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DiGRA
Commercial digital games that lack explicit ideological agendas nonetheless embed ideology through their mechanics, and this study examines how such "ideological narratives of play" emerge. Drawing on Althusserian theory and the concept of procedural rhetoric developed by Bogost and Frasca, the analysis moves beyond overtly didactic serious games to close readings of two historically grounded titles: Tropico 4 (Haemimont Games, 2011) and Crusader Kings II (Paradox Development Studios, 2012). The central claim is that games can reinforce or challenge dominant ideologies through procedural design, with meaning arising through the act of play rather than through explicit messaging.
The two games engage history through contrasting modes, satire in Tropico 4 and seriousness in Crusader Kings II, and this difference yields distinct ideological outcomes. Tropico 4's Cold War setting, populated by satirical caricatures, invites players to reconstitute the ideologies of their period actively. Because the player's optimization drive is supported by a dehumanized population, the game's mechanics steer players toward a satisfied, socialist-leaning society, making utopian alternatives appear achievable. The authors emphasize that rewarding popular satisfaction is the key procedural lever behind this reading.
Crusader Kings II operates through a different logic. Its modeled virtues and vices, dynastic mechanics, and ruthless AI reward morally grim choices, presenting a dystopian portrait of feudal politics in which players frequently compete against their own heirs. The study argues that the game's fictional time and the player's inability to reverse past decisions make them accountable for the ideological consequences of their actions. Where Tropico rewards satisfaction, Crusader Kings II rewards ruthless intrigue, and these incentive structures produce markedly different narratives of play.
Overall, the study concludes that procedural mechanics give games a dual capacity: they can reinforce dominant ideologies or open space for critique, depending on how systems reward particular choices. The analysis is scoped to these two titles and their historically informed settings, with its theoretical grounding drawn from the study of games, ideology, and representation.
DiGRA · 2018