The term 'civilization' denotes a whole lot more than cake preferences. At least the way I learned it; I don't have a clue what they teach you at Marxism academy.
Does it?
I think much of the genius of the Civ series relies on civilisation being such an ill-defined concept that everyone still has a vague intuitive understanding of. Here's Flying Pig's post again:
Yes, the Civ series - or at least Civ IV, which is the only one I have - does seem to have a bit of an uneasy relationship with questions about what a 'civilisation' is - there are a couple which seem to be 'supranational' (Native Americans, Celts, arguably Greece since it seems to be based on the Classical period) but the vast majority which seem to be based on political units and to change when those do - hence Germany and the HRE, or Rome and the Byzantine Empire, are separate. Given that we're already being asked to 'believe' that a country can be so micromanaged that no granaries or temples are built and nobody becomes an artist or a trader unless the omnipotent central power tells them to, I'm not sure there's necessarily a problem with the former approach, except that it encourages the sort of oversimplified thinking that you're talking about here.
There is just no definition of "civilisation" that would apply to "Portugal", "Native America" and "Ottomans" at the same time. That's why it works so well as a concept for this game! Because what it really means is "whatever people think should be an actor in a historical game". In other words, people have heard of Rome and Native Americans and Celts and all that, so they want it in their history game. All words with actual meaning just wouldn't work here and clash with at least some choices. "Civilisation" is so nicely devoid of meaning that it goes over fine.
As someone who's actively been in the shoes of deciding what does and doesn't get to be a civ, I think when making a game it's the far superior approach to consider which perspective would be interesting to experience as a player - if it adds something in that regard then it should be included, even if your overall civ lineup ends up inconsistent with any rigorous standard.
I'm a little bit disappointed though that the discussion has spiraled down to the point where people are arguing what should and shouldn't be included when there are more interesting points to consider when talking about eurocentrism. Just don't include Venice and it will be fine.
I mean stuff like:
- the linear view of history as a technological and socialogical progression
- exploitation of resources as the prime mechanism for success
- the supremacy of the state in all interactions between entities in the world
- the emphasis on urban centers
- "great people"
- techs as a thing that exists
- victory conditions that are framed in terms of competition, usually violent
I mean it's all in Owen's initial post basically. Mouthwash has kind of brushed over it with a glib "well it's a game duh what are you going to do", and it's
sort of true. Those concepts conveniently lend themselves very well to a game, which is why Civ works so well.
But it's still useful to view these things critically. Part of the reason those things work so well for a game is because they play to tropes that are so ingrained in our way of how we view the world that we don't even notice them any more, even though they are far from universally true.
I don't think it's the job of a video game, especially a mainstream franchise like Civ, to educate people that things can also be differently. But on the other hand I think a game that challenges some of these assumptions could be interesting (and frankly the 4X genre isn't very interesting right now), and at the very least we should be aware of them.