Video games are
crafted by their makers for profit. This
is the trunk of the tree, and its roots and branches spur in many and
unpredictable sequences thereafter.
War video games with children
as their “target market” are promoted using well-known names of Omaha Beach and
Pointe du Hoc. These names are merely
the packaging to maximise the sale of their ersatz-ware, bearing very little
relationship to what really happened on those famous battlefield sites. No doubt the manufacturers would deem
otherwise by dishonestly stating that useful history lessons are being conveyed
in a manner which can be absorbed by young and enquiring minds. What dangerous and perverse clap-trap.
Real battlefields are
not seen through the eyes of an individual player seeking to score points by
killing others. The real soldier does
not regenerate 100 times and whose arms and legs are robotically repaired by
“medical packs.” Enemy do not fall in
droves each time the hero fires his inexhaustible weapon.
What really happens in
battle is the same for each side. It is
a mayhem of slaughter and only finishes when one side is dead or has
surrendered. There is no glory for the
individual locked in battle – he is just desperately afraid. The odd exception is the true psychopath, but
he is very much the exception rather than the rule. The video game hero is the psychopath who
does not have the imagination to consider that what he is dealing out could, in
fact, happen to him.
General George S. Patton
had a word for this. L’audace. Audacity. In his famous speech entitled
L’audace, l’audace, toujour l’audace, General Patton reproduces a page from
Georges Danton’s book upon how a great leader should always push his men boldly
forward into the face of a great challenge.
However, the general is the leader, not the player.
A video game is merely
the transformation of this noble concept into the embodiment of an
irresponsible hero. It is the crime
without the punishment, the cake with no calories, the rape without
consequence. In other words, entirely
make-believe and nothing better than a dangerous toy.
Young and
impressionable minds are likely to be corrupted by this war pornography in the
same way real pornography can drive men towards unwholesome thought and
criminal acts. It is a dangerous and
irresponsible game easily leading impressionable minds to perpetrate horrific
events such as the Hungerford Massacre, the Dunblane Massacre and more lately
the Cumbrian shootings.
A war video game is
the product from a juvenile mind for juvenile minds. Only in this case the creator is the trunk
that spawns many derivatives. There are
those who see it for what it is – a transitory pastime – and those who take it
to heart.
One must ask the
question – is it worth the price?
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