Gamer Nation This page intentionally left blank GAMER NATION Video Games and American Culture JOHN WILLS Johns Hopkins University Press BALTIMORE © 2019 Johns Hopkins University Press All rights reserved. Published 2019 Printed in the United States of America on acid-free paper 9 8 7 6 5 4 3 2 1 Johns Hopkins University Press 2715 North Charles Street Baltimore, Maryland 21218-4363 www.press.jhu.edu Library of Congress cataloging data is available. ISBN-13: 978-1-4214-2870-3 (paperback: alk. paper) ISBN-10: 1-4214-2870-9 (paperback: alk. paper) ISBN-13: 978-1-4214-2869-7 (electronic) ISBN-10: 1-4214-2869-5 (electronic) A catalog record for this book is available from the British Library. Special discounts are available for bulk purchases of this book. For more information, please contact Special Sales at 410-516-6936 or [email protected]. Johns Hopkins University Press uses environmentally friendly book materials, including recycled text paper that is composed of at least 30 percent post-consumer waste, whenever possible. CONTENTS Acknowledgments vii Introduction. A New Realm of Play 1 1 Games and New Frontiers 21 2 Playing Cowboys and Indians in the Digital Wild West 58 3 Cold War Gaming 83 4 9/11 Code 110 5 Fighting the Virtual War on Terror 145 6 Grand Theft Los Angeles 161 7 Second Life, Second America 191 Conclusion. Converging Worlds 219 Notes 235 References 257 Index 277 This page intentionally left blank ACKNOWLEDGMENTS The process of researching and writing this book has involved ex- ploring all kinds of American media and materials. Alongside more traditional sources such as newspapers and historical archives, online discussion groups, fansites, along with the extended play of video games themselves, have all proved vital to this project. A number of game de- signers gave their time to answer questions on specific video game titles. I thank Nolan Bushnell, founder of Atari, Don Rawitsch, creator of The Oregon Trail (1971), Jim Storer, programmer of Lunar Lander (1969), Scott Harrison, the graphics artist for Tapper (1983), as well as Simon Taylor, who worked on the title New York Blitz (1982), for all graciously taking the time to reply to my questions. For materials on the historic Or- egon Trail and George Armstrong Custer, I thank Marva Felchin, director of Libraries and Archives at the Autry Museum of the American West in Los Angeles, as well as staff at the Huntington Library in San Marino. Chapter Two, exploring depictions of the “Wild West” in video games, draws from my article “Pixel Cowboys and Silicon Goldmines,” pub- lished in 2008 for the Pacific Historical Review. I thank editor Marc Rodriguez for permission to use sections from the original article. The British Academy, London, funded research linked with this project, and gave me the opportunity to exhibit my work at the Academy’s first an- nual Summer Showcase in June 2018, whereby, across three days, guests chatted with me about the cultural impact of video games and also played a range of vintage amusement machines, with a 1966 Williams pinball machine and two Atari VCSs proving most popular. My dear thanks to event organizers Johanna Empson and Marisa Smith and the British Academy team. At Johns Hopkins University Press, I thank my editor Robert J. Brug- ger, who first showed interest in the project and was patient enough to wait for it to come to fruition, along with Matt McAdam, for seeing the project through, and editorial assistant William Krause. At the Univer- vii sity of Kent, I thank my good friend and visual scholar Tom Lawrence for countless conversations about gaming (and some wild Pokémon hunt- ing sessions across the summer of 2017), as well as his valuable input into the manuscript. Colleague, American scholar, and fellow gamer Nicholas Blower provided original insights into video game culture, es- pecially the mysterious cults found in Grand Theft Auto V (2013), and commented on individual chapters. My research assistant Hollie Bram- well assisted with a range of tasks across 2017 and 2018, and both Nic and Hollie helped out at the British Academy Showcase. Game Studies scholar Esther Wright at Warwick University also took time out to read the final draft of the manuscript. The book draws on a number of research papers given at annual conferences hosted by the Native Studies Research Network (NSRN), British Association for American Studies (BAAS), and Historians of the Twentieth Century United States (HOTCUS), along with symposiums at Christ Church University, the University of Sussex and the University of East Anglia. These events brought me into contact with some superb Game Studies scholars, including Ewan Kirkland, Alan Meades, Chris Pallant, Adam Chapman, and Emily Marlow. My partner, Samantha Robinson, and my toddler son, Jude, coped patiently with a project that seemed to morph between typing and gam- ing all too fluidly. This work is dedicated to my mother and late father, who introduced me to video games. One of my first memories is playing a cowboy-themed shooting title at an amusement arcade during a family trip in the late 1970s. Despite its significant cost, my parents bought me a Commodore Vic 20, my first computer, back in 1982. Although I was meant to use the machine for education, it soon became more of a plaything. I re- member playing New York Blitz on the system, along with Ski (1983), JetPac (1983), and android-invasion title Amok! (1981). I became friends with Tim King and Chris Lewis at college around that time, and we played a huge range of computer games at each other’s houses, from space adventure titles Elite (1984) and Laser Squad (1988) to fighting games The Way of the Exploding Fist (1985) and IK+ (1987). Those early experiences led to an interest in gaming that endures today. Some of my favorite memories over the past four decades involve playing com- puter and video games with people. But it all began with a classic Wild West scene and some pixel gunslingers. viii Acknowledgments Gamer Nation