It is my contention that the tendency of strategy games to turn even the woolliest of liberals into ravening tyrants is a result of a perspective that the games foist upon us. It is the same perspective that politicians have foisted upon them when they gain power. Indeed, strategy games turn liberals into fascists for the same reason that becoming President turns liberal Democratic Presidential candidates into soul-less autocrats who order air strikes on villages, turn a blind eye to torture and send the national guard to deal with people who have been flooded out of their homes. People placed in positions of power do not become authoritarian because the system is ‘rigged’, they become authoritarian because in order to control a state they have to see the world like a state — and the state cares no more for individual humans than we do for the individual cells in our bodies. […]
[a player] is not the person who decided that Sim cities run more smoothly if workers are oppressed. However, she is the person who decided that her Sim city needed to run smoothly. ‘Smoothness’ is not a human value, as the efficiency of an entire city or civilisation really does not matter to an individual human being. ‘Smoothness’ is an aesthetic value that only becomes apparent when you detach yourself from the limited viewpoint of an individual human in order to look at the world from a detached perspective.
(from this article, h/t Kaj on Facebook)
I disagree with the article, mostly because the efficiency of a city or civilization does affect the wellbeing of individual human beings: those are the societies that can afford nice things like mosquito nets and universal basic income. And most people who aren’t politicians also suffer from scope insensitivity and are basically indifferent to the suffering of faraway people; it is not because they are thinking as a state, it is because the world has lots of bad things and a million is a statistic. But the article reminded me of a question I’ve put way too much thought into, which is how to ethically play Civilization.
(To be clear, I don’t think it’s unethical to play games as a maniacal tyrant and I grumpily avoid any game that’s all about how you can be a good person while playing it. Your media consumption has nothing to do with your goodness.)
But still the only way I’ve ever played Civilization, and Steam says I’ve played many hundreds of hours of Civilization, is while wondering: if the lives of people in Civilization were morally important, if you were playing god on a chessboard with real thinking, feeling people, how should you play?
I started out a pacifist. I never ever started wars, and if someone else attacked me I asked for peace the first turn it was available. I had almost no military and kept taxes low and spent all my energies on libraries and universities and was clearly the most virtuous autocrat in all of ancient history.
This, obviously, loses you the game. For a long time I was indignant about this; I would be a peaceful, trading, thriving civilization, and people kept declaring war on me. I’d sign treaties with them and they’d use the treaties to rearm and sneak-attack me. I’d give back their conquered cities and they’d burn mine to the ground. I was too virtuous to win and felt very indignant about it.
I started feeling less indignant when I noticed that “too virtuous to achieve a morally good outcome” is not actually a thing, except under very silly conceptions of virtue. Getting conquered by some other civilization is probably not the best way to maximize the utility of the people in your game. Being good means getting good outcomes. In Civ you probably want to become the dominant power, because then you can give everyone good lives and badger your neighbors into doing so and lean on people for nonproliferation treaties and conquer the stars and so forth.
So I became a pacifist 2.0: I maintained a large enough military to deter fights, and once someone started them I asked my allies to attack them too and I didn’t always offer them peace terms as soon as possible, not if I could extend the war a couple rounds and make sure they couldn’t do it again. (the Civ A.I. doesn’t really respond to incentives well, so ‘predictably retaliate’ isn’t a good gameplay strategy. This might be truer in real life than game theorists think, considering how many ‘predictably retaliate’ treaties have been set up and then promptly started a war.)
But then I started wondering: am I still playing for the moral high ground, rather than the morally best outcome? Maybe I should aim to take over the world as fast as possible, since my literacy rate is twice as high as anyone else’s and my citizens live longer and happier lives and how can I justify letting people live in a desperately poor dictatorship next door? The real life answer to that is “we tried it, didn’t work and gave us lots of incentives to be evil”, but Civ gameplay doesn’t strongly deter it; should I assume that all those invisible evils are happening even though there’s no associated mechanic? And, I mean, an effective Civilization altruist might decide to minimize time-to-starship or maximize odds of starship, on the grounds that an intergalactic civilization is the most important thing.
If we were to invent games that challenge the tendency to abstract away the lives of millions of people, and therefore get bad at making those lives better, I would want it to be a game that does not encourage personal virtue, where you don’t get the good ending through “avoiding any of the actions that are morally bad” but through bringing about the world with the most good. Because “I refuse to do Wrong things” is just much easier, and less interesting as a gameplay constraint, than figuring out how to make a good world.
…though I’d love if real politicians playing the real world game of statecraft were ardent ideological pacifists.
neoliberalism-nightly asked:
