Behind the Scenes: The Political Pressure on Call of Duty and the Line Between Fiction and Propaganda

Countach
Countach
March 5, 2026 at 4:13 PM · 4 min read
Behind the Scenes: The Political Pressure on Call of Duty and the Line Between Fiction and Propaganda

A recent video from the official White House social media account spliced together real-world combat footage with clips from a Call of Duty game. The jarring edit was complete with the franchise’s signature ‘+100’ point pop-ups appearing over explosions, gamifying the imagery of modern warfare. This bizarre juxtaposition went viral, criticized as a tone-deaf attempt to resonate with a younger audience. But for one of the people who helped build that virtual battlefield, it was a symptom of a much deeper and more troubling trend.

In response to that video, Chance Glasco, a co-founder of the original Call of Duty studio Infinity Ward, revealed a startling allegation from his time at the company. He claims that after a major corporate restructuring, publisher Activision applied “very awkward pressure” on the developers to create a Call of Duty game centered on a fictional scenario of Iran invading Israel. The idea, he says, was met with disgust by the development team and swiftly rejected. This revelation pulls back the curtain on the growing and uneasy intersection of blockbuster military entertainment, corporate interests, and state messaging, forcing a critical question: when does fictional drama risk becoming political propaganda?

A Developer's Resistance: Ethics and "Very Awkward Pressure"

The claim comes from a direct and personal perspective. Chance Glasco, whose work at Infinity Ward spanned from the first Call of Duty through Call of Duty: Ghosts, detailed the incident in the wake of the White House video. According to Glasco, the pressure emerged after a significant upheaval at the studio. Following the high-profile departure of Infinity Ward’s founders to form Respawn Entertainment in 2010, Activision took firmer control of the studio’s direction.

It was in this environment, Glasco alleges, that the publisher pushed for a narrative focused on Iran launching an invasion of Israel. “The majority of us were disgusted by the idea,” Glasco stated, leading the development team to reject the concept outright. He described the corporate pressure as “very awkward” and interpreted it not as a search for compelling fiction, but as something more calculated. In his view, it was an attempt to use the immense platform of a Call of Duty game to push “political propaganda,” specifically to shape public opinion regarding a potential real-world conflict with Iran.

To understand this rejection, it’s essential to contrast the proposal with the narrative philosophy Glasco says defined Infinity Ward’s original run. He was keen to clarify that during his tenure, story choices were not motivated by a desire to create propaganda or promote real-world conflicts.

He pointed to the most infamous example from the studio’s history: the “No Russian” mission from 2009’s Modern Warfare 2. In that mission, the player is an undercover operative forced to participate in a terrorist massacre of civilians at an airport. The level was controversial, shocking, and entirely skippable. Glasco explained the intent was explicitly anti-war, designed to “remind players that war is hell” and to evoke genuine feelings of disgust at the horror of violence. It was a narrative device meant to provoke thought, not to glorify or endorse.

The proposed Iran-Israel plot, however, seemed to cross a line for the team. Glasco contrasted it with other fictional conflicts in the series, noting there have been “decades of pressure for a war with Iran across multiple administrations.” To the developers, this concept felt less like a speculative “what-if” and more like a piece of persuasive media aligning too closely with contemporary geopolitical tensions and talking points. The line, for them, was between crafting a dramatic, morally complex war story and creating a product that could be perceived as taking a side in an active, volatile political reality.

The Broader Pattern: The Gamification of State Messaging

The alleged pressure from within Activision mirrors a troubling trend in the behavior of institutions outside the industry. The White House’s Call of Duty video is part of a recognizable pattern of U.S. government agencies co-opting the aesthetics and iconography of video games for official messaging. This strategy seeks to leverage the cultural familiarity of gaming to connect with a demographic, using its thrilling, objective-driven interface to frame complex geopolitics. Key examples include U.S. Immigration and Customs Enforcement (ICE) using Halo imagery in recruitment, the Department of Homeland Security utilizing the Pokémon theme song, and various military branches using modified commercial games as tools.

The implications are significant. This tactic uses the familiar, gamified interface of games to normalize the concepts of war and state authority. The danger, as critics argue, is the gradual blurring of lines between simulation and reality for public consumption, where the stakes of international conflict are subtly reframed with the scoring mechanics and visual language of entertainment.

Industry and Public Reaction: Silence, Defense, and Lasting Scrutiny

The response to these converging stories has been telling. As reported by Eurogamer, there has been no official comment from Activision in response to Glasco’s specific allegations. The publisher’s silence is conspicuous, leaving the co-founder’s account unchallenged in the public sphere and raising questions about the pressures developers may face behind closed doors.

Conversely, the White House did respond to criticism of its video. A spokesperson defended the use of Call of Duty footage by simply stating the game is “hugely popular with gamers,” a justification that sidestepped the ethical concerns about mixing game mechanics with real warfare. This defense highlights a transactional view of gaming culture: it is a vast, engaged audience to be tapped, with little regard for the medium’s artistic context.

The analytical and public sentiment, however, has been overwhelmingly negative. From gaming journalists to political commentators, the consensus views this convergence as a dangerous misstep. The use of game aesthetics by state entities is widely perceived as cynical and propagandistic, while Glasco’s allegation suggests those same propagandistic impulses may also exert pressure from within the corporate structures that control our biggest blockbusters.

The allegation from a Call of Duty co-founder, the defensive posture of a government, and the silent publisher form a troubling picture. Together, they illustrate a significant pressure point for the interactive entertainment industry. On one side, developers may face corporate mandates that challenge their ethical and artistic boundaries. On the other, their creative output is increasingly appropriated by powerful institutions seeking to leverage its cultural capital for persuasive ends.

This forces a necessary confrontation with the industry’s own power and responsibility. Call of Duty is not just a game; it is a global cultural touchstone that shapes perceptions of military conflict for millions. The line between fictional military drama and content that risks becoming an instrument of real-world political agendas is not merely academic—it is a boundary that developers, publishers, and audiences must now actively guard. For an industry of this cultural magnitude, vigilantly defending that line isn't just an artistic choice—it's a necessary responsibility.

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