[net.sf-lovers] SF-LOVERS Digest V7 #55

Pettit.PA@PARC-MAXC.ARPA (07/01/83)

I liked War Games.  Granted it will suffer a lot in comparison to
"Failsafe" and "Dr. Strangelove", *IF* you think of it as trying to
preach the same message.  As as a vehicle for "Nuclear War could happen
despite our best intentions" it would certainly fail because, as Lauren
says, in its choice of a disaster scenario it is neither realistic
enough to be believable, nor unrealistic enough to be enjoyed as satire.
And as Mike Inners said, "because ill effects are not avoided."  But I
don't think that was its message at all.

I saw the message as "Think! Care! And don't be afraid to do what caring
tells you you should do."  That stopping a nuclear war was the thing the
characters got a chance to care about is almost incidental.  The nuclear
threat is there for increased dramatic effect and tension, not for
realism.  So of course the ill effects had to be avoided, in order to
show that acting on your conscience can make a difference.  The movie is
not anti-machine at all -- it is anti-people-acting-like-machines.  The
computers, like the chess references, are there to present this
metaphorical contrast, not to be the dangers themselves.

I'm a little surprised that so few people recognized this as the
message.  The movie wasn't at all subtle about it.  EVERY major
character, and most of the minor characters, was faced with a choice
between acting on a concern for life, or pushing that concern aside.
All the acts of caring were depicted as acts of independence and
freedom, and were shown by later events to be the "right" choice.  All
the acts of pushing aside thoughts of caring were depicted as being
mechanical, as the actions of a pawn -- by pawns of military orders, of
political ideology, of misanthropic bitterness, of programming, of a
vested interest in the computer system, etc., etc.  For example, the
human missile launchers in the opening silo scene were depicted as cogs
in a machine, acting on orders, and the independent choice not to follow
orders was later vindicated, in that there was no real attack.  Even the
telephone scene can be interpreted as a machine blindly insisting on a
dime when lives of millions are at stake, and human ingenuity winning
out.  As an example of how blatant the movie was about its message, the
turning point in the professor's actions was when the whiz-kid asked
him, "When was the last time you really cared?"  As another example, the
turning point in the general's attitude was when the professor yelled at
him, "Look at that! Does it make any SENSE?  Would Russia really be so
stupid as as to launch a full-scale attack without provocation, that
would leave them devastated?  It's a MACHINE, playing a game!"  At that
point, the general told his missiles to halt their launch (too late),
and became a good-guy rooting for the kid to win.  As a final example,
the turning point in WOPR's actions was when it stopped acting like a
real simulation program, and did the very un-computer-like trick of
looking outside the programmed game goals and acting on a higher
meta-goal: "only play games that somebody can win."  It was OK with me
that WOPR in the final few minutes started doing totally nonsensical
things like sparking and draining the power supply and talking without a
voice-synthesizer device and running the simulation at thousands of
times the rate that it had been running it before, because at that point
it had stopped being a machine and become a metaphor for OUR stopping
being machines.  It had to do all sorts of amazing things to underline
its miraculous transformation.

"War Games" isn't a great movie.  "E.T." presented the same message in a
much more poetic way.  But it's a good movie, and shouldn't be faulted
for not doing all sorts of things it wasn't meant to do.

-- Teri Pettit