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

Page 43

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues Nico Huss, @NiHuMedieval Today I will talk about chivalric virtues and their reception – from the medieval text to digital games. I will show on Crusader Kings III and The Witcher 3, how modern games adopt medieval ideas of indexing virtues and discuss the role of game’s genres. As a medieval example I will refer to the ‘doctrine of virtues’, which is unfolded on the ‘Brackenseil’ (a hounds leash) in Albrecht’s Younger Titurel – a ‘post-classical’ Arthurian Epic of the late 13th century. There (JT St. 1911-25) we find a catalogue of virtues: zuhtec (mannerly) or balt (bold) – kiusch (chaste) – milt (clemency) – triuwe (loyalty) – mâze (temperance) – sorge (care) – scham (pudency) – bescheidenheit (prudence) – staete (constancy) – diemüete (humility) – gedulde (patience) – minne (love [to god]). This specific catalogue is already mentioned as ‘Fürstenspiegel’ in the testament of Gerhard v. Sayn when he tells his sons to listen to the ‘Brackenseil’ (Hound's Leash). This is also what connects the virtues to today’s reception: a guide for chivalrous lifestyle. Crusader Kings III refers to it in a sort of ‘Object-related Medievalism’. Witcher 3 in contrast does it in a more neomedieval way, referring to already existing medievalism. For the categorization of (Neo)Medievalism please see my article on Mittelalter Digital https://mittelalter.digital/ Looking at Crusader Kings III we see, that ‘virtues’ are ‘personality traits’, which can be virtues in certain religions. The pre-set virtues for Christianity are ‘Compassion’, ‘Chaste’ and ‘Forgiveness’; all can be found in the catalogue above: sorge, kiusche and milte. Virtues are indeed pre-set to religions but differ between ‘faiths’ or when creating a new faith by choosing ‘tenets’. Catholicism adds ‘Temperate’ and ‘Honest’ to its virtues. Here we find ‘maze’ and – by bending translations – also ‘zuht’ in the sense of modesty. Crusader Kings III fulfils its sandbox-promise. At the same time, it sticks to medieval sources. Players decide if they want to play ‘object-related’ or in a more ‘neomedieval’ way by choosing own traits they want to count as virtues for the new created faith. In Witcher 3: Blood and Wine players can collect virtues by ‘right’ decisions for the quest ‘There Can Be Only One’. Even before the quest logs, players must prove their ‘valor’, ‘honor’, ‘compassion, ‘generosity’ and ‘wisdom’. Those virtues seem rather deflected through pop cultural medievalism than derived from medieval sources. The object-related medievalism is outsourced in recipients’ cultural memory and not such strong pre-set like in Crusader Kings III which sticks closer to the ‘medieval’ examples. The genre of a game as well as the developers’ and players’ intention are essential in what they perceive as ‘medieval’. Chivalric virtues are a great example how fluid ‘authentic’ experience is and that these experience lays at last in players’ responsibility. Witcher 3 takes some first steps on ‘sandboxing’ reception, when it lets you choose how to act out virtuousness. Loose bounding to medieval sources and medievalisms let players establish their own ‘authentic’ play. Maybe this is a way out from endless discussions on Authenticity.

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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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