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However, some games like 'classless' games do not fit the proposed typology and remain a desiderata.
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The third step of classes, are a medievalist's social classes: oratores, bellatores, laboratores.
next to Heroes of Might & Magic, Olga also mentions an already discussed game here: Crusader Kings 3.
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Classes in RPGs. Three groups:
- Physical damage
- magical damage
- healer/supporter (increase their prowess)
Tolkienesque archetypes mediated by D&D: Warrior, Trickster, Mage.
"The Trinity of classes" in other games: Tank, Healer, Damage Dealer.

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Now, @MediBoh takes over: Playing Oratores, Bellatores, and Laboratores: Functional Borders between Classes in Medieval Video Games.
She's asking the question: What societal tropes of the Middle Ages do role-playing games reproduce and why?

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Opportunity, Conciliation, Compromise, Hostility.
Hostility: "It is all about creating chaos."
The others are more peaceful.
Players can even create Détente in Iberia.
Interaction with neighbours are a breakthrough in comparison to other games.
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now... for some #FateOfIberia (lower those prices, please).
The period of the Reconquista is rather itneresting for our tobic "religious borders".
The "struggle mechanics" is the most interesting for Rob.
It consists of a non-linear cycle with 4 phases.
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In CK3, religions are represented in a more detailed format. It's deeper, more mechanically complex, but also "more interesting in an educational and a gameplay standpoint".
I couldn't agree more 💯.

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Yet, differentiating between religions is a rather hot topic in games. We already had the theme of "clash of civilizations/cultures" before.
Crusader Kings 3 is kind of an outlier. Complexity is one part, being character-driven ist another big part.
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Interestingly, the latest DLC #FateOfIberia of #CrusaderKings3 sabotaged Rob's ideas a bit. However, he incorporated that in his talk in the past days and weeks. Thanks for that!
Religion and faith has been turned into a system of mechanics.
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"Representation of religion can be interesting in games."
However, genre conventions and expectations about what games should look and play like, do have a huge influence.
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Now, that person without whom we wouldn't be here: @RobEHoughton on Digital Heathens and Heretics: Religious Boundaries in the Paradox Interactive Middle Ages.

Hypotheses: Religion in Games rarely ever shows up. That has an impact!
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Interestingly, in the intro KCD leans heavily on a Czech historian film, which also depicted the Hussites as the ever-victorious party.
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Believing in the supernatural in the World of KCD, is a sign to have "a feeble mind". 🤯
Looking at contemporary history, the Hussites even have been used in Soviet propaganda against the Nazis.
This stance has not since changed.
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An interesting detail on the Sassau monastery: the house for the pilgrims was omitted - probably not to mention the pilgrimage culture that was significant for that monastery.

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Jan analyses also the "Czech construct of authenticity". "Historical accuracy" was more significantly promoted in Czech press than in international press.
Historical material culture (@NicoNolden named it "material fixation") was their main focus.
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It's one of the games, where you play "a white heterosexual male protagonist", where it's obligatory for understanding to at least mention that.
Jan will elaborate.
It is an "open-air museum", yet it's "not an open-air museum".
It's complicated.
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The last panel of the @MidAgesModGames strand for this year's IMC, unfortunately.
@_ubique starts with ""God save you, Henry. Religious Elements in Kingdom Come: Deliverance."
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