design / research

The recent Infinity Ward title Call of Duty 4: Modern Warfare (COD4) has been a runaway success. Released last fall, the game has captivated both PC and console gamers with a compelling simulation of asymmetrical urban warfare. The plot of this first-person shooter hinges on a power play by a faction of Russian ultranationalists who seize control of a cache of nuclear weapons and initiate a coup in a conspicuously unidentified Middle Eastern country. The narrative of the game bounces back and forth between the perspective of members of the British SAS and the USMC 1st Force Recon and gameplay consists of a series of missions which work towards containing this escalating geopolitical crisis.
COD4 contains some utterly incredible level design and the settings for the various maps include a mix of dense Middle Eastern cityscapes, small towns in the former Soviet Republic, and notably, the "dead city" of Prypiat which was abandoned after the Chernobyl disaster (the design of this level has an interesting backstory). Playing COD4 is not so much about moving in urban space, rather through the remnants of it.
Similar to the actual arenas of war employed by the military as training facilities, the levels in COD4 have been meticulously constructed to simulate plausible urban combat scenarios. The cities within this game vary from dilapidated to bombed out and buildings are generally semi-destroyed with walls blown out by bomb blasts and surfaces pockmarked by bullet holes. This aura of carnage permeates the game and the ambient soundtrack of gameplay is a medley of breaking glass, crumbling masonry and the sound of gunfire punching into drywall. Despite this incredibly visceral and photorealistic warfare-as-entertainment extravaganza, perhaps the most curious aspect of COD4 is the intermission sequences that advance the plot along in the single player version of the game.

[spov / COD4 motion graphic screen captures / 2007]
Like many contemporary first-person shooters, COD4 doesn't rely on cutscenes for storytelling. Person-to-person dialog and gameplay are all rendered with the same graphics engine used for gameplay. Given the global ramifications of the storyline, Infinity Ward opted to "zoom out" from first-person perspective and use motion graphics sequences to provide a means to communicate important events occurring outside gameplay. Infinity Ward commissioned the London-based studio Spov to develop these sequences and the results are mesmerizing. These motion-vignettes seamlessly blend satellite imaging, surveillance footage, GIS, intelligence dossiers, cable news broadcasts and wireframe graphics into a stunning composite narrative. Each time a player completes a level they are treated to a new sequence which brings them up to speed on the greater geopolitical ramifications of their gameplay. Archival footage of a target morphs into a radio broadcast that blends into a vector graphic schematic of a target location which in turn cuts to statistics of related hardware. All of this suggests the possibility of some kind of Total Information Awareness or perhaps merely an international relations "machine for narrative" that we are all quite familiar with outside any discussion about gamespace.
This conversation about logistics (and Call of Duty for that matter) was dealt with in a post entitled Information and Warfare last summer. It is also worth mentioning that if you've heard Lev Manovich speak recently, these sequences are an excellent example of the "hybrid image" he is talking about when he uses the term "meta-media" to describe the contemporary moving image.

Without descending into banal moralism, it is worth noting that in playing along with these sequences there is an implicit suggestion about the infallibility of military intelligence. While in COD4 the player is led on a few wild goose chases by bunk intel, participation in the narrative requires submitting oneself to a slick, perfectly synchronized storytelling machine which can always delineate a precise course of action. Apparently, in first-person shooters the fog of war only applies to sites where gunfire is exchanged. This might be something you can just chalk up to overly linear gameplay, generic plot junk or a "genre game" but working through COD4 isn't all that different than buying into the narrative of any given cable news network. Ironically, at the end of COD4 a news transmission suggests that as far as the rest of the world is concerned, the story arc never happened. The results of the gameplay were spun, shifted and steered into oblivion. How many games position themselves as chronicling a non-adventure?

In thinking about COD4's motion graphics over the last few weeks I keep returning to the slick opening sequence to Peter Berg's 2007 film The Kingdom. These opening credits make very effective use of a scant 220 seconds to map out an involved timeline tracking the tangled history of American and Saudi Arabian relations. Title credits are almost always utilized to set the mood or define the atmosphere in a film, but in instances like this they can trace an entire backstory.

More obliquely, another precedent worth considering is Paul Greengrass' The Bourne Ultimatum, which revels in a different kind of informational intertextuality. Although the aesthetic generally associated with the Bourne franchise is down-and-dirty camera techniques and claustrophobic action sequences, the film is also a celebration of technologically mediated voyeurism. It is simply not enough to watch films about films anymore, nor are action movies about action acceptable fare for a discriminating audience. The Bourne Ultimatum is about watching an action movie, and to this end about a third of film takes place in a CIA situation room in New York City. Viewing The Bourne Ultimatum is about SIM Cards, CCTV feeds, flagged bank accounts and intercepted phone calls. In a key scene, Jason Bourne incapacitates several hostile operatives in a quick and brutal melee. The view cuts from the action to a leering surveillance camera (we're being watched) to a display receiving the feed of the camera (now we're watching) with the audience bearing witness to this visual pun. The perspective eventually returns to standard third person, but the real thrill of the hunt takes place through interlocking databases and hacked security cameras.
If you're interested in checking out an artistic reading of the idea of the "situation room" please note Régine Debatty's post from last month on a relevant hackitecura.net project.

C0D4 is not one but several case studies on the connection between flows of information and warfare. Even outside of the motion graphics that inspired this post, the incorporation of numerous contemporary imaging technologies into the framework of the game is also laudable. Over the course of the COD4 the player employs night vision goggles, a variety of weapon scopes, the expected in-game Head-Up Display (HUD) and one level (pictured above) puts the player at the helm of a thermal imaging targeting console aboard an AC-130H "Spectre" gunship. This level steps outside the generic parameters of the first-person shooter and gameplay is completely mediated through a viewing apparatus, there is not even the pretense of a body to protect, only the ghostly flickering of allies on the ground far below. There is something uncanny about stepping back from conventional gameplay and reducing the avatar to a bit part on a much larger playing field - perhaps the game is a success in emulating modern warfare after all!
It was my intent to work some thoughts on the writing of Jordan Crandall into this post, but in revisiting his work I realized I'd be opening a can of worms. The title of this post is a riff on Crandall's idea of operational media - something he describes as the "detection and strategic codification of movement, and the development of maneuvers of strategic positionality." Something I expect to be thinking about in the coming months will be how this can relate to narrative. More on that later...
Given the rapidly evolving nature of digital identity management and recent data portability movement, it is hard to ignore the imminent shifts in our understanding of online presence. Lifestreaming and interoperability are paradigms that have the potential to consolidate our online activity and connections across a multitude of platforms. Given these emerging developments, there have been several noteworthy developments in online "conversation management" over the last several months that are worth examining.

The first application/platform to consider reconfigures the way we think about online reading. fav.or.it (pictured above) is a web based RSS reader that has been beta-testing for the last several months. What makes fav.or.it distinct from traditional news readers is the fact that the application integrates feed comments with content, so readers' responses to a post would show up as an addendum to the original post in your reader. fav.or.it describes this process as "full cycle reading" and I really appreciate the democratic thinking behind this project as it accurately reflects the conversational nature of the blogosphere. I have to admit there are some blogs that I only subscribe to and follow because of the value the readership bring to the posts through commenting and this tool would be ideal for tracking these sites.
I was chatting with Howard Rheingold about fav.or.it over twitter a few weeks ago, and he pointed out the exponential increase in incoming content we'd all be subjected to if we used this service. While this is true, I think content/comment aggregation might inspire readers to become more dedicated and more involved with fewer information sources rather than scanning hundreds of feeds and commenting selectively.
If you are interested in learning more about fav.or.it a good place to start is the Read Write Web review from last summer. The fav.or.it development blog also has some great video interviews with Nick Halstead, the creator of the project.

Another recent project that explores the networking of texts is ThoughtMesh, a project launched by Jon Ippolito and Craig Dietrich in Vectors last fall. ThoughtMesh is a system for publishing and navigating scholarly texts. The system allows authors to apply tags to specific portions of a text and these tags are shared across the entire inventory of content residing within the system. This allows for lateral navigation through related texts and proposes an alternative to the generic footnote/endnote/reference "markup" with which texts have traditionally been annotated.
An excerpt on the inspiration for the project culled from Ippolito's author's statement:
It's no secret that today's academics are having trouble keeping up with networked media. The currency of academia remains the peer-reviewed print journal--not exactly the ideal medium for intellectual discourse in the fast-paced age of the Internet. The archaic criteria by which most universities award promotion and tenure mean that even academics who specialize in digital culture find it hard to justify writing about it in a digital vernacular. But if scholars don't want to drift ever further out of touch with the information Twittering and Flickring across the world's browsers and cell phones, they'd better find a way to tap into and redirect these information flows.
I have yet to take this system for a test drive with my own writing - I hope to plug a text into it soon. One drawback I can see with ThoughtMesh is the fact that it is closed, i.e. the content has to be placed within the system and it requires some effort to do so. I could picture a bookmarking-like interface being more efficient, but probably at the cost of diluting the purity of the taxonomies driving the system. This critique aside, I've been wandering around the database of content archived thus far and ThoughtMesh is quite an efficient navigation tool for slicing through these texts.
If you are interested in learning more about ThoughtMesh you can take a peek at the splash screen for the project, the demo video or this response to the project posted on Grand Text Auto from last October.

[expressive processing & commentpress]
In addition to providing commentary on ThoughtMesh, Grand Text Auto is the host of the final project to be examined. A month ago, media theorist Noah Wardrip-Fruin announced that he would be peer reviewing his forthcoming book Expressive Processing on Grand Text Auto. This is the first time an academic has (outright) conducted a blog-based peer review and it is a real testament to the knowledge and expertise of the community surrounding Grand Text Auto. I'm extremely excited by this gesture as perhaps it represents the beginnings of a shift within academic culture towards a more meaningful engagement with the less formal protocols of blogs and online publications.
Wardrip-Fruin is using the Institute for the Future of the Book's CommentPress system to facilitate this peer review process. CommentPress is a WordPress plug-in that allows comments to be displayed inline, alongside body text. The application was previously deployed in McKenzie Wark's Gamer Theory project.
Despite my interest in the context in which the preliminary version of Expressive Processing is being presented I haven't had much time to spend with the text itself - I'm hoping to review it here on Serial Consign sometime in the coming months.
I recommend keeping an eye on all of these projects as I feel that they are collectively emblematic of sweeping changes taking place right within the management of online discourse.