A Winner Is Me!

So, I recently won NaNoWriMo by writing a 50,000 word novel in a month. Glorious, no?

You may be wondering what this has to do with video games. Well, for starters, games played a major role in my novel (everything I write is something I’m passionate about. In 2009 it was steampunk, in 2010 it was creativity, and in 2011 it was games.) But, much more importantly, my finishing up NaNo coincided nicely with three days off from work. Do you know what I am going to do for the next three days?

This.

I am going to play nonstop video games. Yes. Yes. It’s going to be glorious. I’ve already warmed up with some Civ this morning and now that I’ve sorted out some chores I’m going to launch into some delicious Space Empires IV and whatnot. I’ve got quite a backlog built up largely for similar reasons that Mister Adequate went into earlier, and of course there are classics to be played!

Classic strategy games, of course.

Don't mess with Pinkie.

Naval Design Bureau

In my recent overdose of space 4x fun I’ve been given the chance to compare one of the aspects that isn’t an X, but is very much a standby of the genre and which few space 4xes, at least, seem to do without these days. Even the most indie, one-man-team of them have the ability to design your own ships.

This is awesome, because designing your own stuff is half the fun of these games, and I thought I’d take a minute to look at some different ones to see how they operate and which I like the most.

One of those likely to be better-known, simply because the game itself is a relative success by 4X standards, is GalCiv 2’s ship design. GC2 is a pretty damned solid game all-around, so it may be surprising to hear that I think the Shipyard is the weakest aspect of it. This isn’t because the thing itself is lacking but rather more fundamental design decisions; you have three weapon-armor pairs; Mass Drivers-Armor; Missiles-Point Defense; Beams-Shields; so each armor is strong against its paired weapon but much less so against the others. The problem is that there is little distinction in each thing itself. A gun works pretty much the same as a laser, and though it’s certainly pretty gripping to try and second-guess the AI and figure out what you need to research, and there is certainly a fair amount of needing to trade between weapons, armor, engines, and support structures, I can never help but feel that GC2’s shipyard is very thin in terms of grognardy ship design, though it’s absolutely peerless in visual terms.

Star Ruler, which I’ve not yet spent too much time with unfortunately, has an interesting little system. Visually you seem to be able to change almost nothing at all, but you place all your desired components into a circle and the ship is built based on what you’ve included. One of the interesting things is that there is no upper limit to ship size. You can quite literally build something the size of a galaxy if you have the time and resources. Within that you choose component sizes which automatically scale to your ship’s size, so a size 2 Railgun on a size 12 ship will be the same as a size 1 Railgun on a size 24 ship. It’s a little unwieldy at first, but actually rather intuitive once you get the hang of it, and it definitely gives a sense that you are designing something of your own where your choices have a significant impact.

This is far from the most complex example of ship design. Remember Aurora?

Somewhat similar to Star Ruler is the ‘list’ system used in games like Space Empires IV and Distant Worlds. You don’t place components on a visual representation of a ship, but simply choose them from a list and they get added to the list of what is currently aboard your ship. This system tends to really let you customize things to a high degree, and you can make some pretty specialized ships with a long long list of components to choose from. But best of all, I think, is the Space Empires V ship design.

Now, in reality SEV is another addition to the “list” model. Your choices, aside from the ship hull itself and little graphical effects from weapons and shielding and such, have no impact in any visual sense. What you choose affects the ships stats and you are basically making a list of components that a given ship is equipped with. However, it’s presented in a very clear manner where almost everything you want to know is obvious, and because it gives a visual representation (however crude) rather than only a list of stuff, it’s a lot easier to get your head around and to make sense of it all. And that, in turn, helps you feel connected to your ships, stations, and so on. It’s taking the best of the list model in extensive customization and adding to it just a dash of the visualization for flavor. Star Ruler does likewise, but I feel SEV does it best.

Fortunately, organic ship design is the same as normal ships.

What other examples can you guys think of when it comes to designing your own units? Has anything ever topped Warzone 2100?

Inundated/This Weekend

Thanks in no small part to the beneficence of Gaben, I’m currently drowning under a cavalcade of games. I’ve finished Saints Row The Third, and by finished I mean done one ending without getting close to 100% so I’ve not finished it at all (Hypershort review: Exceptional game filled with awesomeness and hilarity but what happened to the great cutscenes you did in SR2 this is a disjointed mess Volition?), there’s Skyrim, which is just stupidly huge, and now I’ve gone and picked up Star Ruler, Space Empires IV, and Portal 2, and I’m hungrily eying the new Legends expansion for Distant Worlds.

And this isn’t even counting the games I’ve not got around to yet, such as twenty years of classics that GoG insist on foisting upon me, or Arkham City for example, NOR does it count the games I have but that I’ve not yet managed to give sufficient time to like Jagged Alliance 2 or Master of Orion 2, or SMAC, though the latter is here mostly because it is literally not possible to give enough time to SMAC. I’ve still not finished Human Revolution.

Plus of course there’s all the regular stuff I play that demands time and attention; Darkest Hour, SMAC, SimCity 4, GalCiv 2, Baldur’s Gate, EU3, Vicky 2, Dorf Fort, Open TTD, Project Zomboid, the list goes on and on! Thank Talos that I’ve shaken the WoW bug for the time being.

Ouch, my wallet

Busy weekend! What about you all, do you ever get overwhelmed by all the games that need to be played? How do you deal with it? What are you playing this Thanksgiving weekend?

Finally I am taking altogether too much enjoyment in watching Notch act like a petulant child. I’m not even a fan of the Yogscast, it’s not my thing, but dang if one side in this debacle isn’t being a lot classier than the other. Which is double amusing because the classy side is a couple of lads who mess around doing silly voices and getting into vidya hi-jinx on YouTube whilst the one being an entitled imbecile has a multi-million Euro business!

“A Spreadsheet With a Soul”

I was recently reading this preview for an upcoming game by Paradox, Crusader Kings II. Here’s the final paragraph of the review:

Of course there are problems in a game of this scope, when the mechanics become obscure and events make no sense. When he was five Harold invaded Scotland, forcing the Duke of Lothian to surrender his claim on Northumberland, but a month into the ceasefire he managed to usurp it back and even Harold’s babysitter doesn’t know how. So once again, the only way to really work out the game’s nuances is by sticking with it and putting in the hard graft. The hard graft though, is that much more enjoyable than in the rest of Paradox’s strategy games. We’ll see if it can still be as engaging in the long run when it’s released in February, but the preview does leave a distinct impression: it’s still a spreadsheet, but it’s a spreadsheet with a soul.

The preview’s implication, if you read the whole thing, is that this game adds a personal touch to what would otherwise be another Paradox game by focusing on people and families more than countries. This, the article states, gives the game a “soul”.

It’s an intriguing idea, and it sort of got me to wondering what gives a game this mythical quality of “soul”. Can this soul be found in other games– even games that are widely considered “spreadsheets”?

I'd play a pony spreadsheet game, for the record.

I’ve been playing Hearts of Iron 2 pretty solidly over the past few days inbetween working on my NaNoWriMo. I’ve been playing as Canada, which I find really fun to play for some reason. My main goal of the game was to turn Canada into a surprise industrial powerhouse while also providing some backup for my brothers in arms across the Atlantic.

One of the benefits you have as a player in a video game based on a historic event– in this case, World War II– is that you know when things are going to start happening and you can prepare accordingly. In this case, I was able to shuttle some troops across to France and line them all up along the Maginot Line. My hope was that maybe, if I could provide enough help, we could thwart Germany’s advance into France entirely and mess with history a bit– isn’t that the point of Paradox games, after all?

This didn’t happen. We put up quite a nasty fight but in the end the Nazis overran us. My forces retreated into one lone province, and I remember watching quite helplessly as they put up a last stand there against the Germans. And you know, for one fleeting minute there, I felt that I had failed. Not as a player. Not as a strategist. But as a leader. Suddenly, for a few brief seconds, I could see in my minds’ eye the desperate last fight of a group of soldiers facing the numberless hordes of the enemy. I thought about how a few in-game years prior I had made them say goodbye to their families and friends and sent them across the ocean to a foreign country. I wondered what they must be thinking, there in their little province surrounded by Nazis. I wondered if they thought this was the beginning of the end of the world. I wondered if someone made a stirring, spur-of-the-moment speech, inspiring them not to go down without a fight. I wondered what their last thoughts were.

I wondered all of this and then seconds later they were gone.

They weren’t “real”, per se. They were bits of computer data represented by a couple of pixels on my monitor. But they represented real events and real emotions that have happened before and will happen again, and because of that, for those few brief seconds, I found the soul in the spreadsheet.

And that is one of the many reasons why I will always love this medium.

Little Big Adventure

It may surprise those of us with… stereotypical views of the place, but the French have made some really amazing videogames. In the 90s they were at their peak; Delphine and Adeline were putting out such leading lights as Flashback, Another World, Moto Racer, and the subject of this blog post, the LBA series. (Incidentally Adeline ended up becoming No Cliché, which made one of the most overlooked games of the Dreamcast, Toy Commander. But that’s another story!)

You should listen to this while you read the post.

Only two games were made, a third has been rumored on and off over the years but nothing has ever come of it. Still, these two games are true gems; they are beautiful, whimsical adventures that truly revel in taking the player into them. The first one is isometric whilst the second introduces 3D sections, and they blend puzzle, exploration, and action very handily. But the solid gameplay is only the base on which the real thing is built, and that thing is just the beauty of all the locales, the places you visit, the characters, all these sorts of things. When you went somewhere remote, you felt isolated. Somewhere oppressive, you felt oppressed. Somewhere safe, you felt welcomed – if on edge due to the omnipresence of Dr. Funfrock, in the first game, or the Empire in the second.

I’m failing you as your blogger here, because I’m really having trouble pinning down exactly what it is that makes these games work so well. I would have to say it’s the general aesthetic that is built from design, graphics, soundtrack, and the myriad characters you will meet. It is a world that feels genuinely solid and whole (I overuse the term “solid” and for that I apologize), and it is at heart an absolutely joyous adventure that really goes to what adventures should be about, which is exploring worlds that are sometimes surreal, sometimes a little intimidating, and where the love that went into crafting them shines through every pixel.

LBA 1 and 2 are available on GoG.com for a few bucks apiece and I heartily recommend taking a look if you’ve got a free weekend at some point!

The second one also has one of my favorite endgame credit sequences ever, which is a small thing to get excited about but given how readily we skip those, finding one worth watching is rare!

The Binding of Isaac

There is a lot I could tell you about The Binding of Isaac.

I could tell you about its story, told at the very beginning of the game, a parody of religious tales which is certainly not the type of thing you’d find in your average video game.

I could tell you about the music, at times haunting and at times heroic, which will stay with you long after you’ve closed the game.

I could tell you about the art style, which is macabre and grotesque and not afraid to be so.

I could tell you about your character, a crying little boy who literally lobs his tears at enemies as projectiles and whose terrible life is told to you in the occasional short but effective flashback. He has no reason to live; he is unloved and unimportant, but he runs away from death anyway, for no other reason than, well… dying is scary and bad.

I could tell you about all of that in detail, but instead I’m going to tell you about the gameplay.

One of my better recent games.

This game is a masterpiece of simplicity. You run, you shoot, you explore your dungeons and you beat your bosses. This is all done extremely well, of course, but let me tell you about a few things that the game did to tweak this formula and improve it.

Firstly, in true roguelike fashion, there is permadeath. There are no lives and no continues in this game, unless you, by chance, manage to stumble upon a rare item which gives you a bonus life. But those items are few and far between. When you die in this game, you’re dead and you have to start the game over.

Secondly, the dungeons are randomly generated. No two games are alike. This goes together with the permadeath nicely because if you die, sure you lose your items and powerups, but it’s not like you have to redo a bunch of levels you’ve already done. Instead, you get to play through a whole new experience.

Thirdly, there are hundreds of little items and secrets in this game. Because your dungeons are randomly generated, you never know what items you’re going to find. All of the items do something completely different and interesting, and using them is often a surprise because you usually can’t tell what the item or powerup does just by looking at it. The game does keep track of which items you’ve found through the course of your travels, and finding all of these items (and cards, a whole different subset of items to collect) becomes this whole Pokemon-like minigame that keeps you hooked long after you may have otherwise stopped being interested.

Fourthly, the dungeon-crawling itself is just plain solid. It’s simple enough to be easy to learn and the difficulty is tweaked just enough that you’re always on your toes without feeling too overwhelmed– most of the time, anyway.

In short, this is what a 2-D action video game is supposed to be. I’m a sucker for things like the Humble Bundle or Indie Royale so I’ve played a lot of indie games lately, but this is probably the best of the lot.

You can find a pretty full-featured demo of the game on Newgrounds, and the full game is $5 on Steam. If you let the game grow on you, you won’t be disappointed.

Full Sperg Saturday Special.

So Pike found an article online with the amusing and attention-getting title The Fascist Politics of the Infinite Respawn and, because I am not doing anything better with my copious qualifications, I thought I would take a look at it and provide a critique. I shall forewarn you, this is certain to be a long post and liable to be nothing more than masturbatory self-importance and a bunch of political jargon that has little use outside demonstrating that I know what political jargon is.

Maybe some Latin, too!

Fiat equus, et pereat mundus

Now, the article isn’t without some merit. Indeed for a medium to be considered an art, saying meaningful things is part and parcel of the deal. If we look at, say, movies, it’s very easy to find a very wide range of movies that have commented very seriously on a very wide range of political and social issues, from all kinds of angles. And we can find plenty of writing about what movies which don’t avowedly take a political torch up are saying as well; whether that be a feminist perspective on why strong women always get killed or a political examination of what hyper-macho 80’s action movies are all about.

I should state that I tend to shy away from overly analyzing every single movie/book/game etc. that comes along. Yes lots have things to say, and many more betray prejudice (conscious or simply not cared about) on the parts of their creators, but sometimes a big dumb action movie is just a big dumb action movie and trying to read more into it is silly. Still, the article I linked to is one which talks about an entire swathe of game mechanics and their implications, rather than any particular game, so I feel it’s worth engaging with. The argument, essentially, is that the mechanics of your typical modern FPS are ultimately “fascist” in nature, because they simultaneously represent A) The immovable and perfect State, in the form of the player character, and B) The numberless and overwhelming Enemies, in the form of… well, the numberless and overwhelming enemies.

A word about fascism itself. Fascism is a political philosophy with a single concept at its core: That the People and Polity should be the same thing, indeed must be, and that any other scenario is quite literally against the natural order of things and will by definition lead to the destruction of “Us”. It is important to note that Fascism does not consider this the consequence of living in a chaotic world or a lack of understanding on anyone’s part – it is a deliberate and concerted effort on the part of “Them” to destroy “Us”. “We” is fairly easy to define; “We” as a Nation (the only legitimate political unit for Fascism) are the natural owners of This Land who speak This Language and have This Culture. We have existed in this form since the mythical time immemorial (cf. just about any national origin myth you care to mention) and only in recent years, usually due to internal treason, are we being undone by alien influences of some nature. I reiterate that these aliens are acting very deliberately, with full knowledge of what they are doing and it’s consequences.

This leads itself to a whole host of interesting issues for the Fascist. We can see one of the most relevant if we take a look at Eco’s writings on the matter (You will generally find yourself enlightened if you ready Eco’s writings on any matter), most specifically the following quote:

When I was a boy I was taught to think of Englishmen as the five-meal people. They ate more frequently than the poor but sober Italians. Jews are rich and help each other through a secret web of mutual assistance. However, the followers of Ur-Fascism must also be convinced that they can overwhelm the enemies. Thus, by a continuous shifting of rhetorical focus, the enemies are at the same time too strong and too weak. Fascist governments are condemned to lose wars because they are constitutionally incapable of objectively evaluating the force of the enemy.

Eco goes to one of Fascism’s absolute core contradictions here; the Enemy (and Fascism MUST have an Enemy because it is defined entirely in terms of “Us” and “Them” and cannot exist without both) are both cockroaches and masterminds; we are both superhumanly glorious as a people and fundamentally threatened by the enemies. Both parties are simultaneously incredibly strong and completely vulnerable. This is necessary for the Fascist; the Enemy must be strong enough to necessitate the Fascist’s proposed solutions (Obviously if They were actually a bunch of feckless layabouts with barely the mental ability to read, We would never be in any danger from Them), but We must be strong because the foundation on which Fascism is built shows and requires this to be fact. We are at risk of being overwhelmed despite the fact that we are almost divine in our nature and the greatest of all nations, and the fact that our enemies are “rats” and “cockroaches” and – a perennial favorite of the Fascist – “germs”.

The Fascist narrative is a clever one however; they shift the rhetorical focus, but they can do so damned well by simultaneously appealing to an actual or imagined historical Golden Age and current actual or perceived difficulties, or usually a mix of both in both cases, coupled with identifying an Enemy. The Enemy which is identified is only one part of the true foe of the Fascist, which is essentially anything that dilutes the power of the Race and Nation. This is why they object to homosexuality. Homosexuals do not reproduce and they do not fulfill the ‘natural’ roles of men and women in their roles as breadwinners and reproducers. Here we see how Fascism uses the mythologized past as well; the past was an agricultural idyll where men did honest work on the land and women did honest work creating and raising the young. Enemies are conflated in part due to this. To use a classic example, Jews not only must own the media because they are insidious and have influence everywhere, but the media must be owned by Jews because the media is a fancy, “not real” entity which does little honest work. The contradiction of using the media for propaganda purposes need not be addressed. There is a good reason Orwell’s 1984 has Doublethink as a central conceit.

So how does all this tie into the article linked, and into videogames? The article apprehends a lot of things quite well, in my eyes, but there are a handful of fundamental issues that it overlooks, or at least fails to properly address.

Yes, games do tend to provide an endless stream of undifferentiated enemies for the player to destroy and, yes, they do tend to do so in a fashion which gives little to no insight into them as people. But this is a necessity. First, games are fast-paced and involve large numbers. It would be very impractical to give every single person you kill in your average CoD a background and some characteristics, and I sorely doubt that it would be remotely enjoyable to play. Second, and similarly, games are made on a timeline and a budget. I dearly wish there were more games which offered the player more options with greatly diverging consequences, but that’s simply not the path that was taken, a failure of the art and medium certainly but far from inherently political in any way except, perhaps, love of the dollar.

Still, whilst I feel there is merit in criticizing how games present the enemies, I find the argument that the Player represents the Fascist State/Nation to be a rather shaky one. Indeed the player’s avatar is generally a superhuman force who performs impossible feats of endurance at the very least, but what is the alternative? There are games out there where the player is a very vulnerable figure, even manshooters (ARMA II being the obvious example), and they certainly have their place but I sincerely doubt that “realism” would serve CoD very well (No matter how much they might want to proclaim themselves a realistic military shooter).

It’s my opinion that the article has things backwards. Games use an arguably fascistic attitude in order to serve their ends, and thus they must have elements of fascism in them. My interpretation approaches it from the other direction – games make use of “fascistic” elements not because they are fascistic, but because they happen to share propagandistic tools. We see exactly the same tools employed by all manner of people, from state ideologues in fascist dictatorships to comic book writers in countries where free speech is sacrosanct. That the fascists happen to make use of such rhetorical tools does not ipso facto mean that using such tools makes one a fascist, nor that the tools themselves are fascist. We can use another example brought up by the article, that of zombies, to expand on this point.

The article states,

The zombie genre, in its various media incarnations, has been using the unstoppable mindlessness of its enemies as a justification for brutality for years. There’s a definite streak of fascist thought in the vanilla concept of zombies, although it’s usually complicated and subverted by the now-cliché “We Are The Real Monsters” subtext.

Now, despite the caveat, I take considerable issue with this assessment. The zombie genre is not a pro-fascist one (Overtly or subconsciously or otherwise), but one which generally opposes the “mass” against the “individual”. The enemies are by their nature a mindless undifferentiated mass of bodies; the survivors are by their nature the ones we can identify with, if only by virtue of the fact that they can, you know, speak and otherwise emote. But again we are seeing things conflated when they shouldn’t be. The survivors in any zombie fiction are by definition individuals when measured against their foes. This is often read as a critique of unthinking capitalism, as indeed it very much was in such movies as Dawn of the Dead, but could just as easily be read as a caution of communism (A horde of creatures acting in instinctive unison to exterminate the handful of individuals still alive by either devouring or infecting them). The critiques provided by zombies are thus not inherently fascist, but rather they are inherently individualist. It is true that the Fascist at times has recourse to utilize such imagery, especially in the Anglo world with our extremely strong emphasis on individualism. For the American demographic even more so the zombie doesn’t have a fascist narrative but a survivalist, libertarian one, which emphases self-reliance, individuality, and generally a rejection of whatever structures may exist to help. There are those on the American right who have a very similar set of talking points to this, but it’s due to a similarity of perceived past and as a means of capitalization on current discontent, not necessarily an actual confluence of either goals or attitudes.

Similarly all polities utilize a mythologized past and concoct a present and national identity to some degree. These things are not natural, they hinge on collective agreed-upon beliefs about the past. Individuals may differ and disagree but the overarching narrative of any body politic has to be held to be generally true by a fair proportion of the population if said politic is to be effective. This does not necessarily have to be fictional, but human history is an ugly business and few, if any, can lay claim to a bloodless history. Still the fact that fascists utilize something everyone else utilizes does not make everyone fascist, any more than David Duke drinking milk makes all milk-drinkers Grand Wizards of the KKK.

The same thing applies, then, in their assessment of games as vehicles of fascist ideology or rhetoric. We have things that we might identify as Fascist in nature but only if we take the attitude that “Fascists do X, games do X, games = fascist”. We see in the article that the case is very clearly laid out; “I don’t mean to imply that the developers of these games are full-on fascists. In my opinion, however, their design decisions are a clear demonstration of fascist ideology expressed through the video game form.” This statement only works if my above one is held to be true, for if the game makers are not fascist, and the games don’t share fascist characteristics, the point has nothing to stand on.

None of this is to suggest that games should not strive to have more nuanced, deeper narratives, that they should not seek to humanize the other (Sometimes – but as I said, sometimes a big dumb action movie is just that and I don’t WANT Saints Row Goes Forth to have some huge thing about everyone you run over). These are very valuable things that games absolutely should be pursuing in order to grow and to begin saying more. I just think that the article in question is ascribing rather more to the current situation than it can justifiably be saddled with. Games may lack imagination and depth at the moment, but that is due to risk-aversion on the part of publishers long before it is due to fascist ideology, consciously implemented or otherwise.

This weekend!

Hello folks if you’re wondering where we are, well, there’s a lot of videogame to be played! Not a large number, but the ones which are there are HUGE!

First up is The Elder Scrolls V: Skyrim, which I wrote about last Friday! It’s still awesome. I’m still barely anywhere in it because there is just so much to do. I’m not sure it is possible to finish Skyrim, you just sort of reach a point where you feel that it’s enough.

Forget Tigh, Ivanova's in the game too!

Second is, of course, Saints Row The Third, which is both completely demented and completely AWESOME! I paradropped out of a helicopter into a penthouse and killed everyone until I owned the place then a helicopter chase across the city ensued and oh man you guys seriously need to play this game. Then I stole a street cleaner and pimped it right out so it reps the Row. I’m actually a little lost in this as well because it’s just SO HUGE and there is SO MUCH to do.

Also the Specialists are serious business holy crap that Deckers shock hammer is amazing.

And then there's these assholes!

What about you guys? What are y’all playing this weekend?

Something Need Doing?

My current job involves a good deal of multitasking and being the leader of a group of, well… underlings. I get to tell people what to do and when to do it, I get to solve problems, and I have to bring all of this together in a way that accomplishes what we need to get done in the most efficient way we can. I’m not the world’s biggest fan of this job, but I do have to rather begrudgingly admit that I’m good at it. Which is probably why I inevitably end up in similar leadership roles at whatever job I’m in.

So I amused myself the other day when I realized that there were similarities between work and my beloved strategy games. Both involve being the leader, making decisions on what to do and when to do it, and wrangling a bunch of units exactly where you want them to go. It made me wonder if maybe there was a correlation between my affinity for strategy games and the fact that, somehow, an otherwise very shy, quiet, and passive girl happens to be good at ordering people around at work amidst the daily chaos.

Fluttershy approved.

If there is a correlation, I find myself wondering if I enjoy strategy games because I’m naturally good at leadership, or if it’s the other way around and I’m good at leadership because of years of practice with games. Or maybe it’s a little bit of both. An interesting topic either way. Do any of you guys feel as though there is some overlap between your in-game skills and your real-life skills?

Do Strategy games need an “I”?

I’ve written previously about how strategy games give you a pretty weird angle compared to reality due to how they function, specifically that because they put you in charge of a state and they have a win condition, you become pretty psychopathic with regards to your state. It is only a means to your end.

I’m going to come at this from another angle today. I was thinking about it when I was playing GalCiv, because as I am playing as the Humans I’m sort-of-but-not-quite RPing them as they’re written in the backstory; canny traders, excellent diplomats, with an iron fist in the velvet glove. Now GalCiv has election events that are incredibly trivial. You choose a political party and have regular elections. If your party wins you keep their bonuses (Say, +20% to your influence). If they lose, the bonuses go away until you reclaim control. But if they lose you are still in control. Now from a gameplay perspective this makes perfect sense. Nobody wants to sit back and watch your civ get run into the ground by the AI over the next 30 turns or whatever. That doesn’t make it any more sensible or less jarring; ultimately in strategy games you are your state/country, and anything along the lines of elections, changing dynasties, or anything else is entirely secondary at best.

What’s weird isn’t that they do this, it’s that they try and pretend they don’t. I don’t mind being told “You are the overarching driving force behind the French Empire rather than any particular leader or government therein”. But then a game will turn around and I will be presented as being the particular leader or government, such as EU3 where every notification is addressed to “My Emir” or “My King” or what have you. But how can you address this?

Of course the problem is lessened if you're an immortal Goddess-Queen

The Tropico series has possibly the best approach. You are a tinpot dictator and one of the ways in which your score is evaluated is by how much money you have embezzled from your own country over the years. This is a brilliant little mechanic, because you are actively reducing your abilities in one field in order to bump up your endgame results elsewhere. You’re still just going for the nebulous “score” but it’s something. One idea I had was to essentially provide you with ostentatious monuments to build, of truly obscene scale (Think Bender when he becomes Pharaoh), and the larger you build it the better you are. Civ used to do something vaguely similar where a good performance would make your palace or throne room better, a nice sidebar to the main game, and there’s a mod for Civ IV where you really can lose control of your empire to the AI for a number of turns, an interesting if frustrating feature.

Do you have any examples of this issue being done well? How might a game merge leadership of an in-game actor like a country with being an individual leader? Thoughts and ideas!