Landscapes of Empire: Coloniality, Agency, and Opacity in Game Design
In recent decades, an increasing awareness of the prevalence of colonialist and Orientalist themes in modern board games have led to calls for “de-colonizing” the hobby. Critiques of the imperialism and Eurocentrism implicit in Sid Meier’s computer game series Civilization have now been joined by critical analyses of colonialist themes in board games like Goa, Vasco de Gama, and Maracaibo.
The response from board game designers
and publishers has been mixed. On the one hand, it can be observed that the
pushback against the depiction of colonialism in games has led to a kind of
“pre-colonial regress,” leading to an explosion of games like Daniele
Tascini’s Tzol’kin: The Mayan Calendar (2012) or David Turczi’s game of
temple-building in ancient Egypt, Tekhenu: Obelisk of the Sun (2020). Of
course, the mere avoidance of colonialism as a historical theme or setting does
not ensure that a game is free of complicity in the extractive practices of
colonialism, in particular practices of cultural appropriation and exoticism
(two characteristics that are very much on display in Tascini’s designs).
A second kind of response can be
identified which might be termed “revisionist.” Revisionism in historical board
design challenges the emancipatory myths associated with colonialism by showing
the grimmer realities of the colonialist past, as in games like Scott W.
Leibbrandt’s Colonialism (2013), in which players assume the roles of
generic Western powers competing for influence and resources in the
“unindustrialized regions of the world,” or Amabel Holland’s 2018 board game This
Guilty Land, set in the years leading up to the American Civil War, in
which one player assumes the roles of Justice (representing abolition) while
the other seizes the mantle of Oppression (representing the pro-slavery cause).
At their most “simulationist,” these sorts of “serious” games can devolve into
a recapitulation of the trauma historically experienced by colonized
populations, especially when the latter are not represented as playable
characters or factions. At their most abstract, conversely, such games minimize
the agency of colonized and enslaved peoples through their absorption by impersonal
game mechanics such as “protest” or “revolt.” This is especially true of games
featuring “push your luck” strategies where colonialist exploitation brings
short-term benefits as well as potential costs: these might include uprisings
by discontented “subjects” in civ-building games like
Vlaada Chvátil’s Through the Ages (2006), or penalties accrued
for engaging in the slave trade, as in Carl de Visser
and Jarratt Gray’s 2018 board
game, Endeavor: Age of Sail.
We can also identify a third kind
of response on the part of game designers to the call to decolonize board
games. This third response encompasses playable representations of colonialism
as it was – or counterfactually, could have been – resisted or suborned by its
ostensible subjects, as in games like Peer Sylvester’s King of Siam (2007),
R. Eric Reuss’s Spirit Island (2017), Cole Wehrle’s Pax Pamir
(2018), or Bruce Mansfield’s counter-insurgency (COIN) game, Gandhi: The
Decolonization of British India, 1917-1947 (2019). The difference in these
designs is that the games seek to restore agency to the colonized, thus
inverting many of the traditional colonialist tropes found in modern hobby
board games like Catan (1995) and Puerto Rico (2002). Within the
hobby board gaming community, these are the games that are most often cited as
examples of successful efforts to “decolonize” board gaming, but they have so
far received little in the way of critical attention within games studies. With
this paper I hope to make a small contribution to this effort, by exploring the
applicability to analog games of concepts and theories of postcoloniality that
have emerged from studies of video games as cultural artifacts. Through a
comparative analysis of Cole Wehrle’s Pax Pamir and Hideo Kojima’s Metal
Gear Solid V: The Phantom Pain, I hope to show how a postcolonial lens can
shed new light on the complex interrelationship between a game’s historical
setting and the material and technological affordances of the medium.
In her book On Video Games: The
Visual Politics of Race, Gender, and Space, Soraya Murray argues for the
usefulness of the Visual Culture studies approach to the analysis of video games,
which she contrasts with mainstream game criticism’s excessive fixation on
advances in video game technology. Complementing rather than replacing the
theoretical perspectives developed by scholars of new media and game studies,
Murray suggests that the interdisciplinarity and methodological diversity of
Visual Culture studies affords a wider scope for critical investigation of the
ideological and cultural dimensions of games, including their representations of
gender, race, and empire. In her examination of Hideo Kojima’s 2015 game Metal
Gear Solid V: The Phantom Pain, for example, a transmedia Visual Culture
framework enables Murray to examine the game’s visual representations of Afghanistan
through the lens of postcolonial critiques of landscape painting and literary
studies of the depiction of America as wilderness. In this way, she is able to
draw connections between the medium-oriented approach of new media studies and the
critical interrogation of games’ political and cultural significations.
The fruitfulness of Murray’s
approach is demonstrated by her critique of the theory of spatiality developed by
Michael Nitsche in his book Video Game Spaces: Image, Play and Structure in
3D Worlds. When Nitsche compares video game space and cinematic space, it
is to argue for a fundamental difference between the mediums, one which implies
a relative impoverishment on the part of video game design: “virtual cameras
can mimic […] real-camera behaviors in their presentation of video game space
without any physical restraints. […] There are no lenses, filters, shutters, no
iris or film stock [… ] yet all these elements are responsible for a range of
cinematic effects and the development of cinema’s form. Without these defining
features, virtual cameras lack an important incentive for artistic development:
the creative encounter with the limits of the technology” (Nitsch p. 91). By
contrast, Murray argues “digital media present their own limitations and
aesthetic languages” (p. 157), which in the case of The Phantom Pain fosters
what she calls an “identification with the computational” on the part of the
player/viewer. Such an identification, she writes, is based on “calculation,
processing and problem-solving, and encourages a framing of the landscape
through this rationalizing lens” (p. 157) – a lens that she associates with the
“colonial paradigms and frontier ideologies” of a video game space which
“organizes the representation of land through its use-value for the player” (p.
161), like the fictional Afghanistan whose wildlife and minerals are represented
as untapped natural resources in The Phantom Pain (p. 164).
For Murray in fact, it is the
shared dependence of cinema and video games on the technical limitations of
their respective mediums that highlights the specific differences between a cinematic
language of form associated with visual realism and a “computational” mode of
visibility attuned to the exploitation of use-values. For all its borrowings
from the codes of cinematic realism, Murray argues that space in The Phantom
Pain is ultimately framed by this colonizing, computational gaze, which she
connects to the historic function of landscape painting in promoting and
justifying European imperialism (pp. 169-172). At the same time, the rocky,
scrub-filled landscapes rendered in The Phantom Pain suggest an analogy
with the mythic representation of the American West in canonical paintings and
films (pp. 174-175), which ideologically validated westward expansion as a
fulfillment of the doctrine of “manifest destiny.” Thanks to its slippage among
these different visual and cultural registers, the Afghanistan portrayed in the
game can serves as a stage-setting for the symbolic re-enactment of a variety
of “primal scenes” of imperialist violence and counter-violence, from settler-colonial
violence against Indigenous peoples along an expanding American frontier to the
post-9/11 “war on terror.”
Through such comparisons, Murray
shows how the expansive openness of the Afghan landscape traversed in The
Phantom Pain indulges player fantasies of an all-encompassing perceptual
mastery and control of space. Building on Murray’s analysis, I would suggest
that The Phantom Pain’s panoramic vistas also indulge a different kind
of fantasy. The lapidary clarity of mountain ranges and canyons redoubles the
game’s informational architecture as a space of meticulous visibility, in which
the “mediated space” of the game’s fictional Afghanistan and the “rule-based
space” of its algorithmic structures reinforce one another (Nitsche). This is seen
most clearly in the contrast between the vast open spaces traversed by the
protagonist and the informational space of maps, menu options, and status
notifications found on the iDroid “heads up display,” whose navigation
increasingly displaces movement through a fictional three-dimensional space as
a core element of gameplay.
Considered in this light, the hyper-visibility
of this landscape – all exposed rock and windswept plains – functions as a
mirage that conceals the actual opacity of the game’s underlying rules as well
as its in-game decision trees, whose true complexity only reveals itself gradually
over the course of gameplay. Such opacity has long been identified as a feature
of video games that differentiates the medium from board games. As Nitsche
writes of video game world-building, “The better this world operates, the less the
players have to understand the code logic underneath […] A game world does not
ask interactors to understand the internal computer processes and the
mathematical logic of the code.” In contrast to digital games, it has been
argued, "the nature of board games implies a transparency regarding the
core mechanics of the game and the way they are interrelated."
In practice, of course, such
distinctions tend to break down. Thus we find that, in contrast to the
spectacle of pure visibility presented by The Phantom Pain’s painted
canyons and steppe-lands, the board game Pax Pamir (2015) presents us with
a very different representation of Afghanistan. Here, the convulsions of
nineteenth-century imperialist power politics are reflected in a game space whose
“real” transparency (i.e., open information, player-enforced rules) is difficult
to keep in view thanks to the ingrained habits of players. An outgrowth of
designer’s Cole Wehrle’s dissertation research on the British Empire, the game
offers a meticulously researched, ground-level perspective on the so-called
“Great Game,” the political and diplomatic confrontation between the British
and Russian empires in Central Asia at the beginning of the 19th
century. Players are invited to assume the roles of the leaders of
different Afghan political factions forced to navigate the shifting “winds of
colonial power” as British and Russian interests jockey for influence and
control. At the start of the game, each player randomly draws a card
that determines their initial loyalties, which can be British, Russian, or Afghan
(representing loyalty to the Durrani Empire of Ahmad Shāh Durrānī and his
descendants, who were historically deposed by the Barakzai faction in the years
leading up to the first Anglo-Afghan War). Over the course of
gameplay, players share control of the military, economic, political, and
intelligence capabilities of the empire to which they’ve pledged loyalty, while
seeking to maximize their influence with whichever empire seems likeliest to
come out on top. More than one player can be loyal to the same
Empire, but only the player who has the most favor with the Empire that
prevails will win the game, so loyalties will change and alliances shift as
players build up armies, secure roads, vie for the allegiance of local tribes,
and dispatch spies to undermine or assassinate their rivals.
Among fans of historical simulation
games, the first edition of Pax Pamir attracted immediate interest and attention
for its unique theme and detailed historical research. Equally innovative was
its gameplay, which combines elements of stock market games with the triggering
of actions from a personal tableau of cards that players build and modify over
the course of the game. However, the two-tiered victory condition, which
requires players to continually monitor which Empire is currently dominant as
well as the amount of favor each player has with that Empire, turned out to be
a double-edged sword. On the one hand it makes the game state highly dynamic,
so that sudden reversals of position are possible and the game’s outcome
remains uncertain until the very end. By the same token, however, it makes the
game state unusually opaque, despite the fact that the cards in each player’s
tableau are visible to all. Although this is partly due to the sheer number of
factors players have to take into consideration each turn, it is equally a consequence of the double-think
required of players who are used to playing the colonizers, not the colonized,
in board games. The difficulty of tracking the
game state in Pax Pamir led the designer to revisit and refine the game’s
victory conditions in the game’s second edition (2019), which introduced a
Victory Point track in place of the “sudden death” mechanics that determined the
outcome of the game in the first edition.
The critical and commercial
response to the second edition was overwhelmingly positive. Even among fans of
the first edition, there was near universal agreement that the designer’s
changes significantly improved the gameplay. It is possible to argue, however,
that the opacity of game states and player positions in Pax Pamir
captures something that the more streamlined and “playable” second edition of
the games left out: namely, the confusion and uncertainty of historical actors
confronting the limits of their knowledge and agency. More specifically in the
case of the nineteenth century Afghanistan, this opacity mirrors the lack of
understanding of local realities demonstrated by these imperial powers, and
their consequent inability to anticipate developments or efficiently exercise
control. It is through this experience of confusion and lack of control that
the player comes to occupy something like a “third space,” both Afghan and
European, colonizer and colonized.
In this respect, the gameplay of the first edition of Pax Pamir represents the opposite extreme from the fantasies of visual and strategic mastery presented in The Phantom Pain. Whereas the visually gorgeous, wide-open spaces of The Phantom Pain connote only a semiotic void, a completely smooth space organized around the imperatives of visual surveillance and instantaneous movement, Pax Pamir conveys a density of incident and information that verges at times on visual and semiotic impenetrability.
In conclusion, one might ask if the
“bottom-up” view of colonialism presented by Pax Pamir goes far enough
in fulfilling the requirements of a decolonizing theory and practice of games. Can
games be described as “anti-colonialist” which continue to base their core
mechanisms and interactions around models of competition and achievement derived,
in some degree, from the structures of colonialism? After all, while the
players of Pax Pamir are challenged to assume the identities of rival Afghan leaders,
the building of power by European empires and the currying of favor with said empires
still represent the core mechanic by which players win the game. In this way,
the capabilities and strategies of the Durrani Empire (the “native” Afghan
faction) are made essentially symmetrical with the Russian and British Empires:
no allowance is made for any significant difference in legitimacy or capability
between regimes committed to Afghan sovereignty and those that are allied with
European colonial rule. This calls to mind the analysis of the realtime
strategy game (RTS) Empire: Total War outlined in Souvik Mukherjee’s The
Empire Plays Back: Video Games and Postcolonialism: “[It] is possible for
players from erstwhile colonized countries to defeat their historical
colonizers in ETW and thereby challenge imperialist historiography […] However,
in so doing, they also adopt the same expansionist logic of empire that was
posited by the real-life colonial powers.” In this connection, Mukherjee cites
Gayatri Spivak’s critique of the concept of decolonization: “The displacement
of the colonizing powers from the colonized space still involves a logic that
is similar to that used by empire.” Yet, even though Mukherjee concludes that
according to the logic of conquest and domination encoded in real time strategy
games, “there is no end to empire and its extent,” he also affirms that even
within the game-space of empire, there is always what postcolonial critic Homi
Bhahba calls a “third space,” that is “a challenge to the limits of the self in
the act of reaching out to what is liminal in the historic experience, and in
the cultural representation of other peoples, times, languages, texts” (Bhahba
2011, p. 10). This is a space, according to Mukherkee, of negotiation rather
than resolution: it is also perhaps a space that lies outside the rules of
winning and losing the game, a space equally remote from the ideological
representation of empire, and its technologically-mediated reality.
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