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    <front>
        <journal-meta>
            <journal-id>TMR</journal-id>
            <journal-title-group>
                <journal-title>The Medieval Review</journal-title>
            </journal-title-group>
            <issn pub-type="epub">1096-746X</issn>
            <publisher>
                <publisher-name>Indiana University</publisher-name>
            </publisher>
        </journal-meta>
        <article-meta>
            <article-id pub-id-type="publisher-id">25.10.36</article-id>
            <title-group>
                <article-title>25.10.36, Houghton, Robert, The Middle Ages in Computer Games</article-title>
            </title-group>
            <contrib-group>
                <contrib contrib-type="author">
                    <name>
                        <surname>Matthew Wranovix</surname>
                        <given-names/>
                    </name>
                    <aff>University of New Haven
                    </aff>
                    <address>
                        <email>mwranovix@newhaven.edu</email>
                    </address>
                </contrib>
            </contrib-group>
            <pub-date publication-format="epub" date-type="pub" iso-8601-date="2022">
                <year>2025</year>
            </pub-date>
            <product product-type="book">
                <person-group>
                    <name>
                        <surname>Houghton, Robert</surname>
                        <given-names/>
                    </name>
                </person-group>
                <source>The Middle Ages in Computer Games: Ludic Approaches to the Medieval and
                    Medievalism</source>
                <series>Medievalism, 28</series>
                <year iso-8601-date="2024">2024</year>
                <publisher-loc>Woodbridge</publisher-loc>
                <publisher-name>D.S. Brewer</publisher-name>
                <page-range>Pp. xii, 360</page-range>
                <price>€115.00 (hardback)</price>
                <isbn>978-1-84384-729-8</isbn>
            </product>
            <permissions>
                <copyright-statement>Copyright 2025 Trustees of Indiana University. Indiana University provides the information contained in this file for non-commercial, personal, or research use only. All other use, including but not limited to commercial or scholarly reproductions, redistribution, publication or transmission, whether by electronic means or otherwise, without prior written permission of the copyright holder is strictly prohibited.</copyright-statement>
            </permissions>
        </article-meta>
    </front>
    <body>
        <p>The study of historical representation in games was once a marginalized subject but has
            in recent years attracted increased interest from both historians and their students.
            Many departments now offer courses on games and history, the <italic>American Historical
                Review</italic> has published reviews of games, and some historians have even made
            the move to develop games themselves. For the study of the Middle Ages in games perhaps
            no one has done more to advance and legitimate the field than Robert Houghton. He has
            edited the volumes <italic>Playing the Crusades</italic> (Routledge, 2021),
                <italic>Teaching the Middle Ages through Modern Games </italic>(DeGruyter, 2022),
                <italic>Playing the Middle Ages: Pitfalls and Potential in Modern Games</italic>
            (Bloomsbury, 2023), as well as organized the popular The Middle Ages in Modern Games
            Asynchronous Conference (formerly The Middle Ages in Modern Games Twitter Conference)
            since 2020. </p>
        <p> </p>
        <p>In this volume, his first monograph on the subject, Houghton argues that computer games
            should be accorded their own place in the study of medievalism alongside other genres
            such as literature and film. All forms of medievalism have the potential to affect the
            assumptions that students bring to our classrooms, and the study of historical
            representation in medievalist games, specifically, should not be neglected because
            “Ludic medievalism presents a different and distinct vision from other medievalist
            media” (1). Additionally, while medievalist games share some of the same tendencies as
            historical games more generally, they exaggerate some of those trends while subverting
            or complicating others.</p>
        <p> </p>
        <p>To prove these points, Houghton analyzes a staggering number of games (over 450 are
            listed in the Ludography at the end of the volume). In what may be a controversial
            decision for some, Houghton includes games in the fantasy genre both because of their
            broad appeal and because, no less than historically themed games, fantasy games also
            engage with academic and popular perceptions of the Middle Ages in their world building
            and plots. Rather than the case study approach typical of earlier studies, Houghton
            organizes his material thematically in a manner similar to Adam Chapman’s influential
                <italic>Digital Games as History</italic> (Routledge, 2016). The first two chapters
            look broadly at how games represent history in general and examine the genres of
            medievalist games more specifically; these are followed by seven thematic chapters on
            combat, warfare, and violence; science and technology; rulership; the Church and
            organized religion; morality; race and nationality; and gender and sexuality. After a
            short introduction, each chapter includes a numbered list of its primary arguments.</p>
        <p> </p>
        <p>Chapter One argues that historical representation in games is fundamentally different
            from that of literature or film because of the computer’s reliance on quantifiable
            values and the way in which the narrative generated by a game is a work of co-authorship
            between designer and player. Games tend to focus on measurable and quantifiable
            activities such as violence, economic activity, or scientific progress rather than less
            measurable concepts such as love or relationships. The desire for player agency in games
            leads to a focus on narratives of victory and progress; the feeling of individual
            helplessness in the face of larger forces is not seen as an emotion that the typical
            player wants to feel. Thus, players typically have much more knowledge, power, and
            control than their game avatar would have had in real life. </p>
        <p> </p>
        <p>Chapter Two examines trends in medievalist games and notes that fantasy games,
            roleplaying games, and hardcore games (i.e., punishingly difficult games such as those
            in the Dark Souls series) very frequently have medievalist settings. Here Houghton wants
            to expand the model first developed by Chapman, who divided games into Realist
            Simulation Games (with an emphasis on visual fidelity and the “reconstruction” of
            specific, often smaller, moments in history) and Conceptual Simulation Games (with an
            emphasis on complex rules systems that attempt to model larger historical processes).
            The Call of Duty series would be an example of the former; Sid Meier’s Civilization
            series would be an example of the latter. Houghton argues we need a third category, that
            of the Roleplaying Game. Roleplaying games differ because of the greater empathetic
            connection they forge between the player and the game world, their emphasis on the
            consequences of moral choices, the greater likelihood of fantasy elements, and the
            central role played by individuals, often of lower status, on the outcome of events. </p>
        <p> </p>
        <p>The following thematic chapters examine how common tropes in both historical games and in
            other genres of medievalism become exaggerated, attenuated, or modified in medievalist
            games. Chapter Three looks at violence and warfare in medievalist games. Violence in
            these games is ubiquitous and can be brutal, but at other times romanticized and
            sanitized. Corpses disappear, wounds have little long-term impact, and healing is
            remarkably (often supernaturally) effective. The need for game balance, positive player
            experience, and graphical limitations also affects representation. The power of knights
            and late medieval gunpowder weapons, which are often exaggerated in other forms of
            medievalism, are lessened in games, while lengthy sieges are avoided in favor of
            dramatic battles. </p>
        <p> </p>
        <p>The common view of the Middle Ages as an era of technological stagnation conflicts with
            the tendency of historical games to represent history as a long march of progress.
            Chapter Four argues that while some strategy games do represent the Middle Ages as a
            period of limited technological development, certain aspects of the stereotypical “Dark
            Ages” are not represented or receive less emphasis. For example, according to Houghton,
            medievalist games tend to deemphasize the effects of disease, poor health care, and
            widespread illiteracy. Chapter Five examines the representation of rulership in
            medievalist games. Rulers are typically depicted as focused on conquest and warfare, and
            rulership is portrayed primarily as an exercise in manipulating personal relationships.
            On the other hand, medievalist strategy games allow the player to engage with economic
            activities and structures in a way not often seen in other forms of medievalism. While
            games tend to reflect a “great man” account of history; that great man is only rarely a
            ruler. Realist games, in particular, tend to present the ruler as distant in order to
            allow the player-protagonist to act as the real driver of history.</p>
        <p> </p>
        <p>In Chapter Six, Houghton observes that while religious imagery is ubiquitous in
            medievalist games, it is only rarely used as more than a backdrop due to commercial and
            legal concerns. In conceptual strategic games such as the Civilization series, religion
            becomes a quantifiable tool similar to a technology; the player can choose to invest
            resources into the development of religious beliefs and structures in order to gain
            production or research benefits. This tendency undermines the common view of the Church
            as an implacable opponent of scientific and technological progress, but only by reducing
            faith to an instrument that can be manipulated and deployed by rulers. The relative
            over-representation of roleplaying games in ludic medievalism results in a greater
            engagement with moral questions, the topic of Chapter Seven. Game developers have used
            various methods to make players feel the weight of their moral choices, but Houghton
            argues that the genre’s emphasis on romanticized violence means that much of that moral
            engagement is in service of dehumanizing opponents in order to justify the violence
            perpetrated by the player-protagonist.</p>
        <p> </p>
        <p>Chapters Eight and Nine engage with the topics of race, sexuality, and gender. Most game
            developers are themselves still white, male, and cis-hetero and assume their audience to
            be the same, though that audience is becoming ever more diverse. The frequently heard
            calls for “accuracy” among a vocal portion of game players are in reality a demand that
            games continue to conform to hegemonic representations of the past that leave out women
            and people of color. The world of the Middle Ages is commonly presented as
            overwhelmingly white in many forms of medievalism, but this tendency is even more
            pronounced in games. Player-characters are nearly always white, and white non-player
            characters are presented with far more nuance that those of color. Houghton argues that
            the fantasy elements prominent in medievalist games heighten the use of racial
            stereotypes and imagery. Non-European cultures are often depicted as non-human in these
            fantasy games, while opposing nations are typically presented as racially and culturally
            homogeneous. Violence in these games can thus acquire a racial overtone. The mechanical
            requirements of games combined with the desire to give players strategic and tactical
            choices can lead game developers to give cultural stereotypes a quantified reality.
            However, whereas medievalist games, like computer games in general, marginalize female
            and queer characters while focusing their gameplay on masculine-coded activities, the
            prevalence of roleplaying games means that the ludic Middle Ages is somewhat less
            heteronormative than game worlds set in other periods. </p>
        <p> </p>
        <p> Near the end of this impressive thematic study of several decades’ worth of medievalist
            computer games, Houghton concludes “In sum, the representation of the Middle Ages in
            computer games is distinct from other forms of medievalism and the representation of the
            medieval period in computer games is distinct from that of other historical periods”
            (288). I find the overall argument convincing, though at times I was left wondering just
            how distinct these representations were. Houghton tends to assert that a certain
            characteristic is more or less common in medievalist games than in other games or in
            other genres of medievalism but rarely gives any statistics to show the reader whether
            the difference is a minor or a dramatic one. Perhaps it is asking too much, but I would
            have loved to see some charts or tables to support some of the comparative analysis.
            This, however, is a small criticism. <italic>The Middle Ages in Computer Games</italic>
            synthesizes an enormous quantity of game studies scholarship, highlights trends in
            medievalist games otherwise obscured by the sheer quantity of existing titles, and
            points the field in several new and interesting directions.</p>
    </body>
</article>