Well, I guess it was bound to happen. Not only have I literally grown up playing video games (and/or using the computer), but carpal tunnel syndrome runs in my family, and it looks like my own luck with staving it off may have run out: this past week or so I’ve had growing discomfort and numbness in my right wrist/thumb, particularly when using the computer. It’s probably something I’ll have to get looked at– in the meantime I’ve given myself a wrist brace, which seems to be helping some, even if it makes typing and such slightly awkward.
I’m still adjusting to the brace (I just got it about a half hour ago), but I figure I should probably do the right thing and give my poor wrist a break and minimize my computer usage for a little while. Well, crap. I was in the middle of colonizing Canada as Portugal in my latest EU3 game, too.
Oh, who are we kidding? I’ll probably keep playing anyway, albeit a little less. And on the plus side I still seem to be able to comfortably hold a 360 controller with no issues, which means maybe I can actually finish Skyrim (and poke around with Mirror’s Edge which I’ve recently acquired.)
Has anyone else had this problem? What are your tips for dealing with it– especially as a gamer?
As you’re no doubt aware by now, many sites around the Internet today are engaged in a protest against the SOPA and PIPA bills currently within the labyrinthine depths of the US Congress. Though we can do no more than add our voice to this overwhelming, global cry of outrage, that is what we are now doing.
Stop Online Piracy Act and Protect Intellectual Property Act would fall desperately short of their stated objectives – the darker side of the Internet is notoriously resilient and difficult to control, after all – but it would give corporations enormous powers to target any and everything they see as a threat to their profit margins. As writers Pike and myself are obviously sympathetic to the notion of being able to protect and control what one produces – but we also wouldn’t start suing preteens for sharing our books. This bill, like so many other efforts to control something as vast, free, and amazing as the Internet, is not going to help stop piracy – what it will do is create an unprecedented tool for the violation of the rights to free speech, to privacy, to free congregation, and threatens to erase one of the Internet’s most central and precious functions, which is the lack of borders and ability to talk to anyone else on Earth regardless of all considerations except their literal, physical access to the Internet.
This very blog could easily be at risk. That is how insane these bills are. We are writing about what are copyrighted materials, nevermind when we use a picture from MLP:FIM or embed a YouTube video which contains a few seconds of a copyrighted song. Though we both love writing this blog there are far more severe ramifications – still, the fact that a fairly dinky little blog that mostly talks about strategy videogames and posts fanart of My Little Pony could be endangered shows just how obscenely far-reaching and wide-ranging these two bills are. So if you love the Internet, whether it’s watching cats being silly, reading about how I most recently got foiled by Pike, using Google or Wikipedia, or anything else you can imagine, please consider taking the time to write to your representative asking them to oppose these dangerous, unconstitutional pieces of legislation.
And remember, America is not the first or only country considering laws like this, and the US as the motherland of the Internet makes many foreign sites entirely vulnerable to these laws anyway. If you are not American, like me, it’s still something to be worried about. And the beauty of the Internet is that we can all contribute to the debate and help raise awareness even if we can’t take formal action like voting in an American election.
It’s the motto of Dwarf Fortress: Losing is Fun. And it’s one you need to take to heart with that game, because until you get the hang of it (And even after you do) you’re going to lose, a lot. But that’s not quite what I’m aiming at here. In conventional games you may often die a lot as well, but you’ll come back at the last checkpoint or save and carry on.
What I am thinking of, however, is something fairly unique to strategy gaming, which is to say, losses that don’t end the game, but rather that are just a part of the game, a thing you endure, carry on from, and ultimately recover from.
But does that happen? See, in a ‘regular’ game like, say, Halo, when you die you just come back from it. You try again. You succeed, or not, and that’s that. In a game like DF you may lose a lot of work, but in these cases the loss is indeed part of the fun. It comes about because of a silly mistake, or because of hubris, or because you just got bored and wanted to watch the world burn. But in a strategy game losses are different.
In the real world of course no country is in permanent ascendance. Not even Rome enjoyed uninterrupted growth, and Rome eventually fell, as all powers do. So a strategy game must surely account for this as well. Yet in my experience, when you lose a city in Civilization or are forced to cede provinces in Europa Universalis III, it doesn’t feel good. It does’t feel like it’s part of the proper flow of the game. In a strategy game you do expect to be in permanent ascendance, and to not be is irritating and may well turn one off playing. I recall reading an interview with Sid Meier years ago where he said his original intention with Civ had been for your civ to go through periods of contraction and decline, but he found it was far from enjoyable to have it work like that.
Partly I think this is a case of momentum. In a strategy game, when you gain something, that something goes towards helping your empire grow. Overextension and the like are rarely simulated, and almost never simulated well, and in fact when that is attempted (As in the Magna Mundi mod for EU3) it often comes off as very arbitrary and pointlessly constricting.
How about you? Am I alone here, or do others feel the same and dislike accepting losses? Are there examples of games which do this well, and don’t make it feel arbitrary or unfair?
This thought was about very young kids who played games. Have you watched a young child play a game? To many of them, it’s not about meeting a set objective– rather, it’s about making your own objectives, learning, and exploring.
One of the very first games I played was Dig-Dug. To this day, I still have a soft spot for it. Dig-Dug, in case you haven’t played it, is a game about digging your way to monsters and blowing them up. Did I play it that way, way back when I was clutching the joystick with pudgy, much-too-small hands? I’m sure I did. But I also recall trying to clear all the dirt from the screen for no other reason than, well, wanting to clear all the dirt from the screen. It didn’t accomplish any in-game objectives, it was just something that Baby Me found fun. I was moving the character around because of the sheer joy of moving my character around.
I can think of other examples, too. We had a game called Fidgets, for example, which was some sort of proto-typing game. All of the letters were represented by a crude image of a singing bird and you had to type the correct letter to shut the bird up. If you typed the wrong letter, that letter’s bird got all scrunched up to indicate that you were incorrect. I thought the scrunched up bird was hilarious and and whiled away many, many long minutes carefully scrunching up all the birds, while driving my parents crazy with the one correct bird that continued to sing one note.
Back then, you see, I made up my own game objectives.
Kids today still do this when they play modern games. If you haven’t seen Child vs. Skyrim, you probably should:
This girl is gleefully exploring, making up her own objectives, going through with them, and then, well… learning that perhaps her objectives aren’t the best way to go about things.
There is a certain nostalgia for this simplicity and I think that’s where the much-bandied about idea of “nostalgia goggles” comes from. People pine for Vanilla WoW because they were exploring and learning about a new world before they “grew up” and got their big adult raiding job. Perhaps people pine for the games of their childhood for similar reasons.
I had an interesting thought the other day and I’m going to try my best to turn it into a blog post, although I make no guarantees on my success.
Anyways, think back to the 8-bit and 16-bit generation of games. These games offered a form of “art” that you wouldn’t find anywhere else. Where were you going to find pixel art? Just video games. Where were you going to find chiptune music? Just video games. Sure, you had an emerging demoscene that was beginning to play with this stuff outside of gaming, but this particular minimalism– this style of visuals, this style of music, and this style of art— was what one thought of when one thought of video games.
We’ve reached a point now, though, where the art that video games offer can be found somewhere else. The music is orchestral and symphonic, or rock, or electronica. The visuals have stepped right out of a computer-animated film. We have cutscenes, we have storylines, we have characterization. We have art that we can find not just in games, but in movies, or books, or iTunes, or orchestral concerts.
Is this necessarily bad? Oh no, of course not. I love when games have a good storyline or good music or what-have-you. But it speaks of a paradigm shift in gaming that occurred relatively recently.
But if gaming is coming closer to other forms of art… what, then, do games have to offer that is truly unique?
I imagine it’s the gameplay itself, and various aspects of it. The micromanagement. The options. The user interface. All those comforting elements and building blocks that have been in games since the beginning. This is what is unique about games today and this is what they offer that other forms of entertainment do not.
Now at this point I imagine you’re thinking “What the heck, Pike, where are you going with this?” And truthfully, I’m not 100% sure myself. It’s something that’s been floating around in my brain for a few days and I’ve been trying to mold it into a blog post and I’m not sure how much success I’m having. And so I leave this post open-ended. Maybe people look back fondly on pixels and synthesized music because there was a point where those things, combined with gameplay, formed a trinity that epitomized what video games were, and we don’t really have that today? Or maybe I’m overthinking it and it’s just nostalgia goggles?
The world may never know, but if you have any thoughts, toss ’em at me. I’m all ears!
Here’s a thing we’ve all experience! Something that shows just how wonderful games can be, as rare with games as a real pageturner with books, and the mark of a classic. One More Turn!
A couple of nights ago my co-host Pike had gone to bed early and I found myself not yet tired enough to do the same. “I know” I thought “I shall play a little Hearts of Iron for half an hour or so.” Two and a half hours later I noticed the same, and also the sunrise, and finally crawled into bed. The thing with a lot of games which have this appeal is that they have some really tangible sense of progression. I think that’s why we generally it call “One more turn” – it came from playing Civ until the wee hours.
With strategy games, good ones at least, you’ve always got something really tangible dangling in front of you. You’re always about to build a wonder, or conquer a city, or research a technology, or otherwise get some sort of reward. (Incidentally I think this is the major area where Civ V falls down; you get punished for many things, compared to Civ IV’s model where at worst you’ve lost due to opportunity cost. You might build unwisely but you still get something from it.) For me on Tuesday it was the conquest of Ethiopia, then of Egypt, then I had to fight Hashemite Arabia and Persia. After that I took on the Ottomans and their allies in Libya, Armenia, and Crete. Then I was ready to grab the remains of National French Africa. Throughout this I was researching new units and building new units and factories to improve my industry. See how it always cascades and there’s always something new to look towards? It’s admittedly a real-time game, but it functions similarly enough to turn-based for this to still work.
Compare to other games with more discrete levels. You do a level, great! Maybe you got a new toy in it. But now the level is over, there’s little that keeps you immediately hooked, the game might be superb but the immediacy matters a great deal in hooking you and keeping you hooked. I was playing some Skyrim and had a great time in this little dungeon, it was fun to explore, lots of fights, all that stuff. But once it was done, it was, well, done. I still want to play Skyrim but there was nothing keeping me there right at that moment.
Which games have the strongest One More Turn effect for you guys? We all know that Pike’s answer is SMAC, but what about our dear readers?
I was recently reading this preview for an upcoming game by Paradox, Crusader Kings II. Here’s the final paragraph of the review:
Of course there are problems in a game of this scope, when the mechanics become obscure and events make no sense. When he was five Harold invaded Scotland, forcing the Duke of Lothian to surrender his claim on Northumberland, but a month into the ceasefire he managed to usurp it back and even Harold’s babysitter doesn’t know how. So once again, the only way to really work out the game’s nuances is by sticking with it and putting in the hard graft. The hard graft though, is that much more enjoyable than in the rest of Paradox’s strategy games. We’ll see if it can still be as engaging in the long run when it’s released in February, but the preview does leave a distinct impression: it’s still a spreadsheet, but it’s a spreadsheet with a soul.
The preview’s implication, if you read the whole thing, is that this game adds a personal touch to what would otherwise be another Paradox game by focusing on people and families more than countries. This, the article states, gives the game a “soul”.
It’s an intriguing idea, and it sort of got me to wondering what gives a game this mythical quality of “soul”. Can this soul be found in other games– even games that are widely considered “spreadsheets”?
I’ve been playing Hearts of Iron 2 pretty solidly over the past few days inbetween working on my NaNoWriMo. I’ve been playing as Canada, which I find really fun to play for some reason. My main goal of the game was to turn Canada into a surprise industrial powerhouse while also providing some backup for my brothers in arms across the Atlantic.
One of the benefits you have as a player in a video game based on a historic event– in this case, World War II– is that you know when things are going to start happening and you can prepare accordingly. In this case, I was able to shuttle some troops across to France and line them all up along the Maginot Line. My hope was that maybe, if I could provide enough help, we could thwart Germany’s advance into France entirely and mess with history a bit– isn’t that the point of Paradox games, after all?
This didn’t happen. We put up quite a nasty fight but in the end the Nazis overran us. My forces retreated into one lone province, and I remember watching quite helplessly as they put up a last stand there against the Germans. And you know, for one fleeting minute there, I felt that I had failed. Not as a player. Not as a strategist. But as a leader. Suddenly, for a few brief seconds, I could see in my minds’ eye the desperate last fight of a group of soldiers facing the numberless hordes of the enemy. I thought about how a few in-game years prior I had made them say goodbye to their families and friends and sent them across the ocean to a foreign country. I wondered what they must be thinking, there in their little province surrounded by Nazis. I wondered if they thought this was the beginning of the end of the world. I wondered if someone made a stirring, spur-of-the-moment speech, inspiring them not to go down without a fight. I wondered what their last thoughts were.
I wondered all of this and then seconds later they were gone.
They weren’t “real”, per se. They were bits of computer data represented by a couple of pixels on my monitor. But they represented real events and real emotions that have happened before and will happen again, and because of that, for those few brief seconds, I found the soul in the spreadsheet.
And that is one of the many reasons why I will always love this medium.
So Pike found an article online with the amusing and attention-getting title The Fascist Politics of the Infinite Respawn and, because I am not doing anything better with my copious qualifications, I thought I would take a look at it and provide a critique. I shall forewarn you, this is certain to be a long post and liable to be nothing more than masturbatory self-importance and a bunch of political jargon that has little use outside demonstrating that I know what political jargon is.
Maybe some Latin, too!
Now, the article isn’t without some merit. Indeed for a medium to be considered an art, saying meaningful things is part and parcel of the deal. If we look at, say, movies, it’s very easy to find a very wide range of movies that have commented very seriously on a very wide range of political and social issues, from all kinds of angles. And we can find plenty of writing about what movies which don’t avowedly take a political torch up are saying as well; whether that be a feminist perspective on why strong women always get killed or a political examination of what hyper-macho 80’s action movies are all about.
I should state that I tend to shy away from overly analyzing every single movie/book/game etc. that comes along. Yes lots have things to say, and many more betray prejudice (conscious or simply not cared about) on the parts of their creators, but sometimes a big dumb action movie is just a big dumb action movie and trying to read more into it is silly. Still, the article I linked to is one which talks about an entire swathe of game mechanics and their implications, rather than any particular game, so I feel it’s worth engaging with. The argument, essentially, is that the mechanics of your typical modern FPS are ultimately “fascist” in nature, because they simultaneously represent A) The immovable and perfect State, in the form of the player character, and B) The numberless and overwhelming Enemies, in the form of… well, the numberless and overwhelming enemies.
A word about fascism itself. Fascism is a political philosophy with a single concept at its core: That the People and Polity should be the same thing, indeed must be, and that any other scenario is quite literally against the natural order of things and will by definition lead to the destruction of “Us”. It is important to note that Fascism does not consider this the consequence of living in a chaotic world or a lack of understanding on anyone’s part – it is a deliberate and concerted effort on the part of “Them” to destroy “Us”. “We” is fairly easy to define; “We” as a Nation (the only legitimate political unit for Fascism) are the natural owners of This Land who speak This Language and have This Culture. We have existed in this form since the mythical time immemorial (cf. just about any national origin myth you care to mention) and only in recent years, usually due to internal treason, are we being undone by alien influences of some nature. I reiterate that these aliens are acting very deliberately, with full knowledge of what they are doing and it’s consequences.
This leads itself to a whole host of interesting issues for the Fascist. We can see one of the most relevant if we take a look at Eco’s writings on the matter (You will generally find yourself enlightened if you ready Eco’s writings on any matter), most specifically the following quote:
When I was a boy I was taught to think of Englishmen as the five-meal people. They ate more frequently than the poor but sober Italians. Jews are rich and help each other through a secret web of mutual assistance. However, the followers of Ur-Fascism must also be convinced that they can overwhelm the enemies. Thus, by a continuous shifting of rhetorical focus, the enemies are at the same time too strong and too weak. Fascist governments are condemned to lose wars because they are constitutionally incapable of objectively evaluating the force of the enemy.
Eco goes to one of Fascism’s absolute core contradictions here; the Enemy (and Fascism MUST have an Enemy because it is defined entirely in terms of “Us” and “Them” and cannot exist without both) are both cockroaches and masterminds; we are both superhumanly glorious as a people and fundamentally threatened by the enemies. Both parties are simultaneously incredibly strong and completely vulnerable. This is necessary for the Fascist; the Enemy must be strong enough to necessitate the Fascist’s proposed solutions (Obviously if They were actually a bunch of feckless layabouts with barely the mental ability to read, We would never be in any danger from Them), but We must be strong because the foundation on which Fascism is built shows and requires this to be fact. We are at risk of being overwhelmed despite the fact that we are almost divine in our nature and the greatest of all nations, and the fact that our enemies are “rats” and “cockroaches” and – a perennial favorite of the Fascist – “germs”.
The Fascist narrative is a clever one however; they shift the rhetorical focus, but they can do so damned well by simultaneously appealing to an actual or imagined historical Golden Age and current actual or perceived difficulties, or usually a mix of both in both cases, coupled with identifying an Enemy. The Enemy which is identified is only one part of the true foe of the Fascist, which is essentially anything that dilutes the power of the Race and Nation. This is why they object to homosexuality. Homosexuals do not reproduce and they do not fulfill the ‘natural’ roles of men and women in their roles as breadwinners and reproducers. Here we see how Fascism uses the mythologized past as well; the past was an agricultural idyll where men did honest work on the land and women did honest work creating and raising the young. Enemies are conflated in part due to this. To use a classic example, Jews not only must own the media because they are insidious and have influence everywhere, but the media must be owned by Jews because the media is a fancy, “not real” entity which does little honest work. The contradiction of using the media for propaganda purposes need not be addressed. There is a good reason Orwell’s 1984 has Doublethink as a central conceit.
So how does all this tie into the article linked, and into videogames? The article apprehends a lot of things quite well, in my eyes, but there are a handful of fundamental issues that it overlooks, or at least fails to properly address.
Yes, games do tend to provide an endless stream of undifferentiated enemies for the player to destroy and, yes, they do tend to do so in a fashion which gives little to no insight into them as people. But this is a necessity. First, games are fast-paced and involve large numbers. It would be very impractical to give every single person you kill in your average CoD a background and some characteristics, and I sorely doubt that it would be remotely enjoyable to play. Second, and similarly, games are made on a timeline and a budget. I dearly wish there were more games which offered the player more options with greatly diverging consequences, but that’s simply not the path that was taken, a failure of the art and medium certainly but far from inherently political in any way except, perhaps, love of the dollar.
Still, whilst I feel there is merit in criticizing how games present the enemies, I find the argument that the Player represents the Fascist State/Nation to be a rather shaky one. Indeed the player’s avatar is generally a superhuman force who performs impossible feats of endurance at the very least, but what is the alternative? There are games out there where the player is a very vulnerable figure, even manshooters (ARMA II being the obvious example), and they certainly have their place but I sincerely doubt that “realism” would serve CoD very well (No matter how much they might want to proclaim themselves a realistic military shooter).
It’s my opinion that the article has things backwards. Games use an arguably fascistic attitude in order to serve their ends, and thus they must have elements of fascism in them. My interpretation approaches it from the other direction – games make use of “fascistic” elements not because they are fascistic, but because they happen to share propagandistic tools. We see exactly the same tools employed by all manner of people, from state ideologues in fascist dictatorships to comic book writers in countries where free speech is sacrosanct. That the fascists happen to make use of such rhetorical tools does not ipso facto mean that using such tools makes one a fascist, nor that the tools themselves are fascist. We can use another example brought up by the article, that of zombies, to expand on this point.
The article states,
The zombie genre, in its various media incarnations, has been using the unstoppable mindlessness of its enemies as a justification for brutality for years. There’s a definite streak of fascist thought in the vanilla concept of zombies, although it’s usually complicated and subverted by the now-cliché “We Are The Real Monsters” subtext.
Now, despite the caveat, I take considerable issue with this assessment. The zombie genre is not a pro-fascist one (Overtly or subconsciously or otherwise), but one which generally opposes the “mass” against the “individual”. The enemies are by their nature a mindless undifferentiated mass of bodies; the survivors are by their nature the ones we can identify with, if only by virtue of the fact that they can, you know, speak and otherwise emote. But again we are seeing things conflated when they shouldn’t be. The survivors in any zombie fiction are by definition individuals when measured against their foes. This is often read as a critique of unthinking capitalism, as indeed it very much was in such movies as Dawn of the Dead, but could just as easily be read as a caution of communism (A horde of creatures acting in instinctive unison to exterminate the handful of individuals still alive by either devouring or infecting them). The critiques provided by zombies are thus not inherently fascist, but rather they are inherently individualist. It is true that the Fascist at times has recourse to utilize such imagery, especially in the Anglo world with our extremely strong emphasis on individualism. For the American demographic even more so the zombie doesn’t have a fascist narrative but a survivalist, libertarian one, which emphases self-reliance, individuality, and generally a rejection of whatever structures may exist to help. There are those on the American right who have a very similar set of talking points to this, but it’s due to a similarity of perceived past and as a means of capitalization on current discontent, not necessarily an actual confluence of either goals or attitudes.
Similarly all polities utilize a mythologized past and concoct a present and national identity to some degree. These things are not natural, they hinge on collective agreed-upon beliefs about the past. Individuals may differ and disagree but the overarching narrative of any body politic has to be held to be generally true by a fair proportion of the population if said politic is to be effective. This does not necessarily have to be fictional, but human history is an ugly business and few, if any, can lay claim to a bloodless history. Still the fact that fascists utilize something everyone else utilizes does not make everyone fascist, any more than David Duke drinking milk makes all milk-drinkers Grand Wizards of the KKK.
The same thing applies, then, in their assessment of games as vehicles of fascist ideology or rhetoric. We have things that we might identify as Fascist in nature but only if we take the attitude that “Fascists do X, games do X, games = fascist”. We see in the article that the case is very clearly laid out; “I don’t mean to imply that the developers of these games are full-on fascists. In my opinion, however, their design decisions are a clear demonstration of fascist ideology expressed through the video game form.” This statement only works if my above one is held to be true, for if the game makers are not fascist, and the games don’t share fascist characteristics, the point has nothing to stand on.
None of this is to suggest that games should not strive to have more nuanced, deeper narratives, that they should not seek to humanize the other (Sometimes – but as I said, sometimes a big dumb action movie is just that and I don’t WANT Saints Row Goes Forth to have some huge thing about everyone you run over). These are very valuable things that games absolutely should be pursuing in order to grow and to begin saying more. I just think that the article in question is ascribing rather more to the current situation than it can justifiably be saddled with. Games may lack imagination and depth at the moment, but that is due to risk-aversion on the part of publishers long before it is due to fascist ideology, consciously implemented or otherwise.
My current job involves a good deal of multitasking and being the leader of a group of, well… underlings. I get to tell people what to do and when to do it, I get to solve problems, and I have to bring all of this together in a way that accomplishes what we need to get done in the most efficient way we can. I’m not the world’s biggest fan of this job, but I do have to rather begrudgingly admit that I’m good at it. Which is probably why I inevitably end up in similar leadership roles at whatever job I’m in.
So I amused myself the other day when I realized that there were similarities between work and my beloved strategy games. Both involve being the leader, making decisions on what to do and when to do it, and wrangling a bunch of units exactly where you want them to go. It made me wonder if maybe there was a correlation between my affinity for strategy games and the fact that, somehow, an otherwise very shy, quiet, and passive girl happens to be good at ordering people around at work amidst the daily chaos.
If there is a correlation, I find myself wondering if I enjoy strategy games because I’m naturally good at leadership, or if it’s the other way around and I’m good at leadership because of years of practice with games. Or maybe it’s a little bit of both. An interesting topic either way. Do any of you guys feel as though there is some overlap between your in-game skills and your real-life skills?
I’ve written previously about how strategy games give you a pretty weird angle compared to reality due to how they function, specifically that because they put you in charge of a state and they have a win condition, you become pretty psychopathic with regards to your state. It is only a means to your end.
I’m going to come at this from another angle today. I was thinking about it when I was playing GalCiv, because as I am playing as the Humans I’m sort-of-but-not-quite RPing them as they’re written in the backstory; canny traders, excellent diplomats, with an iron fist in the velvet glove. Now GalCiv has election events that are incredibly trivial. You choose a political party and have regular elections. If your party wins you keep their bonuses (Say, +20% to your influence). If they lose, the bonuses go away until you reclaim control. But if they lose you are still in control. Now from a gameplay perspective this makes perfect sense. Nobody wants to sit back and watch your civ get run into the ground by the AI over the next 30 turns or whatever. That doesn’t make it any more sensible or less jarring; ultimately in strategy games you are your state/country, and anything along the lines of elections, changing dynasties, or anything else is entirely secondary at best.
What’s weird isn’t that they do this, it’s that they try and pretend they don’t. I don’t mind being told “You are the overarching driving force behind the French Empire rather than any particular leader or government therein”. But then a game will turn around and I will be presented as being the particular leader or government, such as EU3 where every notification is addressed to “My Emir” or “My King” or what have you. But how can you address this?
The Tropico series has possibly the best approach. You are a tinpot dictator and one of the ways in which your score is evaluated is by how much money you have embezzled from your own country over the years. This is a brilliant little mechanic, because you are actively reducing your abilities in one field in order to bump up your endgame results elsewhere. You’re still just going for the nebulous “score” but it’s something. One idea I had was to essentially provide you with ostentatious monuments to build, of truly obscene scale (Think Bender when he becomes Pharaoh), and the larger you build it the better you are. Civ used to do something vaguely similar where a good performance would make your palace or throne room better, a nice sidebar to the main game, and there’s a mod for Civ IV where you really can lose control of your empire to the AI for a number of turns, an interesting if frustrating feature.
Do you have any examples of this issue being done well? How might a game merge leadership of an in-game actor like a country with being an individual leader? Thoughts and ideas!