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

Page 70

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games Rhett Loban, @rhett_loban, Macquarie University Tom Apperly, @t0mm7, Tampere University This work is a collaboration between Dr. Rhett Loban an Australian-based Torres Strait Islander Scholar and Game Designer and Dr. Thomas Apperley a Finland-based scholar from Aoteroa’s Pakeha (White Settler) community. We are going to discuss some work we did together exploring the potential of videogame mods to add indigenous perspectives to videogames. Indigenous game developers have been active in producing/creating games from an indigenous perspective ( https://theconversation.com/video-games-encourage-indigenous-cultural-expression-74138 ). Yet the representation of indigenous peoples and cultures in games is often disappointing. Grand strategy games often present indigenous peoples merely as potential subjects for Europeanstyle colonialism and are often presented in an ahistorical, ad hoc, and generic way. Within the genre Europa Universalis IV by Paradox Interactive has generally depicted indigenous people with more frequency and detail than other Grand Strategy games especially in the ‘Conquest of Paradise’ and ‘El Dorado’ expansions to the game. The complexity of Europa Universalis IV offered the potential for exploring history as a multiplicity. https://bit.ly/3fPSSmH To explore how an indigenous perspective might work in #EUIV Rhett Loban developed a mod ‘Indigenous People of Oceania’. ‘Indigenous People of Oceania’ added new technology groups that reflected the differing lifestyles of the Oceanic peoples, and many new indigenous pacific nations (including Mabuiag, Fiji, Hawai’i, Ngāi Tahu, Asaro, Gubbi Gubbi), including information about the nation's history and culture. The mod successfully added details which portrayed many aspects of indigenous cultures. BUT the mod still had to work within European/Eurocentric concepts of nationhood, territory and sovereignty. Nation, State and Sovereignty—are the conceptual tools that European colonial powers and white settlers used to justify displacing Indigenous people from their lands and instituting new forms of colonial governance. By encoding these concepts in the game Europa Universalis IV excludes the addition of indigenous perspectives. While information can add a richer depiction of indigenous people and cultures, it only makes a more colourful perspective for the colonizer. See: https://bit.ly/3vtBURW

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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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