20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic Doug Chapman, @DouglasRChapman, University of Cambridge The Middle Ages have proven to be a fruitful source of inspiration in gaming in large part due to the feudal complexities that characterized the period. Medieval rulership was rarely a straightforward affair, and the feudal contract bound both ruler and subject alike. Two inherent elements of feudalism that have translated particularly well to the world of video games are the feudal contract and the role of monarch as lawmaker. These have evolved from basic origins to become compelling game mechanics in modern medieval titles. The tension between the monarch as lawmaker and as subject to the law was one of the principal characteristics of the period. The inherently legal nature of the feudal relationship was likewise a source of constraint and opportunity for both vassal and ruler. These dynamics were initially absent from the earliest examples of medieval strategy games. Many were of the classic RTS type, in which subjects followed the orders of the player without complaint. One can only imagine how medieval rulers would envy this authority! The genre would soon see the addition of rebellions, a mechanic that represents the limitations inherent in feudalism. Rebellions could be caused through taxation, creating a cycle of war-taxes-rebellion-war that would have been familiar to many across the Middle Ages. Recent titles have evolved mechanics related to feudal lawmaking and relations even further, although the rebellion is still a mainstay of games set in the Middle Ages. Two examples in different genres stand out in particular: Crusader Kings III and Mount & Blade II. Mount and Blade II offers an example of feudal lawmaking in an RPG through its policy mechanic. Players can propose new laws even as vassals given sufficient support from other lords, and these laws can have both positive and negative effects for each level of feudal society. Magna Carta is a prime historical example of this dynamic. As the product of a baronial rebellion it cut strongly against the power of King John, but it also empowered the royal justice system and would later be used to solidify the succession of his son Henry III. Crusader Kings III includes a number of feudal mechanics in its vision of medieval grand strategy. From count to emperor the player is able to modify feudal contracts directly with both vassal and liege, and can pass laws to modify the method of succession. Lawmaking is additionally represented through both a crown authority and a policy mechanic, and increases in authority are often accompanied by (you guessed it) rebellions by disgruntled vassals. Large increases in player holdings can likewise provoke dissent. These recent mechanical innovations presage future growth across multiple genres. New mechanics might examine the unknown effects of passing certain laws, the grouping of laws into a charter, or perhaps the need to seek approval from a parliament before raising taxes. The inherent limitations of feudal rulership greatly enrich games set in the Middle Ages. Although the frequent rebellions against all of us monitor monarchs will never cease, the causes and effects of the mechanics behind them have evolved and will continue to do so.
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