- We are about four or five years into the formation of a new
discipline, digital game studies. Though by one account computer games
have been around for more than four decades (Aarseth), and by another
computer and video game sales in the United States are rivaling movie
box office sales (Frauenfelder), academic attention to the medium has
come relatively recently. At this early stage, digital game studies is
necessarily and self-consciously concerned with its own formation, and
is heavily engaged with an argument about whether this new phenomenon
is to be swallowed by already existing disciplines, or whether it
needs to and could develop into a discipline of its own, with a
coherent object of study and institutional support. 2001 was an
interesting year in this regard. Espen Aarseth, whose Cybertext:
Perspectives on Ergodic Literature aims to unseat "hypertext"
as the paradigm for studying electronic literature, editorializes in
the inaugural issue of the new online journal Game
Studies that "2001 can be seen as the Year One of Computer Game
Studies as an emerging, viable, international, academic field." As
editor of Game Studies, Aarseth notes "the very
early stage we are still in, where the struggle of controlling and
shaping the theoretical paradigms has just started." His editorial
both invites and warns, however, as he cautions against the
"colonizing attempts" of other disciplines: "Making room for a new
field usually means reducing the resources of the existing ones, and
the existing fields will also often respond by trying to contain the
new area as a subfield. Games are not a kind of cinema, or literature,
but colonizing attempts from both these fields have already happened,
and no doubt will happen again." The problem, Aarseth argues, is the
kind of methodological blindnesses that would be imported into digital
game studies along with other baggage. While "we all enter this field
from somewhere else, from anthropology, sociology, narratology,
semiotics, film studies, etc., and the political and ideological
baggage we bring from our old field inevitably determines and
motivates our approaches," Aarseth envisions "an independent academic
structure" (of which Game Studies would surely stand as
one institution) as the only viable way for digital game studies to
avoid obscuring its object through inappropriate lenses borrowed from
other fields.
-
Also in 2001, the October issue of PMLA contained an
article on the "new media" by influential cinema studies critic D. N.
Rodowick. Rodowick argues that, for reasons of an "aesthetic
inferiority complex" and a sustained debate about both the
medium-object and a "concept or technique" that might ground film
studies, this discipline "has never congealed into a discipline in the
same way as English literature or art history" (1400). While the
"great paradox of cinema, with respect to the conceptual categories of
eighteenth- and nineteenth-century aesthetics, is that it is both a
temporal and a spatial medium" (1401), Rodowick argues that "the new
digital culture" is not emerging in the same "theoretical vacuum" that
film did; rather, that good digital culture studies, including the
study of games, already
recirculates and renovates key concepts and problems of film theory:
how movement and temporality affect emerging forms of image; the
shifting status of photographic realism as a cultural construct; how
questions of signification are transformed by the narrative
organization of time-based spatial media; and the relation of
technology to art, not only in the production and dissemination of
images but also in the technological delimitation and organization of
the spatiality and temporality of spectatorial experience and desire.
(1403)
While seeing film studies as having grappled for a half-century with
spatial-temporal images, thus providing us with the beginnings of a
vocabulary with which to approach digital gaming, Rodowick nonetheless
notes gaming's different status, saying that "interactive media
promote a form of participatory spectatorship relatively unknown in
other time-based spatial media" (1402).[1] -
One can see the gap here between Rodowick's optimism at the prospect
of refitting existing conceptual categories for the study of new
digital media, including computer and video (console) games, and
Aarseth's pessimistic assessment of how such moves amount to a sort of
hostile takeover of what might have been a theoretically and
institutionally independent new field. These positions seem to me to
characterize the current state of digital game studies. (And we might,
following both Rodowick's and Aarseth's attention to institutions and
power, wonder if it's not coincidental that the optimistic position is
articulated by an influential--perhaps even powerful--chair of film
studies at King's College, London in a prestigious print
journal--itself a disciplinary emblem 116 years old--while that of the
pessimists is articulated by the author of the iconoclastic
Cybertext in an online journal in its infancy.) While it
is likely that much of the actual work getting done in digital game
studies falls somewhere between Rodowick's ideal of adaptability and
Aarseth's nightmare of ignorant misapplication, I hope in this paper to
show what a broadly conceived literary studies might offer the new
digital game studies, and so highlight both Aarseth's warning and
Rodowick's invitation. Games are not, as Aarseth says, literature, but
they can sometimes be productively approached with conceptual categories
borrowed
from literary studies. Indeed, it may be that what we find most useful in
approaching this new cultural phenomenon is the disciplinary baggage
accumulated along the way.
-
Aarseth's concerns are articulated a little more fully in the same
inaugural issue of Game Studies in an article by the journal's co-editor Markku
Eskelinen.[2]
In "The Gaming Situation," Eskelinen, using Aarseth's image
of colonization, also mourns the way conceptual categories improperly
imported from other fields are misused to study digital games: "if and
when games and especially computer games are studied and theorized
they are almost without exception colonised from the fields of
literary, theatre, drama and film studies. Games are seen as
interactive narratives, procedural stories or remediated cinema."
Eskelinen's answer to the methodological problem that he and Aarseth
delineate is to begin the "necessary formalistic phase that computer
game studies have to enter" by developing a complex though
introductory taxonomy of the different possible gaming situations.
This taxonomy confronts "the bare essentials of the gaming situation:
the manipulation or the configuration of temporal, spatial, causal and
functional relations and properties in different registers." In the
preliminary taxonomy that follows, Eskelinen develops a system for
understanding games as "configurative practices" rather than
interpretive ones, and draws extensively on the narratology advanced
by those such as Gerald Prince and Seymour Chatman. Insofar as it goes,
and keeping in mind Eskelinen's own admission that he is initiating a
"necessar
y formalistic phase" in order to name the parts of a new
phenomenon, Eskelinen's approach is a useful hermeneutic grid by which
we can categorize and understand the real and potential forms that
games take. Though one might not always agree with some of Eskelinen's
preliminary thoughts on the gaming experience--his taxonomy seems to
overemphasize the movement from start to finish, ignoring the ludic
pleasures of side-plots or repetitive play--this style of formal
functionalism will help us get a grasp of the variety of digital
gaming experience.
-
That said, what becomes apparent in Eskelinen's critique of other
disciplines' colonizing moves is the danger attending any
transdisciplinary academic enterprise: the tendency to misconstrue what
other disciplines do, or to regard them as monolithic, neglecting their
many internal debates and divisions. For example, Eskelinen
condemns literary studies for seeing games as "interactive" stories or
for misapplying "outdated literary theory." While both of these missteps
are certainly possible, they don't exhaust the
possibilities for a literary studies approach to computer games (as
even Eskelinen's own use of narratology shows). I will use two
examples here to illustrate my point. First, it is the lack of a
story that provides a useful way into the player's experience of
first-person shooters such as Half-Life or
countless others; Eskelinen's useful
narratological tools notwithstanding, it is the very repetition of the same
sequence
and the experience of storied intention that might be worth noting
from a literary studies point of view. Second, with other games in the
tradition of Sid Meier's Civilization series, literary
studies' methodologies (as well as its baggage) can help us grasp the
way games come into being as repetitions of traditional cultural-semiotic formations.
-
In Joystick Nation, J. C. Herz makes a distinction
between a game's "two stories superimposed. One is the sequence of
events that happened in the past, which you can't change but is a very
good story. The other is the sequence of events that happens in the
present (e.g., you are wandering around trying to solve puzzles),
which is a lousy story but is highly interactive" (150). But
this split--a good background story that you can't affect and a poor
excuse for a plot that you perform as you interact in gaming space--is
rarely true for first-person shooters. In typical shooters such as the
Quake or Duke Nukem series, there is no
interesting background story. Typically, aliens have invaded or
monsters have sprung up and you need to shoot 'em. That's it.
Half-Life develops this theme a bit by having the player's
avatar be a dorky, spectacled, theoretical physicist
who inadvertently aids the accidental opening of a dimensional rift
that allows all kind of baddies through to our world, but even this is
still a rather rudimentary and clichéd background story.
-
On Herz's other level, however, there's even less "story," and in this
sense, shooter games make very poor interactive narratives. Things
move, you shoot them. Try to find the right door and make the right
jump. There are some more things--shoot them too. This episodic series
of encounters does not make an interesting tale, and here one would
have to agree with Eskelinen that interpreting computer games of this
genre (at this stage of development) as "interactive fiction" would be
woefully misguided and wouldn't tell us a whole lot about the game or
the experience of playing it. Or, rather, testing narrative against
Half-Life reveals an interesting lack. Peter Brooks
formulates his inquiry into plot as the "seeking in the unfolding of
the narrative a line of intention and a portent of design that hold
the promise of progress toward meaning" (xiii). What's interesting in
many games is the combination of, first, a plot rarely interesting
enough to create in the player a narrative desire for meaning, and,
second, a sense nonetheless of design in the world, design that
promises absolute meaning. If Half-Life does not enplot
me as the character-operator in an interesting way, it is nonetheless
existentially soothing in that shooter games (and other genres) encode
a kind of narrative of design that is created in part through
repetition. That is, I can replay scenes endlessly for a better
outcome. Most shooter and adventure games in particular contain
several or even many such scenes that necessitate this, such as a
particularly difficult jump or a sudden ambush--I must play it several
times before I even know what tactic will get me out of a situation
into which I am "thrown," and then several more times before I get it
right. This might sound like cheating, but it isn't. This is the
experience structured into the gaming process--the multiple tries at
the same space-time moment. Like Superman after Lois Lane dies, we can
in a sense turn back the clock and replay the challenge, to a better
end.
-
In view of this systemic repetition or déjà vu built
into a game, one might remember Albert Camus's attraction to the
figure of Sisyphus, doomed in hell to eternally roll a heavy stone up
a hill, despite knowing that it will tumble back down again.
Sisyphus's repetitive act has no resolution to it--he's doing the same
thing, but won't be able to figure out a way to do it "properly"
eventually, so that the rock will stay put at the top of the hill. In
the game world, this would be known as a programming error--I can't
make the big stone stay at the top of the hill so I can get to the
next level--and the software maker would promptly send out a patch to
fix the bug. In other words, it's a flaw in the game world's design.
But what attracted Camus to Sisyphus's situation was its resonance
with the essential structure of human experience--absurdity. "Sisyphus
is the absurd hero" (89), Camus reports. What is absurd is that,
against our desire for order and meaning in the universe, the universe
meets us as blank, a fact that does not, however, destroy our desire.
Camus defines the absurd human situation this way:
I said that the world is absurd, but I was too hasty. This world in
itself is not reasonable, that is all that can be said. But what is
absurd is the confrontation of this irrational and the wild longing
for clarity whose call echoes in the human heart. The absurd depends
as much on man as on the world. (16)
Our world is not reasonable, as Camus says, because it is without
design--it carries no mark of having been made with us in mind. By
itself, this designless, random, irrational world is not absurd. The
absurd's structure, Camus repeatedly notes, is always double and
relational: the world is absurd only by virtue of being perceived by
our minds, which desire order and design in it. -
In the face of this absurd realization, humans create constructs that help
us escape it--which is where narrative comes in, not only in the
narratological sense, but in the sense of creating plots, designs,
intentions in our world. We look for something that might assure us of
design and intention, which is what religion does, but it's also what
games do. Games therefore do not threaten film's status so much as they
threaten religion, because they perform the same existentially soothing
task as religion. They proffer a world of meaning, in which we not only
have a task to perform, but a world that is made with us in mind. And,
indeed, the game world is made with us, or at least our avatar, in mind.
As Lara Croft's creator puts it, "The whole Tomb Raider world
is utterly dependent on Lara's size and animations. The distance she can
jump, reach, run forward and fall are set variables. In this way, her
world is designed for her to exist in" (qtd in Poole 212). This is true
of the gaming world, not just in virtual-physical measurements but also in
terms of the lack of autonomy of everything within the world. In the game
world there is random chance in the form of computer-generated virtual
dice-rolls, but no contingency: I might play a game for 80 hours and
arrive at a place where a broken box hides a passage that has been
prepared--just for me. Or I might find at the beginning of a game a key,
and pocket it with the certainty that after tens of hours of play
(sometimes years in game time) the key will be absolutely necessary to
open a door I've just found. Of course, I might find and pocket a key in
this bug-ridden piece of software we call "reality" as well, but it almost
certainly will not end up opening a door for me. Such keys represent sheer
potentiality. In my life, many millions of such potentialities are never
realized--I'll never know what door this key opens--whereas in the game,
most of them are. They come to me by design, not by chance; they are
oriented toward my success and enjoyment. Computer games, particularly
those with worlds prepared for our exploration like shooters, adventure,
and role-playing games, thus existentially soothe us amid the terror that
we otherwise feel.[3]
-
In these ways, literary studies' experience with reading designed worlds
(fiction) might help us understand how digital games situate their
operators, and give us a view onto the pleasurable work that they do. To
"read for the plot," as Peter Brooks puts it, is thus not to see games as
stories--even interactive ones that purportedly involve the "reader" more
directly than traditional tales or films--but to see the player's
experience as one of unraveling the design inherent in the game world.[4] This kind of investigation may, however,
differ from what Eskelinen calls "traditional literary studies" which is
"based on literary objects that are static, intransient, determinate,
impersonal, random access, solely interpretive and without links"
("Cybertext"). Eskelinen foresees a productive "combinatory and dialogic
interplay" between literary studies' interpretive practices and that
taxonomic formalism that he advocates, and he's probably right--though
this Anatomy of Criticism for the playing of digital games
remains to be written. In briefly investigating a second genre, that of
the turn-based strategy games of Sid Meier's famous
Civilization series, I want to show how our interpretive
practices are useful in opening up the cultural semiotics of the game.
But, just as importantly, it's the very disciplinary baggage coming with
old methodologies, which Eskelinen and Aarseth fear will obfuscate the new
object, that turns out to be the source of insight into the medium, not
only as a text to be read but as the normative historical rules within
which the operator works, and which, in turn, work on the operator.
-
Civilization III, the latest iteration of Sid Meier's
influential series,[5] was published
in 2001 to much critical
acclaim. It is a turn-based strategy game in which the
player-operator plays the role of the (fortunately ageless) ruler of a
nascent civilization, from 4000 B.C. to 2020 A.D. As ruler, the player
governs the developing civilization throughout six millennia by
exploring the world, sending out settlers to found new cities,
developing existing cities by building city improvements, coming into
contact with other, and eventually rival, computer-controlled
civilizations, and setting tax policy (how much of a civilization's
wealth should be devoted to citizen's consumption, technological
research, or to the governor's coffers). Beyond expanding the
territory of one's civilization, whether through settling, warfare,
cultural influence or espionage, one of the most important aspects of
the game is researching new technologies. The game involves 82
"technological" advances which are military, governmental, financial,
theological, scientific, and theoretical in nature. New technological
breakthroughs allow cities to build city improvements, to build new
military units, or to embark on what's called a "Wonder of the World."
-
Unlike Civilization II, in which Wonders of the World
are unique projects (that is, in any game a Wonder can only be built
by one city on the planet) with empire-wide beneficial effects,
Civilization III has Great Wonders, which follow the
above rule, and Small Wonders, which can be built once by each rival
civilization. For example, in both games the discovery of Literature
(called Literacy in Civilization II) allows a city to
build the Great Library, which in turn bestows upon its owner any
technological advance already known to two other civilizations. With
the discovery of Electronics, on the other hand, a civilization is
allowed to build the Hoover Dam, which puts a hydroelectric plant in
each of the continent's cities (thus improving production). Typically,
a civilization further up what is termed in the strategy game genre
the "technology tree" has a competitive edge--social, economic, and
military--over its rivals.
-
The bulk of the game's play in Civilization III occurs around
and in the cities. The map of the world is divided into a diagonal grid on
which cities are built and over which units move. Once built, cities
extend a zone of control two squares in every direction. A city's
population works this area, extracting food, production materials, and
trade goods. Cities are the sites of industry, commerce, and research for
each civilization, and their relative health is an index to the strength
of the civilization as a whole. The game accordingly inscribes an
expansionist narrative, whereby one wins only by settling new cities or
conquering those of one's opponents.
|
Figure 1: A City on a Hill
|
- When the game begins, the world is shrouded in unexplored
darkness, the player has no diplomatic contact with the rival
civilizations, and the opening message announces that "Your ancestors
were nomads. But over the generations your people have learned the
secrets of farming, road-building, and
irrigation, and they are ready to settle down." The first
goal is to found a capital city, from which the empire will proceed to
grow (Figure 1). There are two phases to this process of expansion:
the exploration of nearby terrain, during which the darkness recedes,
and the settling of that terrain by settler units, who found new
cities. Eventually, the expanding empire comes into contact with rival
civilizations, at which time diplomacy begins.
|
Figure 2: The Virgin Land
|
|
Figure 3: Full of Wild Beasts and Wild Men
|
- What is interesting for the purpose of this paper is the way in
which the land appears empty of inhabitants until one runs into the
rival civilizations (Figure 2). Once the terrain is revealed, there is
no presence other than one's civilization and its rivals. However,
placed at random intervals over the map are village icons (which are
not cities; see Figure 3) representing the existence of a "minor
tribe"--populations which, according to Civilization
III's manual, "are too isolated, not organized enough, or too
migratory to develop into major civilizations" (Manual 67). In terms
of Civilization's gameplay, however, these are known as
"goody huts" in that exploring them often confers benefits upon the
explorer, such as a technological advance, a sum of money, a military
unit, or even a new city that joins the player's civilization. But
frequently one encounters a hostile reception when entering a hut
square, during which, as Civilization II's manual
puts it, "a random number of barbarian units comes
boiling out of the terrain squares that adjoin the village" (83; see Figure 4).
Or, as the game screen expresses it, "you have unleashed a
horde of barbarians!" In any event, the village disappears, and the
land once again is clear for settlement--provided, of course, you can
dispatch the barbarians.[6]
|
Figure 4: You Have Unleashed a Horde of
Barbarians!
|
- Civilization III and its predecessors thus posit
the land as both inhabited and not inhabited by populations that seem to
be on the land yet somehow, paradoxically, don't occupy it. The
Civilization III manual's explanation of such minor
tribes as being "too isolated, not organized enough, or too migratory to
develop into major civilizations" must be discounted as the game's
first ideological ruse: no village is any more "isolated" at the start
of the game than the player is; the tribes are not "migratory" because
they remain fixed on a single terrain square; and since such tribes can
offer the occasional technological advance, they obviously are not too
"unorganized" to develop into a civilization. In fact,
these games posit a fundamental opposition between a tribe's mere
squatting on the land, taking up space, and the civilization's real
tenancy on the land. And here one meets the first paradox of the
American national symbolic staged by the game. American mythology has
it that the Americas were essentially empty of inhabitants prior to
colonization by European powers. What the Civilization
series stages is the contradiction between this comforting "national
fantasy" (Berlant 1) of the virgin land and the reality of the complex
aboriginal societies all over the Americas.
In the Civilization series, the barbarians appear to
emerge from the land as a kind of terrestrial effect. This effect
comes about not only by the exploration of the villages, but from
random appearances of several barbarian units in land that has been
explored but not settled. This dynamic inevitably takes place on the
frontier of the player's civilization--that liminal place where one's
smallest cities are located, between the center of one's empire (and
its bigger and better-defended metropoli) and the seemingly empty
wilderness beyond. It is primarily on this frontier that the logic of
civilization finds itself through a meeting with its opposite, the
frontier being, as Frederick Jackson Turner imagined it, "the meeting
point between savagery and civilization" (qtd in Drinnon xiii).
This dynamic, of what the game calls the "boiling out" of symbolic
Indians, is enough to strike terror into the heart of the civilization
ruler, a terror akin to that American terror of the new world. Our
early records of settler conceptualizations of their Indian neighbors
give evidence of this terror; early Puritan separatist William
Bradford, in Of Plymouth Plantation, wrote in the 1620s of
"a hideous and desolate wilderness, full of wild beasts and wild men"
(62). For Bradford, "the whole
country, full of woods and thickets, represented a wild and savage
hue" (62).
-
The best defense against barbarian-Indians is to "settle" the land by
extending one's cities. In Civilization II, if all squares of
what Bradford called the "hideous and desolate wilderness" come within
city radii, the "wild men" he referred to never emerge. In other words,
the game imagines the indigenous presence as a kind of wildness in the
land that simply disappears when the land has been domesticated. In this
way, these games arrive at an ideological solution that echoes the one
achieved by early Christian settlers of America. The problem is this: how
can the pagan Indian presence be accounted for in this land that is
understood to have been given by God's grace to his Christian people? This
problem and its resolution are nicely articulated in another early
Christian record of settlement, Mary Rowlandson's 1682 account of her
capture, enslavement, and eventual ransoming from the Wampanoag nation in
what is today Massachusetts. When Rowlandson is captured during a raid on
the settler town of Lancaster, she has to try to make sense of her Indian
captor's presence and agency in terms of the mythology that was currently
governing the northeast colonies. In this "the vast and desolate
wilderness," as she calls it (122-23), echoing Bradford, the Indian
presence is seen, ultimately, to be a method whereby God tests his people.
Why, for Rowlandson, has God seemed to leave His people to themselves?
After all, God could annihilate the heathens but chooses not to. The
answer Rowlandson comes to is that the Wampanoag are the means by which
God teaches His people moral lessons (158-59). This answer takes the
agency away from the Indians--it's not their own knowledge about how to
feed themselves during a particularly brutal New England winter that gets
them through it (they've been there for centuries, after all), but God's
will. As Rowlandson puts it, "I can but stand in admiration to see the
wonderful power of God, in providing for such a vast number of our Enemies
in the Wilderness, where there was nothing to be seen, but from hand to
mouth" (160). The Civilization games pursue a parallel
logic--the Indian presence is understood to be a kind of obstacle, the
overcoming of which is the register of the civilization's vitality and
superiority. The Indians exist not as a civilization in their own right,
but as an obstacle to be surmounted by civilization; in the game, as in
Rowlandson's account, the enemy Indian Other is imagined as being the
mechanism whereby the nascent American self is tested and found to be
powerful.[7]
|
Figure 5: Pink, Pillaging
Barbarians
|
- Civilization III transforms this symbolic content
and, displaying the result, thereby conceals its ideological
commitments. It offers, in other words, a series of interpretive
ruses, such as the manual's explanation of the nature of the minor
tribes, to distract our attention. Among the other ruses are the fact
that, while the "barbarians" cannot become a rival civilization, the
game allows you to play as the Iroquois or Aztecs (or Mayans, Aztecs
and Sioux in Civilization II). And indeed there are other
ruses as well--such as the visibly pinkish skin of the barbarians that
emerge from the land in Civilization II's and
Civilization III's iconography (see Figure 5). It was the
iteration in 2000 of Civilization: Call to Power (one of
several sequels to Civilization II) that
accidentally literalized the symbolic content in its iconography,
having the barbarian units (and the player's early warrior units)
replete with headdress (Figure 6).
The barbarian units also respond to a player's commands with the phrase "blood shall run," spoken in the Hollywood
Indian's characteristic monotone. Sid Meier's
Alpha Centauri came perilously close to literalizing the symbolic when it routinely announced a player's encounter
with the aboriginal fauna using the ominous words, "indigenous life-forms," the very postcolonial diction of which raises such
intertextual, historical echoes.
|
Figure 7: Culture Tames the
Wilderness
|
- Civilization III adds a new component to this
ideological framework, that of national "culture." In
Civilization II, the player's civilization does not have a
border as such: or, rather, its border is in a sense a series of city
states whose collective territory is only the map squares that the
cities work. Sid Meier's Alpha Centauri adds a
territorial border to the game that exceeds by several squares the
immediate land that is worked by one's cities; this is useful
because another civilization can't then place dozens of troops
almost at one's city gates just before declaring war, since it would
have to trespass across the territorial border first.
Civilization III adds a logic to this border, and makes
it integral to the experience of the game when it introduces the new
concept of national culture. In Civilization III, cities
can create improvements like temples, cathedrals, libraries, palaces,
universities, or Wonders that generate "culture points" every turn;
when enough have accumulated, a visible line representing a
civilization's cultural borders extends further outward from the city,
beyond the squares that the city can work directly. When each
contiguous city's cultural borders touch together, a national culture
is created, represented on the map by a visible line that demarcates
one's territory from that of another civilization (Figure 7). The game also
represents the national borders of rival civilizations; in fact, a
small city with little culture of its own on the border of a rival
civilization with a powerful culture can be swayed to depose its
governor and convert to the rival civilization. What's interesting
here too, however, is the role that culture plays vis-à-vis the
Indians: first, Indian villages don't generate culture, and second, they
won't emerge from "empty" land that is within your cultural borders but
beyond the reach of your cities. As the manual puts it,
though you might conquer the active tribes in your immediate area, new
ones arise in areas that are outside your cultural borders, in areas
that are not currently seen. . . . Thus, expanding your network of cities over a continent eventually removes the threat of
active tribes, because the entire area has become more or less civilized by your urban presence. (67)
In other words, again repeating traditional American mythology, the
Natives don't have culture (because their "villages" don't generate it
like your "cities" do), but they can be tamed by it. Or, to put it yet
another way, the absence of Native title to the land they squatted on
is betrayed by their lack of real cultural formations that might
confer tenancy.
|
Figure 8: Barbarians Inside the Gates
|
|
Figure 9: Barbarians Outside the Gates
|
- In these games,
the fact that the Indians are understood not to occupy the land is linked fundamentally to the Native inability to develop
technology. That is, they propose that indigenous populations
improperly take up space in the empty land precisely because they
don't develop technology and therefore aren't nascent civilizations.
Conversely, these populations don't develop technology because they
don't have a meaningful presence on the land--when they are in their
"goody huts" they don't, that is, work the land (as agriculture,
mining, trade) as a resource in order to advance along a teleological
model of technical progress. Even when the barbarians manage to take
over a player's civilized city (Figure 8), which happens from time to
time in Civilization II but which feature has been excised from
Civilization III, they work the land in the city's radius
but don't improve the land (through irrigation or creating mines),
they can't make city improvements (like a granary to store grain or
barracks to train troops), and they can't collect taxes or research
new technology (see Figure 9 in contrast). In this way,
Civilization II and III construct the indigenous
population as another obstacle of the landscape--and one which, like
the others, needs to be settled and disciplined. Eradicating the minor
tribes and the land's erupting barbarians is not an unfortunate side
effect to the march of progress--it is actually constitutive of one's civilization.
-
Thus far I have argued that the Civilization series is
infused with an American ideology that is comforting insofar as it
justifies genocidal practices and the stealing of land by positing an
empty virgin continent that is paradoxically populated by what the
game manual calls "minor tribes" that can't improve the land and tame
the wilderness. Literary studies' strengths in reading semiotic codes,
in seeing historical parallels, and in reading for the gaps and
fissures, knowing that "what the work cannot say is
important" (Macherey 87), are as important as any narratological
contribution it might make to digital game studies. But, in this
instance at least, it is precisely the disciplinary-institutional
baggage of American literary studies that helps bring into focus the
problematics through which the Civilization series works
without explicitly naming them. In the last twenty or so years, American
literary studies has begun to recognize its own historical and ongoing
evasion of the United States's practices of empire and
colonization. "The land was ours before we were the land's," intoned
Robert Frost in the land's eastern capital in 1961; as his inaugural
poem describes America's spiritual "surrender" to the land, "we gave
ourselves outright . . . / To the land vaguely realizing westward, / But
still unstoried, artless, unenhanced" (467). Five years before, in his
well-known preface to his Errand Into the Wilderness, the
influential historian Perry Miller retrospectively discerned the
coherence in his work to be, as he put it, "the massive narrative of
the movement of European culture into the vacant wilderness of
America" (vii). Both Frost and Miller articulate a central tenet of
one American mythology: that the United States was founded upon an
empty land devoid of inhabitants. As Amy Kaplan puts this problem:
United States continental expansion is often treated as an entirely
separate phenomenon from European colonialism of the nineteenth
century, rather than as an interrelated form of imperial expansion.
The divorce between these two histories mirrors the American
historiographical tradition of viewing empire as a twentieth-century
aberration, rather than as part of an expansionist continuum. (17)
- Though much recent and some older work in American studies has
begun to unravel this strand of American ideology,[8] the comforting notion of the "vacant wilderness"
awaiting European settlement remains essential to this culture's
symbolic self-understanding, even as repressed reminders of the
historically vast aboriginal presence in the land continually rise to
challenge the empty land hypothesis. In this case, it's the initial
blindness to American empire and colonization in American literary
studies--and then a corrective movement, represented by such important
works as Kaplan and Pease's Cultures of United
States Imperialism (1993) and Rowe's Literary
Culture and U.S. Imperialism (2000), not to mention the new
areas of inquiry opened by postcolonial theory and Chicano and Native
American studies--that constitutes the "baggage" literary studies can
helpfully introduce to digital game studies. Like the
Civilization series, other games might pursue similar
strategies of transformation, display, and concealment: strategies now
retroactively recognizable within the institutional, disciplinary
history of American literary studies.
While this baggage is useful, however, the kind of reading of ideology
it allows is no different from that which might be performed on Mary
Rowlandson, William Bradford, Robert Frost, or Perry Miller, to use my
emblematic examples above. But when we turn our attention to the
generic status of these texts registering this American ideology, we
begin to see how an old style of ideology critique fails to take into
account what I have called the "staging" of the ideology in this
computer game. By this term I mean not the way the game creates a kind
of panoramic representation of a peculiar set of political or social
ideals, something that a reader of a book might (more or less)
passively receive. Rather, if we, following Eskelinen's lead, borrow
Aarseth's terminology and see games as configurative (in addition to
interpretive) practices, the peculiar status of the computer game is
to actually incorporate the player, making us into actors within the
ideological staging: we also produce the ideological effects that the
game registers each time we play the game.
-
In this view, computer games could be understood to set the rules of
play wherein the human player navigates through particular ideological
or social contradictions; as rules, importantly, they naturalize
certain historical and cultural contingencies. A game's rules thus
permit a select set of (re)solutions to the conflicts in the national
symbolic which the game stages. Among other ideological effects,
Civilization III makes inevitable, natural, and universal
several Western-centered ideas of technological progress, the use of
the land, and the opposition between "civilization" and "savagery." In
this way, historical specificity is forgotten, and the game reinforces
the sense that those who have been displaced were only ever natural
obstacles erupting randomly from the wilderness to block (American)
civilization's advance. Because these ideas are coded into the game
rules they appear as inevitable historical rules. The game places
the player in the position of guiding America's development (even if
the name of the civilization we play is different); we reenact the
historical-territorial drama. The rules are the natural and
naturalized logic of development within which that drama is played
out (to a certain end).[9] This
process goes beyond the audience reacting to an ideological image or
representation; instead, the player participates in producing an
ideological effect that is not totally explicit anywhere, and that she
or he may not fully comprehend. But of course, full comprehension is
not the goal of the national symbolic, or of ideology.
-
Players also learn to literally "play by the rules" in the game, which
helps incorporate us into a society in which there will also be rules
to be followed. What some games accomplish at an early age is to
establish the idea of rules as something that are given, a status akin
to that of a natural law. But Civilization III's
typically adult players[10] are
taught again that success or failure happens within the rules that
create a "level playing field" as the current cliché has it. In
board games or computer games, however, players actually do start out
in relative equality (although there are some chance elements as well,
depending on the game), whereas in real life, so many characteristics
of one's life are already determined before birth, including social
and economic standing, political freedom, skin color, gender, etc.
What games accomplish is the instilling of the ideology of equality,
which postulates that we are born equal and that differences emerge
later on; the primary difference to be explained in this way is that
of economic disparity, and games help explain that difference as the
result of, in America, hard work and effort vs. laziness. Thus gaming
helps inculcate the ideology that covers over the fact that, with the
exception of the information technology bubble, most of those who are
wealthy in the United States were born that way.[11] Beyond this narrow ideological function, the
game helps create subjects that accept the inevitability of rules as
things that are given and must be "played" within--or else there is no
game. This process is not total or ever complete, as the current
gaming discourse complaining about the rules shows; here, players
critique a game's rules in view of a conventionalized notion of how
"reality" works, or, less often, how a game's playability is
compromised by rules that are too "realistic."[12]
-
I would further venture that the game helps rehearse this ideology of
equal opportunity not only on the individual level, but also on a
national-cultural one. Civilization III posits a similar
"level playing field" for different cultures at the dawn of human
history. But a recent synthesis of work in several scientific and
humanist disciplines suggests that the field was anything but level.
In Guns, Germs, and Steel: The Fates of Human Societies,
Jared Diamond advances a biological and geographical study of human
history. In probing the ultimate and proximate reasons for why
Europeans since the fifteenth century have been able to dominate other
peoples in the Americas, Australasia and Africa--why, as he frames the
problem in short hand, the forces of King Charles I of Spain were able
to subdue the Incan capital of Cajamarca in 1532 instead of the forces
of Incan emperor Atahuallpa subduing Madrid that same year
(68)--Diamond explicitly and politically frames his work as an answer
to the "racist explanations privately or subconsciously" (19) held by
many Westerners. Resisting this genetic, and therefore racial,
explanation for the fates of human societies, Diamond instead traces
the influences of environment on their evolution. To briefly and
inadequately summarize Diamond's thesis, the east-west axis of the
Eurasian continent allowed for the spread of wild plant and animal
species and resultant biodiversity to a much greater extent than
the predominantly north-south axes of the Americas and of Africa. The
greater range of wild plant and animal species in the Eurasian/north
African continent than in the Americas--with, for example, 33 species
of wild large-seed grasses and 13 domesticable large mammals in the
former, as opposed to 11 species of wild large-seed grasses and one
large mammal in the Americas (140, 162)--meant that more human
populations on the Eurasian land mass could become farming
communities. Farming societies, as opposed to largely hunter-gatherer
ones, tended to produce food surpluses and food storage techniques,
allowing for the development of "large, dense, sedentary, [and]
stratified societies" (87). These populations selected for resistance
to several important epidemic diseases whose origins are ultimately
in domesticated animal populations in a way that, obviously,
societies without those same domesticated animals were never able to
(with catastrophic results for those without the disease resistances).
The larger and stratified societies tended to produce hierarchical
political systems that were interested in territorial gain, writing,
and technological developments that would eventually include
oceangoing ships, guns, and steel. In summary, Diamond's
interpretation of the evidence is that European imperial domination of
the Americas, south Asia and Australasia, and Africa was based not on
a kind of genetic superiority, but on ultimate factors that Europeans
had little control over or knowledge of--geographical and
environmental traits.
-
One can see from this inadequate summary that the kind of narrative
Diamond is engaging in is similar to the one addressed by the
Civilization games and others like them. By bringing these
two texts into contact, I am not intending a critique of the games'
failings to accurately represent the dynamics of the growth of and
conflicts between civilizations.[13] Indeed, such a critique might be anachronistic,
at least for the iterations of the series prior to Civilization
III, as Diamond claims that his 1999 book is a new synthesis of
old and new data, requiring knowledge of
genetics, molecular biology, and biogeography as applied to crops and
their wild ancestors; the same disciplines plus behavioral ecology, as
applied to domestic animals and their wild ancestors; molecular
biology of human germs and related germs of animals; epidemiology of
human diseases; human genetics; linguistics; archaeological studies on
all continents and major islands; and studies of the histories of
technology, writing, and political organization.[14] (26)
Rather, the contrasts between the game's narrative and Diamond's
narrative are interesting in that they highlight the ideologically
productive ideas at work in the game's code. That is, the gaps between
these narratives suggest spaces where culturally useful--and
ideological--ideas get worked out. This game's designers did not
invent these ideas; rather, they transcribed them from the larger
culture into the interactive medium of the Civilization
series. -
One might argue that Civilization III (and its
predecessors) have subversive potential to challenge notions of
Western supremacy. The game enables the simulation of alternative
histories, recognizable as still being historical because their
referents come from real things--names of actual nations and cities
and people, and the real things that happen, such as trade, war, peace,
exploration. In one sense, these alternative histories can be imagined
and simulated, and different historical narratives explored.
A player playing the Iroquois nation, or India, for example, might
dominate the game, crushing opponents such as the Americans and the
British and the Chinese, and win by either defeating everyone else or
by sending a colony ship to Alpha Centauri (Civilization
II's and III's other "winning condition"). In a lovely
moment
of irony and anachronism, a player playing Mohandas Gandhi (the game's
suggested ruler name for one playing as India, whose robed portrait
appears during the diplomacy screens), might face down and conquer
Elizabeth I of England, Catherine the Great of Russia, and others.
What would be revealed in such a narrative is the contingency of human
history: that things might have turned out differently to the extent
that those nations understood to have been the losers in
twentieth-century history (because the "Iroquois" and the "Indians" beat up on
other peoples before the "Americans" and the "British" came along)
could have in fact been the dominant society. Or, to put this in
Diamond's terms, Atahuallpa's general might have arrived in Spain in
the sixteenth century and sacked Madrid. But though some might find
the game's recognition of historical contingency progressive and
liberating, I would argue that its ultimate effect is to reinforce the
pattern of interaction between the colonizing power and the
aboriginal. That pattern is reinforced not only by the necessary
enactment of imperialism's need to master the native land and its
inhabitants, as I have argued above. Rather, a second kind of
ideological work this performs is produced precisely because of the
possible alternative histories. Things might have turned out
differently because the game constructs history as a level playing
field. So why didn't the Iroquois conquer the Americans? Why weren't
the Indians able to colonize London and its outlying areas? Because
those colonized peoples didn't work as hard as--or didn't have the
noble spirit of--we Europeans. The game has abstract radical
potential, but it is circumscribed by how things really turned out.
That radical potential thus works ideologically to reinforce the
notion of cultural and maybe racial supremacy. That things might have
turned out differently need not produce existential-national anxiety
in Western players, in light of the imaginable histories that include
the subjugation of those players on an alternative, virtual earth.
Rather, the actual story becomes explicable, when faced with the
endlessly replayable historical simulations of civilization, only
through reference to a kind of spiritual or cultural rightness of
European civilization.
-
These last observations suggest that computer and video games are
indeed "configurative practices" rather than merely interpretive ones, as Eskelinen suggests; however, exceeding his
taxonomy, the games are not the only thing configured. In fact, games
may work on their operators to configure our expectations of the real,
our sense of history, national identity, race and gender, or economic
justice, not just in terms of representation, but in the way that
rules teach universal laws and routine behavior. This is true not just
in the way that the FBI and police agencies recognize when they use
shooter-type games to train for shoot/no-shoot responses (see the
somewhat hysterical Grossman 312-16), or the way in which the U.S.
Army and Marines have teamed up with commercial game publishers to
develop squad-based games to train officers and others how to
"leverage human resources and information" ("Army"; Riddell). Nor is
it only the pleasure of forming what Ted Friedman calls a "cybernetic
circuit" or feedback loop with the computer, "in which the line
demarcating the end of the player's consciousness and the beginning of
the computer's world blurs" (137). Even in highly-reflective
play, as is intensely the case in fan discourse on games, the
ideological procedures of the games may not come to light. On the
other hand, the hacker communities and digital game scenario sites
suggest that the awareness of game rules--and the urge to rewrite
them--often subverts the games' standing rules governing the way a game
can be configured, but they also exceed the rules' ability to
configure the operator's paths of thought. Such discourse includes
discussion of the aesthetic qualities of the rules themselves: why
some rules and algorithms are downright beautiful--like the one that
recently had a polite, smiling, cooperative Gandhi send an army of 40
or so Indian units across a continent (and many years) and over my
peacetime border to launch a Pearl Harbor-like attack on my innocent
Persian civilization. This is the two-way process of
configuration--operator on game, game on operator--that digital game
studies will have to address in the years ahead. We will need all our
collective powers.
Department of English
Furman University
christopher.douglas@furman.edu
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Notes
I thank Cort Haldeman for his technical help in rendering some of the
audiovisual material quoted in this essay.
1. Rodowick's essay was a preview of
his Reading the Figural, or, Philosophy After the New
Media, published that same year. As if in example of the
"recirculation" of cinematic concepts in new media studies was Lev
Manovich's The Language of New Media, also in 2001.
Manovich's book is fascinating as it traces the history of the
screen in the West, suggesting both that the classical cinematic
screen has its formal genealogy in Renaissance painting's frame
(80), and that the computer screen (and thus games) have their more
proximate lineage not directly in cinema, but in radar screens that
presented information in real time (99). The Language of New
Media engages the new media, which include "a digital still,
digitally composited film, virtual 3-D environment, computer game,
self-contained hypermedia DVD, hypermedia Web site, or the Web as a
whole" (14), through a history of visual media, primarily cinema and
photography. This breadth is of course its strength--as it relates
contemporary computer use to the history of visual form--and its
weakness for game studies. Manovich, for instance, spends little
time discussing actual games; Doom and
Myst (both released in 1993) stand in for computer
games in much of his discussion, and when he does refer to other
games, they are mostly within the subcategory of action games (that
is, wherein the user is the "camera" in a first-person
perspective). So, for instance, when Manovich discusses 1990s
computer games' debt to the cinematic interface, he argues that
"Regardless of a game's genre, it came to rely on cinematography
techniques borrowed from traditional cinema, including the
expressive use of camera angles and depth of field, and dramatic
lighting of 3-D computer-generated sets to create mood and
atmosphere" (83). This is certainly true of many computer and video
games (the latter of which Manovich, for an unexplained reason,
does not mention in his book), but it is not true "regardless of a
game's genre." Here, at least, Markku Eskelinen's warning (and he
refers specifically to Manovich's book) against the colonizing
attempts of other disciplines rings true, as the scope of
Manovich's claim about digital games' lineage in cinema needs
important qualifications. For example, Civilization
III, discussed below, has its genealogy in board games,
while Magic Online has its genealogy in the
still-popular fantasy trading card game Magic: The
Gathering, and though these two computer games emerged in
2001 and 2002, they both existed in previous iterations in the
1990s. Almost all of Manovich's examples are first-person
perspective action, exploration, or racing games, and when he does
refer to real-time strategy games (such as the
Warcraft series), one has to wonder how they make use
of cinematic perspectives rather than, with Civilization
III and other strategy games (sometimes called together
"god-games" because of their omniscient visual perspective and the
vast power they extend to players), previous board games or tabletop model
wargames.
Though these facts qualify Manovich's expansive claims--others are made
later when he states that games are experienced as narratives
(221-22; always? what about Tetris?), and that
"Structuring the game as a navigation through space is common to
games across all genres" (248; but what of Tetris and
Magic Online?)--they don't negate the future necessity
for game studies to attend in detail to the history of film (and
other visual arts) and a cinema-derived analytical repertoire.
2. Indeed, much of the first issue of
Game Studies can be seen as a sustained assault against
the notion that literary or film studies provide adequate tools for
the new phenomenon. Jesper Juul's "Games Telling Stories?" also uses
narratology to refute three arguments that digital games can be
considered kinds of narratives. That Aarseth, Eskelinen and Juul
question the practice of unproblematically applying literary or film
concepts to digital games, as Henry Jenkins also did seven years ago,
shows how slowly this new discipline is forming. In the now-famous
"Nintendo® and New World Travel Writing: A Dialogue," Jenkins notes
that two earlier books erroneously "presuppose that traditional
narrative theory (be it literary or film theory) can account for our
experience of Nintendo® in terms of plots and characters" (60), and
offers instead a model of narrative for games as movement through
space rather than in terms of characters and plots.
3. Furthermore, the player alone has
real agency in the game world. There do seem to be other people
existing in the world, but they don't do anything except wait for you
and respond to your requests and actions. That is, nothing really
happens in the game except through you. The newer games
(Half-Life and Baldur's Gate II) are
increasing their use of scripted events, which simulate actions and
events independent of you, and which you trigger by walking into a
certain area of the game world. In these instances, the game simulates
the idea that you come across lives in medias res. But in most of
these scripted events, your actions and decisions are why they are
there in the first place--they're meant to give you a clue; or, your
own action (which side will you help?) proves decisive in determining
the outcome of the event. This is, of course, not the case in
massively multiplayer online games, in which thousands or tens of
thousands of players simultaneously interact in a persistent online world.
4. And Brooks points to this
connection as well, suggesting that "the enormous narrative production
of the nineteenth century may suggest an anxiety at the loss of
providential plots: the plotting of the individual or social or
institutional life story takes on new urgency when one no longer can
look to a sacred masterplot that organizes and explains the world"
(6).
5. The series has a rich and varied
genealogy. Civilization was introduced as a computer game
by Sid Meier in 1990, though it was inspired by a board game by Avalon
Hill. It was followed up by Colonization for Windows
3.1/95 in 1995, which was a game focused more narrowly on the various
European powers colonizing North America, and by CivNet,
an online multiplayer version of Civilization for Windows
95 released by Microprose in 1995. Civilization II (for
Windows 95) was released in 1996. Since then there have been several
different sequels to Civilization II: these include
Microprose's Civilization II: Test of Time (1999),
Activision's Civilization: Call to Power (1999), and,
after legal wrangling over the Civilization franchise, a
sequel by Activision called only Call to Power II (2000).
Another kind of sequel to Civilization II is Sid
Meier's Alpha Centauri (1999), a science-fiction themed game of
the same genre designed by Sid Meier which begins where
Civilization II ended, with the colonization of a planet
around Alpha Centauri; this can be considered an heir to
Civilization II in that its gameplay remains essentially
the same--even to the point of including barbarians. The "true" sequel
is regarded as Civilization III.
6. Thus the Civilization
series shares with some Nintendo games the mapping of space, but here,
as opposed to the Nintendo games that Henry Jenkins and Mary Fuller
analyze in "Nintendo® and New World Travel Writing: A Dialogue," the
colonization is literal and not merely metaphoric, as it is in their
assertion that "Nintendo® takes children and their own needs to
master their social space and turns them into virtual colonists driven
by a desire to master and control digital space" (71). Touring through
and thereby "mastering" a game's digital space is not the same as the
simulation of the settlement of land and territory and destroying
native inhabitants along the way, as in the Civilization
games.
7. Most strategy games center around
gathering resources from the land in order to construct units, build
base improvements, or research technology (e.g. the Age of
Empires
series, the Warcraft series, the Command and Conquer/Red
Alert
series); all these games imply a similar model of the relation between
humans and the land. What I have in mind in this essay is perhaps a
sub-genre that imagines a role for the "native" life-form: whether the
"barbarians" in Civilization II and its sequels
Civilization: Call to Power, Civilization:
Test of Time and Civilization III; the "natives" in
Master of Orion II; or the "mind-worms" of Sid Meier's
Alpha Centauri. In all these cases, these forms that threaten
civilization can be tamed and put to work or, untamable, must be
destroyed.
8. See, for instance, Kaplan and
Pease, including Kaplan's and Pease's introductions and the essays
therein. Kaplan names William Appleman Williams's 1955 The
Tragedy of American Diplomacy as an early critic of the
American exceptionalism thesis, that America alone among the modern
powers never developed an empire.
9. When Friedman remarks that "the
fact that more than one strategy will work--that there's no one
'right' way to win the game--demonstrates the impressive flexibility
of Civilization II," he is referring to the two possible
"winning conditions" of the game--eliminating all other rival
civilizations, or sending a spaceship to colonize Alpha Centauri. My
point is that though the game permits these two strategies to win the
game, one bloody and one peaceful, both depend on the extensive
development and mastery of the land by one's civilization. Only by
such mastery can the player achieve the infrastructure necessary for
warfare or for the space race to Alpha Centauri. And what the mastery
of the land means, as I have argued, is mastery over its barbarian
inhabitants as well. This is true even in Alpha Centauri and in
Civilization III, where players can pursue diplomatic,
scientific, and economic victory paths, although the scientific
victory path in Alpha Centauri produces an interesting coda to
this paper in that it involves the almost-too-late recognition of the
sentience of, and transcendental unity through, the equivalent of the
Indians in the game, the "native" life-forms.
10. Demographically, computer game
players tend to be older than video (console) game players. Other
demographic distinctions can be made according to game genre, by which
turn-based strategy games tend to attract older players.
11. In this sense, the
Civilization series betrays a specifically American
ideology that goes beyond an association with other settler colonies
like Canada, Australia, or South Africa, all of which model
civilization-savagery binaries. The games also carry the mark of the
American Dream--that success corresponds to hard work and effort, not
outside determining factors like heredity and geography. Since
Crèvecoeur, this idea of America as a place where
hard work, not privilege, is rewarded has been part of the national
mythology.
12. One example of this "fan"
discourse was the demand before its release that the game designers of
Civilization III create the more difficult levels of play
through a variegated "AI" (or Artificial Intelligence, the optimistic name
given to the set of algorithms that manage the computer-controlled rival
civilization's moves in the game), and not merely that the
computer-controlled civilizations "cheat" by being able to build city
improvements and units for a fraction of the cost of human players.
Players recognizing this still play the game, but seem disturbed by the
violation of the ideology of equality that the game promotes. It's
challenging to play as the underdog, with the field tilted against you,
but we still understand this to be in some way "unfair." 13. Say, for example, the historical
inaccuracy of having every game civilization begin with the technologies
of farming, road-building, and irrigation, despite the actual lack of
domesticable plant and animal species in many parts of the world. As
Ronald Wright remarks, "Ancient America was criticized for lacking things
that Europe had--things deemed epitomes of human progress. The plow and
the wheel were favorites; another was writing. It never occurred to
Eurocentric historians that plows and wheels are not much use without
draft animals such as oxen or horses, neither of which existed in the
Americas before Columbus" (6). Native Mexicans did invent the wheel--but,
lacking draft animals, used them for toys (Diamond 248). 14. But interestingly, the demand for
realism and accuracy--whether visual or in games' models of economics,
physics, diplomacy, strategy, tactics, etc.--plays a large role in the
reception of computer games. This requirement that virtual worlds be
faithful in some sense to real worlds mirrors similar demands on cinema
and literature, and can be seen in both printed and online reviews of
games, and in the discourse of player websites devoted to particular
games. One interesting example of this is a number of projects sponsored
by Apolyton.net (a semi-official site catering to the
Civilization series and games like them) devoted to the
creation of open-source games like the Civilization series.
One such project, called none other than "Guns,
Germs, and Steel," aimed for increased accuracy and realism in modeling the development of
civilizations, and the debate among the game's designers centered on ways
they might implement some of the specific ideas in Diamond's book. Though
this particular project appears moribund, others continue.
Works Cited
Aarseth, Espen. "Computer Game Studies, Year One." Game Studies:
The International Journal Of Computer Game Research 1.1 (2001) <http://www.gamestudies.org/0101/editorial.html>.
Activision. Civilization: Call to Power. CD-ROM.
Activision, 1999.
"Army to Fund Video Games for Aspiring Commanders." New York
Times, October 25, 2001.
Berlant, Lauren. The Anatomy of National Fantasy: Hawthorne, Utopia,
and Everyday Life. Chicago: U of Chicago P, 1991.
Bradford, William. Of Plymouth Plantation, 1620-1647.
1856. Ed. Samuel Eliot Morison. New York: Knopf, 1952.
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