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

Page 38

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning Blair Apgar, @blairapgar, University of York One of the challenges of teaching art history is inherently philosophical: how can the student experience three-dimensional objects or buildings when they are only available for them in a twodimensional form? Logistically, this challenge serves as a giant asterisk for the entire discipline: scholars of art history acknowledge the inherent difference between the images we show on screen, and the real object which exists, likely many miles away from our current classroom. There is often little to be done to reconcile the loss of the materiality and experience of the 3D object. This is how video games such as Ubisoft's Assassin’s Creed: Unity (2014) can close the gap left by traditional educational methods. The game’s surprisingly faithful and intricate model of Notre Dame serves as an accessible alternative to even the most detailed photographs. Students who have not visited Notre Dame lack the spatial awareness of the monumental nature of these structures. Photographs alone cannot replicate the experience of such a vast scale. The sensorial nature of gothic architecture is critical to understanding the period’s relationship between man and god; witnessing the church's seemingly endless upwards thrust demonstrates this. This is where Assassin’s Creed: Unity can be useful to students. In the game, Notre Dame is rendered as in the 18th century, though it uses a 21st century model, and has been modified in some key ways for playability and to match the average gamer’s perception of the modern cathedral. This means Viollet-le-Duc’s 19th c. modifications appears a century earlier in-game than in reality. However, these distemporal features present no more difficulty they do in traditional pedagogic approaches. The experience of moving within the cathedral, anachronisms and all, can reclaim some of experientiality otherwise only possible with in situ instruction. Moreover, design choices such as a soundscape intended to replicate echoes throughout the cavernous nave or light effects which varyingly display the shimmering beauty of sun through the highly detailed stained glass, and the effect of unelectrified darkness. Furthermore, 3rd-person perspectival manipulation of the player camera encourages students to literally and metaphorically shift their perspective on the space. Players can scale the walls and roofs, and due to the fidelity of the game’s model, and interact with areas unavailable to the general public. These game-play features reveal more than photographs and floorplans, and can even provide access beyond in situ instruction. With guided instruction, these explore-focused features can activate the students’ additional senses while allowing them to engage with the building as a 3D object. Future prospects of virtual reality only strengthen the appeal of such games as learning tools. Though imperfect, games such as AC:U can help bring medieval architecture to life and activate the sense-oriented nature of gothic architecture in students who might otherwise never experience the physical structure itself, making it an invaluable tool for educators.

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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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