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submitted 3 days ago by yuritopia@hexbear.net to c/games@hexbear.net

Plenty of games, especially strategy and simulator games, have game mechanics related to politics or economics. From Recettear’s “Capitalism Ho!” to Hearts of Iron 4’s focus trees, political descriptions can be added to flavor game mechanics, and because different game devs have endless variation in personal worldviews, these additions can be absurdly bad at times. Even if the mechanic itself is good, it can have dunk-worthy labelling. Post the worst that you can think of, even if they come from an otherwise great game.

I’ll start: In Civilization VI, different government types you choose have different slots for policy cards, which let you select political policy bonuses for your civilization. In the modern age, two of the government types you can choose are “Democracy” and “Communism”. Already this is liberal drivel conflating Communism with non-democracy and “authoritarianism”. But the policy slots for these governments are even dumber, as Democracy gets more “diplomatic” and “economic” policies, and Communism gets more “millitary” policies. Famously, America and the west (clearly what Democracy is inspired by) never destabilized the world with arms manufactoring and invasions, I guess.

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[-] Lemister@hexbear.net 73 points 3 days ago

CIV is hardcore lib "love knows no bounds" utopia from the 90s, except when they made fascism the requirement for Mount Rushmore that was good

[-] Biggay@hexbear.net 18 points 2 days ago

that was civ3 right? very funny effect, the same as nuclear BJP ghandi

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[-] CliffordBigRedDog@hexbear.net 10 points 2 days ago* (last edited 2 days ago)

the USSR focused DLC for HOI4 has a mechanic around the Great Purge where "Stalin's Paranoia" is gamified, you essentially have to purge random generals in the game to keep "Stalin's Paranoia" down but the funny thing is if you ignore this mechanic, trotsky comes back and coups you lol, so i have zero idea what sort of political message paradox is making. So Stalin was bad for randomly killing people but he was actually proven right in the end?

bear in mind that this is the game that still refuses to model anything bad that Axis does (holocaust etc) or anything bad that the western allies do (bengal famine etc)

[-] varmint@hexbear.net 57 points 3 days ago

In civ, the base mechanics enforce the idea that nationalist countries are natural eternal beings that have existed throughout history

[-] TraschcanOfIdeology@hexbear.net 19 points 2 days ago

Cleopatra, clear leader of the westphalian state of Egypt.

On the other hand, 6000 years of Stalin in civ 1 seems pretty good. I wonder how many times he would try to resign.

[-] AssortedBiscuits@hexbear.net 58 points 3 days ago

Every game that takes place in a feudal setting has people buying shit with gold coins even though most feudal societies didn't even have a formalized money economy. Tax-in-kind was a thing for most feudal societies. Peasants weren't giving their one (1) gold coin to the tax collector.

[-] yuritopia@hexbear.net 27 points 3 days ago

Plenty of those games have quests to do for gold, I figure just cut out the gold and have quests unlock more of the shop’s gear for you rather than pay for it. You could even just rename gold to influence points or something, that way the devs could still have the players spend an amount of things for an amount of something else.

[-] LaGG_3@hexbear.net 23 points 3 days ago

The Rogue Trader CRPG was a little like this (for different reasons, obviously) - your wealth was immeasurable, but purchasing things involves your reputation with a faction and an abstraction of the degree of your wealth.

[-] keepcarrot@hexbear.net 20 points 3 days ago

The ttrpg it was based on also had this mechanic. Only extreme material investments, like equipping a regiment with plasma guns, put a dent in your profit factor

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[-] Dolores@hexbear.net 14 points 2 days ago

the player is never the peasant though, the way most games in these settings are played is from perspectives of the kinds of people that interfaced with the economy through coinage. mercenaries, adventurers, rulers, urban traders, in a 'real' premodern economy these are small proportions of the population, but they were also first in line for interacting with a monetary economy.

[-] Andrzej3K@hexbear.net 20 points 3 days ago

This really pisses me off about Disney's Robin Hood lol.

[-] RedWizard@hexbear.net 26 points 3 days ago

I think we can give the kids movie from the 70s a pass.

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[-] NuraShiny@hexbear.net 31 points 2 days ago

Any game that defends monarchy is the worst. "oh no we gotta put the good, rightful king on the throne!"

Do we? Do we really?

There are so many fantasy games that do this that I don't need to name any.

[-] baaaaaaaaaaah@hexbear.net 14 points 2 days ago

It's status-quoism, usually both in-universe and in a meta sense in that monarchism is the Tolkienist default for fantasy stories.

[-] Inui@hexbear.net 42 points 3 days ago

In Fable 3, all your political decisions as a monarch come down to "Do X or Y" based on what your advisors tell you. X is either 'do nothing' or 'do something reasonable as opposed to Y' and Y is the worst thing you can think of.

For example, one decision is "what do we do with all the poor children on the streets, of which you were once a part of?" and X is OPEN A SCHOOL while Y is INSTATE CHILD LABOR FOR THE CAPITALIST WORMTONGUE FIGURE.

Much nuance.

[-] TraschcanOfIdeology@hexbear.net 37 points 2 days ago

Peter Molyneux is both a visionary and a hack. He's been trying to make "the game where your choices have consequences and real moral dilemmas" for decades now, and every time he tries it fails in a different way.

[-] ChaosMaterialist@hexbear.net 23 points 2 days ago

As long as you ignore his own hype, he makes some of the weirdest and interesting games. I still like Black And White because of this. A true "missed the moon and landed among the stars" guy.

[-] BelieveRevolt@hexbear.net 19 points 2 days ago* (last edited 2 days ago)

He made some awesome games in the 90s. Populous, Syndicate, Theme Park, Magic Carpet, Dungeon Keeper, etc.

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[-] TomBombadil@hexbear.net 17 points 2 days ago

Black and white is so weird and cool. Nothing like it. I love it

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[-] BelieveRevolt@hexbear.net 24 points 3 days ago

Also, the best way to win the game is to amass a lot of property and be a landlord who charges high rent. People will start hating you (shocked-pikachu), but you can just lower the rent to the minimum level and they'll like you again big-cool

[-] fox@hexbear.net 19 points 2 days ago

If my landlord dropped my rent to pennies because they had enough money I'd be hard pressed to hate them personally rather than as representatives of the class

[-] CascadeOfLight@hexbear.net 11 points 2 days ago

Fable 3 taught me that there's no point collecting rent from the poor, because they have no money, so you should set their rent to zero so everyone loves you while making the rich pay double to give you a fat treasury. It also taught me that every public works project can be funded easily if the state just takes ownership of all land and housing.

[-] LaGG_3@hexbear.net 13 points 2 days ago

Monarcho-communism

[-] Blep@hexbear.net 38 points 2 days ago

Infamouswhere the good playthrough inevitable involves helping the cops expand their influence

frostpunkSomehow using propaganda is more evil than child labour, also the religion gov got treated with kid gloves

[-] LaGG_3@hexbear.net 34 points 2 days ago

Frostpunk's endings are all but at what cost?! lol

[-] KobaCumTribute@hexbear.net 19 points 2 days ago

I made it through with only one scripted death that happened because I built a state newspaper office and some guy was just really angry about that, and it still did that "wAs tHiS pAtH wOrTh tHe CoSt" shit. Like everyone is happy, healthy, alive, and the only loss was one asshole who got mad about a state owned printing press for ??? reasons, this is literally the best possible situation they could possibly be in.

[-] LaGG_3@hexbear.net 18 points 2 days ago

Plus you've automated all the dangerous mining jobs with robots but at what cooooost

[-] Edie@hexbear.net 20 points 2 days ago

It literally says "the city survived but was it worth it" if you "cross the line"

[-] Aradina@lemmy.ml 2 points 1 day ago

To be fair on Infamous, the cops are marginally better than the doomsday cult full of mass murderers.

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[-] PolandIsAStateOfMind@lemmygrad.ml 12 points 2 days ago

In Civ 6 at least comunism finally gets bonuses to production which makes it most powerful system in the game because at least this one thing civ always got right that the productive forces are the most important factor (and indeed, civ 6 is the first civ game where you even can go in something resembling production build, in all previous you just got military/science/money). In previous games, if communism was even there, the bonuses were strictly military.

[-] dumpster_dove@hexbear.net 6 points 2 days ago

In previous games, if communism was even there, the bonuses were strictly military.

Not entirely. I think ideology was done in an okay way in Civ 5, with "Freedom" having spies good at rigging elections in city states and "Order" (communism) being the overall best ideology. It had some military bonuses, but a lot of Order stuff was focused on kickstarting production in new cities, and combining that with scientific advancement. Forgot what the fascist ideology was called but it was mostly good for waging war and stealing tech when you're lagging behind.

stealing tech when you’re lagging behind.

[-] dumpster_dove@hexbear.net 6 points 2 days ago

Old meme I had lying around

[-] keepcarrot@hexbear.net 18 points 2 days ago

It's interesting that despite us making fun of Paradox map nerds for frequently being nazis, we don't have that much Paradox (admittedly, we (as in Hexbear) like Victoria 3) in this thread.

Hearts of Iron (3 and maybe 4) had the political triangle between democracy, fascism, and communism, but more egregiously both games fail to represent the causes of the war except maybe as flavour text in some events. The economic foundation of Fascism being the same as settler colonialism (which Capitalism is partly rooted in) is entirely unaddressed. It is very addressed in Victoria 3, which still has some brainworms (especially to do with the "social" tab of the tech tree).

Sim City, Cities Skylines (and 2) assume cars as a default and enforce it mechanically (often public transport is a mid-late game upgrade from your previous car owning suburbanites).

Rimworld has random raids that don't seem to be at all related to what you're doing. Its just assumed there are vicious tribes out there in this virgin-but-extremely-arable land that send randos to you. Its very much the most naive form of "settler experience" (i.e. what USAmerican kids are taught about Settlers). Its a shame because I like a lot of the mechanics, layout, and modability.

Tropico has a lot of weird little ones, some of them deliberately funny and some of them just insulting, but that's kinda the nature of the game. I kinda wish there was a slightly less toony more free-form Tropico but whatever. Unfortunately, Workers and Resources often feels like work.

[-] barrbaric@hexbear.net 11 points 2 days ago

Hearts of Iron (3 and maybe 4) had the political triangle between democracy, fascism, and communism

HOI4 doesn't have the triangle, instead measuring country alignment based off of whichever party has the largest share of the "ideology pie chart", but it does keep the democracy/fascist/communist definitions. It also says that Democracies can't declare wars unless certain restrictions are met to represent "public anti-war intersts", but Fascists and Communists can declare whatever wars they want. This is of course ignoring that, IIRC, the USSR didn't actually declare any offensive wars during the period.

Sim City, Cities Skylines (and 2) assume cars as a default

This is a funny one because there's an anecdote out there somewhere of Will Wright working on Sim City 1 (or maybe even Sim Town?) and designing it around cars but not being able to figure out parking lots because they'd just wreck the city. The "solution" they came up with was to just not have parking. Genius!

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[-] NaevaTheRat@vegantheoryclub.org 10 points 2 days ago

Rimworld fumbles at something better with the pollution mechanic, where other societies get mad for you destroying the land.

Unfortunately in typical rimworld fashion the game heavily incentivised dumping all your pollution on native tribes via drop pods who retaliate by walking at machinegun emplacements so uh mixed execution.

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[-] take_five_seconds@hexbear.net 23 points 2 days ago

not really on topic i guess but the way stellaris handles pre-ftl societal progression bugs me, they go from stone -> iron -> renaissance -> industrial -> space etc basically mimicking our societal progression. except that just because we had that sort of progression (and arguably some of it was forced on us) doesn't mean every civilization ever is going to have that same progression, esp fucking hive mind societies

[-] proceduralnightshade@lemmy.ml 11 points 2 days ago* (last edited 2 days ago)

Stellaris suffers from a lot of simplification. The ethicsand civics lack nuance, and megacorps are just reskinned oligarchies etc etc I bet other people could come up with tons of other examples.

But that's the goal. Stellaris is not a space civilization simulation game, it's one half 4x one half roleplaying with a distinct style and flavour and kinda rigid mechanics.

Every time I touch Stellaris I realize that I'm severely disappointment with it.

A question I have in general to people on this post: how to do it "better"? Like how do you represent societal evolution on alien worlds? whatever "better" means

(On a side note, off topic too, I really dislike the species classes. They would work much better with a tag system. For a more realistic, less carbon chauvinist and maybe kinda cool approach, you could differentiate species by their biochemistry. But this is outside of Stellaris' scope and I think I would enjoy a more esoteric and creative approach like in Endless Space 2

edit: Spore was worse lol)

[-] iridaniotter@hexbear.net 9 points 2 days ago

A question I have in general to people on this post: how to do it "better"? Like how do you represent societal evolution on alien worlds? whatever "better" means

There's not really a good way to do it. If your aliens are humanlike in a vague sense, pre-communist and communist, I guess, with pre-communist being synonymous with a home planet centric economy.

You mention different biochemistries, but the issue there is that would require a lot of novel research. Like, what sort of fossil fuels could be produced by such biology? How would this affect technological development? How does class society proceed? Liberal developers aside, it's no wonder games with aliens take place after all this annoying worldbuilding would have relevance. Creating real aliens is a massive undertaking.

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[-] BelieveRevolt@hexbear.net 26 points 3 days ago

I've posted about it many times in the past, but in the first Civ democracy has no corruption.

SimCity is pretty bad too, more cops = less crime.

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[-] TrippyFocus@lemmy.ml 24 points 3 days ago

Don’t have another example but just wanted to say the Civ implantation was so bad it kinda ruined the game for me. Thankfully Victoria 3 does it very well and has filled that gap when I’m itching to play that type of game.

[-] Lemister@hexbear.net 19 points 3 days ago

Personally I am looking forwards to EU5

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this post was submitted on 16 Jan 2025
95 points (98.0% liked)

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