The Middle Ages in Modern Games: Conference Proceedings, Vol. 1 (2020)

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‘"The Triumphs of Turlough": a scholarly videogame about Medieval Ireland’ Vinicius Marino Carvalho, Universidade de São Paulo / Trinity College Dublin. @carvalho_marino https://twitter.com/MidAgesModGames/status/1278340434041937924 1 #MAMG20 – Hello everyone and thank you for coming. Today I’ll introduce you to The Triumphs of Turlough (ToT), a historical game with a purpose (GWAP) currently in development by @lemeusp and @arch_arise. 2 #MAMG20 – We wanted to let people play with assumptions and evidence from actual historical theses – and, in the process, help authors better understand the implications of their own ideas. This has been done in other fields (eg @Foldit) but not so much in history. 3 #MAMG20 – In practice, this means designing games as labs on which people can run their own experiments, not unlike an ABM. We believe such a tool can be used to validate historical theses and, as a bonus, bring researchers and lay enthusiasts closer. 4 #MAMG20 - Before introducing the game itself, a little historical background. ToT is set in Ireland between 12761318, when the de Clares, an English lineage, tried and failed to pacify the Gaelic kingdom of Thomond. 5 #MAMG20 – ToT’s environment and underlying model is based on my original (and ongoing) PhD thesis. Its goal is to evaluate to which extent a series of environmental and economic troubles in the period may have help thwart de Clares’ ambitions. 6 #MAMG20 – Although it’s a game about war, we wanted to avoid an unduly focus on combat. Our problem space, as @gamingthepast would put it, concern the challenge of mobilizing and provisioning armies amidst escalating economic devastation. This is reflected in our loop:

7 #MAMG20 – Our title comes from a well-known 14th c. account of the wars of Thomond. Commercial games hardly ever mention historical sources. We decided to bring ours to the forefront to try and bridge this gap (and also show historians where we’re coming from). 8 #MAMG20 – A historical explanation of our entire design process (as well as our methods for incorporating player feedback back into the thesis) will be published in a series of papers and dev diaries – the latter starting later this month.

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Articles inside

‘From virgins and victims to heroines and heretics: Fantasy as a tool for female empowerment in contemporary medieval roleplay games’

28min
pages 29-40

‘“Is the next king of the land this little girl?”: The Representation of Medieval Women in East Asian Dating- simulations’

2min
page 28

‘"The Triumphs of Turlough": a scholarly videogame about Medieval Ireland’

2min
pages 21-22

‘The Idealized Vision of Medieval Society through the Classes of Characters present in Dungeons & Dragons 1st Edition’

3min
page 26

‘The Place of Periodisation: Strategy Games and the management of Medieval ‘Ages’’

2min
page 25

‘“Losing is Fun”: Asymmetric Rules and Play for Teaching and Research’

2min
page 23

‘“Akritas” : Playing at Byzantine Borders’

2min
page 19

‘Rosemary RPG as a study proposal for the history teaching of the Hundred Years’ War’

2min
page 18

‘Playing with Medieval Drama Soundscapes: evocation, recreation and artistic practice’

2min
page 13

‘Hearing Problems: Sounding Medieval in Video Games’

2min
page 14

‘Medievalist mechanics: digital humanities and game design’ from

2min
page 10

‘Digital Feudalism: The Historical Problem Spaces of Rulership in Three Medieval Videogames’

2min
page 11

‘The Warble of a Smitten Knight. Tournament game mechanics and courtly culture in “The Witcher 3: Wild Hunt – Blood and Wine”’

2min
page 8

‘Medieval Strategy Videogames: The tenuous balance between historical representation and playability’

2min
page 16

‘The Troll of High Hrothgar: Ludic pacing and Norse medievalism in The Elder Scrolls V: Skyrim’

2min
page 7

Opening Statement

2min
page 5
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