Civilization & the Double Edged Sword of Abstraction

I love Civilization. It’s one of my favorite games, and it’s possibly the best 4X strategy game out there. There’s just something about the what-if driven experience of taking a historical civilization like the Romans from the stone age to landing on the moon. That’s assuming you haven’t already achieved a domination victory because the Romans have borderline-OP Ancient and Classic-era units, and if you think you can stop the onslaught of my Legionaries, you are sorely mistaken.

One of the key game design elements that makes Civilization work is its use of Abstraction. Abstraction is a fundamental concept in all games. It’s the practical application of the action taken by a player translated to the context of the game. That’s a really generic way of describing it, so here’s a specific example given by Dave Eng from University XP:

Abstractions are the “mental leaps” that designers make when creating games around certain themes. Street Fighter is a fighting game; but as a player you don’t actually fight in it. A series of moves on the directional pad (and to be honest a little button mashing) simulates the game’s hand-to-hand combat.
-Dave Eng, University XP

To give another example, Dungeons & Dragons abstracts various aspects of a character with Hit points. Per the Player’s Handbook, “Hit points represent a combination of physical and mental durability, the will to live, and luck.” 

Dave’s article (linked above) does a really great job of explaining Abstraction in the context of game design, so I would encourage you to check it out. Coincidentally, he briefly talks about how Civilization uses turns to abstract the passage of time, so that’s pretty cool.

Abstraction can vary greatly in its application. Civilization broadly uses Abstraction at a high level, abstracting what would be significant real-life actions into simple in-game interactions. For instance, rather than using deep systems to simulate realistic economies, Civilization tasks the player with managing abstracted resources like gold and industry. This sacrifices realism for easy approachability.

In general, Civilization strikes a great balance with its abstraction, representing complicated ideas and actions with intuitive player-driven interactions. This allows new players to quickly pick up the game and engage as deeply as they want. 

There is, however, one particular system where I feel that the level of abstraction works as a detriment to the experience, and that’s with how religion works in Civilization. This is an objection rooted in my own observation of how religions have developed, and it’s an objection I wouldn’t normally bring up, but Civilization allows you to achieve a religious victory, which warrants a bit more scrutiny.

Civilization doesn’t really “get” religion.

As a quick primer, here’s how religion works in Civilization. I’m also tired of typing out Civilization, so from here on out, I’ll be referring to it as Civ, or Civ 6.

To found a religion, you need to get a Great Prophet. This allows you to pick from a number of real-life religions (Catholicism, Buddhism, Islam, etc.) in addition to custom religions that you can name. 

Once your religion is founded, you can create faith-based units like Apostles and Missionaries to spread your religion to other civs and city-states. Apostles in particular can be used to reform aspects of your religion and give you bonuses. 

As other civs start and develop their religions, your religious units can come into combat with theirs as you struggle to evangelize your civ’s faith. You win the game with religion by being the majority faith in every civ. 

My problem with it is that it’s not very reflective of how religions develop in real life. I think a part of the problem stems from the use of real life religions, particularly ones that share the same historical legacy. Several Christian denominations are featured as pre-made religions: Catholicism, Protestantism, and Eastern Orthodoxy are all available as soon as you get a Great Prophet to establish your religion. 

If you have some historical background on those denominations, you know that they have a complicated and interwoven history with each other. For simplicity, let’s just look at Protestantism. In real life, the Protestant movement came out of the reformation after Martin Luther broke with the Catholic church over a number of hot button issues that we don’t have the time to get into.

To bring it to a succinct point, Civ 6 fails to properly recognize and reflect the fundamental contexts that occur in religious history. I realize that you can make the argument that Civ doesn’t reflect how human cultures also change and evolve and amalgamate. That’s fair–America didn’t exist in the stone age, but the game allows for that historical “inaccuracy” to exist. But I’d argue that, while inaccurate, the whole concept of the game is to take your unique Civ to victory.

The problem is this:

A religious victory is kind of boring

As it currently functions, religion is practically a different flavor of combat and warfare. Frankly, it’s one that lacks the depth of Civ 6’s normal combat. It’s not a bad system, but it is a shallow one. If the game were more eager to embrace some of the complicated aspects of religious evolution, you could create some much-needed depth. 

In practicality, achieving a religious victory means pumping out missionaries and apostles and sending them across the map to convert every city they come across, sometimes having to re-convert them if another religion supplants yours. While it is something else to do, it’s not particularly interesting. 

I’ll add that I don’t mind some of the abstraction in place for religion. I like how you can use Apostles to “reform” aspects of your faith in the form of giving you different bonuses. That’s a neat way of weaving the idea of a reformation into an actual gameplay reaction. 

But there needs to be a greater integration of gameplay mechanics than that. Achieving a science victory requires you to make it through the entire tech tree to build a rocket to space. While that is a specific goal, the tech tree gradually allows you access to new resources, buildings, and units that don’t directly connect to winning with science. Likewise, winning with culture forces you to engage with other systems and provides benefits outside of the victory conditions.

Religion, on the other hand, largely exists in a silo. As noted, there are some static bonuses, but otherwise a religious victory forces you into a pretty specific route. You have to spam Missionaries and Apostles. It’s a victory that you can largely ignore without consequence. In fact, you might have to ignore it if you don’t get a Great Prophet before the maximum number of religions have been claimed since they’re capped based on the number of players. Other victory conditions require you to be more proactive in preventing other players from achieving. 

To bring it back to the subject of this post, the Abstraction here is too much. I think the developers are gun shy about how religion is implemented due to religion being a fraught topic in real life, which is unfortunate since human history is full of religious people whose faith contributed richly to how they acted in life. Religion is messy, and at times, downright ugly. But it’s inherent to humanity’s existence, just as much as our pursuit of science or our closely-held cultural proclivities.

I’ll admit that I don’t have a solution to this problem. I don’t know how to improve the religious gameplay. I just know that I want to see more dynamic gameplay that’s willing to explore how religions can shift, how they can change, how they can split, and how they fundamentally shape how humans see and interact with the world around them.

Abstraction is a great strength for Civ 6, but religion is too abstract in its current state, and with Civ 7 currently in development, I hope we see a greater willingness to dive deeper into it.

All images courtesy of Firaxis Games & 2K

Things that Scare Me On an Existential Level

A photo of the word "boo" made using Scrabble tiles on a plain white background.
A photo of the word "boo" made using Scrabble tiles on a plain white background.

I’ve had a couple of posts now that came dangerously close to being about something, and I don’t want people thinking this stupid blog might accidentally contain substance, so here’s a short list of things that scare me.

  • Swimming in the open ocean and coming across a large whale
  • Heights
  • Getting stuck in a creative rut and never being able to grow beyond it
  • The concept of eternity
  • Octopi

Thank you for reading.

Featured image by Sincerely Media on Unsplash

The Edge Defines the Cut

Promotional image from Aspyr Media for Tomb Raider Remastered, which features 3 different versions of the main character Lara Croft.
Promotional image from Aspyr Media for Tomb Raider Remastered, which features 3 different versions of the main character Lara Croft.

I don’t know if you’ve noticed, but a lot of AAA-games have started to homogenize into a certain formula: open-world design with light RPG elements driven by a loot-based gameplay loop, and topped off with live service monetization.

There’s a lot to be said about each of those things, both good and bad, but I want to look at things a bit more broadly. These games tend to have a high level of mechanical polish. That’s not to say they launch without issues, but the core gameplay loop is generally solid.

For instance, Halo Infinite’s multiplayer launched with a minimal amount of content, but the mechanical act of moving around the map and getting into gunfights was really good—I would say the best in the series history. That’s the kind of polish I’m talking about.

A screenshot of the video game Halo Infinite, where the graphics are exhibiting severe visual glitches.
Yeah, this isn’t the polished part. Image Source: Halo Infinite Screenshot by author

The mechanical act of playing games has (arguably) never felt so good, so why do a lot of new games feel so… empty? It’s like the experience is overly smooth to the point where the experience just washes over you.

This really came into focus since I’ve started working through older games in my backlog. I’m a big fan of revisiting older games both to see what we can learn from them in terms of game design, and to see how they’ve held up. With the release of the Tomb Raider remasters, I finally decided to fire up Tomb Raider and try it out.

Tomb Raider was an early 3D game, originally launching in 1996, before controllers had dual analog sticks. As such, the platforming controls were designed around certain limitations, and those limitations no longer exist today.

Product picture of an original Sony PlayStation controller on a blank background.
We had to play 3D games using 2D controls. It wasn’t great. Image Source: Wikipedia

Nowadays, climbing and platforming is usually standardized to the Assassin’s Creed style: push forward on the stick while holding the climb button.

1996’s Tomb Raider was a bit more… nuanced, shall we say? Looking back, it’s clunky and not very intuitive. But there’s something I find really interesting about the controls. They are extremely distinct in how they feel. There’s a certain level of trust it gives the player that more polished games aren’t willing to give. Where modern games just sort of let you move in the general direction you want to go, usually in a quasi-predetermined fashion, Tomb Raider lets you be the judge of whether or not you’ll be able to make the jump.

To put it lightly, Tomb Raider’s controls are rough around the edges. But there’s a bigger lesson to take away from this beyond a discussion about controls. The edge defines the cut, and an overly polished edge has no bite.

I’m not asking developers to be intentionally sloppy with gameplay design choices, but I am asking them to be unafraid in really trying something different.

There’s something to be said for creating a memorable experience, and I’d rather have a memorable game that might age poorly over hours spent with a game that pass without anything worth talking about.

Header image courtesy of Aspyr Media


What am I doing here?

I made my website several years ago with the goal to generate demand for my freelance work. I can unequivocally tell you that it absolutely failed at that—I failed at promoting it in any useful capacity. Turns out that if you don’t tell people about your website, they won’t come to it. I don’t know what I’m doing here.

Between my domain and hosting costs, it’s about $120 to keep the lights on, and at this point, I mostly use it for access to my email, which I’ve now used to sign up for lots of things and can’t be bothered to change all of those accounts over to a free service. Oops.

As my domain renewal draws nearer, I find that I can’t bear to have a website that is just a drain on my finances, but I also don’t want to lose access to my important emails (and the flex of having a custom email address), so I’m looking for a solution, but I don’t know what I’m doing here.

My solution right now? Do anything and everything. This is my space, and no one is watching. I can say… whatever I want, and no one can stop me. Do I want to write about games, movies, annoying YouTubers, and the nihilistic thoughts that force me to always keep an earbud in with a podcast playing at 100% volume? Of course, and there’s nothing you can do to stop me. You really should stop me though—I don’t know what I’m doing here.

If I’m going to scream into the void, at least I can scream into my own little $120-a-year corner. Who knows, maybe someone will notice that I’m screaming. Maybe they’ll start screaming too.

What does this mean for my website? I’ll be changing some things and removing some pages (not like you would have noticed based on my analytics). I might even make a blog post more than once every few years!

I hope you have some fun this week. If you feel like you don’t know what you’re doing, it’s okay. I don’t know what I’m doing here either.


How Small Business Owners Can Use Video In 2022

Video is a hard subject for small business owners like yourself to excel in. It’s not that you lack the skills to do it, but just that knowing how to use the format well is the main problem. Surveys show that consumers prefer video over reading text in learning about new products. With that in mind, let’s talk about some ways that you can use video in 2022. 

Optimize Your Videos For Your Audience

An easy way to make use of video for your small business is to optimize your videos for your audience. In practice, that means providing written transcripts and closed captions. These can either be manually added or obtained through a transcription service. 85% of all Facebook videos are watched silently.

To put that another way, if you created a video that didn’t have captions, just 1 in 10 of your customers knew what your video was about

Something else to keep in mind is what kind of audience you are reaching. Facebook has an incredibly broad reach for you to tap into, but people don’t primarily use Facebook to watch videos. That doesn’t mean you shouldn’t post videos to Facebook, but that you should consider what kind of videos you are posting there.

What’s an action step I can take this week for an easy win? Add closed captions (either manually or through a service) to one of your best-performing videos.

Create Value For Your Customer

Another way to use video is to answer the following question: How does this video meet the needs of my audience? A really great way to think about it is to frame it in terms of product development. “What problem does this product solve?” becomes “What question does my video answer?”

This should be an all-encompassing aspect to your video. The title, description, keywords, and (if you’re on YouTube) file name should frame your video as an answer to a question.

What’s an action step I can take this week for an easy win? Retitle one of your videos so that it poses an answer to your customer’s question.

Use What You Already Have

The last big tip is to use what you already have. Video is not easy to create; I’ve been making videos for the last decade, and every single one has been a time-consuming process. There’s no reason not to re-use what you’ve already made in new ways for your audience.

Is that lazy? Yeah, it is! And that’s a good thing! Get creative about reusing content. Do you have a video that performed really well? Make a blog post from it! Do you have a highly trafficked blog post? Turn that bad boy into a video!

If movies like Ready Player One can teach us anything, it’s that we love to see what we already love. Don’t be afraid to remix your greatest hits.

What’s an action step I can take this week for an easy win? Turn one of your popular videos into a quick, digestible email blast for your audience.

I hope these ideas helped inspire you to use video in creative ways for your small business! To recap, make sure your videos are optimized with subtitles. All of your videos should answer some sort of question that your customers are asking. Lastly, save yourself some effort by remixing existing posts and videos. 

If you liked these ideas, be sure to subscribe to my newsletter to get tips and updates as I post them! Do you have any projects you want some guidance on? Shoot me a message, and I’ll help you out!