War Games

So, what haven’t I done a post on in a while. Hmm…

Film reviewing?

WarGames was always going to struggle to age gracefully; even in 1983 setting one’s plot against the backdrop of the Cold War was something of an old idea, and the fear of the unofficial conflict degenerating into armageddon had certainly lessened since the ‘Red Scare’ days of the 50s and 60s. Then there’s the subject matter and plot- ‘supercomputer almost destroys world via nuclear war’ must have seemed terribly futuristic and sci-fi, but several years of filmmaking have rendered the idea somewhat cliched; it’s no coincidence that the film’s 2008 ‘sequel’ went straight to DVD. In an age where computers have now become ubiquitous, the computing technology on display also seems hilariously old-fashioned, but a bigger flaw is the film’s presentation of how computers work. Our AI antagonist, ‘Joshua’, shows the ability to think creatively, talk and respond like a human and to learn from experience & repetition, all features that 30 years of superhuman technological advancement in the field of computing have still not been able to pull off with any real success; the first in a long series of plot holes. I myself spent much of the second act inwardly shouting at the characters for making quite so many either hideously dumb or just plain illogical decisions, ranging from agreeing on a whim to pay for a flight across the USA to a friend met just days earlier to deciding that the best way to convince a bunch of enraged FBI officers of that you are not a Soviet-controlled terrorist bent on destruction of the USA is to break out of their custody.

The first act largely avoided these problems, and the setup was well executed; our protagonist is David (Matthew Broderick), a late teenage high school nerd who manages to avoid the typical Hollywood idea of nerd-dom by being articulate, well-liked, not particularly concerned about his schoolwork and relatively normal. Indeed, the only clues we have to his nerdery come thanks to his twin loves of video gaming and messing around in his room with a computer, hacking into anything undefended that he considers interesting. The film also manages to avoid reverting to formula with regards to the film’s female lead, his friend Jennifer (Ally Sheedy), who manages to not fall into the role of designated love interest whilst acting as an effective sounding board for the audience’s questions; a nice touch when dealing subject matter that audiences of the time would doubtless have found difficult to understand. This does leave her character somewhat lacking in depth, but thankfully this proves the exception rather than the rule.

Parallel to this, we have NORAD; the USA’s nuclear defence headquarters, who after realising the potential risk of human missile operators being unwilling to launch their deadly weapons, decide to place their entire nuclear arsenal under computerised control. The computer in question is the WOPR, a supercomputer intended to continually play ‘war games’ to identify the optimal strategy in the event of nuclear war. So we have a casual computer hacker at one end of the story and a computer with far too much control for its own good in the other; you can guess how things are going to go from there.

Unfortunately, things start to unravel once the plot starts to gather speed. Broderick’s presentation of David works great when he’s playing a confident, playful geek, but when he starts trying to act scared or serious his delivery becomes painfully unnatural. Since he and Sheedy’s rather depthless character et the majority of the screen time, this leaves large portions of the film lying fallow; the supporting characters, such as the brash General Beringer (Barry Corbin) and the eccentric Dr. Stephen Falken (John Wood) do a far better job of filling out their respective character patterns, but they can’t quite overshadow the plot holes and character deficiencies of the twin leads. This is not to say the film is bad, far from it; director John Badham clearly knows how to build tension, using NORAD’s Defcon level as a neat indicator of just how high the stakes are/how much **** is waiting to hit the proverbial fan. Joshua manages to be a compelling bad guy, in spite of being faceless and having less than five minutes of actual screen time, and his famous line “A strange game. The only winning move is not to play” carries enough resonance and meaning that I’d heard of it long before I had the film it came from. It also attempts the classic trick, demonstrated to perfection in Inception, of dealing with subject matter that attempts to blur the line between fiction (the ‘war games’) and reality (nuclear war) in an effort to similarly blur its own fiction with the reality of the audience; it is all desperately trying to be serious and meaningful.

But in the end, it all feels like so much add-ons, and somehow the core dynamics and characterisation left me out of the experience. WarGames tries so very hard to hook the viewer in to a compelling, intriguing, high-stakes plot, but for me it just failed to quite pull it off. It’s not a bad film, but to me it all felt somehow underwhelming. The internet tells me that for some people, it’s a favourite, but for me it was gently downhill from the first act onwards. I don’t really have much more to say.

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The Development of Air Power

By the end of the Second World War, the air was the key battleground of modern warfare; with control of the air, one could move small detachments of troops to deep behind enemy lines, gather valuable reconnaissance and, of course, bomb one’s enemies into submission/total annihilation. But the air was also the newest theatre of war, meaning that there was enormous potential for improvement in this field. With the destructive capabilities of air power, it quickly became obvious that whoever was able to best enhance their flight strength would have the upper hand in the wars of the latter half of the twentieth century, and as the Cold War began hotting up (no pun intended) engineers across the world began turning their hands to problems of air warfare.

Take, for example, the question of speed; fighter pilots had long known that the faster plane in a dogfight had a significant advantage over his opponent, since he was able to manoeuvre quickly, chase his opponents if they ran for home and escape combat more easily. It also helped him cover more ground when chasing after slower, more sluggish bombers. However, the technology of the time favoured internal combustion engines powering propeller-driven aircraft, which limited both the range and speed of aircraft at the time. Weirdly, however, the solution to this particular problem had been invented 15 years earlier, after a young RAF pilot called Frank Whittle patented his design for a jet engine. However, when he submitted this idea to the RAF they referred him to engineer A. A. Griffith, whose study of turbines and compressors had lead to Whittle’s design. The reason Griffith hadn’t invented the jet engine himself was thanks to his fixed belief that jet engines would be too inefficient to act as practical engines on their own, and thought they would be better suited to powering propellers. He turned down Whittle’s engine design, which used the forward thrust of the engine itself, rather than a propeller, for power, as impractical, and so the Air Ministry didn’t fund research into the concept. Some now think that, had the jet engine been taken seriously by the British, the Second World War might have been over by 1940, but as it was Whittle spent the next ten years trying to finance his research and development privately, whilst fitting it around his RAF commitments. It wasn’t until 1945, by which time the desperation of war had lead to governments latching to every idea there was, that the first jet-powered aircraft got off the ground; and it was made by a team of Germans, Whittle’s patent having been allowed to expire a decade earlier.

Still, the German jet fighter was not exactly a practical beast (its engine needed to be disassembled after every use), and by then the war was almost lost anyway. Once the Allies got really into their jet aircraft development after the war, they looked set to start reaching the kind of fantastic speeds that would surely herald the new age of air power. But there was a problem; the sound barrier. During the war, a number of planes had tried to break the magical speed limit of 768 mph, aka the speed of sound (or Mach 1, as it is known today), but none had succeeded; partly this was due to the sheer engine power required (propellers get very inefficient when one approaching the speed of sound, and propeller tips can actually exceed the speed of sound as they spin), but the main reason for failure lay in the plane breaking up. In particular, there was a recurring problems of the wings tearing themselves off as they approached the required speed. It was subsequently realised that as one approached the sound barrier, you began to catch up with the wave of sound travelling in front of you; when you got too close to this, the air being pushed in front of the aircraft began to interact with this sound wave, causing shockwaves and extreme turbulence. This shockwave is what generates the sound of a sonic boom, and also the sound of a cracking whip. Some propeller driver WW2 fighters were able to achieve ‘transonic’ (very-close-to-Mach-1) speeds in dives, but these shockwaves generally rendered the plane uncontrollable and they invariably crashed; this effect was known as ‘transonic buffeting’. A few pilots during the war claimed to have successfully broken the sound barrier in dives and lived to tell the tale, but these claims are highly disputed. During the late 40s and early 50s, a careful analysis of transonic buffeting and similar effects yielded valuable information about the aerodynamics of attempting to break the sound barrier, and yielded several pieces of valuable data. One of the most significant, and most oft-quoted, developments concerned the shape of the wings; whilst  it was discovered that the frontal shape and thickness of the wings could be seriously prohibitive to supersonic flight, it was also realised that when in supersonic flight the shockwave generated was cone shaped. Not only that, but behind the shockwave air flowed at subsonic speeds and a wing behaved as normal; the solution, therefore, was to ‘sweep back’ the shape of the wings to form a triangle shape, so that they always lay ‘inside’ the cone-shaped shockwave. If they didn’t, the wing travelling through supersonic air would be constantly being battered by shockwaves, which would massively increase drag and potentially take the wings off the plane. In reality, it’s quite impractical to have the entire wing lying in the subsonic region (not least because a very swept-back wing tends to behave badly and not generate much lift when in subsonic flight), but the sweep of a wing is still a crucial factor in designing an aircraft depending on what speeds you want it to travel at. In the Lockheed SR-71A Blackbird, the fastest manned aircraft ever made (it could hit Mach 3.3), the problem was partially solved by having wings located right at the back of the aircraft to avoid the shockwave cone. Most modern jet fighters can hit Mach 2.

At first, aircraft designed to break the sound barrier were rocket powered; the USA’s resident speed merchant Chuck Yeager was the first man to officially and veritably top 768mph in the record-breaking rocket plane Bell X-1, although Yeager’s co-tester is thought to have beaten him to the achievement by 30 minutes piloting an XP-86 Sabre. But, before long, supersonic technology was beginning to make itself felt in the more conventional spheres of warfare; second generation jet fighters were, with the help of high-powered jet engines, the first to engage in supersonic combat during the 50s, and as both aircraft and weapons technology advanced the traditional roles of fighter and bomber started to come into question. And the result of that little upheaval will be explored next time…

The Prisoner’s Dilemma

It’s a classic thought experiment, mathematical problem and a cause of much philosophical debate. Over the years it has found its way into every sphere of existence from serious lecturing to game shows to, on numerous occasions, real life. It has been argued as being the basis for all religion, and its place in our society. And to think that it, in its purest form, is nothing more than a story about two men in a jail- the prisoner’s dilemma.

The classic example of the dilemma goes roughly as follows; two convicts suspected of a crime are kept in single custody, separated from one another and unable to converse. Both are in fact guilty of the crime, but the police only have evidence to convict them for a small charge, worth a few months in jail if neither of them confess (the ‘cooperation’ option). However, if they ‘rat out’ on their partner, they should be able to get themselves charged with only a minor offence for complicity, worth a small fine, whilst their partner will get a couple of years behind bars. But, if both tell on one another, revealing their partnership in the crime, both can expect a sentence of around a year.

The puzzle comes under the title (in mathematics) of game theory, and was first formally quantified in the 1950s, although the vague principle was understood for years before that. The real interest of the puzzle comes in the strange self-conflicting logic of the situation; in all cases, the prisoner gets a reduced punishment if they rat out on their partner (a fine versus a prison sentence if their partner doesn’t tell on them, and one year rather than two if they do), but the consequence for both following the ‘logical’ path is a worse punishment if neither of them did. Basically, if one of them is a dick then they win, but if both of them are dicks then they both lose.

The basic principle of this can be applied to hundreds of situations; the current debate concerning climate change is one example. Climate change is a Bad Thing that looks set to cause untold trillions of dollars in damage over the coming years, and nobody actively wants to screw over the environment; however, solving the problem now is very expensive for any country, and everyone wants it to be somebody else’s problem. Therefore, the ‘cooperate’ situation is for everyone to introduce expensive measures to combat climate change, but the ‘being a dick’ situation is to let everyone else do that whilst you don’t bother and reap the benefits of both the mostly being fixed environment, and the relative economic boom you are experiencing whilst all the business rushes to invest in a country with less taxes being demanded. However, what we are stuck with now is the ‘everyone being a dick’ scenario where nobody wants to make a massive investment in sustainable energy and such for fear of nobody else doing it, and look what it’s doing to the planet.

But I digress; the point is that it is the logical ‘best’ thing to take the ‘cooperate’ option, but that it seems to make logical sense not to do so, and 90% of the moral and religious arguments made over the past couple of millennia can be reduced down to trying to make people pick the ‘cooperate’ option in all situations. That they don’t can be clearly evidenced by the fact that we still need armies for defensive purposes (it would be cheaper for us not to, but we can’t risk the consequences of someone raising an army to royally screw everyone over) and the ‘mutually assured destruction’ situation that developed between the American and Soviet nuclear arsenals during the Cold War.

Part of the problem with the prisoner’s dilemma situation concerns what is also called the ‘iterative prisoner’s dilemma’- aka, when the situation gets repeated over and over again. The reason this becomes a problem is because people can quickly learn what kind of behaviour you are likely to adopt, meaning that if you constantly take the ‘nice’ option people will learn that you can be easily be beaten by repeatedly taking the ‘arsehole’ option, meaning that the ‘cooperate’ option becomes the less attractive, logical one (even if it is the nice option). All this changes, however, if you then find yourself able to retaliate, making the whole business turn back into the giant pissing contest of ‘dick on the other guy’ we were trying to avoid. A huge amount of research and experimentation has been done into the ‘best’ strategy for an iterative prisoner’s dilemma, and they have found that a broadly ‘nice’, non-envious strategy, able to retaliate against an aggressive opponent but quick to forgive, is most usually the best; but since, in the real world, each successive policy change takes a large amount of resources, this is frequently difficult to implement. It is also a lot harder to model ‘successful’ strategies in continuous, rather than discrete, iterative prisoner’s dilemmas (is it dilemmas, or dilemmae?), such as feature most regularly in the real world.

To many, the prisoner’s dilemma is a somewhat depressing prospect. Present in almost all walks of life, there are countless examples of people picking the options that seem logical but work out negatively in the long run, simply because they haven’t realised the game theory of the situation. It is a puzzle that appears to show the logical benefit of selfishness, whilst simultaneously demonstrating its destructiveness and thus human nature’s natural predisposition to pursuing the ‘destructive’ option. But to me, it’s quite a comforting idea; not only does it show that ‘logic’ is not always as straightforward as it seems, justifying the fact that one viewpoint that seems blatantly, logically obvious to one person may not be the definitive correct one, but it also reveals to us the mathematics of kindness, and that the best way to play a game is the nice way.

Oh, and for a possibly unique, eminently successful and undoubtedly hilarious solution to the prisoner’s dilemma, I refer you here. It’s not a general solution, but it’s still a pretty cool one 🙂

I’ve been expecting you…

As everybody has been incredibly keen to point out surrounding the release of Skyfall, the James Bond film franchise is currently celebrating its 50th birthday. Yes really- some absolute genius of an executive at Eon managed to get the rights to a film series that has lasted longer than the Cold War (which in and of itself presented a problem when Bond couldn’t simply beat up Commies all of a sudden and they had to start inventing new bad guys). But Bond is, of course, far older than that, and his story is an interesting one.

Ian Fleming had served as an intelligence officer during the Second World War, being involved with such charismatic spies as Dusko Popov (who ran an information exchange in Lisbon and traded signals on a roulette table), before returning to England during the 1950s. He later made a famous quote, based on an event that occurred in 1952:

‘Looking out of my window as the rain lashed down during one of those grey austerity-ridden days in post-war Britain, I made two of the biggest decisions of my life; one, never to spend winter in England again; two, to write the spy story to end all spy stories’.

He began writing the first Bond novel (Casino Royale) in February of that year, retiring to his Goldeneye estate in Jamaica to write it (Bond spent the majority of his time in certainly the earlier novels in the Caribbean, and Goldeneye would of course later become the name for Pierce Brosnan’s first Bond film). He chose the name from American ornithologist (and world-renowned expert on Caribbean birds) James Bond, saying that he originally wanted his character to be a normal person to whom extraordinary things happened, and whilst this brief got distorted somewhat through his various revisions this drab name, combined with Bond’s businesslike, unremarkable exterior, formed a contrast with his steely edge and amazing skill set to form the basis of the infamous MI6 operative (Fleming also admitted to incorporating large swathes of himself into the character).

The books were an immediate hit, demonstrating a sharp breakout from the norms of the time, and the film industry was quick to make its move towards them. As early as 1954 a TV version of Casino Royale starring the Americanized ‘Jimmy Bond’ had hit the screen, but Fleming thought he could go better and started a project to make a film adaptation in 1959, with himself acting as screenwriter. However, the project bombed and it wasn’t until 1961 that Albert ‘Cubby’ Broccoli (along with partner Harry Saltzmann) bought the film rights to the series. This project too was plagued by difficulties; despite Sean Connery being said to ‘walk like a panther’ when he came to audition for the part, Broccoli’s first choice for the Bond role was Cary Grant, and when he said he didn’t want to be part of a series he turned to James Mason. Mason made similar bones and so at last, with some misgivings, they turned to Connery. Said Fleming, ‘he’s not exactly what I had in mind’.

He had even worse things to say when Connery’s first film, Dr. No, was released; ‘Dreadful. Simply dreadful’ his words upon seeing the preview screening. He wasn’t the only one either; the film received only mixed reviews, and even a rebuke from the Vatican (never noted for their tolerance towards bikinis). However, Dr. No did include a few of the features that would later come to define Bond; his gun, for instance. For the first 5 Bond novels, Fleming had him using Berreta 418, but munitions expert Geoffrey Boothroyd subsequently wrote to Fleming criticizing the choice. Describing the weapon ‘a lady’s gun’ (a phrase Fleming himself would later use to describe it), he recommended the Walther PPK as an alternative. Fleming loved the suggestion, incorporating an adapted version of the exchanged into his next book (which was, coincidentally, Dr. No) and giving the name of Bond’s armourer as Major Boothroyd by way of thanks. Boothroyd’s role as a quartermaster eventually lead to his more famous nickname; Q.

Not that any of this saved the film, or indeed ‘From Russia With Love’, which succeeded it. Reviews did improve for this one if only for its better quality of execution, but many still rallied against the very concept of the Bond movie and it hardly kickstarted the franchise. What it did do, however, was prompt the release of the film that did; Goldfinger.

This was the film that cemented Bond’s reputation, and laid the tropes on the table for all subsequent films to follow. Pussy Galore (Honor Blackman) became the definitive Bond girl, Sean Connery the definitive Bond (a reputation possibly enhanced by the contrast between his portrayal of Bond and the aggressive, chauvinistic ‘semi-rapist’ portrayed in the books), and his beautiful, silver Aston Martin DB5 the Bond car- one such car sold in the US some years ago for over 2 million dollars. According to many, Goldfinger remains the best Bond film ever (although personally I’m quite fond of Live and Let Die, The World is Not Enough and Casino Royale), although rather sadly Ian Fleming died before he could see it.

Since then, the franchise has had to cope with a whole host of ups & downs. After ‘You Only Live Twice’ (in which the character of supervillain Ernst Stavro Blofeld is first revealed), Connery announced that it would be his last Bond film, but his replacement George Lazenby appeared just once (On Her Majesty’s Secret Service, in which his performance received mixed reception) before claiming that he didn’t feel the character of a gun-em-down chauvinist such as Bond could survive the ‘peace & love’ sentiment of the late 60s (Lazenby was also, on an unrelated note, the youngest man ever to play Bond, at just 30). After Connery was tempted back for one more film (Diamonds Are Forever) by an exorbitant salary, the gauntlet was thrown to Roger Moore, who simultaneously holds the record for oldest Bond ever (57 by the end) and most number of films (7, over a 12-year period). Moore’s more laid back, light-hearted and some might say graceless approach to the role won him some plaudits by its contrast to Connery’s performance, but despite increasingly negative audience feedback over time this style became ever more necessary as the series came under scrutiny. The feminist lobby (among others) had been gaining voice, and whilst they had once been pleased at the ‘freedom’ demonstrated by the likes of Playgirls and other burlesque performers (seriously, that was the attitude they took in the 50s) by now they saw them as the by-products of a chauvinist society. This quickly meant Bond’s all action, highly sexual and male-dominated atmosphere came under fire, forcing the character to retreat into steadily tamer plots. It was also rapidly running out of ideas (the same director had been working on the project for several films by now), retreating into petty jokes (ie the name ‘Holly Goodhead’) and generally mediocre filmmaking. The series limped on with Moore until A View To A Kill, and for two more with Timothy Dalton after that, but it then took an 6 year break whilst another Dalton production fell through. Some felt that the franchise was on its last legs, that a well-liked and iconic character would soon have to wink out of existence, but then came Pierce Brosnan.

Whatever you do or don’t think of Brosnan’s performances (I happen to like them, others think he’s fairly rubbish), there can be no denying that Goldeneye was the first Bond film to really catapult the franchise into the modern era of filmmaking. With fresh camera techniques to make it at least look new, a new lead actor and a long break to give everyone time to forget about the character, there was a sense of this being something of a new beginning for Bond. And it was; seven films later and with Daniel Craig now at the helm, the series is in rude health and is such a prominent, well-loved and symbolic character that Craig adopted his 007 role when pretending to skydive into the stadium alongside the Queen during the London 2012 opening ceremony (which I’m sure you all agree was possibly the best bit of the entire games). There is something about Bond that fundamentally appeals to us; all the cool, clever gadgets, the cars we could only ever dream of, the supermodels who line his bed (well, maybe a few people would prefer to turn a blind eye to some of that), and the whole smooth, suave nature that defines his character makes him such a fixed trope that he seems impossible for our collective psyche to forget. We can forgive the bad film making, the formula of the character, the lack of the artistry that puts other films in line for Oscars, simply because… he’s Bond. He’s fun, and he’s awesome.

Oh, and on a related note, go and see Skyfall. It’s absolutely brilliant.

Freedom Bridge

I must begin today with an apology- I’m going to go on about games today SORRY DON’T RUN AWAY IT’S DIFFERENT THIS TIME! Instead of looking into gaming as a whole today I want to focus on just one game.

Before I do, I should probably give you the rundown as to what I am getting at. The majority of the population, including (and quite possibly especially) the gaming population, generally views games as a pastime- a relaxation, a release, a chance to take out some of their surplus aggression and stress on an unassuming NPC. However, some people are willing to go further, and suggesting that games be considered something special on the mass-media scale- not just another tool for making money, but a tool of expression and delivery unmatched by even TV or film. In short, some people believe that games are a unique and special form of art.

This is the subject of quite some argument among both gamers, artists and (of course, since they are never ones to let a good contentious issue go to waste) journalists, but to explain both sides of the argument would be long, tedious and biased of me. So instead I thought I would present to you a case study, an example of just what the Games Are Art crowd are going on about. I give you Freedom Bridge.

Freedom Bridge is a free-to-play online Flash game (I’ll include a link to it at the bottom). It takes all of a minute or two to play (depending on how you play it), and it’s generally about as simple as games come. You play as a single black square on a white background, able to move up, down, left or right using the arrow keys. Your movement is somewhat restricted- you cannot move up or down beyond the dimensions of the playing screen you start with, and cannot move very far to your left either. Your only choice to progress involves moving right, towards a curly line that stretches across the screen in front of you. You cannot move to either side of it- your only choice is to go straight through. As you do so, your movement instantly slows- your block is struggling to move through, and when it finally does, it is leaving a thin, sparse trail of red spots behind it. The spots are blood, and that curly line is barbed wire.

Your direction is still limited to moving right, through a large expanse of white screen broken only by you and your trail. Stopping for a while causes the spots to build up into a bigger red mass- your blood piling up. As you continue to move right, another length of barbed wire appears in front of you, and you once again have no choice but to go through it. Once again, your motion becomes painfully slow, only this time, when you’re on the other side, some of your loss of speed remains, and the trail of blood is thicker and more obvious. You may turn back if you wish, but will not find anything new- your only real choice is to press on right. All the time the sound of rushing water, playing since the start, is getting slowly louder. Another length of barbed wire appears and, beyond it, the source of the sound is revealed- a fast-flowing river, with a bridge crossing it. Once again, your sole choice is to go through the wire, and once again you are slowed still further, and your bloody trail becomes still thicker. Your movement is laboured now- but the bridge awaits. You cannot travel up or down the river, so your only choice is to cross the bridge. As you do so, your movement now slow and bloody, a shot rings out, and you disappear into a splat of blood. That’s it. The game doesn’t even fade out (well, not for a while anyway). There’s just the sight of the blood, and the sound of the flowing water.

At first glance, this barely warrants its description as a game. This is a game that makes platforming look open-world, has no levels or sub-divisions- hell, there aren’t even any characters, or clearly defined plot for that matter. There are no options, no way to win. And that is the secret to its effectiveness.

The game does, in fact, have a plot, but it’s hidden amongst the detail. Think of the title, Freedom Bridge- that bridge is the embodied representative of freedom, of escape, of liberation, whilst the barbed wire and your side of the river in general is symbolic of restraint, or oppression. Think of the wire itself- used to guard borders by oppressive regimes who don’t want their citizens leaving. This bridge could be in Korea (where it is actually based on), cold war-era Germany, Zimbabwe, wherever- it represents them all. The white landscape itself is symbolic of the bleak emptiness of the borderlands, devoid of care and emotion. Think of the way it ends- the sound of the water very gently fades out to nothing, but for a long time the scene doesn’t change (and when it does, it’s onlt for some rather poignant context). Your death doesn’t change things, doesn’t make the world a different place. The world is uncaring, you appear immaterial, and all your sacrifice has done is coloured the earth red. And then, think of the game element itself. If you were to just hold down the right arrow key, you could replicate the experience almost exactly by watching a short video. But the effectiveness of that video? About zero. The important detail is that you have a choice of how to proceed. You can, if you want, go up, or left, or down, you can try to look for the thinnest points in the wire, you can try to see if there’s another way across the river- if you wanted to, you could draw pictures with your own bloodstained trail, or even (if you had rather too much time), turn every spot of white on the map red with it. The point is that you have all this choice, unavailable if this were simply a film, but it doesn’t make a scrap of difference. No matter what you do, the game is still going to end with you as a splat of blood on that bridge. This is a game about inevitability, and whatever you do in it, you are only delaying the inevitable. Death is inevitable. For the poor soul trying to escape their oppressive regime, there is no way out- only the icy grip of death awaits them.

Without the element of choice that the game offers, this message simply cannot be delivered with the same effectiveness. The experience of it cannot be replicated by a film, or even a piece of art- this is a an experience which, when thought about, can be immensely harrowing and poignant, and yet cannot be replicated in the same way by any classical art form- only the interactivity of games allows it to be quite so special. Some people argue that this kind of experience cannot really be called a game. But even so… if the experience that delivers isn’t art, then I don’t know what is.

To play Freedom Bridge, follow this link: http://www.necessarygames.com/my-games/freedom-bridge/flash