âClash isnât especially addictive (I know what that looks like), but it puts me in constant low-grade anxietyâ
âThere is a trite-and-true political argument thatâs often made about such games: how theyâre capitalism simulators, models of military-industrial neoliberalism, ideologies encoded as entertainmentâ
âThis capitalist angle gets a lot more interesting when you consider that Clashâs purpose is to extract the worldâs most important resource from its player base (this time, read: money). Gameplay largely involves waiting for things to finish building. If you donât want to wait, you spend.â
âMany of the top players are wealthy, disproportionately Middle Eastern folks whoâve spent upwards of $16,000 on the game; game developers call these high-spenders âwhales,â and one Saudi whale in particular was rumored to have spouted over a million dollars on the game.â
âClashing on the cheap imposes a discipline on your life. I like to start upgrades right before bedtime so that my builders can take advantage of the natural eight-hour waiting period called sleep.â
âSo the most interesting thing about Clash isnât how itâs an allegory for late capitalism. (Isnât everything? Isnât that the point?) Itâs that Clash makes especially clear how everything is interchangeable under such a system.â
âTime is life is work is death is money is property is time.â
âTechnology fuzzes the distinction between real and virtual.â
âLike almost every game with a death mechanic, the true currency of Clash isnât virtual gold but actual time. Dying in a game forces you to waste your time trying again, âspendingâ part of your limited lifespan on a failed effort.â
âOne can discern in mainstream game writing a common strain of anxiety, quick to either reassure us of gamingâs artistic legitimacy and utility, or else its corrupting effects (recall the âhand-eye coordinationâ vs. âNintendinitisâ think pieces of the â90s).â
âIn movies, a character playing video games alone is understood to signify that heâalways âheââis lazy, neglectful, depressed, antisocial, unambitious, and/or emotionally stunted. (A few games have cheekily internalized these archetypesâconsider Grand Theft Auto Vâs insufferable gamebro Jimmy De Santa, or Uncharted 4âs Nathan Drake, who dismisses the PlayStation as a âlittle TV game thing.â) House of Cards stands as an exception: Frank Underwood demonstrates range, erudition, and hipness in his fondness for both Call of Duty and Monument Valley, though he also demonstrates being a multiple murderer.â
âThe suggestion is that virtual life is an immersive escape fantasy, one in which your humdrum assigned existence is exchanged for other, more interesting, powerful, or liberated ones.â
âBut more often, video games, in the way they structure our behavior and obtrude into our lives, are less escapes from reality than they are metaphors for it.â
âIf modern life often seems like itâs about making money for large corporations just to pull in enough resources to buy things, collect experiences, form good connections, have fun, and improve yourself, all against a backdrop of nonstop worldwide violent conflict and plunder (especially in the Middle East), then Clash is more lifelike than life itself.â
âIn that sense, itâs not just a war simulator played on your phone but a success simulator played on your life, one whose achievements can be more consistently rewarding than what our suboptimal social reality offers.â
âThe pleasure of games like Clash is not joy, excitement, or catharsis, and certainly not material gain. Itâs focus and achievementâthe steady drip of progress, of constantly gaining and spending currency.â
âLike cultivating a bonsai, building your base is a means of externalizing self-improvement.â
âThough you lose battles quite often, in Clash there is no concept of loss. Destroyed buildings are rebuilt in seconds, troops can be replaced with identical ones in minutes, and your looted resources can be easily regained with a bit more warfare.â
âClash guarantees that your property only improves, nothing ever breaks or obsolesces or depreciates. Upgrades are highly conspicuous, inviting you to compare your dingy stone walls with other playersâ purple crystal bulwarks, or your rickety wooden towers to anotherâs iron parapetsâhere, luxury is not just power but military power. The only thing thatâs irreplaceable is the time you spend, the time you kill, playing it.â
âItâs a lot easier to call gamers (or bookworms) weak-minded misfits than it is to countenance the idea that art, even bad art, is richer, deeper, more meaningful than whatâs available under certain shitty conditions of life: poverty, oppression, exclusion, illness, or even plain old distaste.â
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