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1.
Last week, a friend emailed me at work with an urgent question:
the computer he'd ordered had arrived, he was going to swing
by Best Buy on the way home to celebrate the arrival with
a new game purchase, and he needed my advice: Civilization
IV, or Grand Theft Auto San Andreas?
I agreed right away that that was a big decision. Both were
pretty well-reputed sequels of games that had, at some point
or another, taken over both of our minds (we have, in the
past, driven 300 miles to essentially spend a weekend playing
Vice City-- our band has, in fact, written
a song about it; and, for me, starting up a game of one
of the Civ franchises essentially means opening up a portal
to an alternate time-sucking universe which will devour all
of my leisure time and make formerly essential things like
eating and working on this website seem like irritating hassles).
There are lots of different axes by which you could judge
which of the two games would be better to buy-- real-time
first-person shooter vs. turn-based godlike detachment; tactical
vs. strategic; satirical vs. earnest; Axl Rose cameo vs. Leonard
Nimoy cameo. But, while thinking over how to advise him, I
came up with the best possible axis on which to compare the
games: level of crime.
2.
The Grand Theft Auto franchise is, of course,
the poster child for crime-based video games. I mean, it's
right there in the title. People bemoan the car theft, armed
robbery, assassinations, prostitution, brawling, general lawlessness,
and bad fashion inherent in the series, and they're generally
right (although, one last time, people: you do not have to
sleep with and kill hookers to win the game. You can, sure,
but you don't have to, and by this point I'm pretty sure that
Rockstar Games just leaves that in there because they know
it stirs up controversy and, thus, publicity).
The Grand Theft Auto franchise is loaded
with bad behavior, and it's fun as hell. These two facts are
almost certainly related. My wife, whose intelligence and
judgment I admire immensely, will occasionally catch me playing
GTA and catalog all of these crimes. I'll nod, shut off the
game, and settle in with her for a few hours of watching Tony
Soprano or Al Swearengen kill people and abuse hookers on
DVD. People who aren't comfortable with video games (among
the over-30 set, we didn't all have the luxury of growing
up with a Commodore 64) may not recognize it, but a bout of
GTA offers a release very similar to the one obtained by watching
The Sopranos or Deadwood:
a brief entree into a world where the dreary rules that govern
everyday life have been tossed out into the street.
It's not exactly an apples-to-apples comparison. The
Sopranos and Deadwood aren't just wonderful
just (or even primarily) because they dump you into Id Central--
they also offer up wonderfully-acted and well-written characters,
with humor and psychological insight and innovative storytelling.
GTA can't compete on that level, although it does have something
pretty awesome on its side of the balance sheet: near-complete
freedom of will. You get to control the misbehavior, rather
than just sitting back and passively enjoying Swearengen's
manipulations and gut-stabbings.
3.
Civilization, by contrast, has a squeaky-clean
image. No one talks about it as anout-of-control cultural
bulldozer corrupting our youth and teaching them to steal
cars, etc. If Civ gets mentioned at all, it's in the context
of what a great, educational game it is, and how teachers
should make their classes play it so that they'll understand
the forces of history.
In case you're not familiar with Civilization,
let me give you a quick primer. The game starts in 4000 BC,
where you control a band of settlers who can start a city
(your competition consists of similar bands-- generally controlled
by the game's AI, although Civ4 is pretty well-set-up to allow
multiple humans to play each other, allowing you that long-dreamed-of
opportunity to literally bomb your roommate back to the Stone
Age). This city, once founded, can create more city-founding
settlers, or military units, or civic improvements like libraries
which allow you to research technologies, which in turn open
up more military units and improvements. This beautiful, immensely
addictive process continues through the modern era and slightly
beyond: if no one has won by other means (and more on that
in a moment) by 2050, the player with the most well-developed
civilization (determined by size, population, technological
achievements, military size, nuclear arsenal, and treasury)
is awarded the victory.
But this sort of win is rare; it's far more common for someone
to achieve one of the other victory conditions well before
2050. There are cultural victories, where your temples and
theatres and universities and entertainment industry (in Civ4,
hit movies can be counted as a national export) dominate the
world. Or there's the diplomatic victory, wherein the other
civilizations like you enough to vote you Secretary General
of the UN (this is, of course, the least realistic of Civ4's
winning scenarios; I like Khofi Annan well enough, but I'd
hardly call him the winner of Earth's civilization). Or the
Alpha Centauri victory, where your technological and manufacturing
capacities allow you to be the first civilization to colonize
a nearby star system. Or the most common types of victory,
world domination and world conquest (for practical purposes,
they're the same thing-- the differences do have meaning,
but only in Civ game terms. The important thing is that if
you set out to conquer the world, you'll achieve one of these
victories, and exactly which one depends on your methodology).
It's been my experience that the vast majority of Civilization
games, no matter
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Not
a good time to live in Madrid.
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which version, end in world conquest. It's just too tempting
not to give it a try. To keep the AI from rampaging across
your borders, you have to maintain a formidable military.
And you inevitably reach a point where, to build your spaceship
for the peaceful Alpha Centauri victory, you need aluminum,
but don't have any, while your poorly-armed neighbor does.
And you have twenty divisions of tanks just sitting around
getting rusty and eating up your national budget. And, aww,
fuck it, let's see if we can't take all of these bastards
down.
In the real world, I was opposed to the war in Iraq on the
grounds that, at the very least, it was an attempt to trade
human lives for a stable supply of oil. In Civilization,
the only question when I'm considering invading a sovereign
country to take their resources is, Can I get away with
it? I think that the real-world European treatment of
American Indians pretty much has to be considered genocide,
but years of Civ experience have led me to develop a firm
This land is my land policy-- any civilization
unfortunate enough to start out on the same continent as me
will be driven into the sea as soon as I have the slightest
military edge, to prevent irritating border skirmishes in
the future. I abhor pour encourager les autres
gestures in the real world, but if I don't like what a rival
Civ is up to and don't have enough force to take them all
the way down, I'm not above sending an expeditionary force
to capture a couple of their cities and burn them to the ground,
just to show I mean business.
I, like any resident of the real world who thinks about this
stuff, still have occasional nights where I can't get to sleep
thinking about how the arsenals of warheads that scared us
so much during the Cold War haven't gone anywhere; but if
a game of Civ is winding down and it looks like I'm going
to win on points no matter what happens, I'm prone to launching
all-out nuclear strikes on the rest of the world just to shake
things up.
4.
So, then. The game that gets held up as the most immoral development
of the new century allows you to wreak havoc on an individual
scale; the tweedy strategy-nerd game practically begs for
you to commit war crimes. Your worst day as a Grand
Theft Auto character would get you a few nights of national
news coverage and the cover of the National Enquirer;
a typical game of Civilization would get you
branded as History's Greatest Monster.
And this is ok, of course, because in both cases we're dealing
with imaginary situations which are completely removed from
the real world. Nobody suffers here but electrons, as is the
case with all of Tony's enemies/associates/friends/relatives
buried in shallow graves around New Jersey.
To get back where we started: in the end, Grant bought Grand
Theft Auto San Andreas. It's unclear at this point how
much of a role his conscience played in the decision.
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