Popular Culture Review Vol. 13, No. 2, Summer 2002 | Page 135

Civilization and its Discontents 131 800-pound gorilla of American historiography in the century after it was first presented, as well as simply offering a paradigm of historical understanding that would remain immensely popular or often mahgned ever since. In his paper and subsequent essays Turner espoused the notion that the key to understanding the success of America as both a nation and a people lies in a number of important issues, all hnked to a western expansion, or a continuously receding frontier. This allowed for the movement of labor, capital, and a “return to primitive conditions on a continually advancing frontier hne” with “new development in that area” (Turner, 1). In Civilization, as well as in other Sid Meier games, these notions of expansion and a resulting level of progress through economics and technological advancement are often key elements. In Railroad Tycoon, for example, the player must work to create a monopolistic enterprise that allows economic control of this frontier. In Pirates, the player negotiates the edges of a similar frontier in the colonial Caribbean, gamering economic and social advantages for personal gain. Each of these Sid Meier games negotiates game play around and through this American mythic structure, allowing players to become part of this simulated Tumerian myth. While it might then be possible to simply claim that Civilization presents a Tumerian model of historical change and progress, and leave it at that, it is important to note that Turner’s thesis wasn’t the actual birth of the idea. The frontier is a concept with far deeper origins in the American mythological stmcture, and this helps account for some of Civilization'^ continuing popularity. Indeed, while Turner was perhaps the first historian to place significant emphasis on the notion of frontier in this style, he did not create the mythic stmcture of American historiography, but merely described it. As has been noted often since Turner, the concept of the frontier was significant long before Turner declared it so. Slotkin {Regeneration), traces the concept as far back at the 1600s in pre-American culture, noting that “narratives of disco very... and colonization tracts” where present almost from the beginning of American myth-making (18). The same mythological stmcture is inherent in Civilization, where the player must colonize^ other areas, often supplanting other people who are there, in order to prosper in the game. Further, unless those “other people” happen to be part of a competing “civilization”"*they are simply represented in the first two incarnations of Civilization as “barbarians” to be destroyed or conquered. In Civilization III, they are called, instead, “minor states” but the effect is the same. For the player of Civilization, as for Turner, the frontier is that “meeting point between savagery and civihzation” (Turner 18). Success, for Turner’s America and C ivilization'players, is determined by moving that frontier ever more outward. It is perhaps not all that surprising then that Sid Meier would follow up the success of the original Civilization game with a similar narrative, based strictly on such