Robert Houghton, "The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism" (Boydell & Brewer, 2024)
Mar 3, 2025
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Robert Houghton, a lecturer at the University of Winchester and a medieval history expert, explores the intriguing intersection of gaming and medievalism. He discusses how medieval video games reshape players' perceptions with unique storytelling and ethical considerations, often diverging from historical accuracy. The conversation highlights both progress in character representation and the persistent challenges of inclusivity. Houghton emphasizes the necessity of collaboration between historians and game designers to foster a more nuanced portrayal of the Middle Ages in gaming.
Medieval-themed games uniquely blend familiarity and escapism, allowing for player interactivity that deepens emotional connections to history.
The portrayal of morality, race, gender, and religion in medievalist games often reveals oversimplified narratives that lack historical nuance and diversity.
Deep dives
The Allure of Medieval Settings in Gaming
Medieval settings in games captivate players due to their unique blend of familiarity and distinctiveness. This historical era offers a sense of escapism that is appealing, presenting a world that is different yet recognizable, culturally rich, and filled with tropes that resonate with audiences. Popular medieval-themed media, such as TV shows like 'Game of Thrones' and 'House of the Dragon,' have set the stage for further gaming engagement in this genre. Unlike traditional media, games provide a higher level of interactivity, allowing players to influence narratives and delve deeper into medieval experiences, fostering a greater emotional connection with the historical context.
Defining Characteristics of Medievalism in Games
Medievalist games showcase a distinct form of medievalism that sets them apart from historical and fantasy games. These games often employ recognizable tropes related to the Middle Ages, such as violence and rigid character archetypes, creating a self-perpetuating cycle of expectations that can lead to a distorted portrayal of history. Role-playing games, in particular, highlight interpersonal relationships and moral choices against this backdrop, with intricacies that reflect the complexity of medieval life. Furthermore, the genre blurs the lines between historical accuracy and fantasy elements, intertwining magical features with historical representations, making it a unique gaming experience.
Ethical Considerations in Medieval Gaming
Ethical issues such as morality, representation, and race in medievalist games often reveal significant shortcomings and challenges. While these games may engage players with moral dilemmas, the outcomes typically reflect oversimplified and abstract views of morality that lack historical authenticity. Additionally, representations of gender, race, and religion often default to traditional, Westernized narratives, limiting the diversity of characters and player experiences. As the industry evolves, there's a growing need for a more nuanced and inclusive approach to storytelling that accurately reflects the multifaceted nature of the medieval world, moving beyond shallow tropes and superficial representations.
Games with a medieval setting are commercially lucrative and reach a truly massive audience. Moreover, they can engage their players in a manner that is not only different, but in certain aspects, more profound than traditional literary or cinematic forms of medievalism. However, although it is important to understand the versions of the Middle Ages presented by these games, how players engage with these medievalist worlds, and why particular representational trends emerge in this most modern medium, there has hitherto been little scholarship devoted to them.
The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism (Boydell & Brewer, 2024) explores the distinct nature of medievalism in digital games across a range of themes, from the portrayal of grotesque yet romantic conflict to conflicting depictions of the Church and religion. It likewise considers the distinctions between medievalist games and those of other periods, underlining their emphasis on fantasy, roleplay and hardcore elements, and their consequences for depictions of morality, race, gender and sexuality. Ultimately the book argues that while medievalist games are thoroughly influenced by medievalist and ludic tropes, they are nonetheless representative of a distinct new form of medievalism. It engages with the vast literature surrounding historical game studies, game design, and medievalism, and considers hundreds of games from across genres, from Assassin's Creed and Baldur's Gate to Crusader Kings and The Witcher series. In doing so, it provides a vital illustration of the state of the field and a cornerstone for future research and teaching.
Rudolf Thomas Inderst (*1978) enjoys video games since 1985. He received a master’s degree in political science, American cultural studies as well as contemporary and recent history from Ludwig-Maximilians-University, Munich and holds two PhDs in game studies (LMU & University of Passau). Currently, he's teaching as a professor for game design at the IU International University for Applied Science, has submitted his third dissertation at the University of Vechta, holds the position as lead editor at the online journal Titel kulturmagazin for the game section, hosts the German local radio show Replay Value and is editor of the weekly game research newsletter DiGRA D-A-CH Game Studies Watchlist.