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As a species, human beings
are completely infatuated with themselves. It's nothing to be ashamed
of -- we're actually a really interesting bunch of primates. I'm certainly
not embarrassed to admit that I've spent the majority of my academic
career scratching my head and trying to figure out why we act the way
we do.
It's no great surprise that
this fixation has worked its way into the world of interactive entertainment.
I'd suspect that most designers realize that computer games frequently
mirror our thoughts about ourselves and the world around us.
How did we get to where we
are now? What is going to happen to us in the future? Both are questions
that are posed time and again in processual story based strategy titles.
Processual who? Story based what? Basically, its just a fancy shmancy
name for "God Games" like Activision's Civilization: Call
to Power, Impressions Games' City Builder Series, or Firaxis'
Alpha Centauri. Each time the "new game" button is
clicked, the player not only gets the opportunity to explore these questions,
but also to play god (something all of us love but don't always admit
to) and immerse themselves in a "what could have been" or
"what could be" scenario.
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Impressions
Games' Pharaoh bases its gameplay
on a fixed slice of time that runs from the
Late Predynastic to the New Kingdom.
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For the most part, however,
designers really don't have a firm grasp of the process of social change.
As a result, most games depend on a skewed view of human culture change
that translates into the infamous tech tree. Consequently, despite their
often-intricate nature, most processual story based strategy titles
are predictable and simple.
Simple? I can hear hordes
of designers and programmers scoffing at the remark. Yes, simple. Let
me weave a little tale and tell you why I could think such a terrible
thing.
Cast your mind back 5800
years to a point halfway across the globe in the Nile Valley. The year
is 3801 BC (by our reckoning), and the place is the ancient city of
Nehkeh. The city, which lies 650 kilometers south of modern day Cairo,
is a bustling economic and political center that stretches for more
than 2 kilometers along the western bank of the Nile. Within one of
the many specialized economic neighborhoods (of which there are many)
lives a potter named Bestawi.
Despite the fact that Bestawi's
business is prosperous, he longs for more success. Unfortunately, the
bronze tools he feels he needs to expand his business do not exist yet.
Never one to be swayed by adversity, Bestawi picks himself up and walks
to the large temple near his house/workshop where the "Supreme
Calendar" is kept. Upon his arrival, he sighs deeply. His suspicions
are confirmed. Egypt is still in the Neolithic (aka. Late Stone Age),
and isn't scheduled to enter the Bronze Age for some time. He's somewhat
disgruntled because Egypt has been mired in the Neolithic for many thousands
of years. He longs to be able to take advantage of the many technological
innovations that are scheduled to accompany the Bronze Age. Bestawi
turns around, kicking a clod of dirt in his way, and wishes the Bronze
Age would just hurry up and get there.
Is this tale simple? Yes.
Does it border on silly? Definitely. Unfortunately, this is the way
many God Games approach culture change. Cultural evolution just doesn't
work this way. Despite what many people think, human societies don't
progress along a fixed track from simple hunters to literate empires.
Building facilities such as a sawmill, a blacksmith, or a stable doesn't
invariably produce technological innovations. Human beings don't arbitrarily
choose to undergo complex cultural change.
It's important to note that
all God Games aren't created based upon these flawed principles. The
gameplay of some (a great example is Impressions Games'
City Builder Series) are based upon a real historical framework.
In these cases, designers have a strong foundation replete with (relatively)
understood processes of cultural evolution upon which to base their
creation. This article is less targeted towards this type (though I
would argue that they would definitely be able to learn a great deal
from these discussions), but more towards the games that don't operate
within a historical framework, sometimes referred to simply as "free
form," and take a completely player- mandated view of cultural
and technological evolution.
Yeah...So What?
The assumption being made
here is that the point of processual story based strategy titles is
to model gameplay on real human behavior. It really makes little difference
whether the game takes place in the past or the future. The fundamental
bases for culture change has remained the same for tens of thousands
of years, and will conceivably remain the same for many more.
For designers who see realistic
culture change as a burden rather than a boon, this article will probably
just be filler between the latest postmortem and an article on curved
surface geometry. On the other hand, designers who want to use real
human behavior as a foundation upon which to base their games will be
provided with the necessary tools to understand technological innovation
and cultural change over time.
Why focus on technology?
Well, it's simple. Of all the variables wrapped up in the process of
culture change, technology is arguably one of the easiest to quantify
and track. Technology leaves a lot of stuff behind for archaeologists
like myself to find and study. Generally, we've got a better (though
far from perfect) idea of the factors that influence technological change.
Besides, games and gamers have always had a special interest in technology
and technological change.
This doesn't mean that the
other variables involved in culture change, things such as art, religion,
politics, economy, and social organization, aren't important and shouldn't
be included in processual story based strategy titles, quite the contrary.
They are, however, considerably more complicated and ephemeral. For
the time being, it would be in the best interest of this article to
focus on the process of technological change.
To these ends, I'll look
at a series of variables that influence technological innovations. In
addition, I'll look at the way some God Games approach these variables,
look at how and why they go awry, and (hopefully) provide some useful
constructive suggestions for creating more realistic gameplay based
on actual cultural processes. The article itself is broken up into two
installments...if you didn't already notice that by the title. In the
first installment, I'll be looking at nutrition, life expectancy, willingness
to bear risk, geography, and path dependency.
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