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After enjoying years as a [[play-by-mail game]], ''Diplomacy'' was one of the first games to move to take advantage of [[email]], and continued to be a popular email game into the 2000s.<ref>Jim Burgess, [http://www.diplomacy-archive.com/resources/postal/pbm-vs-pbem.htm "Play-by-Mail Diplomacy vs Play-by-Email Diplomacy"] {{Webarchive|url=https://web.archive.org/web/20180525071232/http://www.diplomacy-archive.com/resources/postal/pbm-vs-pbem.htm |date=May 25, 2018 }}</ref>
== Computer gaming ==
[[File:BalanceOfPower.png|thumb|A screenshot from the 1985 [[Atari ST]] version of ''[[Balance of Power (video game)|Balance of Power]]'']]▼
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▲[[File:BalanceOfPower.png|thumb|A screenshot from the 1985 [[Atari ST]] version of ''[[Balance of Power (video game)|Balance of Power]]'']]
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As computers became more sophisticated, games in this genre moved beyond email to more complex simulations. For most users in Europe, the first well known politics game was {{Interlanguage link multi|Dictator (video game)|ru|3=Dictator (компьютерная игра)|lt=Dictator}}, released in 1983 by DK'Tronics and running on Sinclair's ZX Spectrum. One of the earliest titles in this genre was ''[[Balance of Power (video game)|Balance of Power]]'', designed by [[Chris Crawford (game designer)|Chris Crawford]] and published in 1985. This game features conflict at the height of the [[Cold War]], using political and policy decisions to shape outcomes rather than warfare.<ref>Chris Crawford (2003), Chris Crawford on Game Design, {{ISBN|0-13-146099-4}}</ref><ref>Robert Mandel, ''[[Journal of Conflict Resolution]]'', Vol. 31, No. 2 (June 1987), [https://www.jstor.org/stable/174017 "An Evaluation of the 'Balance of Power' Simulation"], pp. 333-345,</ref> In ''Balance of Power'', any armed conflict between the player and the opponent superpower results in a nuclear war, which is considered a loss condition.{{citation needed}}
Other [[Cold War]] era games included ''[[Conflict: Middle East Political Simulator]]'' created by [[Virgin Interactive]], [[Spectrum Holobyte|Spectrum Holobyte's]] ''[[Crisis in the Kremlin]]'' and ''[[Hidden Agenda (1988 video game)|Hidden Agenda]]''.{{citation needed}}
''Conflict'' simulated a hypothetical situation in 1997 in which the player assumes the role of the [[Prime Minister of Israel|Israeli Prime Minister]] and is obligated to employ various diplomatic and covert directives to defeat its rival nations. Surrounded by hostile nations, the player is restrained by a very limited military force and thereby encouraged to employ peaceful means to remain in power until he acquired more advanced weapons systems and power.<ref>Zzap! Issue 70, February 1991, p.48, [https://web.archive.org/web/20071017063735/http://amigareviews.classicgaming.gamespy.com/conflict.htm "Conflict: the Middle East Political Simulator"]</ref>
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In ''[[Crisis in the Kremlin]]'', the user could play as the protege of any of the following Soviet politicians: [[Mikhail Gorbachev]] of the [[reform]]ist faction; [[Yegor Ligachev]], leader of the hard-line faction; and [[Boris Yeltsin]], who was the prevalent figure of the [[Russian nationalism|nationalist]] faction. The player could use the simulation to test certain strategies to lead the failing [[Soviet Union]] into a new era of prosperity or force its dissolution and integration into the new world order. This game introduced the concept of budget management, citizen and faction satisfaction as well as multiple economic values and political spectrum.<ref>Social Science Computer Review, Vol. 12, No. 3, 447-448 (1994), "Software Reviews: Crisis in the Kremlin"</ref>
In ''[[Hidden Agenda (1988 video game)|Hidden Agenda]]'' the user takes the role of the president of Chimerica, a post-revolutionary [[Central America]]n country, trying to juggle international relations and the needs of the country's citizens.{{citation needed}}
Early political simulation games were intended more for education than entertainment. In 1987, ''[[On the Campaign Trail]]'' was developed as a tool at [[Kent State University]]'s political campaign management program, and engaged students in decision-making regarding the campaigns for [[United States Senate]] elections between 1970 and 1986.<ref>Nadine S. Koch, [https://www.jstor.org/stable/419407 "Winning Is Not the Only Thing 'On the Campaign Trail': An Evaluation of a Micro-Computer Campaign Simulation"] ''[[PS – Political Science & Politics|PS: Political Science & Politics]]'', Vol. 24, No. 4 (December 1991), pp. 694-698.</ref> Subsequently, a commercial market developed for packaged games involving elections and campaigns.{{citation needed}}
[[File:PoliticalMachine.jpg|thumb|left|A screenshot from [[Stardock]]'s 2004 game ''Political Machine'']]
The 1992 game ''Power Politics'' (and, before it, 1981's [[President Elect (video game)|''President Elect'']])<ref>[http://www.mobygames.com/game/president-elect "President Elect"]. Moby Games (retrieved January 25, 2009).</ref> focused on domestic United States political campaigns (but not the running of the country upon election). In 1996, this was adapted to the ''Doonesbury Election Game'', designed by Randy Chase (who also did Power Politics) and published by [[Mindscape Group|Mindscape]], in which players conducted a campaign with the assistance of a pool of advisors selected from characters in the ''[[Doonesbury]]'' comic strip.<ref>{{cite web|url=http://pc.ign.com/objects/659/659635.html |archive-url=https://web.archive.org/web/20040225200759/http://pc.ign.com/objects/659/659635.html |url-status=dead |archive-date=February 25, 2004 |title=IGN: The Doonesbury Election Game |publisher=Pc.ign.com |date=December 30, 1995 |access-date=January 17, 2011}}</ref> A successor entitled ''Power Politics III'' was released in 2005.<ref>{{cite web|url=http://uk.pc.gamespy.com/pc/power-politics-iii/ |title=Power Politics III (PC) |access-date=December 22, 2007 |publisher=[[GameSpy]] |url-status=dead |archive-url=https://web.archive.org/web/20080205103507/http://uk.pc.gamespy.com/pc/power-politics-iii/ |archive-date=February 5, 2008 }}</ref> In 2004, [[Stardock]] published ''Political Machine'', in which the player steers a candidate through a 41-week election cycle for United States President, developing policies and tailoring talk show appearances and speech content. The game is heavily tied to modern polling methods, using real-time feedback for how campaign strategy impacts polling numbers.<ref>{{cite magazine|url=https://www.wired.com/gaming/gamingreviews/news/2004/08/64625 |title=Campaign Game Mimics Real Life |magazine=Wired |access-date=December 22, 2007 |author=Jason Silverman |date=August 19, 2004 |url-status=dead |archive-url=https://web.archive.org/web/20080918042434/http://www.wired.com/gaming/gamingreviews/news/2004/08/64625 |archive-date=September 18, 2008 }}</ref> In 2006, TheorySpark released ''[[President Forever 2008 + Primaries]]'', an election simulation game that allows the player to realistically control an entire election campaign through both the Primaries and General Election. ''President Forever 2008 + Primaries'' itself a follow-up to the highly successful general election sim ''President Forever'', released in 2004.{{citation needed}}
Some games in the genre involve enacting policies and budget decisions to sway voters. One such game is ''[[Democracy (game)|Democracy]]'', published in 2005 by [[Positech Games]]. In ''Democracy'', players make decisions during each turn regarding which policies to support. As turns progress, the player views how their favourability rating changes amongst certain types of voters.<ref>{{cite web|url=http://nzgamer.com/reviews/317/democracy.html|title=Democracy (PC)|access-date=December 6, 2007|author=Jess Nickelsen|publisher=NZGamer.com|archive-url=https://web.archive.org/web/20140805042654/http://nzgamer.com/reviews/317/democracy.html|archive-date=August 5, 2014|url-status=dead}}</ref> Candidates make promises before each election, and failure to follow through can result in lower support during the player's re-election campaign.<ref>{{cite web| url = http://www.positech.co.uk/democracy/democracy1.html|title=Positech Democracy|access-date=December 6, 2007}}</ref> Other examples are the [[Commander in Chief (video game)|''Geo-Political-Simulator'']] series, produced by Eversim, boasting an array of choices for domestic policy and decisions based around current geopolitical issues,<ref>{{Cite web|url=http://www.gamingrespawn.com/features/19320/best-political-games-play-pc-2018/|title=Best Political Games To Play On PC in 2018|last=Jackson|first=Stephen|date=April 4, 2018|website=Gaming Respawn|language=en-GB|access-date=January 12, 2019}}</ref> and ''[[Tropico (video game)|Tropico]]'' series. [https://store.steampowered.com/app/1184770/The_Political_Process/ ''The Political Process,''] an independent development in early access, allows players to create a custom politician and control their career. Players can work in different positions, run for political office, write legislation, and appoint government officers.<ref>{{Cite web |title=The Political Process on Steam |url=https://store.steampowered.com/app/1184770/The_Political_Process/ |access-date=2025-07-12 |website=store.steampowered.com |language=en}}</ref>
There can also be found games that puts the player in the seat of a state leader, such as ''[[SuperPower]]'', and its sequel, ''[[SuperPower 2]]'' and SuperPower 3, whose goals are to produce economic stability and prosperity, but the game mainly revolves around foreign policies, with the abilities to interact with other countries in many ways. The game includes a great number of real-life treaties that influence countries.
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