I have ambivalent attitudes towards Civilization, by which of course I mean the classic PC game by the renowned Sid Meier. Classic is certainly the word – if I remember rightly, it once starred in a PC magazine’s list of Games which are still worth playing in CGA, CGA being the early graphics mode which allowed a magnificent four colours. It’s the only PC game of which I have owned three versions (if you count Call To Power, which apparently had nothing to do with Sid Meier. Sometimes the history of these games has the kind of break-ups and copyright arguments you expect from rock groups).
There’s no doubt that it’s a highly entertaining game which can hoover up hours of your time. Addicts apparently include the novelist Iain Banks, whose latest work has been delayed by three months spent doing little except playing the game, and who ultimately deleted all files and smashed the CD in order to escape.
That’s sort of part of the problem. As with nearly all PC games, a part of your mind gradually becomes acutely aware that all you’re really doing is shuffling numbers around inside your computer. Your well-trained riflemen are not actually sweeping across the plains of Gaia, wiping the smirk off the face of Louis XIV as his cheese-eating axemen buckle under the strain. Actually you’re spending hours sitting in front of something which fundamentally isn’t very different from those toys they give to toddlers, with the whirly wheel and the dinging bell.
But the main problem, the one specific to Civilization, is the slightly weird idea of realism it embodies. It’s not so much the peculiar double time scale which means it can take your troops a number of years to reach the next city, or the way a particularly tough spearman can sometimes destroy a helicopter gunship (Olympic standard throw into the rotors?), a fighter plane (er, if it were flying really low?), or a tank (er…?). It’s really the odd conception of history and culture.
These issues have been taken very seriously by some historians, notably Matthew Kapell, whose paper Civilization and Its Discontents: American Monomythic Structure as Historical Simulacrum (Popular Culture Review 13 no. 2 (Summer 2002), 129-136) criticizes earlier versions of the game for treating history as essentially the story of how the USA came inevitably to be Top Nation, passing through a predestined series of eras characterised mainly by the development of technology and capitalist democracy. A computer game might seem a rather small target for scholarly discussion, but since the teaching of history veered away from dates and kings, some pupils seemingly get much of their understanding of this aspect of the past largely from games and films.
It’s certainly true that Civilization standardises and homogenises all the participating cultures. They all, for example, have essentially the same military methods and technology, whereas in fact conspicuous military success has often depended on a new and imaginative way of fighting – Alexander’s souped-up phalanx, quick-firing medieval English archers; Zulus with stabbing spears. The designers, in recognition of this sort of factor, have made a small gesture by endowing each culture with one slightly superior form of one of the standard units. Instead of the standard rifleman, for example, the English get a slightly more effective version called a Redcoat (because after all, the most notable military achievement of the English army – no nonsense about British here – was muffing the American War of Independence).
This homogenisation is also noticeable in the treatment of religion. Religions here act primarily to predispose others towards or against you, help keep people happy, can buttress the economy and help with espionage if your own religion has adherents in other people’s cities. All religions proselytise, so we are treated to the puzzling figure of the Jewish missionary. Which religions your culture founds depends only on technological progress, so it is perfectly possible to have a Christian Gandhi leading his troops to wipe out the Hindus of Mansa Musa (surely in reality one of very few Emperors who have ever completed the pilgrimage to Mecca). The barbarians, the random people who arise in the dark unexplored areas of the early game, are forever outside the pale, and even if they build large cities, as they are capable of doing, their barbarianism apparently remains undiminished. This would matter less if they hadn’t been named after a number of historical tribes and peoples. Some of these have no identifiable modern descendants, but the naming is a bit random, and you can, for example, have the English waging a campaign to suppress their barbaric neighbours the Anglo-Saxons.
This kind of thing, and the traits attributed to various nations and leaders (the Indians have a special ‘fast worker’ unit, for example, which manages simultaneously to suggest that they are mere coolies and that everyone else is frankly a bit idle) is clearly capable of giving offence if taken at all seriously (though a lot of it is too silly for that to be very likely). One of the crassest pieces of tactlessness, in my view, occurs with the option of playing in a game world which instead of being randomly generated according to certain parameters, resemble sthe real world. In this one, all players start in the Old World, with the New World empty. Because, you know, there was no-one living in America before the Europeans got there.
Of course, some degree of standardisation is inevitable in a program like this. You can’t really invent new weapons, or work out the subtle implications of a unique culture, and if you did reflect the full complexity of world history, players would find the game much more difficult to learn and play. What could the designers have done to improve matters, and what could they do about it in version V? I think there are two possibilities. One is, in a nutshell, play it for laughs; exaggerate the sterotyping and incongruities so that no-one could possibly take it seriously. Safer and better, I think, would be to stop naming the characters and nations after real ones, and allow players to name and customise them themselves. Why not set the personality attributes of the various leaders yourself, as you do with charcters in The Sims? Why not design their appearance or paste your own features on to them?
Then we needn’t feel quite so embarassed about wasting so much time on this stuff.