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SF, the Internet, and Doom in Colorado |
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Click on any of the covers below for a larger image. This isn't the kind of thing I want to be worrying about. I'm told you should only worry about things you have power over. I have no power over this. Can't really stop worrying about it, either. I'm worried because I have children, because I'm both a reader and a gamer, and because I love Science Fiction and Fantasy. I hope that I'm worrying for nothing. But experience tells me otherwise.
It Starts With Genres in Synergy
In the mid-80s, the fantasy novel collided with the Role Playing Game in a major way.
It's tough to pinpoint the real beginnings of the trend, but it's a lot easier to finger
its first major successes. TSR's DragonLance gaming world launched the company's
fiction line with a trilogy of novels by Margaret Weis and Tracy Hickman -- the
Dragonlance Chronicles -- that became an enormous hit. At their peak, Weis
and Hickman were proclaimed the most popular fantasy authors in North America since Tolkien.
TSR repeated the success with their line of Forgotten Realms novels,
in particular the New York Times bestselling Dark Elf Trilogy
by R.A. Salvatore. By the close of the 80s, TSR was the fourth largest publisher of
books in North America -- impressive growth by any standards, and totally unprecedented
for a publisher focused exclusively on SF and Fantasy. They published over a hundred titles in the
Dragonlance and Forgotten Realms lines alone,
and many more in their Dark Sun, Ravenloft, and associated lines
(click on any of the links for a recent compendium of titles and authors).
TSR was soon joined by a great many gaming companies -- such as FASA with their
Battletech, Shadowrun, and Earthdawn lines,
West End Games Paranoia, White Wolf, and many others. While there was no shortage of
grumbling from old-guard critics, who found their favourite shelves at the local bookstore
suddenly buzzing with bizarre and not-always-identifiable packaged material, it was hard
to argue with the sales figures. Gaming books were bringing a new audience to fantasy,
and they were bringing them by the freighter load.
You can certainly argue the weight of impact of fantasy role-playing on the SF and Fantasy
genres, and people do even today. But I think
it's universally accepted nowadays that the impact was very real, and in particular it
changed the make-up of Fantasy -- both its writers and its audience -- forever.
The Computer Revolution
A fad? Or the start of a new growth spurt in the field, one that could tease a few more
young people over to the SF and Fantasy shelves, where they'll simultaneously be
exposed to Jack Williamson, Orson Scott Card, and Anne McCaffrey?
Too early to tell.
But the enormous popularity of online fantasy games, the growth of a multi-million dollar
computer gaming industry, and the swiftness with which cyberpunk culture was becoming mainstream
-- all of it smacked of the same dynamic collision of genres as the mid-80s. Except
this time the stakes -- and the potential audience -- were vastly larger. Once again, it
was hard to gauge the true impact with any accuracy, but I was certainly looking forward to
measuring it over the next few years.
Unfortunately, the events of Tuesday, April 20th in Littleton, Colorado will likely have a very
significant impact first.
Doom in Colorado
On the morning of Tuesday, April 20th, Eric Harris, 17, and Dylan Klebold, 18, walked into
Columbine High School in Littleton, Colorado with a 9 mm semi-automatic assault rifle,
two shotguns and at least one handgun, and over 30 explosives. For the next twenty minutes to an
hour they hunted their fellow students and teachers at short range through the halls of the
school in a real-life re-creation of the computer game Doom, slaying thirteen and
injuring more than twenty others before killing themselves in the school library.
Not surprisingly, the FBI searched and confiscated everything in the homes of the two
boys that might be evidence. Among other things, they walked out of the suspects
homes with a computer and modem, a shotgun, computer games and books.
The photos of Littleton put a knot in my stomach. I think anyone with children in this
country had much the same response. But when I watched federal investigators carry a plastic
bag out of Eric Harris' home containing multiple copies of the game Doom, this tragedy
landed at my back door with a bang.
Who's Going to take the Bullet?
When young people in our culture do terrible things, there is always a backlash. Many of you will
remember the suicide of a young college student on the early 1980s, an event which triggered an
immediate and very damaging backlash against the role playing game Dungeons and Dragons. The young man was very
clearly disturbed, the link with the game was peripheral at best... but none of that mattered.
D&D was an unusual, high-profile game that was poorly understood.
Worse, it attracted outsiders, and it had a demon on the cover. The results were pretty predictable: for years
afterward, I found articles about the "satanic
game Dungeons and Dragons" and its horrid influence on the youth of America in a variety of newspapers
and magazines. Some of the articles were well balanced and informed. Most were not.
There was no smoking gun in the college suicide case. The young man in question was not
found hunched over a Saving Throw table, dice in hand. But D&D still took the rap.
In contrast, there are a number of smoking guns in the Littleton tragedy, literal and figurative.
And the body count is much, much higher.
In the week since the incident occurred, an incomplete portrait of the two young men involved has been assembled
by the media. It relies fairly heavily on a handful of posts the two made to the Internet, a web page crafted by
Eric Harris (on bomb manufacture), and a drawing of a young man shooting unarmed figures, also by Eric Harris. While I have
yet to see anyone reporting on the case draw conclusions, I doubt that's far off.
You could take that as a premonition of his state of mind. But you can also take it as fairly typical
rhetoric for a dedicated and competitive action gamer -- the kind of thing that gets keyed between players
during an online session of Doom, Quake, or Half-Life.
And finally we have Harris' bomb web site.
Harris doesn't identify himself directly
as the author of this document, but the indirect evidence is quite compelling. In this brief manuscript,
the author crisply outlines a number of tips for successful bomb manufacture, including how to pack shrapnel for
maximum fatalities. Towards the end he notes that gasoline is a troublesome substance to store, mostly
because its smell is difficult to disguise and it's impossible to keep in the closet.
Taking all this evidence together, what do you have? Very little of substance. Believing that these fragments
can give us anything approximating an understanding of this tragedy is
akin to thinking you can fully comprehend Hitler from handwriting samples.
But.
A tragedy of this magnitude needs a fall guy. The American national psyche has just been wounded, and
shortly it will look for something to lash out at. Due respect and appropriate lip service are likely to
be paid to the official investigation, but this process is far too slow to satisfy the public need. A
great many young people have been killed. Someone needs to take the bullet.
Who or what will it be? Guns and the NRA? Excuse me for being cynical, but not likely. Rock music? The
perennial favourite among scapegoats for youth violence, but there's little to implicate it in this case.
I don't mean to be coy here. This time I doubt the usual suspects will even be rounded up. In the eyes of the
public, fingerprints and DNA traces are all over the crime scene, and they all belong to Doom.
Bad Moon Rising
In case it's not obvious yet, I think that distilling the roots of the Littleton disaster into a single cause
-- games, guns, or otherwise -- is dangerously narrow-minded. Unfortunately, I also think it's almost inevitable.
The violence in Doom is unrelenting. It -- and the subsequent games in the action genre, such as Sin,
Duke Nukem 3D, Unreal, and Quake II -- invariably place you in a kill-or-be-killed environment,
where the only way to interact with others is violently, and the highest virtue is maximum firepower. There's
even an infamous scene in Duke Nukem 3D where you can open fire on topless dancers. The games
feature first-person perspective, top-notch graphics and sound, and as flat a learning curve as you can find in the
field of computer gaming.
In short, the computer gaming action genre is not prepared to comfortably withstand the glare of public scrutiny.
It is most especially not ready to defend itself against the charge that it encourages a culture of violence
among our youth. While I have played many of these games and enjoyed them -- and think that the action genre
is just now starting
to field mature work with genuine plot and character interaction, such as Valve Software's excellent Half-Life --
I can see little in their packaging and marketing that will protect them from a storm of this magnitude.
When the storm touches down, I doubt it will make subtle distinctions. The shelves of science fiction bookshops are
crammed with action gaming tie-ins of all kinds, from Doom novels to Resident Evil to Baldur's Gate.
In large part they are inventive and fun, and a welcome addition, for all the energy and fresh audience they bring.
But I fear that won't matter much.
The bullet is coming for the Littleton disaster. And I'm very much afraid it's headed our way.
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