The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021)

Page 21

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games Tess Watterson, @tesswatty, University of Adelaide Representations of gendered bodies always reflect contemporary cultural imaginations. Witch’s bodies in medievalist fantasy RPGs are a layering of medieval/early modern visual culture, medievalism, and modern popular culture. (Content Warning: ableist/sexist language) As Sarah Stang argues, labelling hag's bodies as monstrous hides their harmful nature as representations. But it is both the monstrous and the medievalist that functions together to mask this misogyny (and ableism and ageism). 'Historical' inspiration lends authority and we must contextualise these monstrous female bodies as part of the long tradition of depicting witches. The today's idea and image of the hag isn't actually medieval, but developed from the late middle ages into the early modern period. Images of the witch in this form (~ 15th C.) stem from both a revival of classical stories and a new interest in depicting naked bodies (See S. Schade, C. Zika, L. Roper). Witch images also shared visual codes, e.g. sagging breasts, with art of the embodiment of Envy. The iconography of the breast was used to convey beliefs and anxieties about fertility and female sexuality. Through most of the Middle Ages, breasts were most commonly depicted in images of the Virgin Mary as the nursing Madonna, associated with God’s nurturing care. This shifted with what Miles calls the ‘secularisation of the breast’ in the 15th-17th C. The breast becomes common in other art, e.g. erotic and medical images. Demonised naked bodies are core to these depictions of witches, especially sagging “poison-filled” breasts. Sagging breasts/hard nipples represented the antithesis of nourishment and care. These iconographies have carried through into the design of modern hags, eg. in The Witcher. The water and grave hag monster species are “inhuman”, supernatural, and always naked. Both water and grave hags are drawn with “deformed”, “withered” female bodies, with enlarged heads and claw-like hands, a crouched posture, and the iconic sagging breasts. All encounters with hags expect the player to fight (or flee), wherein success is killing the hag. The hag's evils relate to heteronormative "successful" femininity: e.g. a grave hag named Mourntart feasts on children’s bones (recalling witchcraft archetypes), and in the quest A Bard’s Beloved, a water hag lures men as lovers to then kill and devour them. In the World of the Witcher book, character Dandelion jokes any who compare water hags with naiads “most certainly never saw one in daylight”, despite a folktale on the next page writing that water hags are naiads who lost their eternal youth by loving mortal men. Just like in late medieval and early modern art, the ageing hag body is depicted against the youthful seductress. The medievalism of The Witcher, and background of this visual tradition, enables these modern images to so explicitly cast failed fertility as monstrous. These images of female bodies reflect a continuity from the medieval period to today, indicating that perhaps cultural stereotypes about fertility and breasts are not as relegated to the history books (or canvases) as many would like to believe.

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Articles inside

46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research

6min
pages 81-83

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past

2min
page 76

41: What It Means To Be Swadian: Encoding Ethnic Identity in Medieval Games

2min
page 74

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games

1min
page 70

37: Erasing the Native Middle Ages: Greedfall and the Settler Colonial Imagination

2min
page 68

35: The Middle Age as Meme: Medieval Spaces Remixed and Reimagined

3min
pages 65-66

34: Fuck the Paladin and the Horse He Rode In On

2min
page 64

40: Problematising Representation: Elsinore and its Reimagination of Hamlet

2min
pages 72-73

33: What Comes After the Apocalypse? Theories of History in Horizon Zero Dawn

2min
page 62

31: The Middle Ages in Modern Board Games: Some Thoughts on an Underestimated Medium

5min
pages 59-61

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians

2min
page 55

29: Age of Empires II as Gamic History: A Historical Problem Space Analysis

3min
page 56

26: Strange Sickness: Running a Crowdfunding Campaign for a Historical Research-Based Game

2min
page 53

25: Iconic Bastards and Bastardised Icons: Plebby Quest’s Neomedievalist Crusades

2min
pages 50-51

24: How to Survive a Plague of Flesh-Eating Rats: An Introductory Guide to Studying Remediated Gameplay Imaginations of Medieval Folklore and Beliefs in A Plague Tale: Innocence

2min
page 49

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games

6min
pages 45-48

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues

2min
page 43

20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic

2min
page 42

19: Feudal Law and MMOs: “I'm afraid he's AFK my liege”

2min
page 41

12: Dragons and their slayers: Skyrim in Comparison to Middle High German romances and Heroic Epics

3min
pages 30-31

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages

4min
pages 34-35

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning

2min
page 38

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2

2min
page 37

9: Unicorn Symbolism in The Witcher Storyworld

2min
pages 24-25

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem

5min
pages 17-18

10: Dante in Limbo: Playing Hope and Fear

3min
pages 27-28

2: What to Expect from the Inquisition: Historical Myth-Unmaking in Dragon Age: Inquisition

3min
pages 15-16

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games

7min
pages 10-13

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games

2min
page 21

7: Cross Cultural Representation in Raji through Medieval Mythology and Architecture

2min
page 22

5: The Portrayal of the Third Crusade and Crusading Ideology in Dante’s Inferno

2min
page 19
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