Monday, October 26, 2015

civilization and ludic eurocentrism

Sid Meier's Civilization is a eurocentric game.

Now, I know what you're going to say to me. You're going to say to me "No way, Jake! You're full of crap! Look at the balance of western vs. non-western leaders and civilizations portrayed in the game. Look at the fact that those leaders speak their accurate native languages (or close approximations thereof), and that the units you control do also! Raargh, I'm angry that you're wrong!"

Well, hopefully you won't say that last part. But you're right! Civilization as a series does have a very good track record of representing traditionally marginalized societies and groups. It uses as a measure of who should be included not only expansionist success and historical fame, but also internal political achievement and successful defense against colonialism, as well as making an effort to include nations that might have been great had they not been outright exterminated.

But centrism is about more than that. It's not merely the erasure of certain peoples' contributions to history, which Civilization laudably doesn't do. It's instead a totalizing system of values that emphasizes some things and de-emphasizes others. It tells us--in the case of Civilization, through gameplay--what is important and what is not important. Civilization is Eurocentric not because it whitewashes history or under-represents certain groups, but because of what it is about: expansion, conquest, and technology.

As I see it, these have been the things that seem to have been viewed as important to western powers, at least in our understanding of them. What do we study in Western Civ 101? The expansion and conquest of the Roman Empire. The wars of the middle ages. Colonialism. The Renaissance. The Enlightenment. The Napoleonic wars. The world wars. The cold war. Granted, we do hit religion, industrialization, the rising middle class, and the change in theories of government, but I feel that the balance lies on the side of foreign policy and the Idea of Progress over the social.

For any historians who take issue with this, I am willing to concede that this might be a historiographical problem on my part. But if it is, it is a history that the designers have also bought into and that informs their decision making. Expanding your territory and researching new technologies are the two things that are absolutely critical to success in the games. Later entries have allowed a more peaceful and less expansionist approach, but even these are either dependent on earlier expansion (economic, cultural) or also easily facilitate the militaristic path (diplomatic, scientific).

This type of centrism is necessary, and we shouldn't fault Firaxis for participating in it. In fact, that's such an important point that I'm going to repeat it. We shouldn't fault Firaxis for participating in eurocentrism to the degree that they have. Because of game mechanical concerns (what some scholars have taken to calling Ludic elements), you could not have a non-centric game, or at least not a successful one. A game that attempted to give equal weight to all of the things that nations, states and societies have viewed as most important and have focused on would be terrible. It would be a nightmare for the player to micromanage and contain so many interconnected systems that it would collapse under it's own weight. Because Civilization is a game series and not a historical analysis, it must necessarily emphasize some things at the expense of others.

But...what would a different Civilization game look like? What if we made a conscious effort to emphasize the traditional concerns of East Asian civilization, for example? I am not a historian or an East Asian studies major, so my understanding is limited, but I'll speculate.

Given collectivist tendencies, a sinocentric game might focus a great deal more on internal rather than external strife. Your empire could have a "harmony" value that represents your overall social cohesion. Let it fall too low and face the risk that groups of your cities could attempt to break away into independent empires, or that pretender armies might try to seize power. You could be forced to balance the competing demands of accumulating technologies from foreign trade and preventing foreign cultural influence. If ahead in tech, you could play the cultural colonialist role and sell your advances for influence or exotic resources. Expansion and warfare would still be a big part of your strategy, as these are things that every state has struggled with, but they might have an impact on your harmony stat or your foreign cultural influence. It's a matter of what's emphasized.

This is obviously a cursory speculation, and if anyone with more knowledge about both East Asian culture/history and strategy games wants to fill out my ideas, or call me out on where I'm wrong, I'd look forward to hearing from you.

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