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

Page 55

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians Vinicius Marino Carvalho, @carvalho_marino, Universidade de São Paulo Today I’ll talk about experiments. Historians and archaeologists sometimes use experiments to get insights about the past. Andrew Reinhard once compared videogames to sims like Agent Based Models, arguing that gamers can act as researchers by tinkering with virtual worlds. Agent Based Models and the like are related to complexity theory, an approach that allows us to explore less anthropocentric understandings of history. It can be used to investigate the many ways in which natural and environmental processes influence human decisions – and vice versa. The potential to use games as ‘virtual labs’ for this kind of analysis is evident in grand strategy games & city builders. Yet, historians and archaeologists have a lot to gain from extending their attention to simpler games – such as kingdom simulators. As Robert Houghton wrote, these games are interesting because they attempt to model the political and informational constraints faced by medieval rulers. In this presentation, I’ll run by some examples and highlight what we should be in the look-out for. First, some king sims are scripted. These games rely on what Adam Chapman calls framing controls to create the illusion of reactive agents. They can be useful, but not as experiments, unless coded with non-deterministic outcomes (they are usually not). Reigns provides such outcomes thanks to a semirandomized, card game-styled structure. There are both individual and collective parties to appease. The binary nature of choices reflects the limits of royal agency. Often, one has to “go with the flow”. Kingdom: Classic takes an ecological approach to medieval society. NPCs have simples schedules that add up to complex social behaviour. Social mobility is a thing. Limited non-human agency, but the procedural environment has a great impact on gameplay. King of Dragon Pass has many examples of non-human agency, such as the weather, the gods and a complex seasonal model. It also represents the body politic as a social entity with conflicting interests rather than an “experimenting deity” (cf. Jeremiah McCall). So, what can we take from them? FEASIBILITY: Let’s not kid ourselves. A well-polished game needs the pros. Yet, a basic "lab" can be created and experimented with with widely available tools. Games like Reigns can be made as traditional card games. INFORMATION is deliberately scarce to reflect bounded rationality. A notable exception is King of Dragon Pass; as a) we play as a whole clan, b) it’s a “saga sim”. The confines of narrative are its main theme; knowledge of tropes are necessary to play with them. HISTORICAL CHANGE is the Achilles heel of model-based history, and king sims are no different. “Change” happens within strict confines; fundamental rules are not challenged. This is most visible in Reigns and Kingdom: Classic, which equate “medieval” with stagnation. To truly account for historical change, we’d need games in which mechanics themselves have room to procedurally evolve. King sims are not there yet, but they are a gateway to master the world of game developing – and for us to one day contribute to it.

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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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