Government Simulation Game - Computer Gaming

Computer Gaming

As computers became more sophisticated, games in this genre moved beyond e-mail to more complex simulations. One of the earliest titles in this genre was Balance of Power, designed by Chris Crawford and published in 1985. This game features conflict at the height of the Cold War, using political and policy decisions to shape outcomes rather than warfare. In Balance of Power, any armed conflict between the player and the opponent superpower results in a nuclear war, which is considered a loss condition.

Other Cold War era games included Conflict: Middle East Political Simulator created by Virgin Interactive, Spectrum Holobyte's Crisis in the Kremlin and virtually unknown Hidden Agenda.

Conflict simulated a hypothetical situation in 1997 in which the player assumed the role of the Israeli Prime Minister and was obligated to employ various diplomatic and covert directives to defeat its rival nations. Surrounded by hostile nations, the player was restrained by a very limited military force and was thereby encouraged to employ peaceful means to remain in power until he acquired more advanced weapons systems and power.

In Crisis in the Kremlin, the user could play as the protege of any of the following Soviet politicians: Mikhail Gorbachev of the reformist faction; Yegor Ligachev, leader of the hardline faction; and Boris Yeltsin, who was the prevalent figure of the nationalist faction. The player could use the simulation to test certain strategies to lead the failing Soviet Union into a new era of prosperity or force its dissolution and integration into the new world order. This game introduced the concept of budget management, citizen and faction satisfaction as well as multiple economic values and political spectrum.

In Hidden Agenda the user takes the role of the president of Chimerica, a fictional post-revolutionary Central American country, trying to juggle international relations and the needs of the country's citizens.

Early political simulation games were intended more for education than entertainment. In 1987, On the Campaign Trail was developed as a tool at Kent State University's political campaign management program, and engaged students in decision-making regarding the campaigns for United States Senate elections between 1970 and 1986. Subsequently, a commercial market developed for packaged games involving elections and campaigns.

The 1992 game Power Politics (and, before it, 1981's President Elect) focused on domestic United States political campaigns (but not the running of the country upon election). In 1996, this was adapted to the Doonesbury Election Game, designed by Randy Chase (who also did Power Politics) and published by Mindscape, in which players conducted a campaign with the assistance of a pool of advisors selected from characters in the Doonesbury comic strip. A successor entitled Power Politics III was released in 2005. In 2004, Stardock published Political Machine, in which the player steers a candidate through a 41-week election cycle for United States President, developing policies and tailoring talk show appearances and speech content. The game is heavily tied to modern polling methods, using real-time feedback for how campaign strategy impacts polling numbers. In 2006, TheorySpark released President Forever 2008 + Primaries, an election simulation game that allows the player to realistically control an entire election campaign through both the Primaries and General Election. President Forever 2008 + Primaries itself a follow-up to the highly successful general election sim President Forever, released in 2004

Some games in the genre involve enacting policies and budget decisions to sway voters. One such game is Democracy, published in 2005 by Positech Games. In Democracy, players make decisions during each turn regarding which policies to support. As turns progress, the player views how their favorability rating changes amongst certain types of voters. Candidates make promises before each election, and failure to follow through can result in lower support during the player's reelection campaign. Another is Commander in Chief, produced by Eversim, boasting an array of choices for domestic policy and decisions. Another such game is Tropico.

There can also be found games that puts the player in the seat of a state leader, such as SuperPower, and its sequel, SuperPower 2, whose goals are to produce economic stability and prosperity, but the game mainly revolves around foreign policies, with the abilities to interact with other countries in many ways. The game includes a great number of real-life treaties that influence countries.

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