{"id":5629,"date":"2011-02-13T12:29:25","date_gmt":"2011-02-13T17:29:25","guid":{"rendered":"http:\/\/www.allyngibson.net\/?p=5629"},"modified":"2015-03-29T15:20:36","modified_gmt":"2015-03-29T15:20:36","slug":"on-civ-builders-and-authoritarianism","status":"publish","type":"post","link":"http:\/\/www.allyngibson.com\/?p=5629","title":{"rendered":"On Civ-Builders and Authoritarianism"},"content":{"rendered":"<p>Yesterday, <a href=\"http:\/\/andrewsullivan.theatlantic.com\/\">Andrew Sullivan<\/a>&#8216;s blog at <i><a href=\"http:\/\/www.theatlantic.com\/\">The Atlantic<\/a><\/i> <a href=\"\">linked to an essay<\/a> at <i>The American Prospect<\/i> by Monica Potts on how <a href=\"http:\/\/www.prospect.org\/cs\/articles?article=moral_combat\">civ-building computer games don&#8217;t really allow for liberal-progressive solutions to life&#8217;s problems<\/a>.  Games like <i>The Sims<\/i> and <i>Civilization<\/i> model a rightward ideology, if not by design then certainly by practice.<\/p>\n<blockquote><p>There are many ways to out-compete other civilizations and win [<i>Civilization<\/i>], but the surest is to become a war hawk: I devote all of my resources, early on, to building a massive army &#8212; of warriors, then knights, then musketeers, then tanks, and then guided missiles &#8212; and destroy weaker cities, one by one, until they all belong to me.  Building a society on diplomacy and technological development sounds great in theory but takes thousands of years before I can reap rewards.  Again and again, I choose war.<\/p><\/blockquote>\n<p>I&#8217;ve mentioned this tendency myself; in practice, when playing <i>Age of Empires III<\/i>, <a href=\"http:\/\/www.allyngibson.com\/?p=2561\">I commit heinous war crimes and atrocities on a regular basis<\/a>.  When building a civilization on New World shores, while competing with Napoleon and Frederick the Great, I don&#8217;t find a diplomatic solution.  I <i>can&#8217;t<\/i> find a diplomatic solution.  The game doesn&#8217;t <i>allow<\/i> it.<\/p>\n<p><i>Civilization<\/i> offered a number of different routes to victory, besides the military solution.  There&#8217;s a cultural victory &mdash; your culture is <i>so<\/i> superior that it takes over the world.  There&#8217;s the Alpha Centauri solution &mdash; your technological prowess is so great you send a colonization mission to the next nearest star.<\/p>\n<p><i>Age of Empires III<\/i>, which I love and still play, five years after its release, doesn&#8217;t offer, in its original version, a non-military victory.  (The expansion pack, <i>The War Chiefs<\/i>, does offer a non-military victory &mdash; if you hold all the trading posts along the trading route, you can start a timer to claim victory.)  I did discover once, quite by accident, a largely non-military victory in <i>Age of Empires III<\/i> &mdash; build a wall around an opponent&#8217;s colony and starve the colony of resources, whereupon the computer gives up.  It was a time-consuming victory and, honestly, it wasn&#8217;t especially satisfying.<\/p>\n<p><i>Age of Empires II<\/i> offered the &#8220;Wonder victory.&#8221;  Once you had amassed a certain amount of resources, you could build a Wonder.  And if you completed the wonder and it stood for two hundred years (in-game time), then the game was yours.  Or you could collect all five holy relics and gather them in a monastery.  Again, if you held these for two hundred years, victory was yours.<\/p>\n<p>I found, though, that I only turned to the Wonder victory when my military ambitions didn&#8217;t match the reality of the battlefield, my military options were all exhausted, or, more likely, I simply <i>tired<\/i> of the game.<\/p>\n<p>More often, I turned to the relic victory because it was the more challenging victory to achieve.  I would often have to attack my enemies (and, occasionally, my allies) in force to gain the relics.  Once, I laid siege to an enemy&#8217;s town, just to capture two relics from his monastery.  He had an extensive fortification of walls and guard towers, and a quickly as I could demolish his walls and towers with my massed trebuchet attack he would rebuild them.  Only when his resources dwindled was I able to make much headway in my siege.  That was an <i>epic<\/i> victory, and songs were sung long into the Viking night that told of the deeds of that day.<\/p>\n<p>A relic victory was satisfying to me in ways that a wonder victory never was.<\/p>\n<p>In a way, a wonder victory always felt like a <i>cheat<\/i>.  I always felt that I didn&#8217;t win because I&#8217;d proven myself superior at building and managing a civilization, because I&#8217;d spread my domination across the worldmap.  No, I felt like I won because I took the <i>easy<\/i> way out.  That I won because I didn&#8217;t <i>need<\/i> to engage with my enemies.<\/p>\n<p>There&#8217;s some truth to that.  If one build walls sufficiently far away from one&#8217;s town center and they fully wall off the town from anyone crossing his &#8220;territory,&#8221; it&#8217;s possible to build a civilization in peace, amass the resources, and build the wonder without ever having to fight more than one or two skirmishes.<\/p>\n<p>Which doesn&#8217;t model <i>any<\/i> sort of medieval period <i>I&#8217;m<\/i> familiar with&#8230; \ud83d\ude09<\/p>\n<p>Diplomatic solutions, though, simply aren&#8217;t possible in the <i>Age of Empires<\/i> games.  You can&#8217;t build a community and live in peace.  It&#8217;s not an option.<\/p>\n<p>And this brings me back to Monica Potts&#8217; essay.<\/p>\n<p>It seems to me that the reason why conservative solutions to civ-building games are so easy &mdash; and so satisfying &mdash; is because of the authoritarian nature of these games.  You, as the gamer, are the only person responsible for making the decisions.  For the most part, you aren&#8217;t held accountable by <i>anyone<\/i>.  Yes, there can be dissatisfied workers in <i>SimCity<\/i> and your cities may break out in riots in <i>Civilization<\/i>, but these are easily handled &mdash; and they <i>don&#8217;t<\/i> deprive you of any real power.  (Democracy makes it more difficult to wage war in <i>Civ<\/i>, and for that reason most players never go to that political system.)  You don&#8217;t need to compromise with your people.  You don&#8217;t need to build political consensus.  You don&#8217;t need allies.  You don&#8217;t need <i>communities<\/i>.<\/p>\n<p>I don&#8217;t know how one would go about creating a civ-builder that encourages, or at least <i>allows<\/i>, a liberal, community-building mindset.<\/p>\n<p>This won&#8217;t alter how I play <i>Age of Empires<\/i>, though.  It really <i>is<\/i> a satisfying to grind an enemy civilization to dust. \ud83d\ude42<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Yesterday, Andrew Sullivan&#8216;s blog at The Atlantic linked to an essay at The American Prospect by Monica Potts on how civ-building computer games don&#8217;t really allow for liberal-progressive solutions to life&#8217;s problems. Games like The Sims and Civilization model a rightward ideology, if not by design then certainly by practice. There are many ways to<a class=\"more-link\" href=\"http:\/\/www.allyngibson.com\/?p=5629\">Continue reading <span class=\"screen-reader-text\">&#8220;On Civ-Builders and Authoritarianism&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[48],"tags":[76,361,787,788,785,4108,4091],"class_list":["post-5629","post","type-post","status-publish","format-standard","hentry","category-video-games","tag-age-of-empires-ii","tag-age-of-empires-iii","tag-civilization","tag-conservativism","tag-ideology","tag-politics","tag-video-games","entry"],"_links":{"self":[{"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=\/wp\/v2\/posts\/5629","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=5629"}],"version-history":[{"count":0,"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=\/wp\/v2\/posts\/5629\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=5629"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=5629"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.allyngibson.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=5629"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}