{"id":278,"date":"2010-11-23T11:01:33","date_gmt":"2010-11-23T11:01:33","guid":{"rendered":"http:\/\/www.playthepast.org\/?p=278"},"modified":"2010-11-23T16:05:21","modified_gmt":"2010-11-23T16:05:21","slug":"sid-meiers-colonization-is-it-offensive-enough","status":"publish","type":"post","link":"http:\/\/www.playthepast.org\/?p=278","title":{"rendered":"Sid Meier&#8217;s Colonization: Is it offensive enough?"},"content":{"rendered":"<p>The premise behind <a href=\"http:\/\/en.wikipedia.org\/wiki\/Sid_Meier%27s_Colonization\"><em>Colonization<\/em> <\/a>has been controversial since the game\u2019s inception. For those who are unfamiliar with it, <em>Colonization<\/em> puts players in the shoes of a European power and sets them loose to colonize the Americas. Originally released in 1994 an <a href=\"http:\/\/en.wikipedia.org\/wiki\/Civilization_IV:_Colonization\">updated version of the game was released in 2008<\/a>. Many people could relate to Variety blogger Chris Morris\u2019 reaction when he apparently \u201c<a href=\"http:\/\/weblogs.variety.com\/the_cut_scene\/2008\/06\/civilization-iv.html\">literally exclaimed holy sh*t<\/a>\u201d  at the offensiveness of the idea. As Morris put it, &#8220;A game about  colonization that&#8217;s entirely about controlling the settlers can either  force the player to do horrific things or let him avoid doing it and  whitewash some of the worst events of human history. Either option is  offensive.&#8221; Among the most problematic elements of the game\u2019s structure  is the fact that native peoples and Europeans are not even  algorithmically the same kind of people. Native peoples are unable to  establish new cities, they simply wait for Europeans to take advantage  of them in trade or obliterate and loot their civilizations. Consider  that a great game strategy is to send missionaries to native villages  and then attack those villages. The native converts abandon their  villages and flock to work in your cities as you continue to pillage  their former communities. The mechanics of the game suggest and reward  this behavior.<\/p>\n<p><img decoding=\"async\" id=\"internal-source-marker_0.2754983027882282\" class=\"alignleft lazyload\" data-src=\"https:\/\/lh5.googleusercontent.com\/UnQJv-zjc-xx01P3RcSolKichPJZKkxyRlgkoMHLQ7IxIrCx0R6gtOsM9NoUWen78xPKoMd_68OB8vZMVsiDQUdzaQL5YZ1MzUIGT0LFx4biN-o8ZQ\" alt=\"\" width=\"259px;\" height=\"367px;\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 259px; --smush-placeholder-aspect-ratio: 259\/367;\" \/><\/p>\n<p>In short, at the codebase, <em>Colonization<\/em> is racist and offensive. But wouldn\u2019t, and shouldn\u2019t, any game about  that period in the Americas be racist and offensive, if it were even  remotely faithful to that time period? And what lines have we drawn in  accepting the fact that video games allow you to play more abstracted  bad guys such as gangsters, murders, and thieves. \u00a0Is a historically  accurate \u201cbad guy,\u201d a state sanctioned one, any different? If we are to  play historical games, how many options would be available if we were to  cut out the disturbing parts of history? Building a game around a way  of seeing the world, around a particular ideology, can be engaging as  well as troubling. \u00a0<em>Colonization<\/em> is problematic, but the mechanics of the game offer players the  opportunity to think about the games model of the history of conquest  and exploitation.<\/p>\n<h2>Playing as the colonizer<\/h2>\n<p>You  can see from the box art that the game situates the player in a  triumphal role. With that said, I would hazard to guess that very few of  the games players would identify themselves as fans of the historical  idea of colonization. Instead, the game provides a place to explore, to  play at war. While this is the appeal of the game to a new player, I  would suggest that the experience of playing the game, of coming to  understand the algorithms and mechanics of the game as a player, does  not glorify colonization but actually undermines that glorification. The  game does not make one feel good about the colonizers.<\/p>\n<h2>Feeling guilt as the colonizer<\/h2>\n<p>I bought a copy of the original version of Colonization when I was in the sixth grade.. I had spent the previous year or two exhaustively playing <a href=\"http:\/\/en.wikipedia.org\/wiki\/Civilization_%28video_game%29\">the original version of <em>Civilization<\/em><\/a> and the prospect of a similar but different game was exciting. As with Civilization,  I played the game repeatedly, first learning the basic rules and then  trying out a range of different play styles. For details on the rules  and system I would suggest the walkthrough, <a href=\"http:\/\/faqs.ign.com\/articles\/594\/594681p1.html\">Winning at<em> Colonization<\/em> or Economic Warfare for Fun and Profit<\/a>.  At first I played as the French and the Dutch. The French get bonuses  to interactions with native peoples and the Dutch get bonuses to trade.  In both cases, I would try to rewrite history and coexist with native  peoples. After exploring this side of the game, I eventually played a  bit more as the Spanish, who get bonuses to the gold they loot from  destroying native cities. Exploring that part of the game was engaging,  but it always brought with it feelings of a kind of guilt. Exploring the  possibilities provided by the game was always engaging, but  particularly in these cases I would not call it fun.<\/p>\n<p>Films  that explore the world from disturbing points of view are in some ways  less controversial than games that do the same, think American Psycho or I Shot Andy Warhol .  The interactivity and agency that players experience in games make  playing from disturbing points something that many people are still  uncomfortable with (c.f. <a href=\"http:\/\/en.wikipedia.org\/wiki\/California_Assembly_Bills_1792_%26_1793\">State of California<\/a>, or reactions to <a href=\"http:\/\/en.wikipedia.org\/wiki\/Super_Columbine_Masacre_RPG\">Super Columbine Massacre<\/a>). But player <a href=\"http:\/\/www.insanebear.com\/806\/feature-the-ultimate-exclusive-examining-the-emotional-spectrum-of-video-games\/\">agency in games provides the ability to provoke feelings of guilt for their in game actions<\/a>.  The power of this guilt suggests a potential for games that portray  disturbing points of view as potent vehicles for exploring the past. In  my own experiences with <em>Colonization<\/em>,  experimenting with scenarios in the game, thinking through how it  represented the mechanics and ideology of this period in history helped  me to develop more nuanced models of that history.<\/p>\n<h2>Experiencing the Banality of Evil through an allegory of control<\/h2>\n<p>I recently bought <a href=\"http:\/\/en.wikipedia.org\/wiki\/Civilization_IV:_Colonization\">the new version of <em>Colonization<\/em><\/a> and was struck by another part of the game: \u00a0It quickly became boring.  As you ramp up your colonizing, the game is primarily about the  logistics of gathering raw resources, turning them into commodities and  selling finished goods back in Europe. Managing a networking of ships to  transport those materials and commodities becomes the central activity  of the game. As you become mired in the banality of logistical  shuffling, you are struck with the ennui of the bureaucratic evil at the  core of the game. The cover of the game shows men (and only men) of  action, but your \u201cglorious\u201d conquest is rewarded by endless project  management and accounting: a sort of spreadsheet of cultural domination.  The city screen, one of the games primary interfaces, demonstrates the  core role of these commodities. At the bottom you see a list of your  various resources. The view of your city shows what raw materials your  settlers are cultivating, and how those resources are being refined.<br \/>\n<img decoding=\"async\" data-src=\"https:\/\/lh3.googleusercontent.com\/3OaSRRcKRzh6Z3dI789pK6b9kGGzJb209rz8Bs4LRgZkgALWmsJwuHF5Pj9KDQH5lts8nUugn_J7qRmNANw_1395uFmg-dy3RjYoDsz47-QJFSrb2A\" alt=\"\" width=\"555px;\" height=\"416px;\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" class=\"lazyload\" style=\"--smush-placeholder-width: 555px; --smush-placeholder-aspect-ratio: 555\/416;\" \/><\/p>\n<p>The way a simulation can put you in control of a set of competing values in its algorithms is something particularly novel. As <a href=\"http:\/\/www.upress.umn.edu\/Books\/G\/galloway_gaming.html\">Alexander Galloway suggests<\/a> these kinds of games are always an \u201cideological interpretation of  history\u201d or the \u201ctranscoding of history into specific mathematical  models\u201d (102-103). What I find particularly interesting in this case is  that the games models are similar to the actual way that states \u201csee\u201d.  Like states, these kinds of games make people and landscapes into  resources and commodities. Galloway\u2019s <a href=\"http:\/\/cultureandcommunication.org\/galloway\/pdf\/Galloway_AllegoriesOfControl.pdf\">Allegories of Control (pdf)<\/a> are similar to what anthropologist and political scientist James C. Scott discusses in his book <em><a href=\"http:\/\/books.google.com\/books?id=PqcPCgsr2u0C&amp;lpg=PR5&amp;ots=-JWoya56fW&amp;dq=seeing%20like%20a%20state&amp;pg=PR5#v=onepage&amp;q&amp;f=false\">Seeing Like a State<\/a><\/em>.  Through a series of examples of failures in governance, Scott explores  the way governments make nature, cities, and people legible through  categorical and numerical simplification. Games like Colonization  in effect let you see the world in the kind of ways a state sees the  world. This is a particularly powerful lens for understanding the past.<\/p>\n<h2>Colonization\u2019s failing is that it is not offensive enough<\/h2>\n<p>Ultimately, my problem with Colonization is that it is not offensive enough. In particular, there is one glaring omission. There is no slave trade in<em> Colonization<\/em>.  In this capacity, it does significantly whitewash history. If a game is  to enable us to see the world as a European colonial power,  particularly one focused on commodities, it needs to incorporate <a href=\"http:\/\/en.wikipedia.org\/wiki\/Triangular_trade\">triangular trade<\/a>.  Can you imagine how powerful this would be? If the game forced players  to make decisions about trade routes in Africa? \u00a0If it forced them think  about the results of the commodification of people but still presented  information about those who died in transit and died from disease and  starvation in colonies? I understand why the game does not incorporate  this history. In it\u2019s current form it invites significant criticism for  it\u2019s portrayal of conquest of indigenous people, adding slavery would  make the game far more offensive. Further, there is a cultural norm  about misrepresenting or ignoring the history of slavery in mass media  (c.f. <em><a href=\"http:\/\/www.ashbrook.org\/publicat\/oped\/owens\/00\/patriot.html\">The Patriot<\/a><\/em>). Curiously, the much less historically specific <em>Civilization<\/em> games have long incorporated slavery.\u00a0 Not including slavery in <em>Colonization<\/em> is in some ways much more offensive. \u00a0If someone wants to play a game  where they replay the colonization of the Americas shouldn\u2019t they have  to think about the history of slavery as well?<\/p>\n<p><em>Colonization <\/em>remains a popular game. When Chris Morris\u2019 blogged his concerns he  received 280 comments, largely in defense of the game. <a href=\"http:\/\/weblogs.variety.com\/the_cut_scene\/2008\/06\/a-few-extra-poi.html\">His reactions to the themes in those comments<\/a> give you a sense of their tenor. His post was subsequently <a href=\"http:\/\/kotaku.com\/5019849\/variety-troubled-by-sid-meiers-next-game\">covered on <em>Kotaku<\/em><\/a> and <em><a href=\"http:\/\/www.escapistmagazine.com\/news\/view\/84721-Civilization-IV-Colonization-Called-Morally-Disturbing\">The Escapist<\/a><\/em>.  The game offers substantial promise. I have suggested that while the  cover glorifies colonization, the experience of the game undermines  that glorification. The game ultimately lets players experience a range of  emotions as the explore the possibilities which are provided by the  algorithms of the game. However, does side-stepping the history of slavery whitewash  the game?\u00a0 I am not begrudging the developers here. I think the reason  slavery is not a part of this game has a lot to do with self-censoring, and I can only imagine the kind of bad press they would have received if  they did include slavery. So, if we are really going to get serious  about historical games do we need more sophisticated views on what kinds  of identities and roles games let players take on? More directly, do you  think <em>Colonization<\/em> is offensive? Or do you agree with me that it isn\u2019t offensive enough?<\/p>\n<p>\ufeff<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The premise behind Colonization has been controversial since the game\u2019s inception. For those who are unfamiliar with it, Colonization puts players in the shoes of a European power and sets them loose to colonize the Americas. Originally released in 1994 an updated version of the game was released in 2008.<span class=\"more-link\"><a href=\"http:\/\/www.playthepast.org\/?p=278\">Continue Reading<\/a><\/span><\/p>\n","protected":false},"author":10,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[15],"tags":[27,23,29,28,25,31,24,30,22,21,26],"coauthors":[],"class_list":["entry","author-owens","post-278","post","type-post","status-publish","format-standard","category-articles","tag-american-history","tag-colonization","tag-criticism","tag-game-mechanics","tag-history","tag-idenity","tag-race","tag-roles","tag-sid","tag-simulation","tag-transcoding"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/278","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/users\/10"}],"replies":[{"embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=278"}],"version-history":[{"count":15,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/278\/revisions"}],"predecessor-version":[{"id":296,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/278\/revisions\/296"}],"wp:attachment":[{"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=278"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=278"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=278"},{"taxonomy":"author","embeddable":true,"href":"http:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcoauthors&post=278"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}