Popular Culture Review Vol. 13, No. 2, Summer 2002 | Page 136

132 Popular Culture Review notions, pointedly named Colonization, That game attempted to present native populations in a less helpless fashion and more fully reahzed as unique cultures. Colonization, however, never matched the success of Civilization. While Civilization attempts to present a “Universal” history, then, it remains a simulacraic version of 19^*" century American historical thought, simulated through the mirror of Turner’s thesis. Throughout the 19^ century, leading up to that thesis, frontier mythology played an important part in rationahzing the rise of capitahsm, leading to the notion that “progress itself’ could be “asserted as a positive good against the aristocratic and peasant traditions” that pre-dated America (Slotkin, Environment, 31). Again, a mirrored structure is available in Civilization. Progress (and, thus, success in game play) is determined for the player through technological advances, ranging from bronze working and writing to such concepts as philosophy, democracy, communism and capitahsm. Without these “advances” in both thought and territory a player is quite Uterally doomed to defeat. Success for the player is largely based on finding “the existence of an area of free land, its continuous recession and the advance o f.. .settlement” (Turner, 15). At first it may seem ironic that Civilization places success in “access to undefiled, bountiful, subhme Nature” (Marx, 228), and then expects the player of this simulation to exercise control over that very area and, indeed, idea. It is, as Marx says, a unique and “distinctively American form of romantic pastorahsm” (229). At its center, then. Civilization is a game about a specifically defined kind of historical and socioeconomic progress. And that progress, quite simply, is measured in very specific ways. It is through technology, territorial expansion, and, usually, a move toward a more representative (albeit simulated) government that players of this simulation achieve success. But more than simply a simulacra of the American frontier thesis, as is, say. Railroad Tycoon, the Civilization games are also an imperiahstic simulacra. This simulated imperialism is presented in a number of ways, but it is through cultural, economic and military hegemony that the game player achieves the greatest success. In the first two incarnations of the v