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Download Age of Empires III Demo v1.1. Minimum System Requirements. Microsoft® Windows® XP. PC with 1.4 Ghz equivalent or higher processor. 256 MB of system RAM. 620 MB available hard disk space. 64 MB video card with HT&L. DirectX 9.0c or above. Ambitious webmasters eager to advance to the 'next Age' now have a generous stockpile of. Start Age of Empires: Definitive Edition. In the game’s menu, click on Options, then Open Game Folders. In the new Windows Explorer window, open the Game Content, then Campaign folders. Switch to the Windows Explorer window opened during Step 2 of “Unzip the Scenario” (above) and copy the files.
Vol. 2, No. 1 (2008)
http:/www.eludamos.org
Signifying the West: Colonialist Designin Age of Empires III: The WarChiefs
Beth A. Dillon
Eludamos.Journal for Computer Game Culture. 2008, 2 (1),p.129-144
Beth A. Dillon
'Onahote,' the Iroquois warriors seem tosay as the player squares off selection around them and right-clicks the mouse tosend them forward. Blue circular outlines highlight the selected units at theirfeet. The mounted warriors spawn at the corral and announce 'Forward!' in thevoice of the European characters from Age ofEmpires III. The units are replicas of one another sent to encounterconflicts, collect resources, and reveal the map until they meet the end of thegame world at black edges.
During the American Revolution, you as theplayer are tasked with traveling to an Oneida Iroquois village with your UncleKanyenke to set up defense against the Mohawk and Hessians. Your mother iskidnapped, which sends you on a search across the land to free villagers, taketrading posts, and find her. Once you have her, the Iroquois Confederacy isdisbanded, and you bring together Militia volunteers with Oneida to aid George Washington againstthe British and Mohawks. You are now known as Captain Black, it is a coldwinter in 1776, and this is your story.
TheWarChiefs, an expansion of the
As Eskelinen (2004) asserts, 'There's noguarantee whatsoever that the aesthetic traditions of the West are relevant togame studies in general and computer game studies in particular.' However,games designed and developed in the West certainly are influenced by Westernaesthetics, and thus should be considered in this light. To take up Eskelinen'schallenge to find other aesthetic traditions to analyze games, this paperintroduces the ludic qualities of the RTS genre, and then compares Indigenousand Western perspectives of interactivity, space and time, and narrative in aclose reading of Age of Empires III: TheWarChiefs. The WarChiefs uses bothWestern and Native representations in game mechanics, sound, image, text, andnarrative elements. By interweaving these aspects, the analysis addresses how
RTS games, including the genre-defining
The challenge in the design of a RTS gameis to offer the player the ability to make both strategic and risky choices sothat the player can experience variety in gameplay. Players balance rationaland economic choices against irrational and daring choices in their use ofresources and options for exploration and attacks. For example, it may be to aplayer's advantage to risk sending the hero and a small group of units on anexploration at the start of the campaign level. In initial skirmish mode, thehero and the hero's team of units have the opportunity to attack an opponent'sbase before the opponent can build and spawn more units. However, withoutprior scouting, the player is unaware of the opponent's capacity to defend orcounterattack. Risk can mean pay off, a set back in spent resources, ordefeat.
While playing a RTS, players managereal-time planning, making decisions without confirmed information, learningand modeling opponent behavior, reasoning out the changing environment,allocating resources, path-finding with units, and sometimes collaborating withother players in a multiplayer skirmish or alliances in campaign mode (Cheng& Thawonmas, 2004). Content theme issecondary to gameplay in the RTS genre, but still calls for analysis, as thecontent largely defines a background for the design choices in the context ofthe history of the design elements of wargames.
In game genres such as First PersonShooters (FPS), players enter a mode of immediacy where the medium istransparent, meaning players are able to look through the screen. In the caseof The WarChiefs, and the RTS genreoverall, there is an emphasis on hypermediation, or an awareness of the medium,as the player is constantly looking at the screen and its interface tonegotiate the gameplay (Bolter & Grusin, 1999).The interface boxes the map and switches between the HomeCity, rows of icons representing the various shipments you cansend to your base, and a 3D capture of a colonial town, no matter what yourcurrent Nation or HomeCity
Indigenous media suchas storytelling emphasizes experiencing the story in a collective space withoutexpression of authorial ownership over knowledge. The storyteller employsmethods of immersion so that the listener is not listening to the storyteller,but rather experiencing the knowledge inherent in the story. In contrast,
Interactivity, as described by gamedesigner Eric Zimmerman (2004), can be broken down into four overlappingcategories: cognitive interactivity, an interpretive participation with a text;functional interactivity, a utilitarian participation with the text; explicitinteractivity, participation with designed choices and procedures in a text;and meta-interactivity, a cultural participation outside the experience of asingle text. Certainly, interactivity can be applied to media such as books,but taking a closer look at explicit interactivity can highlight ways in whichgames are unique as interactive narrative systems of formal play. Indigenousmedia, such as storytelling, also includes interactivity, and emphasizes everyparticipant as being in an interactive and enactive space when listening andinterpreting.
In the RTS genre, the mouse serves as yourcommunication piece for in-game actions. When you left-click on a building, yousee its state of development or need for repair, as well as icons representingwhat units and upgrades the building can give you, depending on your resources.Icons are hued red when they are inaccessible due to your TownCenter
When your unit is generated, you canleft-click and drag the mouse to highlight the unit, then right-click todesignate an action. Actions are dependent on where you right-click. Open spacegenerates movement, clicking on an enemy means attack, and in the case ofvillagers or settlers, clicking on resources translates to automaticcollection. Only hero class characters, such as Nathaniel Black, Kanyeke,Chayton Black, and Billy Holme, can collect treasures. These treasures caninclude items that translate to resources or characters that turn intoadditional units.
You are given tasks, which either simplygenerate additional experience, or must be completed in order for you tosucceed in the chapter and progress through the campaign. In order to build upyour base and your units, you must gather resources as quickly as possibleusing your villagers or settlers. Your primary objective is to gather, build,and conquer. The more resources you gather, the faster you can progress throughthe ages-Discovery, Colonial, Fortress, and Industrial. Your age determineswhat classes of buildings, units, and upgrades you can choose from.
Regardless of whether you are playingcolonialists or Natives, the mechanics remain largely the same: mine copper,silver, and gold; chop down trees; gather berries; kill animals and collectmeat; kill treasure guardians and collect treasure; walk and reveal the map;attack and defeat enemies or defend territories; build trading posts andreceive resources or allies. When playing Natives, you do receive an additionalbuilding unique to them: 'Tasking Villagers on your Fire Pit invokes power foryour Tribe and will give you access to unique Native abilities.' The Fire Pitis a circle with blue flames that your Villagers dance around. Dances includeFertility Rate, which speeds up the creation of units; Gift Dance, whichincreases your trickle of experience over time; Holy Dance, which creates'Medicine Men;' Mother Dance, which increases your population allowance; andFire Damage, which gives you more damage against enemy buildings.
Given these mechanics, the player is forcedto enact the narrative in a colonialist manner, concerned only with expansionand depleting resources. Once resources in your area are depleted, you areencouraged to defeat nearby enemies to take over their resources. In the'Trust' chapter of Shadow, you are tasked with earning the trust of the Siouxand gathering resources by destroying the moving wagons of the outlaws as theytrek to their destination. In earlier chapters, you destroy existing tradingposts to put up your own.
Henderson
Even when playing Native characters, youare still bound to needing food, wood, and gold to generate buildings, units,and upgrades. Although the first two are understandable, the latter iscertainly questionable, as Indigenous peoples of North America and other regions were supported by a tradeeconomy before the arrival of settlers and forts.
In contrast to the Eurocentric perspective,Indigenous peoples do not believe that we are separate from the natural world
In TheWarChiefs, the player is enacting a plot with certain gameplaymechanics. The RTS genre in general relates to Jenkins' concept of spatialstories, in that 'Spatial stories [privilege] spatial exploration over plotdevelopment. Spatial stories are held together by broadly defined goals andconflicts and pushed forward by the character's movement across the map. Theirresolution often hinges on the player reaching their final destination'(Jenkins, 2004).
Given that 'game designers don't simplytell stories; they design worlds and sculpt spaces' (Jenkins, 2004), in
This definition of space as mapped andmarked territory follows colonialist depictions of ownership over land. Whenyou reach the end of the game space, that which is not on the map, you areliterally confronted with black nothingness that you are unable to walk into.An overhead view further enhances this representation. Understandably, gameshave limited space that can be accessed during any one level or in any openworld due to media limitations. However, some game genres use illusions such aslandscape views from a first-person perspective to provide a sense of spacebeyond the conflict directly in front of you. The design of environment in
Figure 1. Space as Mapped and OwnedTerritory
Land and water are chartable in the scenarios,depending on the depth of water on an individual map and your choice to build adock to create ships to either attack buildings and other ships or move unitsacross water. Often, scenarios emphasize either land or water, but occasionallyequally utilize both. In the 'Crossing the Delaware
Buildings are inaccessible as spaces, butare instead used to generate units or upgrades. Characters can go into certainbuildings as a form of defense, similar to ships, but you as the player neversee the inside of the building. Once a building is destroyed, all of the unitsappear where the destroyed building once was-negating the logical possibilitythat people inside a destroyed building would too be injured or killed.
As you place buildings, you encounter spaceas it concerns terrain that can be built on or obstruction from overlappingbuildings. Buildings can be placed very close to one another, as long as thepixels don't overlap. The same is true of moving boats and ships through bodiesof water, although representations are generalized in favor of gameplay andthere is no regard for weather conditions affecting movement.
Weather is only used once in Fire andShadow, in the chapter 'Valley Forge
To understand the model of time in games, agame must be broken down by game state, play time, event time, mapping, speed,fixation, and cut-scenes (Juul, 2004). In addition to representing space, themini-map also serves to provide a visual representation of the game state, thestate of the game at a given time. The play time of each scenario can lastanywhere from twenty minutes to an hour and a half depending on your choices togain more experience spending extra time destroying all enemy buildings orcompleting all the secondary tasks. The event time triggers new tasks andfollows the level design progressed by a plot. Although the represented time isprone to jump years or generations in TheWarChiefs, it remains linear, with gaps filled in with cut scenes.
In the setting of this territory-orientedspace, time is purposefully manipulated for playability and mapping. JesperJuul says in his 'Introduction to Game Time':
The relationship between play time and eventtime can be described as mapping. Mapping means that the player's time andactions are projected into a game world. This is the play-element of games; youclick your mouse, but you are also the mayor of a fictive city.
When you initiate the creation of a unit byclicking on a building and then clicking the unit you want to make, the icon ofthat unit in the rows at the bottom of the screen appears faded. The fadegradually ticks away in a clock-like manner against the background of the fullycolored icon until the unit appears on the map. This visualization of game timeis also used to represent how long it will take for the unit to 'arrive' atyour town center. This also appears as a pattern in the HomeCity
Sending a villager to build results in theappearance of a partly constructed building graphic appearing at the locationof your placement. The more villagers you task on building, the faster theprocess. Of course, as this is a game, time is greatly manipulated in thatbuildings take well under a minute to complete, which adds to '.. Lastpass change password manually. themanipulation or completion of multiple relations [that] takes place in time - akind of general economy of games' (Eskelinen, 2004).
Speed, then-the relation between the playtime and the event time-is not representative of time as modern society sees itrepresented in seconds, minutes, hours, et cetera, but rather in days and weeksplayed out in a matter of minutes or hours of 'real time.' Real Time Strategyrefers to the way in which the game state changes based on passing time ratherthan claiming a rigid hold to 'real time' as represented by clocks.
TheWarChiefs also has clear fixation, or historicaltime of the event time. There are event references that generate time meaningand also years, such as 1776 and 1781 mentioned in Amelia's narration in Fire.This usage is, of course, representative of the Gregorian calendar and C.E.(Common Era).
Innis, in theoften-referenced TheBias of Communication, usesthe space-based and time-based properties of medium to derive the reasoning forthe rise and fall of empires:
According to its characteristics [a medium ofcommunication] may be better suited to transportation, or to the disseminationof knowledge over time than over space, particularly if the medium is heavy anddurable and not suited to transportation, or to the dissemination of knowledgeover space than over time, particularly if the medium is light and easilytransported.
He references, for example, thetransportability of papyrus and declares its influence for Egyptians but notesits lack of preservability, which clay and stone by comparison win over (Innis,1951). However, in provoking us to ask how a medium might be space-biased ortime-biased, there is a direct concern with their ability to conquer eitherspace or time relative to the context they are presented in, which furtherinvokes a Western perspective.
The design of
In contrast, Indigenousperspectives of space and time usually merge the two or emphasize space. In aPlains Cree mindset where existence consists of energy-animate, imbued withspirit, in constant motion-interrelationships between entities put space abovetime in importance (Little Bear, 2000). As with non-linear storytelling,concepts of time and space are also cyclic and take a step back to look at thewhole and patterns visible from this viewpoint. Time is thus dynamic andreflective, as it represents patterns to expect, not forward-moving progressionas seen by Western perspective.
In many Indigenouslanguages, such as the Maori of New Zealand, time and space do not haveseparate words, but rather the two are intrinsically linked concepts (Smith,1999). Additionally, the structure of Indigenous language itself suggests aconceptualization of time. Most Indigenous languages are action or process-orientedwith an emphasis on verbs and the descriptions that weave together events oractions rather than objects (Little Bear, 2000).
In light of therepresentations of space and time in
The definition of theterm 'narrative' and the nature of its use are largely debated in game studies.For the sake of a holistic view, narrative is considered with multiplemeanings, but main concepts derived during this analysis draw from HenryJenkins' argument that games have narrative elements. This is not to suggestthat story is the main ambition of
In the single-playercampaign Fire and Shadow, narrative is certainly used in the sense of 'a chainof events in the cause-effect relationship' (Bordwell & Thompson, 1996). Inthe case of this RTS design, a conflict, tension, and resolution occur withineach chapter, but these elements also add to the narrative arc of a larger war.This definition of narrative is mainly used for historical context and puts theplayer in a state of re-enacting but also re-envisioning history by modifyingoutcomes using factual names and semi-factual situations. Games in the RTSgenre often pull from historical time periods, but even in cases where the gamecontent is entirely fictional (e.g.,
In
You as the playerrepresent the main character of each Act. Nathaniel and Chayton each have theirown pre-determined traits, but you are put in the role of carrying out theiractions. Your level of control of the actions is minimal in that you need to dowhat is required to complete the task to either move on to the next task orsucceed in the chapter. (The player's role as an enactor of these actions willbe discussed later.)
In Fire, you play asNathaniel Black, a loyal patriot, the son of Nonahkee the Iroquois and JohnBlack the Scot and former leader of the Falcon Company. You lead OneidaIroquois and militia at varying capacities based on the scenario through aseries of battles with Cornwallis, the British, the Hessians, and the Mohawks.You face off with Colonel Kuechler at the Battle of Morristown and conclude bywinning at the Battle of Yorktown.
In Shadow, you skip ageneration to play Nathaniel's grandson Chayton Black during Red Cloud's war.Advised by Billy Holme, you must set up trading posts and a railroad, whichstirs up attacks from the Sioux. You negotiate a truce with Red Cloud and CrazyHorse that holds for almost a decade. Times change when Holme is Sheriff and agold rush hits the Black Hills
Historically, duringwhat was referred to as the Indian Wars, settlers did indeed push furtherwestward and Plains Tribes led attacks to prevent the placement of railroads.In order to take over the Black Hills, and thus the gold, the U.S.government declared that all Lakota Sioux and Northern Cheyenne who refused to be placed on reservations were to be considered hostileby 1876. Colonel Custer was defeated in the Battle of Little Bighorn, in partdue to dividing up his military. Although historical accounts have been sketchyconcerning whether or not Custer sympathized with Natives,
These two narrativeelements are presented in the form of cut scenes, which Henry Jenkins (2004)refers to as a form of micronarrative. Between each chapter is a brief cutscene that presents the basis for the next conflict. After a narration byAmelia, the cut scenes feature your character and his interactions with othercharacters in the context of the past on a larger linear timescale but presentin terms of your progression through the storyline.
Figure 2. Cut Scene of Kanyenke andNathaniel Black
Amelia also plays arole as a storyteller, although her telling follows the linear pattern ofWestern story. Her narrations also add opinion to the plot. You see her in onlyone cut scene when she visits with Chayton just as the decade-long peacebetween settlers and Natives has been interrupted. Interestingly, although sheherself is mixed blood Iroquois and Scottish as the daughter of NathanielBlack-Scottish and Iroquois-and an Iroquois woman, Chayton Black only refers tohaving an Iroquois grandmother and Lakota-Sioux father when he is first askedabout looking 'Indian.' The extent of Amelia's background rests in who she wasborn from and her hand in leading the Falcon Company before passing it on toChayton. At the end of Shadow following your victory at the Battle of LittleBighorn, she concludes with a point on Chayton's decision to change sides:'Whether or not he made the right choice-history will be the judge of that.'The game, in this way, points to its own revisions of history, a new media playon the cinema of attractions moment in which there is an attempt to break downthe barrier between audience and actor (Gunning, 1990), or in this case, playerand designer.
Occasionally,micronarratives are shown in the map mode at the completion of a task. In the'Ambushed!' chapter of the Shadow campaign, you fight your way through Nativesas Chayton Black to reach Crazy Horse's camp to negotiate peace (nevermind theirony that you can't avoid fighting and demolishing their camps on the way),only to witness your ally Sheriff Billy Holme come up around the other side ofthe hills and throw explosives down on Crazy Horse's camp once you've distractedhim. This is an unexpected event and adds to a later decision your charactermakes.
There are also timeswhen micronarratives are used during gameplay in the form of subtitledvoiceover interactions that happen during action. These are used to alert youof changes in the game state-new tasks, your progress with tasks, and changesin alliances. In the Shadow chapter, after trying to defend Americancolonialists chopping wood from ongoing Natives to help build a large fort,Sheriff Holme tasks you with destroying the Native villages of women andchildren nearby. During a voiceover, you are alerted that Chayton makes thechoice to change sides, and you as the player then need to create tradingposts, develop your Native forces with few resources, and destroy the fort youjust built.
This matter of ethics brings up theplayer's construction of a story when interpreting their gameplay. Kurt Squire,when using the popular RTS Civilization IIIin an educational context, found that 'students usedconcepts such as infrastructure, natural resources, or isolationism tointerpret and analyze gameplay. As students suffered defeats, they discoveredthe importance of geography. By the end, several students were using gamingexperiences as conceptual tools, explaining how a scarce natural resource suchas oil could destabilize global politics' (Jenkins & Squire, 2003).However, Jenkins & Squire (2003) also discovered that 'few detected thegame's geographical, materialist bias, or realized that
When breaking down thereviews of Command andConquer: Generals, anotherRTS, Geoff King (2007) gleaned that 'far more players devote attention toissues relating to gameplay than to the specific historical or geopoliticalcontext in which the game is set.' However, it is arguable that the gameplayitself is also a narrative when using J. Hillis Miller's interpretations.Similar to the RTS war-based genre, 'Chess certainlyhas a beginning state (the setup of the game), changes to that state (thegameplay), and a resulting insight (the outcome of the game). It is arepresentation - a stylized representation of war, complete with a cast ofcolorful characters. And the game takes place in highly patterned structures oftime (turns), and space (the checkerboard grid)' (Zimmerman, 2004).Additionally, 'turn-based strategy games such as
In TheWarChiefs, each playable chapter has an initial starting state whereyour units, allies, enemies, and resources are placed, changed by your movementand actions in the space, which results in winning or losing the designatedtasks. As a RTS, it also represents war with lead heroes and repeated baseunits. The game occurs in purposefully modified time and a
Across all modes of play, character unitsare depicted in physical appearance, abilities, and oral responses to playercommands. These immediate responses to the player's clicking actions also fallinto micronarratives. Language is minimized to a few words, and in the case ofNative characters, both English and a few 'Native' words are used across allpeoples without recognizing regional difference ranging from Aztecs toIroquois. Since the passing of knowledge inIndigenous cultures is centered around language and symbol, it is also a strongbelief that language is sacred and that 'any attempt to change Indigenouslanguage is an attempt to modify or destroy Indigenous knowledge and the peopleto whom this knowledge belongs' (Battiste & Henderson, 2000). If the gamedesign had taken this into account, the use of language as a micronarrative formwould be specific to each culture and unit.
Figure 3. Icons for Character Units
Despite these numerousnarrative elements, each retains the linear Western form of narrative in
The implications of applying clearlyWestern, and more specifically colonialist, design aesthetics to a game withIndigenous characters without regard to incorporating Indigenous aesthetic isone of misrepresentation and simplification of a culture to game mechanics useduniversally throughout the Age of Empires series.Notably, the game design makes an attempt to address a different mechanic bygiving Natives the Fire Pit, but in so doing, reduces prayer and dance tomanifestations of strategies for imperial improvement.
The Real Time Strategyand Turn Based Strategy genre shares similar themes in their design. Poblocki,in his article 'Becoming-State: The Bio-Cultural Imperialism of
In CivilizationI the clash was mainly military, economic, and technological, whereassubsequently it became also cultural. By embracing nineteenth century models ofsocial change and by brutal projection of the Western history onto contingentgrounds of randomly generated maps, random civilization names, random startingpositions, random distribution of resources and the like, [Meier] essentializesthe story of the Western success, suggesting their causes lie in personalabilities, rationality, high administrative skills and other qualities of theWesterners, reducing culture to an imperialist checklist (one either has it ornot), and suggesting that starting conditions (both ecological and cultural) donot matter in the absorbing of new advancement..
This can also be saidof The WarChiefs
One RTS-like game that does make an attemptat representing Indigenous concepts of space and time is the wildlife tycoon
In
Battiste, M. & Henderson, J. (2000).
Bolter, J. D. & Grusin, R. (1999).
Bordwell, D. & Thompson, K. (1996).
Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C.(2007, September). Online planning for resource production in real-timestrategy games. Proceedings of the International Conference on AutomatedPlanning and Scheduling, Providence, Rhode Island.
Cheng, D., Thawonmas, R. (2004, November). Case-based planrecognition for real-time strategy games. Proceedings of the 5th Game-OnInternational Conference.
Eskelinen, M. (2004). Towards computer game studies. In N.Wardrip-Fruin, & P. Harrigan (Eds.),
Gunning, T. (1990). The cinema of attractions. In A.Barker, & T. Elsaesser (Eds.),
Henderson, J. (2000). The context of the state of nature.In Battiste, M. (Ed.), Reclaimingindigenous voice and vision (pp. 11). Vancouver, BC: UBC Press.
Innis, H. (1951, reprinted 1999).
Jenkins, H. (2004). Game design as narrative architecture.In N. Wardrip-Fruin, & P. Harrigan (Eds.),
Jenkins, H., & Squire, K. (2003, September).Understanding Civilization III.
Juul, J. (2004). Introduction to game time. In N.Wardrip-Fruin, & P. Harrigan (Eds.),
King, G. (2007, September). Dimensions of play: gameplay,context, franchise and genre in player responses to Command and Conquer:Generals. Paper presented at the Digital Games Research AssociationInternational Conference, Tokyo, Japan. December 1, 2007 from http://www.digra.org/dl/db/07311.18043.pdf.
Lammes, S. (2003, November). On the border: Pleasure ofexploration and colonial mastery in Civilization III play the world. Paperpresented at the Digital Games Research Association International Conference, Utrecht, Netherlands. September 15, 2007 from http://www.digra.org/dl/db/05163.06568.
Little Bear, L. (2000). Jagged worldviews colliding. InBattiste, M. (Ed.), Reclaimingindigenous voice and vision (pp. 11). Vancouver, BC: UBC Press.
Poblocki, K. (2002). Becoming-state: the bio-culturalimperialism of Sid Meier's Civilization.
Zimmerman, E. (2004). Narrative, interactivity, play, andgames. In N. Wardrip-Fruin, & P. Harrigan (Eds.),
Beth A. Dillon
'Onahote,' the Iroquois warriors seem tosay as the player squares off selection around them and right-clicks the mouse tosend them forward. Blue circular outlines highlight the selected units at theirfeet. The mounted warriors spawn at the corral and announce 'Forward!' in thevoice of the European characters from Age ofEmpires III. The units are replicas of one another sent to encounterconflicts, collect resources, and reveal the map until they meet the end of thegame world at black edges.
During the American Revolution, you as theplayer are tasked with traveling to an Oneida Iroquois village with your UncleKanyenke to set up defense against the Mohawk and Hessians. Your mother iskidnapped, which sends you on a search across the land to free villagers, taketrading posts, and find her. Once you have her, the Iroquois Confederacy isdisbanded, and you bring together Militia volunteers with Oneida to aid George Washington againstthe British and Mohawks. You are now known as Captain Black, it is a coldwinter in 1776, and this is your story.
TheWarChiefs, an expansion of the
As Eskelinen (2004) asserts, 'There's noguarantee whatsoever that the aesthetic traditions of the West are relevant togame studies in general and computer game studies in particular.' However,games designed and developed in the West certainly are influenced by Westernaesthetics, and thus should be considered in this light. To take up Eskelinen'schallenge to find other aesthetic traditions to analyze games, this paperintroduces the ludic qualities of the RTS genre, and then compares Indigenousand Western perspectives of interactivity, space and time, and narrative in aclose reading of Age of Empires III: TheWarChiefs. The WarChiefs uses bothWestern and Native representations in game mechanics, sound, image, text, andnarrative elements. By interweaving these aspects, the analysis addresses how
RTS games, including the genre-defining
The challenge in the design of a RTS gameis to offer the player the ability to make both strategic and risky choices sothat the player can experience variety in gameplay. Players balance rationaland economic choices against irrational and daring choices in their use ofresources and options for exploration and attacks. For example, it may be to aplayer's advantage to risk sending the hero and a small group of units on anexploration at the start of the campaign level. In initial skirmish mode, thehero and the hero's team of units have the opportunity to attack an opponent'sbase before the opponent can build and spawn more units. However, withoutprior scouting, the player is unaware of the opponent's capacity to defend orcounterattack. Risk can mean pay off, a set back in spent resources, ordefeat.
While playing a RTS, players managereal-time planning, making decisions without confirmed information, learningand modeling opponent behavior, reasoning out the changing environment,allocating resources, path-finding with units, and sometimes collaborating withother players in a multiplayer skirmish or alliances in campaign mode (Cheng& Thawonmas, 2004). Content theme issecondary to gameplay in the RTS genre, but still calls for analysis, as thecontent largely defines a background for the design choices in the context ofthe history of the design elements of wargames.
In game genres such as First PersonShooters (FPS), players enter a mode of immediacy where the medium istransparent, meaning players are able to look through the screen. In the caseof The WarChiefs, and the RTS genreoverall, there is an emphasis on hypermediation, or an awareness of the medium,as the player is constantly looking at the screen and its interface tonegotiate the gameplay (Bolter & Grusin, 1999).The interface boxes the map and switches between the HomeCity, rows of icons representing the various shipments you cansend to your base, and a 3D capture of a colonial town, no matter what yourcurrent Nation or HomeCity
Indigenous media suchas storytelling emphasizes experiencing the story in a collective space withoutexpression of authorial ownership over knowledge. The storyteller employsmethods of immersion so that the listener is not listening to the storyteller,but rather experiencing the knowledge inherent in the story. In contrast,
Interactivity, as described by gamedesigner Eric Zimmerman (2004), can be broken down into four overlappingcategories: cognitive interactivity, an interpretive participation with a text;functional interactivity, a utilitarian participation with the text; explicitinteractivity, participation with designed choices and procedures in a text;and meta-interactivity, a cultural participation outside the experience of asingle text. Certainly, interactivity can be applied to media such as books,but taking a closer look at explicit interactivity can highlight ways in whichgames are unique as interactive narrative systems of formal play. Indigenousmedia, such as storytelling, also includes interactivity, and emphasizes everyparticipant as being in an interactive and enactive space when listening andinterpreting.
In the RTS genre, the mouse serves as yourcommunication piece for in-game actions. When you left-click on a building, yousee its state of development or need for repair, as well as icons representingwhat units and upgrades the building can give you, depending on your resources.Icons are hued red when they are inaccessible due to your TownCenter
When your unit is generated, you canleft-click and drag the mouse to highlight the unit, then right-click todesignate an action. Actions are dependent on where you right-click. Open spacegenerates movement, clicking on an enemy means attack, and in the case ofvillagers or settlers, clicking on resources translates to automaticcollection. Only hero class characters, such as Nathaniel Black, Kanyeke,Chayton Black, and Billy Holme, can collect treasures. These treasures caninclude items that translate to resources or characters that turn intoadditional units.
You are given tasks, which either simplygenerate additional experience, or must be completed in order for you tosucceed in the chapter and progress through the campaign. In order to build upyour base and your units, you must gather resources as quickly as possibleusing your villagers or settlers. Your primary objective is to gather, build,and conquer. The more resources you gather, the faster you can progress throughthe ages-Discovery, Colonial, Fortress, and Industrial. Your age determineswhat classes of buildings, units, and upgrades you can choose from.
Regardless of whether you are playingcolonialists or Natives, the mechanics remain largely the same: mine copper,silver, and gold; chop down trees; gather berries; kill animals and collectmeat; kill treasure guardians and collect treasure; walk and reveal the map;attack and defeat enemies or defend territories; build trading posts andreceive resources or allies. When playing Natives, you do receive an additionalbuilding unique to them: 'Tasking Villagers on your Fire Pit invokes power foryour Tribe and will give you access to unique Native abilities.' The Fire Pitis a circle with blue flames that your Villagers dance around. Dances includeFertility Rate, which speeds up the creation of units; Gift Dance, whichincreases your trickle of experience over time; Holy Dance, which creates'Medicine Men;' Mother Dance, which increases your population allowance; andFire Damage, which gives you more damage against enemy buildings.
Given these mechanics, the player is forcedto enact the narrative in a colonialist manner, concerned only with expansionand depleting resources. Once resources in your area are depleted, you areencouraged to defeat nearby enemies to take over their resources. In the'Trust' chapter of Shadow, you are tasked with earning the trust of the Siouxand gathering resources by destroying the moving wagons of the outlaws as theytrek to their destination. In earlier chapters, you destroy existing tradingposts to put up your own.
Henderson
Even when playing Native characters, youare still bound to needing food, wood, and gold to generate buildings, units,and upgrades. Although the first two are understandable, the latter iscertainly questionable, as Indigenous peoples of North America and other regions were supported by a tradeeconomy before the arrival of settlers and forts.
In contrast to the Eurocentric perspective,Indigenous peoples do not believe that we are separate from the natural world
In TheWarChiefs, the player is enacting a plot with certain gameplaymechanics. The RTS genre in general relates to Jenkins' concept of spatialstories, in that 'Spatial stories [privilege] spatial exploration over plotdevelopment. Spatial stories are held together by broadly defined goals andconflicts and pushed forward by the character's movement across the map. Theirresolution often hinges on the player reaching their final destination'(Jenkins, 2004).
Given that 'game designers don't simplytell stories; they design worlds and sculpt spaces' (Jenkins, 2004), in
This definition of space as mapped andmarked territory follows colonialist depictions of ownership over land. Whenyou reach the end of the game space, that which is not on the map, you areliterally confronted with black nothingness that you are unable to walk into.An overhead view further enhances this representation. Understandably, gameshave limited space that can be accessed during any one level or in any openworld due to media limitations. However, some game genres use illusions such aslandscape views from a first-person perspective to provide a sense of spacebeyond the conflict directly in front of you. The design of environment in
Figure 1. Space as Mapped and OwnedTerritory
Land and water are chartable in the scenarios,depending on the depth of water on an individual map and your choice to build adock to create ships to either attack buildings and other ships or move unitsacross water. Often, scenarios emphasize either land or water, but occasionallyequally utilize both. In the 'Crossing the Delaware
Buildings are inaccessible as spaces, butare instead used to generate units or upgrades. Characters can go into certainbuildings as a form of defense, similar to ships, but you as the player neversee the inside of the building. Once a building is destroyed, all of the unitsappear where the destroyed building once was-negating the logical possibilitythat people inside a destroyed building would too be injured or killed.
As you place buildings, you encounter spaceas it concerns terrain that can be built on or obstruction from overlappingbuildings. Buildings can be placed very close to one another, as long as thepixels don't overlap. The same is true of moving boats and ships through bodiesof water, although representations are generalized in favor of gameplay andthere is no regard for weather conditions affecting movement.
Weather is only used once in Fire andShadow, in the chapter 'Valley Forge
To understand the model of time in games, agame must be broken down by game state, play time, event time, mapping, speed,fixation, and cut-scenes (Juul, 2004). In addition to representing space, themini-map also serves to provide a visual representation of the game state, thestate of the game at a given time. The play time of each scenario can lastanywhere from twenty minutes to an hour and a half depending on your choices togain more experience spending extra time destroying all enemy buildings orcompleting all the secondary tasks. The event time triggers new tasks andfollows the level design progressed by a plot. Although the represented time isprone to jump years or generations in TheWarChiefs, it remains linear, with gaps filled in with cut scenes.
In the setting of this territory-orientedspace, time is purposefully manipulated for playability and mapping. JesperJuul says in his 'Introduction to Game Time':
The relationship between play time and eventtime can be described as mapping. Mapping means that the player's time andactions are projected into a game world. This is the play-element of games; youclick your mouse, but you are also the mayor of a fictive city.
When you initiate the creation of a unit byclicking on a building and then clicking the unit you want to make, the icon ofthat unit in the rows at the bottom of the screen appears faded. The fadegradually ticks away in a clock-like manner against the background of the fullycolored icon until the unit appears on the map. This visualization of game timeis also used to represent how long it will take for the unit to 'arrive' atyour town center. This also appears as a pattern in the HomeCity
Sending a villager to build results in theappearance of a partly constructed building graphic appearing at the locationof your placement. The more villagers you task on building, the faster theprocess. Of course, as this is a game, time is greatly manipulated in thatbuildings take well under a minute to complete, which adds to '.. Lastpass change password manually. themanipulation or completion of multiple relations [that] takes place in time - akind of general economy of games' (Eskelinen, 2004).
Speed, then-the relation between the playtime and the event time-is not representative of time as modern society sees itrepresented in seconds, minutes, hours, et cetera, but rather in days and weeksplayed out in a matter of minutes or hours of 'real time.' Real Time Strategyrefers to the way in which the game state changes based on passing time ratherthan claiming a rigid hold to 'real time' as represented by clocks.
TheWarChiefs also has clear fixation, or historicaltime of the event time. There are event references that generate time meaningand also years, such as 1776 and 1781 mentioned in Amelia's narration in Fire.This usage is, of course, representative of the Gregorian calendar and C.E.(Common Era).
Innis, in theoften-referenced TheBias of Communication, usesthe space-based and time-based properties of medium to derive the reasoning forthe rise and fall of empires:
According to its characteristics [a medium ofcommunication] may be better suited to transportation, or to the disseminationof knowledge over time than over space, particularly if the medium is heavy anddurable and not suited to transportation, or to the dissemination of knowledgeover space than over time, particularly if the medium is light and easilytransported.
He references, for example, thetransportability of papyrus and declares its influence for Egyptians but notesits lack of preservability, which clay and stone by comparison win over (Innis,1951). However, in provoking us to ask how a medium might be space-biased ortime-biased, there is a direct concern with their ability to conquer eitherspace or time relative to the context they are presented in, which furtherinvokes a Western perspective.
The design of
In contrast, Indigenousperspectives of space and time usually merge the two or emphasize space. In aPlains Cree mindset where existence consists of energy-animate, imbued withspirit, in constant motion-interrelationships between entities put space abovetime in importance (Little Bear, 2000). As with non-linear storytelling,concepts of time and space are also cyclic and take a step back to look at thewhole and patterns visible from this viewpoint. Time is thus dynamic andreflective, as it represents patterns to expect, not forward-moving progressionas seen by Western perspective.
In many Indigenouslanguages, such as the Maori of New Zealand, time and space do not haveseparate words, but rather the two are intrinsically linked concepts (Smith,1999). Additionally, the structure of Indigenous language itself suggests aconceptualization of time. Most Indigenous languages are action or process-orientedwith an emphasis on verbs and the descriptions that weave together events oractions rather than objects (Little Bear, 2000).
In light of therepresentations of space and time in
The definition of theterm 'narrative' and the nature of its use are largely debated in game studies.For the sake of a holistic view, narrative is considered with multiplemeanings, but main concepts derived during this analysis draw from HenryJenkins' argument that games have narrative elements. This is not to suggestthat story is the main ambition of
In the single-playercampaign Fire and Shadow, narrative is certainly used in the sense of 'a chainof events in the cause-effect relationship' (Bordwell & Thompson, 1996). Inthe case of this RTS design, a conflict, tension, and resolution occur withineach chapter, but these elements also add to the narrative arc of a larger war.This definition of narrative is mainly used for historical context and puts theplayer in a state of re-enacting but also re-envisioning history by modifyingoutcomes using factual names and semi-factual situations. Games in the RTSgenre often pull from historical time periods, but even in cases where the gamecontent is entirely fictional (e.g.,
In
You as the playerrepresent the main character of each Act. Nathaniel and Chayton each have theirown pre-determined traits, but you are put in the role of carrying out theiractions. Your level of control of the actions is minimal in that you need to dowhat is required to complete the task to either move on to the next task orsucceed in the chapter. (The player's role as an enactor of these actions willbe discussed later.)
In Fire, you play asNathaniel Black, a loyal patriot, the son of Nonahkee the Iroquois and JohnBlack the Scot and former leader of the Falcon Company. You lead OneidaIroquois and militia at varying capacities based on the scenario through aseries of battles with Cornwallis, the British, the Hessians, and the Mohawks.You face off with Colonel Kuechler at the Battle of Morristown and conclude bywinning at the Battle of Yorktown.
In Shadow, you skip ageneration to play Nathaniel's grandson Chayton Black during Red Cloud's war.Advised by Billy Holme, you must set up trading posts and a railroad, whichstirs up attacks from the Sioux. You negotiate a truce with Red Cloud and CrazyHorse that holds for almost a decade. Times change when Holme is Sheriff and agold rush hits the Black Hills
Historically, duringwhat was referred to as the Indian Wars, settlers did indeed push furtherwestward and Plains Tribes led attacks to prevent the placement of railroads.In order to take over the Black Hills, and thus the gold, the U.S.government declared that all Lakota Sioux and Northern Cheyenne who refused to be placed on reservations were to be considered hostileby 1876. Colonel Custer was defeated in the Battle of Little Bighorn, in partdue to dividing up his military. Although historical accounts have been sketchyconcerning whether or not Custer sympathized with Natives,
These two narrativeelements are presented in the form of cut scenes, which Henry Jenkins (2004)refers to as a form of micronarrative. Between each chapter is a brief cutscene that presents the basis for the next conflict. After a narration byAmelia, the cut scenes feature your character and his interactions with othercharacters in the context of the past on a larger linear timescale but presentin terms of your progression through the storyline.
Figure 2. Cut Scene of Kanyenke andNathaniel Black
Amelia also plays arole as a storyteller, although her telling follows the linear pattern ofWestern story. Her narrations also add opinion to the plot. You see her in onlyone cut scene when she visits with Chayton just as the decade-long peacebetween settlers and Natives has been interrupted. Interestingly, although sheherself is mixed blood Iroquois and Scottish as the daughter of NathanielBlack-Scottish and Iroquois-and an Iroquois woman, Chayton Black only refers tohaving an Iroquois grandmother and Lakota-Sioux father when he is first askedabout looking 'Indian.' The extent of Amelia's background rests in who she wasborn from and her hand in leading the Falcon Company before passing it on toChayton. At the end of Shadow following your victory at the Battle of LittleBighorn, she concludes with a point on Chayton's decision to change sides:'Whether or not he made the right choice-history will be the judge of that.'The game, in this way, points to its own revisions of history, a new media playon the cinema of attractions moment in which there is an attempt to break downthe barrier between audience and actor (Gunning, 1990), or in this case, playerand designer.
Occasionally,micronarratives are shown in the map mode at the completion of a task. In the'Ambushed!' chapter of the Shadow campaign, you fight your way through Nativesas Chayton Black to reach Crazy Horse's camp to negotiate peace (nevermind theirony that you can't avoid fighting and demolishing their camps on the way),only to witness your ally Sheriff Billy Holme come up around the other side ofthe hills and throw explosives down on Crazy Horse's camp once you've distractedhim. This is an unexpected event and adds to a later decision your charactermakes.
There are also timeswhen micronarratives are used during gameplay in the form of subtitledvoiceover interactions that happen during action. These are used to alert youof changes in the game state-new tasks, your progress with tasks, and changesin alliances. In the Shadow chapter, after trying to defend Americancolonialists chopping wood from ongoing Natives to help build a large fort,Sheriff Holme tasks you with destroying the Native villages of women andchildren nearby. During a voiceover, you are alerted that Chayton makes thechoice to change sides, and you as the player then need to create tradingposts, develop your Native forces with few resources, and destroy the fort youjust built.
This matter of ethics brings up theplayer's construction of a story when interpreting their gameplay. Kurt Squire,when using the popular RTS Civilization IIIin an educational context, found that 'students usedconcepts such as infrastructure, natural resources, or isolationism tointerpret and analyze gameplay. As students suffered defeats, they discoveredthe importance of geography. By the end, several students were using gamingexperiences as conceptual tools, explaining how a scarce natural resource suchas oil could destabilize global politics' (Jenkins & Squire, 2003).However, Jenkins & Squire (2003) also discovered that 'few detected thegame's geographical, materialist bias, or realized that
When breaking down thereviews of Command andConquer: Generals, anotherRTS, Geoff King (2007) gleaned that 'far more players devote attention toissues relating to gameplay than to the specific historical or geopoliticalcontext in which the game is set.' However, it is arguable that the gameplayitself is also a narrative when using J. Hillis Miller's interpretations.Similar to the RTS war-based genre, 'Chess certainlyhas a beginning state (the setup of the game), changes to that state (thegameplay), and a resulting insight (the outcome of the game). It is arepresentation - a stylized representation of war, complete with a cast ofcolorful characters. And the game takes place in highly patterned structures oftime (turns), and space (the checkerboard grid)' (Zimmerman, 2004).Additionally, 'turn-based strategy games such as
In TheWarChiefs, each playable chapter has an initial starting state whereyour units, allies, enemies, and resources are placed, changed by your movementand actions in the space, which results in winning or losing the designatedtasks. As a RTS, it also represents war with lead heroes and repeated baseunits. The game occurs in purposefully modified time and a
Across all modes of play, character unitsare depicted in physical appearance, abilities, and oral responses to playercommands. These immediate responses to the player's clicking actions also fallinto micronarratives. Language is minimized to a few words, and in the case ofNative characters, both English and a few 'Native' words are used across allpeoples without recognizing regional difference ranging from Aztecs toIroquois. Since the passing of knowledge inIndigenous cultures is centered around language and symbol, it is also a strongbelief that language is sacred and that 'any attempt to change Indigenouslanguage is an attempt to modify or destroy Indigenous knowledge and the peopleto whom this knowledge belongs' (Battiste & Henderson, 2000). If the gamedesign had taken this into account, the use of language as a micronarrative formwould be specific to each culture and unit.
Figure 3. Icons for Character Units
Despite these numerousnarrative elements, each retains the linear Western form of narrative in
The implications of applying clearlyWestern, and more specifically colonialist, design aesthetics to a game withIndigenous characters without regard to incorporating Indigenous aesthetic isone of misrepresentation and simplification of a culture to game mechanics useduniversally throughout the Age of Empires series.Notably, the game design makes an attempt to address a different mechanic bygiving Natives the Fire Pit, but in so doing, reduces prayer and dance tomanifestations of strategies for imperial improvement.
The Real Time Strategyand Turn Based Strategy genre shares similar themes in their design. Poblocki,in his article 'Becoming-State: The Bio-Cultural Imperialism of
In CivilizationI the clash was mainly military, economic, and technological, whereassubsequently it became also cultural. By embracing nineteenth century models ofsocial change and by brutal projection of the Western history onto contingentgrounds of randomly generated maps, random civilization names, random startingpositions, random distribution of resources and the like, [Meier] essentializesthe story of the Western success, suggesting their causes lie in personalabilities, rationality, high administrative skills and other qualities of theWesterners, reducing culture to an imperialist checklist (one either has it ornot), and suggesting that starting conditions (both ecological and cultural) donot matter in the absorbing of new advancement..
This can also be saidof The WarChiefs
One RTS-like game that does make an attemptat representing Indigenous concepts of space and time is the wildlife tycoon
In
Battiste, M. & Henderson, J. (2000).
Bolter, J. D. & Grusin, R. (1999).
Bordwell, D. & Thompson, K. (1996).
Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C.(2007, September). Online planning for resource production in real-timestrategy games. Proceedings of the International Conference on AutomatedPlanning and Scheduling, Providence, Rhode Island.
Cheng, D., Thawonmas, R. (2004, November). Case-based planrecognition for real-time strategy games. Proceedings of the 5th Game-OnInternational Conference.
Eskelinen, M. (2004). Towards computer game studies. In N.Wardrip-Fruin, & P. Harrigan (Eds.),
Gunning, T. (1990). The cinema of attractions. In A.Barker, & T. Elsaesser (Eds.),
Henderson, J. (2000). The context of the state of nature.In Battiste, M. (Ed.), Reclaimingindigenous voice and vision (pp. 11). Vancouver, BC: UBC Press.
Innis, H. (1951, reprinted 1999).
Jenkins, H. (2004). Game design as narrative architecture.In N. Wardrip-Fruin, & P. Harrigan (Eds.),
Jenkins, H., & Squire, K. (2003, September).Understanding Civilization III.
Juul, J. (2004). Introduction to game time. In N.Wardrip-Fruin, & P. Harrigan (Eds.),
King, G. (2007, September). Dimensions of play: gameplay,context, franchise and genre in player responses to Command and Conquer:Generals. Paper presented at the Digital Games Research AssociationInternational Conference, Tokyo, Japan. December 1, 2007 from http://www.digra.org/dl/db/07311.18043.pdf.
Lammes, S. (2003, November). On the border: Pleasure ofexploration and colonial mastery in Civilization III play the world. Paperpresented at the Digital Games Research Association International Conference, Utrecht, Netherlands. September 15, 2007 from http://www.digra.org/dl/db/05163.06568.
Little Bear, L. (2000). Jagged worldviews colliding. InBattiste, M. (Ed.), Reclaimingindigenous voice and vision (pp. 11). Vancouver, BC: UBC Press.
Poblocki, K. (2002). Becoming-state: the bio-culturalimperialism of Sid Meier's Civilization.
Zimmerman, E. (2004). Narrative, interactivity, play, andgames. In N. Wardrip-Fruin, & P. Harrigan (Eds.),
Beth A. Dillon
'Onahote,' the Iroquois warriors seem tosay as the player squares off selection around them and right-clicks the mouse tosend them forward. Blue circular outlines highlight the selected units at theirfeet. The mounted warriors spawn at the corral and announce 'Forward!' in thevoice of the European characters from Age ofEmpires III. The units are replicas of one another sent to encounterconflicts, collect resources, and reveal the map until they meet the end of thegame world at black edges.
During the American Revolution, you as theplayer are tasked with traveling to an Oneida Iroquois village with your UncleKanyenke to set up defense against the Mohawk and Hessians. Your mother iskidnapped, which sends you on a search across the land to free villagers, taketrading posts, and find her. Once you have her, the Iroquois Confederacy isdisbanded, and you bring together Militia volunteers with Oneida to aid George Washington againstthe British and Mohawks. You are now known as Captain Black, it is a coldwinter in 1776, and this is your story.
TheWarChiefs, an expansion of the
As Eskelinen (2004) asserts, 'There's noguarantee whatsoever that the aesthetic traditions of the West are relevant togame studies in general and computer game studies in particular.' However,games designed and developed in the West certainly are influenced by Westernaesthetics, and thus should be considered in this light. To take up Eskelinen'schallenge to find other aesthetic traditions to analyze games, this paperintroduces the ludic qualities of the RTS genre, and then compares Indigenousand Western perspectives of interactivity, space and time, and narrative in aclose reading of Age of Empires III: TheWarChiefs. The WarChiefs uses bothWestern and Native representations in game mechanics, sound, image, text, andnarrative elements. By interweaving these aspects, the analysis addresses how
RTS games, including the genre-defining
The challenge in the design of a RTS gameis to offer the player the ability to make both strategic and risky choices sothat the player can experience variety in gameplay. Players balance rationaland economic choices against irrational and daring choices in their use ofresources and options for exploration and attacks. For example, it may be to aplayer's advantage to risk sending the hero and a small group of units on anexploration at the start of the campaign level. In initial skirmish mode, thehero and the hero's team of units have the opportunity to attack an opponent'sbase before the opponent can build and spawn more units. However, withoutprior scouting, the player is unaware of the opponent's capacity to defend orcounterattack. Risk can mean pay off, a set back in spent resources, ordefeat.
While playing a RTS, players managereal-time planning, making decisions without confirmed information, learningand modeling opponent behavior, reasoning out the changing environment,allocating resources, path-finding with units, and sometimes collaborating withother players in a multiplayer skirmish or alliances in campaign mode (Cheng& Thawonmas, 2004). Content theme issecondary to gameplay in the RTS genre, but still calls for analysis, as thecontent largely defines a background for the design choices in the context ofthe history of the design elements of wargames.
In game genres such as First PersonShooters (FPS), players enter a mode of immediacy where the medium istransparent, meaning players are able to look through the screen. In the caseof The WarChiefs, and the RTS genreoverall, there is an emphasis on hypermediation, or an awareness of the medium,as the player is constantly looking at the screen and its interface tonegotiate the gameplay (Bolter & Grusin, 1999).The interface boxes the map and switches between the HomeCity, rows of icons representing the various shipments you cansend to your base, and a 3D capture of a colonial town, no matter what yourcurrent Nation or HomeCity
Indigenous media suchas storytelling emphasizes experiencing the story in a collective space withoutexpression of authorial ownership over knowledge. The storyteller employsmethods of immersion so that the listener is not listening to the storyteller,but rather experiencing the knowledge inherent in the story. In contrast,
Interactivity, as described by gamedesigner Eric Zimmerman (2004), can be broken down into four overlappingcategories: cognitive interactivity, an interpretive participation with a text;functional interactivity, a utilitarian participation with the text; explicitinteractivity, participation with designed choices and procedures in a text;and meta-interactivity, a cultural participation outside the experience of asingle text. Certainly, interactivity can be applied to media such as books,but taking a closer look at explicit interactivity can highlight ways in whichgames are unique as interactive narrative systems of formal play. Indigenousmedia, such as storytelling, also includes interactivity, and emphasizes everyparticipant as being in an interactive and enactive space when listening andinterpreting.
In the RTS genre, the mouse serves as yourcommunication piece for in-game actions. When you left-click on a building, yousee its state of development or need for repair, as well as icons representingwhat units and upgrades the building can give you, depending on your resources.Icons are hued red when they are inaccessible due to your TownCenter
When your unit is generated, you canleft-click and drag the mouse to highlight the unit, then right-click todesignate an action. Actions are dependent on where you right-click. Open spacegenerates movement, clicking on an enemy means attack, and in the case ofvillagers or settlers, clicking on resources translates to automaticcollection. Only hero class characters, such as Nathaniel Black, Kanyeke,Chayton Black, and Billy Holme, can collect treasures. These treasures caninclude items that translate to resources or characters that turn intoadditional units.
You are given tasks, which either simplygenerate additional experience, or must be completed in order for you tosucceed in the chapter and progress through the campaign. In order to build upyour base and your units, you must gather resources as quickly as possibleusing your villagers or settlers. Your primary objective is to gather, build,and conquer. The more resources you gather, the faster you can progress throughthe ages-Discovery, Colonial, Fortress, and Industrial. Your age determineswhat classes of buildings, units, and upgrades you can choose from.
Regardless of whether you are playingcolonialists or Natives, the mechanics remain largely the same: mine copper,silver, and gold; chop down trees; gather berries; kill animals and collectmeat; kill treasure guardians and collect treasure; walk and reveal the map;attack and defeat enemies or defend territories; build trading posts andreceive resources or allies. When playing Natives, you do receive an additionalbuilding unique to them: 'Tasking Villagers on your Fire Pit invokes power foryour Tribe and will give you access to unique Native abilities.' The Fire Pitis a circle with blue flames that your Villagers dance around. Dances includeFertility Rate, which speeds up the creation of units; Gift Dance, whichincreases your trickle of experience over time; Holy Dance, which creates'Medicine Men;' Mother Dance, which increases your population allowance; andFire Damage, which gives you more damage against enemy buildings.
Given these mechanics, the player is forcedto enact the narrative in a colonialist manner, concerned only with expansionand depleting resources. Once resources in your area are depleted, you areencouraged to defeat nearby enemies to take over their resources. In the'Trust' chapter of Shadow, you are tasked with earning the trust of the Siouxand gathering resources by destroying the moving wagons of the outlaws as theytrek to their destination. In earlier chapters, you destroy existing tradingposts to put up your own.
Henderson
Even when playing Native characters, youare still bound to needing food, wood, and gold to generate buildings, units,and upgrades. Although the first two are understandable, the latter iscertainly questionable, as Indigenous peoples of North America and other regions were supported by a tradeeconomy before the arrival of settlers and forts.
In contrast to the Eurocentric perspective,Indigenous peoples do not believe that we are separate from the natural world
In TheWarChiefs, the player is enacting a plot with certain gameplaymechanics. The RTS genre in general relates to Jenkins' concept of spatialstories, in that 'Spatial stories [privilege] spatial exploration over plotdevelopment. Spatial stories are held together by broadly defined goals andconflicts and pushed forward by the character's movement across the map. Theirresolution often hinges on the player reaching their final destination'(Jenkins, 2004).
Given that 'game designers don't simplytell stories; they design worlds and sculpt spaces' (Jenkins, 2004), in
This definition of space as mapped andmarked territory follows colonialist depictions of ownership over land. Whenyou reach the end of the game space, that which is not on the map, you areliterally confronted with black nothingness that you are unable to walk into.An overhead view further enhances this representation. Understandably, gameshave limited space that can be accessed during any one level or in any openworld due to media limitations. However, some game genres use illusions such aslandscape views from a first-person perspective to provide a sense of spacebeyond the conflict directly in front of you. The design of environment in
Figure 1. Space as Mapped and OwnedTerritory
Land and water are chartable in the scenarios,depending on the depth of water on an individual map and your choice to build adock to create ships to either attack buildings and other ships or move unitsacross water. Often, scenarios emphasize either land or water, but occasionallyequally utilize both. In the 'Crossing the Delaware
Buildings are inaccessible as spaces, butare instead used to generate units or upgrades. Characters can go into certainbuildings as a form of defense, similar to ships, but you as the player neversee the inside of the building. Once a building is destroyed, all of the unitsappear where the destroyed building once was-negating the logical possibilitythat people inside a destroyed building would too be injured or killed.
As you place buildings, you encounter spaceas it concerns terrain that can be built on or obstruction from overlappingbuildings. Buildings can be placed very close to one another, as long as thepixels don't overlap. The same is true of moving boats and ships through bodiesof water, although representations are generalized in favor of gameplay andthere is no regard for weather conditions affecting movement.
Weather is only used once in Fire andShadow, in the chapter 'Valley Forge
To understand the model of time in games, agame must be broken down by game state, play time, event time, mapping, speed,fixation, and cut-scenes (Juul, 2004). In addition to representing space, themini-map also serves to provide a visual representation of the game state, thestate of the game at a given time. The play time of each scenario can lastanywhere from twenty minutes to an hour and a half depending on your choices togain more experience spending extra time destroying all enemy buildings orcompleting all the secondary tasks. The event time triggers new tasks andfollows the level design progressed by a plot. Although the represented time isprone to jump years or generations in TheWarChiefs, it remains linear, with gaps filled in with cut scenes.
In the setting of this territory-orientedspace, time is purposefully manipulated for playability and mapping. JesperJuul says in his 'Introduction to Game Time':
The relationship between play time and eventtime can be described as mapping. Mapping means that the player's time andactions are projected into a game world. This is the play-element of games; youclick your mouse, but you are also the mayor of a fictive city.
When you initiate the creation of a unit byclicking on a building and then clicking the unit you want to make, the icon ofthat unit in the rows at the bottom of the screen appears faded. The fadegradually ticks away in a clock-like manner against the background of the fullycolored icon until the unit appears on the map. This visualization of game timeis also used to represent how long it will take for the unit to 'arrive' atyour town center. This also appears as a pattern in the HomeCity
Sending a villager to build results in theappearance of a partly constructed building graphic appearing at the locationof your placement. The more villagers you task on building, the faster theprocess. Of course, as this is a game, time is greatly manipulated in thatbuildings take well under a minute to complete, which adds to '.. Lastpass change password manually. themanipulation or completion of multiple relations [that] takes place in time - akind of general economy of games' (Eskelinen, 2004).
Speed, then-the relation between the playtime and the event time-is not representative of time as modern society sees itrepresented in seconds, minutes, hours, et cetera, but rather in days and weeksplayed out in a matter of minutes or hours of 'real time.' Real Time Strategyrefers to the way in which the game state changes based on passing time ratherthan claiming a rigid hold to 'real time' as represented by clocks.
TheWarChiefs also has clear fixation, or historicaltime of the event time. There are event references that generate time meaningand also years, such as 1776 and 1781 mentioned in Amelia's narration in Fire.This usage is, of course, representative of the Gregorian calendar and C.E.(Common Era).
Innis, in theoften-referenced TheBias of Communication, usesthe space-based and time-based properties of medium to derive the reasoning forthe rise and fall of empires:
According to its characteristics [a medium ofcommunication] may be better suited to transportation, or to the disseminationof knowledge over time than over space, particularly if the medium is heavy anddurable and not suited to transportation, or to the dissemination of knowledgeover space than over time, particularly if the medium is light and easilytransported.
He references, for example, thetransportability of papyrus and declares its influence for Egyptians but notesits lack of preservability, which clay and stone by comparison win over (Innis,1951). However, in provoking us to ask how a medium might be space-biased ortime-biased, there is a direct concern with their ability to conquer eitherspace or time relative to the context they are presented in, which furtherinvokes a Western perspective.
The design of
In contrast, Indigenousperspectives of space and time usually merge the two or emphasize space. In aPlains Cree mindset where existence consists of energy-animate, imbued withspirit, in constant motion-interrelationships between entities put space abovetime in importance (Little Bear, 2000). As with non-linear storytelling,concepts of time and space are also cyclic and take a step back to look at thewhole and patterns visible from this viewpoint. Time is thus dynamic andreflective, as it represents patterns to expect, not forward-moving progressionas seen by Western perspective.
In many Indigenouslanguages, such as the Maori of New Zealand, time and space do not haveseparate words, but rather the two are intrinsically linked concepts (Smith,1999). Additionally, the structure of Indigenous language itself suggests aconceptualization of time. Most Indigenous languages are action or process-orientedwith an emphasis on verbs and the descriptions that weave together events oractions rather than objects (Little Bear, 2000).
In light of therepresentations of space and time in
The definition of theterm 'narrative' and the nature of its use are largely debated in game studies.For the sake of a holistic view, narrative is considered with multiplemeanings, but main concepts derived during this analysis draw from HenryJenkins' argument that games have narrative elements. This is not to suggestthat story is the main ambition of
In the single-playercampaign Fire and Shadow, narrative is certainly used in the sense of 'a chainof events in the cause-effect relationship' (Bordwell & Thompson, 1996). Inthe case of this RTS design, a conflict, tension, and resolution occur withineach chapter, but these elements also add to the narrative arc of a larger war.This definition of narrative is mainly used for historical context and puts theplayer in a state of re-enacting but also re-envisioning history by modifyingoutcomes using factual names and semi-factual situations. Games in the RTSgenre often pull from historical time periods, but even in cases where the gamecontent is entirely fictional (e.g.,
In
You as the playerrepresent the main character of each Act. Nathaniel and Chayton each have theirown pre-determined traits, but you are put in the role of carrying out theiractions. Your level of control of the actions is minimal in that you need to dowhat is required to complete the task to either move on to the next task orsucceed in the chapter. (The player's role as an enactor of these actions willbe discussed later.)
In Fire, you play asNathaniel Black, a loyal patriot, the son of Nonahkee the Iroquois and JohnBlack the Scot and former leader of the Falcon Company. You lead OneidaIroquois and militia at varying capacities based on the scenario through aseries of battles with Cornwallis, the British, the Hessians, and the Mohawks.You face off with Colonel Kuechler at the Battle of Morristown and conclude bywinning at the Battle of Yorktown.
In Shadow, you skip ageneration to play Nathaniel's grandson Chayton Black during Red Cloud's war.Advised by Billy Holme, you must set up trading posts and a railroad, whichstirs up attacks from the Sioux. You negotiate a truce with Red Cloud and CrazyHorse that holds for almost a decade. Times change when Holme is Sheriff and agold rush hits the Black Hills
Historically, duringwhat was referred to as the Indian Wars, settlers did indeed push furtherwestward and Plains Tribes led attacks to prevent the placement of railroads.In order to take over the Black Hills, and thus the gold, the U.S.government declared that all Lakota Sioux and Northern Cheyenne who refused to be placed on reservations were to be considered hostileby 1876. Colonel Custer was defeated in the Battle of Little Bighorn, in partdue to dividing up his military. Although historical accounts have been sketchyconcerning whether or not Custer sympathized with Natives,
These two narrativeelements are presented in the form of cut scenes, which Henry Jenkins (2004)refers to as a form of micronarrative. Between each chapter is a brief cutscene that presents the basis for the next conflict. After a narration byAmelia, the cut scenes feature your character and his interactions with othercharacters in the context of the past on a larger linear timescale but presentin terms of your progression through the storyline.
Figure 2. Cut Scene of Kanyenke andNathaniel Black
Amelia also plays arole as a storyteller, although her telling follows the linear pattern ofWestern story. Her narrations also add opinion to the plot. You see her in onlyone cut scene when she visits with Chayton just as the decade-long peacebetween settlers and Natives has been interrupted. Interestingly, although sheherself is mixed blood Iroquois and Scottish as the daughter of NathanielBlack-Scottish and Iroquois-and an Iroquois woman, Chayton Black only refers tohaving an Iroquois grandmother and Lakota-Sioux father when he is first askedabout looking 'Indian.' The extent of Amelia's background rests in who she wasborn from and her hand in leading the Falcon Company before passing it on toChayton. At the end of Shadow following your victory at the Battle of LittleBighorn, she concludes with a point on Chayton's decision to change sides:'Whether or not he made the right choice-history will be the judge of that.'The game, in this way, points to its own revisions of history, a new media playon the cinema of attractions moment in which there is an attempt to break downthe barrier between audience and actor (Gunning, 1990), or in this case, playerand designer.
Occasionally,micronarratives are shown in the map mode at the completion of a task. In the'Ambushed!' chapter of the Shadow campaign, you fight your way through Nativesas Chayton Black to reach Crazy Horse's camp to negotiate peace (nevermind theirony that you can't avoid fighting and demolishing their camps on the way),only to witness your ally Sheriff Billy Holme come up around the other side ofthe hills and throw explosives down on Crazy Horse's camp once you've distractedhim. This is an unexpected event and adds to a later decision your charactermakes.
There are also timeswhen micronarratives are used during gameplay in the form of subtitledvoiceover interactions that happen during action. These are used to alert youof changes in the game state-new tasks, your progress with tasks, and changesin alliances. In the Shadow chapter, after trying to defend Americancolonialists chopping wood from ongoing Natives to help build a large fort,Sheriff Holme tasks you with destroying the Native villages of women andchildren nearby. During a voiceover, you are alerted that Chayton makes thechoice to change sides, and you as the player then need to create tradingposts, develop your Native forces with few resources, and destroy the fort youjust built.
This matter of ethics brings up theplayer's construction of a story when interpreting their gameplay. Kurt Squire,when using the popular RTS Civilization IIIin an educational context, found that 'students usedconcepts such as infrastructure, natural resources, or isolationism tointerpret and analyze gameplay. As students suffered defeats, they discoveredthe importance of geography. By the end, several students were using gamingexperiences as conceptual tools, explaining how a scarce natural resource suchas oil could destabilize global politics' (Jenkins & Squire, 2003).However, Jenkins & Squire (2003) also discovered that 'few detected thegame's geographical, materialist bias, or realized that
When breaking down thereviews of Command andConquer: Generals, anotherRTS, Geoff King (2007) gleaned that 'far more players devote attention toissues relating to gameplay than to the specific historical or geopoliticalcontext in which the game is set.' However, it is arguable that the gameplayitself is also a narrative when using J. Hillis Miller's interpretations.Similar to the RTS war-based genre, 'Chess certainlyhas a beginning state (the setup of the game), changes to that state (thegameplay), and a resulting insight (the outcome of the game). It is arepresentation - a stylized representation of war, complete with a cast ofcolorful characters. And the game takes place in highly patterned structures oftime (turns), and space (the checkerboard grid)' (Zimmerman, 2004).Additionally, 'turn-based strategy games such as
In TheWarChiefs, each playable chapter has an initial starting state whereyour units, allies, enemies, and resources are placed, changed by your movementand actions in the space, which results in winning or losing the designatedtasks. As a RTS, it also represents war with lead heroes and repeated baseunits. The game occurs in purposefully modified time and a
Across all modes of play, character unitsare depicted in physical appearance, abilities, and oral responses to playercommands. These immediate responses to the player's clicking actions also fallinto micronarratives. Language is minimized to a few words, and in the case ofNative characters, both English and a few 'Native' words are used across allpeoples without recognizing regional difference ranging from Aztecs toIroquois. Since the passing of knowledge inIndigenous cultures is centered around language and symbol, it is also a strongbelief that language is sacred and that 'any attempt to change Indigenouslanguage is an attempt to modify or destroy Indigenous knowledge and the peopleto whom this knowledge belongs' (Battiste & Henderson, 2000). If the gamedesign had taken this into account, the use of language as a micronarrative formwould be specific to each culture and unit.
Figure 3. Icons for Character Units
Despite these numerousnarrative elements, each retains the linear Western form of narrative in
The implications of applying clearlyWestern, and more specifically colonialist, design aesthetics to a game withIndigenous characters without regard to incorporating Indigenous aesthetic isone of misrepresentation and simplification of a culture to game mechanics useduniversally throughout the Age of Empires series.Notably, the game design makes an attempt to address a different mechanic bygiving Natives the Fire Pit, but in so doing, reduces prayer and dance tomanifestations of strategies for imperial improvement.
The Real Time Strategyand Turn Based Strategy genre shares similar themes in their design. Poblocki,in his article 'Becoming-State: The Bio-Cultural Imperialism of
In CivilizationI the clash was mainly military, economic, and technological, whereassubsequently it became also cultural. By embracing nineteenth century models ofsocial change and by brutal projection of the Western history onto contingentgrounds of randomly generated maps, random civilization names, random startingpositions, random distribution of resources and the like, [Meier] essentializesthe story of the Western success, suggesting their causes lie in personalabilities, rationality, high administrative skills and other qualities of theWesterners, reducing culture to an imperialist checklist (one either has it ornot), and suggesting that starting conditions (both ecological and cultural) donot matter in the absorbing of new advancement..
This can also be saidof The WarChiefs
One RTS-like game that does make an attemptat representing Indigenous concepts of space and time is the wildlife tycoon
In
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