All rise and no fall: how Civilization reinforces a dangerous myth
rockpapershotgun.com
rockpapershotgun.com
And I don't think the thesis put forward by the Civilization franchise is necessarily wrong, however dreary. As with anything, it depends on the level at which you engage with it, and how much good faith you apply and which things you choose to emphasize or not emphasize. Economic strength and accumulation of resources and sheer population do have a lot to do with who dominates. But maybe it takes other stuff, too. Maybe playing a game doesn't mean you're ignoring it, and "correcting" the thesis of the game doesn't mean we're due for an overthrow of a grand cultural dogma.
That may be but it's got nothing to do with the article which is talking about Civilization--and games in general-- presenting monotonic, consequence free growth as the only state of being until the "A Winner Is You" screen (the dangerous myth)
Which as a side effect leads to grind-y end games where you have dominated everyone but still need to put in another hour of grind to actually finish them off or otherwise end the game (the bad game design).
>Through the Civilization lens, raw economic strength is success. Population is power.
What's the difference between that and my statement, "Economic strength and accumulation of resources and sheer population do have a lot to do with who dominates." ?
One is that the game Civilization advances a supposedly dangerous narrative about the myth of progress. Another is that, in gameplay terms, this infinite expansion and growth leads to a grindy end game.
You seem to be saying that the latter is the real point, and that by addressing the former I'm missing the point. I think the former is the more important point and I feel like I did a reasonably good job of being responsive to it, and I feel that cryptic comments telling me I'm missing the point are unfairly dismissive.
Agreed, the author is not only making the point that it's a dynamic of modern games (to our detriment) but a reflection of a popular 'myth' held within our post-industrial revolution societies.
>> We live in a brief historical blip where abundant resources and a few centuries of astounding progress have allowed many to believe that the good times will roll forever.
Which is strange worldview considering "The Decline and Fall of the Roman Empire" is one of the most popular and well known books in history, and a widely debated topic in academia. Always with undertones comparing to the unique growth of the modern western society.
There has always been plenty of anxiety about growth throughout our recent history...
You didn't address the myth of progress at all, which regardless of it's merits from a grand historical point of view certainly doesn't apply to individual nations which rise and fall all the time. You certainly didn't present any arguments against the idea that unthinking growth sometimes actually has consequences which Civilization games have actively been removing.
All you said economic power and resource accumulation probably leads to dominance. But it's not dominance the article takes issue with, it's that dominance is represented only by growth which is why one sentence after your quote: "Only growth matters"
As a matter of practice, this doesn't happen much because it isn't fun, but it's well within the game's view of what can theoretically occur.
(Otherwise those people might find other outlets for their fantasies... like designing horribly overengeneered software architectures...)
I agree you could make an awesome game about this by pretending to be a purely utilitarian engeneering puzzle and later showing you the actual consequences of your actions. But I wasn't aware that was their actual strategy. If it was, hats off!
Then why does the pollution game mechanic exist, and why does pollution kill trees?
Civ is not a perfect reflection of history, society, or civilization, let alone an idealistic society or civilization. And in truth, that's what makes it fun. Pinning the fate of our "IRL" civilization on a game because it perpetuates the myth of perpetual growth is a bit ridiculous. The perils of capitalism are not going to be defeated by changing the mechanics of a Sid Meyers game.
If we want to talk about the harm video games bring about, let's talk about loot crates and microtransactions in F2P games.
In all honesty, I thought he was going for slight moralization but mostly just wishing there were realistic civilization-type games that have a complex endgame and are not based on an endless growth model. I'd welcome some of his propositions-- they seem more challenging and consequently more engaging and fun.
Would you respond to a critical book review by saying "we should not censor media"? Criticism and censorship are two vastly different concepts, you should not conflate the two.
Though I agree that critical analysis and censorship are two different things.
Co-opting words with strong emotional valence for the sake of an appeal to emotion is petty, and speaks to the weakness of the underlying argument.
> Censorship, the suppression of words, images, or ideas that are "offensive," happens whenever some people succeed in imposing their personal political or moral values on others. Censorship can be carried out by the government as well as private pressure groups.
Some of them are. There is certainly an endgame challenge in 4x games, but real world civilizations don’t really fall at the pace needed for the comparison to make sense.
Rome is still the center or one of the largest world religions today for instance.
He did say ‘The Only Good Indians Are the Dead Indians’
https://indiancountrymedianetwork.com/history/events/theodor...
And did declare war against the Spanish Empire which resulted in many genocides in South America and the Philippines.
I remember listening to a talk from Sid Meier and at some point he explains how they tried to implement a rise-and-fall system in the original Civ. It didn't go very well. Playtesters hated it.
When the first fall came, people just quit and start again, thinking that they did something wrong. When they were told it was intended and they had to fall to rise again, they just didn't like it at all.
I can see a niche for a hardcore strategy game where rise and fall is part of the game loop, but given the current estate of affairs it would be just that, a niche game.
"Writers and people who had command of words were respected and feared as people who manipulated magic.
In latter times I think that artists and writers have allowed themselves to be sold down the river. They have accepted the prevailing belief that art and writing are merely forms of entertainment. They’re not seen as transformative forces that can change a human being, that can change a society. They are seen as simple entertainment—things with which we can fill twenty minutes, half an hour, while we’re waiting to die.
It is not the job of artists to give the audience what the audience want. If the audience knew what they needed, then they wouldn’t be the audience; they would be the artists. It is the job of artists to give the audience what they need."
-The Mindscape of Alan Moore
Games know what they want. They complain very loudly, when they get something different than what they wanted/expected.
Of course game developers and publishers again want slightly (or completely, I'm looking at you Electronic Arts) things. Developers want that artistic meaning, publishers want a lot of safe money, while gamers want to enjoy the game, they want the flow [0], the feeling of conquering a hard but not impossible challenge.
https://en.wikipedia.org/wiki/Stereotype#Etymology
https://en.wikipedia.org/wiki/Stereotype_(printing)
https://www.etymonline.com/word/stereotype
https://en.wikipedia.org/wiki/Daguerreotype
Where did your story come from?
Also, the cards with the two images were not referred to as stereotypes, and they were not printed from stereotypes, because it was not possible to print photographs from stereotypes until the invention of halftoning, which entered commercial use in 1873/ It is wholly implausible that this would result in changing the popular name of stereoscopic images, some 30 years after the invention of the stereoscope and 10 years after they became popular. Even after the invention of halftoning, stereoscopic images were almost invariably printed instead using photographic processes, which do not use stereotypes. Even in the late 20th century, View-Master discs were made using photographic film, not ink.
There is no attested history of using the word "stereotype" to refer to stereoscopic images.
This is because holding territory is a lot harder, and integrating captured territory is more expensive. You can't snowball as quickly, and short-term setbacks can be reversed by planning carefully.
Civ's new expansion does try and fix some of this, but it's not as nuanced as in EU IV. City-flipping is a thing again, but the mechanics are pretty cartoony.
He makes the same point that the original Civilization was designed around the assumption of a relentless march of growth and progress that will ultimately benefit all mankind. This is encoded in the game's winning conditions: "You win a game of Civilization in either of two ways: by eliminating all rival civilizations or by surviving until the colonization of space begins."
"Bruce Shelley, who authored the manual, is thus explicitly discouraging the player from approaching Civilization as a zero-sum game: you win simply 'by being in existence when colonists reach Alpha Centauri.' This doesn’t mean that all or most players played under that assumption — a topic I’ll return to momentarily — but it’s nevertheless kind of an amazing statement to find in a game like this one, implying as it does that civilization writ large truly is a global, cooperative project. There’s an idealism lurking within Civilization, this game that plays not just with economics and war but with the grandest achievements of humanity, that’s missing in the likes of Master of Orion. It’s notable that, while the history of gaming is littered with hundreds of galaxy-spanning 4X space operas, vanishingly few games beyond Civilization‘s own sequels have attempted to replicate its model of grand strategy."
[1] https://www.filfre.net/2018/03/the-game-of-everything-part-2...
This isn't accurate at all. To win by colonizing space, it has to be you who colonizes space. If all you do is survive until somebody else does it, you lose.
The text you quoted is from the original game’s manual.
Not to say there is no was around that — when I last did game development I had an idea, but I don’t want to risk breaking my NDA by saying what, only that a potential solution might exist.
I think this actually works well for Stellaris, because of the vassalization dynamics. In most 4X games, if you get defeated then you're dead and may as well quit. In Stellaris you can get defeated, become a vassal of another nation, and later break out to defeat your former masters. Having a powerful late-game enemy appear makes that sort of shakeup much more likely, as the smaller/vassalized empires may be able to pick off systems from the more powerful, but weakened or distracted, empires.
For example, two ancient powerful but inactive empires might become active and start a war. This allows the player to align with either one of the powers, or form an independent coalition with a chance to become the new "leader" of the galaxy. These events throw existing borders up relations up in the air, thus effectively making the game interesting again right as its becoming stale.
Depends on the definition of "fun". A DwarfFortress-like definition might say "fun" is desperately trying to prevent or simply deal with things falling apart.
I can't find the article now but there was a deliberate shift to focusing on positive reinforcement rather than hurting the player.
Such grim game progression was made all the more poignant by the space race game mechanic, where you could technically still "win" by sending a ship with settlers to a different star system which translated in many games to: "We're all doomed, but you were the first to avert complete extinction of the species. You Win!"
In a way, you could argue that Civ II (and Alpha Centauri) mechanically included the problems of externalising cost better than any Civ-like since.
Convenient way to strangle enemies though, nuke their cities and they have a very hard time rising back up because they can't produce.
Even Civ 1 had global warming.
Oh, and the orange patches, the god damned orange patches. This thread brought back some really funny memories. It's almost as if I can still feel my frustration at that time.
For those wondering what the orange patches looked like in an older version:
http://i380.photobucket.com/albums/oo247/Vuldacon/Pollution....
If I remember correctly they started to turn deserted if overused like the yellow patches here:
https://www.civfanatics.com/images/civ3/industrialagesnumber...
And of course a quick search had me in laughter for a while:
"An option to turn off the %$!&! pollution"
"This has been mentioned before, but I'm bringing it up again anyway. In Civ2 the interface worked much quicker, and the city worker wasn't taken off the tile. Dump some engineers on it and bam! - problem solved. In Civ3 it goes something like this: spend a bunch of time hunting down some free workers on the slower map screen. Figure out how many it takes to clean up the square, move them there, and order them one by one to clean it up. Then, open your city screen. Put the laborer back on the tile (unless another city has taken over the tile at the start of the next turn - then it gets even more complicated). If you're using your workers on automatic (clean up pollution only) you still have to look at every city every turn, and if you have alot of pollution that turn, they may not clean it up in the order you like, causing the loss of shields, perhaps even delaying the production of something important for a turn. This is why I always have some free workers to pile on by hand anyway, even though it takes longer."
And finally, a future techy enters the stage:
"I agree that it becomes tiresome to chase pollution.
Edited my game so that pollution takes less workers to clean up. :mischief:"
https://forums.civfanatics.com/threads/an-option-to-turn-off...
I really loved that game! Though, it definitely was the reason for me not being ready on time for school :mischief:.
- Tile focus can damage the output of surrounding tiles
- Mines might temporarily/permanently reduce nearby food production or appeal
- Longterm tile focus can outright destroy the resource - Overfishing, Strip mining, Soil depletion
- Bring back or re-emphasize some of the old mechanics - Population explosions also increase civil unrest
- Corruption quickly eats away economic output
- Opponent choices can cause cumulative/permanent damage to your cities if they are nearby, downstream, or downwind.This is kind of represented as harvesting a bonus resource. Your workers can be spent chopping down forests, scooping up all the fish, deer or bannanas for a short term gain. Some of the AI are randomly assigned an environmentalist outlook that will sour relationships if you do harvest a tile.
> etc and mines and other production improvements had negative impacts on through pollution & other risks (eg offshore oil platform spills, etc).
Oil spills feel a little too random. In Civ 6, this mechanic would likely be implemented as water and appeal (tourism) reduction. Mines and quarries already have this implemented, each one reduces the appeal of its six adjacent by 2. I don't think oil rigs have any penalties.
> There could be techs & policies to mitigate these issues, but investing/adopting in them would be a trade-off on production & wealth.
Generally speaking, techs aren't optional. There are very few terminal techs, and that seems pretty intentional. As a policy card tied to the Conservation civic it might work. But there's already a tradeoff being made by having the improvements in the first place.
What I found fascinating is after playing for a bit you can start to see these cascades start early and try to stop them and still fail. All you can do is try to efficiently route resources as you watch your entire city fall into decline.
You're not fighting other intelligent agents; you fight yourself and your environment. It's a very intriguing concept.
Also collapse of a state does not mean that civilization is gone completely. Maybe exploring collapse may be fun too. (At least it would teach an agility that could come quite handy for an individual). However building such a game would be really hard, as it would go against the patterns of historical discourse, there is probably less data to build on.
On the other hand we had a lot of instances during the past century when the established order of things did come to a crashing halt...
Today things are more inter-connected so it could domino in ways it never could before.
The survivors of the plague had it good though, salaries were up and the institution of serfdom was finished in western Europe, the stage was set for rapid modernization.
Also westerners got some level of immunity to these germs so that people in far off places would just die off when they came around.
When smallpox and other diseases rampaged across the New World the rest of the world didn't notice. It was geographically and demographically contained.
That's not the case now where things like SARS can go world-wide in a matter of weeks.
A failing society could cause considerably more damage today than at any other time in history.
Like the Roman empire before, the fractured bits of the Mongol empire survived for hundreds of years after.
And the way the rise and fall mechanism is implemented in practice is simply by ending the game. Once you've won (or lost) you are back to the stone age on a different map.
I see this argument often, but it always fails to consider that some players, including me, get enjoyment from realism, simulation and faithful representation of a matter/topic/process.
Sometimes there is a studio that fills the niche, sometimes not. And while the team is usually very passionate, they simply don't have the resources to match to polish of AAA titles. I don't know what the state of the art is for 4X games. You can probably find realistic wargames though.
Civ 4 had global warming, and it annoyed people enough they hacked the game to get rid of it: https://forums.civfanatics.com/threads/global-warming.145922...
People already complain the games are too complex. If you add a bunch of knobs for various forms of pollution and exploration, you'd just get thousands of requests to turn it all off.
I usually play at Prince or lower because my civilization does much falling at higher levels.
Some of it's simply dumb AI bugs, but some is a legitimate requirement for designing road flow (which you can do around the bugs as well if you know they're there). A comparable thing could be done with Civilization-type games if you had something that worked at a low enough level of granularity. Rather than 'because you did this, enjoy 20% more productivity', implement it as something where it depends on underlying factors following a good design.
The original game doesn't have any way to build something away from a road, even if its something like a park or a statue, and certainly you can't make an area with just pedestrian access. Good luck making a medieval city centre, or collage town.
It's all biology. Empires grow and decline and die like animals. The leave offpsring.
There is perpetual growth but it happens in a cycle. No empire "wins", it breaks down and the pieces then grow and compete.
"That means that sooner or later, in every Civ game, you’ll reach a point where the challenge is gone but there’s still a long grind before you reach the point at which you have enough capital cities, culture points, rocket launches or religious conversions to win the game."
It solved it with tubeworlds. You were allowed, in Civ II to build, say, 24 x 160 worlds, and that made all the difference. Games were exciting all the way through as you raced to deal with the Civilizations next to you and fight toward the ends. No matter what, when you came up against your last one or two computer opponents, they were advanced civilizations that weren't boring to fight even though you were already close to a win. Very sadly, this was dropped from subsequent games, in which you could only generate rather square maps. I have absolutely no idea why. A great loss. I don't play Civ now.
There's many ways in which the game shakes things up in the late game. One aspect of it is squalor, a metric that rises as your cities grow and advance in technology. High squalor increases unrest. There is very little you can do to reduce it- it will just keep rising over time, as your population grows. And even with careful management the cities at the edges of your empire (where the population tends to have cultural differences to the center) are always at high risk of a revolt, that kicks your army out of the city and replaces it with a rebel force. A hack around that is to artificially cause the city to revolt in an opportune time (when you have a good army to take on the rebels), take it back and slaughter the population, bringing it back down to a manageable size. Still, large cities will always eventually get to a point where they just suck for everyone involved.
The other thing that shakes the late game up is the Mongol invasion. Actually- two of them. First you get the regular Mongols that are the hardest thing that's hit you until then, by a wide margin. Don't worry- they don't want your cities; they just want to pillage them, raze them and move on to the next. Once you 've dealt with them and a few decades have passed, the Temurids come on, who are like your worst nightmare married to its own worst nightmare, but trailing elephants with cannons strapped on their backs. You know you're in trouble because their banner is black and red. That spells "evil" even in a real history-based gaming world.
Then of course there's more stuff that happens in the late game- somebody discovers a New World and a whole new map is added to the game. Things like that. It's very hard with the game to end with total domination. If nothing else, I've abandoned most games because I got bored of the constant strife, that got a little too repetitive after a long enough time, to be honest.
The point is- there was no constant march of progress in this game. You really got the feeling that the world hated your guts, as things went on and the more you played, the more it hated you. Such fun :)
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[1] I played this game primarily as a 4x game, for the city management and the map expansion - I know that's not how it's meant to be played and that the focus was on the realistic battles, but MTWII had probably the best balanced campaign map than any Total War game and playing it this way was way more satisfying than many 4x games I've tried, including various Civs that didn't even come close, to be honest.
That said, it would be pretty neat if it were possible to make a fun game that did all that. The hazard is that didactic games often aren't fun. Don't make games that aren't fun.
However absurd the reasons are, I can at least understand the assertion that climate change is a "controversial" topic, so if your goal is to even cater to the lunatics, fine.
But that overfishing can damage the environment shouldn't be controversial - or is it?
Culture victory for United States of America!
To be somewhat less facetious, does the game have any mechanisms for environmental issues? Do you have to handle pollution, loss of species, depletion of stocks through overfishing or overhunting, etc?
Seems like we are. We’re very far from generalized space travel, and very close to ruining this planet.
> technology will keep progressing
What evidence do you have for such an optimistic assertion?
Wouldn't the burden of evidence here be on someone saying the opposite (that technological progress will stop)? Technology has continually progressed across human history, exponentially so in the very recent past. Do you think it will stop?
The eastern mediterranean basin. AFAIK Assyria wasn't directly affected, the polities directly affected were Mycenaean Greece (collapsed), the Hittite empire of Anatolia (collapsed) and the Kingdom of Egypt (which repelled the Sea People but likely at high cost).
The Assyrian Empire contracted at a later date, possibly as an indirect consequence of the collapse.
> If we regressed again, it could take a very long time to recover, because of the exponential growth you mention.
An other issue is the ability to access resources. As a civilisation progresses it consumes easily accessible non-renewable resources, the more it progresses the more difficult to access the resources it consumes entirely.
A civilisation following the collapse of the current globalist one would have a very, very hard time accessing non-renewable resources to fuel its growth.
If you’re familiar with the LBA collapse, you’ll enjoy the read.
Sometimes we explicitly agree on a position, as with the US's "innocent until proven guilty."
Therefore, the burden of proof is usually assigned, fairly objectively, to the argument that makes a positive claim, e.g., that something will happen or something is true, etc.
In this case, the claims are: 1) I believe space faring technology will advance enough to the point that humans will be able to leave our planet permanently, and 2) I am skeptical of 1.
Two is like the null hypothesis. This cannot be proven; it is the default until #1 is proven. Therefore, #1 should objectively have the burden of proof.
Kind of like how financial disclaimers will include something like "past performance is not proof of future results".
It's not that the claim that "technology will continue to progress forward" is wrong. I think it's a reasonable belief. But that is not itself proof that it will continue on. Reasonableness of a claim is not proof of its truth. Intuition is not very good evidence.
Even if we assume that technological progress will be effectively infinite, that doesn't mean that any specific technology will come to exist.
This is the so-called "Whig view of history", and while it looks superficially true it ignores those cases where technologies have been lost, abandoned, become uneconomic to maintain, or given up for political reasons (e.g. China abandoning its exploration fleets).
How do you account for the European "dark ages", for example?
Collapse is possible: supply chains may be extremely vulnerable to certain risks, such as a war in Korea or an earthquake in Silicon valley. Decline is also possible: life expectancy is starting to fall in the US, as it did in Russia in the post-Communist period.
And this: https://www.smithsonianmag.com/smart-news/climate-change-alr...
And: https://www.sciencedirect.com/science/article/pii/S003043870...
And: http://time.com/4024210/climate-change-migrants/
... https://news.harvard.edu/gazette/story/2017/09/analysts-warn...
https://thinkprogress.org/yemen-humanitarian-crisis-water-54...
The lack of a printing press? From what I have read, the creation of the printing press is what helped lift Europe out of the dark ages and presumably prevented it from ever returning to another one.
Recently, apart from CS and genetics, we are stagnant.
On top, progress is trickling down pretty badly. We are wasting lots of resources on conflicts, essentially to ensure that the one percenters keep their possessions, including means of production (so that capital can further concentrate).
We will probably lay the planet to waste, by wars and resource exploitation, much sooner than technology will advance enough to save us.
The ingeniuty of the human race is not its predominant feature.
Are we? And also, the developments in CS (and computational science, in general) seem to speed-up discovery in other fields more and more.
That seems a pretty weird argument to make. "Apart from all the people with black hair, nobody has black hair" These two fields alone are wide ranging enough that they can touch almost everything on earth. Furthermore, fields like material science have progressed an incredible amount due to widespread availability of computing power. So have agriculture, logistics, manufacturing, mining, medicine and education. We may yet destroy ourselves before we attain utopia, but it won't be because our technology is too stagnant.
The Wright brothers, working in a bicycle shop, invented fixed wing flight in 1903 and it took less than 100 years for western civilization to develop jumbo jets and space planes.
The second limiting resource is low societal time preference, which I’m afraid we might run out of.
That said, there is a kernel of a judicious argument about Progress in Real Life (PRL) and 4X games, and that's that real-life progress is deliciously complex, full of accidents and unpredictable. Real life progress is a roller coaster that for the most part goes up (don't take my word, just lookup the data), but people step on it coked to the bone on that opiate called "the news", and boy they are going to throw up to the smallest lurch ... but I digress...
4X games on the other hand lack all the complex system amplifiers, which is to expect because well they need to run in far more modest hardware than PRL, and for most people the 4X game itself is a relatively mild psychotropic that they use to counteract the effects of daily boredom and of the nick drugs : the apocalyptic phantasmagoria of click-bait media.