The Hillsdale Collegian
  Volume 127, Number 24                            April 29, 2004
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Colleen McGinness
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John Davidson
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Opinions

Videogames are awesome

For my last column as a Hillsdale College student and editor of the Collegian, I was going to write a grand farewell and impart a few profound insights and revelations I've had since coming here three years ago. I was going to write about the importance of Hillsdale and its struggle to stay relevant in a post-moral future. I was going to explain, once and for all, the need for this college not only to produce educated, astute graduates, but to produce graduates who will be able to relate to other young people and communicate conservative ideas in a way others can identify with. But I'm not going to do that.

Instead, I'm going to write about video games. Now, don't get me wrong, I'm not a big video game player, I don't even own a game system, and when I play I usually get killed right away. I'm certainly not the guy you want to have with you in a virtual foxhole. But some of my friends are pretty good, and I have a lot more fun watching them play than getting outsmarted and sniped by a computer-generated enemy.

As I've been watching over the past few months, it has occurred to me that video games are totally awesome. Maybe they have always been awesome, but right now they are especially awesome, ingenious even. In fact, I would go so far as to say we are in the midst of a video game revolution. The X-Box and Playstation2 in particular have taken gaming to the next level and are now far more important than most people realize. Games like Rainbow Six 3, Splinter Cell and Medal of Honor lead the way, with themes and storylines that cut right to the heart of profound and disturbing realities our generation must now face.

Let me explain. Rainbow Six 3, one of the Tom Clancy-derived games for X-Box, is a game of squad-based counterterrorism in which the player leads a team of elite international soldiers into various hostile scenarios that usually involve killing terrorists and saving hostages. Each level begins with a detailed briefing of the political situation, demands/motives of the terrorists, practical constraints on the team and a rundown of available intelligence. The speed and graphics during the live-action firefights are obviously state-of-the-art, but that isn't what makes the game important.

The same is true for the newly released Splinter Cell: Pandora Tomorrow. The graphics and format are awesome, but the premise of the game is the essential thing. Set in the year 2006, the United States has installed a temporary military base on East Timor to train the developing defense force of the "world's youngest democracy." Resistance to the U.S. military presence in Southeast Asia is widespread and passionate, but the threat Indonesian militias pose to Timorese democracy is deemed sufficient justification for a U.S. military presence. Anti-U.S. resentment comes to a head under the leadership of guerrilla militia leaders acting with unofficial support from corrupt factions of the Indonesian government. This militia attacks and occupies the U.S. embassy in Jakarta, taking dozens of civilian and military personnel hostage. The main character, Sam Fisher, must defend and assist the U.S. military until the militia leader's terror-driven policies can be subverted and the guerrilla faction eradicated. The game's advertising catch phrase: Freedom isn't free.

Sound familiar? It's not an accident. Not only has this game been brilliantly designed from a technical standpoint, it has also been designed to appeal to young Americans. By tapping into the relevant events and tensions of our times and presenting them in what can only be described as a totally badass game format with really cool fight scenes and a sick soundtrack, the designers of this game, whether they meant to or not, have done an ingenious thing-they've gotten peoples' attention.

Not only that, they haven't been afraid to incorporate the fundamental moral aspects of the terror war into the game: U.S. Special Forces good, anti-U.S. terrorist militia bad. People who otherwise may never think about the problem of international terrorism or U.S. foreign policy or violent anti-U.S. sentiment in other countries will confront these things as they play the game. If nothing else, it will get them thinking, which is a start.

Perhaps this is a small thing and not nearly as profound as I think it is. But here's the important lesson for Hillsdale College: These games reach people, they are relevant, and they are essentially conservative but also really cool at the same time.

We live in a country of affluence and ignorance. When you, the Hillsdale College graduate, leave this little town, most people will not care or understand what you studied here. It is up to you to translate the importance of all those dead white man ideas into a language that an MTV-bred, morally bankrupt and drugged youth culture can understand and identify with.

Our generation is ultimately conservative; we have a knee-jerk disdain for our parents' utopian ideals and revolutions. But our generation is also woefully undereducated, distracted and confused.

Many young people today are conservative in their sentiments, but they don't even realize it. It is up to us, the young people who know, to tell them, and to figure out how to tell them. We could take some hints from those video games.

That's all I'm saying.

Editorial
 

 

 

 

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