Populous II is a state-of-the-art computer god game. You play god.
A son of Zeus to be exact. Through the portal of the computer screen you
spy down upon a patch of Earth where the tiny figures of men scurry
about farming, building, and wandering around. With a shimmering blue
hand (the hand of god) you can reach down and touch the land,
transforming it. You can either gradually level mountains or gradually
build up valleys. In both cases, you try to create flat farmland for
people. Except for the power to deliver a spectrum of disasters such as
earthquakes, tidal waves, and tornadoes, your direct influence over the
people of your world is limited to this geological hand.
Good farmland makes happy people. You can see them prosper and bustle
about. They build farmhouses first; then as their numbers increase, they
build red-tile roofed town houses, and if things continue to bode well,
eventually they construct complex walled cities, whitewashed and
gleaming in the Mediterranean sun. The more the little beings prosper,
the more they worship you, and the more manna (power) you, the god,
accumulate.
Here's your problem, though. Elsewhere in the greater landscape other
sons of Zeus are contesting for immortality. These gods can be played by
other humans, or by the game's own AI agent. The other gods will rain
the seven plagues on your populace, wiping out your base of support and
worship. They can send a crashing blue tidal wave which not only drowns
your citizenry but submerges their farmland, endangering your own divine
existence. No people, no worship, no god.
Of course, you can do the same -- if you have enough manna in store. Using
your destructive powers consumes manna by the barrelful. Besides, there
are other ways to defeat your enemies and gain manna without sending a
zigzagging crack through an area, a crack which swallows groaning people
as they fall in. You can devise Pan figures that roam the countryside
luring newcomers to your religion with magic flutes. Or you can erect a
"Papal Magnet," a granite ankh monument which acts as a shrine,
attracting worshipers and pilgrims.
Meanwhile your own citizens are dodging fire storms from your scheming
half-brothers. And after those minor-league gods are through trashing
one of your countries, you've got to decide whether to rebuild it or go
after their populations with your arsenal. You could use a tornado which
sucks up houses and people alike and visibly tosses them across the
land. Or a biblical column of fire which scorches the earth into
barrenness (until a god restores it by sowing healing wildflowers). Or,
you can send burning flows of lava from a well-placed volcano.
I got an expert tour of this world from a metagod's point of view on a
visit to the office of Electronic Arts, the game's publisher, where I
was taken through the paces of god powers. Jeff Haas is one of the
developers of the game. You could call Haas a supergod who created the
other gods. He pointed to a gathering dark mass of clouds over one
village that suddenly erupted into a shower of lightning. The bolts
shimmied down to Earth. When a white bolt struck a person, the figure
fried to a blackened crisp. Haas chortled in delight at the exquisitely
rendered graphic but caught my raised eyebrow. "Yes," he admitted
sheepishly, "the point of the game is destruction -- total slash and
burn."
"There are a few positive things you can do as a god," Haas volunteered,
"but not many. Making trees is one of them. Trees always make people
happy. And you can bless the land with wildflowers. But mostly it's
destroy or be destroyed." Aristotle might have understood. In his day,
gods were entities to be feared. God as a buddy, or even an ally, is
hopelessly modern. You kept out of the gods' way, appeased them when
needed, and prayed that your god would vanquish the other gods. The
world was dangerous and capricious.
"Let me put it this way," Haas says, "you definitely do not want to be
one of the people in this world." You bet. It's godhood for me.
continue...
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