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

Page 81

46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research Mariana Lopez, @Mariana_J_Lopez, University of York I am a Senior Lecturer in Sound Production and Post Production at the Department of Theatre, Film, Television and Interactive Media at the University of York. This short article explores the challenges and opportunities of using digital games to present sound heritage research. Although I will be drawing from my work on sound in the ‘York Mystery Plays’ medieval drama cycle, and the creation of the interactive web experience 'The Soundscapes of the York Mystery Plays', which can be visited here, the findings and lessons learnt are widely applicable. Acoustical heritage and historical soundscapes work are not new but the challenges of presenting findings in a transparent and engaging manner to non-expert audiences has received limited attention. But what do I mean by 'transparent'? Acknowledging the unknowns and limitations in sound heritage work. Unknowns are linked to (1) the way history often relies on fragmented sources that may make several interpretations possible. (2) The fact that acoustical work is limited by the acoustical theories and techniques utilised, for example, the difficulty in knowing the acoustic properties of historical surface materials, the determination of sound source and listener positions and the geometric acoustic theory used by computer models (Vorländer 2013; Álvarez-Morales, López and Álvarez-Corbacho 2020). Moreover, and very importantly, acoustical work is limited by the assumptions made by researchers, which include which spaces are deemed ‘worthy’ of study. (3) The importance of understanding the cultural context of listening experiences: we cannot ‘hear’ as our ancestors did, the senses are time and space specific (Smith 2007). Understanding context is key, but acoustical heritage work tends to leave this aside. Whereas linear sound recreations, such as those at museums, often present one version of the past, the non-linear nature of digital games allows for the exploration of different possible sonic pasts. By presenting different options, we welcome uncertainty and reflection (Lopez 2020). 'The Soundscapes of the York Mystery Plays' was designed to explore how to present the uncertainty and multiplicity of sonic renditions by inviting users to change the performance setting of the plays based on historical findings and possible scenarios (see Figure 46.1).

Figure 46.1: The Soundscapes of the York Mystery Plays interface. Visual design by Oswin Wan. 75


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.