WarGames (1983)
The
opening sequence of WarGames
takes place in the control room of a missile silo, and explores
the role of humans in U.S. national defense systems. As the film
opens, two men arrive at an apparently abandoned house in the
middle of nowhere, which is actually the entrance to an
underground missile complex. Although these are the men in charge
of launching missiles in the event of a Soviet nuclear attack,
they arrive late for their shift and their conversation in the
first few minutes of the sequence revolves around the best
techniques for growing and cultivating marijuana. They seat
themselves at the control consoles, and begin a routine check of
the systems. Suddenly, a red light begins flashing:
"We have a red-light sir."
"What on?"
"Number Eight, warhead alarm."
"Give it a thump with your finger."
He taps the light a couple of times, and the light
goes off. Moments later, however, they receive orders to launch
the missile. They confirm the launch and security codes, and it
appears to be the real thing. Both men are poised to turn their
launch keys, but the one in charge breaks with procedure and
demands human confirmation of the launch order. The other points
a pistol at his superiors head and orders him to turn the
key. Cut to title sequence.
As it turns out, the launch order
was not real, but part of a simulation being run by a computer at
NORAD, and the missiles were not launched. Hermetically sealed
within their steel missile silo, with nothing but electronic
relays between them and the outside world, the simulation was
indistinguishable from reality. And whereas one of the officers
trusted those relays unquestioningly, the other mistrusted them,
demanding human confirmation before signing a death sentence for
millions of people. So, human unpredictability is both a strength
and a weakness, depending on your point of view. It is a good
thing, after all, that the man in charge questioned the launch
order, and therefore the reliability of the technology. From
another perspective, however, his hesitancy--his insubordination
directed at technology--is quite disturbing.
This perspective finds its voice in
the character of John McKittrich (Dabney Coleman), a NORAD
computer scientist. According to McKittrich, "those men in
the silos know what it means to turn the key, and theyre
just not up to it." His solution, as in Colossus: The Forbin
Project, is to "take the men out
of the loop" by placing all of the nations nuclear
warheads under the control of a supercomputer named
"WOPR" (War Operation Plan Response). But whereas the
goal of computer technology in Colossus: The
Forbin Project is to prevent nuclear war,
the goal in WarGames
is to make nuclear war winnable. WOPR "spends all its time
thinking about World War III," continually running
simulations of various strategic first strike and response
scenarios and calculating kill ratios (in
megadeaths). WOPR, because it is not human, can think the
unthinkable and has been programmed to find a way to win an
unwinnable war. And, unlike humans, it doesnt "know
what it means to turn the key."
David Lightman, a teenage computer
hacker, breaks into the WOPR, and begins "playing"
Global Thermonuclear War, one of WOPRs war simulation
programs, inadvertently sending NORAD to DEFCON 1. Lightman
thinks hes broken into the computer system of a video game
company, and that Global Thermonuclear War is only a
gamewhich it is, but only to WOPR. The rest of the film
follows Davids attempts to teach the WOPR, not "what
it means to turn the key," but that Thermonuclear War, like
Tic-Tac-Toe, is a futile, unwinnable game. Thus, the dilemma set
forth in the films opening sequence remains, for the most
part, unresolved. At the end of the film, WOPR still controls the
nations nuclear arsenal and Global Thermonuclear War, to
WOPR, is still a game--perhaps an unwinnable one, but a game
nonetheless.
At first glance, the film seems to
argue that humans should NOT be "taken out of the
loop," that its crucial for those in control of
nuclear missiles to "know what it means"--in human
terms and not purely strategic ones--to "turn the key."
At the end of the film, a collective sigh of relief resounds
through NORAD as WOPR "learns" the futility of
"playing" Global Thermonuclear War by playing a
seemingly endless series of games of Tic-Tac-Toe with itself.
WOPR announces "A
strange game. The only winning move is not to play."
A comforting sentiment, but it ignores the brutal fact that
Tic-Tac-Toe is NOT an unwinnable game when humans play it. WOPR,
after all, a powerful supercomputer immune from human
considerations such as fatigue, fear, compassion, paranoia,
ambition, denial, distraction, and so on, plays itself. The
dilemma set up in the films opening sequenceare human
weaknesses such as those listed above assets or liabilities in
the context of our nations nuclear defense?--becomes
irrelevant by the end of the film, precisely because humans have
been taken out of the loop, and Global Thermonuclear War remains,
for WOPR, a game,
pure simulation.
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