ELORX

1378(km) [2010]

"Who shoots, loses" (Wer schießt, verliert) is the core artistic essence of 1378(km). As a media art project developed by Jens M. Stober during his studies at HfG Karlsruhe, it inverted the traditional logic of first-person shooters (FPS): instead of shooting to win, players who open fire immediately lose. The serious game triggered a massive worldwide media storm and an intense generational conflict in 2010 regarding how digital games can reflect recent history.

Artistic Essence

"Who shoots, loses" (Wer schießt, verliert). Shooter logic is inverted: firing a weapon ends active play, triggering a trial in the year 2000.

Project Type & Format

Student media art modification of the Source Engine (Half-Life 2) for up to 16 players in asymmetric matches.

Historical Grounding

Meticulous 3D reconstruction of the inner-German border strip (Todesstreifen) based on historical plans from 1976.

Societal Impact

Triggered a massive media storm and intense generational conflict in 2010. Reached 1M downloads and global museum showcases.

1378(km) 3D reconstructed border installations
[DIAGRAM 01 // 3D HISTORICAL RECONSTRUCTION OF DEATH STRIP] SYSTEM MAP REF: 1378-KM-1976

Artist / Developer

Dr. Jens M. Stober
HfG Karlsruhe (Vordiplom 2010)

Engine / Toolchain

Multiplayer Source Engine
Valve SDK / C++ Mod

Official Distinction

Best German Game 2010
Computerbild / WELT Selection

Global Distribution

Almost 1M Downloads
Worldwide Free Release

VICE
TIME
BBC
theguardian
Golem
heise
Le Monde
BILD
Der Spiegel
WELT
RTL
ARTE
Project Legacy // Media Art

Legacy & Media Art: 1378(km) as a Pioneer Project for Asymmetric Interaction

Before discussing local AI models, hardware prototyping, and interactive spaces, it is worth looking at the foundation of my work. My roots lie in media art. I never view technology merely as a tool, but as a resonance chamber. It unfolds its true power only when it does not just reflect human behavior, but actively challenges it.

In 2010, as part of my intermediate diploma (Vordiplom) at HfG Karlsruhe, I developed 1378(km)—an interactive system for behavioral research packaged as an asymmetric serious game about the inner-German border.

The Concept: Morality through Mechanics

The goal was to make a historical dilemma physically and emotionally tangible, moving away from rigid documentary formats. By repurposing a commercial 3D engine, I established a pacifist set of rules in digital space. The core mechanic "Who shoots, loses" forced users into a highly complex simulation where moral missteps were immediately sanctioned (teleportation into a courtroom).

The Stress Test: Between Scandal and Art History

The project became an unforeseen stress test for digital reach and societal discourse. Accompanied by an unprecedented tabloid campaign, death threats, and legal disputes, 1378(km) demonstrated the disruptive power of interactive media. After the German Press Council officially reprimanded the tabloid press and all legal investigations were dropped, the true impact became clear:

  • Nearly 1,000,000 downloads worldwide (server collapse on release day under police protection).
  • Global resonance: Coverage in over 400 TV channels, 800 print publications, and 1,500 online media outlets.
  • Institutional recognition: Worldwide exhibitions as an interactive work of art, including at the ZKM Karlsruhe, the MIT GameLab (Cambridge), the DOX Centre Prague, and a global tour through the Goethe-Instituts.

The Bridge to the Present

1378(km) taught me that the most exciting moments occur when systems react unpredictably to humans. This realization led directly to my PhD at RMIT Melbourne on "Hacking as a Playful Strategy".

Today, I transfer these principles of media art into tangible reality. Whether I am working on hardware interfaces, integrating interactive sensors into physical spaces, or building AI agents: the goal is still to break up rigid linear logic and create living, asymmetric, and interactive environments.

Project Metrics

Media Reach & Downloads

800+
Print Articles
Extensive coverage and analysis in German daily print newspapers and magazines.
1,500+
Online Reports
Featured in major international technology, art, and gaming publications worldwide.
400+
TV Broadcasts
Television news programs and documentaries covered the release and the debate.
~1M
Downloads
Massive international download traffic, temporarily crashing university servers.

Who Shoots, Loses.

Developed as a student art project by Jens M. Stober at HfG Karlsruhe, 1378(km) is an interactive serious game based on the multiplayer Source Engine (Half-Life 2). The project gained worldwide media attention by subverting traditional first-person shooter (FPS) mechanics: in this game, shooting refugees does not lead to victory—instead, who shoots, loses (wer schießt, verliert).

By inverting the genre's mechanics, the artwork triggered a nationwide debate in 2010 and highlighted a major generational conflict in media and society. While younger generations approached the game as an immersive, reflective tool to confront the moral dilemmas of recent German history, conservative media and victim groups initially misunderstood the piece as a glorification of violence.

The gameplay places players in a split-second ethical decision. Patrolling guards can choose to arrest refugees non-violently, stand aside, or defect to the West themselves. Firing a weapon terminates the active game loop, putting the player on trial in the year 2000. Reconstructed from historical blueprints of the 1976 border, the game serves as an interactive memorial rather than entertainment.

Visit the official archive site: www.1378km.de ↗

System & Development Stack

Cold-War Border Simulation

Source SDK Modification

Custom C++ game logic layered over Valve's multiplayer engine client-server framework.

Archival Level Reconstruction

Constructed 3D geometry of the border control strip (Todesstreifen) matching 1976 architectural schematics.

Asymmetric Gameplay System

Asynchronous, real-time multiplayer networking code balancing unarmed refugees against armed border guards.

Core Game Mechanics

Serious Game Architecture

The gameplay structures of 1378(km) subvert traditional FPS mechanics by penalizing violent actions and rewarding ethical, non-violent resolutions:

Rule // 01

Moral Dilemma

Who shoots, loses. If you play as a border guard and open fire on refugees, you are instantly disqualified, teleported into the future, and placed on trial in a courtroom in the year 2000.

Rule // 02

Freedom of Choice

The game does not force you to shoot. As a guard, you can choose to make non-violent arrests, stand aside and let refugees pass, or even throw down your gun to flee to the West yourself.

Rule // 03

3D Reconstruction

Concentric fences, watchtowers, minefields, and the rear signal walls were meticulously modeled in 3D based on historical documents to reconstruct the physical claustrophobia of 1976.

Rule // 04

Asymmetric Factions

Step into the heavy boots of a patrolling NVA border guard, or attempt to cross the death strip unarmed as a refugee, navigating minefields and spring guns in round-based multiplayer matches.

Match Progression

The Gameplay Loop at a Glance

01

Role Selection

Choose to join a multiplayer match either as an unarmed East German Refugee or an armed GDR Border Guard patrolling the control strip.

02

The Encounter

Refugees attempt to slip past mines, fences, and searchlights in the dark, while guards patrol with orders to secure the sector.

03

The Moral Choice

Guards face a split-second moral choice: use non-violent arrest tactics, let refugees pass, open fire, or lay down weapons and flee.

04

The Outcome

Opening fire immediately ends the guard's gameplay, forcing them to sit out and witness their own historical courtroom trial in the year 2000.

Faction Profiles

Refugee vs. Border Guard

The simulation places players in opposing psychological roles, each governed by asymmetrical capabilities, scoring, and moral hazards:

Refugee (East-West)

As a refugee, you are unarmed. Your goal is to cross the heavily fortified border strip undetected and reach West Berlin or West Germany.

  • Hazards: Self-firing spring guns (SM-70), landmines, tripwires, and NVA guards.
  • Strategy: Sneak in the shadows, avoid searchlights, and use the rough terrain to find cover.
  • Points: You gain points for carefully bypassing fences and successfully reaching the West.

GDR Border Guard (NVA)

As a guard, you patrol the border strip. You are under pressure from the GDR leadership's order to shoot, control watchtowers, and must make independent moral decisions.

  • Option 1: Arrest: Corner and arrest refugees without violence to gain points and fulfill your duty.
  • Option 2: Court Trial: If you shoot a refugee, you are immediately disqualified and put on trial in the year 2000 (Who shoots, loses).
  • Option 3: Flee: You can choose to lay down your weapon, navigate the minefield, and attempt to flee to the West yourself.
Surveillance Directives

Detailed Gameplay Mechanics & Rules

The underlying system mechanics govern the asymmetric flow of the border crossing in real-time, enforcing historical realism and strict moral frameworks:

Sim // Asymmetric Matches

Asymmetric Matches

A round-based match supports up to 16 players, simulating the border crossing in real time. Refugees must find cover while searchlights from watchtowers scan the area.

Event // Courtroom Sequence

The Courtroom Sequence

If a guard shoots, their game stops. Teleported to a court in the year 2000, they must witness their own historical trial and are taken out of active play.

Logic // Score Calculation

Score Calculation

Guards earn points for non-violent arrests or defection to the West. Refugees earn points by bypassing obstacles. Firing a weapon resets a guard's score to zero.

Visual Archive

Screenshots & Exhibition Visuals

Archival records showcasing the source-engine historical level geometry, gameplay interfaces, and 3D modeling accuracy of the reconstructed inner-German border:

Global Art Showcases

Exhibitions & Museum Showcases

1378(km) has been displayed in renowned museums, art biennials, and academic institutions worldwide. Rather than just a playable mod, the project is recognized and analyzed internationally as an interactive work of art and a milestone in serious game design. Highlights include permanent showcases and curated exhibitions at the Zentrum für Kunst und Medien (ZKM) Karlsruhe, the Computerspiele Museum Berlin, the Nam June Paik Art Center Seoul, Harvard University, MIT GameLab, the DOX Prague, the Bundeskunsthalle Bonn, and traveling showcases by the Goethe-Institut worldwide.

Video Archive

Media Documentation & Discussions

Explore the original trailers, media storm mashups, gameplay recordings, and academic conference panel discussions:

Original Trailer (2010)

Watch on YouTube ↗

Media Storm Mash Up

Watch on YouTube ↗

Gameplay Recording

Watch on YouTube ↗

Release & Panel Discussion

Watch on YouTube ↗

Next Level Conference 2011

Watch on YouTube ↗

Global Games Analysis

Watch on YouTube ↗