JNR13
Prince
- Joined
- Oct 23, 2016
- Messages
- 498
I think it's interesting that the main use of a sword is never actually shown. The most battle we get it seeing it drawn from its sheath and Ashoka reflecting on the aftermath. But otherwise, we see the sword used for a lot of stuff except for fighting itself. "You can use a sword for bartering" is true on one hand and shows on how many aspects of society its history can touch, but it also makes the object rather... interchangeable. It makes me think "oh, I guess this sword could've also been a necklace or so."The object is a tool - it can be used for war, for art (the Reamker [Cambodian] / Ramakian [Thai] dance), for commerce and trade, etc. The question asked here is "to what ends will our tools be put?"
There's another thing I found noteworthy: In Civ VI, we followed the agents of change. Our protagonists were a man and his daughter who were stand-ins for people who changed the course of history. It is a great intro to the game because it basically tells you "you get to make history!" Civ VII, however, it's "you get to experience history!" It has us follow a passive object, a mentioned a "tool" that "is put" (passive voice!) to certain uses. Following the sword means following something with lack of agency. The sword doesn't really do anything, it's characteristics are fairly irrelevant. As I said before, in pretty much all the scenes its role could've been filled by a necklace (only cutting a rope - why, in the middle of a storm?! the whiplash is gonna kill someone - is where you actually need a blade).
Maybe this passivity is just an honest primer for the game. Maybe it represents how we now get a more railroaded narrative experience where history is written in the form of ages, events, crises; we're here for a magnificient ride through history. Just like the sword, we'll experience trade, battle, spirituality, arts, travel. But it's like a set of scenes we travel through, carefully curated and formed into a coherent narrative for us already, with strong personal emotions about the fate of individuals in it. Vignettes of history have been prepared for us to be experienced greater than ever before. But we are no longer in charge of history itself. War is no longer a choice we make, something where strategically opt into but then are faced with the cost of it. It's something that just so happens now (hello, crises!) and has us make sad.
Oh, and his passivity further fits how we shift to third-person view in diplomatic scenes. We become "physically" separated even from the leaders as change agents ingame (unlike e.g. in Civ VI Rise & Fall intro where the advisor, one of the protagonists representing us, the players, appears as Seondeok).
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