Sometimes
people argue wether or not games can teach us something or in how
far. Espen Aarseth once had a whole lecture about "The Good, the
Bad and the Ludic", discussing wether games teach us good
things, bad things or if games are purely ludic, to be seen as a
stupid leisure time activity without any kind of connotation.
During
the past few weeks, for the first time, I had the feeling that a game
taught me something useful. The game I am talking about is Banished
(2014) which was developed by Shining Rock Software and distributed
over Steam (Valve Corporation, 2003). This is a real time
strategy game (even though you could argue it is not because there is
no fighting) in which you control a group of settlers trying to
survive in a randomly generated environment. For this you must build
houses, storage barns and depots for working material. Through the
game you will be able to build more and more "advanced"
structures such as crop fields, orchards or pastures.
But
enough about the game. As I mentioned earlier the game taught me
something, so what is it? Well first of all I learned that cabbage is
harvested earlier in the year than potatoes. In the game that is very
important. During the winter you let your citizens gather roots and
berries or hunt or fish, whereas during spring summer and autumn you
let them work on the fields. That means that you are not getting any
food until the time of harvest. The time in between can be a really tough one
and therefore it is a good combination to plant cabbage and potatoes,
so you have food incoming a bit earlier than if you only planted
potatoes (I also assume that potatoes produce more food, as well as
wheat; this assumptions derives from the higher prices for the seeds
of these plants). But, to be honest, I am not sure yet if this
actually resembles real life (this is still in research though!). To
get to the issue I actually wanted to adress here, let's take a look
at the development of my population:
![]() |
Figure 1: Screenshot of my town with population screen. |
![]() |
Figure 2: Screenshot of the population with highlights. |
In
this screenshot I highlighted three situations, which I will explain
one by one now. First you can see that the four different graphs have
different meanings:
Yellow
– overall population
Green
– Adults (the people who can actually work)
Blue
– Students (don't work but will be more efficient once grown up)
Red
– Children (completely useless food-leeching creatures)
Now
to the highlighted situations. Situation "red" was right
after I started playing. I built my barn to store food and some
houses, started to tell my people to gather food. Quickly – during
the 5th or 6th winter – a lot of my citizens
died from starvation. I was not able to supply my population with
enough food because it was growing too fast. Fortunately not all of
my citizens died, but the dearth stopped around the amount of
population I started with.
Case
yellow was different. The problem here was not that my people died
from starvation, but from just being old. As you can see at the red
graph in that period the amount of children went down. So slowly over
several years my citizens just died from demography. I had no idea
what to do about it so I googled and found out that you get more
children if you build houses (apparently my citizens like to have sex
in private – weird...). So I managed to stop the deaths once again.
Following
this a time of wealth and prosperity arrived. I had enough people to
supply everyone with food and knew about the houses equal children
mechanic, so I started building more houses. I mean... I had more
than enough material for it, so why not? This was a grave mistake as
the next dearth followed instantly (the orange circle). Throwing me
back to the population I started with – again - even faster than the first time!
So
what did this teach me? It taught me a lot about economy and
something my teacher told me in highschool, but I never really cared
about: In times of prosperity and wealth you should not invest and
build stuff, you should save it for the worse times! So instead of
sending all my people into the mines and quarries during a good
period I started to hoard food in unreasonable amounts. This enabled
me to see a period in which I use more food than I produce coming and
react to it during a few winters (as well as the population screen
you can check exactly the "used" and "produced"
status of goods in the town hall). So – afterall – my highschool
teacher was right and if I listened to him, I might have reached a
population of 200 citizens faster than (estimated) after 100 years.
PS: So apparently the harvesting thing is not really accurate and maybe games are not teaching us anything?
Ludography
Banished
(2014). Shining Rock Software.
Software
Steam
(2003). Valve Corporation.
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