Arkaeyn
King
Civilization is one of very few games to attempt to simulate aspects of human history on a global scale, and it is by far the most important to attempt to depict the entirety of human history. This is a massive subject matter, and the Civilization series attempts to deal using various abstractions of aspects of history. The process of this simplification, however, accents what Civilization considers important. An examination of the historiography of Civilization reveals a generally, but not exclusively, conservative* view of the workings of human history.
*By conservative I dont necessarily mean voted for George W. Bush but rather is the sort of history found in old (pre-1960s would probably be a fair date to set) history books, or modern school textbooks. What this entails should become obvious.
The most important and obviously historically conservative aspect of Civilization is its focus on the military. To a player of Civilization, the claim that Civ is overtly militaristic may seem odd. After all, there are several things to concentrate on: military, science, happiness, culture (in Civ3), diplomacy, and economy. Theres also alternate method of victory than conquest, the traditional space race, as well as several other alternatives added in Civ3 and its expansions. But, to a non-player, Civilization is quite clearly a militaristic game. The simple reason for this is that the players time is consumed by militarism. Everything else, save for worker jobs, is a simple click or two to build a Library or Temple. A civilization of 10 cities could have nine of them building improvements and one building military units, but the time the player spends on those military units could easily equal the time spent on the rest of the cities. Also, these improvements do their work off the screen, where the military action occurs on-screen. In fact, if one looks at the map screen of Civilization, the world map, one will see almost exclusively military units and cities. Happiness, economy, science, and so forth, are all almost exclusively under the hood. Finally, the military aspect of the game is clearly the most important because it is the one aspect that cannot be ignored. Ignoring anything else will create annoyances, but ignoring the military will mean almost-certain defeat.
This is a simple game design decision, of course, but it does not have to be this way. The Imperialism games, for example, focused the players mental energy and time on economic priorities. (Ironically, Imperialisms ad campaign ran with the slogan Other strategy games too civilized for you?) The militaristic nature of the Civilization games is clearly a design decision, and one with obvious consequences for interpretation of the nature of human history.
Interested in more? Check out Renaissance Gamer below - or respond, with enough interest, I'll post parts 2-4.
*By conservative I dont necessarily mean voted for George W. Bush but rather is the sort of history found in old (pre-1960s would probably be a fair date to set) history books, or modern school textbooks. What this entails should become obvious.
The most important and obviously historically conservative aspect of Civilization is its focus on the military. To a player of Civilization, the claim that Civ is overtly militaristic may seem odd. After all, there are several things to concentrate on: military, science, happiness, culture (in Civ3), diplomacy, and economy. Theres also alternate method of victory than conquest, the traditional space race, as well as several other alternatives added in Civ3 and its expansions. But, to a non-player, Civilization is quite clearly a militaristic game. The simple reason for this is that the players time is consumed by militarism. Everything else, save for worker jobs, is a simple click or two to build a Library or Temple. A civilization of 10 cities could have nine of them building improvements and one building military units, but the time the player spends on those military units could easily equal the time spent on the rest of the cities. Also, these improvements do their work off the screen, where the military action occurs on-screen. In fact, if one looks at the map screen of Civilization, the world map, one will see almost exclusively military units and cities. Happiness, economy, science, and so forth, are all almost exclusively under the hood. Finally, the military aspect of the game is clearly the most important because it is the one aspect that cannot be ignored. Ignoring anything else will create annoyances, but ignoring the military will mean almost-certain defeat.
This is a simple game design decision, of course, but it does not have to be this way. The Imperialism games, for example, focused the players mental energy and time on economic priorities. (Ironically, Imperialisms ad campaign ran with the slogan Other strategy games too civilized for you?) The militaristic nature of the Civilization games is clearly a design decision, and one with obvious consequences for interpretation of the nature of human history.
Interested in more? Check out Renaissance Gamer below - or respond, with enough interest, I'll post parts 2-4.