“Why do we need
diversity in our games?”
In an ideal world,
I wouldn’t have to answer that question. It should be self-evident why making
our games more inclusive raises their quality. It should be apparent how the
involvement of marginalized peoples broadens our horizons and creates newer, more
interesting narratives. However, we do not live in an ideal world.
Dawn of Discovery, or Anno 1404 as it’s
known outside America – that is one of the best answers I can provide to that
question. It’s a game that doesn’t just use
diversity as an overarching theme. It translates diversity into gameplay
mechanics.
The core idea of
any city building game is simple – construct a settlement and grow it into a metropolis.
The Anno franchise is no different in
that respect. Dawn of Discovery’s own
take on the classic formula involves the addition of a cross-cultural balancing
act. To succeed in game, players must create, expand, and balance the needs of
both a Christian and a Muslim city simultaneously.
Initially, the player is put in charge of a
Christian, European island settlement and tasked with meeting their people’s
needs. Meeting these needs early game is a fairly simple process – merely requiring
the player to build the correct structures. As the game progresses and the
townspeople become more affluent however, their wants and needs become more
extravagant. Further progression requires players to ally with their Muslim,
Middle-Eastern neighbors and create a second major city. This second settlement
isn’t merely a colonialist resource pit to be exploited for the benefit of the player’s
initial European settlement – it is a completely distinct, independent entity which
requires just as much player investment to function. More important than the
depth of the Middle-Eastern city, however, is its distinctness.
Creating resource
supply chains is a staple of many city building games and Dawn of Discovery is no different. The distinctness of the Middle
Eastern city, based on real life cultural and religious differences from
European civilizations, adds an interesting layer of complexity to DoD’s take on supply chains. A great
example of this complexity in action is the primary thirst meter of your cities’ inhabitants. In your initial European
settlement this meter is lowered by distributing alcohol amongs your citizens.
It would have been a simple to have your Middle Eastern citizens behave similarly.
However, as many might know, alcohol is a taboo in the Islamic world – having your
obviously Muslim townspeople openly engaging in drunken revelry like their Christian
counterparts would have been rather historically inaccurate. An easy solution
to this problem might have been simply renaming the various alcohols to
something more universally acceptable like water. Related Designs Software
(currently known as Blue Bytes Mainz), however, took a different approach. Alcohol
remained as the primary thirst quencher in the European settlements. However, the
thirst meter of the player’s Middle Eastern citizens could only be lowered
using milk.
Because of how
interconnected supply chains are in an Anno
title, mutually exclusive primary resources like alcohol and milk make for
interesting logistics puzzles. The level of interdependency between the two
different cities required for both to progress also compound the puzzle and enable
players to make some truly interesting choices for the sake of progression.
This is just one
of the many interesting mechanics that make Dawn
of Discovery stand out amidst other city builders. Most of these mechanics
wouldn’t exist in game if it weren’t for diversity. At a time when most major
titles were content with simply portraying Muslims as terrorists to be shot or bigots
to be scorned, Dawn of Discovery approached
its subject matter with respectful understanding and in doing so facilitated the
creation of unique mechanics.
It is very likely
that I am overselling the degree of interdependency between the two cultures in
game. It is equally as likely that some of the mechanics I am fawning over have
unfortunate colonialist implications. Regardless, the game at least appears to
handle Islam thoughtfully and that too in 2009. It’s been almost a decade since
and I have yet to play a game that does something similar.
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