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The Wild West Bank -- Isreali Disengagement Game

By Zach Whalen – Sat, 2005 – 06 – 11 19:25
Wild West Bank Playing Field
Basic Playing field for the Wild West Bank

I confess to having a poor knowledge of the current politics of the current the Isreali - Palestinian situation, so it was with great interest that I today discovered the Wild West game via Ynet News. Since most of this game's dialogue is in Hebrew, and my knowledge of the language is pretty rusty (as in non-existent), I thought that playing this game would be a good experiment in the rhetorical power of a video game.

Fortunately, the article that linked to the game had a summary of how to play it, as well as the important point that this game is produced and disseminated by the left in this particular political climate. Armed with this knowledge, I still find a lot to be learned from the actual game itself. The game menus have a "Wild West" theme, but that doesn't really work it's way into the game itself, which is a simple "whack-a-mole"-style play where one must click on Isreali settlements to remove them. Once the settlements actually become a house, they require two clicks to remove, and if a settlement is guarded by soldiers, those soldiers must be moved back outside of the West Bank boundaries.

Game play quickly becomes hectic, and ends (I think) somewhat unfairly in a sudden onslaught of heavily defended settlements which, contrary to the pattern already established, appear fully established on arrival.

I think the visuals are particularly interesting in how they illustrate the three groups involved. (Again, I have only a little knowledge of the actual situation, so the following comments are based purely on what I infer from the game.) In short, the settlers and the soldiers look nervous: Nervous Israeli Settlers , and the Palestinians look angry: Angry Palestinian . Furthermore, the Palestinians appear to be nomadic (they move around the West Bank, but don't seem to affect or otherwise react to the settlements), and perhaps most telling of all, the soldiers appear quite relieved (Relieved Israeli Soldier) when they are delivered back out of the West Bank.

This tells me a number of things -- Isreali soldiers don't really want to be in the West Bank (perhaps because they simply would prefer not to be in harm's way or they are generally indifferent to the situation itself?), Isreali settlers are reluctant as well (for some reason, they look to me like nervous suburbanites on the front edges of suburbia's encroachment into the "bad" part of town), and Palestinians in their natural state lead a "grumpily idyllic" existence unfettered by housing developments or roads (the implication is that the Palestinians prefer their way of life, but they don't "cheer up" in the fleeting moments when the West Bank zone is actually free of settlers).

Overall, the game leaves me with a few nagging questions (For example, why is the "danger zone" green? Is it supposed to represent the verdant resources of the disputed area?) and makes me want to read more about the issue to find out about the situation. More importantly, my reading of the situation will now by influenced and enhanced by my perceptions of the various parties involved. It will be difficult, for example, to read about an armed conflict in the area and not recall the impression I received of the soldiers' apparent reluctance to be involved, or the settler's apparent vulnerability.

Finally, for the question of rhetoric, the most interesting component of this game is the role of the player. Since clicking on settlers removes them, am I playing as a Palestinian defender forcibly removing the invaders? I don't think that's the case, since I'm also removing the soldiers, and they seem happy about that. I think the best interpretation is that, as the player, I represent the best-case-scenario "ought". I enact what ought to happen in a best-case world, and I think this is a particularly salient point for rhetorical games in general. The player's interaction also seems to correspond to a moral position in September 12th, though in that case it's obviously a "should not." I want to ponder this some more because I think it's a useful way of honing in on the moral implications of any game (even ones that don't claim to be rhetorical), but since this post is already pretty long, I'll leave it for now. I'm interested to hear what other people think about this game or what they conclude from it, especially if you actually know more about the real situation than I do.

Works Cited:

View more information about this reference.

Frasca, Gonzalo. September 12th. [Web / Flash ] Dev. Newsgaming. : Newsgaming, 2003. <http://www.newsgaming.com/games/index12.htm>.

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