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

Page 42

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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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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