Skip to main content
Log in

Monitoring Simulated Worlds in Indigenous Strategy Games

  • Research
  • Published:
The Computer Games Journal

Abstract

Though all video games require the player to observe the game state, the strategy genre relies on an experience of managing rule-based simulations that model real-world material systems. Designing for this experience produces a mode of interactive vision that structures gameplay as management: gamic monitoring. This article aims to develop a theory of gamic monitoring and explore its features through settler and Indigenous strategy, simulation, and resource management games. Games scholarship has yet to fully account for recent developments in Indigenous video games or how they relate to mainstream genres. Four comparative examples demonstrate how Indigenous games speak to settler-style gameplay, particularly its dynamics of monitoring and managing populations and resources. Due to their divergent frameworks for action, Indigenous strategy games intervene in mainstream genre conventions by shifting informatic play toward relational procedures of observation and decision-making. They express a paradigm of reciprocal interaction through how they mediate and critique codified game systems. Because Indigenous strategy games reconfigure resources and political engagement according to distinct models of managing the game state, they remain useful for further research in developing alternate models of strategy gameplay.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8

Similar content being viewed by others

References

  • Aarseth, E. (2007). Allegories of space: The question of spatiality in computer games. In F. von Borries, et al. (Eds.), Space time play: Computer games, architecture, and urbanism: The next level (pp. 44–55). Boston, MA: Birkhäuser Verlag AG.

    Google Scholar 

  • Apperley, T. (2010). Gaming rhythms: Play and counterplay from the situated to the global. Amsterdam: Institute of Network Cultures.

    Google Scholar 

  • Apperley, T. (2018). Counterfactual communities: Strategy games, paratexts and the player’s experience of history. Open Library of Humanities, 4(1), 1–22.

    Article  Google Scholar 

  • Bateman, C. (2009). Beyond game design: Nine steps toward creating better videogames. Boston, MA: Course Technology.

    Google Scholar 

  • Bogost, I. (2007). Persuasion and gamespace. In F. von Borries, et al. (Eds.), Space time play: Computer games, architecture, and urbanism: The next level (pp. 304–311). Boston, MA: Birkhäuser Verlag AG.

    Google Scholar 

  • Bouchard, P. R. (2017). I designed the Oregon Trail, you have died of dysentery. Format. Available at: https://www.format.com/magazine/features/design/you-have-died-of-dysentery-oregon-trail-design. Accessed 3 February 2020.

  • Byrd, J. A. (2016). ‘Do they not have rational souls?’ Consolidation and sovereignty in digital new worlds. Settler Colonial Studies, 6(4), 423–437.

    Article  Google Scholar 

  • Chang, A. Y. (2019). Playing nature: Ecology in video games. Minneapolis: University of Minnesota.

    Book  Google Scholar 

  • Crogan, P. (2011). Gameplay mode: War, simulation, and technoculture. Minneapolis: University of Minnesota Press.

    Book  Google Scholar 

  • Finn, E. (2017). What algorithms want: Imagination in the age of computing. Cambridge, MA: MIT Press.

    Book  Google Scholar 

  • Galloway, A. (2006). Gaming: Essays on algorithmic culture. Minneapolis, MN: Minnesota University Press.

    Google Scholar 

  • Galloway, A. (2012). The interface effect. Cambridge: Polity Press.

    Google Scholar 

  • Hayles, N. K. (2013). Traumas of code. In A. Kroker & M. Kroker (Eds.), Critical digital studies: A reader (2nd ed., pp. 39–58). Toronto: University of Toronto Press.

    Google Scholar 

  • Jørgensen, K. (2013). Gameworld interfaces. Cambridge, MA: MIT Press.

    Book  Google Scholar 

  • Kitchin, R., & Dodge, M. (2011). Code/space: Software and everyday life. Cambridge, MA: The MIT Press.

    Book  Google Scholar 

  • LaPensée, E., & Emmons, N. (2019). Indigenizing education with the game when rivers were trails. Amerikastudien/American Studies, 64(1), 75–93.

    Article  Google Scholar 

  • Lewis, J. E. (2014). A better dance and better prayers: Systems, structures, and the future imaginary in aboriginal new media. In S. Loft & K. Swanson (Eds.), Coded territories: Tracing indigenous pathways in new media art (pp. 49–78). Calgary: University of Calgary Press.

    Chapter  Google Scholar 

  • Lewis, J. E., Arista, N., Pechawis, A., & Kite, S. (2018). Making kin with the machines. Journal of Design and Science. https://doi.org/10.21428/bfafd97b.

  • Loban, R., & Apperley, T. (2019). Eurocentric values at play: Modding the colonial from the indigenous perspective. In P. Penix-Tadsen (Ed.), Video games and the global south (pp. 87–100). Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Manovich, L. (2011). Image future. In H. Lowood & M. Nitsche (Eds.), The machinima reader (pp. 73–90). Cambridge, MA: The MIT Press.

    Chapter  Google Scholar 

  • Mukherjee, S. (2017). Videogames and postcolonialism: Empire plays back. London: Palgrave Macmillan.

    Book  Google Scholar 

  • Nitsche, M. (2008). Video game spaces: Image, play, and structure in 3D game worlds. Cambridge, MA: MIT Press.

    Book  Google Scholar 

  • Pechawis, A. (2014). Indigenism: Aboriginal world view as global protocol. In S. Loft & K. Swanson (Eds.), Coded territories: Tracing indigenous pathways in new media art (pp. 30–48). Calgary: University of Calgary Press.

    Google Scholar 

  • Specht, D., & Feigenbaum, A. (2018). From the cartographic gaze to contestatory cartographies. In P. Bargués-Pedreny, D. Chandler, & E. Simon (Eds.), Mapping and politics in the digital age (pp. 39–55). New York: Routledge.

    Chapter  Google Scholar 

  • Taylor, T. L. (2009). The assemblage of play. Games and Culture, 4(4), 331–339.

    Article  Google Scholar 

Ludography

  • Firaxis Games. (2010). Civilization V.

  • Firaxis Games. (2016). Civilization VI.

  • MECC. (1985). The Oregon Trail.

  • MECC. (1992). The Oregon Trail.

  • Raindrop Games. (2012). Arrival: Village Kasike.

  • Elizabeth LaPensée & The Indian Land Tenure Foundation. (2019). When Rivers Were Trails.

  • Minority Media. (2012). Spirits of Spring.

  • Upper One Games. (2014). Never Alone: Kisima Inŋitchuŋa.

  • Lienzo. (2018). Mulaka.

  • Elizabeth LaPensée. (2017). Thunderbird Strike.

  • Miner, J. D. (2019). Biased Render: Indigenous Algorithmic Embodiment in 3D Worlds. Screen Bodies, 4(1), 48–71.

  • SlipCycle Productions. (2019). Terra Nova.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Joshua D. Miner.

Ethics declarations

Conflict of interest

On behalf of all authors, the corresponding author states that there is no conflict of interest.

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Miner, J.D. Monitoring Simulated Worlds in Indigenous Strategy Games. Comput Game J 9, 311–329 (2020). https://doi.org/10.1007/s40869-020-00110-8

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s40869-020-00110-8

Keywords

Navigation