重玩殖民主义:战略电子游戏中的本土国家主权及其局限性

M. Carpenter
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引用次数: 2

摘要

摘要:本文探讨了最近在战略电子游戏系列《欧陆世界》和《文明》中加入土著民族的陷阱和潜力。通过将充满活力的本土国家作为主角,并将他们与欧洲和亚洲国家放在同一平面上,这些系列的新作品鼓励玩家将本土政治视为主权、活跃和独立的。这似乎与早先将他们描绘成外星人的迭代有所不同。然而,这两个系列仍然依赖于殖民者的游戏机制,通过普遍的、以欧洲为中心的成就指标,以及参与征服一个“空虚”的世界,将土著国家描绘成动态的、面向未来的、现代的。新版本的《欧陆世界》和《文明》鼓励玩家考虑本土主权的各个方面,但仍然充斥着“认为”只有国家和帝国权力才是合法的殖民愿景。这些游戏只在这个视角下允许土著主权。虽然这类游戏有可能以不同于大众媒体的方式传达土著主权和活力的信息,但这些游戏系列(以及它们所属的游戏类型)仍然深陷殖民者殖民假设的泥坑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Replaying Colonialism: Indigenous National Sovereignty and Its Limits in Strategic Videogames
Abstract:This article examines the pitfalls and potentialities of the recent inclusion of indigenous nations in the strategic videogame series Europa Universalis and Civilization. By making protagonists of dynamic indigenous nations—and putting them on the same plane as the nations of Europe and Asia—newer entries in these series encourage players to think of indigenous polities as sovereign, active, and independent. This is a seeming break from earlier iterations that portrayed them as alien Others. However, both series remain reliant on settler colonial mechanics of play, portraying Native nations as dynamic, future-oriented, and modern only via universalized, Eurocentric metrics of achievement, and participation in the conquest of an "empty" world. The newer versions of Europa Universalis and Civilization encourage players to consider aspects of indigenous sovereignty, but remain freighted with a colonizing vision that "sees" only national and imperial power as legitimate. These games allow for indigenous sovereignty only within that lens. While there is potential within the genre to communicate messages of indigenous sovereignty and dynamism in ways unusual in popular media, these game series (and the genre of which they are a part) remain mired in settler colonial assumptions.
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