iron curtain

My First Book: Gaming Behind the Iron Curtain

Back in 2005 I wrote a master's thesis on the history of digital gaming with a special focus on former East Germany. Whenever I mentioned the thesis people were really interested: "There were games in the GDR? Really?" "What sort of platform did they play on?" etc. Which is why I decided, more than four years after I handed it in, to contact a small publisher to ask if they were interested to issue the thesis as a book. They liked what they saw, I rewrote some parts to account for the the more current history of games, and this month the book was finally released.

So what exactly is the book all about?

It juxtaposes the different development stages of digital games in East Germany and the Western world, giving special attention to the "subsumption" of information technology under the structure of East German social and economic policies. The socialist administration of the GDR prevented private initiative, and instead followed the principles of a planned economy and central control, pivotal developments within the field of information technology. Therefore digital games cannot be explained without a thorough examination of this frame of reference. This approach is supplemented by statements – gathered through interviews – of several contemporary witnesses involved in the production of digital games in the East and West.

For the purpose of a better overview and a coherent structure the thesis is divided into three parts, each of which a period of Western digital game history is contrasted with a period of East German history marked by historical turning points. Because one can identify several of these turning points both in game history and East German history which happened approximately at the same time (e.g. introduction of Pong coinciding with major changes in social politics under Chairman of the Council of State Erich Honecker) this makes for a structuring which does not separate the two groups of themes but moreover, by embedding East German game history into a bigger scope, allows to examine how Western innovations influenced the creation and production of digital games in the GDR.

Consequently the main focus of the thesis lies on the three gaming platforms ever to be produced in East Germany – the BSS01, the KC-computer series and the Polyplay – respectively their integration into the propaganda machine of the ruling Socialist Unity Party of Germany.

The BSS 01 (Bildschirmspiel 01), the GDR's first and only console was introduced in 1980 by the Halbleiterwerk Frankfurt (Oder). Its development however already began in 1977 – on behest of Karl Nendel, Secretary of State in the Ministry of Electronics, whose decision was influenced by the VIII party congress of the Socialist Unity Party in 1971 at which Erich Honecker announced the intention to improve the populationʻs supply of consumer goods in order to enhance the loyalty of the East Germans to their state (a move still influenced by the trauma of the 1953 uprising). Based on an American General Instrument's AY-3-8500 chip the BSS01 was basically a "Pong" clone whose prohibitive price of 500 East German Marks prevented it from appealing to a mass market: due to the fact that the GDR was placed under the COCOM embargo, which forbade the import of electronic devices into the Eastern Block, the main components had to be smuggled at enormous costs which were passed on to the consumers. These are the key points of the description.

True to Honecker's promise to amend the supply of the population with technical consumer goods the earliest models of the KC (Kleincomputer) series were introduced in 1984. Also based on Western technology – their core being the so-called “U880D“ circuit, the first microprocessor system of the GDR and a complete copy of the “Z80“ system by the Californian company Zilog – they quickly became the main platform for computer games. The thesis describes the different development stages of these computers, especially the circumstances of their initiation within the scope of the effort to establish a semiconductor industry and explains how they were utilised by citizen programmers (particularly in terms of content creation) as well as the state which, for example, even released official game collections (mainly consisting of variations of Western arcade games).

The pinnacle in terms of digital games in the GDR was introduced in 1986 with the Polyplay arcade machine which derived its name from its production facility, the VEB Polytechnik Karl-Marx-Stadt (Chemnitz) as well as the fact that its memory was capable of storing up to eight games. The thesis analyzes the history of the Polyplay's origins; it moreover focuses on the content of the games on offer respectively deals with the question of what motivated the creation of this specific subject matter as well as the social component of the Polyplay, for example the fact that it could be played in the East German parliament.

The thesis closes with an overview of the integration of digital games into the East German administration in which three aspects are addressed: The GDR presenting itself to the world as a country which is capable of producing high technology and supplying it to its citizens; the attempt to have digital games contribute to the development of a socialist personality as well as the ostentation of an alleged moral superiority opposite to the West (in view of the mostly non-violent content of East German games as opposed to the violent "Star Wars" games of the capitalistic enemy); finally, and most importantly, the attempt to attract urgently need personnel for the vital microelectronic industry with the help of digital games in order secure the economic survival of the GDR.

Writing the whole thing was really fun, it was almost like modern archaeology. Not only the technology and the games themselves are interesting, but also what their use can tell us about East German society.

Unfortunately the whole book is written in German. However, if I find the time I might write up a more exhaustive summary or maybe even a journal article. If you're still interested – or can appreciate the charitable cause of supporting starving writers – the book can be bought here.

-Jens

PS If you want to try some Poly Play games here's a German website where you can play Flash versions of them.

Game Based on Germany's Death Strip Stirs Controversy

"1,378 (kilometers)" is a game designed by German media-art student Jens Strobe for the University of Design, Media and Arts in the city of Karlsruhe. Name after the length of the wall that used to divide East and West Germany during the Cold War, the game lets you play either as a refugee fleeing the East German state or a border guard charged with stopping them. Being historically accurate, one of the means by which you have to stop people from leaving the country is shooting them, despite them being unarmed civilians. (The other choices are to arrest them or to join them.) This way more than 1,000 people were killed on the German-German border.

If the player decides to shoot an East German refugee, the regime will award him with a medal; however, the game will then fast forward to the year 2000 where the player has to face a trial for killing a civilian. The player is taken out of the game for about a minute which gives him the chance to reflect on what he did and the inhumane practices of the East German government. Moreover, killing too many refugees will result in a loss of points.

When I first read about the game a couple of weeks ago, I thought it was a great idea. (At a talk I once suggested the development of a game which aims to replicate the terror and paranoia caused by the East German secret police.)

Due to the simulational nature of digital games, players are able to experience the horrors of the inner German border first hand. It's like a documentary, except that it is playable. The difficulty and cruelty of the escape translate directly into the rules of the game, the player gets the chance to ask himself how he would have reacted and can vary his actions accordingly.

Games like "1,378 (kilometers)" are a great way to teach history to younger generations by means of their preferred medium. They are also a good example for how games can incorporate and convey national images and stories in order to keep their memory alive. With some enhancements it might work even better (e.g. the player is confronted with the biography of the person he just killed, or he has to face an East German military court if he fails to stop the refugee).

As such you'd expect a game like this of being able to contribute to the social acceptance of the medium. However, it mostly met harsh criticism.

Despite not being available yet, people like the director of the Berlin Wall Memorial, Axel Klausmeier, called the game “tasteless,” and an insult to the families of those killed along the border while trying to escape. He also said the game was “unsuitable” for teaching historical facts. “The seriousness of what once went on at the border can’t be portrayed in this way,” he said.

Another critic is Rainer Wagner, a man who spent two years in an East German prison following a botched escape attempt and who is now head of an organisation for victims of communist violence. He says the game “appealed to the basest human instincts”, and that “this game…is even worse than other shoot ‘em ups because normally in such games, one shoots at armed enemies – here, it is unarmed civilians.”

Others labelled the game "tasteless", "stupid" or explained how a university was not a suitable place for producing "killer games". Hubertus Knabe, chairman of a memorial place documenting the crimes of the East German secret police, even pressed charges against the maker of the game on the grounds of it glorifying violence.

If find these discussions remarkable for two reasons.

On one hand, it shows that digital games still haven't reached German society. Parts of the populace still don't regard them as a means for the communication of serious ideas – despite believing in their potential to incite violent acts, if the medium is supposedly that powerful why not use it for educational purposes?

There's a general unwillingness to engage with games, this "vulgar" medium; like cinema and television before it it has "the traits of a young street arab; [it is] an uneducated creature running wild among the lower strata of society" (Kracauer).

This cultural conflict – which is very distinct in Germany – is aided by a generational conflict. Despite being several decades old, to some people games are still a new form of technology which did not yet enter their cultural meaning horizon They are therefore destructively criticised as an unwholesome leisure pursuit and idle waste of time. Like every newly introduced technology, digital games cause suspicion and fear and are identified and stigmatised as deviants from the promoted social order by parts of the society lacking the knowledge and strategies to make sense of them.

On the other hand, if critics of the game explain that it should be banned because people can be shoot like rabbits, this is not so much a criticism of the game but of the system it aims to simulate.

The game's creator aims to replicate the horrors of the inner German border; the fact that people can be shoot is not his fault but is a direct result of the policies of the socialist East German regime. They are just reflected by the game's mechanics. In this respect the criticism is rather about getting even with the past, charges are pressed against the system of rules of Germany's second dictatorship.

Still, as a result of the public uproar the game did not get released. It was supposed to come out on 3 October, the 20th anniversary of Germany's reunification, however the release was postponed.

I'm really looking forward to this game, not only because it demonstrates games' potential but also because it has the courage to say something meaningful (in contrast to something like Medal of Honor).

-Jens