"Colour-picking at a distance"
Keywords: moving image, warfare, architecture, mapping, extraction
Adrian Lahoud wrote in âFallen Citiesâ how âgeometric tilingâ and âpointed archesâ are âdeployed to signify Arabnessâ.1 Games and their environments implement these and other signifiers, such as the de-contextualised use of colours, to ground the player in what they will understand as the Middle East. Fictional âArabâ-coded maps can therefore be understood as dangerous compilations of signifiers that create real imaginaries of the Middle East. They inform the playerâs expectations of âArabâ spaces, but the playerâs expectations are also what mould these spaces to begin with. A cyclical system of orientalism is born.
The lack of specificity of a location represented in games allows many non-western spaces to be swept into the same category of assumptions. Virtual spaces reference one another, creating a simulacrum and a deadly fiction that, through repetitive exposure, ingrains the idea that war-zone and âArabâ spaces are synonymous. There is violence in the repetitive representation of âArabâ-coded spaces to be dilapidated, void of humanity, monochromatic, and always the location for tanks to roam. The repercussions of coding a fictional space as âArabâ with de-contextualised signifiers, when its arrangement functions to provide military actions, extends past the virtual world. One example of these compilations manifesting in reality is the mock-up town, Chicago, built by and for the Israeli military to train in which âreflects Israeli Orientalist fantasyâ.
A key tool games utilise to signify one is within an âArabâ space is the colour palette. These are beiges, oranges, yellows â all against a backdrop of either blue or grey, often desaturated. The occasional palm tree adds a splash of muted green, alongside the bright red blood splatters from gameplay. The designed desolate appearance of these spaces is read in combination with the muted colour palette to be viewed as lifeless. The colours harmonise with the military outfits of the players whilst remaining an undistracting backdrop for the gameplay.
My project draws attention to the surface-level visuals used to code a virtual space as âArabâ. Taking influence from Francis Alysâ film âColor Matchingâ, I re-enact it digitally, touching on the layers of self-reference within military gaming environments. The title refers also to Haroun Farockiâs âWar at a Distanceâ, drawing on the violence in acting within these spaces virtually, at a distance. The strategy for compiling is therefore to extract colour palettes from âArabâ-coded game environments and publicly available 3D models to expose the stripping-down of nuance and the homogenisation of fictional âArabâ spaces in gaming. The video I colour-pick from shows a player acting in âCall of Dutyâ within a map that recreates the Dust map from âCounterstrike: Global Offensiveâ, which was a recreation of another gameâs map. The use of colour-picking digitally is more extractive than the colour-matching in Alysâ film. The taking of a colour from the screen of game-play, potentially as reference for a new fictional âArabâ space, speaks to the extractive nature of picking a few de-contextualised signifiers at a distance to compile within fictional maps and represent âArabâ spaces in games.
Lahoud, Adrian, âFallen Cities: Architecture and Reconstructionâ in The Arab City Architecture and Representation, eds. Andraos, Amale and Akawi, Nora (New York: Columbia University Press, 2016), 102-116 ↩