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Tag: Civilization

Safety, Security, Atrocity

I have been thinking a lot lately about security and safety. In our non-fictional world we can’t stop talking about it. We bring our desire for security into our fiction-based games. After all, what is the point of defeating evil necromancers or eldritch space horrors if not to secure the safety of the ordinary good people in that fiction? Today I will be using an example from EVE Online to explain how risk cannot be eliminated while maintaining reward except by atrocity. There is a bit of a preamble, but don’t worry, I will as always ensure that I am writing in plain English rather than EVE-specific jargon (tooltips will be provided).

In our non-fictional world, safety and security are usually spoken of in positive terms. We generally want children to return from schools and employees to return from workplaces without serious or life threatening injuries or exposures. We expect to be able to walk out of our homes and not die by malicious action or careless negligence. Yet it is impossible to truly perfect our safety and security. Everyone who leaves their house consents  to a level of acceptable risk. You know you could lose your life simply by walking out your door, but you do it anyway because the chances are low while the rewards are seemingly endless. You don’t proceed to run into opposing traffic because that kicks the level of risk into being unacceptable: being late for work is not worth your life. You feel safe enough, secure enough, that you would not go to bizarre lengths to drive the chances of something going wrong down to absolute zero. Yet that residual chance of a drunk driver defying the traffic safety rules and laws and causing you harm always remains no matter much more enforcement is applied. As a society we work out where to set the limits, and when we do well the risk is practically zero but not absolutely zero with as few restrictions on individual liberty as possible. We can chase that absolute all we want with ever-increasing zeal for draconian rule enforcement, but somehow we never get there. We know that if there is ever to be any reward, there is a non-zero risk.

Even in a game mostly based on rolling numbers on dice, there is an element of risk vs. reward.

Risk vs. reward lies at the core of the mechanics of the finite games we play. Our level of acceptable risk can go sky-high when there is no risk to our physical safety and no real money is involved. Where we are risk averse when it comes to the risk of termination of infinite play, we are perfectly happy to play finite games where we rush headlong into danger and get destroyed when we lose. The boundaries of the game provide a safe space for us to indulge the kind of risks that we would never take if the consequences were not contained within the game. We can construct terrible totalitarian regimes where no threat to our Civilization’s hegemony can go unanswered by military force. We can fly spaceships deep behind enemy lines knowing that we could be blown up at any time. We can take four points for twos at risk of losing our bonus on the top half of the Yathzee card. Depending on the game and the player’s style, finite games played for fun involve different risk profiles. Yet wherever our tolerance lands, we know that a game with rewards but no risks is completely broken.

So what happens when a player doesn’t understand this? This week I have a great example coming from New Eden, the fictional universe in which EVE Online takes place. Since the last time I wrote about this game, I took the plunge: got the subscription, joined a corporation, and moved out to null sec. Security here is different. I no longer rely on CONCORD’s omnipotent but reactionary justice. But I still read Miner Bumping with amusement. That is the blog I referred to in this post about emergent gameplay. Many days it’s more of the same: player in a mining ship in high security space gets blown up by a space mafia enforcer, space mafia engages in a little bit of light roleplaying (the blog being the central source for the in-game propaganda), the miner goes berserk and engages in toxic behaviour, the whole thing gets posted to James 315’s blog where the man himself makes entertaining wisecracks and reinforces his mythology. After a while that starts getting a little old, but then every few weeks something interesting and different happens. This last week Miner Bumping introduced us to a player named Starterrorprime (Part 1, Part 2, Part 3, Part 4). This miniseries is exactly why I read that blog.

For those who don’t speak EVE jargon, here is a brief synopsis: dude approaches one of the most powerful groups in a very large game and offers to build their ships rather than pay into their racket. They’re like no, we build our own ships, please pay into our racket. He doesn’t want to, so he buggers off to the area of space (null sec) where CODE. doesn’t operate. Wants to sell ships on the open market to a powerful null sec alliance. The same ships they build themselves and give out to their members for free. He complains on the official forums when his plan for pre-ordained profits fails to materialize. Then he comes back to high sec and goes back to forums with his tale of woe and asking people to donate (in-game currency) to his for-profit enterprise. If he is doing this as a scam, that’s the most perfect EVE gameplay I have ever seen. But if he believes his own BS, if he believes that there is actually something wrong with the game when he can’t just roll in and start making profit at the expense of large groups, that’s where he has a really serious problem. The game would have a serious problem if it rewarded players who are looking to get risk-free rewards, but that’s not the case. If he keeps on trying to mine minerals and build ships out of those minerals in high security space, he is going to continue to face player pirates (CODE. and otherwise) and the heartless reality of the open market where much larger and more efficient operations will be able to undercut him. He is not ruining the game because he is unable to completely remove the risk that he will either get blown up or beaten in the ship market.

Now, if he wants safety and security and the opportunity to take progressively bigger risks for progressively better rewards, he can always give it a try in a different null sec alliance. Do what I did: inquire about who is recruiting, find a good bunch of guys to play with, and be there for the group when they call for help to defend fellow alliance mates. Be there for their team mining boosts, be there for the corporation-level small fleet activities. Sure, my killboard will show that I have lost many, many more ships after leaving the safety of high security space. But my ability to build up and participate in something bigger is far more secure than it would be without being a part of a team.

Nullsec Corporation life means deriving your safety and security from being a part of something bigger than yourself with other players, not just having the biggest shiniest dakka-est pwnship in the game. The best ship in EVE is friendship.

And this is where we finally get to the part about atrocity: assuming it’s not a swindle, what would it take for Starterrorprime to be able to realize his dream of making profit without interference from opposing players? Would CODE. need to be banned holus bolus? Would a single player be able to find a way to take down a decaying Pandemic Legion? To do this without astronomical risk would take a lot of power, but not just any kind of power: it must be accessible to him but not his opponents. It may not be impossible that he is simply that much of an exceptional player that he could eventually find the hidden path to becoming John Galt in space faster than anyone else, but it seems quite unlikely. How does a one-man corporation reliably take on the masses and win every time (on the battlefield or in the marketplace) when the masses are able to change strategy and have been at the game much longer than our new bro? It is easier to imagine this power coming from some kind of exploit which CCP would make a bannable offence as soon as they are made aware of it. In order for him to use an exploit to dominate very large groups of skilled and intelligent players he would need the developers on his side to allow the exploit to continue. This would be, within the boundaries of the game, an atrocity. Now let’s think about things other than video games: if I came up with a risk-free way to win at board and card games, nobody would want to play with me anymore. I would be banned from tournaments. Casinos would kick me out. In order to keep “winning” I would somehow need to force others to play with me, which is in some ways impossible. The “players” would not really be playing the game, they would be maintaining the facade of a game to keep me placated. I would have to keep changing the rules to keep myself on top, always. The more extreme the drive to zero risk / increasing rewards gets, the worse and more bizarre the situation would have to be in order to make it possible. This why guys like Starterrorprime must be allowed to lose. Hopefully they come back better next time with a little bit more humility and a better plan. Things would need to be really crazy for it to be any other way.

So, the next time you see an embittered player pleading for more safety and security, be wary of what they might have in mind. Are they looking to bend rules to create an unfair advantages for themselves? What would it cost everyone else to see that player get their way? Are they looking to cooperate with others towards a common goal, or to exploit the good will of others and climb to power on their backs? If that kind of behaviour is allowed in the game with a risk of failure, great. But if they have the means to eliminate risk entirely and still get the rewards, some kind of atrocity is sure to follow. If it’s in the context of a finite recreational game then maybe it is time to quit and do something else. If it’s someone who wants to eliminate risk to their real-life fortunes it is important that they are denied the means to make it happen.


Next week at this time I will be rather busy. Last year’s modest proposal has lead to next Saturday being my wedding day. I have said before that this blog will always be free; that you won’t ever be pestered to sign on to give me money via Patreon, etc. just for writing posts. That is still true. However, I did reserve the right to use the blog to promote other projects asking for your money. If you appreciate my work and want to contribute, I do have a suggestion. My fiancée and I have requested of our friends and family to not give us physical things as wedding gifts (we already have enough dishware, thanks) but instead to make a donation to the Mazankowski Alberta Heart Institute. So if you, wonderful reader, are the sort of person who’d be inclined to support my work right now please take that money and make that donation instead. To do this, please go to the Universal Hospital Foundation donation page and select “Mazankowski Alberta Heart Institute” from the “designation” dropdown.

Almost Infinite will continue to publish while I am away, but comment moderation may be very slow. It should be fine if you have posted before, but new commenters may have to wait a while before their posts show up. And if you are wondering why to care about comment moderation when you don’t post any, I encourage you to make a change there. I hope everyone is enjoying Alastair’s series Full Steam Ahead which will return with “Arma II – Operation Arrowhead” on the 22nd.

The Magic is Missing

I haven’t rediscovered it yet. That Civilization magic that keeps me up into the wee hours of the morning, hopefully not on weeknights. The third, fourth, and fifth instalments all in their own way refined and built upon this magic. But when I tried to play Beyond Earth, I found it wasn’t there. Oh well, I thought, the magic wasn’t in the spin-off but it will arrive with the new one in the main series. But I have been trying to play through Civ 6, and it took longer than I expected to make it through my test run on Settler (lowest) difficulty.

Truth be told, the main reason I’ve made it as far as I have in my Civ 6 games is that I committed myself to write about things other than the series I am working on about that other game. My deliberate effort to stay casual rather than a part time job has meant that I was able to make time for Civilization, though I could just as easily have spent 100% of my gaming time there. Sort of like how Civilization used to perclude playing any other video games…

Inside the game, the part I am having the most difficulty with right now is that the new idea of districts struck me as brilliant. What I am finding less than brilliant is that the cost of building them is so high that it has made both of my attempts so far into production queue logjams because I have to wait so long for district construction to be complete. Technology and social policy acquisition are hardly limiting factors anymore; it’s being able to build the districts in any sort of reasonable time frame while still pumping out industrial and military units.

Planning Mumbai’s expansion: the cost of the districts themselves seems a bit steep.

But my beginner’s misadventures in virtual city planning are probably things I could learn to avoid given time and practice with the new rules. What concerns me more is the interaction with other civilizations. Although it has long been the case that interaction with your neighbours consisted mostly of them finding excuses to declare war on you because you deign to exist next to them, sometimes it almost feels like a geopolitical game. I fondly remember a round of Civ 5 where I propped up the Roman Empire with huge gifts of strategic resources because it was the only buffer between my land of peace, science, and cultural advancement and the Huns’ sprawling empire based entirely on brutality. The fact that I could use game mechanics to create a narrative was neat. This was more of an exception than a rule, but if that sort of shenanigans could become common then the whole idea of foreign relations could be a lot of fun. My experience so far is that it’s the same as it ever was, except now the leaders will insult me for having a small navy or not adopting their religion before they declare a war of naked aggression because my land is next to their land. It doesn’t make that part of the game much more compelling than it used to be.

So, while I like the new ideas, until I rediscover the magic that drew me to Civilization in the past I won’t be grappling with the prospect of pouring infinite amounts of time into the game. It has stood the test of time for 26 years, but if I start to feel about Civilization 6 the way I do about Beyond Earth, I may yet be cured of the obsession with getting through just one more turn.

Going on the Depression Quest

Interactive fiction strikes me as a combination of the internet and the choose-your-own-adventure novels that many people my age borrowed from their elementary school libraries. They aren’t games in a pure sense, but share some characteristics with games. That brings me to one work in particular from 2014 called Depression Quest. In case you aren’t already painfully aware, this is the game around which the shitstorm known as Gamergate originally formed. But this post isn’t about that. It’s about the game, if we can call it that. Interactive fiction is somewhere in between the linear story and the plot-heavy game. And this interactive fiction game might just hit you very close to home.

I have to admit, for being as interested as I am in the possibility of games being used for social good (or social evil), I have remained shamefully ignorant about Depression Quest. I knew the gist of it, and followed the Gamergate fallout in the news, but I didn’t play Depression Quest until a few days ago. The game is fairly simple: a grainy polaroid sits at the top of the screen, a closeup of some object relevant to the current scene which is described by the text below. Sometimes the only option is to click “next” to continue, while other choices are presented at some points. Right away, you notice that the best choices are dangled in front of you but are then crossed out in red, like this:

depressionquest1

It’s, well, depressing if you pardon my word choice. I kept trying to choose the best of the blue choices, but found myself wandering into progressively more dreary situations. It quickly becomes apparent from the changes in the status fields, the top one in particular, that reaching out to people and asking for help is the way to go. If there is one thing that Depression Quest is not, it’s being subtle in making its point.

I made many of the "right" choices, and it tells me I am doing better, though I clearly have not won the game yet.
I made many of the “right” choices, and it tells me I am doing better, though I am clearly not out of the woods yet.

And then, suddenly, it was over – as much as Depression Quest can be be over. It leaves the reader/player with a message thanking them for playing and reminding them that life is just about moving forward and provides helpful links to mental health resources. Neat. Now, being a person who likes games, I would be remiss not to try at least one other path if I know there is more than one ending. I went back to the beginning and started a new run where instead of choosing things I either know are the right thing to do or are the thing I would do/have done in the given situation, to go ahead and choose the ultimate path of self-destruction.

depressionquest3
The increasing/decreasing static is a neat visual effect.

Yikes. I made some bad choices, refused to open up, and more and more of the choices I made last time came up crossed out. As I keep going down this path, several times I am given only the “bad” option and other times what looked like it might be a path back up to the light but sometimes it’s already too late to change some future events. Keeping on the dark path leads to a bleaker conclusion, though no more decisive than what seemed like the “good” ending.

Have I missed the point of the game? Perhaps the author wanted the audience to focus on relating to the emotional content more than trying to achieve objectives with their actions. While I can’t deny that this game is disturbingly relatable, at times seeming like it was spying on my own life, I can’t just look at it as a piece of literature I can relate to. If my actions didn’t matter then I would not feel like I needed to be offered the choices in the first place. But the player’s choices in Depression Quest do matter within the context of the game: it’s not just your well-being at stake. Your parents, your brother, and your girlfriend are all affected by your actions. If you choose wisely, they become happier people. If you choose poorly, they suffer. The difference between those two outcomes is up to you. If that’s not making a point about our real life choices about how we deal with depression, I don’t know what is.

Where does this fit into the big picture? Games, or game-like interactive stories, can illustrate important messages in different ways than linear stories or personal interactions. That is not always necessary, but sometimes it can be helpful. That’s why I think we, people who love games, have a responsibility to push back against the misconception that games are for simple amusement and wasting time. We also have to stand up to the toxic elements of gaming culture who want to reduce gaming to finite contests that exist only to stroke their egos. I don’t  always hate power fantasies that give the player the ability to shoot things, blow things up, or wage wars from above. I couldn’t play Civilization if I didn’t enjoy a good power fantasy. Rather, I hate the idea that games, video games in particular, are thought to be limited to that sort of thing when games like Depression Quest also exist to make people think.

So, if playing this game can teach us anything, it’s that sometimes you have to reach out and call for help. If you need it, go to therapy. If you need them, take your meds. And, unless you’re allergic, don’t say no to a kitten. I’m glad I didn’t.

OASIS

There are at least two things that you could have learned from my last two posts: I spend way too much time playing Civilization, and I like cheap/free stuff. The latter of which brings me to my next post, about another book that I didn’t pay for. If you identify as a geek who likes geek stuff, there is a reasonably good chance you have a copy of Ready Player One by Ernest Cline somewhere in your home even if you have never even opened it. This is because you might have subscribed to, or like me received a Loot Crate subscription as a gift, and there was a copy of that book included back in February 2015. The cover raves that it’s a “new Harry Potter” and “revolutionary.” Well, it’s not. At least not in my opinion. I read it as a standard hero’s journey of teenage male wish fulfilment. The writing itself is executed competently, but the writing itself didn’t have any special powers for grabbing my attention. There was no point to be made or lesson to be learned in the plot. So why, then, did I enjoy the book and find it interesting enough to write about? Because I loved OASIS (Ontologically Anthropocentric Sensory Immersive Simulation). In the book it is the vast MMO game that seems to comprise all of video gaming and the internet in general in the novel’s dystopian near-future. It is both a game-within-the-game and a setting for much of the story. It’s a cool idea. It’s not a new or unique idea, but I think OASIS is an interesting iteration because:

  1. Culturally, it seems to flow from what we have now. The Matrix, or Star Trek’s holodecks/holosuites are virtual reality environments in science fiction, but introduce a few elements of science fantasy. A lot of the pop culture Ready Player One based on is dated, but there is a good in-universe explanation. The creator of OASIS grew up in the 80’s and 90’s and was pathologically obsessed with the pop culture of that time, not as much that of the new millennium. So despite being a near-future setting, there are more references to D&D and Rush than there are to Reddit memes or Harry Potter or anything else more solidly embraced by millennial than by GenX. It works because the reason for this is explained, and the characters are aware of how dated the pop culture references are. Still, it pushed a lot of the right buttons to entertain me as an older millennial and felt more genuine than the other fictional VR environments I mentioned.
  2. Despite having a beginning as a system, each player logging in for the first time enters a game already in progress. For most young people in the novel, OASIS didn’t really have a beginning for them.
  3. The big bad evil empire corporation pushes the boundaries of the players consenting to play, because the other players never consented to a game involving real-world violence and harassment, but it mostly holds true. Not everyone has to be an egg hunter (participate in the contest that is the centre of the whole plot), not everyone has to play OASIS (which is perhaps reasonable if one is rich enough that the real world isn’t a complete nightmare all the time). As far as most players were concerned, OASIS was not played to reach an end; the end of making money was to be able to stay in OASIS longer or with better in-game advantages.
  4. It is implied that unlike the video game worlds we know where extreme slopes, waist-high bushes, or invisible barriers all provide a limit to the space, there are actually no boundaries in OASIS, as even specific locations can have hundreds of cloned copies.
  5. With the possible exception of the egg hunters, nobody else seems to be playing the game with a particular win condition in mind. Some people do it for work, some for escape from the awful corporate dystopia outside, but very few to “win” because for most people there is no specific victory condition.
  6. There is no end. The game-within-the-game, finding the easter egg and winning the prize, provides an end to the novel, but not to the game-within-the-book of OASIS. All of the surviving main characters still have OASIS accounts at the end of the book.
  7. The rules of the game can be changed within the game to ensure that play continues. This is where huge games like EVE are still finite in many ways. While space may be vast, somewhere outside of the game itself, there is a CCP employee working on new content at a computer. Even The Matrix appeared to require externally defined boundaries as long as you’re not Jesus The One. OASIS appears to be programmable from within OASIS.

Points 2-7 on my list all make OASIS look more like an infinite game than a finite game. And, while Carse (the philosopher who defined the terms I am using) asserts that only real life can be an infinite game, I am not sure something as robust and believable as OASIS would have crossed his mind back in 1987 when Tron defined what most people thought of when imagining a virtual world inside a computer.

As much as my praise for the novel overall is equivocal, I have to admit that it was entertaining and has been well received. I was at a book store on Sunday and saw that it was still a “staff pick” which tells me that there are a significant amount of fans if it gets pride of place and a sticker instead of being buried in the discount bin. Although it’s hardly a life-changing experience, I enjoyed the book and wouldn’t hesitate to recommend it as long as the expectations are correctly set. It was yet another stroke of the ego for the stereotypical gamer and didn’t push our social boundaries in ways that were not entirely predictable, though OASIS pushed those boundaries within the society of the setting. The book was also good entertainment and explained a neat idea without being boring. So when I think of my decision to keep reading this book through to the end I won’t look back in anger, at least not today.

One More Turn

Fourty-thousand nine hundred and twenty minutes, that’s how you measure my life playing Civ.

Although I have been able to stay off many of the hard drugs in the world of video games (WoW, Everquest, LoL, EVE), one game I have invested a ludicrous number of hours into is Civilization. The sixth instalment in the series was announced three days ago, so I will take a few moments to explain why this is significant to me. I don’t have a tally for Civilization 2, 3, or 4, but I currently have 682 hours and counting in Civ 5 (that is since October 2012). There is a reason for this, and it’s not just too much time on my hands. It’s because the game does such a wonderful job of keeping its boundaries just out of sight while providing new experience each time.

The core rules never change: there are movement rules for each unit, building costs, cultural and economic points to collect, victory conditions, a defined beginning and end to the game, all those characteristics of finite games I talked about last week. Unlike many games, Civ 5 allows a great deal of customization during game setup to tweak those rules, while others are fixed unless you are playing an explicitly modified game (for which there are many, many, options too). There is nothing infinite about it, as the number of permutations and combinations is vast but limited. Throw in a randomly generated world map, and the possibilities seem endless (even though they’re not). There are just too many possibilities for a human to be able to “solve” the game.

That is what distinguishes Civilization from the games where I can clearly see the boundaries. Another game I picked up recently is called Antenna. I was casually browsing Steam’s free-to-play section for something that isn’t a pay-to-win online multiplayer grindfest. Antenna was really good. I have 41 minutes logged in that game, and that is all I will ever have. Even that is a little bit longer than it needed to be, since I had to quit and restart the game in the middle due to a technical glitch (the sound cut out, and if you go play this game, you will find that is a fatal error). I had to start out from the beginning. But hey, I’m not going to complain about a single hiccup when the game was made available to me for the same price as a typical Canadian is willing to pay to watch HBO’s Game of Thrones.

Antenna has very clear boundaries, and one way to win. Each puzzle is solved by matching sounds and pressing the right buttons at the right time. You solve the puzzles, you win the game. I had a fair amount of fun playing it, and loved the feel of the atmosphere, but I won’t be playing it again because there is nothing more I can get from it. It’s perhaps a better example of a finite game than a game like Skyrim, which is every bit as limited, but is big enough that it’s harder to see from inside the game. Civ, on the other hand, always offers a new possibility: even with the same game settings and intended strategy, what kind of world am I going to explore? Am I on a huge continent or an island? Will my neighbors be Mahatma Ghandi and Haile Selassie, or will they be Genghis Khan and Attila the Hun? Will I be able to finish my world wonder before some undiscovered nation on the opposite side of the world builds it first, causing my fine workers to bust the whole thing up for scrap? (No hint of familiar frustration in my voice on that last point.)

+2 faith, +5 gold, +25% gold from city connections... Machu Picchu is a pretty good deal if you have a city close enough to a mountain.
+2 faith, +5 gold, +25% gold from city connections… Machu Picchu is a pretty good deal in Civ 5 if you have a city close enough to a mountain; especially if you’ve got Gustave Eiffel on standby to rush it.

So it’s that measured uncertainty that keeps the game fresh and replayable. The rules are limited, but with so many possible ways to play and win the game, the boundaries seem obscured by the same fog that covers unexplored tiles. That is what keeps me coming back to Civ 5 over newer games. As big as Skyrim is, I find it really easy to fall back into doing the same things in the same places on each playthrough, and it starts to feel the same. That just isn’t the case with Civilization, where the game is always just a little bit different. Beyond Earth, the “in space!” offshoot of the franchise missed the mark because despite the beautiful terrain and similar mechanics, it just did not have the same feel. Each game I played seemed to become routine more quickly (explore, run from aliens, develop tech, build improvements, choose affinity, kill aliens, never worry about other players), so I lost interest in it and went back to Civ 5. I just can’t seem to leave that game alone.

While I was writing this post, I had a friend ask me if I wanted to play a multiplayer game. Given that it is often hard to find people to commit to getting very far in a game of Civ 5, I accepted. We started a game. And then it was 4:00 AM. It was then I was reminded that across all of its iterations, Civilization is still the game built to stand the test of time.