Aggressiveness: 10. Ferocity: 10.

Aggressiveness: 10. Ferocity: 10. Come visit his country …

As some of my readers know, I have been having fun conquering the world as Japan in Hearts of Iron 2, and that I’m reporting it all cynically in the tone of a Japanese leader forced to war to defend Asia against colonialism. Before I played Japan I had a go as Germany and didn’t do very well – the Soviets declared war on me in 1942 (I can’t think why!) and I got wiped out because my army was busy trying to secure oil in Africa.

Something noticeable about Hearts of Iron (HOI) and its successors is that there is no genocide option, even though some people believe the Holocaust was crucial to German war aims and so should probably be in the game. I understand that there is some debate about whether the Holocaust was a net benefit for the Nazi war machine, but some historians argue that the Holocaust policy developed slowly, piece-by-piece, in response to changing economic and industrial demands, and was actually primarily driven by the need to secure economic resources, especially food. Taking this as the basis for the Holocaust, it’s easy to imagine that a mechanism to represent it could be included in the game, to make it easier for certain countries to develop rapidly in the run-up to total war, or to respond to war needs.

The easiest way would be to incorporate a slider, that runs from 0 to 100 representing just how horrific your intended genocide is. Maybe 5 just means marriage and employment restrictions, while 100 is the fully mechanized destruction of entire races. The process is abstracted, and essentially represents a transformation of money, manpower and transport capacity into a reduction of supply needs and an increase in industrial capacity (or even an increase in supplies). This is pretty much what the historians I linked above argue: that the Holocaust was designed the way it was in the steps it was because it was aimed initially at seizing the economic assets of European Jews, to make production more efficient, and then at restricting their food consumption in order to ensure that other Germans didn’t starve. This is also what Stalin was doing with his “dekulakization” in the 1930s – forcing small, unproductive landholders off of their smallholdings into large collective farms, and because these farms were intended to feed many more people than those who worked in them, the excess population of smallholders would have been an economic deadweight – hence they were sent to the camps to die. Plus of course, when Germany invaded Eastern Europe they expropriated huge amounts of food and money, and essentially instituted a policy of starvation to ensure that no untermenschen used food that could have been feeding Germans. Under this analysis of the Holocaust, it was beneficial for the German war effort. If so, it should be modeled in the game in the interests of historical plausibility[1]. Wouldn’t it be great if when you were starting to lose you could slide your slider up to 100 so that you weren’t vulnerable to blockades? The computer could even use the demographic composition of your empire to give you options about which race to exterminate. We’re all about historical plausibility, right?

Suggesting such a process sounds kind of sick, doesn’t it? Which is why Paradox Interactive made a specific, explicit decision not to model this in the game. I remember somewhere a statement from Paradox about this, but I can’t find it any more – maybe it was in the Hearts of Iron manual that I no longer have. Anyway, we can find this on their forum rules for HOI3:

NOTE: There will not be any gulags or deathcamps (including POW camps) to build in Hearts of Iron3, nor will there be the ability to simulate the Holocaust or systematic purges, so I ask you not to discuss these topics as they are not related to this game. Thank You. Threads bringing up will be closed without discussion.

NOTE: Strategic bombing in HoI3 will be abstracted and not allow you to terror bomb civilians specifically. Chemical weapons will also not be included in the game. Any threads that complain about this issue will be closed without discussion.

Not only did they decide not to model these things, but they make very clear that they aren’t going to talk about their decision. We all know why: games that model the holocaust are beyond poor taste, and any gaming company that included such a mechanic in their wargame would be toast pretty fast.

It is, however, okay to model genocide in Europa Universalis 3. Yesterday commenter Paul pointed me to this post in which someone trying the game for the first time talks about how uneasy the colonization process makes her feel. I agree with a lot of this writer’s criticisms of the way the Native Americans are portrayed in the game, and I would like to add two.

  1. Terra nullius: by making colonizable land grey and devoid of units or cultural structures of any type, the game essentially buys in to the legal fiction of terra nullius – that no one owned the land or had a use for it before white people came. This legal fiction was overturned in Australia in 1994, and where not openly declared the general principle often underlay the willingness of white invaders to breach treaty agreements (as they did again and again, for example, when dealing with native Americans). In the game, although the natives are known to be there (you get a count in the colony window), they are not represented as unit types and structures the way Europeans are – the land is not owned in the sense that European land is owned, it just has some people on it. Terra nullius is a pernicious and evil concept that does not reflect the actual state of indigenous life, only the racist perceptions of the colonizers, and it’s sad to see it being reflected so clearly in this game
  2. Elision of native struggle: A common phenomenon in western popular and academic depiction of colonization is the minimization or dismissal of indigenous struggle. This is very common in Australia, and until the publication of Blood on the Wattle, popular understanding of Aboriginal history was that they didn’t really fight back, a belief that derives from early 20th century racial ideas of Aborigines as “weak.” Obviously in the US this is not so readily done, but for example the Sand Creek Massacre used to be referred to as the “Battle of Sand Creek,” though there were very few Indian soldiers involved, and popular lore about Custer’s Last Stand doesn’t usually include awareness that he was attacking a civilian camp at dawn when he was beaten. In the game, native struggle is implied in the aggressiveness and ferocity statistics for each province, and the effect they have on colony growth, but it is not actually visible or witnessed through the need to coordinate military actions against active opponents as happens in any European conflict between even the most irrelevant powers – it is a low background noise to your successful colonization, mostly

I think these two points show that the designers of Europa Universalis haven’t just implemented a game with a colonization strategy; they have implemented a game with a colonization strategy that implicitly reinforces common modern misconceptions about how colonization worked that tend to underplay its genocidal and military aspects (see also the way natives are absorbed into your population once it becomes an official province – this takes about 20 years and is in no way reflective of how colonization absorbed real native populations – such absorption took more than 100 years in Australia, for example, and only occurred at all through massive force and state coercion). I don’t really think this is a moral decision, but I also don’t think it’s defensible. There are lots of other ways that the game could have been designed, from making America the same as Asia to having a single Native American “state” and a different conquering mechanism – or, as April Daniels suggests, just a better and richer experience playing the Natives. There is DLC for this, but that’s not a defense, and neither are the butthurt bleatings of the gamers in the comments. It’s also noteworthy that the people attacking Daniels in comments of that blog are tending to subscribe to the same misconceptions that are buried in the game itself – there wasn’t much war, might makes right, smallpox did it not us!, natives really did get merged into the colonial population without a fight! This kind of response just shows that the west hasn’t come to terms with its colonial past yet.

So here’s what happened: Paradox spent years developing a game set in Europe in which they explicitly avoided modeling a genocide that occurred in Europe and that was crucial to the historical plausibility of the game; they also spent years developing a game set in Europe in which they explicitly developed a model for genocide that occurred outside Europe and that is crucial to the historical plausibility of the game. The former decision was probably (to the best of my recollection) made for moral and political reasons; defenders of the latter decision want me to believe it was for game mechanical reasons, even though the model they developed happens to reproduce some common misconceptions about how the native American genocide unfolded. I’m unconvinced. I think the designers didn’t consider one genocide to have the same weight as the other. Which isn’t to say that they consciously made that decision, but neither did all the cowboy movie directors in the 1980s who made multiple movies that included the Sand Creek Massacre, but didn’t ever get around to depicting Babi Yar from the Nazi perspective. Our culture makes some stories acceptable even though they are steeped in evil, and some stories unacceptable. Many people reproduce those stories without thinking, and that is what the designers did. (It’s also worth noting that Paradox is a Swedish company, and Sweden was not a colonial country in recent time; maybe for them the horrors of world war 2 are much closer than the horrors of genocidal America, and everything that happened in that period in those far-flung places is just a story).

I think there are some big questions buried in EU3, which we also need to ask when we play GTA or watch some nasty slasher pic, and April Daniels asked some of those questions in her blog post. Those questions are also relevant to the genocide issue in EU3 but they’re bigger than that. Why do we make games about war and killing at all? Why do we think it’s okay to drive around LA killing cops but we universally object to rape stories? Why are we so complacent about the destruction of whole cultures in Australia and America, but so touchy about mass murder in Europe? And why do some fanboys get so stupidly butthurt when people who enjoy the game (or the movie) analyze it a little more critically than wow!wow!wow!? My Ottoman Empire has begun its colonial project, in Cameroon and Cayenne and St Helena, and I’m playing that part of the project with the same sarcastic amusement with which I describe the Empire’s “reclamation” of knowledge in Northern Italy; I will probably kill a lot of natives if I have to, and convert the rest[3]. I’m not particularly fussed about this. But I’m also aware that this game is racist on many levels, and it includes genocide as a central mechanic. Some people may not be comfortable doing that, and they may want to write about it. I think it’s possible to simultaneously enjoy the game and accept these things, but I also think the game could have done better on this issue. If I’m going to kill natives and steal their land, why should it be different to the way I kill Germans and take their land – is there something the designers want to say here? There is a long, long way to go before people in the west can accept and understand the genocide that made America and Australia possible, and the deep wounds colonialism left on Africa. Until we do, I guess we can expect that games like EU3 will fall short of genuinely trying to describe the histories and cultures of the people who were exterminated.

fn1: though actually a very interesting experiment would occur if paradox were to include the Holocaust as a single historical decision that was actually bad for the German war effort, and secretly spied on players[2] to find out how many clicked “Yes, do it!” even though the decision is negative.

fn2: or used NSA data

fn3: actually since I westernized[4] I’m so far on the “open-minded” slider that I can’t actually generate missionaries, so I can’t convert anyone. I’ve conquered so much of Europe that my culture is more christian than Muslim. What to do…?

fn4: racist much?