AMP PENDLETON, Calif. -- THE noise level
was rising, the body count was mounting and the 13 marines
sitting in front of computer screens in a dark room here
seemed briefly to have forgotten that the urban combat mission
was just a video game.
"Sniper on the roof! Sniper on the roof!" shouted Justin J.
Taylor, a corporal leading Fire Team 2, half jumping out of
his chair as his eyes stayed glued to the monitor.
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"Where? Where? Where?" demanded a comrade in Fire Team 3.
"I'm shot," came the despairing reply. "I can't see
anything."
As the military embraces electronic games as a training
tool, a growing number of soldiers are fighting in a virtual
Iraq war even as they remain stateside. For many soldiers, the
increasingly realistic simulations often seem like the closest
thing to being in combat.
"It gives you a sense of reality," Corporal Taylor said.
"You get that nervous feeling: do I really want to go around
the corner or not? You want to complete the job you've been
assigned to do."
Recent recruits who grew up on popular commercial games
like Half-Life, Counterstrike and Quake 3 have a natural
affinity for the training games, many of which are adapted by
the military from the retail versions. Some military officials
are enthusiastic about the benefits of running troops through
the exercises at minimal expense.
But as video war games gain popularity throughout the armed
forces, some military trainers worry that the more the games
seem like war, the more war may start to seem like a game. As
the technology gets better, they say, it becomes a more
powerful tool and a more dangerous one.
The debate over the use of computer simulations large and
small was sharpened when Lt. Gen. William S. Wallace, the
commander of the Army V Corps based in Kuwait, remarked that
the guerrilla-style resistance of Iraqi militia groups made
for an enemy that was "different from the one we war-gamed
against." The current situation in Iraq, some critics say, may
highlight the problem of depending too much on virtual
realities for training. They argue that military leaders can
become too enmeshed in a gaming scenario to allow for what is
actually happening.
General Wallace's forces directed a computerized dress
rehearsal for the Iraqi invasion with several hundred Army,
Marine and Air Force officers last January in Grafenwöhr,
Germany. The command center led by Gen. Tommy R. Franks of the
Army conducted its own computer simulation, Operation Internal
Look, last December in Qatar.
"You can get so habituated to the gamed reality that the
real reality, what's on the ground now, is thought to be
artificial," said James Der Derian, principal investigator of
the Information Technology War and Peace Project, a nonprofit
group that studies the impact of technology on global
politics. "If the war doesn't go according to the game, you
just keep trying to make it fit."
Computer-simulated war games, like the one hijacked by
Matthew Broderick's hacker character in the 1983 film
"WarGames," have long been used by high-ranking military
officers to test large-scale maneuvers that cannot easily be
replicated in the real world.
What is new is both the way the games are filtering down
through the ranks to the lowest level of infantry soldiers,
and the broader vision that is being contemplated for them at
the highest levels of the Pentagon.
"These kids have grown up with this technology from birth,"
said Dan Gardner, director of readiness and training policy
and programs in the Office of the Secretary of Defense. "If
there are tools that are less painful than reading through a
book and can give them a better sense of what it might be
like, we need to use them."
Mr. Gardner stresses that nothing will ever replace "muddy
boots" training. But he said the adoption of the technology
was accelerating partly for practical reasons: real-life
training is expensive, and it is hard to find a place for it.
The Millennium Challenge, a three-week real-life war game that
took place in 17 locations simultaneously last summer, cost
$250 million.
"Back in the cold war, with the threat of a potential
adversary coming over the border, the Germans were more
amenable to having tanks running through their towns," Mr.
Gardner added.
The possibilities of networked computers, combined with an
increasingly remote-controlled military like the one Defense
Secretary Donald H. Rumsfeld has vowed to build, has spurred
interest in adapting the architecture of multiplayer games
like Everquest and Ultima to create a "persistent world" for
training and perhaps more.
One notion involves a scenario quite literally torn from
the pages of a science fiction novel, in which a virtual
training system becomes the actual means of waging war.
"Ender's Game," a cult classic by Orson Scott Card, tells the
story of a group of young soldiers battling aliens in a video
game. In the end, they emerge to find that their victory has
saved humankind, and that it was not a game.
" 'Ender's Game' has had a lot of influence on our
thinking," said Michael Macedonia, director of the Army's
simulation technology center in Orlando, Fla., which plans to
build a virtual Afghanistan that could host hundreds of
thousands of networked computers. "The intent is to build a
simulation that allows people to play in that world for months
or years, participate in different types of roles and see
consequences of their decisions."
At the root of the high-tech training enthusiasm are some
sobering facts about how quickly even the best-trained troops
get rusty. A large proportion of casualties always occurs in
the first weeks of fighting, military experts say, because
soldiers are essentially brushing up on their skills while in
combat.
Computer systems like the ones the marines here were
training on could be taken on ships or even set up in remote
locations so troops could train while waiting to go into
battle.
"Anything but war is simulation," says Ralph Chatham, the
co-author of a recent Defense Science Board report on training
that recommended the adoption of virtual technology. (Mr.
Chatham attributes the quote to a retired general, Paul
Gorman). "Virtual games won't teach you how to walk through
thick grass, but they will teach you what to think about when
you walk through thick grass, and you'll be a lot better off
when you get to that grass."
Acutely aware of the concerns over blending entertainment
with war, some military trainers experimenting with computer
technology try to distance their software from the favorite
leisure time pursuit of male teenagers.
"We don't use the word 'game,' " said Ken Whitmore, chief
executive of Coalescent Technologies, the company that turned
the popular commercial game Operation Flashpoint into the more
prosaic, if more sophisticated, Virtual Battlefield System 1
used by the Marines. "It's a simulation."
Capt. Donald J. Mathes, who has set up four "virtual
distributed training environments," including the one, here
over the last year, said the Marine Corps had come a long way
from its early forays into games, which included adopting the
hyperviolent first-person-shooter game Doom.
"Here it doesn't hurt you to get shot," Captain Mathes told
the marines in his standard lecture here after their fourth
run-through of an urban combat mission not unlike what they
might see in Baghdad. "Here you have to learn by dying. But
you have to remember, you can't get desensitized."
The Army, in an alliance with Hollywood, has embraced the
idea that virtual training can be fun and effective. Since
February, students at the United States Army Infantry School
at Fort Benning, Ga., have been using a game called Full
Spectrum Command, which is aimed at teaching infantry captains
how to make smart decisions fast.
For Maj. Brent Cummings, who made several trips to Marina
del Rey, Calif., to work with game designers at the Institute
for Creative
Technologies at the University of Southern California
(they wore sandals, he did not), the game has replaced pieces
of paper that he used to hand out describing missions for
which his students would need to map out plans.
Psychologists at the Army Research Institute are monitoring
the game's use and tracking a control group that is not using
the game to try to measure its effectiveness, but Major
Cummings said the buzz in his classroom made him believe that
people were learning.
"They're immersed into the game,'' he said. "You don't
command a company with a keyboard and a mouse, but somehow the
guy thinks he's in there. When that happens, he's experiencing
this different level of learning.''
But Capt. Jason Gentile, who took the course over the last
two months, said it was not necessarily so much fun. "I got
beat a lot,'' Captain Gentile said. "I had a fratricide
incident. But it's good to make those mistakes now so I don't
make them six or seven months from now in
Baghdad.''