CaddieOpen in CaddieDownload for Mac

Why Spec Ops: The Line Mattered

Shared by Caddie Library · Updated
Game Maker's Toolkit11:40Open on YouTube
Chapters show their main points

The bottom line

Spec Ops: The Line mattered because it was the first big-budget military shooter to turn the genre against itself, making players question why they enjoy war as entertainment. Its removal from digital stores erases a landmark game that still shapes the debate over how games should show war.

Key takeaways

  • Before 2012, military shooters showed war almost only as heroic fun. 2:58
    • Call of Duty, Battlefield and Medal of Honor cast American intervention as necessary and soldiers as one-man armies.
    • Films and books balanced noble war stories with nightmares like Platoon and Apocalypse Now, but games had no such balance.
  • Spec Ops looked like a standard shooter so it could pull the rug out from under players. 5:17
    • It had turrets, cover, collectible intel and snarky squad mates, then turned to civilian deaths and a player-blaming message.
    • In chapter eight the player drops white phosphorus on innocent civilians, a scene that cannot be avoided.
  • The game aimed its message at the player, not only at its character Walker. 6:19
    • Loading screen tips shift from weapon stats to fourth wall-breaking whispers.
    • Lead writer Walt Williams wanted players to ask what their choice to play says about them.
  • Critics found the message flawed, since the game forces the acts and is still fun to shoot. 7:02
    • Every kill is mandatory, so players can feel scolded for actions they could not avoid.
    • It still offers glitzy executions and an achievement for 75 shotgun kills.
  • Its low sales did not stop it from starting a lasting conversation that games still carry on. 8:45
    • This War of Mine, Papers, Please, Undertale and The Last of Us Part II all explore war and moral choice in different ways.
    • The question feels urgent now, with real images from Ukraine and Palestine beside the latest Call of Duty.

The feelings that we want you to feel are directly about you as the gamer choosing to sit down and play this game. What does playing this game say about us, about the games that we choose to play?

Walt Williams, lead writer of Spec Ops: The Line

Chapter summaries

0:00 A generic shooter that turns into a horror story

Spec Ops starts as Call of Duty, ends as horror
Each chapter strips away another shooter cliché until the game plays like Silent Hill.

Spec Ops: The Line begins as a standard military shooter and ends as an uncompromising study of war trauma.

  • The game opens with every shooter cliché, then breaks them one by one. 0:28
    • Captain Walker leads a covert recon mission in Dubai, buried under a sand storm.
    • Soon you fight American soldiers, lose an ally and face moral choices with no good outcome.
    • The opening has turret sections, a cover mechanic, collectible intel, enemies yelling in a foreign language and snarky AI squad mates.
    • Walker's combat barks go from professional to detached to unhinged, and his look turns tattered.
  • Chapter eight is the game's most infamous scene. 1:29
    • You think you are firing mortars on an enemy force, but you drop white phosphorus on innocent civilians.
    • You are then forced to walk among the dead, and Walker's trauma shows in visions and hallucinations.
  • By the end the game plays more like horror than like Call of Duty. 2:03
    • The unreliable narrator and the descent into Dubai feel closer to Silent Hill 2.
    • Lead designer Cory Davis wanted to show as strongly as possible what such events do to a person's psychological state.

2:42 A response to the military shooter boom

Same shooter on the surface, opposite message underneath
Typical military shooterSpec Ops: The Line
Look and mechanicsCover, turrets, intel, AAA polishCover, turrets, intel, AAA polish
Who you fightForeign terroristsAmerican soldiers, then civilians
The soldierMythic one-man armyTraumatised, unreliable narrator
Moments of horrorJustify military vigilanceIndict the player
Message aimed atThe characterThe person playing
Spec Ops copied the genre's look so it could reach Call of Duty's players and then turn on them.

Spec Ops was about war games, answering a genre that showed war from one side only.

  • Yager built it as a reply to the shooters that followed 9/11. 2:48
    • Call of Duty 4: Modern Warfare's huge success set off the wave.
    • Rivals turned war into a set-piece rollercoaster with mythic one-man armies.
    • They used realistic hardware and paid licenses to real gun makers.
    • Matthew Thomas Payne calls their moments of horror a sleight of hand that underscore the need for exercising and maintaining military vigilance.
  • Other media balanced war stories, but games did not. 4:07
    • Jacob's Ladder, Platoon, Full Metal Jacket and Apocalypse Now show war crimes, civilian deaths and PTSD.
    • Missile Command, Cannon Fodder and Metal Gear Solid had criticised war, but none was a mainstream shooter.
  • Looking like every other big shooter was the point. 5:04
    • As a triple A game from a big publisher, it could reach Call of Duty fans.
    • It aimed to make players doubt that Americans are always the good guys and that the player always gets to be the hero.

5:50 War as a thrill, and the limits of the attack

Spec Ops set out to break the idea that war is fun, but no war game can fully escape being entertainment.

  • Most shooters give players only the rush of a roller coaster. 5:58
    • Williams says players put themselves in a soldier's shoes and feel nothing but exhilaration.
    • The genre's habit is to show war as entertaining and enjoyable, with the best outcome.
    • The game grows less subtle about its message as it goes.
  • Any war story may end up as entertainment, whatever it intends. 8:04
    • Truffaut argued no anti-war film exists, since every war film is made to entertain.
    • The game's glass-shooting set-piece buries enemies in sand, a back-of-the-box feature.
    • Walker's reply to There's always a choice is No, there's really not.

8:15 A conversation that outlived the game

Spec Ops opened a conversation games still continue
Pulling it from digital stores removes the game this conversation grew out of.

Spec Ops aimed to make players feel something, and the questions it raised still drive games about war.

  • The goal was to make players feel something, not to make them feel bad. 8:22
    • It wanted players to ask why mowing down hundreds in Call of Duty or Battlefield stirs so little.
    • Williams: we don't want them to feel a specific thing.
  • Later games kept asking how war should be shown. 9:07
    • This War of Mine makes you a citizen surviving a siege, not a soldier.
    • Papers, Please uses its mechanics to lull good people into heinous choices.
    • Darkest Dungeon centres on the psychological stress of its warriors.
  • Spec Ops matters because it was first, and its loss is an erasure. 10:23
    • It put these questions front and centre in 2012, when it was a revelation.
    • The open questions: is turning war into entertainment wrong, or are games a safe way to explore complicated feelings about war?
    • It may feel quaint in 2024, yet it is still an essential play.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Spec Ops: The Line shows how a game can use the shape of a familiar genre, and its own mechanics, to make players question what they are doing and enjoying. The example worth watching is the chapter eight white phosphorus scene, which turns a routine mortar sequence into the game's central moral shock.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript161 lines
0:00

Hey, Mark here. So, this week, you may have seen the news that 2K has permanently removed the game Spec Ops: The Line from all digital storefronts… due to expiring licenses. And - if you’re not really aware of the game - you may have been surprised to see so much outcry for the removal of what seems to be a… pretty generic, brown-tinted, standard-issue military shooter… from the era of endless military shooters. But, well, that was always the magic of Spec Ops: The Line.

0:34

In this game you play as Captain Walker on a covert recon mission in Dubai - which has been largely buried under a catastrophic sand storm. And it starts out like your average shooter - with all the expected trappings of a modern military-themed game. You know: turret sections, a cover mechanic, collectible intel items, enemies yelling in a foreign language, and AI squad mates with snarky dialogue. But, pretty soon… things start to take a turn.

1:04

You end up fighting against American soldiers. An ally is killed. You’re presented with awful moral choices - where there’s usually no good outcome, no matter what you do. You witness how Walker begins to change - his generic combat barks go from professional to detached, to unhinged, and his appearance becomes tattered and ragged. And then, in chapter eight, we get the game’s most infamous scene. The player is led to believe that they’re firing mortars on an overwhelming enemy force - only for it to turn out that you’ve just dropped white phosphorus on an encampment of innocent civilians.

1:44

You’re then forced to walk among the dead and witness the true horror of your destruction. It’s a pretty harrowing scene that marks Walker’s true descent into madness and trauma - one that’s marked by visions and hallucinations. SOLDIER: "Walker! What are you doing?" Spec Ops: The Line is an uncompromising depiction of the psychological trauma of warfare. Lead designer Cory Davis says “by the time you get to the end we really wanted to express as strongly as possible what can happen to the psychological state of somebody who goes through these horrible events.”

2:20

So while it might start as a standard military shooter, towards the end of the campaign it feels more like a horror game. In fact - the unreliable narrator, the hallucinations, and the way you seem to always be descending deeper and deeper into the heart of Dubai… well this game often feels more like Silent Hill 2 than Call of Duty. But Call of Duty is exactly what developer Yager had in mind when making this game. Because Spec Ops was not really about war - it was about war games.

2:53

It was ultimately a response to all the military shooters that had cropped up in the wake of 9/11, and especially after the massive success of Call of Duty 4: Modern Warfare. Games like Call of Duty, Battlefield, and Medal of Honor were almost jingoistic propaganda pieces - showing American intervention as heroic and necessary. These games turned war into a spectacular rollercoaster of set piece explosions, and depicted soldiers as mythic one-man armies.

3:26

They featured startlingly realistic depictions of modern military hardware - and literally paid licenses to the companies that manufacture real-world guns. There might be some moments of reflection or horror in these games, but it could be argued that these are often simply there to rationalise the rest of the gameplay. In his book Playing War, Matthew Thomas Payne refers to these as a sleight of hand, saying they “underscore the need for exercising and maintaining military vigilance by personally visualising and experiencing horrors”.

4:01

And so before Spec Ops launched in 2012, that was basically all you saw in military games. Other mediums, like films and books, were always a lot more balanced. There are some films that show war as noble, important, and necessary - but they’re balanced out with films that depict war as an unmitigated nightmare. Stuff like Jacob’s Ladder, Platoon, Full Metal Jacket, and Spec Ops’ most obvious influence, Apocalypse Now, depict things like war crimes, civilian casualties, and PTSD.

4:33

But video games didn’t really have that same balance. The vast, vast majority of games showed warfare in just one light. I mean, sure, there had been some games that were critical of war. Atari’s Missile Command was made to subtly suggest the sheer hopelessness of defending against a nuclear war. Amiga classic Cannon Fodder made a note of showing the graves and the names of those who had died in combat. And Metal Gear Solid has always been staunchly critical of the military industrial complex.

5:04

But Spec Ops felt different because it was a triple A game from a big publisher, and it looked exactly like all the other games being released around that time. Which was absolutely the point. Spec Ops was designed as a cheeky rug pull. The creators wanted Call of Duty fans to pick it up and play it because it seemed like yet another cool game about American soldiers killing foreign terrorists - only to be surprised and shocked by what happens in the narrative.

5:34

The creators wanted players to think twice about the narratives, tropes, and genre expectations that they’ve been peddled in the other franchises. That American soldiers are always the good guys. That video game players always get to be the hero. That when you are presented with a choice, you should always be able to pick the option with the best outcome. That war can be entertaining and enjoyable. Lead writer Walt Williams says “I feel like with so many military shooters, we sit down and put ourselves in the shoes of someone going through combat, and we don't feel anything other than the exhilaration of being on a roller coaster.”

6:11

The creators even wanted players to think about the games they buy. Williams said “the feelings that we want you to feel, are directly about you as the gamer choosing to sit down and play this game. What does playing this game say about us, about the games that we choose to play?” Over time, the game becomes less and less subtle about this message. The loading screen tips change from helpful notes about weapon stats to fourth wall-breaking whispers in the player’s head.

6:39

Williams says “we wanted to take it to the next level, where the player themself kind of felt like they were under attack. Not as the character Walker, but as the person playing the game”. Of course, making a direct attack on the people playing your game was always going to raise their hackles - and so Spec Ops was definitely the subject of intense debate - and at times, harsh criticism. Some players were frustrated that Spec Ops essentially forced them to be complicit in reprehensible actions.

7:09

Ultimately the only way to progress is to kill the people in front of you. Even the white phosphorous scene is mandatory - so even if you do twig that you might be about to kill civilians, there’s no way to back out. SOLDIER: "There's always a choice." WALKER: "No, there's really not". And so players can feel brow beaten for taking terrible actions that they had no actual control over. Williams’ suggestion that players can just turn the game off didn’t always wash.

7:38

And it received criticism for arguing that perhaps killing shouldn’t be fun… in a video game where killing is quite good fun, actually. Spec Ops is a very competent shooter, with a fancy back-of-the-box set-piece feature where you can shoot out glass to bury your enemies in sand. This is a game where you can do glitzy execution animations, and unlock an Xbox Live achievement for killing 75 enemies with a shotgun. French filmmaker François Truffaut argued that there’s no such thing as an anti-war film, because every war film is ultimately made for entertainment.

8:12

That’s perhaps doubly true for video games. But Spec Ops was never intending to make some definitive statement about games and war. Williams says “we don't want them to feel a specific thing. It's not designed to make you feel bad. The goal that we had going in was that you would just feel something." It wanted players to wonder why they didn’t feel much of anything when mowing down hundreds of combatants in the latest Call of Duty or Battlefield game.

8:40

It wanted to start a conversation about the relationship between war and entertainment. And that conversation is loud and enduring. Despite the game’s low sales, it is one of the most discussed, debated, and deconstructed games in the medium. I’ve included links to loads of video essays about the game, in the description below. It’s also a conversation that has continued through the games released since Spec Ops: The Line.

9:07

This War of Mine depicts the abject horror of war - but doesn’t turn you into a solider or a military commander. Instead, you’re an ordinary citizen just trying to survive while your city is under siege. Papers, Please isn’t directly about war, but it’s an incredible game that uses its mechanics to show how good people can be lulled into making heinous choices. Darkest Dungeon puts a focus on the psychological stress faced by its cast of warriors.

9:34

Undertale gives you a choice in how you deal with every enemy and boss in the game - ruthless violence, or diplomacy? And The Last of Us: Part II looks at a conflict from both sides, and forces players to reevaluate their allegiance to certain characters. And right now, this question - of how games should depict war - feels more important than ever. It is, frankly, impossible to play the latest Call of Duty game without thinking about the images we see coming out of places like Ukraine and Palestine.

10:08

And it is essential that we question our reasonings for playing these games - is it wrong to turn war into entertainment? Or are video games perhaps a safe way to explore complicated feelings about warfare? These are questions that should and will continue - and Spec Ops is so important because it was the first big game to put these questions front and centre. In 2024 it might feel a little quaint - but in 2012 it was a revelation.

10:39

Put it in the context of the games being released around that time and you’ll see that it is a significant part of the video game canon. It is an essential play for anyone interested in video games, storytelling, and the relationship between war and entertainment. And so thats why its removal from Steam and the other online stores is so frustrating. It is not just yet another crushing disappointment for video game preservation.

11:06

But it marks the erasure of one of the medium’s most important entries. I hope you can still find a way to play it. For now - another thing that made Spec Ops special was the use of invisible choices - where players get to make critical moral decisions by using the normal verbs used elsewhere in the game. So watch this video to find out how this is used in Spec Ops, and other games.