Red Faction: Guerrilla, Proceduralizing Terror?

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In the red desert of Mars I placed five remote mines on my truck, drove at high speeds toward an EDF roadblock, leapt from the vehicle roughly 300 yards from my target, and detonated the truck as it crashed through the gate. This destroyed a booth containing a turret emplacement, three lightly-armed EDF soldiers, and a civilian vehicle stopped at the checkpoint. A meter on the lefthand side of my screen showed that I decreased EDF "control" over the territory by three points for destroying the building; I was docked three "morale" points for killing the civilian. Red Faction: Guerrilla has been out for a few months now, but I just got my hands on it last week. The supposition that this game may be a commentary on the war on terror has been so widely covered that, unless you've never read about it before, the above description of my actions shouldn't surprise you much.

redfact1Even the "what parents need to know" blurb for the game at Common Sense Media addresses the issue:

Parents need to know that this third-person action game tackles the difficult subject of wartime insurgency and terrorism. Players take on the role of a reluctant freedom fighter who uses his expertise in demolitions to help defeat a corrupt, militaristic occupational force. The violence, while more or less constant, is often directed at buildings rather than people, and players are encouraged to avoid hurting civilians whenever possible.
Many enthusiast reviews of the game conclude that any possible connection to the actual conflict in Iraq is most certainly in bad taste. This is an unfortunate misstep for those reviewers; the recent controversy and subsequent discourse surrounding the failed IP Six Days in Fallujah shows that many are ready for games that explicitly tackle contemporary tragedies such as the Iraq insurgency. Critical gamers welcome the chance to experience and interrogate the anti-American mindset through gameplay. Should your 12-year old play this game? Probably not. Should you support Volition with a purchase, then carefully analyze the game's construction while you play? Most definitely. Read our analysis of how Red Faction: Guerrilla proceduralizes insurgency after the jump.
Kotaku's Stephen Totilo conducted an interview with James Hague (Volition's lead designer for the Guerrilla project) about the game's sandbox design and the insurgency question. Totilo raises relevant questions about the creative team's political intent that are primarily met with denial--Hague holds that the inspiration for the game came from the American Revolutionary War and Afghanistan's struggle against the Soviet Union, not from the most recent war in Iraq. But typically the artist is the last person one should ask for an honest interpretation of the artifact. No experts on the Iraq War were cross-interviewed, and this comes as no surprise: how many diplomats and international affairs professors do you know who play videogames within a month of their release?

In fact, there are a number of signifiers that somebody working on the project did have the Iraq War in mind. Whoever designed the loading screens, for one: one such screen shows Earth's stock market in a spiral, the only profitable corporation being the Earth Defense Force. This is so obviously a connection to the American military-industrial complex reliance on control of Iraq's oil reserves that it is almost insulting that Volition would deny it. The flow of information in the game world is telling: all of the player's directives and news about the EDF come straight from the Red Faction leader and Samanya. We never actually see the EDF slaughtering civilians--perhaps conjuring the offenses of the Blackwater contractors--but we assume that our leader is telling the truth about the occupation because we have no other choice. Finally, there's a car chase cum torture scene that mixes the offscreen action of Aeschylus with the female torture victim's disturbing revenge tale in Dorfman's Death and the Maiden. But these are all thematic/narrative devices--what of the game's actual play?

One of the anecdotes shared by Hague addresses how players have gone about destroying a key EDF structure, a bridge through the Badlands. This moment in the game marks a significant turn, where the remote mines and sledgehammer assaults of the earliest portions of the game all of a sudden aren't strong enough to accomplish the desired demolition. There are numerous ways to accomplish the task--I for one loaded a commercial truck with an antiquated M.O.A.B. bomb (a powerful, single-use weapon acquired by locating a number of hidden radio tags throughout the world map), drove it onto the bridge, and detonated it while running from the EDF who shot at me instead of inspecting the truck I just parked in the middle of their causeway.

Volition was excited that a player had conceived of a novel way to destroy the bridge, something we call an "emergent" gameplay solution--one that the game's mechanics allow for but that the designers hadn't thought of themselves: the player shot an aircraft down as it passed over the bridge, causing its wreckage to crash into the structure as it fell. On reading this anecdote, a law student friend of mine commented: "I can't believe they let that one out of legal." As most people who have studied games for awhile will attest, emergence is a squirrely phenomenon that can't be relied upon for broad interpretations of a game. Instead, let us look to specific ways that Guerrilla's procedural rhetoric encourages or discourages the player to think like a terrorist.

For each of the six sectors of the map, the game tracks EDF "control" the "morale" of the populace. Decreasing EDF control encourages hit-and-run tactics such as destroying or raiding key buildings to chip away at EDF strongholds. As the control meter decreases, more direct assaults against the EDF (key story progression missions) are unlocked. On the other hand, completing side missions such as the rescue of hostages will increase the morale meter; other increases to morale come from EDF-caused civilian death, killing sprees denoted by disposing of EDF soldiers in quick succession, and massive damage to EDF property. Conversely, if the player shoots or explodes a citizen the morale meter drops three points. Hague is careful to note that, unlike in the Iraq insurgency, Red Faction: Guerrilla persuades the player against harming citizens. Unfortunately, another mechanic subverts the rhetoric of this dynamic system: spontaneous civilian recruitment.

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 As morale in a sector increases, it becomes more and more likely that a number of civilian passersby will hurriedly arm themselves and join the player's firefight with the EDF. The AI for these companions lacks refinement, meaning their primary use to the player is as a meat shield. They often linger near buildings already rigged for remote destruction and engage large numbers of EDF troops that the player must necessarily run away from in order to avoid being overwhelmed. Moreover, these newly-"recruited" insurgents cannot enter a vehicle that the player has commandeered, meaning they are always left behind if the player jumps into a truck to escape an ensuing horde of EDF reinforcements. Whenever one of these insurgents dies, morale for the region is lowered by one point; however, this minor decrease on the meter is almost always outweighed by the benefit of time and cover it buys the player as she destroys EDF property and rains bullets upon troopers from behind her civilian meat shields.

By the end of the game, I was outright annoyed whenever these civilians decided to join me--a mechanic that was meant to draw us together in fact alienated us. The sad thing is that all of these problems could be averted with the simple implementation of D-pad commands such as "Get away from these buildings," "Don't try to help me," "Follow me," and "Get in this car."

On the other hand, there are key ways in which Red Faction: Guerrilla does not resemble the Iraq insurgency at all. For instance, the Red Faction possess a number of "secret" outposts a few hundred meters into the mountains off of the game world's main roads. Entering any of these zones will completely reset the EDF "alert level" the player may have acquired from destroying buildings and killing soldiers. Not until the end of the game are these outposts directly assaulted by the EDF. These outposts are nothing like the isolated cells of insurgents hidden in dark alleyways throughout a city such as Fallujah--this is a matter of ludic necessity, making the game accessible to players of all skill level.

Also, the Red Faction eventually acquires a powerful nano-weapon that far outstrips EDF technology--this would be tantamount to the Iraq insurgents possessing novel forms of nuclear weaponry. Finally, although the game's liberal save system allows suicide attacks wherein the player attempts to recklessly destroy as much EDF property as they can before being overwhelmed and gunned down, this leads to a docking of morale points and the inability to collect valuable scrap created by the rampage. The "instant threat reduction" mechanic of the Red Faction outposts encourages players to flee and seek temporary refuge instead of indulging in such suicide runs.

Hague explains that the Guerrilla's game world is designed to be a blank slate in as many ways as possible. So the question isn't so much whether it is a direct analogy for the war in Iraq, but to what degree Volition's Mars allows its players to write their own understanding or opinions about Iraq and other insurgences onto the supposed tabula rasa. As Prof. Michael Nitsche explains in his Video Game Spaces, "Words like sandbox do not refer to structures but rather their use" (171). In fact, terms such as "analogy" and "metaphor" aren't at all proper for the expressive work being done here. We should instead think of this game as a parable--a narrative form recently used quite effectively by PopMatters game critic L.B. Jeffries in a retrospective on the game TIE Fighter. Unlike Red Faction: Guerrilla, which was created during the Iraq insurgency, LucasArts made TIE Fighter in 1994. In order to draw similarities between American operations in Iraq and the Star Wars universe, Jeffries leverages the unique strengths of the parabolic form.

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 In The Literary Mind, Mark Turner explains that unlike metaphor and analogy, which imply a direct correlation between source and target, parables compose a blended mental space that can creatively pick and choose from the specifics of its input spaces. The parable undergirding the Star Wars universe has a number of input spaces--these include Kurosawa's story of feudal Japan in The Hidden Fortress, the American Revolutionary War, and spaghetti westerns. Once such a blended space has been created, it can in turn be blended again into subsequent parables. In the case of Star Wars, these include Reagan's appropriation of the name for his missile defense system and Jeffries' post-9/11 analysis of TIE Fighter. Reagan and Jeffries refigure the Star Wars parable by selectively mixing in their own new input spaces.

The murder of Luke Skywalker's uncle and aunt in the sands of Tatooine is almost surely an input space for the opening scene of Red Faction: Guerrilla as well. When we consider the fact that parabolic thought is intrinsic to how human beings operate cognitively (for proof of this you will have to read Turner's book yourself), it is inconceivable that the designers at Volition didn't selectively and perhaps unconsciously choose specific details from the Iraq insurgency to include in their own blended design space. Parabolic narratives take from their input spaces, but they also reflect back onto these inputs--allowing novel understandings of the problems they present. Far from being in bad taste or deserving of denial in developer interviews, the interpretive work this game allows through its virtual world and procedural rhetoric should be celebrated, analyzed, and learned from.

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9 Comments

In a tactical sense I agree that one ends up "playing terrorism" in this game, perhaps to a greater extent than you acknowledge here, especially in the Eos sector. Some of that zone's missions specifically target civilian installations (for instance a shopping center frequented by EDF supporters), and the freely-chosen targets include large civilian government buildings and popular monuments. As you allude to with your comment on the safehouses, however, the larger context of guerilla warfare or insurgency is mostly absent. The game studiously ignores many implications of this kind of warfare, probably because grappling with them would have made the connection to (our enemies in) Iraq more explicit and economically risky.

Also, I feel you're skipping over some of the game's texture. Perhaps this didn't occur for you, but I recall several instances in which EDF soldiers randomly executed colonists while I was just walking around in populated areas. So, I don't think the information flow about the EDF is as restrictive as you've described. Moreover, some of the missions involve your direct prevention of atrocities (I'm thinking the worker-rally protection mission in Dust). However, you're correct that there are many incidents for which you never see any direct evidence, such as the rally massacre that's said to have occurred in Oasis.

You're totally right! I left out the laser-mortar bombardment, the tank defense mission, and the execution squad in the opening scene. Though in the case of the last one our understanding of the event is completely controlled by our guerrilla brother. Thanks for the correction--yes, it does considerably free up the flow of information that I had largely remembered as closed! Interlopers: please click on Clarkson's name to follow a link back to his great post on the game!

I thought I'd throw in a quick comment or two since I spent a fair amount of time working on the game.

As Sparky mentioned above the EDF will do some pretty heinous things. For instance, I know of one action where the EDF will pull to the side of the road, throw a civilian's dead body out of car, and then drive off. The only problem is that because of the open world environment, these random acts of violence are easily missed. I spent hours upon hours in game and didn't know these events occurred until someone pointed it out.

Also, in studio we rarely described the player's actions as terrorism. The one mission to which I did hear this word attached involves killing CEOs, because they were also "civilians" (non-military). Otherwise, because the targets were typically military-related, terrorism seemed like an unfairly harsh or perhaps loaded term to be using (not that Volition didn't have a hell of time convincing the press that the player wasn't a terrorist).

In any case, very interesting article. I definitely would agree that there are aspects of our current wars that have seeped into this game, and the torture sequence stands up to me as a prime example.

Damn man, Reagan? Really?

I've barely played Red Faction but what I saw of it struck me as wee bit idealistic. It kept reminding me of Fyfe's complaint about Call of Duty 4, it was a perfect revolution. People who support your cause go away with a few button clicks, you are only hurting the bad guys, etc. Nothing ever gets messy, there's never a point where you're killing people that you really don't know anything about.

In a weird way it almost plugs you into the worldview of a insurgent even more. Everyone is either an enemy or an ally. You're so indoctrinated that you don't see the messy realities of life.

So now that Tom has commented, I feel I need at add that note that I didn't consult him about this post. I didn't even talk to him about the game, even though I wanted to. So even though it's on the project's general blog, this is my opinion and not his in any way (NDA-safe, in other words).

Now @Tom: I'm gonna answer these out of order.

I'd like to note that the only time the word "terror" is used here is in the title, where I pose a rhetorical question. The next time it is used is in the quote from Common Sense Media--this is the blurb at which my rhetorical question in the title is aimed. The third use is toward the middle, and this time it's mine, but again it's a hypothesis-"let's see how this game encourages or discourages one to think like a terrorist." And there, the only time I see the player unwittingly playing a terrorist is when the horrible, horrible instant civilian recruitment mechanic triggers. Otherwise, I'm very careful to use the words "insurgent" and "insurgency."

As for the EDF being obviously evil outside the Red Faction's reports of them--that's a bummer that I didn't notice those little vignettes that were programmed in. I have a possible reason for why I didn't see them, and that's that I quickly figured out that the turret-less EDF transport car was the fastest common vehicle in the game and so almost always used it. If there were EDF dumping bodies, I was speeding so fast past them that I couldn't have seen it. The only time I ran around on foot on the world map was in Eos, because by then I could fly and there were all those pesky propaganda boards to destroy at every turn.

That said-I missed a lot of the little details that Volition put in there because of how quickly I played through it (because of my play style, really). Initially I forgot that Mars was supposed to be cold--I never felt cold while playing it, if that makes sense. Sparky Clarkson pointed out to me that you could see the NPCs' breath, a detail that I totally missed because I don't look for that kind of stuff. So, yeah, you're reading a review by somebody who pays attention to some things more than he should and pays less attention to some things that he should see more clearly.

Basically I just want to convey that, yes, I see some ways that the way the EDF is presented is kind of like the American military industrial complex (the liberating force becoming the occupying force), and there are some ways that the Red Faction is like the Iraq insurgency (I don't really think al Quaeda and the Taliban are good comparisons). I think this is something the devs should talk about and not deny outright, because I think it's a good thing. Maybe there were interviews other than the Kotaku one that were more open?

It's kind of a meta-joke where neoconservatives, if they want to praise someone, compare them to Reagan. I wanted to praise your article, so I showed how you and Reagan were both parabolic thinkers when it came to Star Wars and what it meant to you :P

I'd say that I see Red Faction as much more honest and gritty than CoD4--there were a lot of times that I accidentally exploded civilians (and then the recruitment mechanic) and felt awful about it for awhile. You rationalize it, right? "They should have seen me place the mines" "I didn't see them there when I hit the detonate button" etc. Totally perfect for conveying the kind of mental dialogue that must goes on after you accidentally kill someone you didn't intend to while combating an occupying force.

Simon,

This is a really nice, thoughtful piece that I enjoyed reading. I'll probably have thoughts to share on it in the near future.

In the meantime, I wanted to pre-emptively apologize for the gross simplification I gave it in this week's Context Clues wrapup. You certainly do more than give an overview of the possible connections between the game and terrorism (which, as you note, is a term you only use in the title). I especially enjoyed your response to the dev team's denials that there were nods to current events. I just didn't have the time, space and energy required to give a deeper explanation of your work here. My apologies.

Dear Erik,

You are one of maybe ten people who read what I write regularly, and one of around six that have ever linked to me. So if you think I'm going to begrudge you for the length of your blurb on the piece... well, you're wrong :) I know I nit-picked the first time you linked me, but that's because I didn't know who the Hell you were.

Thank you for taking the time to read, and thanks for the kind comment!

Red faction looks like a really fun game! I will have to get it and play it.
I think its good if they try to base the game on some semblance of reality as it makes it more believable and fun.