The Double Bind of Cultural Feedback Loops within Sid Meier’s Civilization VI
The game bases itself on historical attributes:
Players actively engage with historical events and play as a historical leader such as Gandhi or Cleopatra.
“playing in these (hi)story-play-spaces means occupying a larger role in the process of historical narration, in comparison to most other forms of history. The player is both narrator and audience. In historical games, doing also means writing.” (34).
-Adam Chapman in Digital Games as History (2016)
Gaming as an unique medium to engage with history ?
Collective memory refers to the shared pool of memories, knowledge and information of a social group that is significantly associated with the group's identity.
The argument of Jeffrey Andrew Barash (2016)
Collective memory is detached from ‘in the flesh’ encounters between two people who have a different background.
"(...) The foundation of a state or the occurrence of other politically significant events most frequently lie beyond the possibilities of what any living individual might have experienced and remembered” (44).
Barbie Zelizer (2011) argues that memory functions as a series of concentric circles which are interlinked with each other:
“Organized in mediated systems, news delivery works by parameters that favour the broad over the narrow, the simple over the complex, the uniform over the differentiated, form over content. Consequently, when memory moves into the global flow of news, it by definition loses some of its locality, internal variation, nuance, and particularity.” (Zelizer 2011, 28).
Do we see a change when memory is delivered through videogames as a history-play-space?
Science
Domination
Religion
Culture
Score
The core gameplay mechanics of Civ VI consists of constant feedback loops where the player actively makes choices in how to progress.
For every win condition, players need to manage multiple resource yields in order to win succesfully.
Production - Gold - Culture - Science - Religion
but even managing your civilization to the point of perfection will lead to active reflection because of the AI of other civilizations.
-Adam Chapman in Digital Games as History (2016)
Could we argue that Civilization VI simplifies history in order to have people reflect on how historical narratives are shaped?
History is simplified (too much) in order to fit within the cybernetic system of the game. These abilities also nudge towards a specific playstyle.
The game bases itself on collective memory and further abstracts it so it suits the cybernetic gameplay system. Thus, the collective memories are simplified even further.
On one hand, historical strategy games offer unique opportunities for players to reflect and understand how history, in a general sense, is formed.
On the other, this comes with the problem of further simplifying complex and personal memories into mere gameplay mechanics that do not cover the complexity of collective memories.
Thus, Civilization VI is both restrained and liberated by videogame mechanics that engage with history.