Category Archives: The Android’s Liberal Arts Degree (Meta/Critical)

Old Quirks

Yesterday Mister Adequate and I were reminiscing about quirks in older video games that wouldn’t exactly work today.  He mentioned inputting code into your computer from a booklet and getting a complete game out of it (I wonder if this is a Britfriend thing because I don’t recall that on this side of the pond), and I mentioned amusing anti-piracy devices in game booklets (“To continue, enter the code on page 24.”)

Obviously these aren’t exactly the types of things that could be replicated today, to much effect– most games are much, much too big for the code to fit into a small booklet, and any anti-piracy devices of the earlier type could be completely negated by the internet.  Still, it’s neat when games take that as inspiration to push themselves outside of the confines of their digital world– getting Meryl’s codec code from the Metal Gear Solid box comes to mind.

What are some fun or interesting quirks that you guys remember from earlier games?

Mass Effect 3 to get ending DLC

You’ve most likely already heard about this, but I thought I would share some of our thoughts about the situation anyway. As you may recall I’ve written at some length about the endings as they stand, so I won’t retread that here. And it wouldn’t be a revelation on the scale of Saint John’s to say I hope they do it well, though I am somewhat skeptical as it sounds like they are just adding to the cinematics rather than doing the work that I suspect needs to really be done in order to fix this up properly.

Still, there is something about this all that is very heartening. There has been a lot of talk about “artistic integrity” and whatnot in relation to the ending – that BioWare shouldn’t change the ending because of fan dissatisfaction. To some extent this is a fair point, as otherwise we would no doubt have all kinds of nonsense like Square trying to make games more like FFIX instead of, you know, good FFs. Nonetheless the attitude that fans are ‘entitled’ is bizarre, for a great number of reasons. First, yes we are. We’re entitled to getting our money’s worth and if a product, for whatever reason, doesn’t deliver that then we are perfectly within our rights to demand improvement. Maybe not to expect it, but to want it, certainly. If I buy a car and some aspect of it doesn’t function properly it’s not unreasonable to want that to be fixed, whether it’s something trivial or vital to the car’s functioning. Second, and our dear Pike can elaborate on this with far greater insight and expertise than I can, it is a pretty well-established notion when you create a creative work and put it out for people to consume, it becomes the property of the consumers. I’m a writer. I dread the idea of someone taking my work and finding it so thoroughly flawed that they want big changes made. But if that does happen, I sincerely hope I have the humility and integrity to sit down and consider the complaints on their own merits – and if they do indeed have merit, to see how a solution can be incorporated. When Pike first explained that to me I was somewhat horrified. “It’s mine!” I cried, “I can do what I want with it!” Well, yes. I can. That doesn’t make it wise to do so, and it may demonstrate great disrespect for the people who are sharing this work with me.

This has nothing to do with anything, but tell me that's not the most metal England you've ever seen.

The more interesting aspect here is that they’ve been willing to do this. To whatever extent they do make changes, to go back and change a fictional work once it’s done is fairly unusual. Yes you have, say, director’s cuts in movies when they’re out on DVD, and remixes of music tracks, but those aren’t really the same thing as making a change to the canonical version of the thing itself. The only real precedent I can think of, and Pike and I tried for some time to come up with something, was the Broken Steel DLC for Fallout 3. But even that was a small change, a simple “Oh you survived after all” and the ability to carry on after finishing the main quest, as it should be. And it was paid. The ME3 DLC is to be free, and at least has the potential to make significant, even sweeping, changes to the canon of the series.

What are your thoughts on this, readers? Are you hopeful, or do you despair about BW’s caving to angry mobs? Does this bode well or ill for the industry? Tell us what you think in the comments!

School of Games

I recently had a thought which arose when I was having a discussion with people about various forms of entertainment and how educational/not educational they are.  Most people seemed to agree that games, as a whole, are not educational.  Now this instantly drove me into defensive mode because after all, I am Pike, Tireless Defender of the Vidya.  But then I got to thinking and realized that perhaps my experience is different from others.  After all, most of the games that I play are historical strategy games or simulation games, which are educational by nature.

Cheerilee approved.

I realized that this had given me a different view on games than other people might have.  I’m a hands-on learner and so I’ve learned more about, say, historical geography from Paradox games than anything else ever.  This is an interesting experience that maybe not everyone has had.  So maybe other people have a point when they say that games aren’t very educational for them.  Huh.

…of course, then I went back to being Pike, Tireless Defender of the Vidya.  Hey, someone’s got to be.

Mass Effect 3 Ending Discussion

I shall warn you now: This is going to be a long post, and it is also going to contain an overabundance of spoilers, not only for the very end of ME3 but plot points throughout the series. Therefore if you are not interested in having it spoilt for you, decorative do not read beyond this point!

Now we’ve all seen the great hullabaloo surrounding the ending of Mass Effect 3 – RPS provides a good summation of the current state of affairs – and that lets us launch into one of the core points that needs to be made explicit right from the beginning. People are invested in this game, this series, and deeply so. Mass Effect has been going for five years now, encompasses three vast games, and a number of other media like books and comics. A core concept of creative endeavor is that the creator and the consumer of it are engaged in a compact – at the very simplest level this compact is that the reader/player/watching agrees to suspend disbelief, while the creator agrees to deliver a satisfying story. The suspension of disbelief is vital. When you find the story coherent and internally consistent, you’ve got yourself a stew going. When you encounter something that is obviously nonsensical, contradictory, or the like, your ability to suspend disbelief is harmed, perhaps even shattered, and that makes your ability to enjoy the tale weaker. You can read a fairly excellent summation of this whole concept here, although the last bulletpoint may not apply!

In short this does matter. It’s not just the ending of a game, it’s the ending of something that people have invested in. Invested their money, their time, and their emotions. If anything the outrage is a testament to BioWare. Nobody gets too worked up about something they don’t care much about, but when we do get attached to things we naturally have expectations.

This honestly has nothing to do with anything, we just needed a picture to break up the text.

The problem, therefore, is not that the ending was anything in particular. It’s not that it was sad or happy or bitter-sweet or anything in-between. There’s nothing wrong with any particular ending, but it does have to have thematic ties, foreshadowing, and when it purports to be the ending of a series, it needs to provide satisfaction. Mass Effect 3 only succeeds on the first two in a very shaky fashion, and falls down on the third entirely.

The three choices given at the end of the game, by Magical Star Child von Ex Machina III, are roughly as follows – you can choose to either Destroy the Reapers, to Control the Reapers, or to merge all organic and synthetic life in the galaxy. The first of these options is fine – you’ve been trying to do that all game. The second is problematic. You’ve been specifically trying to stop the Illusive Man from figuring out how to control them throughout the game, and it’s pretty much outright stated that it’s not possible to control them. It turns out they can be, but you’re never given much reason to think it’s a good idea. In previous ME games choices like that were always given context and meaning. In the original game at the end you are presented with a choice of whether to charge in to save the Galactic Council, or hang back as it will help you fight more effectively. Sacrificing them has another purpose however – throughout the game you’ve seen humanity’s place in the galaxy, and how they are not given the due they feel they deserve. Failing to save the Council would propel your species to a position of power, as the new Council would be built around the people who saved the Citadel itself.

Conversely, although the possibility is raised in ME3 of controlling the Reapers, it’s never highlighted as a serious proposition. It’s something a madman is doing, something that the Reapers themselves have suggested to him in order to divide humanity’s efforts.

But at least that has some measure of foreshadowing, hamfisted as it is. The third option, “Synthesis”, comes right out of left field. Now, let’s be clear, I am an ardent transhumanist in the real world and fully desire ascension to becoming cybernetic. However, in this game it is completely insane to think Shep would choose that in the state he reaches the end in. He’s seen synthesis – it’s how the Reapers get their ground forces. There would need to be a HELL of a lot more in the way of setting this up beforehand for it to be remotely palatable.

The third problem with the choices given is that Shepard is not the kind of person who just accepts the choices given. The series is about defying the inevitable fate others have prescribed, and it doesn’t just come through in the big picture. A lot of small quests throughout the game can have an alternative option that Shepard figures out where nobody else could. At this point he should absolutely be able to say “Fuck you, we’re done playing by your rules.” as a Renegade, and “But look at the evidence” as a Paragon. And then what you have done in the series to date has an effect on what happens next.

How you have played should totally influence how the endings work out. Here’s how I envision things: You have brought peace to the Geth and Quarian, and present this to the Catalyst as evidence. It responds by saying “Yes, temporary peace has been achieved. Only through our presence. We have seen this in preceding cycles.” and they give you a long list where it has occurred. Then you can offer “EDI and Joker are in love.” as evidence, and the Catalyst says something like “Interesting. We do not have enough reference points to determine the outcome of this eventuality.” and then you have speech checks to convince the Catalyst to at least give the galaxy a chance to see if it can work. Alternatively you can choose to fight on, and then the battle just plays out. The outcome is determined by your War Assets – you should entirely be able to lose everything here! That would be a really great bad ending that made sense. And either of this would put things in the player’s hands, and made the choices over the game and series fundamentally matter. You could have three tiers of outcome – victory, a close defeat that is a Pyrrhic Victory for the Reapers and gives hope that the remaining galactic powers might be able to muster enough force to survive (or at least that the next cycle will), and total, crushing defeat.

So much for the choices. Let’s move on to the consequences. The choices of the ending are bad, but the outcomes are if anything even worse. Very little makes sense here. You see almost nothing except a few dying repears or whatever, and then the Mass Relays start blowing up (Seriously all it took was ONE LINE from Hackett earlier about how the Crucible’s effects seem to be propagated through the Relay system) while Joker is escaping through one. Why is he running when Shepard isn’t confirmed dead, and indeed the Citadel just opened, so Shep is probably not dead? How did Ashley and Liara get back aboard the Normandy? Who knows! Anyway the advertised multiple endings just plain don’t exist. You get a couple different colors of explosions, and you get a few minor scene changes, and that is that.

Gamers want choices. And we want choices that matter – choices and consequences used to be the watchwords of the RPG genre, and it is something we have sadly come to almost totally lack. One of the reasons Mass Effect was always so exciting was that it promised to oppose this trend – but it hasn’t done anything of the kind. It presented a total copout, in fact. Now, take my suggestions above, and you can see just how disappointing it is. I’ve not been spending forever drafting ideas, I pretty much plucked them out of thin air in the course of a few minutes. And though I’m not going to say I should be writing for videogame (I should totally be writing for videogames) it demonstrates that it would be easy to have come up with alternative endings that made sense. Endings that, as I’ve said but must hammer home, synthesize the gameplay and narrative choices over the course of the series to adjust your final options and their outcomes. This is surely the Holy Grail of games that purport to give the player significant choice – we all make gameplay choices constantly. Who to shoot in which order with which weapons, etc. etc., and how a battle plays out is the consequence thereof. In ME we make narrative choices regularly as well. Combine the two and baby, you’ve got a stew going!

Of course, this entire post rests on the concept that companies aren't evil bastards who destroy the best things ever.

Finally, when it comes to consequences, whatever the outcome we should have seen a lot more about your allies. Mass Effect is really about your other party members and how you interact with them. To see nothing except that they are stranded on an alien world is completely unsatisfying. Fair enough if you had a bad ending where Joker fled the battle once it was totally lost, I suppose, but otherwise just what. Assuming a good ending, like one where you convince the Reapers to leave or your superweapon works as advertised, you should see vignettes of where your comrades are five or ten years down the line. Liara excavating the ruins of Tuchanka. Javik is with her if you convinced him to become a bro, and they are working together to search for other Prothean ruins and perhaps other Protheans who survive in stasis. Garrus is a highup on Palaven helping to organize rebuilding. Wrex is doing the same on Tuchanka, keeping the tribes in line and working to create a new krogan identity. You see others as well, if they’re still alive. And finally you come to a scene maybe thirty years on, where you are older now, and your comrades too, and everyone who survived the series has gathered at the opening of a new Normandy Memorial Museum or something, a definitive and permanent memorial to the Reaper War and its heroes. You see a wall of the lost, as on the Normandy, you listen to your comrades make brief speeches about you, and you get to make a final one yourself about where the galaxy should go now.

That’s only one possibility of course. I understand that we all have our ideas about how everything should be different, too. I’m not trying to say I have all the answers and my ideas are best, but I am hoping to point out that not only is the current situation a bad one, it’s doubly bad because a better ending would not have been difficult to come up with, and given the money invested in the series, it wouldn’t have been an undue strain on resources to implement more.

Fundamentally it’s not disappointing just because of choices ignored, or consequences ignored, but because both are ignored in combination. Add a bit of nonsense and there we are. It’s disappointing not just as series fans, not just as paying customers, but as people who love the medium – because it could have been so much more, with so little extra effort. Maybe even enough to have a very clear way to demonstrate to Ebert that an experience can be enhanced by player agency and control, not diminished.

A Positive Escape and a Digital Angel

A criticism I often see leveled at games and gaming is that it’s an “escape”. The idea is that, by immersing yourself in a game, you’re removing yourself from real life. Usually– though not always– there is often a sort of “hiding from your problems” undertone here. And is there a valid point here? Of course there is. One can escape into anything and games are not immune from this.

But what if an escape is good, sometimes?

Let me tell you all a little personal story. As you may or may not know, I have an anxiety disorder, and it’s one that is bad enough that I’m on meds and therapy for it. This disorder manifests itself in a few different ways, including panic attacks that strike at random and a never-ending undercurrent of worry. Aside from these, I’ve pinpointed a couple of specific triggers as well, one of which is being surrounded by people and having no escape route. I wish I could express how terrifying this is to me. I guess I’ll just say that when that feeling strikes, I’ve never felt more like the rabbit species that I frequently compare myself to.

I'm certainly not a very terrifying one.

To make things worse, I currently work in retail, where being surrounded by people is a given. Working weekends– the busy days– is hell, but nothing is more hellish than working during the holiday season, which basically feels like a neverending stream of weekends.

Where am I going with this? Well, let me tell you a bit about this last holiday season. It was about halfway into December and with just a couple of weeks left before Christmas, things were really starting to pick up. Going into work every day was utterly terrifying. We were understaffed, overworked, and I was surrounded by hundreds of squirming, loud, and demanding bodies coming from every direction. I think my anxiety must have been emanating from my brain and pouring out my ears. It was pretty rough. There is one thing that really kept me from completely losing it, though:

Skyrim.

See, Mister Adequate, sweetheart that he is, got it for me as an early Birthday/Christmas present, so I started playing it at right about the time that work was getting really bad. And for those few anxious weeks, it became my escape. I could come home from the worst, most anxiety-inducing day at work and bury myself in a beautiful world of near-solitude, wandering around and harvesting herbs and listening to the gentle flow of the rivers that crisscrossed Tamriel. Sometimes my mind would start to wander back to real life and to the impending next work day, but I soon learned to keep my mind “bounded” within the confines of the television screen, so to speak. If my thoughts wandered, I’d catch myself and refocus myself on the crisp visuals of the game and lose myself in them again. Skyrim taught me this skill, and I was able to use it to calm myself and keep my anxiety levels down even after the very worst days.

The game’s story, too, was therapeutic; this will sound remarkably cheesy but the truth is that thinking of myself as Dragonborn and of every day of work as a dragon to slay made going in so much easier than it would have been otherwise.

Just like this.

Well, to make a long story short, I survived the holidays and came out none the worse for wear. It’s March, now, and Christmas is long gone. I haven’t played Skyrim in a little while. In fact, I sort of fizzled out on it not long after the holidays were over. I’ve returned to my strategy games. In a way, though, I think of that game as a digital guardian angel which descended from the gaming gods to make sure I got through a rough period in my life alright, and then stepped back into the shadows once it saw that I’d be okay. It’ll be there if I need it again, just like all the other games which held my hand and guided me through rough and uncertain times in my life: Final Fantasy 6. Yoshi’s Island. Ocarina of Time.

Gaming is an escape, but sometimes it’s an escape you need more than anything else. And that’s a truth that this little bunny knows very well.

A Gaming Curriculum

Last night Mrs. Pike Adequate, co-blogger and better half of mine, were discussing the future possibility of creating, through arcane and unholy science, progeny of some manner. As is our wont the conversation turned towards videogames, and specifically how we would best go about educating Adequate II (Electric Boogaloo) in the history thereof. The thing is that yes, anyone can just pick up a game today and have a good time, but this is an important artform and cultural expression to us, so we would want them to have a comprehensive and informative education. There are a huge number of classic games from back in the day, but unlike other artforms the constant advancement of gaming technology means some of them won’t be so readily picked as others; this is something we intend to avoid.

So far we have come up with the following policy. Beginning 1985 with the C64, the child will play every major console from the successive generations. They will be assigned a number of classic games of particular importance, and be allowed to choose a handful of electives per system as well. Once they have completed these, they will move on to the next console, until they reach the current generation of the day. They will also be playing PC games throughout this time, of course, keeping rough pace with the console generation they have reached. Only when they have achieved a sufficient knowledge of how gaming has developed, and of the classics of yesteryear, will they be getting any kind of contemporary system or game.

Now, the thing is that we want to demonstrate games that are important as well as ones that are good. It’s all very well making them play Strategy Games Throughout The Ages, but that’s not going to be broad and rounded enough – how will they understand why DooM was important, for example? So Pike and I need to come up with a list of games that had significance in the history of gaming, not only because they were good but because they were important, for whatever reason. And this is where you all come in, readers!

If they don't know Vvardenfell geography better than real-world geography, they're no child of mine!

What would you consider the canon required for a comprehensive gaming education? Not just those that are the best, or personal favorites, but ones which can be identified as important to the development of the field – perhaps even ones that can be argued to have harmed it? No matter how obvious it might seem, tell us what you would call essential, and if you feel inclined, tell us why!

Hey jerkface! You have the face of a jerk!

I’ve just got a hold of Soul Calibur V a couple of days ago and after a little getting used to it I went online. I’m not yet very good at it, but I’ve got enough instinct left from the extraordinary amount of time I put into Soul Blade, SC I, and SC II that I can still kick some of these young whippersnappers’ butts.

The thing is that when I come up against someone with, say, a Win-Loss score of 3 – 16 I really feel bad about beating them. Obviously that one insane Yoshimitsu player with like a 90% win ratio over 300 matches, I had no issue about trying to beat the crap out of him. But when it’s someone who just doesn’t seem to be so good at the game I can’t help but feel a twinge of guilt as I turn their braincase into mush. I just find myself imagining them sitting there, losing yet again – who are they? Is it someone’s dad who was urged to get one of these new-fangled consoles? Is it some kid who is not yet coordinated enough to carry on? The weird thing is I don’t have this issue in face-to-face gaming. I’ve beaten the absolute crap out of small children without a second’s hesitation or remorse when we’re in the same room. And of course if it’s a team game, like a WoW battleground or a game of Team Fortress 2, I don’t have any issues about bringing my A game.

What if I'm fighting someone vidya impaired?!

Pike will no doubt mock me for this, as she insists I should be as merciless, as vicious, and as absolutely stone-hearted as possible whilst playing games. Nevertheless sometimes I just feel like a jerkface, even though of course everyone there is there by choice and it would be more insulting not to do my best. But do any of you out there have these similar twinges of guilt and worry, where you can’t help but imagine the person on the other side of the screen and how sad they must be to, yet again, be getting pounded into dust?

Hiding Your Power Level

This is a term that is bandied about in various (usually rather geeky) fandoms: “Hiding Your Power Level”. Hiding one’s Power Level involves not letting anyone know about your chosen hobby, or at least not letting on that you’re so, well… fluent in it. It means not wearing that anime/My Little Pony/furry/whatever shirt out in public. It means downplaying your involvement in said hobby when people ask.

People seem to have different motivations for this. For some, it goes back to feeling a sense of shame. For many others, it’s because they don’t want to be associated with “the fandom”, either because it’s gotten a bad rap or because their taste for the fandom has soured (or both). And still others just like the idea of having a “personal” hobby which is their own personal space which they don’t share with other people.

For me, it’s social anxiety.

You don’t see this on the internet. On the internet, I’m very out and proud about my love of games and the fact that I spend a lot of time playing them, as anyone who follows me on Twitter can attest. There is no closet because I smashed my way out of that a heck of a long time ago.

Real life is different. Nobody at my current job knows about my love of games. Partially it’s because I never talk to begin with, but mostly it’s because my anxiety likes to kick in at full speed when someone brings it up. I always beat myself up for it. When someone asks “So Pike, what are you going to do on your day off?” I want to say “I’m going to play a minor country in Europa Universailis 3 and take over the entire continent.” But I don’t.

Instead I say, "Oh, I'll uh... just, you know. Hang out. And do some errands. Yeah. Those."

It’s not always this way. At one of my last jobs about 75% of the employees played World of Warcraft so everyone talked about it all the time, and I very eagerly joined in. This was back when I still played and two of my coworkers, including my department supervisor, rerolled on my server and joined my raiding guild. I was literally raiding with my boss. That was fun.

But now I’m at a new job and nobody seems to play anything and certainly nobody knows that I do. It’s not that I’m not fiercely proud of my hobby– I am– but my mind certainly likes to trip me up when it comes time to actually bring it up. It’s something I’d like to get over at some point, but until then, it’s a struggle.

I do, however, wear my Steampunk My Little Pony shirt all the time. There are some things you’re just not gonna take from me.

Do you guys hide your power level?

Why “Growing Out of Games” is a Foreign Concept to Me

I hear this a lot, both on the internet and elsewhere. People who say that they can no longer enjoy games and rationalize it as “getting too old” or “growing up”. Note that I’m not talking about a lack of time here– I fully understand that games are time consuming and that, the older we get, the less time we tend to have.

But there seems to be this sort of prevailing idea that games are a toy or mere plaything more than a valid entertainment form.

You don’t grow out of books.

You don’t grow out of movies.

You don’t grow out of watching TV.

You don’t grow out of listening to music.

So why would you grow out of video games? The thought baffles me.

Playtime is for everyone. Even ponies.

Games suck me in just as much these days as they did when I was younger. SMAC, EU3, and Civ IV are a very small sample of games that have all pulled me in and enthralled me just in the last few years alone. And it’s not just “older” games that are doing it– recently, Skyrim has really made me feel like I did back when I was exploring the worlds of, say, Ocarina of Time or early World of Warcraft. The excitement of the games I play lingers well after I turn it off, too, which why this blog exists. I want to talk about games and share my experiences with them. I always have, and even nearing thirty years old now I still do.

Or maybe I’m just unusual. Maybe it is possible to “grow out” of games. Maybe the really interactive nature of games equates them more to something like dance or sports or competitive chess– because you do have to put some amount of work and effort into it, it becomes more relaxing to just not bother. So people for whom it isn’t a priority fade away.

I hope not, though. I don’t ever want to lose what I have with games.

What do you guys think?

The Soul in the Spreadsheet 2: Being the Bad Guy

A blog called Critical Distance provides writing prompts for game bloggers, and I’ve decided to give this one a go (although I can’t promise how successful I’ll be). Here’s the prompt:

Being Other:

Games, like most media, have the ability to let us explore what it’s like to be someone other than ourselves. While this experience may only encompass a character’s external circumstances–exploring alien worlds, serving with a military elite, casting spells and swinging broadswords–it’s most powerful when it allow us to identify with a character who is fundamentally different than ourselves–a different gender, sexuality, race, class, or religion. This official re-launch of the Blogs of the Round Table asks you to talk about a game experience that allowed you to experience being other than you are and how that impacted you–for better or for worse. Conversely, discuss why games haven’t provided this experience for you and why.

I imagine that a lot of responses are talking about gender or race. Which are very valid things to talk about as we approach games critically. However, I’m going to touch on something a little different. I’m going to provide a sequel to my earlier post “A Spreadsheet With a Soul” and talk about what it’s like to be the bad guy in a game. I’m not talking about picking the dark side path in a Bioware RPG. I’m not talking about roleplaying a jerk character in an MMO. Here, let me show you what I’m talking about.

I’ve been on a big Europa Universalis 3 kick lately. Currently I’m playing Portugal and taking over the Americas, just for giggles. Let me tell you how that went down: I sailed over to the new world and found some unclaimed land (denoted as gray on the ingame map.) Some of this land was inhabited by “natives”, which was no big deal, because my infantry could destroy them in a matter of seconds if they chose to fight. I slaughtered several thousands of these natives that way as I slowly began to turn the map from gray to green.

Then I encountered something else. Aside from the nameless “natives”, there were actual native nations on North America. Huron, Iroquois, Cherokee, Shawnee, and others all had little patches of color on the map denoting their territory. If I clicked on their territory I could see the names of their leaders. I could also see that they were eying me rather warily.

At first I decided to be nice. They weren’t bothering me and I was taking land that was rather far from theirs, so I gave them gifts of gold in order to befriend them and then I let them be.

For about, oh, fifty or sixty years or so.

Because that was when my lust for territory had taken me all the way down to them and their little blobs of color on the map were interfering with my lovely solid green. I checked the technology chart– they had nothing compared to me. I clicked on their territory to see what they thought of me. We weren’t friends, by any means, but they “trusted me implicitly”, probably due to decades of peace and the gifts I’d given them.

No matter. I declared war, stormed in, easily killed off their little armies and occupied all their territory. (The “casus belli”– cause for war– that I gave here in order to not take such a hit in various game attributes was that they “owned territory that was rightfully mine”.) They sent me peace treaty after peace treaty– first just begging me to stop and then offering to give up some of their land– and I turned them all down. I wanted nothing but full annexation. I wanted them gone from the map.

See that brown? It was bugging me.

It didn’t take long. First the Iroquois were gone. Then the Huron a few years later. I let Cherokee and Shawnee live for another decade or so (they were more out of my way), at which point they banded together and declared war on me and I retaliated by annexing them. Just as I’d wanted, these cultures were now gone from the map and it was all mine.

Now I know what some of you are probably thinking. That this is an absolutely awful and atrocious game and how could I play it in good conscience and how could anyone find this fun?

Well here, let me tell you something. By the time I quit WoW I had over ten thousand PvP kills on my main character alone, not to mention the hundreds of thousands of NPCs that I’d killed, and I never batted an eye or thought about the implications of it.

I’ve killed hundreds of people in Skyrim and not blinked.

I’ve Planet Bustered away portions of entire continents in SMAC and giggled.

These were all clearly fiction. The enemies were not real. It was all abstract and didn’t matter.

EU3 is different. EU3 is making you recreate events that actually happened (or would have happened, in some crazy world where Portugal took over North America). EU3 has made me stop and think about myself. Sure, I can rationalize every day that I wouldn’t ever do something like this in real life. But you know what? I bet the monarchs back in Europe in the 17th century were seeing it exactly as I was. These other cultures were offending patches of the wrong color on their maps.

Maybe we weren’t so different after all. What a thing to chew on.

It’s just a game, sure. But it’s a game that lets you step into the shoes of history, for good or for ill, and because of that, it’s a very valuable experience.

“Those who cannot remember the past are condemned to repeat it” – George Santayana