Playing the Game
The Culture of Digital Games
Playing the Game: The Culture of Digital Games
Civilization
II
Civilization is a turn-based strategy game originally created
by Sid Meier in 1991.
Players control a fledgling civilization such as the Aztecs, Romans, English,
et al. Beginning in 4000BC with just a single settler, the objective is
to build an empire - by means of exploration, colonization, scientific
research and diplomacy - which will last into the 21st centry. Civilization
II, revised by Brian
Reynolds, was released in 1996. There have since been two more updates,
Civilization III (2001) and Civilization IV (2005).
Additional information about the Civilization series is available
on Wikipedia.
An introductory worksheet entitled 'How to Play Civilization II' is available
here.
Bibliography
The following articles discuss different aspects of the Civilization
series. If you find any more please
.
Atkins, Barry (2005). La Storia è Un’Assurdità:
Civilization come esempio di barbarie storiografica? [History is Bunk?:
Historiographic Barbarism in Civilization.] In: Matteo Bittanti (ed.)
Civilization: Storie Virtuali, Fantasie Reali. Valentina Paggiarin,
trans. Milan: Costa & Nolan, pp. 65-81. On
Civilization's approach to history, its educational promise, and the
pleasures and value of exploratory rather than competitive play.
Bittanti, Matteo (ed.) (2005). Civilization: Storie Virtuali,
Fantasie Reali. Valentina Paggiarin, trans. Milan: Costa & Nolan.
An Italian collection of essays on the Civilization
series.
Bitz, Bako (2002). The Culture of Civilization III. Joystick101.org.
15 January. Retrieved 23rd April 2007 from here.
A thoughtful critique of the treatment of culture
in Civilization III.
Burns, Alex (2002). Civilization III: Digital Game-Based Learning
and Macrohistory Simulations. Retrieved 16 August 2008 from here.
Carr,
Diane (2007). The Trouble with Civilization. In: Atkins,
Barry and Krzywinska, Tanya (eds) Videogame, Player, Text. Manchester:
Manchester University Press. Retrieved 23rd April 2007 from here.
Response to ideological critiques of Civilization
by Poblocki, Myers, Lammes
and Douglas, which argues that no conclusions regarding
the game's effect on players can be drawn from just textual readings.
Chick, Tom, Meier, Sid, and Shelley, Bruce (2001). The Fathers of
Civilization: An Interview with Sid Meier and Bruce Shelley. CG Online,
31 August . Retrieved 30th May 2007 from here.
Includes discussion of the early development of
Civilization, its design and mechanics, and (briefly) its politics.
Chick, Tom (2002). The Teaching Game: All I Really Need to Know I
Learned in Civilization. Computer
Games Magazine. January. Retrieved 23rd April 2007 from here.
A short, wry article ridiculing the claim that
Civilization is realistic or educational.
Coleman, Terry and Meier, Sid. (1998). The Sid
Meier Legacy. Gamespot.
Retrieved 6th August 2005 from here.
Reprinted by Thunderfall (2000). Civilization
Fanatics' Center. Retrieved 23rd April 2007 from here.
An overview of Sid Meier's games from 1984 to 1997,
incorporating an interview about each game. Includes brief discussions
of Civilization and Civilization II.
Douglas, Christopher (2002). "You Have Unleashed
a Horde of Barbarians!": Fighting Indians, Playing Games, Forming Disciplines.
Postmodern Culture
13.1 (September). Retrieved 23rd April 2007 from here
and here.
Douglas explores the Civilization series'
implicit ideologies (of colonization, culture, technology, equality)
within the context of the emerging discipline of digital game studies.
Friedman, Ted (1999). Civilization and Its Discontents: Simulation,
Subjectivity, and Space. In: Smith, Greg (ed.) On a Silver Platter:
CD-ROMs and the Promises of a New Technology. New York: New York
University Press, pp. 132-150. Retrieved 23rd April 2007 from here
and here.
An exploration of player subjectivity whilst playing
Civilization: you identify with the computer and enter into a
'cyborg consciousness'. Simulation games take geography as the narrative's
protagonist.
Galloway, Alexander R. (2004). Playing the Code: Allegories of Control
in Civilization. Radical Philosophy 128 (Nov-Dec), pp.
33-40. Reprinted as: Allegories of Control. In: Galloway, Alexander
R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis,
MN: University of Minnesota Press, pp. 85-106. Galloway
argues that digital games, including Civlization, are "allegories"
of today's information society, fetishizing control and resisting traditional
ideological critique.
Henthorne, Tom (2003). Cyber-Utopias: The Politics and Ideology of
Computer Games. Studies in Popular Culture 25.3 (April). Retrieved
23rd April 2007 from here.
Assesses the utopian and ideological aspects of
SimCity, Civilization
and especially Alpha
Centauri. As utopias these games allow players to rethink how
power is distributed and exercised, though they also betray the ideological
assumptions of their designers.
Jenkins, H. and Squire K. (2003). Understanding Civilization III.
Computer Games (September, 2003). Retrieved 23rd April 2007 from
here. Brief
account of Squire's experience using Civilization III to teach
social studies in schools, emphasising the contingency of historical
events, the ideological biases of games, and their capacity for encouraging
critical reflection.
Kapell, Mathew (2002). 'Civilization and its Discontents:
American Monomythic Structure as Historical Simulacrum'. Popular
Culture Review 13.2 (Summer): pp. 129-35. Civilization
articulates imperialist American myths of progress and expansion
into new frontiers, as described by the historian Frederick Jackson
Turner.
Lammes, Sybille (2003). On the border: pleasures
of exploration and colonial mastery in Civilization III Play the World.
In: Marinka Copier and Joost Raessens, eds. Level
Up: Digital Games Research Conference Proceedings (CD-ROM).
Utrecht: University of Utrecht, pp. 120-129. Retrieved 23rd April 2007
from here. A
discussion of colonialism within Civilization III.
Mäyrä, Frans (2008). Civilization (1991): Ideological Simulation
or Just Strategic Play? In: An Introduction to Game Studies: Games
in Culture. London: Sage, pp. 95-100. Short
discussion which reviews much of the critical literature on Civilization.
Meier, Sid (2004). Commentary from Sid Meier. In: Demaria, Rusel
and Wilson, Johnny L. High Score! The Illustrated History of Electronic
Games. 2nd ed. New York: McGraw-Hill/Osborne. A
brief commentary by Meier on each of his key games, including a few
paragraphs on Civilization and Civilization III. Much
shorter than Coleman and Meier.
Miklaucic, Shawn (2003). God Games and Governmentality: Civilization
II and Hypermediated Knowledge. In: Bratich, Jack Z., Packer, Jeremy,
and McCarthy, Cameron (eds.) Foucault, Cultural Studies, and Governmentality.
New York: SUNY Press, pp. 317-35. Miklaucic analyses
simulation and strategy games, especially Civilization II, relating
Bolter and Grusin's (1999) notion of
hypermediacy and Foucault's understanding of surveillance and governmentality.
Myers, David (2003). The Nature of Computer Games: Play As Semiosis.
New York: Peter Lang Publishing. Chapter 13 (pp.
131-146) discusses the Civilization series at length.
Myers, David (2005). Bombs, Barbarians, And Backstories:
Meaning-Making Within Sid Meier's Civilization. In: Matteo Bittanti
(ed.) Civilization: Storie Virtuali, Fantasie Reali. Trans. Valentina
Paggiarin. Milan: Costa & Nolan. Retrieved 23rd April 2007 from
here.
A difficult but rewarding article which argues
that the 'backstory' of Civilization is irrelevant to understanding
its playability as a game.
Poblocki, Kacper (2002). Becoming-State: The
bio-cultural imperialism of Sid Meider's Civilization. Focaal:
European Journal of Anthropology 39, pp. 163-177. Retrieved
23rd April 2007 from here.
Discusses the political ideologies and cultural
imperialism of successive versions of Civilization, in which
the player implicitly colludes.
Squire, Kurt (2002). Cultural Framing of Computer/Video Games. Game
Studies 2(1) (July). Retrieved 23rd April 2007 from here.
Squire, Kurt (2004a). Replaying History: Learning World History
through playing Civilization III (PhD thesis). Indiana University.
Retrieved 7th August 2005 from here.
Squire, Kurt (2004b). Sid Meier’s Civilization III. Simulation
and Gaming, 35(1), pp. 135-40. Largely descriptive
review of Civilization III, focusing particularly on what Squires
sees as the game's largely untapped potential as an educational tool.
Stephenson, William (1999). The Microserfs are Revolting: Sid Meier's
Civilization II. Bad Subjects
45 (October). Retrieved 23rd April 2007 from here.
A short, lucid, Marxist analysis of the dubious
ideologies and subversive potential of Civilization.
Wark, McKenzie (2007). Gamer Theory. Cambridge, MA: Harvard
University Press. Retrieved 3rd May 2007 from here.
Chapter 3 ('America') briefly addresses Civilization
III, considering the game's algorithmic treatment of space and time.
Websites
The following websites contain extensive Civilization resources
and discussion.
Apolyton. Includes
Civilization spin-offs and an active forum.
Civilization III. Official
Civilization III website produced by Firaxis
Games.
Civilization IV. Official
Civilization IV website produced by Firaxis
Games.
Civilization Fanatics Centre.
Covers all four Civilizations.
System Requirements
The official minimum requirements to install and play Civilization
II are:
166 MHz Pentium or faster processor
Windows 95 or 98 with DirectX
16 MB RAM
High-color graphics (640 x 480 resolution, 16- bit color with 2 MB
video RAM)
4x CD-ROM drive
60 MB hard disk space
DirectX compatible sound card

DOOM
II