Sid Meier's Pirates!

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<p><span style="font-style: italic;">Sid Meier</span><span style="font-style: italic;">'s Pirates!</span> is a game in which the player takes on the role of a young ship's captain in the 16th or 17th century Caribbean. Players may choose to act as traders, privateers, pirates, or a combination of the three, and may participate in any of several <a href="/wiki/complexity"><span style="text-decoration: underline;">minigame</span></a> activities. These include naval battles, land battles, swordfighting, ballroom dancing, trading goods and hunting for buried treasure. <span style="font-style: italic;"></span></p>
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== Basics ==
<div style="padding: 10px; width: 35%; float: right; margin-left: 10px; margin-bottom: 10px; background-color: #cae2ff;">
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''Sid Meier's Pirates!''<ref>Sid Meier is the original designer of the game, and his name forms part of the proper title of recent versions.</ref> is a game in which the player takes on the role of a young ship's captain in the 16th or 17th century Caribbean. Players may choose to act as traders, privateers, pirates, or a combination of the three, and may participate in any of several minigame activities. These include naval battles, land battles, swordfighting, ballroom dancing, trading goods and hunting for buried treasure.
<p><a href="/wiki/game-genres"><span style="font-weight: bold;">Genre(s)</span></a>: <a href="/wiki/strategy-games-genre">strategy</a>, <a href="/content/action-games-genre">action</a>, <a href="/content/adventure-games-genre">adventure</a><span style="font-weight: bold;"><br />Content alignment</span>: geography, history, economics, Earth science, international relations<br /><a href="/content/game-mechanics"><span style="font-weight: bold;">G</span><span style="font-weight: bold;">ame mechanics</span></a>: <a href="/content/physics">simulated physics</a>, turn-based, real-time, resource trading, puzzle-solving, pattern recognition<br /><span style="font-weight: bold;">Graphics</span>: <a href="/wiki/3d"><span style="text-decoration: underline;">3d</span></a>, <a href="/wiki/perspective">top-down perspective</a>, <a href="/wiki/perspective">third-person perspective<br /></a> <a href="/wiki/esrb-rating"><span style="font-weight: bold;">ESRB rating</span></a>: E (PC), E10+ (PlayStation Portable), T (Xbox)</p>
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</div>
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At the start of the game, the player character is tasked with succeeding financially, winning fame as a pirate or privateer, and locating his lost family, who have been kidnapped by the game's villain. The map of the Caribbean appears to be generally accurate for the era. Cities may belong to any of several factions or European colonial powers; colonial powers are at war with each other from time to time. Factions include the English, the Dutch, the French, the Spanish, Jesuit missionaries, Native Americans and pirates.
<p><span style="font-style: italic;">Pirates!</span> contains scenes of cartoonish violence with weapons of the period, and there are references to war, death, alcohol use and romance in the game. However, the game's colorful graphics, easy difficulty curve and non-explicit approach to this mature content keep things appropriate even for young audiences, for the most part.  <span style="font-weight: bold;"></span></p>
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<p><span style="font-weight: bold;">Educational Potential</span><span style="font-style: italic;"><br />Pirates! </span>is not an educational game by design, but designer Sid Meier is known for making games which teach about their historical settings by osmosis. Aspects of the game could be used in classrooms to teach about subjects including:</p>
+
== Gameplay ==
<ul>
+
As a collection of minigames woven together by a central narrative, theme and world map, ''Pirates!'' is not particularly complex in any one aspect of gameplay. As a result, educators should have a good sense of the game's content and mechanics after a relatively short session of play.
<li>the geography of the Caribbean and Americas</li>
+
 
<li>international relations in the age of sail</li>
+
Although the player may have a number of specific goals to complete at any given time during the game, gameplay is generally open-ended. The whole world is open to the player from the start, and the critical path through the game's narrative changes dynamically with each playthrough in certain minor respects.  
<li>mercantile economics</li>
+
 
<li>the colonization of the Caribbean and Americas (see also <span style="font-style: italic;">Civilization IV:</span><span style="font-style: italic;"> Colonization</span>)</li>
+
=== Sailing ===
<li>Earth science (trade winds)</li>
+
The bulk of the game is spent sailing from city to city, searching for enemies to fight in ship-to-ship battles and then retreating to friendly ports for repairs. Different ships have different sailing qualities as modeled through the game's physics engine, and can be upgraded with new equipment and officers over the course of the game. Players must find the best point of sailing for their ship given their destination and the prevailing winds at the time.
</ul>
+
 
<p>As a collection of minigames woven together by a central narrative, theme and world map, <span style="font-style: italic;">Pirates!</span> is not particularly complex in any one aspect of gameplay. As a result, educators should have a good sense of the game's content and mechanics after a relatively short session of play. Experienced gamers could become expert at the game in as few as five hours, while players who are not familiar with basic gameplay conventions (movement within 3D space, turn-based vs. real-time action, win and loss conditions) will take longer.  <span style="font-weight: bold;"></span></p>
+
=== Naval Battles ===
<p><span style="font-weight: bold;">Gameplay</span> <br />At the start of the game, the player character is tasked with succeeding financially, winning fame as a pirate or privateer, and locating his lost family, who have been kidnapped by the game's villain. The map of the Caribbean appears to be generally accurate for the era. Cities may belong to any of several factions or European colonial powers; colonial powers are at war with each other from time to time. Factions include the English, the Dutch, the French, the Spanish, Jesuit missionaries, Native Americans and pirates.</p>
+
<span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://www.youtube.com/watch?v=24baUM5Q89c</mediaplayer><br><span class="thumbcaption" style="display:block">Naval combat in ''Sid Meier's Pirates!''</span></span>
<p>Although the player may have a number of specific goals to complete at any given time during the game, gameplay is generally open-ended. The whole world is open to the player from the start, and the critical path through the game's narrative changes dynamically with each playthrough in certain minor respects. <span style="font-style: italic;"></span></p>
+
Ship-to-ship combat is a major element of the game. Combat is conducted in real-time and consists of outmaneuvering the enemy ship or ships in order to hit them with broadsides of cannon, while avoiding the same. Damage can be done to ships' hulls or sails by several types of cannonball, and sailors on either ship may be killed (represented as flying overboard). Either ship may board the other by sailing directly at it. In cases of overwhelming force, enemy ships may surrender to the player when boarded. Other times, a duel with the enemy captain is triggered. The player may capture enemy ships, increasing his fleet or replacing his flagship, or may choose to sink them.
<p><span style="font-style: italic;">Controls <br /><span style="font-style: italic;"></span></span>Note: Although <span style="font-style: italic;">Pirates!</span> has been ported to console game systems, this article refers to the PC and Macintosh version of the game with regard to controls.<span style="font-style: italic;"><span style="font-style: italic;"></span> <span style="font-style: italic;"></span></span>The controls in <span style="font-style: italic;">Pirates!</span> utilize both the keyboard and mouse. Many minigames rely on the number pad for selecting actions at the appropriate time, although the mouse may be used for that purpose on laptop systems or desktops without a number pad. The mouse is used primarily for menu selections.<span style="font-style: italic;"><span style="font-style: italic;"></span> </span></p>
+
=== Land Battles ===
<p><span style="font-style: italic;"></span> <i>Sailing</i> <br />The bulk of the game is spent sailing from city to city, searching for enemies to fight in ship-to-ship battles and then retreating to friendly ports for repairs. Different ships have different sailing qualities as modeled through the game's physics engine, and can be upgraded with new equipment and officers over the course of the game. Players must find the best point of sailing for their ship given their destination and the prevailing winds at the time.</p>
+
If the player has captured a number of ships from, or otherwise angered, a specific faction, the player may have the option to attack a port rather than landing there. Choosing this option triggers a turn-based land battle minigame, in which the player's units move on a grid against the city's defenders. There is a limited strategic aspect to these battles; for example, attacking from behind an enemy unit confers an advantage. The violence in these sections includes gunfire and swordfights, but defeated units retreat rather than die.  If the player successfully defeats the defenders, he may have the option to install a new governor from a faction of his choice in the city.   
<p><i>Naval Battles</i> <br />Ship-to-ship combat is a major element of the game. Combat is conducted in real-time and consists of outmaneuvering the enemy ship or ships in order to hit them with broadsides of cannon, while avoiding the same. Damage can be done to ships' hulls or sails by several types of cannonball, and sailors on either ship may be killed (represented as flying overboard). Either ship may board the other by sailing directly at it. In cases of overwhelming force, enemy ships may surrender to the player when boarded. Other times, a duel with the enemy captain is triggered. The player may capture enemy ships, increasing his fleet or replacing his flagship, or may choose to sink them.</p>
+
 
<p>
+
=== Sneaking ===
<object width="640" height="505">
+
Rather than attacking a hostile port, the player may choose to sneak into the city at night. This option begins a ''Pac-Man''-like minigame in which the player character must navigate through city streets to his chosen destination while avoiding lantern-holding guards.   
<param value="http://www.youtube.com/v/24baUM5Q89c&amp;hl=en_US&amp;fs=1&amp;rel=0" name="movie" />
+
 
<param value="true" name="allowFullScreen" />
+
=== Swordfights ===
<param value="always" name="allowscriptaccess" /><embed width="640" height="505" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://www.youtube.com/v/24baUM5Q89c&amp;hl=en_US&amp;fs=1&amp;rel=0"></embed><a href="http://www.youtube.com/v/24baUM5Q89c&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a><a href="http://www.youtube.com/v/24baUM5Q89c&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a><a href="http://www.youtube.com/v/24baUM5Q89c&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a><a href="http://www.youtube.com/v/24baUM5Q89c&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a>
+
Swordfights can occur during naval combat or in taverns, and consist of simple pattern recognition. Players must identify the type of attack or parry being used by their opponent as high, medium or low, and respond with the appropriate counter. Enemies may be struck by weapons, thrown overboard or even lit on fire (their clothes, at least) during these sequences, but the rendering of the violence remains cartoonish.
</object>
+
 
</p>
+
=== Dancing ===
<p><span style="font-style: italic;">Swordfights</span> <br />Swordfights can occur during naval combat or in taverns, and consist of simple pattern recognition. Players must identify the type of attack or parry being used by their opponent as high, medium or low, and respond with the appropriate counter. Enemies may be struck by weapons, thrown overboard or even lit on fire (their clothes, at least) during these sequences, but the rendering of the violence remains cartoonish.</p>
+
<span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://www.youtube.com/watch?v=X8HmXsM3XwU</mediaplayer><br><span class="thumbcaption" style="display:block">Swordfighting in ''Sid Meier's Pirates!''</span></span>
<p>
+
In friendly cities, the player may choose to visit the governor's mansion. This sometimes triggers a sequence where the governor's daughter asks the player to accompany her to a ball. If the player accepts, a ballroom dancing minigame begins, wherein the player must watch his dance partner's hand signals and respond by pressing the appropriate key (to trigger a specific dance step). This, like the swordfighting minigame, is a very basic pattern recognition game.   
<object width="640" height="505">
+
 
<param value="http://www.youtube.com/v/X8HmXsM3XwU&amp;hl=en_US&amp;fs=1&amp;rel=0" name="movie" />
+
=== Treasure Hunts ===
<param value="true" name="allowFullScreen" />
+
At various points in the game, the player will acquire maps to buried treasure (or to the location of his missing family members). These maps include a reference to a city, and specific geographical features which can be seen while sailing on the game's main screen. Sharp eyes and an understanding of the cardinal directions and the in-game geography are necessary to follow the maps and find these treasures.   
<param value="always" name="allowscriptaccess" /><embed width="640" height="505" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://www.youtube.com/v/X8HmXsM3XwU&amp;hl=en_US&amp;fs=1&amp;rel=0"></embed><a href="http://www.youtube.com/v/X8HmXsM3XwU&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a><a href="http://www.youtube.com/v/X8HmXsM3XwU&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a><a href="http://www.youtube.com/v/X8HmXsM3XwU&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a><a href="http://www.youtube.com/v/X8HmXsM3XwU&amp;hl=en_US&amp;fs=1&amp;rel=0" class="exetibetbkwyxkhuhmac"></a>
+
 
</object>
+
== Educational Potential ==
</p>
+
''Pirates!'' is not an educational game by design, but designer Sid Meier is known for making games which teach about their historical settings by osmosis. Aspects of the game could be used in classrooms to teach about subjects including:
<p><span style="font-style: italic;">Land Battles</span><br />If the player has captured a number of ships from, or otherwise angered, a specific faction, the player may have the option to attack a port rather than landing there. Choosing this option triggers a turn-based land battle minigame, in which the player's units move on a grid against the city's defenders. There is a limited strategic aspect to these battles; for example, attacking from behind an enemy unit confers an advantage. The violence in these sections includes gunfire and swordfights, but defeated units retreat rather than die.  If the player successfully defeats the defenders, he may have the option to install a new governor from a faction of his choice in the city.  <span style="font-style: italic;"></span></p>
+
* the geography of the Caribbean and Americas
<p><span style="font-style: italic;">Sneaking</span> <br />Rather than attacking a hostile port, the player may choose to sneak into the city at night. This option begins a <span style="font-style: italic;">Pac-Man</span>-like minigame in which the player character must navigate through city streets to his chosen destination while avoiding lantern-holding guards.  <span style="font-style: italic;"></span></p>
+
* history and international relations in the age of sail
<p><span style="font-style: italic;">Dancing <br /><span style="font-style: italic;"></span></span>While in friendly cities, the player may choose to visit the governor's mansion. This may trigger a sequence where the governor's daughter asks the player to accompany her to a ball. If the player accepts, a ballroom dancing minigame begins, wherein the player must watch his dance partner's hand signals and respond by pressing the appropriate key (to trigger a specific dance step). This, like the swordfighting minigame, is a very basic pattern recognition game.  <span style="font-style: italic;"></span></p>
+
* mercantile economics
<p><span style="font-style: italic;">Treasure Hunts</span> <br />At various points in the game, the player will acquire maps to buried treasure (or to the location of his missing family members). These maps include a reference to a city, and specific geographical features which can be seen while sailing on the game's main screen. Sharp eyes and an understanding of the cardinal directions and the in-game geography are necessary to follow the maps and find these treasures.  <span style="font-weight: bold;"></span></p>
+
* the colonization of the Caribbean and Americas
<p><span style="font-weight: bold;">Potentially Controversial or Inappropriate Elements</span> <br />There are several aspects of <span style="font-style: italic;">Pirates!</span> which may be considered inappropriate by school administrators, teachers, parents or even students. The game's violent content, references to alcohol, portrayal of women and portrayal of Native Americans are most likely to inspire controversy.  <span style="font-style: italic;"></span></p>
+
* Earth science (trade winds)
<p><span style="font-style: italic;">Violence</span> <br />As has been mentioned, <span style="font-style: italic;">Pirates!</span> features as central gameplay elements representations of swordfighting, gunfire and cannonfire, immolation and even (implied) drowning. This violence is rendered in highly stylized fashion, with no real harm apparently done in most cases. The Entertainment Software Rating Board (ESRB) rated the PC and Macintosh version of the game as appropriate for all players despite "Alcohol Reference, Suggestive Themes and Violence"; other versions of the game received ratings of "Teen" and "Everyone 10+" with the descriptor "Mild Violence." Teachers must decide for themselves whether the violence in the game is too much for their students, parents and school. <span style="font-style: italic;"></span></p>
+
 
<p><span style="font-style: italic;">References to Alcohol</span> <br />References to alcohol in the game exist, but are limited to implied alcohol use in taverns, where non-player characters can be seen sitting near and drinking from unidentified mugs and glass bottles. <span style="font-style: italic;"></span></p>
+
=== Potentially Problematic Elements ===
<p><span style="font-style: italic;">Portrayal of Women</span> <br />The player character in <span style="font-style: italic;">Pirates!</span> is male. No female player character can be selected. Female characters in the game are limited to governors' daughters and serving girls in taverns. The latter are buxom and beautiful, while the former are explicitly rated according to a scale of attractiveness (plan, attractive or beautiful). Governors' daughters can be wooed through gift-giving and good dancing. Wooing a beautiful daughter confers greater benefits on the player. Once the courtship proceeds to a certain point, the player may be asked to duel a rival suitor in a swordfight, or even to rescue his beloved from a pirate kidnapper.  The sexism inherent in the game's portrayal of women may be explained to some extend by its campy, traditional approach to storytelling, and further by its historical setting, but this remains a significant point when considering the game's value for classroom use. <span style="font-style: italic;"></span></p>
+
Portions of the game may be considered inappropriate by school administrators, teachers, parents or even students. The game's violent content, references to alcohol, portrayal of women and portrayal of Native Americans are most likely to inspire controversy.   
<p><span style="font-style: italic;">Portrayal of Native Americans <br />Pirates!</span> portrays Native Americans in-game as generic "Natives," who may be warlike raiders or mercenaries, or may be peaceful traders. No effort is made during gameplay to differentiate between native cultures, and although game's "Pirate-o-Pedia" entry includes mention of various ancient native cultures, it also includes potentially offensive material.</p>
+
 
 +
==== Violence ====
 +
''Pirates!'' showcases swordfighting, gunfire and cannonfire, immolation and even (implied) drowning. This violence is rendered in highly stylized fashion, with no real harm apparently done in most cases. The Entertainment Software Rating Board (ESRB) rated the PC and Macintosh version of the game as appropriate for all players despite "Alcohol Reference, Suggestive Themes and Violence"; other versions of the game received ratings of "Teen" and "Everyone 10+" with the descriptor "Mild Violence." Teachers must decide for themselves whether the violence in the game is too much for their students, parents and school.
 +
 
 +
==== References to Alcohol ====
 +
Non-player characters can be seen sitting near and drinking from unidentified mugs and glass bottles in taverns.
 +
 
 +
==== Portrayal of Women ====
 +
The player character in ''Pirates!'' is male. No female player character can be selected. Female characters in the game are limited to governors' daughters and serving girls in taverns. The latter are buxom and beautiful, while the former are explicitly rated according to a scale of attractiveness (plan, attractive or beautiful). Governors' daughters can be wooed through gift-giving and good dancing. Wooing a beautiful daughter confers greater benefits on the player. Once the courtship proceeds to a certain point, the player may be asked to duel a rival suitor in a swordfight, or even to rescue his beloved from a pirate kidnapper.  The sexism inherent in the game's portrayal of women may be explained to some extend by its campy, traditional approach to storytelling, and further by its historical setting, but this remains a significant point when considering the game's value for classroom use.
 +
 
 +
==== Portrayal of Native Americans ====
 +
''Pirates!'' portrays Native Americans as generic "Natives," who may be warlike raiders or mercenaries, or may be peaceful traders. No effort is made during gameplay to differentiate between native cultures. The in-game encyclopedia mentions several native cultures, but also includes potentially offensive material.
 +
 
 +
== Notes ==
 +
 
 +
<references />
 +
 
 +
[[Category:Strategy games]]
 +
[[Category:Adventure games]]
 +
[[Category:Action games]]
 +
[[Category:Geography]]
 +
[[Category:History]]
 +
[[Category:Economics]]
 +
[[Category:International relations]]
 +
[[Category:3D graphics]]
 +
[[Category:Simulation games]]
 +
[[Category:Simulated physics]]
 +
[[Category:Turn-based]]
 +
[[Category:Real-time]]
 +
[[Category:Resource trading]]
 +
[[Category:Puzzle-solving]]
 +
[[Category:Pattern recognition]]
 +
[[Category:Third-person perspective]]
 +
[[Category:Top-down]]
 +
[[Category:E]]
 +
[[Category:E10+]]
 +
[[Category:T]]

Latest revision as of 18:25, 26 June 2012

Contents

Basics

Sid Meier's Pirates![1] is a game in which the player takes on the role of a young ship's captain in the 16th or 17th century Caribbean. Players may choose to act as traders, privateers, pirates, or a combination of the three, and may participate in any of several minigame activities. These include naval battles, land battles, swordfighting, ballroom dancing, trading goods and hunting for buried treasure.

At the start of the game, the player character is tasked with succeeding financially, winning fame as a pirate or privateer, and locating his lost family, who have been kidnapped by the game's villain. The map of the Caribbean appears to be generally accurate for the era. Cities may belong to any of several factions or European colonial powers; colonial powers are at war with each other from time to time. Factions include the English, the Dutch, the French, the Spanish, Jesuit missionaries, Native Americans and pirates.

Gameplay

As a collection of minigames woven together by a central narrative, theme and world map, Pirates! is not particularly complex in any one aspect of gameplay. As a result, educators should have a good sense of the game's content and mechanics after a relatively short session of play.

Although the player may have a number of specific goals to complete at any given time during the game, gameplay is generally open-ended. The whole world is open to the player from the start, and the critical path through the game's narrative changes dynamically with each playthrough in certain minor respects.

Sailing

The bulk of the game is spent sailing from city to city, searching for enemies to fight in ship-to-ship battles and then retreating to friendly ports for repairs. Different ships have different sailing qualities as modeled through the game's physics engine, and can be upgraded with new equipment and officers over the course of the game. Players must find the best point of sailing for their ship given their destination and the prevailing winds at the time.

Naval Battles

The media player is loading...
Naval combat in Sid Meier's Pirates!
Ship-to-ship combat is a major element of the game. Combat is conducted in real-time and consists of outmaneuvering the enemy ship or ships in order to hit them with broadsides of cannon, while avoiding the same. Damage can be done to ships' hulls or sails by several types of cannonball, and sailors on either ship may be killed (represented as flying overboard). Either ship may board the other by sailing directly at it. In cases of overwhelming force, enemy ships may surrender to the player when boarded. Other times, a duel with the enemy captain is triggered. The player may capture enemy ships, increasing his fleet or replacing his flagship, or may choose to sink them.

Land Battles

If the player has captured a number of ships from, or otherwise angered, a specific faction, the player may have the option to attack a port rather than landing there. Choosing this option triggers a turn-based land battle minigame, in which the player's units move on a grid against the city's defenders. There is a limited strategic aspect to these battles; for example, attacking from behind an enemy unit confers an advantage. The violence in these sections includes gunfire and swordfights, but defeated units retreat rather than die. If the player successfully defeats the defenders, he may have the option to install a new governor from a faction of his choice in the city.

Sneaking

Rather than attacking a hostile port, the player may choose to sneak into the city at night. This option begins a Pac-Man-like minigame in which the player character must navigate through city streets to his chosen destination while avoiding lantern-holding guards.

Swordfights

Swordfights can occur during naval combat or in taverns, and consist of simple pattern recognition. Players must identify the type of attack or parry being used by their opponent as high, medium or low, and respond with the appropriate counter. Enemies may be struck by weapons, thrown overboard or even lit on fire (their clothes, at least) during these sequences, but the rendering of the violence remains cartoonish.

Dancing

The media player is loading...
Swordfighting in Sid Meier's Pirates!
In friendly cities, the player may choose to visit the governor's mansion. This sometimes triggers a sequence where the governor's daughter asks the player to accompany her to a ball. If the player accepts, a ballroom dancing minigame begins, wherein the player must watch his dance partner's hand signals and respond by pressing the appropriate key (to trigger a specific dance step). This, like the swordfighting minigame, is a very basic pattern recognition game.

Treasure Hunts

At various points in the game, the player will acquire maps to buried treasure (or to the location of his missing family members). These maps include a reference to a city, and specific geographical features which can be seen while sailing on the game's main screen. Sharp eyes and an understanding of the cardinal directions and the in-game geography are necessary to follow the maps and find these treasures.

Educational Potential

Pirates! is not an educational game by design, but designer Sid Meier is known for making games which teach about their historical settings by osmosis. Aspects of the game could be used in classrooms to teach about subjects including:

  • the geography of the Caribbean and Americas
  • history and international relations in the age of sail
  • mercantile economics
  • the colonization of the Caribbean and Americas
  • Earth science (trade winds)

Potentially Problematic Elements

Portions of the game may be considered inappropriate by school administrators, teachers, parents or even students. The game's violent content, references to alcohol, portrayal of women and portrayal of Native Americans are most likely to inspire controversy.

Violence

Pirates! showcases swordfighting, gunfire and cannonfire, immolation and even (implied) drowning. This violence is rendered in highly stylized fashion, with no real harm apparently done in most cases. The Entertainment Software Rating Board (ESRB) rated the PC and Macintosh version of the game as appropriate for all players despite "Alcohol Reference, Suggestive Themes and Violence"; other versions of the game received ratings of "Teen" and "Everyone 10+" with the descriptor "Mild Violence." Teachers must decide for themselves whether the violence in the game is too much for their students, parents and school.

References to Alcohol

Non-player characters can be seen sitting near and drinking from unidentified mugs and glass bottles in taverns.

Portrayal of Women

The player character in Pirates! is male. No female player character can be selected. Female characters in the game are limited to governors' daughters and serving girls in taverns. The latter are buxom and beautiful, while the former are explicitly rated according to a scale of attractiveness (plan, attractive or beautiful). Governors' daughters can be wooed through gift-giving and good dancing. Wooing a beautiful daughter confers greater benefits on the player. Once the courtship proceeds to a certain point, the player may be asked to duel a rival suitor in a swordfight, or even to rescue his beloved from a pirate kidnapper. The sexism inherent in the game's portrayal of women may be explained to some extend by its campy, traditional approach to storytelling, and further by its historical setting, but this remains a significant point when considering the game's value for classroom use.

Portrayal of Native Americans

Pirates! portrays Native Americans as generic "Natives," who may be warlike raiders or mercenaries, or may be peaceful traders. No effort is made during gameplay to differentiate between native cultures. The in-game encyclopedia mentions several native cultures, but also includes potentially offensive material.

Notes

  1. Sid Meier is the original designer of the game, and his name forms part of the proper title of recent versions.
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