Interpreting History: Artistic Media as Historical Source Jacob Scranton History methods (HIST-2200) 12/7/16 We were asked to choose an artistic representation of a historical event to analyze as a historical source for this project. I decided to choose the computer game Crusader Kings II (hereafter referred to as CKII) published by Paradox. Due to the complexity of the game, I will spend some time familiarizing the reader with how the game works. I am also playing with a number of expansion packs, so my experience with the game will be different than the basic version. I have included pictures at the end as visual aids. The medieval period is a familiar inspiration in popular culture particularly in computer games. As computer games have become more elaborate over the years, many game developers have attempted to provide increasingly realistic simulations of medieval life be it of personal combat, war, economics, politics, etc. Some of these games attempt to simulate actual historical settings; other games take historically inspired themes (such as medieval martial arts or the social structures of a feudal society) and apply these themes in non-historical settings. Out of these games, CKII is well known as the premier historical medieval strategy game. CKII is played on a map, similar in basic concept to the board game Risk. The map is made up of various territories (known in the game as “provinces”) stretching from Iceland in the North-West to the Indian sub-continent in the South-East. There are 1,463 provinces on the map, not including those provinces such as ocean and river territories. Each land-based province is known as a “county” and contains “holdings” for instance the county of Middlesex in England (post Battle of Hastings) contains the castle of Westminster (the county seat) and the city of London (as well as another castle and a bishopric). Each holding can be upgraded over time with new and improved buildings. The names of counties, duchies, kingdoms, and empires will dynamically change as the game progresses due to changes in cultures and government. Although CKII has an overall Western European bent, the game 1 includes a large amount of historical content for Eastern European, North African, Middle Eastern, and Indian cultures. Unlike most other strategy games, the mechanics of CKII are based on characters, which is one of the main attraction points for the game both mechanically and thematically. There are thousands of characters in the game; as the player you control one of these characters who will be the head of a dynasty. Each character has traits, negative and positive, that they may be born with or develop through the course of their life. The player’s job is to increase their character’s prestige (a sort of score, but also sometimes an expendable currency) as a ruler by gaining control of new vassals and territories, throwing tournaments, winning wars, etc. When your character dies, you will gain direct control over their heir if they should have one. If they do not have an heir, the dynasty will be ended and you will need to select a new character leading a different dynasty. The game incentivizes the player to fret over the direction and future of their dynasty. For example, one may have to change your realm’s succession laws to prevent the realm being divided upon your death. You will need to find appropriate tutors for your children and also to find suitable marriages. Much of the game consists of scanning through the lists of who’s who to find the right match for your children or to find the best courtiers for your small council. You may at times need to plot against other rulers or even your own family. The third primary mechanic is how the game progresses. When starting a game the player chooses from a list of historically significant start dates ranging from 767 to 1452 A.D. Each start date will alter the ownership of the provinces on the map based on historical reality. For example, one may choose to start in 1066 A.D. either before or after the Battle of Hastings, which will change who owns the majority of the English counties: Harald or William. During the game, the player will alternate between playing and pausing time. When time is played (there are five speed settings), the days and 2 months will tick by, events will pop-up, taxes will be collected, and the computer AI will make decisions characters, etc. The game may be paused at any time so that the player can make careful decisions for their character. The game moves slowly enough that even on the highest speed settings it can take several days to “finish” a game. I put finish in quotes because there is no real win condition for the game. CKII is more of a sandbox in the sense that the player makes their own goals. The entertainment is in watching an alternate history unfold and experiencing all the gritty details of a medieval dynasty over many generations. Being that my topic for the last project was the Domesday Book, I decided to play the game as William the Conqueror in 1066 after the Battle of Hastings (William commissioned Domesday). I had not played the game as such an influential character before, and admittedly I am new to the game, so I was initially overwhelmed by the number of vassals and territories I needed to manage, especially given that I was both a Duke of the Kingdom of France as well as the sovereign of the newly conquered Kingdom of England. My first big issue was that my demesne was too large. In the game and historically, a demesne consists of the properties that a ruler holds directly rather than through a vassal. Because William had just conquered England, he had not yet doled out counties and holdings to his vassals, thus all his vassals received a substantial negative diplomatic penalty with me; they were upset that I, as William, was not being generous enough. To ease the tension, I did three things. First I initiated a change in law from “minimum” to “low” kingdom centralization. The benefit would be that my max demesne size would increase by 1, although my maximum vassal limit would decrease somewhat. The law change did not happen immediately because I would need the support of the majority of my vassals. 3 The second thing I did was to create a number of duchy titles in my realm. For example, because I had the counties of Kent, Sussex, and Surrey I could create the duchy of Kent over them. I then bequeathed these duchies to the angrier of my powerful vassals. For example, to Count Odo (my halfbrother and influential historical figure), I gave the duchy of Kent because he was lusting after it. His opinion of me increased dramatically. The only duchies I ended up keeping were the Duchy of Normandy and the Duchy of Bedford for strategic reasons. I also kept the counties in my demesne for revenue purposes. As I parceled out more and more land, my vassals thought better and better of me. Eventually I saw the support for the new increased centralization law swing in my favor. I also announced a huge feast to which I invited my remaining opponents. Some of them refused, but many accepted my invitations and I gained prestige and diplomatic advantage. Eventually the law passed. The other interesting choice I made was to take a loan from the Jews, before promptly expelling them from my realm, thus keeping the money they gave me as well as confiscating a large sum of gold. The choice had positive as well as negative consequences, but the massive amount of gold was necessary to pay for the creation of England’s ducal titles. My second major problem was the threat of Norwegian raiders in the English Channel. They made raids into both Essex and Normandy requiring me to levy troops in defense. Sending the raiders off was relatively easy, but levying the troops did give me a slight opinion decrease with some of my vassals. The third issue I dealt with was a rebellious Anglo-Saxon faction in Northumbria and York. One of my recently assimilated Anglo-Saxon lords had created a faction within my realm in support of the Anglo-Saxon Kingdom of England title claimant, who was exiled in Toulouse at the time. Given that the majority of my vassals were Norman, I was not worried that the faction would grow rapidly in size, but 4 these Anglo-Saxon lords would always be nostalgic for their own culture and thus I decided to plot against them. Although it took a few years, I gradually picked off these lords via assassination and installed trustworthy Normans in their place. I will need loyalty in the North when I press my claims for the remaining counties England and then beyond to Scotland. As a historical source, do I consider CKII valid and reliable given my knowledge of the subject matter? Well of course not. It is a computer game after all, notwithstanding its comparably excellent simulation value. Ultimately the game is about alternate histories, that is, “what if, given such and such initial historical configuration, changes were made?” Not only that, but I have read some critiques of the game by professional historians who, despite praising the game in general, take issue with some of the design choices and smattering of historical inaccuracies and anachronisms. Beyond these doubts is an even more seemingly insurmountable problem: that the methodological issues of computerized historical simulations vex scholars even with professionally developed software. Despite these reservations, can CKII be of interest to historians? Yes, in particular to students of history. Playing this game gives one something that history books struggle to do, which is to impress upon the reader a visualization of setting that is memorable and provokes the proper associations of name to face and deed and place. Often when I am reading history, I find at times that my eyes glaze over at all the name–dropping. People and places that have long ago passed out of the popular mind and thus lack accessible mental representations escape memorization and contextualization. When one plays a game like CKII however, the obscurities of history receive a visual and contextual narrative that is far more accessible to our primate brains. Previous to playing CKII, even after reading whole books of about medieval England, the various counties and duchies were a morass of flickering names, mostly divorced from spatial relevancy. Where 5 is Wiltshire again? What was Ireland up to at the time of the Norman Conquest? Who is Sweyn Forkbeard again? CKII gives you a map, quite literally. One might respond, “Well can’t you just look at a normal map?” Yes, maps do help, but insignificantly compared with something like CKII. The reason is that in playing the game, one forms both logical and emotional connections to the contents. Northumbria is not just static print on the map or a few frames of a video: It is the key to whether I am getting my armies into Scotland easily or with difficulty and that damn Anglo-Saxon Earl Morcar better wise-up before he too is replaced by one of my Norman buddies. The narrative becomes the constellation by which the historical content is connected and made relevant, causing the sort of easy recollection that we find when summoning memories of people, streets, highway exits, towns, etc. in our own lives. As a supplement then, I highly recommend games like CKII for the history student. 6 Two images taken offline for reference 7
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