Showing posts with label Total War. Show all posts
Another book. More on Postcolonialism.
Souvik
Friday, August 04, 2017
Assassins Creed
,
monograph
,
postcolonialism
,
Slider
,
Total War
No comments
So my second book has now been published. I have a lot of people to thank for it and although this project was a bit off-piste for me, I thought there was a huge research gap and the work needed to be done soon:
Videogames and Post-colonialism: Empire Plays Back
This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism.
Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
Videogames and Post-colonialism: Empire Plays Back
This book focuses on the almost entirely neglected treatment of empire and colonialism in videogames. From its inception in the nineties, Game Studies has kept away from these issues despite the early popularity of videogame franchises such as Civilization and Age of Empire. This book examines the complex ways in which some videogames construct conceptions of spatiality, political systems, ethics and society that are often deeply imbued with colonialism.
Moving beyond questions pertaining to European and American gaming cultures, this book addresses issues that relate to a global audience – including, especially, the millions who play videogames in the formerly colonised countries, seeking to make a timely intervention by creating a larger awareness of global cultural issues in videogame research. Addressing a major gap in Game Studies research, this book will connect to discourses of post-colonial theory at large and thereby, provide another entry-point for this new medium of digital communication into larger Humanities discourses.
My Book Is Out at Last!
Souvik
Thursday, December 03, 2015
After action report
,
agency
,
Becoming
,
Bergson
,
Boal
,
Death
,
Deleuze
,
Magic Circle
,
monograph
,
Slider
,
Spinoza
,
storytelling
,
technicity
,
Time
,
Total War
,
walkthroughs
,
Wastelands
No comments
As some of you know already, my book Videogames and Storytelling: Reading Games and Playing Books was published in September 2015 by Palgrave Macmillan. Here is the blurb from the publisher’s website:

Grand Theft Auto IV saw more copies being sold than the latest superhero blockbusters or the last Harry Potter novel. Most of its players and critics commend its storytelling experience; however, when it comes to academic analysis, mainstream humanities research seems confused about what to do with such a phenomena. The problem is one of classification, in the first instance: 'is it a story, is it a game, or is it a machine?' Consequently, it also becomes a problem of methodology – which traditional discipline, if any, should lay claim to video game studies becoming the moot question. After weathering many controversies with regards to their cultural status, video games are now widely accepted as a new textual form that requires its own media-specific analysis. Despite the rapid rise in research and academic recognition, video game studies has seldom attempted to connect with older media and to locate itself within broader substantive discourses of the earlier and more established disciplines, especially those in the humanities. Video Games and Storytelling aims to readdress this gap and to bring video games to mainstream humanities research and teaching. In the process, it is also a rethinking story versus game debate as well as other key issues in game studies such as time, agency, involvement and textuality in video game-narratives.
(For more info, such as the Table of Contents and ordering, see the publisher's website: http://www.palgrave.com/page/detail/Video-Games-and-Storytelling/?sf1=barcode&st1=9781137525048)
For those inclined towards electronic editions, a Kindle version is also available now. Here’s the link: http://www.amazon.com/Video-Games-Storytelling-Reading-Playing-ebook/dp/B017DQ7J3E/ref=dp_kinw_strp_1/276-1064401-1083624
What I don’t say in the blurb but feel I should here is that the book comes with a few warnings. There’s quite a bit of Deleuze in there (as there has been and will be in my work) and there’s my obsession with the now extinct THQ Studio’s hallmark game series STALKER. Predictably, of course, there’s Tarkovsky, Lewis Carroll and PKD rubbing shoulders inside discussions on videogames. My interest in paratexts and walkthroughs takes the form of a chapter-length discussion and of course, time, agency and involvement (called ‘immersion’ by some) figure importantly in what I have to say. Finally, I end with a discussion of eggs and which end to break them on. Ludology vs. Narratology has turned into the egg-endian debate that the Lilliputs in Gulliver’s Travels consider so sacrosanct.
Here's the email address for those wishing to request a review copy: reviews@palgrave.com
Finally, I love the book cover. Thanks especially to Palgrave Macmillan for all their help and patience.
Videogames at the Indian Museum
‘It is the Ajaib-Ghar, the Wonder-House’, Kim replied
(Rudyard Kipling, Kim)
The Indian Museum in Calcutta (now Kolkata) has always been
the Ajaib-Ghar for me. Nowhere as big
as the famous museums in the United Kingdom, the United States or even India,
this is nevertheless one of the most important in the country if one is to try
to make sense of how our erstwhile colonial masters, the British, wished to preserve
our history and exactly what kind of history this could be. Postcolonial
ruminations, however, are a fairly new and post-University phenomenon for me – my
critical faculties become puny in comparison to the wonder and amazement that
somehow returns from my childhood memories every time I stand inside the
colossal entrance of this Wonder-House.
So I was not surprised to see the same expressions of wonder
on the faces of a group of children, of ages six
to sixteen and from mostly from deprived sections of society, when I met them at the Indian Museum. This time I was there to speak about videogames. Nothing different there but last Sunday, I went to teach children about the Roman Empire using the videogame,Rome: Total War. This talk or presentation (someone even called it a ‘performance’) was part of ‘Jadughar Jamjamat’ (or the Museum Magic), a two-day programme by the museum authorities to reach out to children and to promote their interest in the study of history and culture.
to sixteen and from mostly from deprived sections of society, when I met them at the Indian Museum. This time I was there to speak about videogames. Nothing different there but last Sunday, I went to teach children about the Roman Empire using the videogame,Rome: Total War. This talk or presentation (someone even called it a ‘performance’) was part of ‘Jadughar Jamjamat’ (or the Museum Magic), a two-day programme by the museum authorities to reach out to children and to promote their interest in the study of history and culture.
Here I was, inside Kim’s ajaib-ghar
again, introducing the Roman Empire and videogames to kids who probably
knew little or nothing about either. It was a daunting experience for me as I
had to speak in a mix of Bengali and Hindi and to jettison the academic inside
me altogether so that I spoke less gobbledegook to the wide-eyed audience in
front of me. After a mini history lesson on ancient Rome (in which I tried to
sneak in some anti-Empire feeling), a short video of Obelix walloping the
Romans and a longer video from the History Channel’s Decisive Battles series
showing the Battle of Pharsalus (between Caesar and Pompey), I started the Rome game. The Decisive Battles series
shows these key battles as simulations produced via the technology used for the
Rome: Total War game – in effect, all
of the major battles shown here look like gameplay from Rome. So little wonder I chose this as an introduction: it was a
history lesson using videogames and therefore, not very different from what I
was doing myself.
Rome: Total War was
launched and volunteers were invited. Two very young Roman generals came
onstage and each led Caesar’s army against the Gauls. Total War controls aren’t easy for first-timers and certainly less
so if you are ten years old and have a gallery full of other kids checking out
what you do. Point, click and strategise.
I had just explained how the Roman legions fought and coincidentally or
otherwise, both the children who volunteered kept their armies in formation and
beat back the swarming hordes of the Gaulish warband. The Gauls had a reserve
army, however. Soon the Roman legions were routing and their general was dead.
This was the first time I tried to teach so very young
children using videogames. I’ve used Assassin’s
Creed 2 to introduce university students to the Renaissance before this and
Rome to talk about empire and
biopower (about which I should blog sometime). However, this was different and
I think a post-mortem is needed. First, I will know better than to do this in
one hour. Maybe, teaching the controls
first or having a sheet describing the controls would be a good idea. I also
need to cut the background and the talk down to half its length. The point is
to get more kids up on stage and ask them to play. Given that in India, I am yet to come across
workshops which provide participants with individual workstations and that most
of the time you end up watching what others do on a screen, I guess some
participatory activity (such as get help from the audience etc) needs to be
devised to keep the audience involved as well. And oh yes, this time it’ll have
to smaller groups.
All said, however, I enjoyed doing the event and I hope the
kids liked it. For many of them, this was the first time they had seen a
videogame. Some were, of course, pros although the child who played the game
onstage had never used a laptop (as his father later told me). I thank, Sayan
Bhattacharya, the extremely bright and enterprising educational officer of the
Indian Museum for inviting me. I will do more of these things. All said and
done, being able to share one’s favourite RTS game with a gang of kids is a
pleasure in itself. And of course, to teach them to criticise Empire in all its
forms - playfully.
Souvik's Waterloo
Souvik
Thursday, November 25, 2010
After action report
,
Slider
,
strategy
,
Total War
,
waterloo
1 comment
Waterloo, November 2010
Yesterday, I finally managed to beat Wellington and Bluecher’s combined armies near this little Belgian village called Waterloo. This happened on my third attempt when I finally decided to play on the easy skill level. Yes, I’ve bought Napoleon: Total War after reading all those rave reviews that dub it the best strategy game ever and although I haven’t gone very far with the campaigns, I’ve played all the historical battles that are available in the game. Waterloo, obviously is one of the most signficant. The historical battles begin with you playing as the British at Waterloo and end by putting you in the same battlefield as the French - talk about complex and nonlinear histories. Of that, however, another time. Here, I’m more concerned with strategy and with describing how I led Napoleon’s army to victory.
In the real battle of Waterloo, the British under the Duke of Wellington were facing Napoleon himself near Waterloo, an area that the Duke had visited and remembered from the previous year. The British army was actually a very mixed group of soldiers with many Dutch and Prussian units. They were stationed at a strategically advantageous position behind a ridge with only a fraction of their main strength exposed to Napoleon. Further, below the ridge lay three villages which they occupied: Papellotte on the left, Huguemont on the right and Le Hayes Sainte in the centre. The French forces were on lower ground within striking distance of the villages and with superior artillery. They had lost some vital time in beginning the attack on account of the ground being too muddy for the artillery to move. Wellington and Napoleon had never faced each other. The only way for the French to win was to defeat Wellington before his Prussian allies under Bluecher arrived to reinforce him. The Prussians did arrive in time and Napoleon suffered a devastating defeat after which he was exiled to St. Helena.
In Napoleon, the number of forces on each side are much less than in the actual battle. Nevertheless, the units that participate in the battle are all historical units and their placement on the battlefield is more or less accurate. The events, however, might be quite different because they depend on how you play the game. The battle is hard, very hard indeed. Quite uncannily you end up doing what Napoleon did in the actual battle and suffer the same consequences. I’ve watched Waterloo, the movie, countless times and read the battle plans as many times. Many a time had I thought that if I had a chance, I’d do it all differently. However, this didn’t quite work out in Napoleon and except on the easiest level, my troops were decimated to a man.
Waterloo: Battle Map in Napoleon Total War
Even though I say so myself, I’m no mean armchair general. I’ve conquered the other Total War games with relative ease, even at the hardest levels. Napoleon, however, is way too hard. The AI is quite good and the game cheats a bit and starts you off with unfair handicaps. The three farmhouses are virtually indestructible and after a constant barrage of 12-pounder fire on them for over an hour (game time), I was only able to cause 3% damage to Papellotte. Wellington’s troops have incredible high morale whereas even Napoleon’s Guard show their backs much more easily. Finally, Napoleon’s famed artillery is hardly present on the field. In Waterloo, Christopher Plummer (as Wellington) is heard saying that Napoleon moves his cannon as if they were pistols. In the game, Napoleon hardly has any cannon to move and those that he has are under sustained artillery attack seconds after the game starts. God, how I missed my 24-pounder howitzers from Empire: Total War.
The battle, however, was too big a challenge to resist - fighting in Waterloo against the heaviest odds which, as many forums testify, have beaten many good gamers was sheer glory. After the initial battle scene was revealed through a cutscene, the enemy cannon started blowing holes in the ranks of my fusiliers. Haste was required and I found myself frantically moving all my units save two corps of the Old Guard and Napoleon’s bodyguard. All this while, my stationed artillery fired at the British cannon, if only to draw fire away from my infantry units. Then, the siege of Papellotte began. Unlike Napoleon, I did not choose to tease the British at their strongest position and I did not tempt them out of the ridges that provided them with cover. I had attacked the British left, skirting around a hill towards Papellotte with the mass of my units and leaving two units of fusiliers to attack the farmhouse and one to wait as reserve.
The jaegers in Papellotte were overthrown after some initially effective resistance. The farmhouse in French hands, my reserve fusiliers moved in to provide the extra support against any troops that might emerge from hiding (from previous gameplay, I knew that there was a detachment of Rifles concealed nearby).

Battle Plan for Waterloo in my gameplay of Napoleon: Total War
As soon as I reached the far side of the hill near Papellotte, the Prussian army began to pour in. Marshal Grouchy who was sent to pursue them had clearly been as unsuccessful in the game as he was in the historical battle. I could almost hear Napoleon sighing, ‘Grouchy, Grouchy! How he tries my patience!’. Anyway, you don’t need to be a Bonaparte to get upset with incompetent colleagues. Seeing the Prussian move closer, I had my cannon unlimber and spray his front ranks with canister fire while my lancer cavalry dug into his rearguard which was already being harried by my grenadiers and fusiliers. The Prussian cavalry had by now come within range of my fusiliers who quickly formed squares to repel cavalry charges. Encouraged , and at the same time, not knowing what else to do I threw in my cuirassiers and Marshal Ney’s cavalry into the melee. My cavalry was, alas, destroyed to a man but by God, they managed to break the Prussians. Bluecher, their general, was dead and their artillery was being cut to pieces by my Chasseurs Cheval horsemen whom I had moved into this sector. The game AI here was quite spectacular in its stupidity. The British troops stood still and watched while I destroyed their allies. The Prussians destroyed, I had over four infantry divisions and the mounted Chasseurs to attack Wellington’s left flank with. Even more importantly, I had my horse artillery up on the mountain with Wellington’s flank at my mercy. Soon the Earl of Uxbridge’s horseman were scattered by volleys from my cannon. The dragoons and the Duke’s cavalry who charged to save their dying comrades were sliced to pieces by my fusiliers in square formation. Soon the British commanders were dead and my troops were proceeding to roll up the British lines like a carpet.
That, however, was not to happen too easily: the Black Watch intervened. Masses of these Scottish soldiers attacked me in waves, their red uniforms soaking up their blood but still their morale held and constant fire from two sides, canister fire from my artillery and two abortive cavalry charges could not break them. I had to throw my fresh division of the Young Guard against them as my other two divisions routed. The Black Watch was beaten at last but as the last tartan uniforms were edging away to retreat, they created time for waves of British infantry to move into position and harass my Young Guard. An advancing column of Rifles (anyone familiar with Sean Bean from Sharpe’s Rifles ?) was held back by my fusiliers in the Papellotte farmhouse. Time to send in the Old Guard.
The British finally attacked my left flank. Jaeger and Riflemen (remember Sharpe’s Rifles) attached my only Fusilier Regiment that remained intact - firing at will, they almost broke my ranks. The Old Guard had just started marching and one Corps was despatched to destroy the British light infantry. The Jaegers and Riflemen dissolved into the forest whence they had emerged. This time, however, they didn’t retreat in order: they routed.
My reserve was now poised towards attacking the British flank and my artillery kept firing ceaselessly. The Young Guard had held and the Fusiliers from Papellotte had given them some support. It was now the turn of the Old to replace the Young. Two companies of my elite Old Guard broke the British flank. I could now send Napoleon’s bodyguard to mop up the rear of the routing British and Dutch. They offered to surrender and I accepted. My men were exhausted and I couldn’t pursue. Shifting the camera further above the battlefield I actually saw the British soldiers running away - little red squares scattered on the mini-map while the blue squares representing my remaining army in a close formation on Wellington’s chosen hillock.
That’s how the Battle of Waterloo was won by Napoleon … by me.
That's the man!
In the real battle of Waterloo, the British under the Duke of Wellington were facing Napoleon himself near Waterloo, an area that the Duke had visited and remembered from the previous year. The British army was actually a very mixed group of soldiers with many Dutch and Prussian units. They were stationed at a strategically advantageous position behind a ridge with only a fraction of their main strength exposed to Napoleon. Further, below the ridge lay three villages which they occupied: Papellotte on the left, Huguemont on the right and Le Hayes Sainte in the centre. The French forces were on lower ground within striking distance of the villages and with superior artillery. They had lost some vital time in beginning the attack on account of the ground being too muddy for the artillery to move. Wellington and Napoleon had never faced each other. The only way for the French to win was to defeat Wellington before his Prussian allies under Bluecher arrived to reinforce him. The Prussians did arrive in time and Napoleon suffered a devastating defeat after which he was exiled to St. Helena.
In Napoleon, the number of forces on each side are much less than in the actual battle. Nevertheless, the units that participate in the battle are all historical units and their placement on the battlefield is more or less accurate. The events, however, might be quite different because they depend on how you play the game. The battle is hard, very hard indeed. Quite uncannily you end up doing what Napoleon did in the actual battle and suffer the same consequences. I’ve watched Waterloo, the movie, countless times and read the battle plans as many times. Many a time had I thought that if I had a chance, I’d do it all differently. However, this didn’t quite work out in Napoleon and except on the easiest level, my troops were decimated to a man.
Waterloo: Battle Map in Napoleon Total War
Even though I say so myself, I’m no mean armchair general. I’ve conquered the other Total War games with relative ease, even at the hardest levels. Napoleon, however, is way too hard. The AI is quite good and the game cheats a bit and starts you off with unfair handicaps. The three farmhouses are virtually indestructible and after a constant barrage of 12-pounder fire on them for over an hour (game time), I was only able to cause 3% damage to Papellotte. Wellington’s troops have incredible high morale whereas even Napoleon’s Guard show their backs much more easily. Finally, Napoleon’s famed artillery is hardly present on the field. In Waterloo, Christopher Plummer (as Wellington) is heard saying that Napoleon moves his cannon as if they were pistols. In the game, Napoleon hardly has any cannon to move and those that he has are under sustained artillery attack seconds after the game starts. God, how I missed my 24-pounder howitzers from Empire: Total War.
The battle, however, was too big a challenge to resist - fighting in Waterloo against the heaviest odds which, as many forums testify, have beaten many good gamers was sheer glory. After the initial battle scene was revealed through a cutscene, the enemy cannon started blowing holes in the ranks of my fusiliers. Haste was required and I found myself frantically moving all my units save two corps of the Old Guard and Napoleon’s bodyguard. All this while, my stationed artillery fired at the British cannon, if only to draw fire away from my infantry units. Then, the siege of Papellotte began. Unlike Napoleon, I did not choose to tease the British at their strongest position and I did not tempt them out of the ridges that provided them with cover. I had attacked the British left, skirting around a hill towards Papellotte with the mass of my units and leaving two units of fusiliers to attack the farmhouse and one to wait as reserve.
The jaegers in Papellotte were overthrown after some initially effective resistance. The farmhouse in French hands, my reserve fusiliers moved in to provide the extra support against any troops that might emerge from hiding (from previous gameplay, I knew that there was a detachment of Rifles concealed nearby).

Battle Plan for Waterloo in my gameplay of Napoleon: Total War
As soon as I reached the far side of the hill near Papellotte, the Prussian army began to pour in. Marshal Grouchy who was sent to pursue them had clearly been as unsuccessful in the game as he was in the historical battle. I could almost hear Napoleon sighing, ‘Grouchy, Grouchy! How he tries my patience!’. Anyway, you don’t need to be a Bonaparte to get upset with incompetent colleagues. Seeing the Prussian move closer, I had my cannon unlimber and spray his front ranks with canister fire while my lancer cavalry dug into his rearguard which was already being harried by my grenadiers and fusiliers. The Prussian cavalry had by now come within range of my fusiliers who quickly formed squares to repel cavalry charges. Encouraged , and at the same time, not knowing what else to do I threw in my cuirassiers and Marshal Ney’s cavalry into the melee. My cavalry was, alas, destroyed to a man but by God, they managed to break the Prussians. Bluecher, their general, was dead and their artillery was being cut to pieces by my Chasseurs Cheval horsemen whom I had moved into this sector. The game AI here was quite spectacular in its stupidity. The British troops stood still and watched while I destroyed their allies. The Prussians destroyed, I had over four infantry divisions and the mounted Chasseurs to attack Wellington’s left flank with. Even more importantly, I had my horse artillery up on the mountain with Wellington’s flank at my mercy. Soon the Earl of Uxbridge’s horseman were scattered by volleys from my cannon. The dragoons and the Duke’s cavalry who charged to save their dying comrades were sliced to pieces by my fusiliers in square formation. Soon the British commanders were dead and my troops were proceeding to roll up the British lines like a carpet.
That, however, was not to happen too easily: the Black Watch intervened. Masses of these Scottish soldiers attacked me in waves, their red uniforms soaking up their blood but still their morale held and constant fire from two sides, canister fire from my artillery and two abortive cavalry charges could not break them. I had to throw my fresh division of the Young Guard against them as my other two divisions routed. The Black Watch was beaten at last but as the last tartan uniforms were edging away to retreat, they created time for waves of British infantry to move into position and harass my Young Guard. An advancing column of Rifles (anyone familiar with Sean Bean from Sharpe’s Rifles ?) was held back by my fusiliers in the Papellotte farmhouse. Time to send in the Old Guard.
The British finally attacked my left flank. Jaeger and Riflemen (remember Sharpe’s Rifles) attached my only Fusilier Regiment that remained intact - firing at will, they almost broke my ranks. The Old Guard had just started marching and one Corps was despatched to destroy the British light infantry. The Jaegers and Riflemen dissolved into the forest whence they had emerged. This time, however, they didn’t retreat in order: they routed.
I don't like St. 'Elena: going home after victory
My reserve was now poised towards attacking the British flank and my artillery kept firing ceaselessly. The Young Guard had held and the Fusiliers from Papellotte had given them some support. It was now the turn of the Old to replace the Young. Two companies of my elite Old Guard broke the British flank. I could now send Napoleon’s bodyguard to mop up the rear of the routing British and Dutch. They offered to surrender and I accepted. My men were exhausted and I couldn’t pursue. Shifting the camera further above the battlefield I actually saw the British soldiers running away - little red squares scattered on the mini-map while the blue squares representing my remaining army in a close formation on Wellington’s chosen hillock.
That’s how the Battle of Waterloo was won by Napoleon … by me.
Playing with Empire
I've been playing Empire: Total War (read the review at GameSpot) since Christmas. Almost for an hour every day. No surprises therefore if I am getting bored of it now. I'm playing as Great Britain and am now master of almost all of mainland Europe and a considerable part of America. I've been putting off my invasion of India even though the year is very near 1757 (when the historical Battle of Plassey happened) but I'm not sure whether it is because I am reluctant to attack my country (in real life) or whether things haven't just been expedient enough. Britain, under me, is as strong a power on land as on the sea and I've been able to march my armies into most places so far making sea landings unnecessary. That is not to say that I neglect the naval side of things as I've got a powerful flotilla of all kinds of ships and various fleets sailing the different oceans. The navy, however, is mostly busy fighting other navies and raiding trade routes - hence, the deviation of historical fact. I've not attacked India and I'm already too bored to play any more.

Screenshot from Empire: Total War. Note how a large chunk of Europe is now part of the British Empire (the red colour on the map at the bottom-left). The open window shows the basics stats that are needed to keep the population of Dublin happy. Empire, here, is about a statistical balance and a rule-bound game. I am surprised that it is possible to think of it in these terms about real empires.
As I ponder what it would have been like if this version of alternative history were to have happened (after all talking about games and temporality is my hobbyhorse), it is hard to shake off what I know had happened in reality. Playing with Empire can be an intriguing experience for someone who comes from a country that was colonised for over 250 years. This is as much because of what the game does as because of what it misses. A few days ago, I was reading Plain Tales from the British Raj and watching an old TV serial called The Jewel in the Crown (for the uninitiated, this the name for India in the days of the Raj). These popular attempts to describe Empire are obviously depictions of the Raj as seen by coloniser - albeit sometimes in retrospect. Despite the best intentions of portraying the less visible aspects of Empire, these accounts miss the voice of the subaltern (if the subaltern can speak at all, that is). It is not surprising that games based on empire miss much of what it was all about.
Obviously, the people, both individuals and the collective social sectors, are discounted. The intricacies of commerce and of supplanting the extant system of government with a foreign one are not reflected or greatly simplified. However, I believe that even the perhaps all too simplistic presentation of the workings of Empire is nonetheless of vital importance to any reading of imperialism. Age of Empires (similar title to E.J. Hobsbawm's book) is one of the older examples of games based on Empire. There have been many similar games before it but it is one that I keep returning to since it was amongst the first computer games that I played. The demo version which had reached me through a friend ran with some hiccups on Pentium 1 pc and I was trying to build the Hittite empire in Kadesh with a god's-eye view of my part of the world. The reality of the game consisted of armies, some key buildings and resources such as stone, gold and food. With stone I could build walls to keep out enemies while food and gold gave me my army. In the first sections of the game, I needed these to keep others from destroying me while in the subsequent sections, the main purpose was to capture other people's resources and increase my line of sight over the map. What I could see also , therefore, became a source of my power in a somewhat Foucauldian sense. As the Age of Empires series matured, the armies and their capabilties grew and so did the historical grasp of the games. Soon Kadesh was replaced by William Wallace or the armies of Genghiz Khan. The importance of trade increased and the buildings grew more and more complex in their types and functions. There were civilians in the games but they served mostly to chop wood, farm and mine stone or gold. Governance was mostly a military preserve and although the clergy was an important unit, its purpose was to heal soldiers and convert enemy soldiers. Conversion was accompanied by audio sounding like incantations and happened almost like magic. Entertaining as the games were, they were like huge databases involving micromanagement. Adding bits of data and destroying others' access to the data was the strategy for winning the game. While these games highlighted the perspective of viewing empires as giant databases and large armies as the means of maintaining access to resources and land, the association of empire with the control over rock , food and stone made empire seem like a simple resource-management game. There was one clear omission: no allowance was made for dissent from those captured or converted. So in a sense, an empire once established would remain forever.
Empire: Total War is different. As a turn-based game, it lets the player see the world as a flat navigable map on which it is possible to play on the 'macro' level in deciding troop and resource deployment, researching technology and having the computer 'autoresolve' battles. Conquered sections of the map get coloured by your nations colour. Under me (well the king is George III, the game says), almost the whole of Europe is a big red blur: England has her European empire at last! Unlike in Age of Empires, this game is turn-based and therefore, there is more of a sense of time --- and of history. Armies and navies can move only a certain distance during a turn, research takes a number of turns to complete and the mood of the populace can swing after a turn. There is resistance from the colonised peoples, armies run away without fighting to the end and diplomacy can tilt fortune in your favour. An elected parliament governs England and the fortunes of its empire but beyond the traits of the individual ministers influencing some set policy outlines, the government doesn't seem to matter. Most of the game concentrates on the army and the navy. Although, there is a 'philosophy' tab in the section where the empire researches its technology, most of the philosophical advancements are detrimental to the maintenance of empire and there is little incentive to research them: I am currently having my 'gentleman scientists' research the 'light infantry doctrine'. Very sound for an aspiring imperialist. Cities and towns are important for their special attributes and are places that form the hubs of trade and popular activity. Having certain buildings, some specific levels of taxes and popular satisfaction (these being interlinked) and of course, a garrison will keep conquered areas under control. If these are altered due to other circumstances (such as having to move an army away from its barracks in the city), disruptions may occur in the empire. Other nations also constantly threaten the balance.
Obviously, the people, both individuals and the collective social sectors, are discounted. The intricacies of commerce and of supplanting the extant system of government with a foreign one are not reflected or greatly simplified. However, I believe that even the perhaps all too simplistic presentation of the workings of Empire is nonetheless of vital importance to any reading of imperialism. Age of Empires (similar title to E.J. Hobsbawm's book) is one of the older examples of games based on Empire. There have been many similar games before it but it is one that I keep returning to since it was amongst the first computer games that I played. The demo version which had reached me through a friend ran with some hiccups on Pentium 1 pc and I was trying to build the Hittite empire in Kadesh with a god's-eye view of my part of the world. The reality of the game consisted of armies, some key buildings and resources such as stone, gold and food. With stone I could build walls to keep out enemies while food and gold gave me my army. In the first sections of the game, I needed these to keep others from destroying me while in the subsequent sections, the main purpose was to capture other people's resources and increase my line of sight over the map. What I could see also , therefore, became a source of my power in a somewhat Foucauldian sense. As the Age of Empires series matured, the armies and their capabilties grew and so did the historical grasp of the games. Soon Kadesh was replaced by William Wallace or the armies of Genghiz Khan. The importance of trade increased and the buildings grew more and more complex in their types and functions. There were civilians in the games but they served mostly to chop wood, farm and mine stone or gold. Governance was mostly a military preserve and although the clergy was an important unit, its purpose was to heal soldiers and convert enemy soldiers. Conversion was accompanied by audio sounding like incantations and happened almost like magic. Entertaining as the games were, they were like huge databases involving micromanagement. Adding bits of data and destroying others' access to the data was the strategy for winning the game. While these games highlighted the perspective of viewing empires as giant databases and large armies as the means of maintaining access to resources and land, the association of empire with the control over rock , food and stone made empire seem like a simple resource-management game. There was one clear omission: no allowance was made for dissent from those captured or converted. So in a sense, an empire once established would remain forever.
Empire: Total War is different. As a turn-based game, it lets the player see the world as a flat navigable map on which it is possible to play on the 'macro' level in deciding troop and resource deployment, researching technology and having the computer 'autoresolve' battles. Conquered sections of the map get coloured by your nations colour. Under me (well the king is George III, the game says), almost the whole of Europe is a big red blur: England has her European empire at last! Unlike in Age of Empires, this game is turn-based and therefore, there is more of a sense of time --- and of history. Armies and navies can move only a certain distance during a turn, research takes a number of turns to complete and the mood of the populace can swing after a turn. There is resistance from the colonised peoples, armies run away without fighting to the end and diplomacy can tilt fortune in your favour. An elected parliament governs England and the fortunes of its empire but beyond the traits of the individual ministers influencing some set policy outlines, the government doesn't seem to matter. Most of the game concentrates on the army and the navy. Although, there is a 'philosophy' tab in the section where the empire researches its technology, most of the philosophical advancements are detrimental to the maintenance of empire and there is little incentive to research them: I am currently having my 'gentleman scientists' research the 'light infantry doctrine'. Very sound for an aspiring imperialist. Cities and towns are important for their special attributes and are places that form the hubs of trade and popular activity. Having certain buildings, some specific levels of taxes and popular satisfaction (these being interlinked) and of course, a garrison will keep conquered areas under control. If these are altered due to other circumstances (such as having to move an army away from its barracks in the city), disruptions may occur in the empire. Other nations also constantly threaten the balance.
There are obvious areas where the developers could improve the game: diplomacy, trade and economics still remain quite rudimentary. One significant omission would be any method creating alliances whereby allies could agree to share their spoils; another one, would be ways to implement realpolitik or divide et impera and the list goes on. However, instead of what the game doesn't do, let's focus on what it does.
It creates an environment for modelling empires. As letting other nations amass resources will be detrimental to the player (as he or she will soon be attacked), the game's logic justifies empire as a necessity. Empire forms the main element of the game's title but the next part is equally important. 'Total War' is the definitive way of maintaining Empire. The two entities seem almost interdependent. As a model, although deficient, the game seems to capture some of the salient features of the mechanics of Empire. Empire depends on control of cities and towns and these are maintained by stabilising some parameters in the games database. There is a certain amount of money required to maintain control over a region and the rest goes into the imperial coffers - sometimes to be spent on creating more soldiers or technology to support more expansion. When a region is first conquered, it seems more resistant to the conquerors - over time, this resistance seems to weaken in the game. As far as research of technologies goes, it seems totally harnessed to the empire's martial needs - other developments that come with a cost to imperial stability although of huge benefits otherwise will be rejected by the ordinary player. No doubt the game does not think of how technology designed to serve Empire could be used against it - but then again, neither did the imperialist officialdom. The game also encourages the building of imperial bases or hubs and a reasonable control of the sea. Basically, the game works on the logic of the need to expand to maintain power and obviously, the need for power as the way to survive. The whole game is set on the assumption that the abovementioned parameters need to be maintained constantly and that they can be maintained by a set of corresponding processes. Empire is a rule-based system that functions only when certain assumptions are made and certain factors taken for granted. Military might is often relied on as a standing solution for all problems and nations with strong standing armies (and empires) are given nation status. Anything not corresponding to the above is legitimate territory for being carved up by empires. Finally, the game also requires a forced assumption of sameness among all the conquered nations - although there is some diversity in traits, the conquered nations are treated as one common factor. For example, anyone opposing the imperialist rule becomes a rebel and usually (not always though) has weaker forces .
As we think of Empire as a game, it might be worth thinking about whether nineteenth century politicians were also making similar assumptions and playing their politics by similar kinds of rules that we see in the empire videogames. Whether it be Metternich and Castlereagh in Europe or Richard Wellesley in India, not to mention the chain of diplomats who followed in their wake, the concept of Empire has depended on the assumptions that ignored or discounted the colonised populations except as resources and certain time-tested methods of governance supposed to be effective in administering any part of the world that came under Empire: certain practices such as the annual tour of the districts that the British developed in India were applied in very disparate conditions in regions like the Malay Peninsula. The result, obviously, was not promising but that is another story. Another key characteristic, besides the imposition of a rule-bound framework, whhich prompt a comparison of Empire with games is the competition that always marked Empire. Taking the British Empire as a case in point, we might note that its rivalry with Russia in the Eurasian region came to be known as the 'Great Game' - again, no coincidence as it was a rule-bound race for regions.
However, games are not without their problems. The essential premise of a game is that it takes place outside/alongside reality (I won't bring in the magic circle debate here but I'm sure I can make the point without it). So in playing Empire like the 'Great Game', the assumptions and the rules constantly get subverted by the diversity and the randomness of the constituents of Empire. Even in Empire: Total War , the random element constantly subverts the rule-bound strategies. As the player struggles against the game in his attempt to maintain his empire, there is a constant feeling that Empire is not as stable as it is made out to be.
However, games are not without their problems. The essential premise of a game is that it takes place outside/alongside reality (I won't bring in the magic circle debate here but I'm sure I can make the point without it). So in playing Empire like the 'Great Game', the assumptions and the rules constantly get subverted by the diversity and the randomness of the constituents of Empire. Even in Empire: Total War , the random element constantly subverts the rule-bound strategies. As the player struggles against the game in his attempt to maintain his empire, there is a constant feeling that Empire is not as stable as it is made out to be.
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