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15 September 2013updated 27 Sep 2015 3:55am

Ruth Ozeki’s Booker-shortlisted novel highlights a real dilemma for the games industry

In Ozeki's novel, A Tale for the Time Being, a games interface developer is confronted by the possibility that the military will use his software to create user-friendly weapons technology. It is a conflict some in the gaming industry are desperate to avo

By Vickie Morrish

As you read this, your present shall be my past. I might have written an hour ago, a month, a year, ten years ago. That doesn’t matter. What matters is that you’re here now, reading. Our connection is the premise for Ruth Ozeki’s Booker shortlisted novel A Tale for the Time Being, an interlocking narrative connecting the lives of a 16-year-old diarist, Nao, and her reader, Ruth, who discovers the journal a decade later. But it is the presence of death, not life, which ultimately fuels the story.

Harry – Nao’s father – is plagued by thoughts of death; of both his own, and of the thousands of deaths for which he could be responsible. He works in interface development for the gaming market, and the problem is, he’s good at it. So good, in fact, that the US military show an interest in the enormous potential of his research for drone weapon technology. In an email to Ruth, Professor Leistiko of Stanford University explains Harry’s moral dilemma: “what ma[kes] a computer game addictive and entertaining would make it easy and fun to carry out a massively destructive bombing mission”.

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