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

Page 34

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages Jonas Froehlich and Tobias Schade, @tales_things, University of Tübingen Games simulate an experience of historicised situations and enable players to take actions, and to do history in virtual worlds (McCall 2019, 29–30). This paper aims to analyse virtual remains left behind by players while taking actions in these worlds. Through an interdisciplinary perspective – archaeological and historical – virtual remains can be identified, characterised, and studied similar to remains from the ‘real’ world. Following this premise, subsequent questions can be asked: Which things remain – and why? In this regard, this paper focuses on four different games: Sid Meier’s Civilization VI including Gathering Storm (2K Games; 2016/2019), Crusader Kings III including Northern Lords (Paradox Interactive; 2020/2021), Foundation (Polymorph Games; Early Access Release 2019), and Valheim (Coffee Stain Publishing; Early Access Release 2021). In these strategy and survival games players leave a variety of remains behind: Built structures are core elements. For example, a shelter in Valheim – basic for the character to rest and to re-spawn – or a Builder’s Workshop in Foundation – enabling players to construct buildings – are essentially for game progress. Runestones in Crusader Kings III or churches in Foundation for instance are special monuments which yield bonuses. Moveable objects like work of arts, relics, and archaeological artefacts in Civilization VI generate benefits for the current holder and can be displayed, themed, traded, and stolen – and can therefore be used as resources. In Valheim, crafted tools like the cultivator are used actively. These tools enable new players’ actions, like planting seeds and farming. The most visible remains are left behind in the landscape in the form of built structures, but the environment itself is often shaped as well. This becomes most apparent in Valheim, where gaining substances by ‘harvesting’ the landscape and using them as resources is a core element of the game (Figure 14.1). In Valheim it is possible to gain raw materials and to shape the landscape with the players own ‘hands’ – e.g., cutting trees to gain wood as building material. The community of Valheim discusses deforestation and strip mining as actions of landscaping. However, in Crusader Kings III the landscape is predetermined, and the transformations are mainly narrated, not visual.

Figure 14.1: Valheim, Early Access Release (Iron Gate AB / Coffee Stain Publishing, 2021). Although the digital things that players leave behind vary widely, they all seem to have meanings for game mechanics. They have a function. It does not matter if they are visible or not: While the tools in Valheim are visibly stored and used to shape the world, documents in Crusader Kings III are only narrated things enabling players to claim territory and to move borders. 28


Turn static files into dynamic content formats.

Create a flipbook

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
Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.