Gamifying Neoconservatism: The Eurocentric Ideals of Games
In the 1990 movie Teenage Mutant Ninja Turtles, the troubled young protagonist Danny falls in with the wrong crowd, a shady group of characters who we later learn are affiliated with the diabolical villain Shredder. When Danny is taken to the group’s “hideout,” we see that it’s an abandoned warehouse-turned-arcade, filled with neon lights, rollerblade ramps and videogame arcade cabinets, populated by misfits who we’re shown don’t fit within the confines of society’s norms.
Another ‘90s movie, Hackers, similarly introduces us to the eponymous cyber punks in another giant arcade where teenaged cybercriminals meet to exchange forbidden knowledge skimmed from the very corporations and governments they seek to subvert for nothing more than cheap thrills and bragging rights.
The common thread these two examples share is that videogames are often perceived as a subcultural domain of the Othered—an attitude that’s reinforced by the narrative of oppression that the “gamer” identity adopts, seen in everything from the dejected-teen-turned-world-savior plot of 90% of Japanese role-playing games to the commercials targeted to this demographic in the first place.
But despite this public portrayal of an adopted internalized narrative, games are anything but a challenge to the status quo. On the contrary, the world of videogames is one that’s wrapped up tightly in a framework of neoconservative ideals and status quo-mongering.
The most obvious representations of this mindset are thematic. One doesn’t have to look very far to find bucketfuls of games that blatantly perpetuate narratives steeped in Eurocentric xenophobia and white right-wing fundamentalism. The Call of Duty series, once a historical shooter pinned against the romantic and heroic backdrop of World War II, has since 2007 taken a shift into decidedly more real—and more alarming—thematic territory. The grizzled Western special-ops veterans players in these games portray are the not-so-subtle stand-ins not just for these soldiers, but for the ideals and systems they represent.
The Modern Warfare spinoff series is built on an unspoken attitude of escalation and fear-mongering; when a nuclear bomb explodes in Call of Duty 4: Modern Warfare (2007), it’s more than a powerful narrative beat—it’s the culmination and embodiment of the “WMD mentality” that characterized the first decade of this century. Then in Modern Warfare 2 (2009), the envelope is pushed to even greater extremes, as Russian military forces invade the U.S., annexing the nation’s capital and turning the country’s suburbs into warzones—hearkening back to the Red Scare of the ‘80s present in ridiculous movies like Red Dawn. This may seem like an attempt to imbue the game’s levels and action with a sense of real-world relatability. But regardless of the developers’ or publishers’ intentions, the attitudes and ideals of a society seep into the art it produces. In this sense, Modern Warfare is every bit a product of the early 21st century, perfectly fitting in with the political unrest and social maneuvering of the time.
In the nearly 10 years since Modern Warfare’s release, the paradigm for popular games has settled into this hyper-Western aesthetic. Even games that purport to challenge these ideals, like Yager Development’s Spec Ops: The Line (2012) are deeply entrenched in Western militarism and Eurocentric interventionalism. Despite the personal-destruction narrative that follows the game’s protagonist Sgt. Walker, players still find themselves blasting through a 10-hour campaign in which they kill countless foreign insurgents on foreign soil. In other words, the subtext may be evolving, but the text itself has remained largely unchanged. Developers are trying to extrapolate increasingly charitable interpretations of what is essentially the same presentation.
Even games that aren’t explicitly jingoistic in their themes can (and often do) still reflect these values. In fact, one of the most overtly capitalist and libertarian values in today’s world is one of the primary platforms on which so many games’ design rests: the military-industrial complex. The idea that military needs are the principal force driving scientific and technological development is so common throughout so many games that we take it for granted.
A game like Firaxis’ XCOM: Enemy Unknown (2012), which at first glance, with its sci-fi setting and alien enemies, seems a far cry from the obvious sociopolitical posturing of a Modern Warfare, can still exude the same type of imperialist thinking. The game, set in the near-future, features technology and scientific research as a central component of its resource management. Players can unlock completely new and more advanced weapons, such as laser rifles and composite armors, and even genetic engineering and cyborg exoskeletons, in effect increasing humanity’s technological capacity by an order of magnitude.
Is it an accident, then, that the game’s portrayal of furious human progress manifests in the form of weapons and defense research? The game’s setting and central conflict dictate that, given the circumstances of its narrative, military applications would take a front seat to more humanitarian ones. But Enemy Unknown is just one of dozens of games that follow the same thematic, narrative and mechanical structure.