Review: Victoria 3 Lacks Spontaneous Order
The video game is a 100-year simulation of the Victorian era where the player has centralized control over the government of their chosen country.

Newcomers to the Victoria video game franchise should quickly notice its depth and complexity. Spreadsheetlike formulas seem to determine everything from the price of paper in hundreds of states to foreign relations between every country. The depth doesn't necessarily mean more control for the players, though, as they might find themselves constrained by political parties, government budgets, or technology.
Victoria 3, the latest iteration of the game, has glitches, a steep learning curve, and so much happening that even a computer can get overwhelmed. Still, Paradox Development Studio deserves praise for the incredible level of detail in their 100-year simulation of the broader Victorian era. The gameplay teaches players how economically interconnected the world was long before the internet and cellphones gave us instant access to the far reaches of the planet.
The player is, with some aforementioned constraints, in charge of the government of their chosen country. The elaborate level of centralized control might be fun for a strategy game, but it is unrealistic compared to real life. Even if they institute a laissez faire economic system, players are still responsible for trade routes and when to expand a wide variety of industrial buildings in each of their states, from motor factories to rubber plantations. Technological advances in production techniques and social values spring not from spontaneous order but from the player's choice of when to pursue them.
One unavoidable quandary kneecaps the gameplay. The most common yardstick of success, a country's prestige, is elevated by a bigger economy, bigger armies and navies, and higher government wages. But as a country expands, controlling the minutiae of numerous states, colonies, and industries becomes unwieldy. Big government is a lot less fun.
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All of these Paradox games are roughly the same in this respect. They implement a very slick engine that can be scripted and then they get to work for YEARS creating new scripted content. Customers then have their minds blown because tiny countries and obscure leaders all these mini choose-your-own-adventure stories baked into them. Each one is pretty shallow, but all put together there is a lot to do. They need to give these people some lessons at the Santa Fe Institute, to understand that you don’t need 20,000 variables for complexity to emerge.
If they spent as much time trying to create truly dynamic economic systems, rather than setting percentage likelihoods that your leader will develop a psychotic obsession with cheese, they wouldn't have to create depth through hundreds of mini story-lines. Of course, that may be a feature not a bug, as each story-pack is DLC they can charge for.
Victoria was always the most extreme of the Paradox games that devolves into micromanaging your own country. In part because the usual path for that sort of game - conquering the world - just doesn't work.
Crusader Kings took the opposite tack. You couldn't control the economy at all and the concept of 'Christendom' meant you really couldn't conquer that part of the world with similar culture. So instead the focus was on micromanaging how your children breed. Which mostly leads to simply surviving as a dynasty and hoping there's enough people to survive when the plague wipes out everyone.
I suppose there is a game that could be modelled on the futile complexity of an I Pencil world. But almost by definition that requires a massively social and unpredictable world that is only lightly programmed. And that's not who plays video games.
So it sounds like all other games in the genre: central planning fantasy. For once I would like to see some sort of free market / free trade attitude in one of these games. Let the game work even when you aren't micromanaging the details of everyone's lives, liberties, and properties.
Sure, the older games set in ancient to medieval periods worked because dictatorial kings and nasty, brutish, and short lives were hallmarks of the period. But even a game like SimCity (n) annoys me that strict zoning is a requirement of the game. I would like to see a city develop without zoning or bureaucratic rules or government owned utilities.
And of course, the players demand this. Because players are people and people generally believe in the myth that things can only happen if government acts to bring it about.
But for once I would like to see a game that has at least a nod to emergent orders.
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Most of these games are being 'managed' by one player, that being you.
There have been games with market dynamics, and most require massively multiplayer input to create that "wisdom/maddness of crowds effect"
One that I can think of was the old, original auction house in World of Warcraft. Needless to say, that got manipulated into oblivion, forcing Blizzard to start putting limits and controls on it.
There's a 10,000 word article on that whole debacle right there.
I tried to dig and see if I could find any interesting articles on the WoW auction house, but this is all I could find. Fairly in depth talk about Diablo III's Auctionhouse failure.
Long time no see, Jason.
Was this article written before the most recent patch, which introduced a private investment pool? If you play the most recent version of the game, laissez-faire actually does involve a lot less micromanagement.
One could say the game is getting ever better.
You raise a very good point about technology, but I don't agree about trade routes. The game has a concept of a "market," and trade within the same market happens automatically. The player is only responsible for micromanaging trade across markets. I think that's a very good simulation of reality--even permissive trade laws are not as efficient as true economic integration.
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