Globalization is the term assigned to the general shape of the trillions of business interactions conducted since World War II. There are two loose phases generally linked to sweeping changes in the general epistemology of the first world nations. The first is called the development project. The most simplistic explanation of the development project is a quote from 1949:
“What we envisage is a program of development based on the concepts of democratic fair dealing”
– Harry S. Truman
This program, broadly defined and even more broadly instituted through programs associated with the Bretton Woods portion of the Marshall Plan directly after World War II, sought to help those countries that would be developing according to the general belief at the time: Modernization Theory.
Modernization Theory was (and loosely still is) a belief that societies develop in a universally similar, predictable way. By bringing our knowhow to the countries just getting started on this project, we would be helping them do so more quickly. The goal of this project was a universal standard of living that should mimic the most developed country at the time, the United States.
In video games, you can see development ideology at work most blatantly through the game Civilization (and to a lesser extent the games that mimic civ). Civilization breaks modernization theory down to its core mechanic: what that civilization knows. When a country develops a particular area of knowledge, let’s say mathematics, that country has a decisive advantage over those other countries. However, this advantage is only truly an advantage if the local government is stable, income is predictable, and there is a lack of violence from other nations nearby. Further, significant developments inevitably become intertwined with production of weaponry. This weaponry is needed to either scare other nations into making treaties with you or to expand your civilization. Inevitably in all games of Civilization, the “primitive” groups are trounced very quickly. While Civilization, and games like it, pick up on the development project, the turn to the globalization project has not quite made it into video games. However, the mechanism that keeps globalization going, has.
The most simplistic way I can think of to explain the paradigm shift between the development project and the globalization project is the science wars. This war was fought on paper, between those who attacked the idea of objectivity both in the physical sciences and in the liberal sciences. On the one side, you had the post-modernists. These intellectuals believed that objectivity was not possible and that it should not be sought after. A redefinition and recalibration of scientific principles was needed as we had developed our minds well past enlightenment principles (exploration of the rational world through rational means). On the other side are the relativists. This camp believed that there were social factors at work in the construction of knowledge but that the end goal was still a rational exploration of the natural world. The end of this war has left the methodology and epistemology of social research in a state of extreme flux. For the business world, this intellectual exchange signified the conscious shift from development theory to globalization theory.
Globalization theory begins with a post-modern belief applied to the world. Whereas we were all going somewhere together through global development, the irreconcilable differences omni-present throughout the myriad of cultures in the world mean that a globally developed, global society is not possible. Instead, a forced standard of doing business will ensure that products for sale in the major countries of the world can be created for the cheapest price. In other words, culture was partially removed from globalization and replaced with economic standardization.
Within sociology there is a theory developed by Robert K. Merton that places people on a continuum of adaptation to the culturally favored goals of the society they live in. In our case, the global goal is the cultural goal and that cultural goal is an economic one: supreme economic success. Merton tells us there are five ways in which people adapt to the gap between their individual means to achieve the culturally favored goal and the goal itself:
| Conformity | + | + | Conformity occurs when individuals accept the culturally defined goals and the socially legitimate means of achieving them. Merton suggest that most individuals, even those who do not have easy access to the means and goals, remain conformists. |
| Innovation | + | - | Innovation occurs when an individual accepts the goals of society, but rejects or lacks the socially legitimate means of achieving them. Innovation, the mode of adaptation most associated with criminal behavior, explains the high rate of crime committed by uneducated and poor individuals who do not have access to legitimate means of achieving the social goals of wealth and power. |
| Ritualism | - | + | The ritualist accepts a lifestyle of hard work, but rejects the cultural goal of monetary rewards. This individual goes through the motions of getting an education and working hard, yet is not committed to the goal of accumulating wealth or power. |
| Retreatism | - | - | Retreatism involves rejecting both the cultural goal of success and the socially legitimate means of achieving it. The retreatist withdraws or retreats from society and may become an alcoholic, drug addict, or vagrant. |
| Rebellion | +/- | +/- | Rebellion occurs when an individual rejects both culturally defined goals and means and substitutes new goals and means. For example, rebels may use social or political activism to replace the goal of personal wealth with the goal of social justice and equality. |
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The most useful of these modes of adaptation is innovation. While in video games and technology we often see the commoditized version of this term (a synonym for revolution), this term essentially means using illegitimate means to achieve the culturally favored goal. While we most often associate this with criminals, this mode of adaptation is the very reason that new ways to make money appear. These means can be seen through simplistic things like new products or more complex things like stock market trading. It is through this particular social theory that we can best explain the endgame of the change between the globalization project and the development project:
The development project assumes that we are all heading to the same place culturally and economically. The globalization project realizes we will not head to the same place culturally but takes that difference and rationalizes it. Instead of everyone heading to the same place, we are all heading to a different place but the amount of different cultures are minimized. Citizens are given the same culturally favored goals but are also pressured not to conform to them entirely. Instead, globalization produces a global system of differently flavored innovators.
But this is where everyone is headed, not where they are. What exists now is a combination of these two ideologies: Development and Globalization. The Bretton Wood organizations (IMF, World Bank) are pursuing their new economic goals while all of the old developing nations are pursuing the development goals. The result is a state of confusion that supercharges innovators to take radical measures to ensure their success in pursuing the globally favored cultural goal.
We look down on those radical individuals (or radicalized nations in this case) because, in game terms, they are not acknowledging the magic circle and would be considered cheaters. Cheating is not acknowledging the game’s rules or breaking them entirely. Innovation as criminal is only criminal if the players of the game deem an innovation to be illegitimate. This has lead to the creation of a wide variety of problems that video games then use to give their own games depth: rebellion.
Rebellion, typically in the form of fundamentalism, is a complete and total rejection of the system we use to do business along with the culturally favored goals. This rebellion is presently labeled “terrorism.” In his work entitled Jihad vs McWorld, author Benjamin Barber expresses his concern about the clash between a need to go backward and the ever present need to go forward. In his words, “…in history’s twisting maze, Jihad not only revolts against but abets McWorld, while McWorld not only imperils but recreates and reinforces Jihad” (Globalization Reader: 34). Even in the globalization project, a resistance to itself, a form of reinforcing the need for itself is omni-present. While this seems like Orwell’s greatest fear, all of this is created to maximize the possibility of innovation. In this way, globalization, however confining and destructive to certain aspects of culture, allows us to explore this very central ideological need that has been nigh ubiquitous in every culture the world has produced. We will see this idea becoming more and more central to western sci-fi and themes as we move further into this century. Japan, through video games like Metal Gear or even Final Fantasy, are already exploring that idea.
It is at this point that we turn to the original video game topic of this entry: Battlefield: Bad Company 2.
Battlefield: Bad Company 2 is a game that takes place inside the chaotic ecumene of Jihad vs McWorld. The locations of this game are what most people refer to as the global south, periphery, or third world countries. Bolivia, Chilie, and portions of Russia all make an appearance in this game. Video games, especially war games, will rarely take place in a 1st World, or Core country unless it is because of a terrorist act. It is easier to pick these locations because, quite simply, these nations have no face other than “suffering” or “primitive” or “backwards.” They are logically places where conflict will happen.
There are a series of assumptions I want to posit here:
- Because Battlefield: Bad Company 2 wants to be humane, they remove civilians from cities.
- Because Battlefield: Bad Company 2 wants to be a game with destructible environments, they place structures to be destroyed, that should be inhabited by civilians, along every route of the game.
- Further, because these places are considered to be infested with badguys, they must be destroyed in order to destroy the bad guys.
These are assumptions I am making. I am not saying that the game designers thought this way; I am simply trying to make an argument about the a priori, or metaphysical building blocks that began at the design process. In the designer’s mind, I would imagine these ideas never consciously occurred. In no way am I assigning some sort of blame, a person cannot help where or when they are born. The makeup of our knowledge is entirely an action of the society, region, and local area that produced it. However, that we should think about these things is something that should be addressed. As we all live in the current dominant country; however, it will probably not be.
Be that as it may, a significant factor to consider is the main focus of the single player game is that of a non-nuclear weapon of mass destruction. This is to say that BFBC2 makes it a point to show that everyone is in a state of panic, not because of nuclear weaponry, but because of an innovation that people talk about, but had never actually had: Scalar technology (EMP weapons). Scalar technology has become an increasingly used idea in fiction: 24, Escape from New York, Goldeneye, and a few others just to name a few.
Most (some?) Globalization theorists will tell you that the pursuit of nuclear weaponry is of primary concern to a globalizing nation. It is as such that America will physically attack or economically undermine a country that is developing such technology in order to keep them in their place. Once that weapon is created; however, America will change it’s stance and will be willing to enter into peace negotiations. Scalar weaponry, if it exists (it is a central component of conspiracy theory at the moment), serves as the inevitable and forced escalation of mutually assured destruction. These are weapons that can be deployed and, if a preemptive strike at a key location is achieved, there can be no mutually assured destruction. These weapons are the weapons of the cheater according to the current rules. While they are cheating; however, all involved countries will mostly likely continually try to develop them.
Here is another set of assumptions:
- Innovation is a key component of Battlefield Bad Company 2
Innovation is a central concern of BFBC2 through the actions of previous Bad Company title. Continually, higher ups sending these gentlemen refer to their tactics as unorthodox. “Just do like you do boys!”
And here is where a significant, albeit unintentional social criticism takes place.
Assumption:
- The members of Bad Company just want to go home.
This sentiment is an echo of a wide variety of people of people in the world (probably 90+%). People just do what they need to at work in order to get it done and head home. Referring back to Jihad vs McWorld, only the people at either end of the spectrum really and honestly care about pursuing their agenda. Put on a continuum, most people will fall in the middle, or around the middle as not really interested in either agenda.
BFBC2 takes this one step further. People on one end of the spectrum are taking this attitude and are using it to their advantage. Because they are misfits and because they are your stereotypical type of person to join the army (just want to make money, don’t fit in the normal world), they will do their duty without question as long as they are promised a paycheck and some relaxation at the end of the day. It is through these middle of the road types that Jihad vs McWorld pursue their agenda. The power of a person who just wants to go home is wildly powerful.
At the end of the day, Bad Company 2 has a lot to say about the world as it is. Ideologically, it tends to favor the westernization through its messages about why Bad Company is doing what it's doing but overall, it shows the plight of those who have little choice but to do as the higher ups ask. While it may not make absolute social commentary, it does have that unique glimpse to the very mechanism that keeps whatever ization or ism we live in, going. It shows the American disregard for nations that are not our own when we want something from them. It shows our love for guns, money, and just how far we're willing to go to get it. It also shows how much we manipulate the world. Metaphorically, Bad Company are the developing nations and Aguire / Rasputin (can't recall actual name) are the western powers. In a game style mimicked by almost every developer out there, modernization theory, that predictable path to modernity and rewards for hard work can be found ubiquitously throughout this game. If pick yourself up by your own bootstraps just for a little longer, you'll have another plot point.