Robert Houghton's The Middle Ages in Computer Games explores how medieval history is represented, interpreted, and reimagined within the digital realm of gaming. The book analyzes a wide range of games, from strategy titles like Age of Empires and Crusader Kings to role-playing games like Skyrim and Kingdom Come: Deliverance, examining how they utilize and adapt medieval settings, characters, and themes. Houghton considers the influence of popular culture, historical scholarship, and player agency in shaping these digital medieval worlds, investigating the complex interplay between historical accuracy, creative license, and entertainment value. Ultimately, the book argues that computer games offer a unique lens through which to understand both the enduring fascination with the Middle Ages and the evolving nature of historical engagement in the digital age.
The death of TSR in 1997, while seemingly a blow to computer RPGs, actually cleared the way for a new era of CRPG innovation. No longer constrained by TSR's often restrictive licensing practices and focus on D&D, developers were free to explore original settings, mechanics, and stories. This paved the way for titles like Planescape: Torment and Fallout, which diverged significantly from established D&D tropes and helped redefine the genre. The removal of TSR as a gatekeeper allowed for greater experimentation and ultimately fostered the growth and diversification of the CRPG landscape.
Hacker News users discuss the decline of TSR and the rise of indie CRPGs. Several commenters express nostalgia for older D&D editions, lamenting the perceived shift in focus from gameplay and world-building to brand management and monetization under Wizards of the Coast. Some discuss the impact of the Open Gaming License (OGL) and its various iterations on the CRPG landscape, with some praising its role in fostering creativity and others expressing concern about its potential misuse. The conversation also touches upon the evolution of CRPG design, including the rise of real-time combat and the influence of games like Baldur's Gate and Diablo. Several commenters recommend specific indie CRPGs, reflecting a broader appreciation for the innovation occurring outside of the mainstream.
The Video Game History Foundation has digitized and made publicly available a vast archive of old video game magazines, spanning decades and covering various platforms. This free online resource includes searchable PDFs of publications like Computer and Video Games, Mean Machines, and Edge, offering valuable insights into the history of the gaming industry, including early reviews, developer interviews, and period advertising. The archive aims to preserve gaming history and provide a resource for researchers, journalists, and anyone interested in exploring the evolution of video games.
Hacker News users generally lauded the Video Game History Foundation's digitization efforts. Several commenters expressed nostalgia for specific magazines like Computer Gaming World and Next Generation, highlighting their importance in shaping gaming culture and providing early access to information. Some discussed the challenges of preserving physical media and the value of digital archives for accessibility and research. Others pointed out the potential copyright issues with distributing ROMs and the importance of distinguishing between archiving and piracy. A few users also shared anecdotes about their experiences with these magazines and the impact they had on their interest in gaming. The overall sentiment is one of strong support for the project and appreciation for the preservation of gaming history.
Summary of Comments ( 6 )
https://news.ycombinator.com/item?id=43168950
HN users discuss the portrayal of the Middle Ages in video games, focusing on historical accuracy and popular misconceptions. Some commenters point out the frequent oversimplification and romanticization of the period, particularly in strategy games. Others highlight specific titles like Crusader Kings and Kingdom Come: Deliverance as examples of games attempting greater historical realism, while acknowledging that gameplay constraints necessitate some deviations. A recurring theme is the tension between entertainment value and historical authenticity, with several suggesting that historical accuracy isn't inherently fun and that games should prioritize enjoyment. The influence of popular culture, particularly fantasy, on the depiction of medieval life is also noted. Finally, some lament the scarcity of games exploring aspects of medieval life beyond warfare and politics.
The Hacker News post titled "The Middle Ages in Computer Games," linking to an article on medievalists.net, has generated a modest discussion with several interesting comments.
One commenter highlights the disconnect between the "real" Middle Ages and their portrayal in games, pointing out how games often simplify complex historical realities for entertainment purposes. They mention how games often depict castles as solitary fortresses when they were often part of larger networks, and how they misrepresent the scale and logistics of medieval warfare.
Another commenter focuses specifically on the topic of siege warfare, criticizing the unrealistic depictions common in games. They discuss how games often fail to capture the duration and complexity of sieges, which could last for months or even years, involving intricate strategies and logistics. They also mention the important role of disease and starvation in siege warfare, aspects often overlooked in video games.
Several commenters discuss particular games and their respective merits and flaws in representing the Middle Ages. Examples include Crusader Kings, praised for its complex political and dynastic gameplay, and Total War, noted for its large-scale battles but criticized for some historical inaccuracies. Kingdom Come: Deliverance is mentioned for its attempt at a more realistic depiction of medieval life, though some argue it falls short in certain areas.
The discussion also touches on the challenges of balancing historical accuracy with gameplay. One commenter argues that while historical accuracy is desirable, game designers must prioritize engaging gameplay, sometimes requiring compromises. Another suggests that games can be valuable tools for sparking interest in history, even if their representations aren't perfectly accurate. They propose that even simplified or stylized depictions can inspire players to learn more about the actual history.
Finally, a recurring theme in the comments is the romanticized view of the Middle Ages often presented in games, contrasting it with the harsher realities of the period. Several commenters emphasize the importance of acknowledging the less glamorous aspects of medieval life, such as poverty, disease, and violence, to provide a more balanced and nuanced perspective.