[Simulation is Expression]
In the inaugural release of the online publication The Escapist, there was an article entitled “Culture Wargames.” While the article was largely about issues surrounding violent content in video games; author Kieron Gillen had a few very relevant ideas about artistic content in games. Gillen’s argument was “simulation is expression.” Gillen brought up a few examples including a reference to the massively popular Sim City. In Sim City players are given plots of land in which they can set zoning laws, build public projects, and manage finances. While the game is very open ended, success usually equates to a large thriving virtual city. Gillen argues that within the rules construct of Sim City socio-political statements are inferred. For instance a Sim City player must build an effective public transportation system to be successful game. Though subtle the author makes statements about how real-world cities should run by simulating how successful virtual cities are built. Similarly, the video game Civilization III allows players to build societies up from the Stone Age to modern times. In the game, players choose the government style of their society. Any knowledgeable Civilization player will tell you that Democratic governments have a huge advantage over civilizations that choose other forms of governing. Civilization is the brain child of Sid Meier: an American. Imagine if Civilization had been dreamt up by a patriotic Russian in 1980. Chances are that the rules of simulation would be quite different.
In the inaugural release of the online publication The Escapist, there was an article entitled “Culture Wargames.” While the article was largely about issues surrounding violent content in video games; author Kieron Gillen had a few very relevant ideas about artistic content in games. Gillen’s argument was “simulation is expression.” Gillen brought up a few examples including a reference to the massively popular Sim City. In Sim City players are given plots of land in which they can set zoning laws, build public projects, and manage finances. While the game is very open ended, success usually equates to a large thriving virtual city. Gillen argues that within the rules construct of Sim City socio-political statements are inferred. For instance a Sim City player must build an effective public transportation system to be successful game. Though subtle the author makes statements about how real-world cities should run by simulating how successful virtual cities are built. Similarly, the video game Civilization III allows players to build societies up from the Stone Age to modern times. In the game, players choose the government style of their society. Any knowledgeable Civilization player will tell you that Democratic governments have a huge advantage over civilizations that choose other forms of governing. Civilization is the brain child of Sid Meier: an American. Imagine if Civilization had been dreamt up by a patriotic Russian in 1980. Chances are that the rules of simulation would be quite different.

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