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Keywords
postcolonialism, empire, imperialism, history, education, affect,
technological determinism, homogeny, Civilization V
Introduction
Figure 1. The introduction to the Scramble for Africa scenario when
playing as Queen Victoria.
January 1881, the Scramble for Africa. Queen Victoria commands the
English Empires expansion into inland Africa, already controlling a
handful of settlements around its coast and on the near coast of
Europe: Cape Town, Port Elizabeth, Lagos, Accra, Freetown, Gibraltar,
and Victoria. Her mission: explore Africa, expand her territory into it,
exploit its riches, and exterminate those who conflict with these aims,
be they native Africans or rival Europeans.
This is, of course, not the historical so-called Scramble for Africa of
the late 19th to the early 20th century, but the beginning of a staged
scenario in Sid Meiers Civilization V. Players choose one of 12 leaders
with corresponding empires. Jules Grvy leads the French, Otto von
Bismarck the Germans, Giuseppe Garibaldi the Italians, and so on. Or,
the player may defend Africa from the Europeans as Cetshwayo
kaMpande of the Zulu, for instance. In 100 turns (each turn
representing a period of months: the first turn is in January, the second
in April, the third in July, the fourth in October) the civilization with the
highest score is declared the winner (see Victory Conditions in Figure
1 for how points are scored in this scenario).
Exploration is not done for curiositys sake. In Nintendo and New World
Travel Writing, Mary Fuller and Henry Jenkins remark on the de-
narrativization of the gamespace in Nintendo games: Its landscapes
dwarf characters who serve, in turn, primarily as vehicles for players to
move through these remarkable places we dont really care whether
we rescue Princess Toadstool or not (Fuller & Jenkins, 1995, p. 60). In
Civilization V (and perhaps strategy games more generally) the
opposite is true: Players do not care so much about the natural beauty
of the world of the pleasures of traversing it, rather they explore as a
means to an end. That end being, of course, the acquisition of strategic
resources and information with which to expand their empire.
Paul Virilios notion of violent speed can also be used to read these
gameplay mechanics. In Speed and Politics, Virilio talks of political
power as a compression of time and space, the ability to enact violence
faster and from further away. Around 1870 Colonel Delair notes the
art of defense must constantly be in transformation; it is not exempt
from the general law of this world: stasis is death (Virilio, 1986, pp.
12--13). This is truly a maxim at the heart of Civilization V. The fog of
war masks strategic resources and must be traversed through to
uncover those resources. The only codified bonus to staying put is
increased happiness. But, even then, the only use for maintaining
positive happiness is to build points towards a Golden Age, which
provides an empire with bonus production and culture points as well as
increased gold income. In other words, its only use is to facilitate other
forms of victory, all of which require exploration. The only civilization
that remains in relative stasis is Venice, which cannot build more than
one city. However, one of Venices unique abilities is the option to
purchase city states using gold, enveloping them into the Venetian
empire: expansion. And, even so, Venice tends to rank extremely low in
competitive rankings compiled by players such as FilthyRobot (2015)
and shared within communities.
It has been argued that this element is, in fact, a redeeming feature.
Ted Friedman, writing on Civilization II in 1999, is not unaware that the
games dynamic of depersonalization elides the violence of exploration,
colonization, and development even more completely than the stories
of individual conquest described by Fuller and Jenkins (Friedman,
1999, p. 145). However, he argues, what makes this palatable is the
abstractness of Civilization II. Any nation can be the colonizer
Barbarian hordes are never specific ethnicities; theyre just generic
natives (Friedman, 1999, p. 145). This degree of abstraction is echoed
by other critics. Rolfe Daus Peterson, Andrew Justin Miller, and Sean
Joseph Fedorko, for instance, agree that the games actual historicity is
entirely inaccurate, but contend that its historical accuracy lies in its
conceptual simulation of diplomacy, geopolitics, resource management,
and so on (Peterson, Miller & Fedorko, 2013, p. 43).
Western Space
Bernadette Flynns work can offer a more spatially-oriented way into
this dilemma:
Conclusions
The question posed asks whether or not Civilization V is a problematic
game in terms of postcolonial thinking, how and why that might be,
and what implications that might have. Ignoring the role of the player
for one moment, the games structures and rules clearly develop an
imperialist narrative. This is not something the games developers have
tried to hide. Even aside from the 4X genre, the first line of the games
description on Steam challenges players to become Ruler of the World
by establishing and leading a civilization from the dawn of man into the
space age: Wage war, conduct diplomacy, discover new technologies,
go head-to-head with some of historys greatest leaders and build the
most powerful empire the world has ever known (2K Games, 2010).
For why this kind of game might be problematic, the player must be
included into the equation, along with the games standing in
videogame culture and wider society.
Endnotes
[1] Caught between patriarchy and imperialism, subject-constitution
and object-formation, the figure of the woman disappears, not into a
pristine nothingness, but into a violent shuttling which is the displaced
figuration of the third-world woman caught between tradition and
modernization a violent aporia between subject and object status, as
she puts it in Can the Subaltern Speak? (Spivak, 1988, p. 206).
References
2K Games. (2010). Sid Meiers Civilization V. Steam, Sep 23. Retrieved
on December 14, 2015: http://store.steampowered.com/app/8930/.
Chakravorty, S., Milevska, S., & Barlow, T.E. (2006). Conversations with
Gayatri Chakravorty Spivak. Oxford: Seagull Books.
FilthyRobot. (2015). Filthys Civilization Tier List 2.0. Google Drive, Jan
30 Retrieved on December 14, 2015:
https://drive.google.com/folderview?
id=0BybM2PD7AqoKYlZHTTZQS1docVk&usp=sharing.
Fuller, M. & Jenkins, H. (1995). Nintendo and New World Travel Writing:
A Dialogue. In S.G. Jones (Ed.), Computer-Mediated Communication
and Community (pp. 57--72). London: SAGE Publications
Peterson, R.D., Miller, A.J., & Fedorko, S.J. (2013). The Same River
Twice: Exploring Historical Representation and the Value of Simulation
in the Total War, Civilization, and Patrician Franchises. In M.W. Kapell &
A.B.R. Elliott (Eds.), Playing with the Past: Digital Games and the
Simulation of History (pp. 33--48). New York: Bloombury.
Ludography
Firaxis Games. (2001). Sid Meiers Civilization III [PC]. Lyon:
Infogrames.