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Eludamos: Journal for Computer Game Culture
Dillon's analysis argues that Age of Empires III: The WarChiefs embeds colonialist, Western design logic. The analysis is confined to a single game and its design features.
Dillon's 2008 analysis in Eludamos argues that Age of Empires III: The WarChiefs embeds a colonialist, Western design logic that persists even when players take the side of Native characters. Its central thesis is that the game's core real-time strategy mechanics of resource extraction, territorial expansion, and conquest, together with its spatial and narrative structures, reproduce a worldview that treats land as mapped, ownable territory and unmapped land as effectively nonexistent. The analysis contends that this framework misrepresents Indigenous relationships to land, time, and community.
The critique operates on several levels. Native-faction features such as Fire Pit dances and a trade-based economy are constrained by gold-based progression and conquest, which the author sees as incompatible with Indigenous principles of reciprocity with nature. Time is manipulated for playability, and the game's linear, designer-controlled narrative, centered on the protagonists Nathaniel and Chayton Black, further reinforces authorial control. Cut scenes and Amelia's narration revise historical events in ways that the analysis treats as supporting this control. The reduction of distinct Native nations to generic language and the recasting of prayer and dance as imperial strategy are identified as additional forms of misrepresentation.
The argument is developed through qualitative textual and game analysis, drawing on scholarship from Hobbes, Jenkins, Zimmerman, Poblocki, Jenkins and Squire, and Battiste and Henderson, rather than quantitative data. The study's scope is confined to a single game and its design features, with comparative attention to Venture Arctic, which the author cites as a model for representing Inuit concepts of time, seasons, and sustainability without relying on human figures.
The article concludes that the RTS genre requires new mechanics and design thinking to portray Indigenous perspectives authentically. In this view, the problem extends beyond individual content choices to the genre's foundational assumptions about space, progress, and ownership.
European Conference on Games Based Learning (ECGBL) · 2026