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

Page 45

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games Robert Houghton, @RobEHoughton, University of Winchester Representations of the Middle Ages and pseudo-medieval worlds in games are driven by popular medievalisms in combination with game design traditions and restrictions. This can result in the exaggeration of stereotypes (super-tropes) or the emergence of entirely new visions (bastard tropes), the combination of which presents a unique and original form of medievalism within games. Super-tropes are mostly straightforward. Games have a strong tendency towards violence. The Middle Ages are seen as endemically violent. So medievalist games are more likely to be violent. They tend to focus on conflict and conquest. Visceral and casual violence abound. Likewise, games in general are heavily Eurocentric (if not Anglocentric) and medievalism tends strongly towards Northern European settings. Games set in this period are mostly positioned in Europe (and almost inevitably in British Isles/Scandinavia) with homogenous white casts. The medievalist notion of Chivalry also finds reinforcement in games: this vision of a rules heavy and black and white morality ties in neatly with the rules and mechanics required by games to function. It also fits with the need for balance and ‘fair play’ in games. Bastard tropes are consequences of competing gaming and medievalist tropes. Medievalist games are amongst the most violent, but this violence can be innovative. For example, Permadeath (you die, you lose) and Iron Man (only one save, updated automatically) are common in medievalist games – Dark Souls is a prominent example – and emerge to a large extent from a drive to match mechanics to medievalism. Religion in medievalist games is a melange of rival tropes. Medievalism dictates a prominent Church. But games are reluctant to do anything deep with religion. So medievalist games have ubiquitous but trivial religion: symbols, architecture and material culture are everywhere, but there is little of substance in terms of mechanics or even story. Science and ‘progress’ is another area with notable bastard tropes. Strategy games demand ‘progress’ as a core mechanic, usually represented through a ‘tech tree’. But medievalism dictates a Dark Age giving a narrative of stagnation alongside progress mechanics. Although super-tropes are important, bastard tropes can be just as influential. Games doing something differently doesn’t lessen their impact. There are growing signs that games are seen as more authoritative sources than other fiction media by a large part of their audience and that games may have a substantially deeper impact on their audience’s understanding of the Middle Ages than any other media format. Hence it is vitally important to consider not only where games exaggerate existing medievalist tropes, but where they subvert or bastardise them. Obviously these super-tropes and bastard tropes aren’t present in every medievalist game. There are plenty of nuances, subversions and deconstructions. Counterplay and modding allow players to mess with dev expectations. Devs often look to history beyond medievalism. But we can see examples of bastard tropes all over medievalist games. Game tendencies and requirements (such as balance, progress, victory conditions etc.) clash with medievalist visions. Often this leads to exaggerations, but frequently we see new accounts emerging. Hence we can see a new variety of medievalism emerging within games. One which draws on literary and audio-visual medievalisms, but which is fundamentally different in diverse (and unexpected) ways – as a consequence of the expectations and limitations of the medium. The idea that games set in the Middle Ages are influenced by both gaming and medievalist tropes isn’t earth-shattering. But we need 39


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.