What Sid Meier’s Video Game Empire Got Right and Wrong About ‘Civilization’
blog.longreads.com
blog.longreads.com
> What can be fairly read into the game? Civilization players have noted certain telling omissions in its historical arc. Slavery, the single-most important economic institution of recent millennia, is entirely absent in the series. There are no Dark Ages and no Black Deaths.
"Dark Ages" is a somewhat dated way to refer to the Middle Ages. From the Wikipedia article (https://en.wikipedia.org/wiki/Dark_Ages_(historiography)):
"[Many] modern scholars who study the era tend to avoid the term ["Dark Ages"] altogether for its negative connotations, finding it misleading and inaccurate for any part of the Middle Ages"
Just thought it was interesting that someone stepping forward to correct the record appears to have some historical blind spots of their own.
Colonization also had some mechanics that were sort of a wink-wink, nudge-nudge towards slavery. There was a convict class of settlers, and there were also "converted" natives that you could acquire. If you had missionaries in their settlements, once in a while some religious converts would come over freely. Or you could attack their settlements, which generated lots of "converts"
http://civilization.wikia.com/wiki/Happiness_(Civ5)#Brave_Ne...
Not quite accurate. Civilization 4 has a Slavery civic, which allows you to work your own population to death for faster production.
https://en.wikipedia.org/wiki/Civilization:_Call_to_Power
Also, in Civilization 6, from what I've read, the Aztec "Eagle Warrior" unit has an ability to "turn defeated enemy units into Builders". I think the subtext is clearly that the defeated units are enslaved, though it's curious that they don't say so. I do suspect that they don't highlight the subject because players might find it unpleasant.
Which is hilarious thing to worry about in a game where you can nuke a whole city no problem.
Cultural tabu is a funny thing.
As for slavery, I object to how Civ makes it almost inevitable; at least back in Civ 4, you underperform for the whole game if you don't work your people to death in the Classical period. Disease definitely needs a larger part in the game as well...
I'd also argue for food insecurity and Malthusian limits (as in reaching the carrying capacity of an ecosystem -- or surpassing that carrying capacity, damaging the whole thing, and producing great mobs of the starving and desperate who'll eagerly listen to anyone who tells them who to kill to fix their problems) being conspicuous by their absence. Population growth wasn't all upside in the long ages that had neither the Haber process nor Norman Borlaug's hybrids...
But then, I've heard that an early version of Civ 1 tried to depict the rise and fall of civilizations, but players hated the fall part, so they just made it rise and rise. The mass market doesn't pay to feel uncomfortable...
EUIV is more niche than Civilization because it's got a steeper learning curve, not because it's too constrained by history.
The article also makes the odd claim of Civ being so mutable, because most games of Civ run very similarly to each other, whereas you can actually do quite different gameplays in EUIV.
Civ was a revolutionary game, but the last couple of refreshes have been pretty ho-hum. I'm clearly in the minority, though - Civ was one of the most-played games in terms of live user count on Steam.
I wish they would get off their asses in the AI department. It is pretty lacking and playing with humans is obviously a massive drag (difference of skill levels, sheer amount of time for a single game)
I play on prince and usually steamroll everything. When I try king the AI cheats so hard at the start it's just a massive turnoff for me...
A lot of games do that cop-out for level difficulty, though. Higher difficulty doesn't make the AI smarter or more cunning, it just lets them break the rules progressively more or gives them a score multiplier. More like a handicap system then "levels of difficulty". It's probably easier to program.
That said, I miss some of the mechanics in earlier Civ games. Civ IV, with all expansions, is still my favorite of the Civs (though I haven't played Civ VI, yet, and won't until the Linux version arrives), partly because it was so complex. On the whole, Civ games are far more educational than the average video game, even "educational" games. If you dig into the Civilopedia and look past the numbers in memory (e.g. Stonehenge is +5 faith, and pyramids are free workers and faster tile improvement, but also have real world history).
But, I don't expect Civ games to be "realistic"; I mean, I wouldn't suggest that pyramids were used to store grain because I saw that pyramids in Civ II/III and FreeCiv provided a granary in every city (effectively providing food storage in every city). Though I guess if a presidential candidate can make that mistake, it's not so unreasonable to think people are considering Civ games a reliable source of historic information.
Sid Meier gave a talk at the GDC: https://www.youtube.com/watch?v=MtzCLd93SyU
In it he explained how Civilization tested random negative events that could shape your world. He mentioned how this had a negative effect on the player experience and many times people would just grab a past save to avoid them IIRC.
I would actually disagree. There are plenty of power fantasies, most notably the spectacle fighter genre, which seek to make you feel powerful. Civ isn't about that.
Civ makes you feel purposeful. You nurture and grow your civilization, not for personal aggrandizement but for a feeling of progress and accomplishment. Your goal is not to be the most powerful ruler, but to have the greatest civilization. Human achievement and ambition is the theme of the game.
Well, knock the population down. How? Either raise taxes until they revolt and then put them to the sword, or move plague carriers into the city to keep things in check.
That was a properly dark game, and I'm glad Civ isn't.
The voiced quotes for each tech in Civ V were downright haunting for me, and I'm pleased to see the game kept so bright. Even the military quotes strayed to optimism like "Happy are those whose walls already rise."
Regarding the author's own analysis, he writes,
> Meier has no formal training as a historian
But what expertise does the author have? All the article says is,
> Kanishk Tharoor is the author of Swimmer Among the Stars, a forthcoming collection of short fiction from Farrar, Straus and Giroux. He is the presenter of the BBC radio series “Museum of Lost Objects.”
> He studied at Yale, where he graduated magna cum laude and phi beta kappa with BAs in History and Literature, and at Columbia, where he was a FLAS fellow in Persian and South Asian studies.
https://longreadsblog.files.wordpress.com/2016/10/civilizati...
Considering the resolution they were dealing with, I'd say they did a pretty decent job with that map.
If I remember correctly, in Civ 5 you could pop slavery to rush early wonders. Am I remembering wrong? Or maybe that was Civ 4.
Also, the formation of many Caribbean nations were the result of bloody slave revolts.
I think there was no precedent to make a game like Civ. You could mention board games, or simulation games like Simcity, but Civ is vastly different, gives you a lot of knobs to play with and that makes very, very risky.
I admire Sid for his courage and being able to pull it off to the extent of the franchise it is today. I play Civ daily.
Just remember when claiming that both the sheer number of indie games and the fact that many gamers can only afford a few games a year.
In EUiV I have started the tutorial several times, and everytime I get stuck moving some armies or so, because it oesn't seem to work the way the tutorial showed just seconds before.
I think both depth and verisimilitude are limited by the desire to make it possible to complete the sweep of history in a reasonable amount of time while still having the player micromanage most things.
I feel as if they've tried too hard to incorporate RTS elements, ie. you need X units at this point, or else the enemies will attack you. Now you need to research X/min, or else you'll fall behind, etc. It became too rigid.
I think they lost something from Alpha Centauri, where victory could be had with a large range of playstyles. If you held back you didn't automatically get attacked. You could overwhelm with units, small units, or go for odd strategies like adding water survivability, then nuke everyone to raise the water level. You could affect the weather, make super cities with tons of crawlers, or place a regular close grid of a ton of cities.
Apart from that the game had a lot of atmosphere, unlike for example Beyond Earth.
Civilization is a great game, maybe the best computer strategy game of all time. But I think it's namesake deserves a mention.
An article about the way that Meier's western-centric view of history caused the system he implemented to have interesting systematic biases that limit the set of behaviors that can be simulated in interesting and unexpected ways, Zizek-style, would have been interesting. But this isn't that article; mentioning the lack of dark ages and the enlightenment grand-narrative view of progress as a game mechanic doesn't deliver, since it's crit 101 stuff that anybody would immediately notice.
The author should have probably recognized that the article wasn't the one she intended to write, & eliminated the points that didn't add to its organic form, rather than trying to force it into the intended form. But, its flaws don't detract enough to justify not posting it or reading it.
Tribes of neolithic humans occasionally attacked and killed each other, but it was about something real, like the survival of their families. Civilization has given us kings and armaments manufacturers, who have us kill and die over bullshit like "God" and "freedom".
While the military-industrial complex is a thing, most armed conflict can be abstracted as resource exploitation or contention expressed as territorialism. Religion and ideology is just a convenient cassus belli.
As the Lesser Bonapartes podcast puts it, "The in-group always has a problem with... those people."
Should just be one "s": https://en.wikipedia.org/wiki/Casus_belli
This might be true, but invariably it is massive excessive exploitation by the ruling class, rather than e.g. "we'd like to hunt in that creek bottom so we can eat some meat."