EchoDitto Blog

Progressive Gaming Possibilities

January 5, 2006 - 9:23am

Over the holiday I indulged in a neglected favorite pastime: computer gaming. After playing my two recent purchases -- The Movies and Civilization IV -- I dusted off my copy of The Sims 2 and unearthed my copy of Tropico, which is still one of the best political simulations I've played.  Afterwards, I couldn't resist the urge to look for another new game. But after a few trips down the aisles of various stores, I realized that as a gamer I'm something of an odd duck.  First-person shooters don't appeal much to me. And they're the most ubiquitous games on the market.  I'd rather  buildsomething, or work out a strategy to achieve a certain goal, like in political simulation games.  I didn't find anything that caught my eye, until I stumbled across an old del.icio.us link to an upcoming game. It's called A Force More Powerful, and if it's as good as it sounds, it will be my next computer game purchase.

Can a computer game help people learn how to defeat dictators, military occupiers, and corrupt rulers—not with laser rays and AK47s—but with a non-military strategy and nonviolent weapons?

Such a game will soon be available: A Force More Powerful – the Game of Nonviolent Strategy is the first and only interactive teaching tool in the field of nonviolent conflict. Developed by The International Center on Nonviolent Conflict (ICNC), media firm York Zimmerman Inc. and game designers at BreakAway Ltd., the game is built on nonviolent strategies and tactics used successfully in conflicts around the world.

Featuring ten scenarios inspired by history, A Force More Powerful simulates nonviolent struggles to win freedom and secure human rights against dictators, occupiers, colonizers, and corrupt regimes, as well as campaigns for political and human rights for minorities and women. The game models real-world experience, allowing players to devise strategies, apply tactics and see the results.

I just might buy it on principle alone when it becomes available in February, just to support the effort in the hope that there will be more to come. (I'll ignore, for the moment, that BreakAway is also launching a simulation for military-style planning and analysis to be used by the federal government. In business I suppose some degree of compromise is inevitable, though -- given that the military and the DoD are some BreakAway's major clients (and probably the reason for BreakAway's whole federal division -- I'm left wondering which is the compromise. A Force More Powerful or the military planning and analysis simulation?

Nonetheless, I can't afford to be choosy as a gamer. I traded my copy of Empire Earth, because I couldn't play it without the AI kicking my butt because I was busy building cities and meeting the needs of the simulated people in them rather than preparing for war. When I play Civilization IV it's in custom game mode, with the "Always Peace" option checked and the victory-by-conquest option unchecked. The one time I didn't use those settings was in an online gaming session with one other player who very quickly wiped me off the map. It's pretty clear that I'd rather play than fight, and when is comes to most games these days, playing is fighting.

The violence issue aside, even when I'm playing a game like Sim City 4, I wonder why gameplay seems weighted towards more conservative policy. The only real way to "win" or build a successful city seems to be to build an industrial sector, with a commercial sector that serves as a buffer between it and the residential sector. Then you plant enough amenities in neighborhoods farthest from the industrial sector in order to raise property values and entice wealthy Sims to move in. (Because they demand amenities, but don't want to live near industrial pollution.) But you have to put some neighborhoods near the industrial sector in order to supply it with workers, and you can't plant too many amenities there or low wealth Sims won't be able to afford to live there.

Basically, you build suburbs, you build slums, and then you lower taxes. It leaves me wondering when there will ever be high quality computer games based on progressive principles. There's a definite void to be filled, and such games could serve as educational tools for people to try putting progressive  principles into practice -- even if only in a simulation -- and see how they might work.  For example, how about a "Sim City" type game built around the concept of New Urbanism?

NEW URBANISM promotes the creation and restoration of diverse, walkable, compact, vibrant, mixed-use communities composed of the same components as conventional development, but assembled in a more integrated fashion, in the form of complete communities. These contain housing, work places, shops, entertainment, schools, parks, and civic facilities essential to the daily lives of the residents, all within easy walking distance of each other. New Urbanism promotes the increased use of trains and light rail, instead of more highways and roads.

That's just a brief description, look at the more detailed explanation of the principles and it looks like it might be a good basis for a challenging simulation game; maybe one that challenges players successfully rebuild and restore a declining urban area according to those principles. Or, take  something like the Build Better Project, a grassroots contest to build "the world's first hybrid city";  again, another basis for a computer simulation game based on the Sim City model.

There are probably more out there that I just haven't thought of. But, alas, I'm not a game designer or programmer. Nor do I know if there's a market for these particular kinds of games, even though I'm sure they'd sell at least one copy. (The one I'd buy.) I'm just an oddball gamer with a few crazy ideas. How crazy? Well, even the Army has caught on to the use of computer game to train and indoctrinate. We have a war now being fought by a generation of soldiers who grew up playing first-person shooters. Even the right wing authors of the apocalyptic Left Behind book series have a real-time strategy game in the works.

So, how crazy is the notion of progressive gaming and its potential? When A Force More Powerful becomes available, we may just find it's crazy enough to work. Maybe.

Jumpin' jesus, Terrance -- Civ 4 is addictive. About a month ago, Austin was facing an approaching ice storm (which shuts down everything, because Texans don't know how to drive with snow, ice -- or come to think of it, Texans don't know how to drive), and so I went out a bought Civ 4 to entertain myself while the city shut down. Two and a half weeks later I emerged from a void -- a strange world where my name was Alexander, and my only responsibility was to the people of greece. I was played with 18 civs, standard map, aggressive AI, random personalities and Barbarians, btw.

As for the idea of building a game around progressive principles, I have to ask: why would you want such a thing? I don't play very many games, Civ 4, MS flight simulator 4 being the two soul exceptions.

What has always bugged me about computer games is that one loses hours in these virtual worlds of 1's and 0's, at points I get so involved that my heart starts beating faster as I see barbarian axeman and swords men mow through my week, always underfunded military. And yet, when I conquere the world I'm left with perhaps the most empty feeling in the world. Its that sick realization that is strongest when the game goes silent and you hear car horns, sirens, and other reminders of "reality". I might be Alexander the Great in Civ 4, but in my moment of glory, I'm suddenly just a web developer who's neglected work to build a civilization of 1s and 0s.

In computer games, victory is bitter -- even when the virtual stakes are high, as they are in Civ 4. I would think that if I spent 10 hours toiling away at fixing a virtual innercity, I might have to slap myself afterwards. After all, what a terrible waste of energy and time! At least with violent games I am able to relieve stress.

Submitted by Nick Lewis on January 13, 2006 - 1:01am.

It's a good idea, and one that has even been tried before: see Maxis' SimHealth.

Unfortunately, developers of these types of games tend to put "educational" as a higher priority than "fun", so the resulting games don't often appeal to your average gamer...

Submitted by Jason Lefkowitz on January 30, 2006 - 4:23pm.

I forgot to mention probably the single best-executed game of this type: Hidden Agenda. It's coming up on 20 years old now and it still holds up as a fun game that is also educational and thought-provoking. Still runs fine on my Windows 2000 box, too.

You can get a copy directly from author Jim Gasperini, too.

Submitted by Jason Lefkowitz on January 30, 2006 - 4:28pm.