challenge (completing the missions); b)
control (interaction with the game environment); c) realism (authenticity of game
experience); and d) exploration (discovery and sensory stimulation). Based on their
research with the official U.S. Army game, ARI´s Advanced Training Method Research
Unit (ATMRU) proposed four-point guideline for creating effective edutainment (ARI,
2004:6):
64
Percentual figures refer to number of total correct answers in questionnaires.
48
1. Instructional objectives should be integrated into the game storyline, so that the
training material is relevant to the progression of the game.
2. Spoken text and graphic images were found to be more effective presentation
modalities than printed text; therefore, printed text should be kept to a minimum.
3. Games should be used for teaching procedures and experiences rather than factual
information.
4. Training games should be designed with attention to challenge, realism, control and
opportunities for exploration, which influence player motivation.
49
4. VERISIMILITUDE OF WARFARE
The concept of realism is partly a myth created by the game industry; how can we
seriously assume that mediations such as computer games could ever accurately represent
reality in all its complexity? Since 1664, when Christopher Weikhmann introduced
reductionism into game design with his Koenigspiel (the King´s Game) the principle has
been the central starting point of modeling and simulation. It is a prevailing tenet in game
design even if understanding the nature of complex matters and phenomena by reducing
them to the interactions of their parts has its limits. There have been demands for more
holistic approach. Realism in the context of games is tied to the contemporary conventions
within a genre. The concept is constantly reshaped by different gaming innovations, both
technical and cultural. What now constitutes for realistic game mechanics or gaming
experience is outdated within few years. For instance in 1996 when the Marine Corps
Modeling and Simulation Office (MCMSMO) modified Marine DOOM from a shareware
version of Doom II: Hell on Earth (id Software), it represented the peak of realistic 3D
game simulation. The concept of realism is similar to process of remediation as reform of
reality, as argued by Bolter and Grusin (2000). The goal of remediation is to refashion
older media, which is considered as progress towards better. The new remediation is
expected to justify itself by improving on its predecessor and to fulfil the unkept promise
of real, guaranteed already by the older media. To put the concept of realism into
Spenglerian terms we can conclude that a certain kind of Faustian spirit surrounds the
development of realistic gaming simulations. Developers and publishers constantly strive
for the unattainable, knowing that the actual goal of real will never be reached. Boundaries
of real moves constantly further with introduction of new revolutionary gaming
procedures. Total authenticity in video game environment is a state, which probably will
be forever postponed.
Concepts of realism and authenticity, which usually are interchangeable, are especially
valued among the producers of militainment. Traditionally the first- and third-person
shooter games have associated their products with these terms, mainly because of their
close-up perspectives and high-level graphical quality. Real time strategy (RTS) games,
such as Company of Heroes (Relic Entertainment, 2006) and Total War –series (Creative
Assembly, 2000/2007), have adopted similar rhetoric for their marketing. For instance
50
Opposing Fronts (2007), a sequel to Company of Heroes, was puffed with the promise of
unprecedented realism and tactical level. One can argue that sophisticated RTS games,
which do not solely revolve around resource management, are as authentic military
experiences as any contemporary FPS games marketed with the concept. FPS games
provide realism on a human scale, whereas RTS games provide realism on a larger scale.
Medieval II: Total War (Creative Assembly, 2006) is an adept example of this comparison.
M II: TW provides realistic representation of military units, tactics and operations; end-user
modifications further enhance the realism of the game by modifying different attributes.
MII: TW and other games of the Total War- series simulate emotional state of units varying
from boosted morale to panic. The central role of environment in combat is assured
through accurate simulation of elevation, cover, weather and surface. Furthermore the
game employs strategic, political, religious, and historical layers, which affect on game
progression.
According to AA:SF homepage America´s Army “provides player with the most authentic
military experience available, from exploring the development of Soldiers in individual
and collective training to their deployment in simulated missions in the War on Terror.”65
It is the only game brand that has been exclusively developed by the U.S. Army; from
marketing perspective Army´s presence and status warrants the level of authenticity,
unattainable for the other games of the genre. Its involvement is used as an intangible
asset; the world´s premier land force, whose business is to fight wars and defend American
interests, has used its know-how to create the most authentic and realistic first-person
shooter game. According to Maj. (R) Chambers (2002) the game is unique, because it is
the only game reviewed by Army subject matter experts for realism. In addition the game
developers had access to installations, equipment, weapons, and personnel unavailable for
commercial rivals. The rhetoric of uniqueness is also underlined with advertising taglines
such as “No other Army game is this real, because nobody gets the Army, like the Army.
Designed, Created and Developed By The U.S. Army” and “Created by Soldiers.
Developed by Gamers. Tested by Heroes.” Army has taken the question of immediacy
seriously from accurate basic modeling to different types of design methods. Immediacy
i.e. transparency refers to the notion that medium itself should disappear in the presence of
65
Source: http://www.americasarmy.com/intel/features.php
51
the represented (Bolter & Grusin, 2000).66 For instance civilian designers working for the
AGP partake on Green Up events to familiarize with the Army way of life, which will help
them to make the game more realistic (Schiesel, 2005).
The concept of realism is usually utilized to highlight certain aspects of the gameplay; it
has become a generic adjective, employed by all the competitors within a genre. It is used
in similar manner as “tactical”, which also promises realistic game representations and
cooperative gameplay. I argue that we should examine the tagline of “the most authentic
military experience” mainly from marketing perspective rather than extremely accurate
simulation of reality and warfare. It is more of a feeling than a tangible and concrete
feature. In marketing this immaterial emotion is attached to the product in multiple ways.
One of the most popular manners is to combine three-dimensional computer graphics with
real or dramatized film footage. For instance promotional trailers of new game patches or
brand extensions, such as the Virtual Army Experience (VAE), employ this method.
Another good example is the Real Heroes program, which incorporate identities of real
soldiers into the game experience. In next sub-chapters different game-related features of
America´s Army, ranging from premise to core game mechanics, are reflected to
characteristics of other popular first-person shooter games. The aim is not to identify and
analyse every possible feature, but to concentrate on few selected qualities that are most
noticeable. Final sub-chapter includes an analysis of representation of violence and
warfare, which is a subject of intense debate among media researchers.
4.1 Engaging Realism
In the present thesis the concept of realism is treated as engaging realism that balances
between the questions of realism versus playability. The following sun-chapters will deal
with the gameplay and core mechanics of the official U.S. Army and analyse design
choices that reveal decisions made to produce appealing and immersive gaming
experience, which is both realistic and entertaining. For the AAPA game version the
romance of action is more important than aspiration towards ultra-realistic mechanics,
simply because the game is first of all a public relations initiative with branding and
66
In their book Remediation – Understanding New Media (2000) Bolter and Grusin divide the concept of immediacy to epistemological
and psychological sense. Epistemological sense refers to transparency and absence of mediation, whereas psychological sense relates to
viewer´s feeling that the medium has disappeared and the objects are present to him/her.
52
recruitment purposes, not a strict military simulation. Let us treat with design choices that
fluctuate between the line of entertainment and authenticity by examining dimensions of
gameplay setting, weaponry, character physics, and predictability of combat.
4.1.1 Gameplay Setting
We can conclude that the basic premise i.e. starting points of multiplayer missions is in
conflict with realities of modern warfare. Teams engage against equally equipped
Opposing Forces (OpFor), which have assumed defensive positions, without assistance of
close air support (CAS) or armoured vehicles. In certain maps the absence of close air
support is reasoned in mission briefings. For instance in Bridge Crossing –map, released in
v1.0.0 Recon, adverse weather conditions prevent the use of CAS. In addition it would be
quite impossible to seamlessly embed armoured vehicles, artillery or air support into the
AA gameplay, because of the level design choices; maps are relatively small compared to
other contemporary first-person shooter games, with exclusion to its model, Counter-Strike
(Valve Corporation), or the missions take place indoor environments. Besides adding
tanks, artillery or fighter planes to game´s spatial design that focuses on light infantry
combat, could have disruptive effects on gameplay. Small gaming space, unsuitable for
large-scale military manoeuvres, with maximum of 10 minutes of game time per round is
used to intensify element of action and close quarter battle (CQB).
Cooperative maps make an exception to game´s general operations model. Interdiction and
SF Snakeplain, released in v2.7.0 (Overmatch) introduced moving vehicles into the game
world. Non-player characters (NPC), acting as the enemy, control T-62 Main Battle Tank,
BTR-80 APC´s, and BMP-1 IFV´s, whereas players operate the M1114 Up-Armored
HMMWV Armament Carriers in SF Snakeplain. Regular multiplayer maps do not employ
mobile vehicles. In the slow paced winter mission, SF Arctic (v2.1.0 – Downrange), the
defending team is able to man the turrets of two Stryker APCs, but these armoured
personnel carriers are considered more as stationary weapons than vehicles, because they
are immobile.
These game design choices in multiplayer game mode have been implemented into
America´s Army to maintain balanced gameplay. They also make the representation of the
53
Army as “cutting-edge organization in terms of technology” difficult. Nieborg (2006)
delves on this subject and coins a concept of “the paradox of fairness” that results from
merging the logic of warfare and play. “The ironic outcome of the modelling of the two
teams fighting head to head in online FPS games is the impossibility to emphasize the role
of technology within the U.S. military (i.e. military transformation). Since both teams
consist of online players, the gameplay has to be balanced” (Nieborg, 2006:6). America´s
Army fails to adequately communicate the message of the technological transformation in
the U.S. military, because the contextualized game tokens that represent high-tech
weaponry, such as Javelin missile system, the CROWS or the Stryker APCs are not
successfully embedded into the game experience. This is not caused by the process of
decoding by players, but by the incorrect encoding of the message in the production
moment i.e. design.
Because the regular online multiplayer missions are not fit to disseminate the message, it
has to be conveyed through single-player training simulations and cooperative missions.
The technological innovations are situated to Advanced Individual Training (AIT) section,
featuring ES2 McKenna, Javelin Training, HMMWV Driver, and CROWS Gunner. ES2
and Javelin training continues designers fascination to simulate simulations. The impetus
for Every Soldier a Sensor (ES2) simulation is that all soldiers must be “point of origin”
information collectors and tactical reporters that actively scan and observe their area of
operations (AO). In other words the logic of ES2 increases situational awareness of
individual soldiers, which is one of the integral steps in achieving information dominance
on the battlefield.67 In Javelin training player familiarize themselves with a virtual replica
of Basic Skills Trainer (BST) simulator, before taking a part in live fire exercise.
Unfortunately these two game modes are not the best possible platforms to convey the
ideal of transformation, since training missions are not usually replayed after being passed
and cooperative maps are considerably less popular,68 whereas players can spend hundreds
and hundreds of hours in multiplayer mode. To guarantee the necessary exposure, the
message should be incorporated into the regular multiplayer environment.
67
In late 2003 the Department of the Army intelligence office (G-2) began developing concepts for Actionable Intelligence, spawning
the idea for Every Soldier a Sensor. ES2 is based on a computer-generated simulation prototype ES2Simulation (ES2Sim or ES3)
developed by the Institute for Creative Technologies. ES2 was tested by the U.S. Army Training and Doctrine Command (TRADOC).
68
See Map Stats at ArmyOps Tracker statistics: http://aaotracker.com/trackerstats.php
54
Fig 6: CROWS Gunner is part of Advanced Individual Training. In addition to training simulation the
weapon system is available only in cooperative SF Snakeplain –map, released in AA:SF (v2.7.0).
Maps that prefer CQB are not an excuse to exclude high-tech innovations from regular
multiplayer gameplay in order to maintain balance. Call of Duty 4: Modern Warfare
(Infinity Ward, 2008) is an example of this. Although CoD´s multiplayer mode portrays
light infantry combat, the game succeeds to convey the feeling of techno-centric warfare
through versatile weapon arsenal and high-tech accessories, such as the AN/PEG 2 Target
Pointer that works in conjunction with night vision goggles. Furthermore players are able
to call airstrikes as performance rewards. Parallel innovations could be realized in
America´s Army gameplay without risking the balance.
4.1.2 Weaponry
Modelling of weapons is perhaps the most notable example of engaging realism in first
person shooter genre. The AGP development team have focused lot of efforts on outward
appearance and feel of weapons, in form of accurate animation and sound effects. Shell
ejection and reloading sequences are depicted with extreme care. Empty shells produce
55
beautiful metallic ring as they fall to steel floor. True three-dimensional sight systems
replaced overlaid 2D sights in AA:SF (v2.0.0), offering additional realism to
representation. The verisimilitude is finalized with a combination of selected weapon
mechanics. Occasional weapon jamming is a unique feature in FPS genre, which adds
random factor to fire fights, although jam-clearing with S.P.O.R.T.S69 is not animated at
true speed to keep the game experience fluent.
Controllability of fire is made more difficult with advanced recoil enhancement, which
causes recoil with automatic fire mode to increase until it levels out. Enhancement
encourages players to use more accurate semiautomatic (1 round/trigger depress) and burst
fire (3 rounds/trigger depress) instead of using “spray and pray” tactics. All contemporary
FPS games favour the lower fire rate method in shooting, except in CQB conditions. In
some cases real life capabilities of certain weapons have been changed to assure fairness.
For instance the firing rate of MK12 Special Purpose Riffle (SPR) is reduced due to
gameplay concerns. Realism of weapon accuracy was considerably increased as shot
patterns and randomized bullet spread were implemented into gameplay in version 1.3.0.
In later versions the spread pattern was changed from square to round shaped. AA:O v1.6.0
(Radio Tower) introduced projectile penetration and projective ricochet into gameplay.
Bullets go through penetrable surfaces, such as glass, wood and cloth, forcing players to
seek cover instead of concealment. Penetrated materials affect projectile´s speed and force.
Shots fired from angle less than 45 degrees can ricochet with altered damage and trajectory
depending on the contact material and incident angle.
Albeit these two mechanics enhances realism of fire arms the game lacks ballistic system
with bullet drop effect. Instead of ballistics i.e. mechanics that deals with the effects,
motion and behaviour of projectiles, the game uses straight vectors as bullet trajectories.
For instance with a sniper rifle players are not required to adjust their shots according to
distance or movement of the target, because the shots hit the exact spot where the crosshair
was targeted; simulation of bullet trajectories are substituted with weapon wavering (Zyda
et al., 2004). Virtual gravity is only used with grenade launchers, rocket-propelled
grenades (RPG) and other large slow moving projectiles. In comparison, more realistic
ballistics were already used in 2001, by one of the pioneers of first-person shooter genre,
69
Acronym of S.P.O.R.T.S (Slap, Pull, Observe, Release, Tap, Squeeze) refers to a technique used in clearing and correcting jammed
M16 and M4 assault rifles while in a combat operation.
56
Operation Flashpoint: Cold War Crisis (2001) by Bohemia Interactive Studios (BIS).
Other first- and third person shooters featuring realistic bullet trajectories include SWAT 4
(Irrational Games, 2005), Sniper Elite (Rebellion Developments, 2005) and Armed Assault
(BIS, 2007).
One can argue that, although use of ballistic system would add a level of realism into the
simulated fire fights, the bullet drop effect would be quite useless feature, because of the
level design choices. The maximum effective range of M16A2, game´s standard assault
rifle, is 550 meters at point targets and 800 meters at area targets. Utilizing ballistics would
not have significant effect on CQB maps, situated to urban environments with relatively
small game area, but it would increase realism of long-range maps, in which teams can
engage each other from distances of hundred meters. In this case realistic bullet trajectories
would emphasize different characteristics and functions of weapons and squad roles in
more effective way. Without bullet drop effect even automatic riflemen – whose role
should be provider of suppressive fire to area targets – can accurately challenge and hit
covered snipers with their M249 SAWs over long distances. The AGP development team
has confirmed that America´s Army v3.0, utilizing the Unreal Engine 3, will feature
ballistic system,70 giving more credibility to the promise of “the most authentic military
experience available” in terms of simulated combat. The upcoming version will introduce
new features to the series, such as mobile vehicles (on regular multiplayer missions) and
other weapon systems, such as mortars, which demand larger game area, and therefore also
the need of more realistic weapon mechanics is also justified.
Mechanics concerning grenades have always been erratic in the official U.S. Army game.
“While we wanted to depict grenades accurately, we discovered that a realistic grenade in a
game does not necessarily equal a fun experience, leading to constant rebalancing and
enhancing of the feature.” (Zyda et al., 2004:24) The single spawn model of the game
underscores players’ skills to exploit qualities of grenades accordingly in order to survive
and complete the mission, especially on CQB situations. The versatile qualities and
mechanics, compared to many other FPS games, stem from this fact. The game features
four types of grenades with different characteristics: M67 (fragmentation), M83 (smoke),
M84 (stun), and AN-M14 TH3 (incendiary). There are two methods to deploy grenades:
70
Moderators of the AA:SF website forums have collected news concerning features of AA3 on a thread. See:
http://forum.americasarmy.com/viewtopic.php?t=260588
57
throwing and rolling. Throwing range of grenades is approximately 35 virtual meters with
5 meter kill zone and 15 meters damage radius. The kill zone was reduced from the
original 10 meters in v2.5.0. Players are able to shield their team mates from grenades by
diving on them; ability exploited mainly on competitive matches. Grenade damage for
proper falloff of fragments, which cause stun effect when hit, has also been adjusted to
achieve more realistic effects. There is also a default yell that warns team mates of live
grenades, which must be disabled in vicinity of the enemy, or it will reveal the position and
intentions of a thrower. Fuse length has been problematic attribute for the development
team. Originally M67 grenades had default fuse length, but it enabled unrealistic precision
attacks. From v.1.3.0 (Mountain Pass) onwards the fuse varied from 4-5 seconds, making
estimating the detonation more difficult and risky. Physic of spinning was also added to
grenades.
The limitation of subjectivity, caused by the unique swapping paradigm, produces a visual
paradox concerning behaviour of rifles and machine guns.71 The fact that both teams see
themselves as U.S. soldiers and their adversaries as the Opposing Forces (OpFor) extends
naturally to weaponry. When a player from assaulting team picks up an AK-47, the
equivalent for the M16A2 assault rifle, and discharges it with full auto, the defending team
sees the weapon as M16A2 riffle being fired at automatic rate, even though the weapon
only utilizes semiautomatic and burst modes. Machine gun paradox is similar: when an
OpFor soldier picks up a M249 SAW, normally employing only the automatic firing mode,
he is able to discharge the weapon with semiautomatic mode, because he sees himself as a
U.S. soldier and the weapon as RPK, which employs both semiautomatic and automatic
firing rate. Using foreign weapons causes a penalty to accuracy, because of their
unfamiliarity to American soldiers.72 Indigenous Force (IF) soldiers are not affected by this
as they carry similar weapons to OpFor.
71
The swapping paradigm creates another visual paradox concerning camouflage and concealment. For instance in winter missions, such
as Mountain Pass and SF Arctic, the white snow camo of the U.S. soldiers does not have any meaning as the opposing teams see each
other wearing terrorist camo, which are normally darker and more easily discernible.
72
Similar decrease in combat effectiveness occurs when players use weapons out of their class. For instance automatic rifleman is not as
accurate with sniper rifle as advanced marksman is.
58
4.1.3 Character Physics
The importance of veracity in appearance saturates America´s Army. For instance the AGP
development team used real U.S. Army soldiers as actors and filmed them, rigged with
motion-capture sensors, to guarantee highest level of realism in common operations, such
as grenade throwing and basic posture. This was performed to simulate the operations
according to the official doctrine. Sequence was so detailed that it has been used as a
tutorial at the United States Military Academy (USMA) (Davis et al., 2004).
Notwithstanding the literalness of bodily stances, the design method is not extended to
every aspect of physical abilities, although America´s Army introduces few procedural
innovations.
The Combat Effectiveness Meter (CEM) is a truly innovative and noteworthy step towards
authentic military experience, which raises the bar of realism in militainment. We can
expect that these types of mechanics, which simulate mix of emotional and physical stress,
become common feature in the first person shooter genre. CEM is situated to lower right
corner of the Heads-Up Display (HUD) interface, next to stance indicator, providing
information on player´s ability to engage in effective combat. CEM has three levels: high
(50-100%), moderate (25-50%), and zero-low (0-25%). Health of the player has an effect
on CEM level and recharge. There are three levels of injuries: green (healthy – normal
recharge), yellow (moderately wounded – slower recharge) and red (critically wounded slowest recharge). High CEM level provides best fire control ability i.e. accuracy and
movement capabilities. To obtain highest level player must remain motionless and use
bipod and different types of sights when firing. Stance and breathing have integral role in
fire control. Prone position gives the highest CEM boost. Weapon sways in sync with
breathing. Moderate level occurs during movement, lowering accuracy to average. Zerolow level results from wounds and movement, such as sprinting and jumping. The bullet
impact lowers CEM level and causes player´s weapon to sway. Binding the CEM levels to
movement is an effective way to impede “bunny hopping”, movement technique to avoid
enemy fire by repeatedly jumping. In the Army game players are not able to fire their
weapons while jumping. Furthermore v2.5.0 implemented a stall time between each jump.
Repeal of “bunny hopping” separates America´s Army from other popular games within the
FPS genre, such as Battlefield-, Counter-Strike-, Call of Duty-, and Quake- series, but there
59
are examples that use more extreme measures to root out the technique. In Armed Assault
the avatars are not able to jump at all. Other factors effecting on combat effectiveness are
distance to team members and naturally the combat environment. Player receives CEM
bonuses in close proximity to the squad leader (high), fire team leader (moderate), and any
team mate (small). Additional bonus is acquired if players share the line of sight (LOS) to
an enemy combatant. The LOS is displayed in the Situational Awareness Indicator (SAI),
which replaced the legacy compass on v2.7.0 (Overmatch). CEM level is reduced when a
player is fired upon, simulating the effects of emotional stress on avatar´s ability to act.
Similarly to weaponry, mechanics concerning movement are both realistic and unrealistic;
some features have been simulated correctly, whereas others are sacrificed for the sake of
playability. This genre convention becomes evident when comparing sprinting features of
America´s Army and Battlefield 2, the top selling first-person shooter game of 2005. In AA
sprinting does not cause fatigue or stamina reduction, making it possible for a healthy
avatar to run endlessly with maximum speed. The only impediment is the momentary
decrease in player´s CEM level. Matters contributing on the sprinting speed are wounds
and type of weapons carried. Injured character is slower than unwounded; mechanic rarely
employed by the genre. An infantryman with M16A2 moves quicker than an advanced
marksman with massive M82A1 SAMR sniper rifle. In Battlefield 2 players are able to
sprint with full speed for a limited period of time. After the spurt they must wait for
stamina to recharge in order to sprint again. Opposite to America´s Army injuries do not
have an effect on movement speed. The comparison demonstrates differences in approach
to the realism vs. playability juxtaposition. Both games utilize two different characteristics
that define realistic movement, but neither simulates both. Which of these approaches is
more “real” or “authentic” depends on the reception of audience. The lack of balance is
common for both games. It does not pose any hindrance on movement or fire abilities as a
player moves on narrow or slippery surfaces, such as railings or piping. Characters can
assume every posture available regardless of material or width of the surface. In addition
surfaces do not affect player fire control abilities.
Modelling health and physical damage has always distinguished America´s Army from
other contemporary first person shooter games. The most notable differences are inability
to respawn and absence of power-ups, features that are common in all other games of the
genre, except in Counter-Strike. In Battlefield 2 medics are able to administer health packs
60
or recover a fallen players with field defibrillators, whereas in Call of Duty 4 health
automatically regenerates after being injured. In the Army game absences of these features
underline the value of a (virtual) “life” and emphasize the message, and at the same time
the role, of team-oriented gameplay. Players must adjust their tactics accordingly and come
out with a common strategy to complete the given mission. Version 1.9.0 (Downrange)
introduced a new damage model, which highlighted the role of medics in combat situation.
In previous damage model bullet hits caused specified amount of damage to player´s
overall health, whereas in the new model the remaining health continues to lower, because
of blood loss, until a combat medic staunches the bleeding of an injured player before. If
the bleeding is not controlled player bleeds to death. The role of combat medic was
reduced after v2.8.2 (Overmatch) as all medic qualified players were able to treat
themselves with a single field dressing.
Different types of injuries have different effects on game characters body. Falling and
fragmentation grenades have stun effect on avatar, which slower player´s ability to react.
Bullet impacts cause avatar´s weapon to waver horizontally and vertically, underlining the
importance of the first hit, as the player hit cannot immediately return to enemy´s fire with
maximum accuracy. In CQB situations the importance of this feature will be emphasized.
The effect of flashbang or M84 stun grenade has disorienting effect on the virtual body,
affecting player´s ability to see and hear properly. Direct hit from a flashbang causes
temporary blindness, which can last up to tens of seconds, and causes tinnitus that can last
for minutes. Stun grenades can also kill seriously wounded player. Simulation of tinnitus
impairs overall performance, as player is not able to distinguish sounds made by
adversaries from ambient audioscape. Sound is as important element in enemy observation
as sight; different surfaces produce different types of sounds, which reveal enemy´s
position. Therefore sounds directly alter tactical level of gameplay, as players have to take
into account the surface on which they move on and what movement mode they can
employ. Observation can be significantly improved with high quality computer hardware.
For competitive AA gamer proper audio devices are as important as the amount and latency
of RAM, graphic card or high-speed CPU.
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4.1.4 Predictability of Combat
The relatively small spatial design is a practical resource to enhance intensity of gameplay,
but at the same time it creates negative emergence on the simulated combat. Small game
space force fire fights to be fought on certain collision points, making the experience of
combat rather predictable and repetitive than dynamic. From this perspective we can
conclude that combat in America´s Army is far from stochastic experience: although we
cannot precisely predict the exact course of a round ahead of time, we can conjecture the
probable key positions, in which the outcome will be decided. Probabilistic nature of
simulated combat emphasizes perfect memorization of map geometry rather than dynamic
strategic thinking.
Attitudes and idiosyncrasies of gamers and their communities must be also acknowledged
when analysing the predictability of combat in first person shooters. Most of the
contemporary FPS games have incorporated statistic tracking systems into the game for
evaluation purposes. This has led to the fact that the performance driven gaming is
highlighted among large number of players as the most integral indicator of enjoyable
gameplay, rather than the immersive experience. In the heart of performance driven
gaming is of course competition, which is the defining factor of gaming culture.
“Competition (formal and informal) is the keystone of videogame culture, and it motivates
casual and hardcore gamers alike to hone their skills and evolve new strategies” (Herz,
2002:93). Although competition is generally a positive driving force in gaming culture, it
can also create unwanted and negative effects on the gaming experience itself, such as
extensive bug exploiting. These effects become painfully evident on public servers.
Competing with game statistics, such as frag rate and experience points, can (and usually
does) reduce the amount of risks players are willing to take. Because of this behavioural
manner players tend to concentrate and familiarize themselves with limited number of
maps in order to gain maximum Honor points and kill/death ratio. Same strategies and
tactics are repeated, making the rounds seem almost identical.
Mastering the crucial collision points of the maps enables accurate spamming fire to
foreordained targets, especially in open range maps, such as Bridge Crossing (v1.0.0). In
Bridge Crossing experienced players can fire deadly spam shots on various locations from
62
the other side of the map without the hindrance of fog of war. These positions are known
as spamspots. Other experienced players are able to evade these situations, because they
know the firing positions, but for newcomers (read: n00bs) this type of firing poses a
serious problem. Furthermore experienced players tend to team up on the same side in
order to score more points; this activity is sometimes referred as “honor whoring”.
Attempts to manipulate statistics are also common; certain group of players leave servers
immediately, if they are killed on the first round without frags of their own, in order to
maintain their fragrate. ArmyOps tracker needs few seconds to collect the data. In this way
the death will not affect the overall rate. The perfect memorization of map geography and
bug exploiting, rife in the online gaming, are examples of degenerate strategy. According
to Salen & Zimmerman (2004) "a degenerate strategy is a way of playing a game that takes
advantage of a weakness in the game design, so that the play strategy guarantees success.”
(p. 271)
Fig. 7: ArmyOps Tracker has several tutorials, posted by users, which teach players how to exploit certain
points in map geometry. The present screenshot is a visual tutorial of how to throw a grenade to a doorway
leading to primary objective room on Weapons Cache SE- map.
63
One can argue that competitive nature of gaming culture follows the rules of bandwagon
technique; everyone wants to join on the leading side even if the balance of gameplay
suffers. I am sure that many AA gamers will disagree with this notion, but unfortunately
few rounds on a public server will prove the argument right. Map rotation mode is perhaps
the most practical design solution to dissemble the static nature of combat in the Army
game. Enhanced Map Rotation mode was introduced in v2.5.0 (Direct Action), which
allowed server administrators to define themed rotation sets. The mode encourages players
to explore larger number of maps and in the process improve their tactical and strategic
repertoire. However the mode proved quite unpopular and only handful of Enhanced Map
Rotation servers remain. In addition developers should consider implementing a team
balancing option – based on amount of experience points per team – into public servers to
further promote meaningful gameplay. This could create additional, but solvable problems,
as clan members would be situated to different sides when the teams are equalised.
Developers have introduced few innovative procedures, concerning spatial design and
mechanics that govern them, to evade the problem of combat predictability and thus
making the game experience more dynamic. Innovations concerning the game mechanics:
Random spawns etc. were introduced to make the game experience seem more dynamic.
AA:SF v2.4.0 (Q-Course) introduced four SF multiplayer missions, Courtyard, PCR
(Precious Cargo Recovery), Blizzard and SF Water Treatment featuring random spawn and
objective points, making them perhaps the most versatile maps of the game. After the
release of Q-Course several new missions have employed these procedures, including
maps such as SF Extraction (v2.5.0), SF Dockside (v2.5.0), Steamroller (v2.7.0), SF
Refinery (v2.8.1) and SF Old Town (v2.8.1). Random spawn points and objective locations
increase the level of replayability favouring strategy over predictability in gameplay.
Furthermore the negative impact of exploits, such as grenade and M203 spamming, is
considerably reduced since the enemy placement and routes have become more difficult to
predict. Random objective locations force both teams to search for them and to adjust their
strategies and tactics accordingly to given situation. Nieborg (2006) correctly points out
that because of these innovations ”America's Army players can no longer take the spatial
design of the game’s most recent maps for granted and gamers fighting a virtual war in an
emergent game space have to refocus their attention” (p. 9). The nature of combat also
changes as both teams try to complete the same mission, instead of the traditional defence
and assault division. Q-Course also introduced new inventory objective type in which
64
transportable objectives must be delivered to specific or random extraction points. If a
player carrying the objective dies, other players must retrieve it in order to complete the
mission. Certain maps, such as Border, released in v2.6.0, have multiple extraction points,
balancing effect on defence and assault teams. The basic notion in AA is that defending
team has an advantage in their side, because assaulting team is expected to make the
initiate actions, to which the defending team is able to response from better cover. Multiple
extraction points complicate the mission of the defending team and in the process increase
the need of tactical thinking and team work.
4.1.5 Levels of Strategy
As the analysis of game settings and mechanics has highlighted, the major disruptive factor
concerning absolute realism in military games lies in the impossibility to simulate all the
realities of war; hence the concept of engaging realism. Another good example of the
concept is the absence of strategy in its complexity and multilevel edifice. Albeit the game
is authentic in its level of appearance it does not convey information concerning the plan of
actions that govern the operations and objectives of the protagonist, U.S. Army. In his
book, Strategy – The Logic of War and Peace (1987), Edward Luttwak specified five
different levels of strategy, which pervade the realm of conflict: 1) technical; 2) tactical; 3)
operational; 4) theatre; and 5) grand strategic. Nieborg (2005) correctly pointed out that
America´s Army is able to employ only two levels of Luttwak´s model: technical and
tactical. Traces of other levels are present, but they are too vaguely expressed in order to be
defined as truly existing strategic levels.
The lowest level of strategy, technical, refers to questions of technology from mechanical
working of the weapons to communication. Tactical level can be defined as fighting with a
certain kind of military units that have relevant tactical training and aptitude. Tactical level
requires skills “to make good use of the terrain and the weapons at hand within the
particular context of each encounter.” (Luttwak, 1987:83) In first person shooters, such as
America´s Army, which portray light infantry combat without vehicles, tactical and
technical dimensions of strategy are partially interlocked. Tactics, which affect the final
outcome of simulated combat, includes choosing right class and weapon in particular
combat situations i.e. the technical level. For instance automatic riflemen with M249 SAW
65
provide supportive fire to gain fire superiority or are used as spearheads in CQB situations.
Perhaps the most used real life Infantry Movement Technique (IMT) in competitive AA
matches (or in FPS genre in general) is the leapfrog procession of bounding fireteams;
when a squad moves towards an objective one fire-team provides suppressive fire as the
other fireteam advances. As the advancing team in the front arrives to a suitable position, it
forms the base of suppressive fire allowing the rear fireteam to advance (Larsen, 2005). In
virtual theatres of war similar IMT is used also on fireteam and “battle buddy” level.
However tutorials for IMTs, such as bound by fire-team tactic, are not present in America´s
Army; there are no training simulations that would pass this type of information to the
players. Instead players have learned them while playing or use appropriate tactics based
on their earlier experiences with FPS games. When reflecting this notion to Army´s predevelopment requirements of authenticity it becomes clear that some of these demands are
more of marketing ideas than actual imperatives bearing significant meanings.
Operational level seeks “to attain the goals set by theatre strategy through suitable
combinations of tactics.” (Luttwak, 1985:175) Therefore this middle level of strategy
stands between tactical and strategic. Operational level cannot exist in the official Army
game as the two final levels of the hierarchy are absent. The theater level strategy is a
spatial one, which disregards “the political, economic, and moral character of the territory
in question, treating cherished national lands rich in resources or production exactly on the
same footing as alien desert.” (Luttwak, 1987:113) Three factors define this level of
strategy: 1) who are the enemy; 2) where are they engaged; and 3) how to define victory.
In the official U.S Army game all these dimensions are dismissed or implicitly expressed,
leaving plenty of room for the trap of intentional fallacy. Identity of the enemy has become
more ambiguous as the game series has evolved.73 Missions, which according to
developers are modelled after real military operations, can only be situated to particular
geographical regions by interpreting signs used in level design. Victory is not a state which
can be truly achieved, because of game´s infinite teleology.74 According to Luttwak the
theater of war is a self-contained military whole, not just a part of a larger whole.75 In
73
Evolution of the enemy will be minutely discussed and analysed in next sub-chapter, 5.1.2 The Opposing Forces.
See: Espen Aarseth´s (2003) multi-dimensional typology of games in virtual environments in Level Up Conference Proceedings. M.
Copier and J. Raessens (eds.). I argue that America´s Army employs both finite and infinite teleologies, depending whether the game is
played on public server or as competitive match. Generally in AA servers do not use map rotation mode, which makes definition of a true
winning state impossible, as the game can continue as long as the map is not changed. In competitive matches teams play given number
of rounds and the winner is the team who wins the most. In addition there is no clear end in multiplayer games, compared to singleplayer games, as they continue as long as there are people playing the game.
75
We must note that Luttwak wrote his book during the Cold War, when the front lines between the enemies were more easily
distinguishable.
74
66
asymmetrical warfare of the 21st century, which GWOT is a perfect example of,
belligerents are not bound by geography; they operate on multiple fronts, which impose
difficulties in defining the theatre of war as there are no established lines. The conflict is
global instead of local.
The level of grand strategic includes the core objectives and interests behind any military
campaign. Luttwak described the highest level of the hierarchy as follows:
“For at the level of grand strategy, the interactions of the lower, military levels, their synergism
or contradictions, yield final results within the broad setting of international politics, in further
interaction with the non-military transactions of states: the formal exchanges of diplomacy, the
public communications of propaganda, secret operations, perceptions of others formed by
intelligence officials and unofficial, and all economic transactions of more than purely private
significance.” (p. 179)
In AA goals of represented conflict are only ephemerally expressed: to destroy the enemies
of American way of life (life, liberty and the pursuit for happiness) and those who aim to
subdue the democratic form of governance. Like with the theater-level definition of the
grand-strategic level of the game requires players to make loose “between the lines”
interpretations of the intended meaning. One can argue that rationale behind this approach
is to attach player´s individual perception of what the GWOT is about to the common
narration shared by other players, and of course to avoid criticism that would follow if the
official version of game world´s grand strategy would be revealed.
Finally we can also infer that the gaming culture itself has part in this distortive process as
the use of degenerate strategies and bandwagoning tendency demonstrates. In order to
produce more authentic synthetic theatres of war for entertainment purposes the gaming
culture must mature and evolve with the technology. Military training simulators do not
have similar problems; it is in the best interest of soldiers to act as in reality, instead of
trying to exploit the bugs within the training system, as they train for real life combat
situations, where rushing and bunny hopping are not an option. In games the players must
also beat the system in order to beat their virtual adversaries, who strive to exploit the same
software bugs. In recent years there has been gradual development of gaming phenomenon
known as tactical realism or military realism, in which clans and other social formations
strive to imitate the realities of warfare, from strategies to hierarchy, to their best abilities.
67
4.2 Representation of Violence
The academic debate concerning negative effects of video game violence is a highly
controversial topic, polarized between two dissenting perspectives. One side aims to link
the consumption and exposure with media violence to aggressive and violent behaviour,
whereas the other contests such causality. One side argues that a clear consensus on the
effects has been reached, whereas the other denies its existence. Gentile and Stone (2005)
point out that the effect of video games should be conceptualized through dimensions of
amount, content, form, and mechanics. These dimensions would allow “researchers and the
public to move beyond the dichotomous thinking that has too often characterized the
debate around video games, in which the discussion is reduced to a question of whether
video games are good or bad.” (p. 355)
Media violence researchers usually support and justify their argument with the General
Aggression Model (GAM). The GAM is used to analyse a cyclical pattern of interaction
between the person and the environment i.e. how situational and personal variables
influence person´s internal state. According to the model variables can affect behaviour,
decision and meaning making processes in three primary ways: by influencing current
cognitions, affective state and physiological arousal (Carnagey & Anderson, 2005). Some
argumentations also seem to follow the hypodermic needle model, the “magic bullet”
principle in media theory. The principle derives from a notion that the mass media effects
and intentional messages are directly received and wholly accepted by the audience
without criticism or choice. The hypodermic model of audience response insists that the
meaning is injected into our minds (Barker, 2003). Craig A. Anderson and Karen E. Dill
(2000) exemplify this trend of ideas in their analysis on the video game violence:
“Each time people play violent video games they rehearse aggressive scripts that teach and
reinforce vigilance for enemies (i.e., hostile perception bias), aggressive action against other,
expectations that others behave aggressively, positive attitudes towards use of violence, and
beliefs that violent solutions are effective and appropriate.” (p.774)
Their argument asserts that exposure to game violence automatically influences the players
and their meaning making processes, activating the tendency to imitate. Players’
comprehension of the line between play and reality – between simulated and real violence
68
– is less significant factor in the equation. The lucid approach to violence shape stances
and attitudes by default. Obviously, they do not claim that game violence would turn all
players of such games into violent criminals. Game worlds are considered more powerful
objects of identification than the traditional visual mass media, because of the interactivity
and active roles that the players adopt (Salokoski, 2004). Professor Brad Bushman of
Institute for Social Research at University of Michigan follows similar train of thought. He
divides television viewers and gamers into two separate categories: the viewers may or
may not identify with the message or characters in films or programs, whereas the gamers
automatically identify with the violent characters, because their control them, in other
words are them (Bushman, 2004). The array of narrative and dramaturgic means used to
deepen the identification process should not be passed over. In films and television
programs, antiheroes and antagonists are as common main characters in cinema and TV
series as they are in digital games. These techniques are employed seldom by first-person
shooter genre that usually attracts the players with action and online game environment,
not with great narration. His claim includes an assumption that the gamers are in an
exclusive position, when it comes to identifying with the message sent and accepting it as
positive and appropriate behavioural model. His notion is a direct opposition to a
viewpoint presented by ludologist Jesper Juul (2005). Juul argues that players “do not
automatically assume that the actions of a protagonist are “good” or "right" (p.191).
Analogy between smoking and media violence has also been made. In an article for the
“American Psychologist” journal, Bushman and Anderson (2001) described media
violence as an addiction, in which repeated exposure reduces the anxious effects and leaves
the player/viewer wanting stronger doses of violence, just like with cigarettes. Lt. Col.
Dave Grossman and Loren W. Christensen offer one of the most radical commentaries
concerning the subject. In their book, On Combat (2004), they characterize violent video
games as “murder simulators” that teach children to commit mass murder; the proper usage
of these games are the military and law enforcement training purposes. The authors argue
that senseless acts of juvenile violence are manifestations of skills and conditioned
reflexes, learned in the game environment, in practice. Grossman and Christensen predict
that as video game technology is distributed to third world countries, and become
commonly available, the U.S. military will face opponents that are trained with these
69
“mass murder simulators”. Grossman, a West Point psychology professor and Professor of
Military Science, is also the founder of a new scientific field termed as “killology”.76
Criticism on the causal connection between media violence and aggression usually
concentrates on the methodological and theoretical problems to challenge the accepted
norms in media studies and psychology. Jonathan Freedman of the Department of
Psychology at University of Toronto reviewed volumes of media violence studies. In
Evaluating the Research on Violent Video Games (2001) he pointed out number of
methodological and theoretical problems concerning the media violence research.
According to Freedman the studies produced inconsistent and even contradicting evidence.
He writes that although there is some evidence that people who like and play violent video
games tend to be more aggressive than those who like and play them less, the evidence is
far from being overwhelming and definitive. Freedman argues that these findings are
purely correlational and do not explain whether playing violent games actually causes
aggression. There is also slight evidence that immediately after playing violent video
games there is an increase in aggressiveness, but he continues that the findings are
weakened by the limitations in the research providing alternative explanations of the effect.
Furthermore Freedman points out that there is no evidence available that violent games
cause long-term increase in aggressiveness or violence. He concludes that further research
may be needed to indicate violent games as harmful to children and adults; current work
does not show that such games constitute a public health risk.
In an article, Do Video Games Kill? (2007), Karen Sternheimer examines how video
games have become contemporary folk devils, accused of posing a serious threat to
children’s well being. She postulates that politicians, media coverage and other moral
crusaders use video games as convenient culprits in trying to explain senseless and random
occurrences of violence. For instance, Doom and Quake II were linked to the school
shootings in Paducah, Kentucky; Springfield, Oregon; and Littleton, Colorado.
Sternheimer situates the ongoing media panic about video game violence into a larger
context. She draws a parallel between the current media panic around video games and
older dismays that have emerged with the appearance of new technologies in youth and
popular culture. Sternheimer names the attempt to decontextualize violence as the biggest
problem of media violence research. Such approach exonerates the effect of environment
76
Killology Research Group: http://www.killology.com/
70
to aggressive behaviour, such as unemployment, family violence and poverty. Last, but not
least: statistics of victimization rates, gathered by the U.S. Department of Justice, do not
support the claims of media violence researchers. National Crime Victimization Survey
Violent Crime Trends 1973-2005, demonstrates that number of victimizations per 1,000
population (age 12 and over) has considerably decreased. If the exposure to video game
violence, in a society saturated with similar media, would pose a public health risk the
curve would have an upward trend.
Effects of video and computer game violence have been studied by analysing different
elements of the game content. Following factors have been considered to be significant for
the analysis (Mustonen, 1997, 2001; Salokoski, 2002 in Salokoski, 2004:198).
•
The quantity of violence presented in the game and how predominant it is for the
gaming experience (amount of violence).
•
The brutality and realism of the game violence (intensity of presentation).
•
The idealization and criticism of violence in the presentation (attitude towards
violent content).
Militainment refers to entertainment that celebrates the military and its institutions. In a
documentary, Militainment, Inc. – Militarism & Pop Culture (2007) by Roger Stahl, the
concept is defined as “war packaged for pleasurable consumption.” America´s Army is a
perfect sample of militainment: it commends the U.S. Army and is developed and
published i.e. controlled by the same institution. As an artefact of war, produced by the
military-entertainment complex, the game naturally depicts warfare – violent conflict
between two belligerent forces. In such game world the use of force is the predominant
method of interactivity between adversaries; it is a mean to an end that players employ in
order to achieve objectives. It is an imperative for meaningful gameplay.77 The
contemporary FPS games are surely entertainment, which glorifies warfare and soldiering
profession, but does not feast on the graphical depiction of violence itself. Games like
Battlefield II or Call of Duty 4, portraying the magnificence of techno-war, do not use
highly detailed simulation of violence as a hook; their appeal lies in team- and objectivebased gameplay. America´s Army follows this genre convention. Simulation of physical
77
Katie Salen and Eric Zimmerman (2004) state that meaningful play consists of three elements: design, system and interactivity. Design
dictates the set of rules. System refers to the complex whole with elements and rules. Interactivity points to the relationship between the
player, the system, and other player.
71
trauma is extremely sanitised and clean. Weapon inventory does not include melee
weapons that would make the act of killing seem more up close and personal. When a
player is shot the bullet impacts are depicted with small puffs of blood. The impacts and
fragments of grenades and RPGs do not dismember or disfigure avatar´s body; only traces
of death are the closed eyes. The implementation of the Karma Physics Engine in AA:O
Downrange (v2.1.0) replaced the static death animations with a type of procedural
animation known as ragdoll physics.
Fig. 8: U.S. soldier takes down an OpFor sniper with his M16A2 in River Village -map.
The Army has also implemented a host of parental control options that allow parents to
determine the gameplay settings; for instance they can select whether game missions are
playable in normal or MILES mode. Controls are locked with a password. In MILES mode
the game character is not killed: when a player is tagged the avatar just takes off his helmet
and sits down. The Entertainment Software Rating Board (ESRB) rates America´s Army
suitable and appropriate for teen audience. Games rated with T (Teen) title “have content
that may be suitable for ages 13 and older. Titles in this category may contain violence,
suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent
72
use of strong language” (ESRB, 2006). Army´s attitude to whether children 13+ should
know what the U.S. Army does is as follows: “Young adults can see how our training
builds and prepares Soldiers to serve in units in defense of freedom. [...] In elementary
school kids learn about the actions of the Continental Army that won our freedoms under
George Washington and the Army's role in ending Hitler's oppression. Today they need to
know that the Army is engaged around the world to defeat terrorist forces bent on the
destruction of America and our freedoms.”78
Press and other critical commentators of the game have criticised its sanitary representation
of violence and human suffering. They accuse the Army game for not teaching the players
about the true horrors of war. Inattention to the consequences of warfare has very practical
reasons. The purpose of the official U.S. Army game is not to teach the possible recruits
the realities of war, but to represent soldiering profession as appealing career choice.
Realistic representation of physical trauma, with severed limbs and screams of the dying
soldiers, would hardly inspire players to enlist and serve the recruitment purpose of the
game. Furthermore raising the level of presentational realism would cause the game to be
rated as suitable for mature audiences alone.79 Mature (M) rating would significantly
decrease the size of the game´s target demography; the Army could not legally approach
members of “wired generation” below recruiting age of 17. From this perspective one
cannot assume that the Army would deliver deathblows to its own public relations
initiative. Moreover the hyper-realistic simulation of warfare, including every imaginable
aspect ranging from emotional to physical trauma, would not be developable, let alone
playable. Representation of violence puts the Army between a rock and a hard place;
developers are faced with a choice between two unsatisfactory options. Realistic
illustration would harm the recruiting purposes and glazing over the consequences of war
exposes the AGP to vigorous criticism. In his analysis of AA Ian Bogost (2007) argues "the
decision to avoid graphic violence and dismemberment more likely underscores the
creator´s concern for its critics than its beliefs about the real consequences of war (p. 79)."
78
America´s Army Frequently Asked Questions (FAQ) – Parents Info: http://www.americasarmy.com/support/faqs.php?t=9
Games with M-descriptor include content that may be suitable for persons ages 17 and older. Titles in this category may contain
intense violence, blood and gore, sexual content and/or strong language. See: ESRB Game Ratings and Descriptor Guide:
http://www.esrb.org/ratings/ratings_guide.jsp
79
73
When comparing the representation of violence in America´s Army and Soldier of Fortune
II: Double Helix80 (2002) – one of the most gore-soaked games in FPS genre – the focal
point of simulated combat in the official U.S. Army game becomes evident. According to
Juul (2005) violence in video games can be a part of a message or a cheap trick for
increasing sales and attention. In the case of SoF II it is definitely used to catch attention,
whereas in AA the use of force is usually justified with greater cause. One can argue that
the main attraction and innovation of Soldier of Fortune II, rated for mature audiences, is
exuberant engorgement of gore and dismemberment. The game employs the GHOUL 2.0
damage model engine that features 36 different hit zones, making possible the extremely
detailed depiction of gore. In comparison America´s Army has 10 hit zones. A video
gaming website, GameSpot, described Soldier of Fortune II accurately as “a well-made
meat-and-potatoes shooter with a keen eye for the forensic pathology of head wounds.”81
Fig 9: Gore effects with the GHOUL 2.0 damage model engine in Soldier of Fortune II: Double Helix.
80
The Marine Corps has used the first installation of the series, Soldier of Fortune (2000), for training purposes at its Infantry Cognitive
Skills Lab.
81
Soldier of Fortune II – Double Helix review by Game Spot: http://www.gamespot.com/pc/action/soldieroffortune2dh/review.html
74
Simulation of bloodshed and physical trauma can also impinge behaviour of certain players
and thus shape the gaming experience itself. It is a common activity on SoF II servers for
players to further mutilate and mangle the fallen adversaries with melee and projectile
weapons. Such behaviour can be considered as an example of short-term aggression, but
whether it is a manifestation of long-term aggression and desensitization to violence is
another matter. This kind of demeanour can be regarded as general mischief, a known form
of “recreation” in online gaming environment. It is performed to annoy and provoke the
fallen player in question. Similar activity is practiced quite rarely on America´s Army
servers, since firing at dead enemy does not have any graphical impact. In certain firstperson shooters this kind of conduct is related to core game mechanics. For example in
Wolfenstein: Enemy Territory (Splash Damage, 2003) players inflict additional damage on
fallen enemies to prevent them from being healed by medics.
4.3 Representation of Warfare
The initial motive and authorization of using force in AA is the Global War on Terror
(GWOT), initiated by the Bush administration after the terrorist attacks on September 11,
2001. The GWOT also defines the idealization and criticism towards the use of force and
violence. In 2006, President Bush gave a speech in the Johns Hopkins University, in which
he compared the War on Terrorism to the Cold War.
“While there are important distinctions, today's war on terror is like the Cold War. It is an
ideological struggle with an enemy that despises freedom and pursues totalitarian aims. Like
the Cold War, our adversary is dismissive of free peoples, claiming that men and women who
live in liberty are weak and decadent -- and they lack the resolve to defend our way of life.
Like the Cold War, America is once again answering history's call with confidence -- and like
the Cold War, freedom will prevail.”82
These remarks can be reflected on the concept of Manifest Destiny, which underscores
certain themes: 1) the virtue of American institutions and people; 2) the mission to spread
these institutions; and 3) the destiny or providence from God to accomplish this mission. In
the contemporary usage of the concept the territorial expansionism has been replaced by
interventionism. The post 9/11 threat has strengthen the idea that the benign power of the
United States is needed to overcome the chaos and violence in the Hobbesian world, full of
82
Remarks by President Bush on the Global War on Terror: http://www.state.gov/r/pa/ei/wh/rem/64287.htm
75
omnipresent evildoers dedicated to destroy the American freedom and democracy (Boggs
& Pollard, 2006). America´s Army does not employ all the themes of Manifest Destiny as
such; only the themes of virtue and mission are present. Rhetorical terms such as
“American way of life” and “freedom” are used to justify the virtual warfare. For political
correctness the theme of providence is absent from the rhetoric.
The defensive and legitimate use of force is emphasized through wide array of explicit and
implicit messages. Certain messages echo through the AGP, from game level to metagame
level. Situation descriptions and briefings render The Opposing Force (Opfor) as the
aggressor and the U.S. Army as the defender and liberator. For instance in Radio Tower –
map, released in AA:O v1.6.0, the objective of assaulting team is to liberate international
aid workers from the hands of Taliban fighters and the mission of defence team is to repel
counter-attack and defend the aid workers while waiting for extraction. This kind of
approach is used to assert the blame for initiating the violence and hostilities on the
aggressor. It also helps to distinguish the noble and rational principles of the defender. The
dichotomy between aggressor and defender is further emphasized by underlining the
inhuman nature and unlawful actions of the enemy combatants that forces the U.S. Army
to react. Parallels to past real-world events are also used to authorize the use of force in the
game world. The mobile version of the game, America´s Army: Special Operations
(Gameloft), is located to a fictional country, but the situation resembles circumstances
before the First Gulf War in 1990, when Iraq invaded the state of Kuwait.
“The unruly state of Corbalia has just invaded the nearby land of Liberty and is threatening to
conquer the entire region. After negotiations with Corbalian leaders to no avail, the
international community has decided to vote for a resolution to stop the invasion. The U.S.
Army will participate in the operation.”
The marketing slogans are also harnessed to support the rhetoric of defensive action. In
2003, America´s Army was marketed with slogan “Citizens. Countries. Video Games. The
US Army keeps them all free.” The official game tagline, “Empower Yourself. Defend
Freedom”, conveys similar idea. The tagline implies that we must engage ourselves in
armed combat in order to defend democracy from totalitarianism. This kind of textual
rhetoric is used to represent the U.S. Army as a institution committed to uphold the ideal of
peace. The recruitment purpose of the game, which romanticizes the warrior culture,
76
shapes the attitude and approach towards violence and use of force. The use of force by
U.S. Army is also portrayed as extremely effective, as the swapping paradigm limits
players´ view point to American perspective (see 2.3.1). The Army wins every round and
achieves its objectives, but at the same time the swapping paradigm creates an
unintentional paradox; the OpFor also wins every round, locking the belligerent parties
into a perpetual struggle, in which the winner is never really sort out.
77
5. SENDING EXPLICIT AND IMPLICIT MESSAGES
This chapter treats with the two belligerents, U.S. Army and the Opposing Forces, which
battle in the virtual theatre of war, and the politics that govern this environment. In
addition the chapter aims to provide thematic background to the official U.S. Army game
by reflecting its dominant themes and ideas to recurrent and traditional trends in Army´s
recruitment advertisements. I acknowledge that I may fall into the trap of intentional and
affective fallacy; I can only assume the true meaning intended by the author and the
emotional effects the game has on its players. Furthermore games as a form of interactive
entertainment leaves room for variety of interpretations and different readings of the same
ergodic artefacts83. I employ the method of content analysis to identify certain explicit and
implicit messages that are used to construct a persuasive and monochromatic view of the
world and warfare. Dimensions of appearance, game avatars, level design and ideology are
examined by analysing the style of their representation.
The act of representation is one of the central practices in culture production and the form
to which meaning is encoded. Hall (1997) discusses the relationship between
representation and meaning making. “We give things meaning by how we represent them –
the words we use about them, the stories we tell about them, the images of them we
produce, the emotions we associate with them, the ways we classify and conceptualize
them, the values we place on them.” (p. 3) Meaning is always a social construction,
targeted to a particular audience. The Army uses a free Internet-deployable FPS game as a
representational system to replace vicarious experiences about the institution with virtual
one. An array of symbols and signs, such as sound effects, textual elements and computergenerated simulation, is utilized to convey conceptions and value systems to a third party
i.e. players. As a channel of communication digital games are extremely effective, as they
have become one of the most popular forms of recreation that exceeds the boundaries of
gender and age groups.84
83
Espen Aarseth (1997) defined texts that need non-trivial effort from the reader as ergodic. Although the concept is mainly used in
context of interactive narratives and cybertexts, its usage is in this case is justifiable, because of the explorative and configurative user
functions of digital games.
84
According to Entertainment Software Association´s (ESA) report, Essential Facts About the Computer and Video Game Industry –
2008 Sales, Demography and Usage Data, the average age of American game players is 35. 65% of American households play
computer or video games. The gender distribution is 40% female and 60% male.
78
5.1 The Belligerent Parties
The fictional version of the Global War on Terror (GWOT) features two antitypes. To state
the obvious, the protagonist of the game world is the U.S. Army, representing authority
that defends legitimate order, power relations and common ideals of the civilized world.
Naturally the principal character of any “drama” requires an antagonist that sets the chain
of events into motion and underlines the characteristics of the protagonist. The proponents
meet on a synthetic battlefield, which portrays an ideological conflict between
totalitarianism and democracy, war between freedom and fear.
In AA the objectification of the subject is created through “us” and “them” division. The
propaganda technique of glittering generalities is extremely practical way to create
particular representation of characteristics and moral values of the protagonist.
Correspondingly representation of the antagonist is produced through formulaic and one
dimensional portrayal, with inverse ideals. Such binary opposition is perhaps the most
simple, yet effective, method of objectification. As J.C. Herz stated in her often quoted
book, Joystick Nation (1997): “you can´t humanize the enemy, even in sim” (p. 203).
Together these two antitypes construct a system of differentiation, a set of functions known
as “dividing practices” (Foucault, 1982).
5.1.1 U.S. Army
The initial idea behind the design of America´s Army was to construct a virtual copy of the
U.S. Army for strategic communication purposes. Before the development Army placed
detailed requirements on their game´s appearance:
“that the game be played absolutely straight, as an honest representation of the service,
especially regarding ethics, codes of conduct, and professional expectations, and extending to
accurate depiction of hierarchy, missions, weapons, equipment, uniforms, settings, discipline,
tactics, procedure – in short, this was to be a game a platoon sergeant could play without
wincing” (Davis et al., 2004:9).
Developers aim to reflect realities that construct the U.S. Army by focusing on external
aspects of organizational structures, values and appearance. Players choose their positions
79
and adapt roles imitating real infantry squad organization. Military terminology, acronyms
and jargon saturate the textual mode of expression from mission and situation descriptions
to in-game narration, forming a common language between the author and the subject.
Representation of the U.S. Army soldiers is meticulously portrayed. In-game
communication with hand signals demonstrate how the U.S. Army soldiers communicate
in close range engagement operations. Hand signals feature eight different signs: “stop”,
“move out”, “ready”, “negative”, “double time”, “look”, “affirmative”, and “get down”.85
The hand signals are more of an aesthetical gimmick, modeled to enhance authenticity,
than practical means of communication. The intent is good, but its realization and
incorporation to gameplay is proved quite unsuccessful as the signals are mainly used to
amuse other players. Furthermore third-party VoIP (Voice over Internet Protocol)
software, such as TeamSpeak or Ventrilo, has rendered in-game communication useless to
a certain extent, especially on competitive level. On public gaming it still has a function.
Needless to say that modelling of the current U.S. Army weapons, combat gear and other
equipment are extremely detailed. America´s Army is the first game to feature the new
Army Combat Uniforms (ACU)86 with pixilated camouflage pattern, known as “digital
camo”, Interceptor body armour, Modular Lightweight Load-bearing Equipment (MOLLE)
and MICH (Modular/Integrated Communications Helmet) with NOD (Night Observation
Device) attachment. The state-of-art Camelback hydration systems have substituted
canteens in character models. Perhaps the most paramount reflections of the basic reality in
the game are the training simulations. The simulations are utilized to educate potential
recruits about the Army; they demonstrate how the Army trains and where these drills take
place. As a result the AADT has strived to model the training grounds to the smallest detail
to convey highest level of authenticity possible. During the pre-development phase
designers visited in nineteen different Army posts – including Ft. Benning, Ft. Polk, and
Ft. Lewis – documenting the grounds and shooting motion-capture footage for animations
and kinetics (Davis et al., 2004) Currently the game features three modeled Army posts
and training centers: Ft. Benning, Brooke Army Medical Center, and Ft. Bragg.
The Rules of Engagement (ROE), Army Core Values, and Soldier´s Creed constitute set of
rules and Army values that the service personnel are encouraged to follow. These three
85
See America´s Army Manual: http://manual.americasarmy.com/index.php/Combat_Communications
Army Combat Uniform (ACU) replaced the Battle Dress Uniform (BDU) and Desert Combat Uniform (DCU) worn since the 1980s
and -90s.
86
80
moral pillars are extremely important for in-game indoctrination process as they define the
expected code of conduct of a soldier and emphasize the Army as value-laden
organization. The pillars demonstrate how textual mode of expression is explicitly utilized
for strategic communication between the author and the user. Furthermore they set the
right tone in gameplay in order to avoid complete public relations disaster. “The Army
could not be perceived as celebrating trigger-happy Rambos, nor, by downplaying lethal
force, be guilty of deceit and hypocrisy.” (Davis et al., 2004:9) The ROE determines how,
against whom, when and where force can be used. In America´s Army this complex set of
regulations that enforce the laws of land warfare and socially appropriate behaviour have
been reduced into two simple rules: 1) player cannot injure or frag fellow team members;
and 2) player cannot injure or kill civilians and informers. Bogost (2007) argues that "the
direct mapping of in-game behaviour to the very ability to continue playing serves as a
convincing procedural rhetoric for the chain of command, the principal structure new
recruits must understand immediately." (p.77) The Seven Army Core Values, adopted in
the mid 90s, describe traits that soldiers are expected to emulate. These values are:
1.
Loyalty: Bear true faith and allegiance to the U.S. Constitution, the Army, your unit, and fellow
Soldiers.
2.
Duty: Fulfil your obligations.
3.
Respect: Treat others as they should be treated.
4.
Selfless Service: Put the welfare of the nation, the Army, and your subordinates before your own.
5.
Honor: Live the Army Values.
6.
Integrity: Do what´s right, both legally and morally.
7.
Personal Courage: Face fear, danger, or adversity, both physical and moral.
The Army values, forming an acronym LDRSHIP, are effectively incorporated into the
gameplay. In addition that they appear on AA:SF homepage´s animated banners and on
game´s loading screens, the values offer loose foundation for the unique Honor system.
Albeit simplified, players are rewarded by complying with the guidelines. Of all factors
effecting point scoring, winning rounds, completing objectives, demonstrating leadership,
killing the enemy, and administering first aid relates indirectly or directly to the Army
values.
The Soldier´s Creed (see fig. 10), also known as Warrior Ethos, is inculcated to recruits
during the Initial Entry Training (IET), which includes Basic Training, One-Station-Unit81
Training (OSUT), and Advanced Individual Training (AIT). Compared to the Army values
the in-game usage of the creed is limited; it is mainly used as a textual effect in loading
screens.
Fig 10: The Soldier´s Creed appears on game´s loading screens as part of illustration.
One central impetus behind the Real Heroes program was to make the Warrior Ethos more
visible in the game environment. Stories of the eight paragon soldiers exemplify how they
followed these principles in the line of duty. The official Army game enables the
“soldierization” process to commence even before the actual enlistment, although the
scope of internalization is extremely hard to measure. As Nieborg (2005) points out players
will generally choose winning over keeping along the line of Army values or Warrior
Ethos. Multiplayer missions, training simulations, and other game elements relating to
outer appearance compose the external layer of the persuasive representation of the
soldiering profession, whereas the rules and moral disciplines construct the internal layer.
Creation of positive perception about the service demands that players affiliate themselves
with at least one of these layers.
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5.1.2 The Opposing Forces
The Opposing Forces (OpFor) is a general enemy militia that symbolizes antiauthority and
insurgency within the magic circle. The OpFor is manifestation of global resistance against
the institution of power, the U.S. Army, and against a form of power, democracy.
Promotional video of v2.2.0 (Vanguard) defined the antagonist as “the enemies of
freedom” that players are called to subdue. Scenario description of the Virtual Army
Experience determined the enemy as “well-armed genocidal faction.” that has rejected all
diplomatic efforts. In short the Opposing Forces represents bad guys and evil-doers, coiled
to strike at the ideals of freedom and democracy, against the Western way of life.
From the initial release to the current game version, representation of the enemy forces has
evolved from headdress wearing Arab combatants and generic hoodlums to more
stereotypical illustrations of contemporary terrorists with ski masks and load bearing vests;
image, which is more than familiar from other sources of popular culture and media. In the
name of political correctness references to Islamic jihadist or extremists as adversaries are
avoided; separate connections to the Muslim world are the Sunni Islamic movement
Taliban and Afghanistan, in Insurgent Camp and Radio Tower mission descriptions, and a
reference to the Middle East in Canyon. In certain CQB maps unmasked OpFor
combatants wear civilian clothes instead of “basic terrorist uniform” with snow or urban
camo. There are also Caucasian terrorists with blue eyes in some missions. To make the
concept of adversary even more ambiguous and obscure, descriptions of the enemy were
removed from the AA:SF website and online game manual. In addition “Enemy” has
replaced “OpFor” prefix in online player and server messages.
One can argue that the transition to formulaic representation of masked terrorist with
Kalashnikov variant has two objectives. First, and the most important, goal is to disengage
America´s Army from the political context to which it was situated by the earlier versions
that openly specified the enemy and to ensure that the Army is not explicitly involved in
any specific political discourse. Second goal is to use ambiguity and anonymity to
amalgamate the heterogeneous concept of terrorism under generalized term of Enemy; this
procedure is generally utilized by mainstream media, which represents al-Qaida as formal
organization, instead of loose brand name. Objectification towards the homogeneous image
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of enemy threat is more effective than representing it as a hydra. This operations model
enables representing all hostile movements, paramilitary forces and regimes as the enemy
even if they are not in open and direct conflict with the United States. The OpFor can
simultaneously refer to the Taliban movement, al-Qaida, Sunni and Shia insurgency in
Iraq, or even to the Syrian and Iranian regimes that seem to be in collision course with the
Western powers. Identification and meaning making process relies on player´s
interpretation.
Fig. 11: Various representations of the OpFor combatants in Dusk.
Changes in the representation of the enemy do not mean that references to Arab ethnicity
have been completely removed from the game. Adversaries wearing civilian clothes are of
same ethnic group as the Indigenous Forces (IF) who assist the Green Berets in combat
situations. IF soldiers are clearly depicted as Arabic and they carry similar weapons than
the OpFor combatants. In American popular culture Arabs have long traditions of playing
the part of rogues for Hollywood cinema and television entertainment (Kellner, 1995).
When reflecting this tradition of representation to news and press reporting of ongoing
conflicts in Palestine, Iraq and Afghanistan, it is not a surprise that in the FPS genre in
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general the word “terrorist” connotate with people of Middle Eastern origin. However
online racism in form of using pejorative and dyslogistic terms, such as towelhead or
raghead, is quite uncommon; antipathies and feelings of aversion are targeted towards
players on opposite team, not on the textures of their avatars as Hodes and Ruby-Sachs
(2002) keenly insinuated in their article ´America´s Army´ Targets Youth.
As mentioned earlier, certain conclusions about the ethnicity of the Opposing Forces can
be drawn from their weaponry. Weapons, such as RPG and Kalashnikov variants, are
familiar from real theatres of the GWOT, for example from Iraq and Afghanistan. Players
are able to recognize these weapons from films and news broadcasting. Different
background stories of the GWOT, presented in other media sources, are harnessed to
reinforce the intended message of the enemy´s identity; “readers bring previously acquired
cultural competencies to bear on texts, enabling them to generate an array of meanings.”
(Barker, 2003: 39) In certain missions the OpFor weapon arsenal includes improvised
explosive devices (IED) that are one of the most notorious arms of guerrilla tactics.
However in the game the use of IED is quite limited compared to real life usage; its main
function is door breaching, instead of ambushing soldiers passing by. Undoubtedly the
weapon that carries the biggest symbolic and cultural meaning is the AK-47. In AK-47:
The Story of the People´s Gun (2007), Michael Hodges outlines the history of the famous
assault rifle designed by General Mikhail Kalashnikov. The AK-47 has established its
iconic position as one of the most recognizable brands in the world; its distinctive
silhouette is a symbol for resistance, anti-colonialism, and revolution (Hodges, 2007). In
some parts of the world the AK-47 symbolizes the antithesis of U.S. military hegemony. In
the current media climate it has fortified its status as the brand leader of terrorism. The
symbolic juxtaposition between M16 and AK-47 has long roots in history that stretches
from the Cold War era to modern asymmetrical conflicts – from Vietnam to Iraq and
Afghanistan. In militainment games this conflict continues in virtual environment.
Development team also created language for the enemy, released in v1.5.0, in cooperation
with the Defense Language Institute. “Voice-overs of foreign students were recorded to
create realistic shouts and enemy radio commands while ensuring that no speakers of an
actual foreign language would be depicted as enemies of the United States. As a bonus,
because the enemy language had its roots in reality, players found they could learn and
understand the commands issued by opposing forces” (Zyda et al., 2004:26). Behind this
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political correctitude is the actuality that the OpFor language87 is a sensory device, which
is designed to further the construction of the “other”.
5.2 The Synthetic Theater of War (STOW)
In this sub-chapter the term Synthetic Theater of War (STOW) refers to aesthetics in level
and mission design. In military terminology the concept pertains to immersive virtual
environments used in military training simulations.
To examine certain explicit and implicit messages sent through virtual environment I will
use a model of interactivity, presented by Mark Stephen in Pause & Effect: The Art of
Interactive Narrative (2003). Stephen separates interactivity into two layers: “inside-theskull” and “outside-the-skull”. The inside-the-skull interactivity refers to the world of
player´s imagination and meaning making processes. This level of interactivity extends to
what the player already knows. Alternatively the outside-the-skull interactivity is the
technical level of interactivity. It refers to the empirical or experimental level of gaming
experience. Both of these layers have three dimensions that interact with each other on
three axes: 1) feel (I) and look (O); 2) experience (I) and design (O); and 3) meaning (I)
and symbol (O). In case of persuasive interactive products, such as advergames, the
success is tied to designers’ ability to work with both levels of interaction and seamlessly
unite them, especially if they have strong thematic connection to real world events as
America´s Army does.
After 9/11 and current conflicts in Afghanistan and Iraq, not mentioning the media
coverage that surrounds these events, it is rather self-evident the GWOT portrayed in the
official U.S. Army game refers to these Middle Eastern theatres of war. However the Army
does not explicitly state the obvious. As the Army game progressed and matured into
Special Forces -series, the depiction of mission locales and the enemy become more and
more nuanced and implicit, compared to older Operations -series, in which the mission and
situation descriptions were more specifically expressed. As mentioned in previous chapter,
Insurgent Camp (v1.0.0) and Radio Tower (v1.6.0) missions are situated to Afghanistan
and the OpFor is identified as the Taliban movement, whereas Pipeline (v1.0.0) portrays
87
See Combat Life Savers´OpFor Dictionary: http://www.combatlifesavers.us/aafiles/opfor/opfordictionary.htm
86
domestic counterterrorism operation, fought in Alaska. Of the AA:SF –series maps District
and Canyon of the Champlain Map Pack depict combat operations in Europe and the
Middle East, but do not specify the locations more accurately. Similar vagueness surrounds
the new Virtual Army Experience scenario, which is situated to nonexistent country of
Nragreg and the enemy is an anonymous faction. In the first VAE scenario participants
hunted a key al-Qaida lieutenant. Similar operational model will continue in America´s
Army v3.0, in which the U.S. Army is cast against a host of factions in a fictional region of
Odporzhia. In the mobile version, AA: Special Operations, coalition led by the U.S. Army
liberates land of Liberty from invader state of Corbalia.
If the actual mission locations are left ambiguous, implicit associations and messages are
needed to stimulate audience´s imagination. Even if the newer game versions mainly
portray the OpFor as anonymous and faceless terrorists, without any specific racial
identity, ethnicity of the enemy can be made perceivable by implicitly hinting to certain
geographical locations through scenario descriptions, mission briefings and level design.
As Barker (2003) argues, audiences will construct a range of meanings in the context of the
wider circumstances of their lives. References to real world combat operations will usher
players´ interpretations and understanding of the implied narration. Symbols, graphical
units, and modeled objects are scattered around maps to generate array of meanings; they
create context for the virtual combat missions depicted in the game. Similar methods are
utilized outside the virtual game environment. Promotional trailer videos, marketing the
brand, connect the game to actual conflicts in Iraq and Afghanistan, by combining
authentic film footage with game graphics.
Fig. 12: Advertisement poster from Dusk and screenshot of an OpFor combatant wearing civilian clothes in
SF Hospital. Same poster appears also in Rummage mission.
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Game features many maps that can be situated to Western countries, such as Weapons
Cache, Pipeline, Mountain Pass and District, but the general design trend in urban
missions is their connotation to Middle Eastern region. In addition to IF soldiers and VIP
in SF Hospital and Dusk, the unmasked OpFor combatants, clad in civilian clothes, share
similar ethnic features with figures seen in various advertisement posters used as textures.
In addition to posters, certain maps have modelled oil refineries on the background or
walls with symbols resembling Arabic writing.
MOUT missions, Rummage and SF Extraction, contain unique pieces of imagery, a graffiti
portraying two children reaching their hands towards a U.S. soldier holding a M249 SAW.
In popular culture the graffiti is a statement, associated usually with various underground
subcultures. In this case it is used as an expression of power, marking a territory. The word
on the street is that the U.S. Army is in command. It conveys the message that the Army is
needed to maintain peace and freedom of the indigenous civilian population. It also
justifies the presence of foreign armed forces; level design choices, such as architecture
and vehicles, of these maps clearly connotate that the missions take place in Iraq or
Afghanistan.
Fig. 13: The graffiti from Rummage and a photo of Iraqi children greeting an American soldier share similar
connotation and are used to convey the similar message. Photograph by Ceerwan Aziz, Reuters.
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Images, like the graffiti, are familiar from military public relations material representing
the peaceful relationship between the occupier and the occupied. The disseminated
message is used to humanize the U.S. soldiers and reinforce the image of the Army being
an institution following high moral standards and code of conduct. The graffiti can also be
considered as subliminal messages, which are traits of advertising and propaganda. Graffiti
are commonly used textures in the urban maps, but they usually are abstract or neutral,
acting merely as ornaments. They may depict animals and comical characters or imitate
Arabic writing and symbols, but the graffiti in question is the only one conveying such a
specific message of power relationship. The graffiti are also placed on peripheral locations
that are not directly on player´s view. These types of messages, hidden on the walls, may
pass below player´s normal limits of perception and influence the subconscious. They also
act as a perfect implicit message sent through the official U.S. Army game.
Considering these fairly distinct textures and units of significance in context to ongoing
military conflicts in which the U.S. Army is part of, general locations of the implied
STOW is easily perceived and interpreted. Audience will couple the visual information
provided by the game experience to the images and narrations they see and hear in other
media outlets and popular culture, and form their conclusions that may or may not
correspond with the intended message sent.
5.3 Political Context
Prussian military theorist General Carl von Clausewitz, who also fathered concepts such as
absolute war and the fog of war, presented the often quoted notion that “war is a mere
continuation of policy by other means”88 in Vom Kriege, published posthumously in 1832.
This famous notion is an antithesis to another claim, presented in the same treatise, that
“war is nothing, but a duel on an extensive scale.”89 By using dialectical method, in which
two opposing views confer in order to find common principles, Clausewitz argued that
warfare cannot be accurately defined by using merely either of these claims. He inferred
that warfare is composed of a “wonderful trinity” of violence, chance, and rationalism.90
88
Clausewitz, Carl von. Vom Kriege. 1832. On War. Book 1: On the Nature of War – Chapter I: What is War? Thesis 24. J.J. Graham
(transl.). 1883. Available online via Project Gutenberg: http://www.gutenberg.org/files/1946/1946-h/1946-h.htm
89
Ibid. Thesis 2.
90
Ibid. Thesis 28: “The first of these three phases concerns more the people the second, more the General and his Army; the third, more
the Government. The passions which break forth in War must already have a latent existence in the peoples. The range which the display
89
The official U.S. Army game strives to reject the Clausewitzian trident and depict the
virtual GWOT as politically decontextualized conflict of utmost use of force. This is quite
interesting approach from a game that according to marketing draws its inspiration from
real combat operations. Galloway (2004) pointed out that “it is important to make a
distinction between games that are modelled around real events and ones that actually
claim to be an extension of real life struggle.” In terms of grand strategy, which politics is
integral part of, America´s Army belongs clearly to the second category.
Lundblad and Frank (2002) distinguish games with political themes into two categories:
politically infused and politically tendentious games. First type refers to games that contain
political statements or presuppositions. Second type relates to games with political
statements that aim to convey coherent political theory instead of scattered messages. It is
safe to say that America´s Army is politically infused computer game. It´s themes can be
reflected to the U.S. foreign policies after 9/11, but they do not specifically convey any
political doctrine. Furthermore one can argue that almost every militainment game released
after the WTC strikes can be analysed from this perspective. Although players are called to
defend democracy and American way of life, with connotation to capitalism, these ideals
are not simulated into game experience in any way. They are just ideals behind the official,
politically correct, background story. The Army tries to evade explicit political statements,
but cannot (and will not) control the images and interpretations produced by design and
content, which automatically creates implicit messages. The ensuing paragraphs will
introduce and analyse certain game elements and phenomena relating to political nature of
AA, ranging from situation descriptions to in-game political communication and
commentary.
In the official U.S. Army game, mission briefings and situation descriptions are main
sources of implicit political messages, as they construct the narrative behind the simulated
combat missions. These game narrations continue the rhetoric about security and terrorism
threat set by governmental agencies after 9/11. Office of Homeland Security published a
report, National Strategy for Homeland Security in July 2002, characterizing the threat of
terrorism in following manner.
of courage and talents shall get in the realm of probabilities and of chance depends on the particular characteristics of the General and
his Army, but the political objects belong to the Government alone.”
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“Our enemies seek to remain invisible, lurking in the shadows. We are actively engaged in
uncovering them. Al-Qaeda remains America’s most immediate and serious threat despite our
success in disrupting its network in Afghanistan and elsewhere. Other international terrorist
organizations, as well as domestic terrorist groups, possess the will and capability to attack the
United States.” (p. vii)
Portrayal of the enemy threat in the 2002 report is similar with the current depiction of the
OpFor combatants (see sub-chapter 5.1.2). The omnipresence and global threat of terrorism
is underlined by situating game missions into Western settings. For instance, the wintry
Pipeline, released in the initial version (AA: Recon), takes place within the U.S. soil, in
Alaska, where a terrorist organization has captured a pump station with the intent of
creating environmental catastrophe. The terrorist group responsible is not identified.
Defense -team briefing in Weapons Cache -map, released in v1.2.1 on October 3, 2002,
offers interesting contact between in-game and real life global politics:
”Having secured anti-aircraft weaponry and disrupted illegal arms sale to known terrorist
organization, your unit was awaiting extraction. Weapons provide proof that a foreign power is
involved in acts of terrorism. Reactionary forces have arrived to recover the weapons or destroy
the proof.”
The situation description can be perceived as implicit political propagation convincing that
Iraqi regime was responsible of sponsoring terrorism. Relationship and cooperation
between Saddam Hussein and al-Qaida was one of the reasons used to justify the military
operation against Iraq. On October 7, 2002, President Bush provided an assessment of the
threat Saddam Hussein's regime posed to the security of the United States at the Cincinnati
Museum Center, Ohio.91 In October 11, 2002 the U.S Senate passed the Joint Resolution
(H.J.Res 114), Authorization for Use of Military Force Against Iraq Resolution of 2002.
President Bush signed the H.J.Res 114 into law on October 16, 2002. Operation Iraqi
Freedom commenced in March 20, 2003. It would be quite difficult to imagine that
allusion to “a foreign power involved in acts of terrorism” would mean any other country
than Iraq, especially when at the time of the release of v1.2.1 extensive media preparations
for the war were bombarded through every possible channel.
91
President Bush Outlines Iraqi Threat. Available online: http://www.whitehouse.gov/news/releases/2002/10/20021007-8.html
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The cooperative multiplayer map, ES2 Border (v2.8.4), portrays combat operations in
ambiguous Middle Eastern setting:
”Intelligence has identified this small border village as a hotbed for hostile activity and the
likely source of IEDs used in recent attacks. The local population is a mix of insurgents,
sympathizers and pro-democracy civilians. “
In a sense the situation description describes the challenges of the MOUT warfare, faced
everyday by the U.S. Army. Population of the fictional mission locale consists of
insurgents and civilians who support the importation of democracy to their country. In
Operation Iraqi Freedom and Operation Enduring Freedom, the like-minded civilians, as
characterized in the description, are in key position as the United States fights for the
hearts and mind of indigenous people. Such situations simultaneously underline
importance of maintaining the Rules of Engagement and attentiveness of the soldiers, as
the enemy can be hiding amidst the civilian population.
Economics have always been part of policy making. Situation description of SF Refinery
unites objectives of the GWOT with safeguarding foreign targets that have impact on the
U.S. economy. The mission is part of map pack (v2.8.1), designed in partnership with
Guildhall at Southern Methodist University. This type of open association with war and
economic interests is exceptional in generally cautious game rhetoric as the war in Iraq has
been popularly acclaimed being a war on oil resources.
“A terrorist cell has announced its intent to capture a high profile petroleum engineer and
thereby disrupt petroleum production and the U.S. Economy. U.S. Special Forces must
safeguard the engineer from terrorist action.”
Political aspects in computer games naturally raise questions of propaganda. America´s
Army cannot be classified exclusively as a propagame, because of its multiple functions,
but it definitely contains certain elements of this genre. Compared to Kuma\War 1 (2004)
and Kuma\\War 2 (2006) by Kuma Games, AA disseminates extremely polished and fine
political messages. Kuma –series, marketed with slogan “Real War News. Real War
Games”, is a free episodic third- and first person shooter with tie-ins to the U.S. military,
although it is not officially endorsed by any service branches. The series have become
known for its efforts to recreate actual combat missions. The mission list includes
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mediations of the killings of Uday and Qusay Hussein and Abu Musab al-Zarqawi, high
ranking al-Qaida operative in Iraq. Kuma\War 1 features remediation of the capture of
Saddam Hussein. Developers of the game series portray themselves as reliable provider of
information, contesting with news broadcasting: “Kuma War is a series of playable
recreations of real events in the War on Terror. Nearly 100 playable missions bring our
soldiers' heroic stories to life, and you can get them all right now, for free. Stop watching
the news and get in the game!”
Under Ash (2002) and Under Siege (2005), published by Syrian publishing company Dar
el Fikr, and Hezbollah´s Special Forces (2003) and Special Forces 2: Tale of the Truthful
Pledge (2007), which situate players against Israeli Defense Forces (IDF), are examples of
propagames that narrate the ongoing armed conflicts from an Arabic point of view.
However they are quite unfamiliar in Western militainment culture as the games are
targeted mainly towards domestic and Muslim players.
Fig 14: Cover art of Under Siege.
Li (2003) discussed the absence of political communication in the official game space,
which relates to ephemeral nature of conversation and player demography´s eagerness to
open such topics. Compared to other contemporary FPS games that utilize continuous
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respawn, the single spawn mode of AA creates time and room for even in-depth
conversations as “dead” players have to wait their spawn until the ongoing round is
resolved and the next one starts. However players are not extremely keen to open political
topics; instead they concentrate on game-related discussions or petty quarreling. Players´
disposition towards political communication is best explained through an example. One of
the most interesting commentaries of AA has been media artist Joseph DeLappa´s dead-iniraq –project92, which started in 2006, coinciding with the 3rd anniversary of the start of the
war in Iraq. In his online gaming performance, which can be defined as counterpropaganda, DeLappe protested the war in Iraq by logging into the game servers and
typing the names of American service persons killed during the Operation Iraqi Freedom.
However dead-in-iraq created more attention to DeLappa than to his cause, as players
adopted hostile and sarcastic attitude towards the project as he disrupted their game
experience. The fact that DeLappe did not explain his intentions was seen as direct
provocation. Furthermore DeLappa did not concentrate his protest on official Army
servers, but disturbed gaming activities on leased servers, rented by individual gamers and
clans. The project manifested that FPS game space is hardly a practical venue for such
demonstrations, because of its escapist nature; players gather to entertain themselves and
escape from the routines of their daily lives, not to discuss politics. Gaming forums would
be more suitable public space for this type of communication.
Albeit the virtual theatre of war depicted in the official U.S. Army game is beyond dispute
a political matter, there are also causes that can explain the absence of explicit political
statements to a certain extent. America´s Army portrays one of the most extreme states of
being imaginable, combat. It is the condition which prevails after diplomacy has failed.
Game´s attitude towards politics can be summarized with a quote from Ridley Scott´s
Black Hawk Down. In a key scene a young and idealistic Ranger asks a veteran whether
they should be in Somalia, the character of Hoot replies: “Y'know what I think? Don't
really matter what I think. Once that first bullet goes past your head, politics and all that
shit just goes right out the window.” Bogost (2007) argues that correlation between Honor
rewarding system and politically decontextualized missions offer a perception into the
game´s social reality. “Reward comes not from service completed in the conscious interest
of a conflict, but from service completed in the absence of political circumstance. The U.S.
Army recruit, one learns from America´s Army, is an apolitical being." (p. 77)
92
dead-in-iraq: http://www.unr.edu/art/delappe/gaming/Dead_In_Iraq/dead_in_iraq%20JPEGS.html
94
5.4 America´s Army: Simulacrum
One can argue that the Army has just replaced a simulacrum of itself with another artistic
simulacrum while striving towards the real. The concept of simulacrum refers to an image
or likeness, which does not represent the whole reality of the original, only parts of it. Jean
Baudrillard (1988) divided the process of image-making into four successive phases: 1)
reflecting the basic reality; 2) masking and distorting the basic reality: 3) masking the
absence of the basic reality; and 4) a pure simulacrum; an image that has no relation to the
basic reality. The phase of pure simulacrum is associated with postmodern age. For
Baudrillard simulacrum is not a replica of the original as it becomes “real” through process
of reproduction, a hyperreal. Before the initial launch of AA:Recon Maj. Chambers (2002)
postulated the media image of the Army:
“America does not know the real Army. In contrast to previous eras, today’s citizens have
relatively few portals of insight into the Army as a profession. Increasingly, youths and those
who influence them are in touch with an Army that does not exist, but is instead the product of
Hollywood, the media and marketing. Since these perceptions are often negative, Army
recruiting suffers.”
However creation of this perception is not as one-sided as Chambers implies. Boggs and
Pollard (2006) call relations between motion picture industry and the DoD as Hollywood
War Machine, referring to films that directly and indirectly glorify the U.S. military
hegemony. In this relationship, that has lasted several decades, the U.S. military acts as
funder and provider of equipment and subject matter expertise. In other words the Army
Game Project was dispatched to eradicate the negative perception that has been created by
the media in partial cooperation from the U.S. military; Department of Defense has been
able to influence the content of these products of Hollywood. It goes without saying that
Maj. Chambers does not speak of films such as Saving Private Ryan (1998) or Black Hawk
Down (2001), which represent warfare as spectacle and soldiers as dedicated band of
brothers. Premise of these war films are build upon the code of duty, honour and bravery.
They are products of Hollywood that treat warfare from almost mythical perspective, only
superficially addressing or questioning politics and motives behind the story. Furthermore
they handle with themes that are beyond criticism or immortalized in cultural discourse,
such as the decisive role of U.S. military in the Second World War or acts of selfless
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service, like those of MSG Gary Gordon and SFC Randall Shughart93 depicted in Black
Hawk Down.94 Scott´s Black Hawk Down communicate specific message to the audience;
U.S. Army leaves no man behind. This ethos, which is a tenet of the Soldier´s Creed, is
underlined with multiple key scenes and narrative means. This creed and visual aesthetics
of the film have been repurposed and used as a point of reference in MOUT map, SF CSAR
(Combat Search and Rescue), released in v2.0.0 (SFAS).95 The assault mission is like a
virtual sequel to the film, in which players participate in rescuing helicopter pilot and
destroying the remains of downed MH-60 Black Hawk. To summarize: SF CSAR can be
regarded as a remediation of a remediation.
What Chambers means as sources of negative perception are films like, Apocalypse Now
(1979), Full Metal Jacket (1987), Jarhead (2005), In the Valley of Elah (2007), and Battle
of Haditha (2007). The attitude of Apocalypse Now and Full Metal Jacket towards military
and war are legendary in their cynical portrayal of the Vietnam War. Jarhead,96 directed
by Sam Mendes, gives a less glorified portrayal of the soldiering profession. In the film,
American soldiers battle against seclusion and dullness instead of enemy combatants. In
the Valley of Elah confronts the audience by treating with controversial themes, such as
posttraumatic stress disorder (PTSD) and prisoner abuse. Title of the film refers to the
biblical duel between David and Goliath. Battle of Haditha is based on Haditha killings in
2005, where 24 Iraqis died after insurgents attacked a convoy, 15 of those killed were
civilians. Albeit these films reflect militarism from pessimistic perspective, they do not
judge individual soldiers; instead they depict warfare as madness that feeds itself through
various forms of human suffering.
Since the Vietnam War armed conflicts have increasingly become media spectacles and
sources of entertainment. The crossover of fictional representations and realities of war has
also been notices by the U.S. military officials. General Norman Schwarzkopf, commander
of the coalition forces in the Operation Desert Storm, noted in an interview that war is not
a Nintendo game, something that is fought by robots.97 The AGP´s quest to provide “the
93
Snipers of 1st Special Forces Detachment-Delta (1SFOD-D), MSG Gordon and SFC Shughart died defending four critically wounded
personnel in the Battle of Mogadishu. They were posthumously awarded with Medal of Honor in recognition for their actions. See:
Medal of Honor Recipients: Somalia. Available online: http://www.history.army.mil/html/moh/somalia.html
94
Black Hawk Down is a depiction of the Battle of Mogadishu, part of Operation Gothic Serpent, fought on October 3 and 4, 1993. The
film is an adaption of Mark Bowden´ s book, Black Hawk Down – A Story of Modern Warfare (1999).
95
Recreation of the Battle of Mogadishu has mediated into a game, Delta Force: Black Hawk Down, in 2003 by NovaLogic.
96
The film is based on U.S. Marine Anthony Swofford´s memoir, Jarhead: A Marine´s Chronicle of the Gulf War and Other Battles
(2003).
97
Norman Schwarzkopf interview at Academy of Achievement: http://www.achievement.org/autodoc/page/sch0int-1
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most authentic military experience available” and intentions to reshape the negative public
perceptions about the service can be examined from the perspective of hyperreality. The
concept refers to player´s incapability to distinguish reality from representation. An
individual playing the official U.S. Army game can start conceiving warfare as something
that does not exist in reality. Albeit the fictional representation is not extremely authentic
or realistic depiction of armed conflict it can replace the “real” for the player, rendering the
reality of war unactual. In general, the commoditization of warfare i.e. militainment and
militarization of the civilian culture, through games, cinema and news broadcasting, can
constructs a hyperreal image of warfare by portraying it merely as a clean high-tech
phantasmagoria, waged with smart bombs and other precision weapons. The armed forces
around the world are now training people that grew up playing video games, mainstream
media of the digital era. Some of these members of the “wired generation” are already
serving their countries in battlefields of Iraq and Afghanistan. Journalist Evan Wright has
coined the term “Generation Kill” to describe this cohort of people. From this perspective
it is also natural that military has adopted games as training tools to teach and hone certain
soldiering skills, such as situational awareness and communication. However one must be
careful in drawing definitive conclusions on how wargames shape and influence players’
comprehension of warfare, as the area is not adequately researched. For those who enlist
the fact that there is no respawn option in real war becomes evident during the boot camp
at the latest.
5.5 Themes of Recruitment
Harnessing contemporary media for military strategic communication and recruiting
purposes is not a recent phenomenon or novel idea. “Piggybacking the armed services
message onto popular entertainment was pioneered years go in movie newsreels, radio, and
TV ads.” (Zyda et al., 2003b:219) As discussed in sub-chapter 3.1.1 the key messages
behind the AGP were formulated in other public relation initiatives, “Army of One” and
“Army Strong” campaigns. There were also rhetorical equivalences that could be traced
back to even earlier time periods, as Capra´s Why We Fight –series demonstrated.
America´s Army is a farthest end of a continuum that started with the most famous
anthropomorphization of the United States, J.M. Flagg´s Uncle Sam poster, and
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establishment of the Office of War Information (UWI) in 1942. In their two-piece study,
Trends in Military Influences on Army Recruitment Themes: 1915-1953 (2001) and 19541990 (2002), Peter Padilla and Mary Laner examined trends of military recruiting themes
through content and sociological analyses of printed recruitment materials, such as posters
and advertisements, from 1915 to 1990. They divided the aforementioned time period into
eight separate historical eras: World War I (1915-18), World War II (1940-45), The
Postwar Period (1946-49), The Korean War Period (1950-53) Early Cold War (1954-64),
The Vietnam War (1965-72), The All-Volunteer (1973-80) and Late Cold War (1981-90).
From the data Padilla and Laner identified seven distinguishable recruitment theme
categories: 1) job/career/education; 2) adventure/challenge; 3) patriotism; 4) social status;
5) travel; 6) miscellaneous and 7) money. As a hypermedia system the AGP enables
simultaneous use of four categories: job/career/education, patriotism, adventure/challenge
and social status.
The category job/career/education, to which the category of money has been integrated as
benefits, is the principal recruitment theme of the AGP. According to Padilla and Laner
(2002) the category focuses on acquiring a skills or funds to pursue higher education.
America´s Army aims to provide “players with the most authentic military experience
available, from exploring the development of Soldiers in individual and collective training
to their deployment in simulated missions in the War on Terror.”98 In other words the game
intends to portray accurately what kind of occupation the soldiering profession is from
initial stages to active duty. The training simulations and game missions demonstrate the
practical side of the soldiering profession, whereas the Strength for Life –videos on the
AA:SF homepage mainly concentrate on service-related benefits and career opportunities.
The Army service is described in following manner:
“From recruitment to retirement, the U.S. Army provides a unique and diverse lifestyle.
Soldiers are given every opportunity to grow. With expert training in one of over 150 different
jobs for Soldiers on Active Duty and over 120 in the Army Reserve, you'll gain a foundation of
confidence, discipline, and leadership - and an experience that will give you an edge over those
in the civilian world. The Army also offers money for college to further position you for
success. It's the strength for today - and the strength for an even better tomorrow.” 99
98
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Source: AA:SF homepage: Game Features: http://www.americasarmy.com/intel/features.php
Source: AA:SF homepage: Strength for Life: http://www.americasarmy.com/army/
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The message of lifestyle is strengthened with four video interviews of SPC Taylor, PVT
Alaniz, SGT Peter, and SSG Sperling. All interviews emphasize financial, educational,
health care, and recreational benefits provided by the service. SPC Taylor, the only female
soldier present in the AGP´s recruiting initiatives, addresses with misconceptions of the
soldiering profession among civilian population and educational benefits that attracted her
to join the Army. PVT Alaniz is interviewed in a classroom with other soldiers. Other
soldiers in the classroom are browsing AA:SF homepage. For Alaniz, who continues
military traditions of his family, joining the Army meant independency; he joined the
Army to pay his college education. SSG Peters also grew up in a military family; his father
was also a soldier. His interview treats with the false beliefs of the military service, created
by the entertainment industry. “It is not as hectic as it normally might seem in the TV
shows or the movies”. The video also treats with themes ranging from insurance and health
care to housing benefits. The interview of SSG Sperling demonstrates that the target
demography of America´s Army reaches beyond the younger members of Generation Y;
his core message is directed towards more mature audience. Sperling, a father of two
children, talks about the inexpensiveness of having children and child care while serving in
the Army. SSG Sperling accentuates the rhetoric of unique life style and comradeship of
soldiers, by dividing the civilian and military world into separate spheres as he praises the
health care benefits: “they´re part of my community. They are soldiers, so they take care of
you, I think, a little better than a civilian out in the outside world.“100
In 1977 Charles C. Moskos (1934-2008) presented his Institution/Occupation (I/O) thesis,
which has since influenced research on military sociology. The I/O model argued that the
armed service was becoming more of an occupation and less an institution. Moskos saw
negative effects in using financial incentives in recruitment. He postulated that the civilianinfluenced model of soldiering profession, where soldiers have status of employees was
harmful for the primary group solidarity, held integral for effective service by military
sociologist (Padilla & Laner, 2001). The I/O thesis opposes the all-volunteer military
model and has remained a highly controversial topic. Senior Fellow of the RAND
Corporation, Bernard Rostker (2006), considered the financial incentives rather as a way to
manage problems concerning recruitment. According to Rostker by developing new
marketing strategies and marketing programs were essential in recruiting high-potential
youths. Media could only be used to convey the message about the benefits and
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Transcript from SSG Sperling´s interview. Available online: http://www.americasarmy.com/flash/qol/sperling_1.swf
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opportunities, whereas the military had to guarantee these promises with different types of
incentives. “A mix of economic benefits and educational programs helps channel youths
into hard-to-fill occupations, hazardous duty assignments, and undesirable locations.
Educational benefits proved particularly important.” (Rostker, 2006:753) As the
argumentation and themes of the Strength for Life -videos exemplified, the AGP follows
the path set by the I/O hypothesis to certain extend as it emphasizes financial and
educational benefits, but at the same time it appeals to sentiments beyond the material
world, such as the Esprit de Corps – a morale and common spirit of comradeship. These
ideals become evident in the second recruitment theme category: patriotism.
Patriotism is naturally an axiomatic theme in the official U.S. Army computer game. Even
though the armed forces have difficulties in attracting high potential prospects of the
Generation Y, it is still one of the most regarded institutions in American society. This
high regard and respect became evident in popular culture and media outlets as the wars in
Afghanistan and Iraq begun; even if people were against these operations, they always
underlined their support for the troops, separating the politics behind these conflicts from
service personnel fighting in them. Patriotism in America´s Army refers to rhetoric which
underscores the sense of duty and commitment to defend one´s country against ambiguous
concept of tyranny. The game slogan itself calls the players to empower themselves and
defend freedom. “Army Strong” advertisement screened inside the Virtual Recruiting
Station (VRS) portrays soldiers fulfilling their patriotic duty in following manner:
“Speed, courage and power. Not for ourselves alone. Always ready (semper paratus). No task
too tough. The will to succeed. Led by love of country (ducit amor patriae). Honor and
courage. Vigilant and swift (vigilans et celer). Can and will. We will always win.”101
Similar rhetoric saturates the Soldier´s Creed i.e. Warrior´s Ethos (see 5.1.1), which states
that as an American soldier one stands ready to “deploy, engage, and destroy the enemies
of the United States of America in close combat” and to act as an “guardian of freedom
and American way of life”. In the AGP patriotism and pride of serve the country is
omnipresent theme from graphical design, as the game intro and several loading screens
with the Star-Spangled Banner demonstrate, to textual rhetoric on the AA:SF homepage.
Likewise the American player demography, the non-American players and clans transfer
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The Latin verses are slogans found from different coat of arms of the U.S. Infantry Regiments: Vigilans et celer (395th Infantry), ducit
amor patriae (131st and 361st Infantry), and semper paratus (16th, 24th and 364th Infantry).
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their patriotism and national sentiments into the game world, in form of avatar nicknames
or various graphical banners and signatures, celebrating militaries of their own countries
through a game that has been designed to glorify the U.S. Army. This is not exclusive
phenomenon of the Army game, but a general trait of the FPS genre.
The category of adventure and challenge, emphasizing action, is mainly associated with the
actual game, which allows creation of engaging and appealing immersive experiences.
Representation of the whole game experience can be seen as dynamic and interactive
action-adventure in three-dimensional virtual environment; players can safely engage on
undertakings of hazardous nature. The Real Heroes biographies and videos, available on
AA:SF homepage and in-game Virtual Recruiting Station can be situated to this theme
category. SSG Zedwick, one of the original Real Heroes, is characterized as an
adventurous spirit with early interest in soldiering profession. On his biography he recalls
motives behind his decision to enlist: “I wanted adventure and something of my own,
something I did myself without mom or dad helping me. At the same time, I wanted to do
something patriotic and serve my country.”102 This type of rhetoric sends strong messages
towards the potential prospects as the Real Heroes are portrayed as soldiers who exemplify
the moral principles and professionalism of their craft.
The category of social status refers to messages that speak with potential recruit´s sense of
identity and moral character. In later periods, the All Volunteer (1973-80) and the Late
Cold War (1981-1990), the category has mainly been used to address the enhancement of
recruit´s social status (Padilla & Laner, 2001). One can expect that this trend has continued
after the 1990s. Elite military squads have been traditionally used as objects of
identification in this recruitment theme category. “The social deference system depends on,
and is conveyed through, the various chevrons, pins, and related items of army-issued
clothing. Thus, the use of insignia associated with elite special units may influence a
recruit’s motivation to join.” (ibid. p. 423) In America´s Army, the combat-oriented
branches of the 75th Ranger Regiment and “Green Berets” (SF) of the Special Operations
Forces (SOF) represent Army´s elite squads that participate on the most challenging
military operations. These elite units have further uses for the AGP than just recruiting
purposes. Shift in focus of representation in game version v2.0.0 (SFAS) – from the regular
infantry to Special Forces – marked transition from conventional warfare towards
102
SSG Zedwick´s Hero biography: http://www.americasarmy.com/realheroes/index.php?id=3&view=bio
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asymmetrical warfare. By centering on the SOF organizations developers were able to
convey favourable message on Army´s level of preparedness to meet the challenges of the
21st century warfare.
5.6 Spoils of War
Value of commercial games is generally measured through two criteria: reviews and
financial performance (Bogost, 2007). Since America´s Army is a non-commercial game
only the first criterion of reviews can be applied to judge its success. The initial version,
Recon (v1.0.0) was well received by the game industry as it was introduced at 2002
Electronic Entertainment Expo. In the aftermath of E3 game collected favourable critical
reviews and multiple awards for spoils of war. IGN gave the rating of 8.8/10 with “Editor´s
Choice Award” and “Biggest Surprise of E3”. Another gaming site, GameSpot.com
reviewed the game with 8.2/10 points and rewarded it as “Biggest Surprise on PC”.
Wargamers selected it as ”Best of Show”. Additionally AA´s serious game elements have
been noticed; it received Digital Entertainment & Media Excellence Award for Advergame
of the Year in 2005. The game has also been a subject of extensive press and television
coverage. The AADT has naturally been satisfied with the response. In a 2002 interview,
the former development director for the AGP, Michael Zyda, posed an interesting question:
“what if the game rebranded the Army into America´s Army?” (Gegax, 2002:4). Exposure
to game brand does not alone dictate the success of the official U.S. Army game; serious
games must be subjected to different type of accountability as their starting points and
objectives differ from commercial games. “Serious games replace the cycle of capital with
the cycle of political regimes, the cycle of industrial production, the cycle of
institutionalized social goals." (Bogost, 2007:320)
In the end the accountability of AA is related to its ability to persuade. The AADT must
provide evidence of successful strategic communication campaign for the military
community to secure appropriate funding for the future. Also the amount of traffic it has
generated to the official recruiting site, GoArmy.com, is an important indicator of success.
GoArmy.com, has received over 1.5 million click-throughs from the AA:SF website. A
2004 survey of the effectiveness of Army marketing and strategic communication stated
that the game was the most effective project in engendering positive image of the
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soldiering profession as 29% of young Americans between ages 16 and 24 had contact
with the game (Davis et al, 2004). Another informal survey, conducted at Ft. Benning,
pointed out that 60% of recruits were familiar with the game; 4 out of 100 recruits named
America´s Army as the principal influencer to join the service (Jonsson, 2006). According
to Erich Blattner, better known in the AA community as [Dev]Pye, producer for the AAPA,
surveys have indicated that the game has been notable factor in shaping interests of recruits
about the Army and a source for information gathering on the Army (Gaudiosi, 2008).
Second most important indicator of success is the number of downloads and registered
users. In terms of return of investment the AGP can boast with impressive statistics; over
9.4 million registered users have played the game over 230 million hours since its debut.
However closer inspection of the user statistics reveal that developers may be somewhat
over enthusiastic and optimistic concerning game´s overall popularity. For instance the
figures do not necessarily reflect accurate size of the active and dedicated player
demography. Furthermore the multiple accounts of experienced players will create a slight
distortion. Here are the most important game-related statistics:103
Total registered players: 9,442,212
Total completed BT (basic training): 5,170,656
Marksmanship (unqualified): 36.49 %
Marksmanship (Marksman): 13.62 %
Marksmanship (Sharpshooter): 29.51 %
Marksmanship (Expert): 20.38 %
Honor 0-20: 93.95 %
Honor 21-40: 3.83 %
Honor 41-60: 1.23 %
Honor 61-100: 0.61 %
About 5.2 million registered users of total 9.4 million have passed all the BCT simulations,
required to play the regular infantry missions and standard military occupational
specialities. Almost 1/3 of the registered users have not even passed the Basic Riffle
103
Data retrieved 10.12.2008. Source: AA:SF homepage - Intel: http://www.americasarmy.com
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Marksmanship, the first training simulation of BCT. In other words they have never played
the online missions. In estimating how much time a player has spent with the game the
Honor –rewarding system is excellent indicator. Overwhelming majority of players has 020 point of Honor. When the starting amount of Honor is 10 points the figure gives an
indication of player´s persistence with the game. From 10 to 20 Honor players require
1,000 points/level; these 20,000 points can be acquired quite rapidly. After Honor level 21
the player percentage dramatically lowers, inferring that small fraction of registered users
have actually continued to play the game for longer period of time.
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6. CONCLUSIONS: THE ARTEFACT OF WAR
Development of the Army Game Project indicates transformation in the structures of the
military-entertainment complex. The project has advanced the use of digital games from
mere training tools into feasible public relations channel, suitable for effective one-tomany communication. During this process the U.S Army has become recognized developer
and publisher of game entertainment, instead of just acting as co-producer, –funder or
subject matter expert. The Army had existing organizational culture, developed after the
Cold War, which concerned digital games and simulations as a usable asset for various
purposes, making the realization of an innovative undertaking like the AGP possible. This
culture that “accepts computer games as powerful tools for learning, socialization, and
training” (Macedonia, 2001:167) is slowly starting to emerge in the civilian world through
serious game phenomenon.
In the present thesis America´s Army has been defined as an advergame, but it can also be
referred as an edumarket game, as it combines the elements of advertainment and
edutainment. This serious game subgenre aims to convey messages “to increase the value
of product, an institution, a concept or even an ideology, by using a recreational approach
with an educational dimension”. (Alvarez et al., 2006:3) AA´s multidimensional functions
can be reduced into two main categories: persuasive and educational functions. The
persuasive function, which includes advertising and propagation aims, is the principal
function of the AGP as its impetus was to develop a game to support strategic
communication and recruiting efforts. First and foremost the official U.S. Army game is an
interactive advergame, in which players interact directly with virtual representation of the
advertised institution, rather than being subjected to mere product placement.
The in-game propagation is mainly linked to the manner of argumentation used in
advertising and conveying explicit and implicit messages. The ethical questions that
inevitably follow the use of propaganda depend on how the concept is perceived. In
principle propaganda is neutral term that refers to systematic dissemination of information
that reflects the cause of the advocating party, but after WWI and II it has obtained
negative connotation in the Western societies. The Army openly admits that their game is
propaganda. The principal rule of in-game communication is that messages concerning the
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Army are explicitly expressed, whereas messages relating to the enemy and mission
locales are usually implicit. References to politics are ambiguous and politically correct,
leaving room for array of interpretations. America´s Army is form of subtle white
propaganda that is inseparable from advertising; both these forms of communication share
similar rhetorical techniques. Attitudes concerning advertising through wargames during
the time of war and the use of propaganda differ; as expected certain interest groups, such
as media violence researchers and American liberal media, have adopted extremely
precarious stance towards the game, whereas the military community have focused on
commending it as a revolutionary tool of strategic community. For the one the game is a
tool for lusory brainwashing and an all seeing eye of the new world order, whereas the
other regards it as the herald of technocratic progress. The game has been in the centre of
attention mainly because it is officially endorsed by the U.S. Army and its strategic
communication objectives, but we should not overlook the fact that its rhetorical and
aesthetical representation does not considerably differ from other games of the FPS genre,
which traditionally glorifies militarism and warfare. On the contrary in certain cases AA is
more socially aware and politically correct than its commercial points of comparison.
As the analysis of recruitment trends and themes revealed America´s Army is a mix of
innovation and traditions. The main difference between other recruitment campaigns and
the AGP is the medium on which they operate. Nevertheless the most innovative aspect of
the project is not necessarily the medium, but its aspiration to reach towards people who
are not necessarily part of the existing constituency, and reshape the negative perceptions
about the Army service. America´s Army has not been designed and published to preach to
the choir, which has been fundamental failing of the persuasive game genre. Games like
September 12th, John Kerry: Tax Invaders, Quest for Saddam,104 and The Anti-Bush
Videogame are developed mainly to uphold shared narrative of an interest group and rally
the troops. One important factor contributing to the limited scope and minimalistic
representation of these games is their small budget, compared to the AGP, which enjoys
adequate funding to develop complex virtual environments. In AA the full potential of
digital games as vehicles of propagation has been harnessed for the benefit of the sponsor
as it expands the sphere of influence outside its present boundaries.
104
In 2006, Global Islamic Media Front released altered version, Quest for Bush. In the game references to Saddam Hussein were
replaced with references to G.W. Bush.
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The array of explicit and implicit messages constructs a media strategy with three main
pillars. These pillars are: 1) freedom and democracy, ideals that are interchangeable with
the concept of civilized worlds, are under attack by omnipresent global terrorism; 2) the
U.S. Army is the central organization to repel and deter this threat, because of the high
level of training and its technical preparedness to wage unconventional war of the 21st
century; and 3) you, the player, can virtually partake on this epic battle between freedom
and fear. Promotional video trailer of the AA:SF -series, combining film footage with
computer-generated animation, is an example how these arguments are united into
consistent marketing message.
“As long as there are forces that threaten the promise of freedom America´s Army stands
ready. And in the vanguard you will find Special Forces, the Army´s quiet professionals,
qualified for independent action, experts in unconventional warfare. Help liberate the
oppressed. Become one of America´s Green Berets and subdue the enemies of freedom.
Empower yourself. Defend freedom.”105
America´s Army is not a narrative i.e. account of events, although it contains ergodic
elements and modes of narration. The game is rather a loose bundle of different types of
combat operations, situated into the ambiguous context of the GWOT, without a coherent
story line or plot. There is a short prelude to war in form of training simulations, before
players are deployed into the action. AA can be understood as a syntagm, a combination of
signs and units, which uses the medium of digital games as its platform. Focalization,106
the perspective through which the information is presented, is definitely the most notable
narrative mean utilized in the game. Players experience and explore the game world and
the encoded agenda from first-person view point and receive unilateral and one-sided
information from non-player characters or mission descriptions that act as “narrators”. This
thought correlates with an argument, presented by Ian Bogost (2006), that games are
“biased, non-objective modes of expression that cannot escape the grasp of subjectivity
and ideology.” (p. 99) The notion is beyond dispute in case of an edumarket game that was
designed to host rhetoric about an organization that has also published and developed it.
Game´s unique swapping paradigm, which limits the subjectivities of players to American
soldiers, is designed to enhance the impact of focalization. The paradigm also demonstrates
that particular view point is considered more important than the message of military
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See the video: http://www.youtube.com/watch?v=TrUaXIVCPX4
Eskelinen (2004) states that focalization is “delivery channel for narrative information, and its functioning as a narrative device is
ultimately based on uneven distribution of knowledge."
106
107
transformation, although it has been repeatedly underscored in various marketing
materials. For the aims of the overall game project, players´ identification with moral
codes and ethos of the Army is perceived more significant than representation of the
technical marvels of the 21st century warfare.
The educational function can be considered as the additional objective of the project. After
the initial launch of the AAPA version the game software has evolved into a technological
platform that serves different needs of edutainment, prototyping, and visualization
purposes. This was due to its capability to render realistic and adaptable virtual
environments. Although the AAGA applications are usually associated with edutainment
one should not undervalue the educational elements of the AAPA version. The VIRTE and
ARI research projects demonstrated that games initially designed for entertainment can
contain elements that suit for pedagogical and research needs. The ARI´s four-point
guideline for creating effective edutainment107 cannot be applied to the game as such,
because AA is not a proper edugame; as an edumarket game it only contains some of these
elements. Nevertheless one can conclude that representation of information in the Army
game is quite consistent with the ARI´s findings. Instructional objectives of the training
simulations are relevant to the progression and evolution of the virtual soldiering career.
Representation of the objectives favours procedures over factual information, although
there are exceptions, such as the didactic combat medic training simulations. Combination
of images, animation, and spoken text are main presentational modalities; printed text is
used mainly in mission and situation descriptions or to provide factual background
information. In addition the ARI´s demand for motivational factors of challenge, realism,
and exploration have become standard characteristics of contemporary games.
The Army game brand can definitely be considered as a success story of marketing and
strategic communication; it stands for entertaining piece of militainment that has managed
to gather avid international fan base, and become part of larger gaming culture.
Nevertheless its success is slightly undetermined as it does not have to create sales, but
downloads and clicks to GoArmy.com; the Army does not compete with commercial
gaming industry for financial gains. One can only guess that whether America´s Army
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1) Instructional objectives should be integrated into the game storyline, so that the training material is relevant to the progression of
the game; 2) Spoken text and graphic images were found to be more effective presentation modalities than printed text; therefore, printed
text should be kept to a minimum; 3) Games should be used for teaching procedures and experiences rather than factual information; and
4) Training games should be designed with attention to challenge, realism, control and opportunities for exploration, which influence
player motivation.
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would have made it in the game market, where most of the products fail commercially. As
the results of Army´s internal surveys demonstrated the game project can be considered to
have fulfilled its initial objectives of raising positive awareness about the service among
young Americans. Digital games are extremely powerful media to disseminate persuasive
messages; along with the Internet it is one of the most preferred recreational mediums of
contemporary popular culture. With printed material and filmed footage individuals
usually engage for maximum of few hours, whereas an online game, to which players build
strong emotional connections through avatars and social formations, can keep people
engaged even for years. For marketing purposes this is an ideal situation; the players spend
most of their time repeating and performing the same core game mechanics that constitute
the overall characteristics of the game. If the marketing message can be embedded into
these actions participation with the product and the “customer” is assured. The Army did
not have to saturate the game environment with product placement as the game is about
itself; what the Army is selling is a concept that has historically been a source of popular
culture. Another crucial factor impinging to game´s success was the time of its release;
9/11 and beginning of the Operation Enduring Freedom in Afghanistan situated the U.S.
military into the focal point of international media.
For consumers the most inviting lure of the AGP is the fact that the Army offers a quality
FPS game free of charge. Such marketing pitch almost automatically guarantees large
amount of downloads as the word spreads through gaming communities; the game can be
enjoyed without financial consequences. As the user statistic demonstrated, more
problematic task is to keep the registered users active after their initial interest. From the
drastic downward curve in number of more experienced players, one can presume that
although players keenly download the game and register their user accounts, only minority
of gamers become long term “customers”. This type of distribution in player demography
is typical for the ephemeral and vacillating nature of gaming communities. Communities
are constructed of dedicated and casual players; the latter group of gamers come and go as
new games or trends appear, whereas the core of the community, the “hardcore” gamers,
keeps it alive.
The fact that the official U.S. Army game has remained a closed system, as it balances
between the worlds of advertising and gaming culture, will not overcome this general
tendency. Introduction of the AAMD only nominally changed the author/subject
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relationship. Restrictions in creating alternative narrations have very practical reasons; the
Army simply cannot afford for user-created scenarios, which could treat with controversial
subjects, to be played and replayed on their advergame. It has to protect its brand. Albeit
the open system structure would cause problems concerning control, it would also prolong
the lifespan of the game, guarantee further exposure for the brand and keep the player
demography active. In case of America´s Army this operations model would have been
topical months ago, as new FPS games at the head of Call of Duty 4: Modern Warfare,
have diminished the size and activity of the AA community. It would be impossible to think
that Half-Life (1998) could enjoy the status that it still possesses without its Counter-Strike
modifications. In the future Army should acknowledge that in the computer game culture
the audience of petty producers are a source of continuity and imagination to be reckoned
with. They are an underlying asset that should be utilized to their full potential. Realization
of modifications would not be impossible, if they are subjected to similar review process as
user-created AAMD maps. From this perspective the Army should reconsider its position
to the relationship of power between the author and the subject and allow creation of
modifications, and thus enable rereading of the common narrative.
And what about the oft-repeated question of realism? We can conclude that in Army´s
marketing rhetoric the term “realism” is interchangeable with the term “authenticity”. The
official U.S. Army game can be described best as a hybrid of entertainment and military
simulation. As the analysis of the game mechanics and characteristics demonstrated
America´s Army fulfils the standards of realism set by other games of the FPS genre. The
game employs few noteworthy innovations and procedures that push the boundaries of
immediacy further, such as the Combat Effectiveness Meter, single spawn mode, and
random objectives. Although these features contribute to more dynamic and authentic
gaming experience certain realities of war, ranging from strategic level to character
physics, are discarded. Choosing the most applicable set of realistic mechanics is
fundamentally tied to the overall design of the game. For instance employing respawn in
AA would have detrimental effects for the gameplay, whereas in Battlefield –series the use
of the mode is more suitable, since it features more players, has larger gaming area and
utilizes number of vehicles. Game developers will pick mechanics that serve their needs,
but it is difficult to imagine a game that would contain every realistic mechanic available
or already used. Such product may not necessarily be economically viable as there would
be hindrances to its playability. This constant balancing between the line of realism and
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entertainment produce a state of verisimilitude, defined in the present thesis as engaging
realism; a game simulation cannot create accurate mirror-image of the represented
phenomenon, but a simulacrum, which does not contain all the characteristics of the
original. Conventions of the gaming culture should also be addressed as a factor that keeps
distorting the basic reality, as the universal use of degenerate strategies demonstrate.
Online wargames in general are not played according to realities of warfare, even if they
claim to reflect the real; they are played as games in which exploiting the system can be as
important as defeating the enemy. Boundaries of the system are constantly challenged by
the players to gain the upper hand. The official U.S. Army game is not necessarily “the
most authentic military game available”, but it is definitely “the most authentic U.S. Army
experience available.” One can infer that in terms of realistic gameplay America´s Army
does not significantly differ from other contemporary first-person shooters, but the veracity
in scrupulous graphical representation creates an atmosphere of authenticity that could not
be achieved without the omnipresence of the U.S. Army. We can also conclude that
realism in gaming is ultimately in the eye of the beholder; certain audiences deem the FPS
genre as the most realistic because of its photorealistic human scale representation,
whereas others regard RTS games in the same position because of their large scale realism.
The AGP´s courting season with the FPS gaming community will be permanently over as
the next installation of the series, America´s Army v3.0, is released. Future may prove to be
challenging for the project as the genre, through which the Army conveys its strategic
communication messages, is perhaps the most competitive one in the game industry. The
game brand has to evolve in order to distinguish itself from the swarm of other games.
Furthermore any delays concerning the coming release of America´s Army v3.0 can hinder
the future success of the Army Game Project as the rumours of vapourware start to spread
among the gaming community. Actions trump words.
111
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119
APPENDIX A: VERSION HISTORY
Title
Version
Release date
AA: Recon
v1.0.0
04 JUL 2002
AA: Operations
v1.0.1b
05 JUL 2002
AA: Operations (Marksmanship Pack)
v1.1.1
01 AUG 2002
AA: Operations (Airborne Pack)
v1.2.0
22 AUG 2002
AA: Operations (Map Pack)
v1.2.1
03 OCT 2002
AA: Operations (Mountain Pass)
v1.3.0
10 OCT 2002
AA: Operations (River Basin)
v1.4.0
25 NOV 2002
AA: Operations (Weapon Cache SE)
v1.5.0
23 DEC 2002
AA: Operations (Radio Tower)
v1.6.0
16 MAR 2003
AA: Operations (Bridge SE)
v1.7.0
21 APR 2003
AA: Operations (Medics)
v1.9.0
08 AUG 2003
AA: Special Forces (SFAS)
v2.0.0
06 NOV 2003
AA: Special Forces (Sandstorm)
v2.0.0a
21 DEC 2003
AA: Special Forces (Downrange)
v2.1.0
25 MAY 2004
AA: Special Forces (Vanguard)
v2.2.0
19 OCT 2004
AA: Special Forces (Vanguard)
v2.2.1
18 NOV 2004
AA: Special Forces (Firefight)
v2.3.0
18 FEB 2005
AA: Special Forces (Q-Course)
v2.4.0
05 MAY 2005
AA: Special Forces (Direct Action)
v.2.5.0
13 OCT 2005
AA: Special Forces (Link-Up)
v.2.6.0
09 FEB 2006
AA: Special Forces (Overmatch)
v.2.7.0
14 SEP 2006
AA: Special Forces (Coalition)
v.2.8.0
21 DEC 2006
AA: Special Forces (SMU GH Map Pack)
v2.8.1
22 MAR 2007
AA: Special Forces (Overmatch)
v2.8.2
06 SEP 2007
AA: Special Forces (Overmatch)
v2.8.3
31 JAN 2008
AA: Special Forces (Overmatch)
v2.8.3.1
25 MAR 2008
AA: Special Forces (Overmatch)
v2.8.4
09 OCT 2008
120
APPENDIX B: TRAINING SIMULATIONS
Basic Combat Training
Version
Basic Rifle Marksmanship
v1.0.0
Eagle Tower
v2.7.0
Weapons Familiarization
v2.7.0
MOUT Shoothouse
v1.0.0
Advanced Individual Training
ES2 McKenna
v2.8.4
Javelin Training
v2.7.0
HMMWV Driver
v2.7.0
CROWS Gunner
v2.7.0
Advanced Marksmanship
M-24
v1.1.1
M-82
v1.1.1
Airborne School
250´ Tower
v1.2.0
Live Jump
v1.2.0
Medic Training
Airway Management
v1.9.0
Control Bleeding
v1.9.0
Treat Shock
v1.9.0
Field Training
v1.9.0
Special Forces Training
Camp MacKall
v2.7.0
SF Escape & Evade
v2.0.0
121
APPENDIX C: OFFICIAL GAME MISSIONS
Infantry Missions
Version
Canyon
v2.8.4
District
v2.8.4
Border
v2.6.0
Urban Assault
v2.3.0
Mountain Pass Second Edition
v1.9.0
Bridge Second Edition
v1.7.0
River Basin
v1.4.0
Mountain Pass
v1.3.0
Headquarters Raid
v1.0.0
Collapsed Tunnel
v1.0.0
Insurgent Camp
v1.0.0
Pipeline
v1.0.0
Bridge Crossing
v1.0.0
MOUT McKenna
v1.0.0
82nd Airborne Missions
JRTC FARP Raid
v1.2.1
FLS Assault
v1.2.0
75th Ranger Missions
Rummage
v2.8.2
Steamroller
v2.7.0
Interdiction (Co-Op)
v2.7.0
Dusk
v2.6.0
Woodland Outpost
v2.3.0
Radio Tower
v1.6.0
Weapons Cache Second Edition
v1.5.0
Weapons Cache
v1.2.1
Mountain Ambush
v1.2.0
Swamp Raid
v1.2.0
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Special Forces Missions
ES2 Border
v2.8.4
SF Hospital Second Edition
v2.8.2
SF Snakeplain (Co-Op)
v2.7.0
SF Dockside
v2.5.0
SF Extraction
v2.5.0
SF Courtyard
v2.4.0
SF Blizzard
v2.4.0
SF Precious Cargo Recovery (PCR)
v2.4.0
SF Water Treatment
v2.4.0
SF Taiga
v2.2.0
SF Oasis
v2.2.0
SF Village
v2.1.0
SF Arctic
v2.1.0
SF Sandstorm
v2.0.0a
SF Combat Search and Rescue (CSAR) v2.0.0
SF Pipeline
v2.0.0
SF Recon
v2.0.0
SF Hospital
v2.0.0
User Created Missions (SMU GH Map Pack)
SF Refinery
v2.8.1
SF Old Town
v2.8.1
SF Floodgate
v2.8.1
River Village
v2.8.1
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APPENDIX D: LIST OF ABBREVIATIONS
AA
America´s Army
AADT
America´s Army Development Teams
AAFA
America´s Army Future Applications
AAGA
America´s Army Governmental Applications
AAMD
America´s Army Mission Depot
AAME
America´s Army Mission Editor
AAP
America´s Army Platform
AAPA
America´s Army Public Applications
AA:O
America´s Army: Operations
AA:SF
America´s Army: Special Forces
AGP
Army Game Project
ARI
U.S. Army Research Institute
ARPA
Advanced Research Projects Agency
BCT
Basic Combat Training
CEM
Combat Effectiveness Meter
COTS
Commercial off-the-shelf
CROWS
Common Remotely Operated Weapon System
CSET
Convoy Skills Engagement Trainer
CQB
Close Quarter Battle
DARPA
Defense Advanced Research Projects Agency
DoD
United States Department of Defense
DSB
Defense Science Board
ESRB
Entertainment Software Rating Board
ES2
Every Soldier a Sensor
FPS
First-person shooter
FST
Future Soldier Trainer
FSTS
Future Soldier Training System
GWOT
Global War on Terror
HMMWV
High Mobility Multipurpose Wheeled Vehicle
HUD
Heads-Up Display
ICT
Institute for Creative Technologies
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IED
Improvised Explosive Device
IF
Indigenous Forces
IMT
Infantry Movement Technique
MCMSMO Marine Corps Modeling and Simulation Office
MEC
Military-Entertainment Complex
MIC
Military Industrial Complex
MILES
Multiple Integrated Laser Engagement System
MOS
Military Occupation Specialty
MOUT
Military Operations in Urban Terrain
MOVES
Modeling, Virtual Environments, and Simulation
M&S
Modeling and Simulation
NPS
Naval Postgraduate School
NRC
National Research Council
OpFor
Opposing Forces
OEMA
Office of Economic and Manpower Assessment
ROE
Rules of Engagement
RPG
Rocket-propelled grenade
RTS
Real-time strategy
SAI
Situational Awareness Indicator
SAW
Squad Automatic Weapon
SED
Software Engineering Directorate
SF
Special Forces
SIMNET
Simulator Networking
SOF
Special Operation Forces
STOW
Synthetic Theater of War
UE
Unreal Engine
USAREC
U.S. Army Recruiting Command
USMA
United States Military Academy
USMC
United States Marine Corps
UW
Unconventional Warfare
VAE
Virtual Army Experience
VIRTE
Virtual Technologies and Environments
VRS
Virtual Recruiting Station
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APPENDIX E: LIST OF FIGURES
Fig. 1:
“Elements displayed in the HUD.” Page 16. Source:
http://manual/americasarmy.com
Fig. 2:
“Weapons Familiarization is part of the BCT.” Page 18. Source:
http://www.americasarmy.com/images/media/screenshots/800x600/Weapons
Fam3.jpg
Fig. 3:
“Real Heroes advertisement banners.” Page 25. Source:
http://www.americasarmy.com
Fig. 4:
“In-game screenshot of virtual replica of the VAE simulator in the VRS.”
Page 27.
Fig. 5:
“Footprint diagram of a single screen Future Soldier Trainer (FST).” Page 44.
Source: http://www.lasershot-military.com/images/Mset-fp.gif
Fig 6:
“CROWS Gunner is part of Advanced Individual Training. In addition to
training simulation the weapon system is available only in cooperative SF
Snakeplain –map, released in AA:SF (v2.7.0).” Page 55. Source:
http://www.americasarmy.com/intel/training.php?id=17
Fig. 7:
“ArmyOps Tracker has several tutorials, posted by users, which teach players
how to exploit certain points in map geometry. The present screenshot is a
visual tutorial of how to throw a grenade to a doorway leading to primary
objective room on Weapons Cache SE- map.” Page 63. Source:
http://aaotracker.com/gallery.php
Fig. 8:
“U.S. soldier takes down an OpFor sniper with his M16A2 in River Village map.” Page 72.
Fig. 9:
“Gore effects with the GHOUL 2.0 damage model engine in Soldier of
Fortune II: Double Helix.” Page 74. Source:
http://www.firingsquad.com
Fig. 10:
“The Soldier´s Creed appears on game´s loading screens as part of
illustration” Page 82.
Fig. 11
“Various representations of the OpFor combatants in Dusk.” Page 84. Source:
http://www.americasarmy.com/images/media/screenshots/800x600/dusk3.jpg
126
Fig. 12:
“Advertisement poster from Dusk and screenshot of an OpFor combatant
wearing civilian clothes in SF Hospital. Same poster appears also in
Rummage mission.” Page 87. Source:
http://aaotracker.com/gallery.php
Fig. 13:
“The graffiti from Rummage and a photo of Iraqi children greeting an
American soldier share similar connotation and are used to convey the
similar message. Photograph by Ceerwan Aziz, Reuters.” Page 88. Source:
http://blogs.usatoday.com/ondeadline/images/2007/05/07/soldier.jpg
Fig 14:
“Cover art of Under Siege.” Page 93. Source:
http://www.underash.net/download/press/posters/poster01_s.jpg
http://www.underash.net/download/press/posters/poster01_s.jpg
127