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Alpha Centauri


This article tells part of the story of the Civilization series.

In the spring of 1996, Brian Reynolds and Jeff Briggs took a long, hard look around them and decided that they’d rather be somewhere else.

At that time, the two men were working for MicroProse Software, for whom they had just completed Civilization II, with Reynolds in the role of primary designer and programmer and Briggs in that of co-designer, producer, and soundtrack composer. They had brought the project in for well under $1 million, all that their bosses were willing to shell out for what they considered to be a game with only limited commercial potential. And yet the early sales were very strong indeed, proof that the pent-up demand for a modestly modernized successor to Sid Meier’s masterstroke that Reynolds and Briggs had identified had been very, very real. Which is not to say that they were being given much credit for having proved their managers wrong.

MicroProse’s executives were really Spectrum Holobyte’s executives, ever since the latter company had acquired the former in December of 1993, in a deal lubricated by oodles of heedless venture capital and unsustainable levels of debt. Everything about the transaction seemed off-kilter; while MicroProse had a long and rich history and product portfolio, Spectrum Holobyte was known for the Falcon series of ultra-realistic combat flight simulators, for the first version of Tetris to run on Western personal computers, and for not a whole lot else. Seeing the writing on the wall, “Wild Bill” Stealey, the partner in crime with whom Sid Meier had founded MicroProse back in 1982, walked out the door soon after the shark swallowed the whale. The conjoined company went on to lose a staggering $57.8 million in two years, despite such well-received, well-remembered, and reasonably if not extraordinarily popular games as XCOM, Transport Tycoon, and Colonization. By the spring of 1996, the two-headed beast, which was still publishing games under both the Spectrum Holobyte and MicroProse banners, was teetering on the brink of insolvency, with, in the words of its CEO Stephen M. Race, a “negative tangible net worth.” It would require a last-minute injection of foreign investment capital that June to save it from being de-listed from the NASDAQ stock exchange.

The unexpectedly strong sales of Civilization II — the game would eventually sell 3 million copies, enough to make it MicroProse’s best seller ever by a factor of three — were a rare smudge of black in this sea of red ink. Yet Reynolds and Briggs had no confidence in their managers’ ability to build on their success. They thought it was high time to get off the sinking ship, time to get away from a company that was no longer much fun to work at. They wanted to start their own little studio, to make the games they wanted to make their way.

But that, of course, was easier said than done. They had a proven track record inside the industry, but neither Brian Reynolds nor Jeff Briggs was a household name, even among hardcore gamers. Most of the latter still believed that Civilization II was the work of Sid Meier — an easy mistake to make, given how prominently Meier’s name was emblazoned on the box. Reynolds and Briggs needed investors, plus a publisher who would be willing to take a chance on them. Thankfully, the solution to their dilemma was quite literally staring them in the face every time they looked at that Civilization II box: they asked Sid Meier to abandon ship with them. After agonizing for a while about the prospect of leaving the company he had co-founded in the formative days of the American games industry, Meier agreed, largely for the same reason that Reynolds and Briggs had made their proposal to him in the first place: it just wasn’t any fun to be here anymore.

So, a delicate process of disentanglement began. Keenly aware of the legal peril in which their plans placed them, the three partners did everything in their power to make their departure as amicable and non-dramatic as possible. For instance, they staggered their resignations so as not to present an overly united front: Briggs left in May of 1996, Reynolds in June, and Meier in July. Even after officially resigning, Meier agreed to continue at MicroProse for some months more as a part-time consultant, long enough to see through his computerized version of the ultra-popular Magic: The Gathering collectible-card game. He didn’t even complain when, in an ironic reversal of the usual practice of putting Sid Meier’s name on things that he didn’t actually design, his old bosses made it clear that they intended to scrub him from the credits of this game, which he had spent the better part of two years of his life working on. In return for all of this and for a firm promise to stay in his own lane once he was gone, he was allowed to take with him all of the code he had written during the past decade and a half at MicroProse. “They didn’t want to be making detailed strategy titles any more than we wanted to be making Top Gun flight simulators,” writes Meier in his memoir. On the face of it, this was a strange attitude for his former employer to have, given that Civilization II was selling so much better than any of its other games. But Brian Reynolds, Jeff Briggs, and Sid Meier were certainly not inclined to look the gift horse in the mouth.

They decided to call their new company Firaxis Games, a name that had its origin in a piece of music that Briggs had been tinkering with, which he had dubbed “Fiery Axis.” Jason Coleman, a MicroProse programmer who had coded on Civilization II, quit his job there as well and joined them. Sid Meier’s current girlfriend and future second wife Susan Brookins became their office manager.

The first office she was given to manage was a cramped space at the back of Absolute Quality, a game-testing service located in Hunt Valley, Maryland, just a stone’s throw away from MicroProse’s offices. Their landlords/flatmates were, if nothing else, a daily reminder of the need to test, test, test when making games. Brian Reynolds (who writes of himself here in the third person):

CEO Jeff Briggs worked the phones to rustle up some funding and did all the hard work of actually putting a new company together. Sid Meier and Brian Reynolds worked to scrape together some playable prototype code, and Jason Coleman wrote the first lines of JACKAL, the engine which these days pretty much holds everything together. Office-manager Susan Brookins found us some office furniture and bought crates of Coke, Sprite, and Dr. Pepper to stash in a mini-fridge Brian had saved from his college days. We remembered that at some indeterminate point in the past we were considered world-class game designers, but our day-to-day lives weren’t providing us with a lot of positive reinforcement on that point. So, for the first nine months of our existence as a company, we clunked over railroad tracks in the morning, played Spy Hunter in the upstairs kitchen, and declared “work at home” days when Absolute Quality had competitors in the office.

Once the necessary financing was secured, the little gang of five moved into a proper office of their own and hired more of their former colleagues, many of whom had been laid off in a round of brutal cost-cutting that had taken place at MicroProse the same summer as the departure of the core trio. These folks bootstrapped Firaxis’s programming and art departments. Thanks to the cachet of the Sid Meier name/brand, the studio was already being seen as a potential force to be reckoned with. Publishers flew out to them instead of the other way around to pitch their services. In the end, Firaxis elected to sign on with Electronic Arts, the biggest publisher of them all.

The three founding fathers had come into the venture with a tacit understanding about the division of labor. Brian Reynolds would helm a sprawlingly ambitious but fundamentally iterative 4X strategy game, a “spiritual successor” to Civilization I and II. This was the project that had gotten Electronic Arts’s juices flowing; its box would, it went without saying, feature Sid Meier’s name prominently, no matter how much or how little Meier ultimately had to do with it. Meanwhile Meier himself would have free rein to pursue the quirkier, more esoteric ideas that he had been indulging in ever since finishing Civilization I. And Briggs would be the utility player, making sure the business side ran smoothly, writing the music, and pitching in wherever help was needed on either partner’s project.

Sid Meier has a well-earned reputation for working rapidly and efficiently. It’s therefore no surprise that he was the first Firaxis designer to finish a game, and by a wide margin at that. Called simply Gettysburg! — or rather Sid Meier’s Gettysburg! — it was based upon the battle that took place in that Pennsylvania city during the American Civil War. More expansively, it was an attempt to make a wargame that would be appealing to grognards but accessible enough to attract newcomers, by virtue of being real-time rather than turn-based, of being audiovisually attractive, and of offering a whole raft of difficulty levels and tutorials to ease the player into the experience. Upon its release in October of 1997, Computer Gaming World magazine called it “a landmark, a real-time-strategy game whose unique treatment of its subject matter points to a [new] direction for the whole genre.” For my own part, being neither a dedicated grognard nor someone who shares the fascination of so many Americans for the Civil War, I will defer to the contemporary journal of record. I’m sure that Gettysburg! does what it does very well, as almost all Sid Meier games do. On the broader question of whether it brought new faces into the grognard fold, the verdict is more mixed. Meier writes today that “it was a success,” but it was definitely not a hit on the scale of SSI’s Panzer General, the last wargame to break out of its ghetto in a big way.

To the hungry eyes of Electronic Arts, Gettysburg! was just the appetizer anyway. The main dish would be Alpha Centauri.

The idea for Alpha Centauri had been batted around intermittently as a possible “sequel to Civilization” ever since Sid Meier had made one of the two possible victory conditions of that game the dispatching of a spaceship to that distant star, an achievement what was taken as a proof that the nation so doing had reached the absolute pinnacle of terrestrial achievement. In the wake of the original Civilization’s release and success, Meier had gone so far as to prototype some approaches to what happens after humanity becomes a star-faring species, only to abandon them for other things. Now, though, the old idea was newly appealing to the principals at Firaxis, for commercial as much as creative reasons. They had left the rights to the Civilization franchise behind them at MicroProse, meaning that a Firaxis Civilization III was, at least for the time being, not in the cards. But if they made a game called Alpha Centauri that used many of the same rules, systems, and gameplay philosophies, and that sported the name of Sid Meier on the box… well, people would get the message pretty clearly, wouldn’t they? This would be a sequel to Civilization in all but its lack of a Roman numeral.

When he actually started to try to make it happen, however, Brian Reynolds learned pretty quickly why Sid Meier had abandoned the idea. What seemed like a no-brainer in the abstract proved beset with complications when you really engaged. The central drama of Civilization was the competition and conflict between civilizations — which is also, not coincidentally, the central drama of human history itself. But where would the drama come from for a single group of enlightened emissaries from an earthly Utopia settling an alien planet? Whom would they compete against? Just exploring and settling and building weren’t enough, Reynolds thought. There needed to be a source of tension. There needed to be an Other.

So, Brian Reynolds started to read — not history this time, as he had when working on Civilization II, but science fiction. The eventual manual for Alpha Centauri would list seven authors that Reynolds found particularly inspiring, but it seems safe to say that his lodestar was Frank Herbert, the first writer on the list. This meant not only the inevitable Dune, but also — and perhaps even more importantly — a more obscure novel called The Jesus Incident that Herbert co-wrote with Bill Ransom. One of Herbert’s more polarizing creations, The Jesus Incident is an elliptical, intensely philosophical and even spiritual novel about the attempt of a group of humans to colonize a planet that begins to manifest a form of sentience of its own, and proves more than capable of expressing its displeasure at their presence on its surface. This same conceit would become the central plot hook of Alpha Centauri.

Yes, I just used the word “plot.” And make no mistake about its significance. Of the threads that have remained unbroken throughout Sid Meier’s long career in game design, one of the most prominent is this mild-mannered man’s deep-seated antipathy toward any sort of set-piece, pre-scripted storytelling in games. Such a thing is, he has always said, a betrayal of computer games’ defining attribute as a form of media, their interactivity. For it prevents the player from playing her way, having her own fun, writing her own personal story using the sandbox the designer has provided. Firaxis had never been intended as exclusively “Sid Meier’s company,” but it had been envisioned as a studio that would create, broadly speaking, his type of games. For Reynolds to suggest injecting strong narrative elements into the studio’s very first 4X title was akin to Deng Xiaoping suggesting to his politburo that what post-Cultural Revolution China could really use was a shot of capitalism.

And yet Meier and the others around Reynolds let him get away with it, just as those around Deng did. They did so because he had proven himself with Colonization and Civilization II, because they trusted him, and because Alpha Centauri was at the end of the day his project. They hadn’t gone to the trouble of founding Firaxis in order to second-guess one another.

Thus Reynolds found himself writing far more snippets of static text for his strategy game than he had ever expected to. He crafted a series of textual “interludes” — they’re described by that word in the game — in which the planet’s slowly dawning consciousness and its rising anger at the primates swarming over its once-pristine surface are depicted in ways that mere mechanics could not entirely capture. They appear when the player reaches certain milestones, being yet one more attempt in the annals of gaming history to negotiate the tricky terrain that lies between emergent and fixed narrative.

An early interlude, delivering some of the first hints that the planet on which you’ve landed may be more than it seems.

Walking alone through the corridors of Morgan Industries, you skim the security reports on recent attacks by the horrific native “mind worms.” Giant swarms, or “boils,” of these mottled 10cm nightmares have wriggled out of the fungal beds of late, and now threaten to overwhelm base perimeters in several sectors. Victims are paralyzed with psi-induced terror, and then experience an unimaginably excruciating death as the worms burrow into the brain to implant their ravenous larvae.

Only the most disciplined security squads can overcome their fear long enough to trigger the flame guns which can keep the worms at bay. Clearly you will have to tend carefully to the morale of the troops.

Furthermore, since terror and surprise increase human casualties dramatically in these encounters, it will be important to strike first when mind-worm boils are detected. You consider ordering some Former detachments to construct sensors near vulnerable bases to aid in such detection efforts.

Alpha Centauri became a darker game as it became more story-oriented, separating itself in the process from the sanguine tale of limitless human progress that is Civilization. Reynolds subverted Alpha Centauri’s original backstory about the perfect society that had finally advanced so far as to colonize the stars. In his new version, progress on Earth has not proved all it was cracked up to be. In fact, the planet his interstellar colonists left behind them was on its last legs, wracked by wars and environmental devastation. It’s strongly implied if not directly stated that earthly humanity is in all likelihood extinct by the time the colonists wake up from cryogenic sleep and look down upon the virgin new world that the game calls simply “Planet.”


Both the original Civilization and Alpha Centauri begin by paraphrasing the Book of Genesis, but the mood diverges quickly from there. The opening movie of Civilization is a self-satisfied paean to Progress…

…while that of Alpha Centauri is filled with disquieting images from a planet that may be discovering the limits of Progress.


Although the plot was destined to culminate in a reckoning with the consciousness of Planet itself, Brian Reynolds sensed that the game needed other, more grounded and immediate forms of conflict to give it urgency right from the beginning. He created these with another piece of backstory, one as contrived as could possibly be, but not ineffective in its context for all that. As told at length in a novella that Firaxis began publishing in installments on the game’s website more than six months before its release, mishaps and malevolence aboard the colony ship, which bore the sadly ironic name of Unity, led the colonists to split into seven feuding factions, each of whom inflexibly adhere to their own ideology about the best way to organize human society. The factions each made their way down to the surface of Planet separately, to become Alpha Centauri’s equivalent of Civilization’s nations. The player chooses one of them to guide.

So, in addition to the unusually strong plot, we have a heaping dose of political philosophy added to the mix; Alpha Centauri is an unapologetically heady game. Brian Reynolds had attended graduate school as a philosophy major in a previous life, and he drew from that background liberally. The factions’ viewpoints are fleshed out largely through a series of epigrams that appear as you research new technologies, each of them attributed to one of the seven faction leaders, with an occasional quote from Aristotle or Nietzsche dropped in for good measure.

Fossil fuels in the last century reached their extreme prices because of their inherent utility: they pack a great deal of potential energy into an extremely efficient package. If we can but sidestep the 100 million year production process, we can corner this market once again.

— CEO Nwabudike Morgan,
Strategy Session

The factions are:

  • Gaia’s Stepdaughters, staunch environmentalists who believe that humanity must learn to live in harmony with nature to avoid repeating the mistakes that led to the ruination of Earth.
  • The Human Hive, hardcore collectivists whose only complaint about Chairman Mao’s Cultural Revolution is that it didn’t go far enough.
  • Morgan Industries, hardcore capitalists whose only complaint about Ayn Rand is that she didn’t go far enough.
  • The University of Planet, STEM specialists who are convinced that scientific and technological progress alone would correct all that ails society if people would just let it run unfettered and go where it takes them.
  • The Lord’s Believers, a fundamentalist sect who are convinced that God will deliver humanity to paradise if we all just pray really hard and abide by a set of stringent, arbitrary dictates.
  • The Spartan Federation, who train their children from birth to be hardened, self-sacrificing warriors like the Spartans of old.
  • The Peacekeepers, the closest thing to pragmatists in this rogue’s gallery of ideologues; they value human rights, democracy, dialog, and consensus-building, and can sometimes seem just as wishy-washy and ineffectual in the face of militant extremism as the earthly United Nations that spawned them.

Unlike the nations that appear in Civilization I and II, each of the factions in Alpha Centauri has a very significant set of systemic advantages and disadvantages that to a large extent force even a human player to guide them in a certain direction. For example, the Human Hive is excellent at building heavy infrastructure and pumping out babies, but poor at research, and can never become a democracy; the University of Planet is crazily great at research, but its populace has little patience for extended wars and is vulnerable to espionage. Trying to play a faction against type is, if not completely impossible for the advanced player, not an exercise for the faint of heart.

There is a lot of food for thought in the backstory of a ruined Earth and the foreground story of an angry Planet, as there is in the factions themselves and their ideologies, and trust me when I say that plenty of people have eaten their fill. Even today, more than a quarter-century after Alpha Centauri’s release, YouTube is full of introspective think-pieces purporting to tell us What It All Means.

Indeed, if anything, the game’s themes and atmosphere resonate more strongly today than they did when it first came out in February of 1999, at which time the American economy was booming, our world was as peaceful and open as it has ever been, and the fantasy that liberal democracy had won the day and we had reached the end of history could be easily maintained by the optimistic and the complacent. Alas, today Alpha Centauri feels far more believable than Civilization and its sang-froid about the inevitability of perpetual progress. These days, Alpha Centauri’s depiction of bickering, bitterly entrenched factions warring over the very nature of truth, progressing not at all spiritually or morally even as their technology runs wild in a hundred different perilous directions, strikes many as the more accurate picture of the nature of our species. People play Alpha Centauri to engage with modern life; they play Civilization to escape from it.

The original Civilization was ahead of the curve on global warming, prompting accusations of “political correctness” from some gamers. Paying heed to the environment is even more important in Alpha Centauri, since failing to do so can only aggravate Planet’s innate hostility. The “Eco-Damage” statistic is key.

That said, we must also acknowledge that Alpha Centauri is disarmingly good at mirroring the beliefs of its players back at them. Many people like to read a strong environmentalist message in the game, and it’s not hard to see why. Your struggles with the hostile Planet, which is doing everything it can to protect itself against the alien parasites on its surface, is an extreme interpretation of the Gaia hypothesis about Earth, even as Alpha Centauri’s  “transcendence” victory — the equivalent of Civilization’s tech victory that got us here in the first place — sees humanity overcoming its estrangement from its surroundings to literally become one with Planet.

For what it’s worth, though, in his “Designer’s Notes” at the back of the Alpha Centauri manual, the one message that Brian Reynolds explicitly states that he wishes for the game to convey is a very different one: that we ought to be getting on with the space race. “Are we content to stew in our collective juices, to turn inward as our planet runs inexorably out of resources?” he asks. “The stars are waiting for us. We have only to decide that it’s worth the effort to go there.” Personally, although I have nothing against space exploration in the abstract, I must say that I find the idea of space colonization as the solution to the problem of a beleaguered Planet Earth shallow if not actively dangerous. Even in the best-case scenario, many, many generations will pass before a significant number of humans will be able to call another celestial object their permanent home. In the meantime, there is in fact nothing “inexorable” about polluting our own planet and bleeding it dry; we have the means to stop doing so. To steal a phrase from Reynolds, we have only to decide that it’s worth the effort.

But enough with the ideology and the politics, you might be saying — how does Alpha Centauri play as a game? Interestingly, Brian Reynolds himself is somewhat ambivalent on this subject. He recalls that he set aside a week just to play Civilization II after he pronounced that game done, so thrilled was he at the way it had come out. Yet he says that he could barely stand to look at Alpha Centauri after it was finished. He was very proud of the world-building, the atmosphere, the fiction. But he didn’t feel like he had quite gotten the gameplay mechanics sorted so that they fully supported the fiction. And I can kind of see what he means.

To state the obvious: the gameplay of Alpha Centauri is deeply indebted to Civilization. Like, really, really indebted. So indebted that, when you first start to play it, you might be tempted to see it as little more than a cosmetic reskin. The cities of Civilization are now “bases”; the “goody-hut” villages are now supply pods dropped by the Unity in its last hours of life; barbarian tribes are native “mind worms”; settler engineers are terraformers; money is “energy credits”; Wonders of the World are Secret Projects; etc., etc. It is true that, as you continue to play, some aspects will begin to separate themselves from their inspiration. For example, and perhaps most notably, the mind worms prove to be more than just the early-game annoyance that Civilization’s barbarians are; instead they steadily grow in power and quantity as Planet is angered more and more by your presence. Still, the apple never does roll all that far from the tree.

Very early in a game of Alpha Centauri, when only a tiny part of the map has been revealed. Of all the contrivances in the fiction, this idea that you could have looked down on Planet from outer space and still have no clue about the geography of the place might be the most absurd.

Where Alpha Centauri does innovate in terms of its mechanics, its innovations are iterative rather than transformative. The most welcome improvement might be the implementation of territorial borders for each faction, drawn automatically around each cluster of bases. To penetrate the borders of another faction with your own units is considered a hostile act. This eliminates the weirdness that dogged the first two iterations of Civilization, which essentially saw your empire as a linked network of city-states rather than a contiguous territorial holding. No longer do the computer players walk in and plop down a city… err, base right in the middle of five of your own; no longer do the infantry units of your alleged allies decide to entrench themselves on the choicest tile of your best base. Unsurprisingly given the increased verisimilitude they yielded, national borders would show up in every iteration of the main Civilization series after Alpha Centauri.

Other additions are of more dubious value. Brian Reynolds names as one of his biggest regrets his dogged determination to let you design your own units out of the raw materials — chassis, propulsion systems, weapons, armor, and so on — provided by your current state of progression up the tech tree, in the same way that galaxy-spanning 4X games like Master of Orion allowed. It proved a time-consuming nightmare to implement in this uni-planetary context. And, as Reynolds admits, it’s doubtful how much it really adds to the game. All that time and effort could likely have been better spent elsewhere.

When I look at it in a more holistic sense, it strikes me that Alpha Centauri got itself caught up in what had perchance become a self-defeating cycle for grand-strategy games by the end of the 1990s. Earlier games had had their scope and complexity strictly limited by the restrictions of the relatively primitive hardware on which they ran. Far from being a problem, these limits often served to keep the game manageable for the player. One thinks of 1990’s Railroad Tycoon, another Sid Meier classic, which only had memory enough for 35 trains and 35 stations; as a result, the growth of your railroad empire was stopped just before it started to become too unwieldy to micro-manage. Even the original Civilization was arguably more a beneficiary than a victim of similar constraints. By the time Brian Reynolds made Civilization II, however, strategy games could become a whole lot bigger and more complex, even as less progress had been made on finding ways to hide some of their complexity from the player who didn’t want to see it and to give her ways of automating the more routine tasks of empire management. Grand-strategy games became ever huger, more intricate machines, whose every valve and dial still had to be manipulated by hand. Some players love this sort of thing, and more power to them. But for a lot of them — a group that includes me — it becomes much, much too much.

To its credit, Alpha Centauri is aware of this problem, and does what it can to address it. If you start a new game at one of the two lowest of the six difficulty levels, it assumes you are probably new to the game as a whole, and takes you through a little tutorial when you access each screen for the first time. More thoroughgoingly, it gives you a suite of automation tools that at least nod in the direction of letting you set the high-level direction for your faction while your underlings sweat the details. You can decide whether each of your cities… err, bases should focus on “exploring,” “building,” “discovering,” or “conquering” and leave the rest to its “governor”; you can tell your terraforming units to just, well, terraform in whatever way they think best; you can even tell a unit just to go out and “explore” the blank spaces on your map.

Is the cure worse than the disease?

Sadly, though, these tools are more limited than they might first appear. The tutorials do a decent job of telling you what the different stuff on each screen is and does, but do almost nothing to explain the concepts that underlie them; that is to say, they tell you how to twiddle a variety of knobs, but don’t tell you why you might want to twiddle them. Meanwhile the automation functions are undermined by being abjectly stupid more often than not. Your governor will happily continue researching string theory while his rioting citizens are burning the place down around his ears. You can try to fine-tune his instructions, but there comes a point when you realize that it’s easier just to do everything yourself. The same applies to most of the automated unit functions. The supreme booby prize has to go to the aforementioned “explore” function. As far as I can determine, it just causes your unit to move in a random direction every turn, which tends to result in it chasing its tail like a dog that sat down in peanut butter rather than charging boldly into the unknown.

This, then, is the contradiction at the heart of Alpha Centauri, which is the same one that bothers me in Civilization II. A game that purports to be about Big Ideas demands that you spend most of your time engaged in the most fiddly sort of busywork. I hasten to state once again that this is not automatically a bad thing; again, some people enjoy that sort of micro-management very much. For my own part, I can get into it a bit at the outset, but once I have a dozen bases all demanding constant attention and 50 or 60 units pursuing their various objectives all over the map, I start to lose heart. For me, this problem is the bane of the 4X genre. I’m not enough of an expert on the field to know whether anyone has really come close to solving it; I look forward to finding out as we continue our journey through gaming history. As of this writing, though, my 4X gold standards remain Civilization I and Master of Orion I, because their core systems are simple enough that the late game never becomes completely overwhelming.

Speaking of Master of Orion: alongside the questionable idea of custom-built units, Alpha Centauri also lifts from that game the indubitably welcome one of a “diplomatic victory,” which eliminates the late-game tedium of having to hunt down every single enemy base and unit for a conquest victory that you know is going to be yours. If you can persuade or intimidate enough of the other factions to vote for you in the “Planetary Council” — or if you can amass such a large population of your own that you can swamp the vote — you can make an inevitability a reality by means of an election. Likewise, you can also win an “economic” victory by becoming crazy rich. These are smart additions that work as advertised. They may only nibble at the edges of the central problem I mentioned above, but, hey, credit where it’s due.

Aesthetically, Alpha Centauri is a marked improvement over Civilization II, which, trapped in the Windows 3.1 visual paradigm as it was, could feel a bit like “playing” a really advanced Excel spreadsheet. But Alpha Centauri also exhibits a cold — not to say sterile — personality, with none of the goofy humor that has always been one of Civilization’s most underrated qualities, serving to nip any pretentiousness in the bud by reminding us that the designers too know how silly a game that can pit Abraham Lincoln against Mahatma Gandhi in a nuclear-armed standoff ultimately is. There’s nothing like that understanding on display in Alpha Centauri — much less the campy troupe of live-action community-theater advisors who showed up to chew the scenery in Civilization II. The look and feel of Alpha Centauri is more William Gibson than Mel Brooks.

While the aesthetics of Alpha Centauri represent a departure from what came before, we’re back to the same old same old when it comes to the actual interface, just with more stuff packed into the menus and sub-menus. I’m sure that Brian Reynolds did what he could, but it will nevertheless come off as a convoluted mess to the uninitiated modern player. It’s heavily dependent on modes, a big no-no in GUI design since the days when the Apple Macintosh was a brand new product. If you’re anything like me, you’ll accidentally move a unit about ten times in any given evening of play because you thought you were in “view” mode when you were actually in “move” mode. And no, there is no undo function, a feature for which I’d happily trade the ability to design my own units.

The exit dialog is one of the few exceptions to Alpha Centauri as a humor-free zone. “Please don’t go,” says a passable imitation of HAL from 2001: A Space Odyssey. “The drones need you.” Note that this is a game in which you click “OK” to cancel. Somewhere out there a human-factors interface consultant is shuddering in horror.

As so often happens in reviews like these, I find now that I’ve highlighted the negative here more than I really intended to. Alpha Centauri is by no means a bad game; on the contrary, for some players it is a genuinely great one. It is, however, a sharply bifurcated game, whose fiction and gameplay are rather at odds with one another. The former is thoughtful and bold, even disturbing in a way that Civilization never dared to be. The latter is pretty much what you would expect from a game that was promoted as “Civilization in space,” and, indeed, that was crafted by the same man who gave us Civilization II. A quick survey of YouTube reveals the two halves of the whole all too plainly. Alongside those earnest think-pieces about What It All Means, there are plenty of videos that offer tips on the minutiae of its systems and show off the host’s skill at beating it at superhuman difficulty levels, untroubled by any of its deeper themes or messages.

As you’ve probably gathered from the tone of this article, Alpha Centauri leaves me with mixed feelings. I’m already getting annoyed by the micro-management by the time I get into the mid-game, even as I miss a certain magic sauce that is part and parcel of Civilization. There’s something almost mythical or allegorical about going from inventing the wheel to sending a colony ship on its way out to the stars. Going from Biogenetics to the “Threshold of Transcendence” in Alpha Centauri is less relatable. And while the story and the additional philosophical textures that Alpha Centauri brings to the table are thought-provoking, they can only be fully appreciated once. After that, you’re mostly just clicking past the interludes and epigrams to get on to building the next thing you need for your extraterrestrial empire.

In fact, it seems to me that Alpha Centauri at the gameplay level favors the competitive player more than the experiential one; being firmly in the experiential camp myself, this may explain why it doesn’t completely agree with me. It’s a more fiercely zero-sum affair than Civilization. Those players most interested in the development side of things can’t ensure a long period of peaceful growth by choosing to play against only one or two rivals. All seven factions are always in this game, and they seem to me far more prone to conflict than those of Civilization, what with the collection of mutually antithetical ideologies that are such inseparable parts of their identities. Suffice to say that the other faction leaders are exactly the self-righteous jerks that rigid ideological extremists tend to be in real life. This does not lend itself to peace and harmony on Planet even before the mind worms start to rise up en masse. Even when playing as the Peacekeepers, I found myself spending a lot more time fighting wars in Alpha Centauri than I ever did in Civilization, where I was generally able to set up a peaceful, trustworthy democracy, forge strong diplomatic and trading links with my neighbors, and ride my strong economy and happy and prosperous citizenry to the stars. Playing Alpha Centauri, by contrast, is more like being one of seven piranhas in a fishbowl than a valued member of a community of nations. If you can find one reliable ally, you’re doing pretty darn well on the diplomatic front. Intervals of peace tend to be the disruption in the status quo of war rather than the other way around.

The other factions spend an inordinate amount of time trying to extort money out of you.

There was always an understanding at Firaxis that, for all that Alpha Centauri was the best card they had to play at that point in time from a commercial standpoint, its sales probably weren’t destined to rival those of Civilization II. For the Civilization franchise has always attracted a fair number of people from outside the core gaming demographics, even if it is doubtful how many of them really buckle down to play it.

Nonetheless, Alpha Centauri did about as well as one could possibly expect after its release in February of 1999. (Electronic Arts would surely have preferred to have the game a few months earlier, to hit the Christmas buying season, but one of the reasons Firaxis had been founded had been to avoid such compromises.) Sales of up to 1 million units have been claimed for it by some of the principals involved. Even if that figure is a little inflated, as I suspect it may be, the game likely sold well into the high hundreds of thousands.

By 1999, an expansion pack for a successful game like Alpha Centauri was almost obligatory. And indeed, it’s hard to get around the feeling that Alpha Centauri: Alien Crossfire, which shipped in October of that year, was created more out of obligation than passion. Neither the navel-gazers nor the zero-summers among the original game’s fan base seem all that hugely fond of it. Patched together by a committee of no fewer than eight designers, with the name of Brian Reynolds the very last one listed, it adds no fewer than seven new factions, which only serve to muddy the narrative and gameplay waters without adding much of positive interest to the equation; the two alien factions that appear out of nowhere seem particularly out of place. If you ask me, Alpha Centauri is best played in its original form — certainly when you first start out with it, and possibly forever.

Be that as it may, the end of the second millennium saw Firaxis now firmly established as a studio and a brand, both of which would prove very enduring. The company remains with us to this day, still one of the leading lights in the field of 4X strategy, the custodian of the beloved Civilization

Yes, Civilization. For their next big trick, Firaxis was about to get the chance to make a game under the name that they thought they’d left behind forever when they said farewell to MicroProse.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Sid Meier’s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan. Computer Gaming World of August 1996, January 1998, September 1998, April 1999, and January 2000; Next Generation of July 1997; Retro Gamer 241. Also the Alpha Centauri manual, one of the last examples of such a luxuriously rambling 250-page tome that the games industry would produce.

Online sources include Soren Johnson’s interview of Brian Reynolds for his Designer’s Notes podcast and Reynolds’s appearance on the Three Moves Ahead podcast (also with Soren Johnson in attendance). The YouTube think-pieces I mentioned include ones by GaminGHD, Waypoint, Yaz Minsky, CairnBuilder, and Lorerunner.

Where to Get It: Alpha Centauri and its expansion Alien Crossfire are available as a single digital purchase at GOG.com.

 

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Ethics in Strategy Gaming, Part 2: Colonization

Just what do you do next after you’ve created an epic, career-defining masterpiece? That was the question facing Sid Meier after the release of Civilization in the waning days of 1991, after the gushing reviews and the impressive sales figures had begun pouring in to his employer MicroProse. How could he go back to making games that were merely about something when he had already made the game of everything? “Civilization was such a big game that it’s hard to find a topic that doesn’t feel as if you were going backwards,” he admitted in an interview in the summer of 1992. Anything he did next seemed destined to be an anticlimax.

Meier’s first decision about his future was an eminently sensible one: he would take a break. Asked what he was currently working on during that same interview, his reply was blunt: “Absolutely nothing! I’m going to take it easy for a while.” And truly, if anyone in the games industry deserved a timeout, it was him. Meier had maintained an insane pace for the last decade, acting as both lead designer and lead programmer on no less than 21 commercially released games, three of them — Pirates!Railroad Tycoon, and of course Civilization — universally lauded icons whose influence has remained pervasive to this day. Indeed, those three games alone, released within five years of one another, constitute as extraordinary a creative outpouring as the field of gaming has ever known. But now, Meier was finally feeling burnt out, even as his marriage was ending — at least partially the result, no doubt, of all those years spent burning the candle at both ends. He desperately needed to catch his breath.

The Sid Meier who returned to the job months later had a new attitude toward his work. He wouldn’t try to somehow top Civilization in terms of scale and scope, but would rather use the fame and money it had brought him to work on whatever most interested him personally at any given time, whilst maintaining a much more sustainable work-life balance. Sometimes these projects would strike others — not least among them MicroProse’s management team — as almost perversely esoteric.

Never was this more the case than with his very first post-Civilization endeavor, as dramatic a departure from the expected as any game designer has ever dared to make. In fact, C.P.U. Bach wasn’t actually a game at all.


The music of Johann Sebastian Bach had long been enormously important to Meier, as he wrote in his recent memoir:

The sense I get when I listen to his work is that he’s not telling me his story, but humanity’s story. He’s sharing the joys and sorrows of his life in a more universal sense, a language that doesn’t require me to understand the specifics of his situation. I can read a book from eighteenth-century Germany, and find some amount of empathy with the historical figures inside, but there will always be a forced translation of culture, society, and a thousand other details that I can never truly understand. Bach isn’t bogged down in those things — he’s cutting straight to the heart of what we already have in common. He can reach across those three hundred years and make me, a man who manipulates electromagnetic circuits with my fingertips on a keyboard, feel just as profoundly as he made an impoverished farmer feel during a traditional rural celebration. He includes me in his story, just as I wanted to include my players in my games; we make the story together. Bach’s music is a perfect illustration of the idea that it’s not the artist that matters, but the connection between us.

Often described as the greatest single musical genius in the history of the world, Bach is as close to a universally beloved composer as one can find, as respected by jazz and rock musicians as he is in the classical concert halls. And mathematicians tend to find him almost equally alluring: the intricate patterns of his fugues illustrate the mathematical concepts that underlie all music, even as they take on a fragile beauty in their own right, outside the sound that they produce. The interior of Bach’s music is a virtual reality as compelling as any videogame, coming complete with an odd interactive quality. Meier:

He routinely used something called invertible counterpoint, in which the notes are designed to be reversible for an entirely new, but still enjoyable, sound. He also had a fondness for puzzle canons, in which he would write alternating lines of music and leave the others blank for his students — often his own children — to figure out what most logically belonged in between.

Bach even went so far as to hide codes in many of his works. Substituting place values for letters creates a numeric total of 14 for his last name, and this number is repeatedly embedded in the patterns of his pieces, as is its reverse 41, which happens to be the value of his last name plus his first two initials. His magnum opus, The Art of the Fugue, plays the letters of his name in the notes themselves (in German notation, the letter B refers to the note we call B-flat, and H is used for B-natural). At the top of one famous piece, The Well-Tempered Clavier, he drew a strange, looping flourish that scholars now believe is a coded set of instructions for how to tune the piano to play in every possible key, opening up new possibilities for variation and modulation.

With C.P.U. Bach, Meier attempted to make a computer write and play “new” Bach compositions, working off of the known techniques of the master, taking advantage of the way that his musical patterns were, as Meier puts it, “both predictable and stunning.” Meier insists that he created the program with no intent to diminish his favorite composer, only to celebrate him. “Creating a computer [program] that creates art counts as a form of artistic expression itself,” he says.

To aid him in the endeavor, he enlisted one Jeff Briggs, a soundtrack composer at MicroProse. Together the two labored away for more than a year on the most defiantly artsy, uncommercial product of MicroProse or Sid Meier’s history. They decided to publish it exclusively on the new 3DO multimedia console, another first for the company and the designer, because they couldn’t bear to hear their creation through the often low-fidelity computer sound cards of the time; by targeting the 3DO, they guaranteed that their program’s compositions would be heard by everyone in CD-quality fidelity.

Still, the end result is a bit underwhelming, managing only to provide an ironic proof of the uniquely human genius of Johann Sebastian Bach. C.P.U. Bach generates music that is pleasantly Bach-like, but it cannot recreate the ineffable transcendence of the master’s great works.

Pick a Baroque musical form, and C.P.U. Bach will compose a brand new example of same for you.

An esoteric product for a console that would itself prove a failure, C.P.U. Bach sold horribly upon its release in 1994. But Meier doesn’t apologize for having made this least likely of all possible follow-ups to Civilization: “My only regret is that [it] is essentially unplayable today, now that the physical console has become a lost relic.” Sometimes you just have to follow your muse, in game design as in music — or, in this case, in a bit of both.



While Sid Meier was first taking a breather and then pursuing his passion project, the public image of MicroProse was being transformed by Civilization. Having made their name in the 1980s as a publisher of vehicular military simulations, they suddenly became the premiere publisher of strategy games in the eyes of many, taking over that crown from SSI, who had largely abandoned those roots to plunge deep into licensed Dungeons & Dragons CRPGs. MicroProse was soon inundated with submissions from outsiders who had played Civilization and wanted their strategy game to go out with the same label on the box as that one, thank you very much. By no means were all of the strategy games MicroProse came to publish as a result equally worthy, but the cream of the crop — titles like Master of Orion, Master of Magic, X-COM, and Transport Tycoon — were as creatively and commercially successful as the genre got during the first half of the 1990s.

The great irony about the MicroProse of this period is that these kinds of games, the ones with which the company was now most identified in the minds of gamers, were almost all sourced from outsiders while the company’s internal developers marched in a multitude of other directions. Much effort was still poured into making yet more hardcore flight simulators like the ones of old, a case of diminishing returns as the tension of the Cold War and the euphoria of the First Gulf War faded into the past. Other internal teams plunged into standup-arcade machines, casual “office games,” complicated CRPGs, and a line of multimedia-heavy adventure games that were meant to go toe-to-toe with the likes of Sierra and LucasArts.

These ventures ranged from modest successes to utter disasters in the marketplace, trending more toward the latter as time went on. The income from the outside-developed strategy games wasn’t enough to offset the losses; by 1993, the company was facing serious financial problems. In June of that year, Spectrum Holobyte, a company with a smaller product catalog but a large amount of venture capital, acquired MicroProse.

Many projects were cancelled in the wake of the acquisition, leaving many employees in limbo, waiting to find out whether their future held a new work assignment or a pink slip. One of this group was Brian Reynolds, a programmer and dedicated tabletop wargamer who had come to MicroProse to escape from his Berkeley graduate program in philosophy and been assigned to the now-cancelled adventure line. With nothing else to do, he started to tinker with a strategy game dealing with what he found to be one of the most fascinating subjects in all of human history: the colonization of the New World. Having never designed a grand-strategy game before, he used Civilization, his favorite example of the genre, as something of a crutch: he adapted most of its core systems to function within his more focused, time-limited scenario. (Although said scenario brings to mind immediately Dani Bunten Berry’s Seven Cities of Gold — a game which was ironically a huge influence on Meier’s Pirates!, Railroad Tycoon, and Civilization — Reynolds claims not to have had it much in mind when he started working on his own game. “I didn’t personally like it as a game,” he says. “It all felt like empty forests.”) Reynolds had little expectation that his efforts would amount to much of anything in the end. “I was just doing this until they laid me off,” he says. Although he was working in the same building as Meier, it never even occurred to him to ask for the Civilization source code. Instead he reverse-engineered it in the same way that any other hacker would have been forced to do.

Nevertheless, word of the prototype slowly spread around the office, finally reaching Meier. “Can you come talk to Sid about this?” Reynold’s manager asked him one day. From that day forward, Colonization was an official MicroProse project.

The powers that were at the company would undoubtedly have preferred to give the reins of the project to Meier, placing Reynolds in some sort of junior design and/or programming role. But Meier was, as we’ve already seen, up to his eyebrows in Johann Sebastian Bach at the time, and was notoriously hard to corral under any circumstances. Further, his sense of fair play was finely developed. “This is your idea,” he said to Reynolds. “You deserve to have ownership of it.” He negotiated an arrangement with MicroProse’s management whereby he would serve as a design advisor, but the project as a whole would very much remain Brian Reynold’s.


Having secured our charter…

… we set off for the New World.

The early game of exploration and settlement is in some ways the most satisfying, being free from the micromanagement that crops up later.

The map can get crowded indeed as time goes on.

Like so much in the game, the city-management screen draws heavily from Civilization, but the row of trade goods along the bottom of the screen reflects the more complex economic model.

We declare independence! Hopefully our armies are up for the war that will follow.


The finished Colonization lets you play as the British, the Spanish, the Dutch, or the French. You begin the game in that pivotal year of 1492, ready to explore and found your first colony in the Americas. In keeping with the historical theme, trade is extremely important — much more so than in the highly abstracted economic model employed by Civilization. Sugar, cotton, and tobacco — grown, processed, and shipped back to the Old World — are the key to your colonies’ prosperity. (Brian Reynolds has said only semi-facetiously that his intention with Colonization was to “combine together all the best things from Civilization and Railroad Tycoon — because that would make the game even better!”) Naturally, you have to deal with the Native Americans who already inhabit the lands into which you want to expand, as you do the other European powers who are jockeying for dominance. Your ultimate goal is to build a federation of colonies self-sufficient enough to declare independence from its mother country, an event which is always followed by a war. If you win said war, you’ve won the game. If, on the other hand, you lose the war, or fail to force an outcome to it by 1850, or fail to trigger it at all by 1800, you lose the game.

Even if we set aside for the moment some of the uncomfortable questions raised by its historical theme and the aspects thereof which it chooses to include and exclude, Colonization reveals itself to be a competent game but far from a great one. Sid Meier himself has confessed to some serious misgivings about the rigid path — independence by an arbitrary date or bust — down which Brian Reynolds elected to force its player:

It was a grandiose, win-or-lose proposition with the potential to invalidate hours of successful gameplay. Generally speaking, I would never risk alienating the player to that degree. It was historically accurate, however, and Brian saw it as a satisfying boss battle rather than a last-minute bait and switch, so I deferred to him. Good games don’t get made by committee.

Not only is the choice problematic from a purely gameplay perspective, but it carries unfortunate overtones of all-too-typically-American historical chauvinism in forcing the Spanish, Dutch, and French colonies to clone the experience of the British colonies that turned into the United States in order to win the game — the implication being that those colonies’ very different real histories mark them as having somehow done things wrong in contrast to the can-do Yankees.

But Colonization has plenty of other, more practical flaws. Micromanagement, that ever-present bane of so many grand-strategy games, is a serious issue here, thanks not least to the nitty-gritty complexities of the economic model; by the time you’re getting close to the point of considering independence, you’ll be so bogged down with the busywork of handing out granular work assignments to your colonists and overseeing every freight shipment back home that you’ll be in danger of losing all sense of any bigger picture. In contrast to the seamless wholeness of Civilization, Colonization remains always a game of disparate parts that don’t quite mesh. For example, the military units you can raise always seem bizarrely expensive in proportion to their potency. It takes an eternity of micro-managing tedium to build even a halfway decent military, and even when you finally get to send it out into the field you still have to spend the vast majority of your time worrying about more, shall we say, down-to-earth matters than fighting battles — like, say, whether you’ve trained enough carpenters in your cities and whether their tools are in good repair. The funnest parts of Colonization are the parts you spend the least amount of time doing.

In the end, then, Colonization never manages to answer the question of just why you ought to be playing this game instead of the more generous, open-ended, historically expansive Civilization. Computer Gaming World magazine, the industry’s journal of record at the time of the game’s release in late 1994, published a sharply negative review, saying that there was “more tedium and less care” in Colonization than in Civilization.

One might expect such a review from such an influential publication to be a game’s death knell. Surprisingly, though, Colonization did quite well for itself in the marketplace. Brian Reynolds estimates today that it sold around 300,000 copies. Although that figure strikes me as perhaps a little on the high side, there’s no question that the game was a solid success. For proof, one need only look to what Reynolds got to do next: he was given the coveted role of lead designer on Civilization II after Sid Meier, ever the iconoclast, refused it.

But here’s the odd thing: Meier’s name would appear in bold letters on the box of Civilization II, as it had on the box of Colonization before it, while that of Brian Reynolds was nowhere to be found on either. MicroProse’s marketing department had first hit upon the idea of using Meier’s name prominently back in 1987, when they’d pondered how to sell Pirates!, a game that was not only radically different from anything MicroProse had released before but was impossible to comfortably classify into any existing gaming genre. It seemed to work; Sid Meier’s Pirates! became a big hit. Since then, the official titles of most of Meier’s games had come with the same prefix. Sid Meier’s Colonization, however, was something new, marking the first time that MicroProse’s marketers assigned Meier ownership of a game he hadn’t truly designed at all. “Yes, I made suggestions along the way,” he says today, “but it had been up to Brian whether to accept them. Colonization was not Sid Meier’s game.”

And yet the name emblazoned at the top of the box stated just the opposite. Meier rationalizes this fact by claiming that “‘Sid Meier’s’ now meant ‘Sid Meier mentored and approved’ instead of ‘Sid Meier personally coded.'” But even this statement is hard to reconcile with the text on the back of the box, which speaks of “Colonization, the newest strategy game from Sid Meier [that] continues the great tradition of Civilization.” Clearly MicroProse’s marketing department, if not Meier himself, was completely eager to make the public believe that Sid Meier had designed Colonization, full stop — and, indeed, the game was received on exactly these terms by the press and public. Brian Reynolds, for his part, was happy to give his mentor all of the public credit for his work, as long as it helped the game to sell better and gave him a chance to design more games in the future. The soft-spoken, thoughtful Sid Meier, already the most unlikely of celebrities, had now achieved the ultimate in celebrity status: he had become a brand unto himself. I trust that I don’t need to dwell on the irony of this in light of his statement that “it’s not the artist that matters.”



But MicroProse’s decision to publicly credit Colonization to someone other than the person who had actually designed it is hardly the most fraught of the ethical dilemmas raised by the game. As I’ve already noted, the narrative about the colonization of the New World which it forces its player to enact is in fact the semi-mythical origin story of the United States. It’s a story that’s deeply rooted in the minds of white Americans like myself, having been planted there by the grade-school history lessons we all remember: Pilgrims eating their Thanksgiving dinner with the Indians, Bostonians dumping British tea into the ocean to protest taxation without representation, Paul Revere making his midnight ride, George Washington leading the new country to victory in war and then showing it how it ought to conduct itself in peace.

In presenting all this grade-school history as, if not quite inevitable, at least the one satisfactory course of events — it is, after all, a matter of recreating the American founding myth or losing the game — Colonization happily jettisons any and all moral complexity. One obvious example is its handling of the Native American peoples who were already living in the New World when Europeans decided to claim those lands for themselves. In the game, the Native Americans you encounter early on are an amiable if primitive and slightly dim bunch who are happy enough to acknowledge your hegemony and work for you as long as you give them cigars to smoke and stylish winter coats to wear. Later on, when they start to get uppity, they’re easy enough to put back in line using the stick instead of the carrot.

And then there’s the game’s handling of slavery — or rather its lack of same. It’s no exaggeration to say that all of the modern-day countries of North and South America were built by the sweat of slaves’ brows. Certainly the extent to which the United States in particular was shaped by what John C. Calhoun dubbed The Peculiar Institution can hardly be overstated; the country’s original sin still remains with us today in the form of an Electoral College and Senate that embody the peculiarly undemocratic practice of valuing the votes of some citizens more than those of others, not to mention the fault lines of racial animus that still fracture American politics and society. Yet the game of Colonization neatly sidesteps all of this; in its world, slavery simply doesn’t exist. Is this okay, or is it dangerous to so blithely dismiss the sins and suffering of our ancestors in a game that otherwise purports to faithfully recreate history?



Johnny L. Wilson, the editor-in-chief of Computer Gaming World, stood virtually alone among his peers in expressing concern about the thin slice of life’s rich pageant that games of the 1990s were willing and able to encompass. He alone spoke of “the preponderance of violent solutions as opposed to creative exploration and experimentation, the increasingly narrow scope of subject matter perceived as marketable, the limited nature of non-player characters and our assumptions about game players.” Unsurprisingly, then, he was the first and as it turned out the only gaming journalist of his era to address Colonization not just as a good, bad, or indifferent game in the abstract, but as a rhetorical statement about the era which it attempted to recreate, whether it wished to be such a thing or not. (As the school of Deconstructionism constantly reminds us, it’s often the works that aren’t actually trying to say anything at all about a subject which end up having the most to tell us about their makers’ attitudes toward it…) Wilson raised his concerns before Colonization was even released, when it existed only in a beta version sent to magazines like his.

Two upcoming games on the colonial era will excise slavery from the reality they are simulating: Sid Meier’s Colonization from MicroProse and Impressions’ High Seas Trader. Both design teams find the idea of slavery, much less the institution of slavery, to be repugnant, and both teams resist the idea of “rewarding” the gamer for behavior which is and was abominable.

This reminds me of the film at Mount Vernon where the narration explains that Washington abhorred slavery, so he left wording in his will so that, upon his and Martha’s deaths, his slaves would be freed. To me, that’s tantamount to saying, “I’ll correct this immoral practice as soon as it doesn’t cost me anything anymore!”

It is obvious that George didn’t find it economically viable to be moral in that circumstance. So, if slavery was such an important facet of the colonial economy that even the “father of our country” couldn’t figure out how to build a successful business without it, how do we expect to understand the period in which he lived without having the same simulated tools at our disposal? Maybe we would have some belated appreciation for those early slaves if we didn’t try to ignore the fact of their existence.

Of course, we know what the answer is going to be. The game designers will say that they “only put in the cool parts” of history. We hear that. Yet, while there is nothing wrong with emphasizing the most entertaining parts of a historical situation, there is a danger in misrepresenting that historical situation. Maybe it doesn’t add credibility to the revisionist argument that Auschwitz never happened when we remove the Waffen SS from a computer game, but what happens when someone removes Auschwitz from the map? What happens when it is removed from the history books?

Removing the horrors of history from computer games may not be a grand conspiracy to whitewash history, but it may well be a dangerous first step.

Wilson’s editorial prompted an exchange in the reader-letters section of a subsequent issue. I’d like to reprint it in an only slightly edited form here because the points raised still pop up regularly today in similar discussions. We begin with a letter from one Ken Fishkin, who takes exception with Wilson’s position.

Johnny Wilson seems to have forgotten that the primary purpose of a game is to entertain. Computer games routinely engage in drastic alterations, simplifications, and omissions of history. Railroad Tycoon omitted Chinese labor and union strife. In SimCity, the mayor is an absolute dictator who can blithely bulldoze residential neighborhoods and churches with a mere click of the mouse, and build the Golden Gate Bridge in weeks instead of decades. In Sid Meier’s Civilization, Abraham Lincoln is immortal, phalanxes can sink battleships, and religious strife, arguably the single most important factor in the history of international relations, is totally omitted. And yet Computer Gaming World gave these games its highest praise, placing all of them in its Hall of Fame!

It is hypocritical of Computer Gaming World to criticize Sid Meier’s Colonization in the same issue in which it effusively praises Sid Meier’s Civilization. Computer Gaming World used to know that computer games shouldn’t be held to the same standards of historical accuracy as a textbook.

The magazine’s editorial staff — or really, one has to suspect, Wilson himself — replied thusly:

Is it hypocritical? The same Johnny Wilson that wrote the column had an entire chapter in The SimCity Planning Commission Handbook which talked about the realities that were not simulated (along with some elaborate workarounds that would enable gamers to see how much had been abstracted) and he also questioned certain historical abstractions in [his Civilization strategy guide] Rome on 640K a Day. Do these citations seem hypocritical? Different games have different levels of perspective and different levels of abstraction. Their success or failure will always depend on the merit of their gameplay, but that doesn’t mean we shouldn’t consider their historical/factual underpinning as well.

Even if certain historical/real aspects have to be abstracted for the sake of gameplay, the designers have a responsibility to acknowledge, tip their hat to, or clarify those conditions which they have abstracted. When it comes to orders of battle and dominant practices, they should be addressed in some way and not ignored because they are inconvenient. We agree that a game should be balanced enough to play well, but the lessons of history should not be totally glossed over. We fear that there is a tendency of late to do just that.

Finally, we have a letter from Gilbert L. Brahms, writing in support of Wilson’s position.

Your theses are very well-taken. Computer games become nothing [more] than schlock entertainment if they strip realism from historical recreations. There is no point in presenting any [game] referring to World War II Germany without presenting Nazism in all its symbology, nay, without including the imagery which ensorcelled those desperate and gullible Germans of the time into surrendering themselves “mit ganzen Willen” to Hitler’s blandishments.

The sins of the past are not eradicated by repression; in fact, they become all the more fascinating for having become forbidden fruit. Only critical confrontation can clarify such atrocities as occurred in the 1940s and can tutor us to resist such temptations again, in ourselves as well as in others.

If, therefore, a computer game should truly aspire to become a work of art, it must fulfill both the recreative and the didactive functions inherent in all serious aesthetic productions: it must present horrible conflicts with all of their nasty details.

I’ll return to the arguments presented above in due course. Before I do that, though, I’d like to take a brief leap forward in time.

In 2008, Firaxis Games — a company founded by Sid Meier, Brian Reynolds, and Jeff Briggs — announced a new version of Colonization, which once again chose to present Native Americans as dim-witted primitives and to completely ignore the historical reality of slavery. Even before its release, Ben Fritz, a gaming blogger for Variety, loudly attacked it for having committed the vaguely defined, all-purpose crime of being “offensive.” Fritz’s blog post is neither well-argued nor well-written — “I literally exclaimed ‘holy sh*t’ out loud when I was reading an email this morning,” goes its unpromising beginning — so I won’t bother to quote more from it here. But it was a harbinger of the controversy to come, which came to dominate the critical discussion around the new Colonization to the point that its qualities as a mere game were all but ignored. Firaxis published the following terse missive in a fruitless attempt to defuse the situation:

For seventeen years the Civilization series has given people the opportunity to create their own history of the world. Colonization deals with a specific time in global history, and treats the events of that time with respect and care. As with all previous versions of Civilization, the game does not endorse any particular position or strategy – players can and should make their own moral judgments. Firaxis keeps the player at the center of the game by providing them with interesting choices and decisions to make, which has proven to be a fun experience for millions of people around the world.

Whatever its merits or lack thereof, this argument was largely ignored. The cat was now well and truly out of the bag, and many academics in particular rushed to criticize the “gamefication of imperialism” that was supposedly at the core of even the original game of Civilization. In his recent memoir, Sid Meier describes their critiques with bemusement and more than a touch of condescension.

This philosophical analysis quickly spread to my older titles — or as one paper described them, my “Althusserian unconscious manifestations of cultural claims” with “hidden pedagogical aspirations.” Pirates! wasn’t about swashbuckling, it turned out, but rather “asymmetrical and illegal activities [that] seem to undermine the hierarchical status quo while ultimately underlining it.” Even C.P.U. Bach was accused of revealing “a darker side to the ideological sources at work behind ludic techniques.”

All I can say is that our motives were sincere, and maybe these guys have a little too much time on their hands.

For all that I’m usually happy to make fun of the impenetrable writing which too many academics use to disguise banal ideas, I won’t waste space shooting those fish in a barrel here. It’s more interesting to consider the differing cultural moments exemplified by the wildly divergent receptions of the two versions of Colonization — from a nearly complete silence on the subject of the potentially problematic aspects of its theme and implementation thereof to red-faced shouting matches all over the Internet on the same subjects. Through this lens, we can see how much more seriously people came to take games over a span of fourteen years, as well as how much more diverse the people playing and writing about them became. And we can also see, of course, how the broader dialog around history changed.

Those changes have only continued and, if anything, accelerated in the time since 2008; I write these words at the close of a year in which the debates surrounding our various historical legacies have become more charged than ever. One side accuses the other of ignoring all of the positive aspects of the past and trying to “cancel” any historical figure who doesn’t live up to its fashionable modern ideals of “wokeness.” Meanwhile the opposing side accuses its antagonists of being far too eager to all too literally whitewash the past and make excuses for the reprehensible conduct of its would-be heroes. Mostly, though, the two sides prefer just to call one another nasty names.



So, rather than wading further into that morass, let’s return to the arguments I reprinted without much commentary above, applying them now not only to Colonization but also to Panzer General, the subject of my first article in this two-part series. It strikes me that the best way to unpack a subtle and difficult subject might be to consider in turn each line of argument supporting the claim that Colonization — and by implication Panzer General — are fine just as they are. We’ll begin with the last of them: Firaxis’s corporate response to the controversy surrounding the second Colonization.

Said response can be summed up as the “it’s not the game, it’s the player!” argument. It’s long been trotted out in defense of a huge swath of games with objectionable or potentially objectionable content; Peter Molyneux was using it to defend the ultra-violence in Syndicate already in 1993, and there are doubtless examples that predate even that one. The core assertion here is that the game doesn’t force the player’s hand at all — that in a game like, say, Grand Theft Auto it’s the player who chooses to indulge in vehicular mayhem instead of driving politely from place to place like a law-abiding citizen.

Of course, this argument can’t be used as an equally efficacious escape hatch for all games. While Panzer General will allow you to command the Allied forces if you play a single scenario, the grand campaign which is the heart of that game’s appeal only allows you to play a Nazi general, and certainly gives you no option to turn against the Nazi cause at some point, as Erwin Rommel may or may not have done, beyond the obvious remedy of shutting off the computer. But Colonization does appear to do a little better on this front, at least at first glance. As many defenders of the game are at pains to point out, you can choose to treat the Native Americans you encounter relatively gently in comparison to the European colonizers of recorded history (admittedly, not really a high bar to clear). Still, the fact does remain that you will be forced to subjugate them to one degree or another in order to win the game, simply because you need the land and resources which they control if you hope to win the final war for independence.

Here, then, we come to the fatal flaw that undermines almost all applications of this argument. Its proponents would seemingly have you believe that the games of which they speak are rhetorically neutral sandboxes, exact mirror images of some tangible objective reality. But this they are not. Even if they purport to “simulate” real events to one degree or another, they can hope to capture only a tiny sliver of their lived experience, shot through with the conscious and subconscious interests and biases of the people who make them. These last are often most clearly revealed through a game’s victory conditions, as they are in the case of Colonization. To play Colonization the “right” way — to play it as the designers intended it to be played — requires you to exploit and subjugate the people who were already in the New World millennia before your country arrived to claim it. Again, then, we’re forced to confront the fact that every example of a creative expression is a statement about its creators’ worldview, whether those creators consciously wish it to be such a thing or not. Labeling it a simulation does nothing to change this.

The handling — or rather non-handling — of slavery by Colonization is an even more telling case in point. By excising slavery entirely, Colonization loses all claim to being a simulation of real history to any recognizable degree whatsoever, given how deeply intertwined the Peculiar Institution was with everything the game does deign to depict. Just as importantly, the absence of slavery invalidates at a stroke the claim that the game is merely a neutral sandbox of a bygone historical reality for the player’s id, ego, and superego to prance through. For this yawning absence is something over which the player has no control. She isn’t given the chance to take the moral high road by refusing to participate in the slave trade; the designers have made that choice for her, as they have so many others.

I require less space to dispense with Ken Fishkin’s equating of Railroad Tycoon‘s decision not to include exploited Chinese laborers and SimCity‘s casting you in the role of an autocratic mayor with the ethical perils represented by Colonization‘s decision not to include slavery and Panzer General‘s casting you in the role of a Nazi invader. Although Fishkin expresses the position about as well as can reasonably be expected, these sorts of pedantic, context-less gotcha arguments are seldom very convincing to anyone other than the overly rigid thinkers who trot them out. I freely acknowledge that all games which purport to depict the real world do indeed simplify it enormously and choose a very specific domain to focus upon. So, yes, Railroad Tycoon as well does whitewash the history it presents to some extent. Yet the exploitation of Chinese labor in the Old West, appalling though it was, cannot compare to the pervasive legacy of American slavery and the European Holocaust in today’s world. Debaters who claim otherwise quickly start to sound disingenuous. In any discussion of this nature, space has to be allowed for degree as well as kind.

And so we arrive at Fishkin’s other argument from principle, the very place where these sorts of discussions always tend to wind up sooner or later. “The primary purpose of a game is to entertain,” he tells us. Compare that statement with these assertions of Gilbert L. Brahms: “Computer games become nothing [more] than schlock entertainment if they strip realism from historical recreations. If a computer game should truly aspire to become a work of art, it must fulfill both the recreative and the didactive functions inherent in all serious aesthetic productions: it must present horrible conflicts with all of their nasty details.” Oh, my. It seems that we’ve landed smack dab in the middle of the “are games art?” debate. What on earth do we do with this?

Many of us have been conditioned since childhood to believe that games are supposed to be fun — no more, no less. Therefore when a game crosses our path that aspires to be more than just fun — or, even more strangely, doesn’t aspire to be “fun” in the typical sense of the word at all — we can find it deeply confusing. And, people being people, our first reaction is often outrage. Three years before the second version of Colonization was released, one Danny Ledonne made Super Columbine Massacre RPG!, an earnest if rather gawkily adolescent attempt to explore the backgrounds and motivations of the perpetrators of the high-school massacre in question. A book on the same theme would have been accepted and reviewed on its merits, but the game received widespread condemnation simply for existing. Since games by definition can aspire only to being fun, Ledonne must consider it fun to reenact the Columbine massacre, right? The “games as art” and “serious games” crews tried to explain that this edifice of reasoning was built upon a faulty set of assumptions, but the two sides mostly just talked past one another.

Although the “just a game” defense may seem a tempting get-out-of-jail-free card in the context of a Panzer General or a Colonization, one should think long and hard before one plays it. For to do so is to infantilize the entire medium — to place it into some other, fundamentally different category from books and movies and other forms of media that are allowed a place at the table where serious cultural dialog takes place.

The second version of Colonization found itself impaled on the horns of these two very different sets of assumptions about games. Its excision of slavery drew howls of protest calling it out for its shameful whitewashing of history. But just imagine the alternative! As Rebecca Mir and Trevor Owens pointed out in a journal article after the hubbub had died down, the controversy we got was nothing compared to the one we would have had if Colonization had given the naysayers what many of them claimed to want: had better captured historical reality by actually letting you own and trade slaves. The arguments against the one approach are predicated on the supposition that at least some types of games are more than idle entertainments, that a game which bills itself as a reasonably accurate reenactment of colonial history and yet excises slavery from its narrative deserves to be condemned in the same terms as a book or movie which does the same; the arguments against the other are rooted in the supposition that games are just fun, and how dare you propose that it’s fun to join the slave trade. Damned if you do, damned if you don’t. Perhaps the only practical solution to the dilemma is that of simply not making any more versions of Colonization. No, it’s not a terribly satisfying solution, placing limits as it does on what games are allowed to do and be. Nevertheless, it’s the one that Firaxis will almost certainly choose to employ in the future.

I do want to emphasize one more time here at the end of this pair of articles that neither Panzer General nor Colonization was created with any conscious bad intent. They stem from a time when computer gaming was much more culturally homogeneous than it has become, when computer gamers were to an almost overwhelming degree affluent, stereotypically “nerdy” white males between the ages of 10 and 35. People of privilege that they were, usually immersed in the hard sciences rather than the irritatingly amorphous but more empathetic humanities, they struggled to identify with those crosscurrents of society and history outside their own. Although the wargaming subculture that spawned Panzer General and Colonization still exists, and would still receive those exact games today in the same unquestioning way, it’s vastly smaller than it used to be in proportion to the overall mass of gamers. And, again, its blind spots then and now remain venal sins at worst in the grand scale of things.

That said, I for one am happy that the trajectory of gaming since 1994 has been ever outward, both in terms of the types of people who play games and the kinds of themes and experiences those games present. Indeed, it sometimes seems to me that their very scope of possibility is half the reason we can so easily confuse one another when we try to talk about games. Certainly one person’s idea of a satisfying game can be markedly different from another’s, such that even as brilliant a mind as that of Sid Meier can have trouble containing it all. His famous categorical claim that a good game is a “series of interesting decisions” is true enough in the case of the games he prefers to play and make, but fails to reckon with the more experiential aspects of interactivity which many players find at least equally appealing. It’s thus no surprise that he offhandedly dismisses adventures games and other interactive experiences that are more tightly plotted and less zero-sum.

I’ve often wondered whether this label of “game” is really all that useful at all, whether there’s really any more taxonomical kinship between a Colonization and a Super Columbine RPG! than there is between, say, books and movies. Digital games are the ultimate form of bastard media, appropriating elements from all of the others and then slathering on top of it all the special sauce of interactivity. Perhaps someday we’ll figure out how to talk about this amorphous stew of possibility that just keeps bubbling up out of the pot we want to use to contain it; perhaps someday we’ll divide it up into a collection of separate categories of media, using those things we call “gaming genres” now as their basis. In the meantime, we’ll just have to hang on for the ride, and try not to rush to judgment too quickly when our expectations of the medium don’t align with those of others.

(Sources: the books Sid Meier’s Memoir!: A Life in Computer Games by Sid Meier with Jennifer Lee Noonan and the article “Modeling Indigenous Peoples: Unpacking Ideology in Sid Meier’s Colonization” by Rebecca Mir and Trevor Owens, from the book Playing with the Past: Digital Games and the Simulation of History; PC Review of August 1992; Computer Gaming World of April 1994, September 1994, November 1994, and December 1994; online sources include “How Historical Games Integrate or Ignore Slavery” by Amanda Kerry on Rock Paper Shotgun; “Colonialism is Fun? Sid Meier’s Civilization and the Gamefication of Imperialism” by CIGH Exeter on the Imperial and Global Forum; Soren Johnson’s interview with Brian Reynolds; IGN‘s interview with Brian Reynolds; Ben Fritz’s blog on Variety.

Colonization is available for digital purchase on GOG.com. C.P.U. Bach, having been made only for a long-since-orphaned console, is sadly not.)

 
 

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