https://theconversation.com/amp/civilization-vi-gathering-storm-shows-video-games-can-make-us-think-seriously-about-climate-change-111791

Civilization VI: Gathering Storm shows video games can make us think
seriously about climate change
Noam Obermeister, University of Cambridge, Elliot Honeybun-Arnolda,
University of East Anglia
February 15, 2019 4.49pm GMT
A new expansion has added environmental challenges to Sid Meier’s
Civilization VI, the latest in a popular series of strategy video games
that has been running since the 1990s. The expansion – called Gathering
Storm – adds new features to the game, most notably anthropogenic climate
change and natural disasters.

The game involves developing a civilisation from its humble beginnings in
the Stone Age to nowadays and beyond, while choosing from a vast array of
technologies and cultural policies. As the game and the ages progress, your
energy choices become increasingly important. Indeed, Gathering Storm is
based on a simple model of global warming wherein CO₂ emissions from energy
sources induce sea level rise, as well as more frequent and intense extreme
weather events such as droughts and storms. In turn, these can have
potentially devastating effects on your cities and units, pushing the
player to think about different adaptation strategies such as flood
barriers for coastal cities.

The game even progresses into a “future era”, where players are offered
options like carbon capture and storage technologies or “seasteads” to
house segments of the population. From early on, this new expansion compels
players to think about some of the potential long-term consequences of
actions that may offer short-term benefits. One example would be chopping
down forests to accelerate production or convert land for other uses which,
in the long run, renders a city more vulnerable to flooding and reduces the
carbon sink capacity of your civilisation.


Players can build wind turbines, nuclear plants, flood defences and more.
Sid Meir's Civilization / youtube
When asked about whether Gathering Storm was somewhat of a political
statement, the lead developer, Dennis Shirk, remained largely agnostic:
“No, I don’t think that’s about making a political statement. We just like
to have our gameplay reflect current science.” It is certainly true that
the game does not coerce players into taking any particular pathway, yet it
does include a “World Congress” in which climate or deforestation treaties
and humanitarian aid can be ratified. We would also argue that the very
inclusion of anthropogenic climate change and an associated system of
incentives and punishments is inherently a political act. Moreover, in the
social studies of science, what one considers to be “current science” has
political ramifications.

In the case of Gathering Storm, for example, in most scenarios a player
could probably continue to be a “free rider” and rely solely on
technological solutions. That is only possible because those technologies
are known in advance and players are given virtually perfect information on
the different stages of climate change and its effects. One of the
consequences is that the game essentially eliminates the very uncertainty
which is inherent to the “current science” on climate change and conveys a
sense of technological optimism whereby innovations alone can sustain human
prosperity.

We are not suggesting that the developers are necessarily liable or even
responsible for promoting these views. Rather we wish to illustrate how
different depictions of the future can restrict or encourage certain
courses of action. The developers could have chosen to make the effects of
climate change and access to mitigating technologies more random (although
we do not know how difficult that would be to implement in practice nor its
effects on gameplay).

Frostpunk, and surviving the ‘volcanic winter’
In contrast to this incidentally optimistic outlook, there is an
interesting Polish video game by the name of Frostpunk. Frostpunk is set in
a dystopian alternate reality in which a volcanic event has triggered a
colossal global ice age. The game’s primary scenario consists of surviving
the winter – which gets incrementally colder as time progresses – in “New
London”: a settlement of survivors clustered around a large coal-powered
generator. The player must choose between a number of difficult policies
and options to ensure the survival of the population. These include 24 hour
shifts, child labour, corpse disposal strategies and, more drastically,
whether to welcome refugees or refuse them entry.


Frostpunk is a city-survival game in a world where ‘heat means life’. 11
bit studios
While Frostpunk does not directly address the issue of anthropogenic
climate change, it evokes extreme scientific scenarios (from the 1970s and
1980s) of global cooling and nuclear winters. The game also takes place in
what we understand is Victorian Britain, epitomising the industrial
revolution and the onset of the new geological era we now live in: the
Anthropocene.

Both these games go a long way in engaging and educating their players on
climate change, forcing them to deal with the kinds of political and
ethical trade-offs that exist in real world decision-making. We highly
encourage these innovations, not just in video games but more broadly in
bridging the gap between science and the digital arts.

In the academic journal Environmental Communication, we argue that science
and the humanities (including the arts) need to work together in the case
of complex issues such as climate change, so as to better communicate
scientific thinking and its political ramifications. Video games – as
interactive and playful products – offer truly exceptional opportunities to
do just that. We welcome these initiatives with open arms, so long as they
remain responsible and stimulate critical thinking.

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