Games the Console Generation Missed: Colonization
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It's brains over buttons in this nineties VG classic of empire-building...

Gamers are an inherently egomaniacal bunch. Constantly cast as the hero of the game, we believe that we are the only ones capable of completing it. When a game asks us to save the world with only a paperclip and a couple of elastic bands, we think ‘sure, I can do that no problem’. This self-assured, overconfidence is constantly toyed with by game developers as they reel us into their worlds.
The psychological experiences of the gamer whilst they play are an integral part of any game. There are very few in the games industry that comprehend the necessity for manipulating the gamer’s psychology better than Sid Meier. Having been at the forefront of game creation since the 80s, Meier has so many successful franchises under his belt that it would be ludicrous for me to attempt to list them all. However, there is one that he will perhaps always be best known for: the talismanic Civilization series.
First appearing in 1991, Sid Meier’s Civilization was the beginning of his love affair with the turn-based strategy genre. With the franchise already selling over eight million units—a further iteration is set to arrive late September--Meier rightfully received the Game Developers Conference (GDC) Lifetime Achievement Award in 2008. Indeed, he currently sits in the Guinness Book of World Records for receiving the most gaming awards of all time, such has been his success.
However, it is my firm belief that his 1994 title Colonization was his most perfect title. Although it looked like a slightly more developed version of his 1991 Civilization, the game differed vastly with regards to their respective gameplay characteristics. The most fundamental difference was that instead of being your own master from the very start, constructing your kingdom from nothing, in Colonization you had to establish a colony in the service of one of the European empires, eventually culminating in your very own War of Independence.
"Through implying events by using text boxes, Colonization often required the player’s imagination to do the work instead of creating poor cinematics"
As Sid explained in his 2010 GDC keynote speech “Gameplay as a Psychological Experience”, one of the key tools that every game designer must utilise whilst creating the in-game experience is the player’s own imagination. Even the almighty Albert Einstein knew that “imagination is more important than knowledge”. Through implying events by using text boxes, Colonization often required the player’s imagination to do the work instead of creating poor cinematics. A further instrument that Meier exploited was the player’s previous knowledge about the age.
In Colonization, Meier plays with one of the most well-known historical eras, the cross-Atlantic expansion of the European monarchies and the iconic American War of Independence. By setting the game in one of the defining periods of the world’s social development, Meier makes full use of what we as gamers already know ensuring that there is no need to develop the stories prominence or background. We are instantly in the moment, just as we would be in any first-person shooter that begins with the storming of the Normandy beaches.
Although context is a crucial initial element in establishing the game, there are numerous devices that he goes on to use to ensure that playing the game is constantly compelling and engaging. The most effective method actually begins in what he coins the “Winner Paradox”. In the real world, not everyone can always win. In the recent World Cup, 32 teams began the tournament, but only one team could eventually win. In games though, you can always win.
"To get the punishment system correct, setbacks need to be carefully balanced in order to make sure the player doesn’t become frustrated and confused"
With this certainty of success, developers must alter their game to ensure that there is a satisfaction in playing and winning. To do this, the game needs a smooth learning curve that consistently pushes the player to do more and more, whilst it also requires an effective reward and punishment system that can guide the player and keep them playing. To get the punishment system correct, setbacks need to be carefully balanced in order to make sure the player doesn’t become frustrated and confused. The player must understand why something went wrong and what they should do better the next time around. As Sid goes on to explain:
Any time you can plant that seed of ‘next time’ in the player’s head you’re well on your way to the idea of replayability; that the player will play again. ‘Next time I’m going to try something different and that might not happen.’
If this is done effectively, then the concept of the epic journey can blossom. By clearly understanding the consequences of decisions, players can begin to see the ‘path not chosen’, encouraging the player to play the game again and again to fully explore the game. If there is one element that Colonization has in abundance, it is this. With every nation offering differing traits, the choice to play as the English, the French, the Dutch or the Spanish is initially based on patriotism. However, after completing the game once, you wonder to yourself ‘is it easier to play as them?’ When you complete that variation, you have the urge to play again as one of the other two nations.

This concept of replayability was expressed beautifully in Colonization, but there were further aspects that ensured that the game never become dull. The AI in the game is constructed wonderfully, never taking centre stage with brilliant tactics that leave the player scratching their head. This may seem obvious in today’s market of increasingly intelligent AIs, but to balance it to the extent that it pushes the player on a smooth learning curve is something that’s frequently messed up. In Colonization the player feels that they’re constantly on the edge of oblivion, but if they defeat the computer it’s down to their sensational strategic skills.
"Ultimately it’s the game’s simplicity that sets it apart from its successors"
Ultimately it’s the game’s simplicity that sets it apart from its successors. Movement, political advancements, trading and interaction with other nations are all easily picked up, whilst there is enough depth to make them all enthralling. Battles are broken down into understandable statistics, whilst not simply being a game of odds. There are enough quirks to surprise, but not too many to annoy.
Indeed, the game proved so popular through the years that 2K Games finally cracked under the constant pressure from the community and a remake was duly released in 2008 using the Civilization IV engine. Called Civilization IV: Colonization, it was released as a separate game to Civilization IV instead of being an expansion pack in order to point the current fan base back to the classic. Civilization IV: Colonization is a homage, an imitation of the original though. For me, the original will always be superior. Although I may be allowing my egomania to get the better of me, but when the box offers me the chance to “create a new nation”, I think ‘sure, I can do that no problem. George Washington has nothing on me!’
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