Global warming according to strategic games

Can a lifetime of playing video games help people understand a crisis? It makes sense, it's not such a stupid question. Strategy video games position themselves as works that can simulate the same invisible systems that govern society, as well as the choices that drive the decisions of the world's most powerful people. What if these systems were destroyed in the real world? My interest in critical thinking does not allow me to skip this question.

BingMag.com Global warming according to strategic games

Can a lifetime of playing video games help people understand a crisis? It makes sense, it's not such a stupid question. Strategy video games position themselves as works that can simulate the same invisible systems that govern society, as well as the choices that drive the decisions of the world's most powerful people. What if these systems were destroyed in the real world? My interest in critical thinking does not allow me to skip this question.

These days, it is said with great enthusiasm that video games can be made in such a way that they do not take sides on political issues. But this claim becomes absurd against strategy games that want to simulate society as it is; For example, in such a game, the creators cannot ignore the issue of how much tax should be determined and how much this issue affects the satisfaction or dissatisfaction of the citizens of this society.

Here we will see, the perceptions of three generations. From people under the influence of popular culture who are getting old and dealing with environmental problems, how has it been formed in relation to the issue of global warming; That is, a problem that people became aware of since the eighties (of course, not the eighties of the twentieth century, but the nineteenth century. Refer to the article "The effect of carbonic acid in the air on the temperature of the earth" in 1896).

But I was surprised to see that this was a non-issue in 1980s video games. However, the global warming crisis itself was not a major issue in the public mind, at least not until scientists researching Antarctica discovered the ozone hole in 1985. The summer of 1988 was the hottest summer on record, and NASA scientists testified before Congress about the same problem. The following year, the United Nations established the Intergovernmental Panel on Climate Change. In 1990, Maxis studio released the Sim Earth game.

BingMag.com Global warming according to strategic games

The terrain simulator is more of a flexible tool that leaves the player's hands free and its strategicness only manifests itself in scenario modes. The results of each game provide the player with useful information about environmental changes, but ignore the economic motivations behind the environmental decision [of course, in the real world, it is not in the interests of a few to suddenly give up fossil fuels, but the simulator ignores that. Passes]

Will Wright took our perspective of cities much further back in the Earth simulator, so that the Earth could be seen from orbit. In it, players set various environmental variables so that life begins on their simulated planet; For example, first they adjusted the geological and orbital factors to make the planet ready for life. Then [the evolution] of this life was given direction and they continued to design until they reached intelligent life, civilization and industrial technologies. And then, they were careful not to bury these civilizations with their own hand-made technologies.

If Earth Simulator were released today, they would probably say it's an avant-garde, hippy-friendly, experimental game where the goal is not to conquer enemies. and territory, but also to reach world peace. However, it was a mainstream, family-friendly educational game dating back to the 1990s. The title of the game's "Modern Earth Scenario", thirty years ago, reads: "Your mission is to solve the world's problems and lead us to a peaceful future, with plenty of food, clean air, and plenty of energy." how about By going to the menu drawer and checking the meters that symbolize the totality of energy and resources consumed by humans. "Remember: this scenario is probably difficult, but at least it's more fun here than in the real world." To use less fossils, it is very simple to go to the menu and reduce the amount of use. The challenge of the game is to move forward regardless of these dimensions.

It is noteworthy that among all the games listed in this article, the ground simulator is the most flexible tool that leaves the player's hand free and its strategy is only Updates in scenario-oriented modes. The results of each game provide the player with useful information about environmental changes, but ignore the economic motivations behind the environmental decision [of course, in the real world, it is not in the interest of a few to suddenly give up fossil fuels, but the simulator skips over it]. . But this issue is highlighted in Seyed Mir's "Civilization" series, and honestly, the continuation of the video [this text] talks more about this series.

This series, thirty years old, is involved with this problem. is: in a world where all decisions have consequences that affect future centuries, when should we consider short-term benefits and when should we consider long-term stability? preferred? The first edition of "Civilization" in 1991 brutally presents the issue of international nationalism. The educational part in this version speaks much more honestly than the later versions: "Make peace with your neighbors more powerful than you; Isolate and conquer your weaker neighbors. When the size of your cities reaches six or seven, establish an absolute monarchy. As your civilization grows, don't forget to use diplomats to see what your enemies are up to. Use caravans to build trade roads to boost your economy.

However, the natural world around your realm [unlike Sim Earth] is already built. The first edition of "Civilization" doesn't have a specific talk about what will happen in the future, especially since the Cold War ended in the nineties and the resulting euphoria made mankind optimistic about the end of history (1) and its future.

BingMag.com Global warming according to strategic games

This collection, thirty years old, is involved with this dilemma. is: in a world where all decisions have consequences that affect future centuries, when should we consider short-term benefits and when should we prefer long-term stability?

Long-term results of research on industry and Automobile ends up warming the earth. This crisis in the game is in the form of a red ball that slowly turns white and shows the state of global warming. If left unchecked, icons in the symbol of pollution will appear on the Blinker's territory, and if left alone will turn the coasts into swamps and the plains into deserts. This forces the player to change their strategy as it eventually creates something like a space battle: civilizations build ships so that the colonists can leave Earth and go colonize somewhere else.

But the remarkable thing here is that the warming Earth is a destructive factor that is not depicted and only appears when industrial technologies increase (and the use of these technologies is not mandatory for the player). The rules of the game do not deny the existence of this great problem facing humanity, there is no doubt, but it shows that it can be solved with a few simple clicks in the menus.

In this midst, outside of video games, environmentalism. It becomes a hot topic in popular culture, and at the same time, measures are being taken to gradually reduce the production of chlorofluorocarbon gases, which are harmful to the ozone layer.

One year after this event, in 1996. The second edition of the "Civilization" series deals more with environmental concerns. This time, instead of using the slime symbol, the environmental degradation symbol uses a human skull as a more terrifying symbol. If it is not addressed, the effects of global warming will increase and this time they can cotton strings very quickly and easily. Of course, they can be avoided with mass transit, recycling or solar energy, but such an issue makes the simulator more of an exhausting experience and completely changes the way the competition is: instead of winning and conquering, the competition is about who has the most. It becomes a competition for everyone to survive.

The beaches, which have many, become barren and barren marshes. Clearing pollution from settlement areas [compared to the previous version] requires twice as many clicks and twice as much time to destroy the negative effects of environmental pollution that spread twice as fast. Environmental problems are piled on top of other problems, such as population hunger and rebellion, and this cycle repeats forever, because it seems that in this simulator, the polar ice never ends and stops melting. Taking this case lightly means that your creativity will be destroyed. Here, instead of focusing on other crises, you have to spend everyone cleaning skulls and fighting environmental pollution.

If you remember, in 2012 a post on Reddit caused quite a stir. Someone had been playing Civilization 2 for ten years and turned everywhere into polluted wastelands and built houses on top of mountains (instead of rivers and beaches) because of the flood. That is, global warming in "Civilization 2" turns the page to such an extent.

In the nineties, environmental issues were still the soul of the ruling society. In 1997, Bill Clinton made the United States a member of the Kyoto Protocol, committing the government to reduce greenhouse gas emissions to pre-1990 levels by 2012.

BingMag.com Global warming according to strategic games

In the continuation of the nineties, environmental issues were still the soul of the ruling society. In 1997, Bill Clinton made the United States a member of the Kyoto Protocol, committing the government to reduce greenhouse gas emissions to pre-1990 levels by 2012. But in 2001, George W. Bush announced that the United States of America will not implement the Kyoto Protocol and acknowledged that such an agreement could harm the American economy.

BingMag.com Global warming according to strategic games

In 2015 Barack Obama of the United States entered the Paris Agreement, but in 2016 Donald Trump pulled the United States out of the agreement; That is, the same year that broke the record for the hottest year since temperature records began in 1880.

For a few years before the end of the nineties, mainstream media popular culture showed children a future that was anti-utopian. It was cyberpunk. In many of these popular culture stories, the villain of the story was depicted as a greedy government or company. That dark but glittering and nihilistic look at the future of mankind, that hopeless vision and the pattern of digital anti-utopian city, is very beautifully reflected in another simulator of Syed Mir, namely Alpha Centauri.

Syd Mir entered literature in this game. Speculative and science fiction becomes difficult. Although it takes place in space, its mechanisms deal more with ecology compared to other games of its kind, which are simulations of the earth. The colonists who find themselves on a dying earth go to an alien planet and become cyborgs. These technologies that have opened extremely sensitive and new horizons have caused us to face some of the most difficult ethical challenges in gameplay; For example, at the very beginning, you are encouraged to upgrade a branch of skills, but due to the disadvantages we know so far from industrial technologies, they will be destroyed in the loss of the resources of this new planet:

Resources exist for consumption and will be consumed. If not by this generation, then by the future generation. By what right does this unknown future want to deprive us of this birthright? I say no one. Let us take what is ours and chew and swallow.

- Principles of Greed

If you take this path and move forward, you will see how the lessons of history have been ignored with an absurdist attitude and with full awareness. will be In Alpha Centauri, the planet itself is seen through the eyes of a living being that you can even have a dialogue with. The decisions you make every minute and the things you do on your land directly affect other sects, and from this point of view, the destruction of the environment can be beneficial to you in order to remove your competitors from the way. Raising the Earth's temperature and melting the ice makes it possible to grow edible space mushrooms, but the other side is more sinister: you can deliberately flood the city of other actors in the region.

BingMag.com Global warming according to strategic games

With a few years left until the end of the nineties, mainstream media popular culture showed kids a future that was cyberpunk anti-utopian. In many of these popular culture stories, the villain of the story was depicted as a greedy government or company. That dark but glittering and nihilistic look at the future of mankind, that hopeless vision and the pattern of digital anti-utopianism, is very beautifully displayed in Syed Mir's other simulator, Alpha Centauri. Little by little, we will reach an apocalyptic scenario, and the more the reward we receive for it, the more it destroys the environment. The artificial intelligences that have taken over the leadership of the planet change their minds and the plans do not proceed as simply as they are written on paper. And again we conclude that despite all the ways, nature is still a more powerful force than humanity.

Although Seyed Mir was deeply involved in these issues, but without his presence, Activision created a sub-version of the civilization series called Civilization: Call to Power launched. What sets "Call to Power" apart is its bold sci-fi aspects. There is a timeline that can be pushed forward to the year 3000 [to show the long-term consequences of the player's decisions] and we have to give life back to the Earth. This makes you have to deal with global warming more and more in the mid-to-late game.

Investing in oil refining and starting nuclear wars brings squares on the screen that symbolize environmental pollution (but can be cleaned up). If you don't pay attention to it, you will see how everything gets out of control and leads to flooding and even freezing of the lands. Like Alpha Centauri, but not like Seyed Mir's "Civilization," the call to power also shows pollution in the form of a flood instead of turning the land into a swamp. However, floods still destroy the coastal cities.

Another original idea of the game was that it was possible to advance the game despite all the environmental pollution until it finally reached a point where advanced technologies in the future are used to solve environmental problems. life will be invented and speculates on the shape of these technologies (of course, there is no mention of smartphones and social media in his predictions); For example, technologies are created that facilitate the integration of resources, or a little more imaginatively, Ecofascist artificial intelligence is created, which the game explains like this: "The Eden project represents a revolution in the philosophy of ecology. This project will destroy 3 of the most polluted cities in the world to pave the way for ecotopia [combination of the English equivalent of environment with utopia, meaning utopia] and the ecological rangers will come."

These technological advances ultimately lead to a marvel called the Gaia Controller: a network of weather-controlling satellites, designed after the destruction of the Earth centuries ago, to undo the damage done to the environment and give it a chance to regenerate. You can build forests and fertile lands (of course, you still can't save places that have already been flooded and pull them out from under water). And there's one more thing you can't save: that optimistic and pure view of global warming in popular culture.

BingMag.com Global warming according to strategic games

The result of these technological advances is a marvel called the Gaia Controller: a network of satellites with the ability to control the weather, invented after the destruction of the Earth centuries ago, to prevent the destruction caused to the Earth. restore the environment and provide an opportunity to build forests and fertile lands again "wp-caption-text">The educational section in this version is much more honest than the later versions: "Make peace with your neighbors more powerful than yourself; Isolate and conquer your weaker neighbors. When the size of your cities reaches six or seven, establish an absolute monarchy. As your civilization grows, don't forget to use diplomats to see what your enemies are up to. Use caravans to build trade roads to boost your economy.

In 2001, George W. Bush announced that the United States of America will not implement the Kyoto Protocol because such an agreement could harm the American economy. The discussion about the validity of this more or less scientific fact, i.e. global warming, starts in these years. Questionable election results, terrorist attacks [9/11] and disregard for scientific facts put a negative stamp on the environmentalism debate, and it was no longer the focus of the family-friendly popular culture of the nineties.

The best-selling games focused on terrorism and crime. Up to simulator and strategy games. However, video games have entered mainstream media and are more accessible than ever. "Civilization 3" in 2001 was much simpler than its predecessors, especially in the way it dealt with mechanisms related to global warming. In this issue, the fossil fuel research and burning industry again sounds the alarm of color timing. First, the contaminated land becomes cold or hot depending on its proximity to the equator.

But when the pollution starts and the amount of damage it causes, it becomes much less than the previous issues. This time the ices are more resistant to temperature rise and melt much slower and, in both this and the next issue, the workers can be set to auto mode. You don't need to spend those precious Settler units to pave this paradise and settle on earth and deal with its pollution; Cheaper labor units will automate this job and make the hard decisions for you, all at the push of a button. .

Global warming is so hard to come by in this issue that I had to deliberately take my workers out of this automatic mode to let the pollution pile up. No matter how much you screw up, in this issue the environment always finds a way to restore itself. Global warming here is more of a decorative and disturbing mechanism and not a deep mechanism. It is no longer necessary to think about the long-term results of your actions on the environment in the coming years.

As the discourse of the political culture of society changed, so did the discourse of popular culture and gaming.

2002 the same year. It was probably the first time you heard the word "Climate Change" used instead of Global Warming. Such a name change was the result of the work of Frank Luntz, a consultant to the Republican Party, and was also used by George Bush's cabinet. Lanter said that "global warming" implies disaster, but "climate change" is a less emotional word and makes the problem seem controllable. (2)

BingMag.com Global warming according to strategic games

2002 was the year when you probably heard the word "Climate Change" used instead of Global Warming. will be Such a name change was the result of the work of Frank Luntz, a consultant to the Republican Party, and was also used by George Bush's cabinet. Years later, Lantz regretted the suggestion, writing, "I made a mistake in 2001. I neither want to be praised nor blamed for it. Please feel free to refer to something I wrote 18 years ago because it is no longer valid today."

Despite record-breaking hurricanes and heat waves over the next few years, the problems that strategy games explored seemed to follow Lantz's advice. made it look like a "less emotional and controllable problem". Flashing back to 2005 and the release of "Civilization 4", we see all the effects of climate change reduced to just one problem: desertification. This mechanism is simpler and more random falls down. Regardless of what technology you have or don't have access to, the land will suddenly turn into a desert in the late game.

Clean and stable energy doesn't stop the environment from becoming a desert either, and pollution is simply reduced to "health level". . This does not directly affect the environment that you see, instead, there is an image that shows the productivity and population of the desired climate in various parameters that increase and decrease.

In the next additional packages, the issue of global warming is also less. And instead of nuclear weapons they become bold, but again the decisions that lead to it are completely far from reality. The feedback and control you have over it is a clear step back even from Civilization 3. Discussions and reviews in the forums also disparaged its global warming mechanism which is more of a nuisance than a meaningful mechanism that makes players think about current events. These discussions were not without controversy, but overall the issue of global warming seems to have been forced and imposed into "Civilization 4". To show the earth, it no longer existed and they did not give any importance to it. Instead, it turned out to be a controversial bombshell: Electronic Arts and BP are partnering on the development of SimCity Societies to raise awareness about climate change. It was a strange contradiction that two companies that were probably introduced as "greedy companies responsible for the destruction of the environment" in the popular culture and games of the 90s would now sponsor a game about global warming.

SimCity series It has always played down the issues of air quality and solid waste management. The SimCity Societies version, however, considers the aforementioned problems to be the result of global warming. The reason why this version is called "communities" is that the scale of the player's tasks is much smaller this time. The player, who is now more of a town builder than a city builder, has to deal with systems and parameters to get the satisfaction of the citizens. Although the new logic of the game was not well liked by fans and critics.

The power plants are each packaged according to the amount of carbon they produce and a system to determine "satisfaction" is built in. Therefore, abandoning an oil power plant in the middle of a first-class city will cause citizens' dissatisfaction in the short term, and in the long term it will reduce the value of the house and increase crime in the city. On the other hand, increasing the carbon consumption increases the possibility of environmental disasters: famine, tsunami and even climate migration in which people flee from extremely hot and inhospitable places. Managing all these factors leads to interesting decisions, especially in the issue of climate migration.

BingMag.com Global warming according to strategic games

Electronic Arts and British Petroleum are partnering in the development of the game SimCity Societies to raise awareness about climate change. It was a strange contradiction that two companies, which in popular culture and games of the 90s were probably introduced as "greedy companies responsible for the destruction of the environment", now sponsor a game about global warming. Let's build cities, its "communities" version is in the range of simple versions - but not in house building, because for that you have to take into account the consent of the citizens. So, if suddenly 11 more people become residents, you will see how much more difficult decisions will be made [to ensure the interests of all citizens]. As always, the negative consequences of these decisions can be mitigated by freeing up the refining factories (of course, the factories that are the product of the British oil lords, and which made Iranians nervous).

Are your citizens in a society with job opportunities? Are they living limited lives and their jobs have reduced the life and value of their products? So leave the solution to BP's natural gas industry, or BP's hydrogen plant, or BP's solar farms. Unlocking them eventually results in BP's carbon trading company, which, while not a power plant, is an office that rewards you cash for keeping your carbon footprint low.

But where does the money come from? Where do climate migrants come from? The carbon footprint is almost invisible and can only be seen in the form of a number. This invisibility seems like a bit of a dodge to me, at least compared to other game resources that are tangible shapes and objects and not just numbers.

In 2010, Civilization 5 had no mechanism for global warming. The second decade of the 21st century was the decade when global warming was marginalized in games and was only present in independent and anonymous games. Developers who were trying to sell games for profit tried to avoid paying for it with a few exceptions.

In 2011 we come to Anno 2070; A continuation of a historical series centered on urban planners who were known for their soothing atmosphere. But this version had a post-apocalyptic future, and in its story line, we are constantly going back and forth in search of the remaining resources. To provide the interests of the oil kings. Oil kings, of course, constantly ignore the warnings of scientists and warn them not to think so loudly and be more nosy.

BingMag.com Global warming according to strategic games

Depending on which faction you want to play on the field and how hard you are going to play, your playstyle will change: be unpredictable with the tycoons and improve in the short term, or profit with the ecos. Prefer the long term and have a slow but steady progress

But the main flavor of the game is its continuous, endless, peaceful and non-story sandbox section. There you slowly discover the relationship between buildings and units and infrastructure to get to the real joy of the job: kicking back and watching the booming economy work like clockwork. Learning these systems, along with tinkering with climate politics, will add flavor and spice to all of your basic gameplay decisions.

Fifty years of flooding have created a continental archipelago that, despite its poor resources and few survivors, mysteriously Its sea is full of signs of life. Those five decades had destabilized the governments of the world so much that all of them have now formed a world council and are trying to minimize the threshold of violence between the two remaining industrial sects.

These two industrial sects have everything in their hands. ; One is the Ecos who have built their cities and technologies only with green and clean energy. The other is tycoons, who, exactly unlike ecos, do not care about green energy and the environment. Depending on which sect you want to play on the field and how hard you will suffer, your playstyle will change: be unpredictable with the tycoons and improve in the short term, or prefer the long-term benefits with the ecos and have a slow but steady progress.

It doesn't matter which sect you are on, the use of fossil fuels is always available as an available option in the menus, but if you use it too much, the automatic hydronic and robotic industries of your farms will reduce production and population. An interesting point is that the adherents of both ideologies have different tolerance thresholds for seeing environmental pollution and use your product chain in different ways.

The best strategy is to develop environmentally friendly. And at the same time keep the tycoons close to do business with you. But no matter which method you choose, the terrain you get at the beginning of the game will still be there, and it will stay pretty much the same when you're done.

The climate changes we see in Anno 2070 are more than Rather than being a complete mechanism, it is a seasoning. Despite showing a future transformed by global warming, it still avoids diving into the subject. The performance of the two sects is not much different and you have to build an industrial town to defend both. Deforestation and clearing the path of these islands have no serious environmental consequences. None of your policies in the game are a threat to the integrity of the environment and the planet; Exactly the opposite of what we saw in the Civilization series, as well as Fate of the World.

"Fate of the World" is made by Oxford University and serves serious games with an educational purpose. It was released in 2011 and with the same spirit that ruled in the 90s for environmental purposes, and on the other hand, it had a prophetic prophecy: in the early stages, the player's task is to manage the crisis and disaster that occurred in 2020. The game uses the same specialized terms as the United Nations and relies on data obtained from Oxford University's own research, so the smallest decision [like a butterfly effect] has long-term results on everything.

Despite these complications, but Its gameplay is strangely simple to work with: choose a scenario, pay attention to the weather for each, and then play a hand of cards. These are symbols of multi-million dollar campaigns at the national level that will affect the coming years in many ways; From lobbying to defend greenhouse gas trading policies (3) to interfering in elections to receive funding to improve education, as well as conducting covert operations, reforming transfers, and even spreading disinformation. After all this, you press a button to go forward five years and the bottom of the news headlines inform you of the consequences of the decisions you made.

BingMag.com Global warming according to strategic games

"Destiny of the World" is made by Oxford University and serves serious games with educational purpose. It was released in 2011 with the same spirit as it was in the 90s for environmental purposes, and on the other hand, it had a prophetic prophecy: in the early stages, the player's task is to manage the crisis and disaster that occurred in 2020. The game uses the same terminology as the United Nations and relies on data from Oxford University's own research, so the smallest decision [like a butterfly effect] has long-term consequences on everything

The shocking reality of the game is that It shows that you cannot solve all the world's problems and despite the fact that you have planned for the long term, you will see that your solutions will be overturned in the next five years. "The fate of the world" does not promise a good future. Despite good intentions, the results are bad, and I had to start over five times in the training section before I finally figured out exactly what to do. Prioritizing a campaign about raising awareness about green energy, when people are already rioting in the streets, will only make the rebels angrier than before. The game is impressive and elegant. Reading the text data and making a decision, for the first time, takes a few minutes, but the results appear in three whistles and with one click on the image. Predicting decisions. It is very quick to reset everything and this encourages the player to trial and error. This not only makes the game interesting as a puzzle, but also shows that these political decisions really matter and the future can turn out differently. You are supposed to learn from your mistakes, which lead to environmental disasters, so that you can adopt a better policy next time.

The Fate of the World was made almost ten years ago, and it is truly shocking to imagine where we have come since 2011. [The writer here, probably mockingly, puts an image of Donald Trump's tweet]: "The concept of global warming was invented by the Chinese to exclude American companies from the competition scene."

Anyway, global warming is still an issue. remained unpopular. In 2015, Total War built a "cooling" system, that too in a version that showed the end of the fall of the Roman Empire. But the next version of the "Civilization" series, a sort of spiritual continuation of Alpha Centauri, did not include any system to simulate global warming. withdrew the United States from the agreement; That is, the same year that had broken the record for the hottest year since the beginning of temperature recording from 1880 onwards.

Meanwhile, the continuation of "Civilization" with number 6 also had no earth heating system. A reporter who was present at the time of the game's launch quoted Seyed Mir as saying that they wanted to remain neutral on controversial issues. Making a game that wants to show the problems of the future, and ironically that problem is more or less scientific, is strangely accused of dealing with "politically controversial issues". But the page turns and again "Civilization" deals with the issue of global warming, but at the same time the situation of the world becomes a ostrich. It is changing in favor of such games. Eco, the multiplayer section based on Minecraft, introduced itself as "a gamified version of the tragedy of the commons(4)". Unlike Minecraft, in this game, the more natural resources you extract, the more you enter the path of industrialization and polluting the environment. So members of multiplayer servers agree on rules to mitigate these disasters. Eco has a very detailed graph that shows the place, time and cause of all your decisions and actions in the long run, both on the environment and on other people's games.

Molleindustria, a developer of web games, which introduces the creator of "radical games against the tyranny of the entertainment industry", in 2019 it released the game "Lichenia". A post-post-post-post-apocalyptic world where you have to build a city and deal with glitchy squares and isometric camera angles. A text at the bottom of the page talks about how future civilizations turned into mining pits to extract fossilized plastic water bottles. The reading of this game from the concept of god-like game [in which the player has a god-like role and is over everything in the environment] depends on the time and the impact it makes on the canvas. Any resource you drop on the map causes time to go forward by centuries, often with unexpected results.

My first reaction was to use some ice to freeze the waters and as they descended. Dry levels come to the coasts. Of course, the ice turned into water and the water level rose. If you add solid ground to the map instead of ice, you might accidentally create a fault line that will turn mountains and fields green in a few seconds. If you add buildings, they usually turn into ruins in the blink of an eye. Finally, you realize that the solution is like trying to maintain an agricultural land, and that's where the two lines at the top of the map, one going right and the other left, converge and show that a balance has been established between nature and human productivity.

The last thing I'm going to cover is, believe it or not, the last edition and final stop of the "Civilization" series itself. I am referring to one of its add-on packages called Gathering Storm, which is designed to manage environmental issues (this is exactly the opposite of Syed Mir's previous program, which three years ago at the launch of "Civilization 6" He said that he no longer includes these "controversial" issues in his game). Since Alpha Centauri, Gathering Storm is Sid Mir's most serious game in addressing warming.

When the fossil fuel menus are released, a detailed menu appears showing the state of the polar ice caps and a summary of What dire consequences it can have if it is not addressed. Most of it is the fault of other superpowers who consume more carbon than you. When the floods start, you realize that you have to spend the budget, which could have been spent on urban development for decades, to build flood walls, which itself requires a lot of budget and time, and it's like trying to build a Chinese wall around the coasts of the world. Flooded lands no longer mean the destruction of all the player's previous efforts, but still the tips of your buildings stick out above the water and always remind you of the disaster you caused.

BingMag.com Global warming according to strategic games

Eco has a very detailed diagram where the place, time and cause of all your decisions and actions in the long term, It shows both on the environment and the game of others

BingMag.com Global warming according to strategic games

Unlike the games of the nineties, which were more aware of environmental issues, but this version is not brave enough to let global warming destroy all your efforts to build cities and remain a marginal problem. Moreover, all the information and variables he gives about climate change and writes about its long-term effects somehow removes the shock of seeing unpredictable changes, which I think is crucial in gamifying the tragedy of the commons

Another scenario The future that is shown to get out of this crisis is the construction of underwater cities (similar to [Rapture] in Bioshock) and their construction is not particularly complicated. Another way is to cut the root of the problem from the very beginning: eliminating fossil fuels, of course, meaning keeping cities from connecting to power plants.

Unlike the games of the nineties, which were more aware of environmental issues. But this version is not brave enough to let global warming destroy all your efforts to build cities and remain a marginal problem. Moreover, all the information and variables he gives about climate change and writes about its long-term effects somehow removes the shock of seeing unpredictable changes, which I think is crucial in gamifying the tragedy of the commons. The information that it gives about the future is so much that even when at the beginning of the game you control people from the Neolithic era 6000 years ago, they can still predict exactly which beaches will be the earliest seven generations after them. They get caught in a flood.

Considering that game bots care so much about the environment and predict the next 6 thousand years (even before information about these issues is discovered), it is strange that only after From the discovery of the light bulb, they think about the atom bomb. Whether or not global warming starts is a matter of luck and depends on who you're playing with. If the environmentalist Maori were to be among the top three positions in your game, maybe the global warming crisis would never happen.

But now, in 2020, the future is still unpredictable. Unpredictability used to be a strong motivation for sci-fi, but when I was making this list, I was concerned that the big budgets of big games in the last twenty years haven't shown much incentive for this. I don't like that the text ends like this without any result, but the spirit ruling our society requires it like this at the moment. And I hope it gives you at least something to keep you motivated in the coming years.

1. Referring to Francis Fukuyama's theory in the book "The End of History and the Last Man", which was written shortly after the collapse of the Soviet Union. Fukuyama believed that other ideologies were over and Western liberal democracy would rule the world as the consummation of history. (m)

2. The image in the video here is an article from Politico in which Frank Lantz exonerates his earlier statements and sees global warming as a more serious problem. He writes, "I made a mistake in 2001. I neither want to be praised nor blamed for it. Please feel free to refer to something I wrote 18 years ago because it is no longer correct today. (m)

3. Emissions Trading or Cap and Trade: A market-oriented approach to control environmental pollution. These policies provide economic incentives for governments and companies to reduce pollution. (m)

4. Tragedy of Commons: It questions how humans can use Earth's limited resources. Since it is a tragedy that short-term individual decisions are in conflict with long-term collective interests, and long-term collective decisions are in conflict with short-term individual interests; For example, tax evasion benefits a person in the short term and adds to his wealth, but in the long term it is harmful The beneficiaries of that tax are those who could use that wealth, for example, to strengthen the army and benefit more people. (m)

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